Good day, everyone. We need to talk.
TL/DR:
Before version 0.13, the game primarily functioned as a sandbox experience, with a focus on providing independent events for each of the girls. One of the exciting aspects of this approach was the ability to create causal relationships and effects based on the player's choice of girls.
After careful consideration, I realized that I wasn't entirely satisfied with the sandbox approach. It wasn't because sandbox games are inherently flawed, but rather because I personally prefer a storytelling style that acknowledges and builds upon past events. I wanted to avoid the feeling of "nothing happened" when progressing through the game.
For instance, when I wrote the script for Chiaki or Ema, it became apparent that returning to the status quo after her storyline would disrupt the continuity of the independent stories for the other girls, so most stories remained independent with few minor connections between them. In this type of narrative, MC didn't learn or express anything substantial from his experiences with each girl, creating a lack of meaningful development.
That's precisely why I made the decision to change the focus to a more linear approach into the game. By focusing on corrupting Chiaki first and then progressing towards Tokuko, I can ensure that the events within the story carry more weight, maintain consistency, and enhance the overall pacing.
This shift in approach does not mean that the previously established story arcs will be deleted or forgotten. On the contrary, they have already been written and will be included in this new approach. If you want to skip a particular arc that you have already watched, you are free to do so. I don't anticipate significant changes to the story, and if there are any modifications, I will provide detailed information in the changelog.
While the game is undergoing a transition towards a more linear structure, it is important to note that it will not entirely eradicate sandbox elements or transition into a conventional visual novel format. The objective is to find a harmonious equilibrium between a well-defined narrative and player agency.
For instance, if the player spent time with Chiaki the previous night, there may be an event where she doesn't show up due to falling asleep. Similarly, if the player had a conversation with Chiaki about her assistance in finding a girlfriend, there could be a special event where she elaborates on when MC goes to the academy.
These special events, although significant in their own right, may not always be directly referenced in the main story. They exist as optional content that adds flavor and richness to the game world, providing players with the opportunity to explore and discover additional layers of the characters and their stories.
If I have to say something, these changes give me more flexibility at the moment of creating stories.
Since the game had sandbox elements, adjustments are necessary to ensure a more coherent "linear" narrative. I will be dedicating myself to working diligently in order to release updates as soon as possible, aiming to catch up with the story progression we had in v0.13.
There are many more things I'd like to discuss, but I'd prefer to let you discover them firsthand when you play the updated game tomorrow. Yes, tomorrow! I have enough material to upload an update tomorrow so you can experience what I want to mean with all of this! This could be considered v0.13.5.
Before the release of the next update, v0.13.5, I believe it's important for you, my patrons, to be informed about the current situation of the game.
I apologize if these modifications cause any inconvenience or complications. However, I firmly believe that adopting a more semi-linear structure is the best course of action to enhance the overall quality of the project, given the resources currently available to me.
I appreciate your understanding and support during this transitional phase. Thank you for your patience and confidence in the project.
Friend's Harem Corruption (Estimated: v0.13.5 (Rework) for Patrons on 18th June and v0.13.5 (Rework) for the Public on 25th June)
Minor Changes: