Month: December 2025

DEMOOO!!! (Technical demo)

Homelands (Windows x64) (142Mb)

Hello, everyone! I can’t believe that I’m saying this, but the Technical Demo is out. It is laggy, buggy, ugly, but I absolutely love it. Go check it out, fingers crossed it will run on your PC. The normal demo will be out in March of 2026, by the way.

The changelog of the last two weeks is absolutely massive, so I decided to not talk about it at all. I’ll just say that the last few days were hell on earth for me and I’m absolutely overworked. Anyway, I have to mention that I’ve found a new artist girl who draws porn art now! It’s kinda important.

So, let’s talk about this year! I started it with a text game Morning Coffee. Then found courage to ditch it and start a project I wanted to make all these years. It was hard, frightening, and I never expected to make it past very basic mechanics. Yet here we are! Homelands is ugly, but has goddamn potential. And after 9 months I still love working on it! And thank you all for support, of course. Really.

I need a week of extra-long Minecraft sessions with soda and chips. Then the work continues. For the first time I will be fixing, not adding. And oh boy some scripts need a complete overhaul!

Happy New 2026 Year in advance, folks! May the new year be merciful to us all. [No more abandoned projects]


Demo?! No, not demo :<

Hello, everyone! Sadly, there’s still no demo today. But these last two weeks were extremely productive! Next time, I plan to give you at least something, my good people. We need cutscenes, dialogue, some polishing, and lewd art. Sounds manageable! For now, let’s start reading!

Starting light with a bunch of small changes! I added a disclaimer and music to the main menu and two locations. Reworked the nature sounds a bit. The NPC and the teleportation stones now display small “interaction” icons when the player is near. NPC can now walk around and stop (and turn) when he has something to say (WIP) or when the player is near. I fixed respawning and added teleportation (both in and out). The main character now performs a dash with a running animation and slight incline.

The artist created neat assets and three layers of background for the second location, the Village, and drew pictures of the first NPC and the enemy. The animator finished polishing the main character’s animations and started working on the two new characters mentioned earlier. After a lot of work on state machines and the spine code animations work like a charm. They are much smoother now, at least..

I reworked the main character’s melee attack. Now, it deals damage once per sword swing, consists of two-combo attacks, and able to deal damage while actual animation plays. The character even steps forward a little when swinging the sword! So cute:3

I added a ranged attack with a pretty “cut” effect on hit. Press the right mouse button to freeze and slow time while preparing a “magic drop”. It’s super fast and precise, and it comes with a handy aim line! It can even headshot enemies! Yes, I added critical hit zones to the enemies. But beware: taking damage will interrupt the aim!

The new enemy is a deer mage that can cast slow magic orbs. An orb forms at the end of it’s staff and starts moving toward a player, literally following you, and slowly decreases in size. It explodes on contact or after expiring. If it hits you, you take damage based on the orb’s current size. You can also hit it with a melee attack!

As I said, I’ll try to give you something playable in two weeks. The work is progressing, but the amount of it is crazy! [No more abandoned projects]

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