Author: Admin

Future “battles” update: the bones

Hello, everyone! The last two weeks were pretty slow. I must notify you that one of our artists – ElizabethRun – won’t be able to work on Homelands for another month. Sad. But luckily, we still have Terri!

First of all, Terri finished working on “bonus” ero pics (one of them is attached below) and started working on battlefield ero pics. There will be LOTS of battlefield ero pics, trust me!

Alex finished animating five new enemies and gave me the files. We are still working the kinks out with ent enemy and some misc. animations are still in progress.

Second, I started working on the very base of the next public release. Played with the firefly a bit, improving it. Then added a base enemy class and created the shells of new enemies with animations Alex gave me.

I also created a base class for enemy projectiles and another one for the player’s projectiles. Yes, so I can add more bullets, hooks, orbs, and everything.

Added a bouncy mushroom for reaching high ground on future levels. It was surprisingly easy to code… Oh, and added an explosive box. It’s not so explosive for now. I’m still figuring out how to disable characters’ friction to make them fly away.

Sadly, the more I worked on new things, the more obvious one problem became. The systems of Homelands are perfect for a small Demo, but they don’t suit the requirements of this big update. So, I’ll have to spend some time changing code around the whole project. For some reason, I don’t mind doing it. Every time I “tidy the things up,” the architecture of the project becomes more and more convenient. So, see you in two weeks! [No more abandoned projects]


Beginning of the “battles” update

Hello, everyone! The last two weeks were pretty boring. I had a Minecraft week while all my artists were busy and I was feeling low. Then the work resumed.

Firstly, I had to improve the new mini design document for the future update, defining new enemies’ attacks, abilities, and movement. I’m still not sure about how everything will work together, but we gotta start somewhere, right?

Terri drew four achievement arts! It’s for the future update, yes. She also drew new poses for the enemies for future animations (side view for running and some other anims). Right now she’s working on new ero arts.

Alex is working on animations of new enemies. Just “sketches” for now and a lot of art fixes, trying to work out some kinks that look good only on paper… Animations take a lot of time. I hate it.

Meanwhile, I created a firefly! A dot of light in the forest. A little cute something to clear the mind after designing new levels and enemies. It flies around, rushing away from people and projectiles. Cute? Cute.

Like I said earlier, I’m scared by the amount of work that needs to be done. So, sorry for the slow start. It’s kinda normal for me, sadly. See you in two weeks with better news! [No more abandoned projects]


Demo v2! Better movement and camera

Download – Win64

Hello, everyone! I decided to release a new public version, mostly because of awful movement of the main character and bad animations. I fixed them! Now I can focus on making levels and new enemies.

Welp, I want to give you a little descriptions of the animation changes! Removed standing with fly animation. Now you can’t turn in the middle of melee attack, but system will turn mid-combo if the button is pressed. Melee attack may be started when you just finished another animation and LMB was already pressed. Removed visual stutter after melee attack. Main character takes a bigger step forward while attacking now. Removed stutter when running and changing directions. Taking off and landing happens 25% faster now and jumping mid run happens without taking off animation. Now landing triggers every time, properly. Melee attacks are 10% faster now and are not being interrupted while performing mid air. Increased running speed by 8%. Made dash more stable, now it doesn’t conflict with other animations. Dash distance was reduced by 15%. Dashing is no longer affected by gravity (useful for dashing on platforms).

Changed collision shape of main character, making it more suitable for a platformer. Added “coyote time” – ability to jump right after starting to fall off a ledge. Fixed execution of the lowest jumps and reduced difference between low and high jumps to 50%. Jumps feel much faster now.

Improved camera. Now you can look around by moving mouse to the edges of the screen. It also focuses on space mid characters when starting a dialog. And I fixed a tiny twitch when entering a new location.

I added a little tool for my own entertainment. A speech bubble that can appear above anything. For now, it only appears when you touch a world boundary.

Oh, Terri drew 5 new enemies! I will give them to an animator soon. The look promising, right? I’m frightened by the amount of work, but hyped as well.

The last two weeks were really busy, as you can see! But we are getting closer to the dream game~ [No more abandoned projects]


Demo is out, but what’s next?

Hello, everyone! After releasing Demo version of Homelands I had to take a week off because of a trip to friends. Now I’m back and working again!

So, Demo. 4.0/5.0, positive feedback from almost everyone. A lot of new people subscribed! Welcome to all newcomers, yeah. Sadly, not a lot of new paid subscribers, but I get it. “Game looks good, will see what comes next.”

I wanted to make refines after the release, but it requires money I don’t have yet. So I changed plans. In the next two months I’m planning to add battles and erotic content! I mean, a lot of both. A lot! It won’t have pretty animations, but I’ll do my best to make it interesting.

Like I said, I’m back and working already. We have an absolutely massive update in 2-3 months. Gotta work hard! Stay tuned! [No more abandoned projects]


Homelands Demo is out! Go play it now!

Download – Win64

It’s been hell of a day, so I’ll be short. The demo is out. It’s good. It’s really good. Go give it a try.
Thank you for waiting this long ass year for this game. I appreciate it, guys<3


Heading for the finish line!

Hello, everyone! In my last post, I promised you that there would be many changes. Well, here they are! Enjoy!

I changed the main font and added two more fonts, one for dialog and one for headlines.

Enemy projectiles now cast a “crosshair” visual effect on the player and deal twice as much damage. The player’s projectiles, on the other hand, deal 30% less damage.

Opening the pause menu now stops the music. When all the enemies in the location die, the battle music changes to peaceful music.

Grass and bushes now wave slightly as if affected by the wind. If the grass shakes a lot when the player walks by, the big bushes will shake just a little. I also added leaves that fall from the big trees in the forest location.

Enemies now flash and bleed more than earlier when damaged. Their projectile vanishes if the enemy dies while creating it. They die with a pretty shader effect now. I also changed their behavior slightly. They no longer interrupt casting animations, run in place, or freeze without an idle animation.

The main menu was slightly reworked. The vignette (black semi-transparent lines on the edges of the screen) is not so dim now, the clouds move at one speed regardless of the player’s FPS, and there are new, neat “starting” and “quitting” animations.

The main character now dashes and teleports with a nice visual effect and “magical” particles. The player’s camera now centers on the main character when they start a dialogue.

There is an erotic picture in the game, a drawing on a papyrus. You can now move your mouse to “examine” it. There is also an erotic scene at the end of the demo. Particles and the ability to “look around” have been added there, too.

The artist drew a bunch of dialogue avatars! There are 18 pictures for five characters. She also made a “promo pic” for the game.

Another artist drew something called a “fakeshot.” It’s a screenshot of the future project. It gives viewers a general idea of what to expect.

I hope the next update will be a demo release. There’s not much work left, so I expect it in two to three weeks. Stay tuned! [No more abandoned projects]


New character – Blackie!

Hello, everyone! The last two weeks were pretty mid, to say the least. There was a lot of planning, and a few days were wasted due to my illness.

I assigned the artists many tasks for the next four weeks. The concept for a new character – Blackie, the black wolf kid – is ready. The next goal is to animate him. Started to work on: “fake” screenshots of the future project, a few welcoming pictures for Patreon/SubscribeStar, and dialogue avatars for characters.

While planning with the artists and an animator, I also did some coding! The loading screen now waits for input after finishing all pre-loads. I also changed the player’s UI a little bit. Added a background for it and improved the health bar. Added a dash bar! Oh, and the ranged attack now shows the reload time, too.

The enemy received a few fixes as well. Its behavior is still not good enough, but at least now its hitbox gets disabled when it dies, and the player’s projectile can’t fly through its head on a headshot. The player’s projectile now emits “blood” particles when it hits an enemy and “cut” particles when it hits the ground. The enemy no longer chases the player after its death and following respawning.

The real demo is coming out soon. I’m excited, focused, and a little nervous. I think the next update will be huge because we have dozens of small tasks to complete. See you there, in two weeks! [No more abandoned projects]


Aesthetics, vibes, particles!

Hello, everyone! Last two weeks I was finishing code refactoring and working on game’s overall prettiness~ You know, like ambient light and cool particles.

First things first, I finished tinkering with the code. It’s now more logically correct and can serve as a stable foundation for future improvements. More importantly, I can now look at it without shedding tears! I also created a real pre-loader that works when changing locations and a good save system.

Then, I started working on the aesthetics! Oh, what a good week! The game looks like a game now. I added shadows, lighting, and a tiny bit of global bloom to both locations. I added ambient particles as well. I added light and particles, as well as more animations, to both the player’s and the enemy’s projectiles and teleport.

Camera! Now, the camera can shake with parameters! When the player takes damage, the camera shakes to the opposite side with a strength and duration based on the amount of damage. The player’s skin now flashes white when they take damage, and the flash is brighter if the damage is high. I also added a knockback.

I finally created a cool vignette (black, semi-transparent edges around the screen). It “breathes” while idle, creates an animated effect when entering or leaving a location, and turns red and pulses if the player’s health is low. I love it!

The beauty stuff is finished for now. Tomorrow will be a new day with new tasks. Like animations, state machines, and art. I need to get in touch with the artists again. See you in two weeks! [No more abandoned projects]


Code refactoring (we need stable base)

Hello, everyone! Time flies, right? I’ll be brief this time because, after a week of rest, I started fulfilling my little dream – refactoring the whole ass project! It’s a big task, but now is the perfect time. Perfect time is when the project is big, but not massive.

But what is refactoring? Imagine writing a fiction book. You can’t picture the whole story yet, but you have some ideas and decide to write a few chapters. As you write, you learn and develop ideas, changing the plot and characters along the way. After some time, a sizable part of the book is ready. But it’s ugly.

That’s when you decide to proofread it, already having the whole story in mind. You’re setting yourself up for a future book. That’s what I’m doing with my project now. And it turns out beautifully!

A frightening, but manageable task is the perfect way to start the new year! Yet, I hope you guys start slowly, with chill. See you in two weeks! [No more abandoned projects]


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]