SOS! Love~Controlled · published
As I write this developer log, I believe our DEMO should be close to passing the review process.
Originally, we had planned to conduct a small-scale playtest last month, but Steam's review schedule disrupted our timeline. As a result, we switched to a small-scale internal test within our Chinese player community. We'd also like to take this opportunity to apologize to our overseas supporters. Once the DEMO passes review, we will quickly move forward with our first public test.
Back to the main topic. After the small-scale internal test, we received positive feedback and valuable suggestions from players. We've been working on optimizing the experience based on that feedback, striving to deliver the smoothest possible experience to our players.
In the early stages of the project, we spent many months refining the script and camera work. While some aspects didn't achieve the ideal presentation we envisioned due to budget constraints, we carefully designed some expressive approaches that are completely different from other works in the same genre within our limited budget. I'll keep the details under wraps for now, but I believe that once you experience the full version, you'll appreciate these thoughtfully crafted differences from similar titles—and that's exactly the kind of experience we want to bring to you.
Interactive film games are still relatively niche in both the gaming and film industries. However, through our operations and development efforts, we've discovered a dedicated fan base that loves this genre and has shown remarkable enthusiasm for this comparatively niche category (in our 30-minute internal test DEMO, some players in the test group logged over 20 hours of playtime). I've always believed that no matter how niche a hobby may be, it deserves respect and gentle treatment. That's why, from the very beginning of the project, we didn't follow the traffic-driven approach of other projects. Instead, we focused on the script and the emotional depth of the characters. Our goal is to let players feel the charm of the characters and the story, rather than just providing visual stimulation.
Regarding the theme, some internal test players mentioned that they weren't very familiar with "二次元" (ACG/subculture) culture. In the official DEMO, we'll make some adjustments to help all players better understand this cultural context. Of course, for players who aren't particularly interested in this culture, they can still enjoy the game purely as a dating/love simulation experience without any issues.
Alright, we hope you'll enjoy our DEMO. It's expected to be available in a few weeks.