For more frequent sneakpeaks and news, I encourage you to visit my Discord & Twitter, as I'm more active there.
As always, HERE are the videos, since I can't upload them directly to my devlogs.
Hey lads!
As promised, I'm back to writing monthly devlogs (yes, I know I'm bit a late, but I couldn't find any time lately to finish this devlog). And since it's only around a month of work, those might be much shorter, based on what's been done and what can be sneakpeaked, because not everything I've worked on is ready, including the stuff I'm showing here, obviously, but if I show anything, it usually means it's already in the game and can be partially tested in the upcoming tech demo.
I try to read all the comments on my social media, but most of the time I don't have enough time to reply to them (or I forget). I usually check them on the go from my phone, so don't worry—I do see your feedback and suggestions.
If you have an urgent question that you need answered ASAP, though, please try asking on my Discord channel, as I keep it open whenever I'm working. Contacting me via email or PMs isn't the best option, because I get a lot of spam there with all kinds of weird offers.
So, July was absolute madness. Probably the hardest month of the year so far. I wanted to skip mentioning personal stuff, but since it caused big delays, I'll try to be brief here.
On top of the constant heat waves, my kids got sick, which meant no kindergarten for weeks. Then my dad ended up in the hospital and had to undergo major surgery. Thankfully, the kids are doing fine now, my older one is back at kindergarten, and my dad is back home, although his rehabilitation may take up to six months.
On top of that, I've been fighting with my neighbor for over a year now. Things have escalated recently, so we're now heading to court, which means a lot of paperwork, legal procedures, and additional stress in the coming months.
As you can see, I've had a lot on my plate. Because of all of this, I got much less done than I originally planned, so this month's sneakpeaks will be a bit less exciting than usual. It's also the reason why the next UiTC2:R tech demo has been delayed by two weeks and is now planned for the middle of August.
Now for some good news.
Together with kids, we attended Pyrkon, our biggest polish fantasy convention, in June, and it was a blast. Due to my health issues, leaving my town to go on any kind of trip, especially for a few days, needs a lot of preparations and me to bother a lot of people, mainly my family members, but since in Poznań I have family, it's summer time, and I do it only once a year, it was doable. So next year we are definitely going again.
About a month ago, I finally replaced my unstable Intel i9-14900K with an AMD Ryzen 9950X3D, and I haven't had a single PC crash or BSOD since. I can finally leave my computer building all game versions without checking every five minutes to see whether it crashed again and corrupted the build. Working has become much more enjoyable and far less stressful.
I also finally finished renovating my "office" in the basement. Until now, I had been temporarily working from my youngest kid's room. Since I now have a dedicated workspace all to myself, I decided to upgrade to a triple-monitor setup, and I'm really happy with how it turned out.
It's funny how decent monitors are so cheap nowadays, while RAM is somehow the most expensive part of my PC, lol.
Anyway, having a proper dedicated workspace and triple-monitor setup has noticeably improved my development speed.
I released v48 in June, which fully translated all dialogues and UI elements into more than a dozen languages. It also added the long-awaited option to get Albert's flat back, even with the Drifter backstory. As a side feature, Jane can now also live with hobos despite having her own flat.
For v49, I'm naturally focusing on some other long-awaited features, such as working at Kinky Nymph and being able to work as a prostitute on the RLD streets without one option preventing the other. I also want to add an animated anal X-Ray creampie, since the vaginal version was added in v47. However, I need to find another artist for it because the previous one went MIA, sigh.
I've already started working on v49, but my main focus throughout July and August has been UiTC2:R, since I'm releasing the next tech demo for my patrons next week. Because of that, v49 will most likely be released sometime in September on all platforms. I'll give a more specific release date in the next devlog.
UiTC will most likely continue receiving smaller updates every few months, but as I've mentioned many times before, please treat the old UiTC as a finished game. My main focus is now on UiTC2:R.
Steam Summer Sale exceeded my expectations, so thanks a lot! I should be able to fund UiTC2:R development some more, maybe even until the end of the year if upcoming Autumn Sale is successful too. The thing is, my Patreon/SubscribeStar subscribers keep falling down, while on itch I'm selling like a few copies monthly at best, because they blocked my game from searching over there. That's why I will need some way in the near future to secure funding of UiTC2:R. I'm not crying, just stating the facts and keeping my transparency.
I didn't make my mind yet, but I might need to start charging money for UiTC2:R soon, or I won't be able to fund it next year, and its development will greatly slow down, while it's too huge project to allow any slow downs. August tech demo won't be paywalled, and still will be accessible on the lowest Patreon/SubscribeStar tier, but October or December tech demo release might start requiring $6 tier to play, so I can partially cover the development costs. I'll let you know for sure in the upcoming devlogs.
Also, there seems to be some confusion regarding UiTC2:R release on Steam. I said I wanted to release it on Steam, but as the whole world started hating on NSFW games, I don't know what future will bring, because multiple devs reported they weren't allowed into Early Access or to release DLCs there. My original idea was to build the game around Steam Early Access release, but since it's no longer a certain thing, and since Valve didn't allow me to set up Steam page for wishlists (game is still too early in the development) - I just stopped building the game around Steam release as my main focus. So it will be released on Steam once it gets more polished, most likely in 2027, if they allow it in Early Access. And if I can't do Early Access, then I don't know when I'll release it. So please don't blame me for not wanting my game to be review bombed by people expecting a finished product.
I'll try to release the UiTC2:R tech demo on Monday, August 17th.
This time, however, I'm not going to remove or block unfinished or buggy content. Doing that takes me a shitload of time and often causes even more problems when I have to restore everything later. Time is my most precious resource, so I'd rather spend it actually developing the game.
That means you might see some features that are already partially implemented but haven't been shown in any sneakpeaks yet, such as the drunkenness system or NPCs giving Jane gifts for having a high reputation.
It also means there may be bugs severe enough to completely break the game or even get you stuck. Keep in mind that this is still an early tech demo, after all.
My goal is to have a reasonably playable demo ready by Christmas this year.
One important note: even if the logic behind a feature is already finished, that doesn't mean its content or data is complete. Just because I'm showcasing something doesn't mean all of its actual content has already been implemented in the game—it only means that the current system already supports it to some extent.
The same applies to changelogs. Just because one update contains more content or features than another doesn't mean I worked harder on that update or slacked off on the other. It simply means that the content was ready to be released.
In another update, I may have spent a huge amount of time working on something that wasn't ready to be shown yet. The work is still being done, even if there's nothing I can showcase from it.
Aside from the stuff you can see in the sneakpeaks below, I also expanded the scenes in Kevin's Diner and Albert's flat, and also random ones too, and added placeholders for dozens of locations. You can now visit places like the cinema or downtown, although they're still completely empty and have no actual content yet.
Adding all of these locations to the game, even in a placeholder state, is a huge amount of work that had to be done first.
Once the next tech demo is released in August, I'll try to give a brief overview of its content as part of the changelog, so you have a better idea of what's actually included.
So... Let's get to the sneakpeaks!
I really hate spoiling actual scenes and events from the game. I believe that one of the best parts of experiencing a movie or game for the first time is knowing nothing about it and discovering everything as you play, so I try to avoid spoilers whenever possible. The problem is that it's difficult to show development progress without revealing anything, so I tend to focus on explaining and showcasing game mechanics instead.
Most of the work this time was focused on finishing and polishing systems I started a long time ago, which means I might not have anything particularly flashy to show in next month's devlog, lol.
As for the background art, the artist I found who promised to deliver some artwork in July still hasn't sent me anything, so unfortunately I don't have anything new to showcase. Because of that, the August UiTC2 tech demo will continue using placeholder art for now.
I've sorted all the sneakpeaks below by their original publication date on Discord/Twitter, so some of them may be slightly outdated. I did re-record some videos originally captured throughout June and July, though, to make them more up to date and remove any visible bugs.
So...
I added a bunch of immersive animations for using items, as well as ambient animations for NPCs on the streets. You'll see them eating, drinking, smoking, sitting on the ground, scratching their heads, and doing various other things, while their animations also change periodically to make them feel less repetitive.
That was much harder to implement than I thought, because it relies on shaders, but here it is. Since many people found the semi-transparent walls too annoying to play with, I added an optional old-school see-through walls feature. It also affects doors and furniture, so nothing gets in your way.
Last year I experimented with clothing opacity, so we could add soaked and see-through clothing. It's still an experimental feature and needs more work, especially after the updated shaders and art style, but I decided to add it to the game anyway.
There are some issues, of course. For example, line art and seams are affected by the transparency, and the soaked effect currently applies to the entire character. So if Jane spills a drink on herself, all of her clothes become soaked instead of just the shirt. I don't really have any real workaround for it right now.
Since the game already has soaked, debuff, and disease systems, I decided to expand them with a weather system. While it's raining or snowing, Jane gains Wet debuff stacks every minute (up to a maximum of 100). These stacks affect clothing transparency, particle effects, and the chance of catching a cold. Right now, the Wet effect gradually disappears on its own over time. NPCs standing in the rain also get soaked clothes.
The weather forecast displays the conditions for the next 48 hours, and if Cheats are enabled, you can force a specific weather type 24/7.
It's still missing many features, but I'll gradually expand it throughout development, as it's fairly low on my priority list. For example, temperature currently has no gameplay effect, and NPCs don't react to the weather in any way. So, for now, the system mainly affects darkness (which ties into crime mechanics), wet clothing, the chance of catching a cold, and the overall atmosphere of outdoor locations.
Another feature that was started a long time ago but never fully finished is the dirt system.
How it used to work: Dirt was a second set of images - an entire extra texture sheet of hand-drawn stains layered on top of the character. It worked, but it had the same problems as any pre-drawn overlay. The dirt was always the same, in the same places, on every character, every single time. Whenever the character art changed, the dirt sheet had to be redrawn to match it. It was one of the most time-consuming parts of the art pipeline, so we rarely updated it, which resulted in plenty of visible visual glitches over the development.
How it works now: The dirt textures are gone. The grime you see now is generated entirely through math, directly on the character's body and clothing. For every pixel, the game simply asks: "Is this pixel inside the cloud?" If the answer is yes, it becomes dirty.
Because it's generated mathematically instead of using images:
Every character gets a unique dirt pattern. Whenever someone gets dirty, the game rolls the dice to determine where the stains appear. Two dirty characters will never look exactly the same, which was impossible before when everyone shared the same stain texture.
You never get dirty the same way twice. Wash up, get filthy again, and a completely new pattern is generated.
It can't break. There's no overlay that needs to be redrawn whenever the character art changes. The math doesn't care what the character looks like.
It costs almost nothing. There are no extra textures to load, almost no performance overhead, and no increase in download size.
The biggest downside is that mathematically generated noise won't ever look as artistically polished as a hand-painted overlay. But it saves an enormous amount of work and performs much better, especially since UiTC2:R will feature significantly more clothing than the old UiTC.
In gameplay terms:
Once Jane's Dirt stat exceeds 40%, visible grime begins to appear and gradually becomes more noticeable until it reaches its maximum intensity at 100%.
Hobos always spawn heavily covered in dirt, while thugs can range from clean to moderately dirty.
And as a reminder, Dirt applies debuffs to stats such as Disposition and disease resistance. Unlike in the old UiTC, it doesn't prevent Jane from talking to NPCs altogether. I try to avoid adding any hard locks.
This originally started as a developer tool for tracking unique NPCs across The City. But since NPCs now follow actual schedules instead of being tied only to events, I decided to integrate it into the game so you can easily see where to find them.
It's still unfinished and far from perfect, but it already works and reads (some) live game data. That means it's always accurate and can never drift out of sync with the actual game state, which is extremely important to me in a project this complex. It has to be reliable, because tracking down synchronization bugs years later would be a nightmare.
If an NPC doesn't have a valid schedule—for example, because they don't have a proper home yet, or an event or quest temporarily overrides their schedule—they're sent to "Limbo", meaning they disappear from the map.
This is a safeguard to prevent NPCs from ending up in nonsensical places, like Kevin standing behind the diner counter at midnight. So whenever you see a black section in the schedule viewer, it usually means the NPC is effectively "at home". Once NPC homes become actual locations, most of those black sections will turn into real places you can visit... or break into.
Another new feature in UiTC2:R is the NPC Free Time system. Instead of going straight from work to Limbo, some NPCs now have a free-time period during the evening. Each NPC has their own list of places they like to visit, such as the diner, the park, or other locations, but Free Time doesn't guarantee that an NPC will be anywhere.
Whenever Jane enters one of their preferred locations, the game rolls a chance for that NPC to appear. If they do, they'll stay for roughly 30 minutes before leaving again. Each NPC can visit a particular location only once per day, and every location has limited capacity, so you won't find the entire cast squeezed into the diner at the same time.
There is one exception. If you have an active quest that requires talking to a specific NPC, they'll have a much higher chance of appearing at their free-time locations. I'm not going to make you run around the park five times and depend entirely on RNG like in the old UiTC.
I still haven't decided whether you'll be able to see an NPC's full schedule from the start, or if you'll have to gradually unlock it—for example, by meeting them during their scheduled activities, increasing your relationship with them, listening to gossip, buying information from hobos, or perhaps through a combination of all those methods.
I'd like it to feel like a natural RPG progression system, where you gradually learn more about the people living in The City. At the same time, I don't want it to become so grindy that learning their schedules turns into a chore rather than a rewarding part of exploration.
Another developer tool that I'm trying to port into the game is the Event Tracker, making it easier for you to see what content is available in the released tech demos.
The old UiTC had the Event Sheet, but its event system was much more straightforward, so this one had to be built from scratch. It's a real pain to make it detect everything automatically, categorize events correctly, and present the information in a way that's easy for players to understand.
It's still quite rough & buggy, but it will be included in the upcoming tech demo.
As you know, I'm obsessed with optimization, and thanks to that, the game runs well even on phones. But sometimes I take it a bit too far, so I decided to sacrifice a little performance to make the character art look better and smoother. I'm confident that, thanks to all the other optimizations, the game will still run smoothly. And I think most of you would rather have the improved visuals than squeeze out those last few frames.
And as a bonus, here's the updated waitress outfit, including the short waitress variant (WIP), compared to the standard version.
And as a reminder, you can edit the RGB colors of every existing clothing piece in the game yourself. Multicoloring isn't finished yet, but just like in the old UiTC, you'll eventually be able to recolor the apron, buttons, and other parts independently, so each can have a different color.
Added two facial hair variants for male characters. More beards & haircuts are on the way.
Okay, I believe I've covered all the (currently) existing locations and marked their ground loot spawn areas. Moving walls, etc. would partially break those spawn areas, but moving furniture won't, because the system automatically detects anything blocking a spawn point during the game build process and updates the available area accordingly.
Of course, the actual spawn rates and loot tables will still need proper balancing, but the system itself is fully functional. It already takes multiple factors into account, such as darkness, Jane's perception, and whether nearby NPCs notice her picking up loot, etc.
And yes, I know people keep asking me to add some touching interactions to it. I already have an idea of how I'd like to handle that in the future, but for now I've simply added a bending animation when picking up loot.
Here's one of the main reasons behind the old UiTC's mess.
Whenever I wanted to add even relatively simple gameplay variations—such as an alternative dialogue option for a specific backstory, or letting Jane use an item like pepper spray—I had to manually script each scene with multiple conditions directly inside my dialogue tool using an outdated and convoluted syntax. After that came hours of bug testing to make sure every possible combination still worked. As a result, even small features were extremely time-consuming to implement and maintain.
In UiTC2:R, I redesigned the system completely.
Instead of hardcoding every possibility into individual dialogues, bonus choices are now connected directly to the Skill Check itself. Your choices can modify the difficulty of the check, making it easier or harder before it's rolled, while also altering the outcome (negative rep, bonus skill experience, etc.).
For example, I created reusable templates such as Resist. Every encounter that uses the Resist template automatically supports different items, abilities, and other modifiers without requiring me to rewrite the dialogue logic each time. If Jane owns pepper spray, has a relevant perk, or her character build provides an advantage, the Skill Check can automatically take all of that into account.
The end result is that I can add new bonuses, penalties, mechanics or items in one place and have them work across the entire game, instead of spending days wiring the same logic into dozens of individual dialogues. It makes development dramatically faster, reduces bugs, makes character builds more meaningful, and gives me much more freedom to expand the game in the future.
I originally planned to disable masturbation for July's tech demo, but since the release got delayed, we managed to include it after all. Although it's still not fully finished. For example, there are still some bugs, and we're currently working on animating the pussy, which isn't supported by the current animation setup yet. So, here's a summary of what has changed compared to the initial masturbation mini-game from 2025:
Improved UI. It's smoother, more intuitive, and the buttons automatically detect which actions are currently available. For example, the option to pull down pants won't appear if Jane isn't wearing any, while bras can be put on or taken off without fully removing the shirt first.
42 animations were either remade from scratch or newly added, making the entire mini-game much smoother. There are 3 base animations (toilet, shower, and bed), each with 2 poses (default and legs spread), plus 12 hand animations (6 for each hand: 3 for breasts and 3 for pussy). Most importantly, the system was designed to be easily expandable, so adding new animations or interactions in the future—such as toys—is straightforward. It also works with all current and future clothing.
You can choose Jane's imagined partner, either by selecting an existing NPC or entering your own name, which changes some of her dialogue and reactions.
The core gameplay remains unchanged. The goal is still to pay attention to what Jane wants and perform the appropriate actions to help her climax within a limited number of actions. For convenience, I also added cheat options that increase either the action limit or Jane's Lust stat.
Okay, enough of the rant. Thanks for reading!
Don't forget to check out the videos HERE.
For more frequent sneakpeaks and news, I encourage you to visit my Discord & Twitter, as I'm more active there.
Cheers!