I was struggling with this for months as well, but I finally got in touch with a professional to record new notes as well as several special flourishes for special moments, including a new introductory flourish, which I’ve combined with a new light intro animation that I think helps MVOL feel much more like a completed product. The piano notes I’d been using before were lovely, but I didn’t have all the rights I needed on them to go forward with my plans of someday making a steam version, and I was overdue to get something custom tailored to the game. I hope you enjoy, it’s been an absolute beast to make happen!Īlso, you may notice immediately on opening the game that I’ve finally replaced the game’s sounds. It’s available in the early game as a couch alternative to an earlier piece of art. I’ve been cooking this up with an artist for over a year now, but at long last, MVOL has its own animated sex scene! It has variants for species and plays out in multiple phases under player control, and we spent absolute ages getting the expressions and motions right to make it feel authentic to the scene. That’s the big written addition with v1.00, but it’s far from the only change or addition. I hope this will help create a satisfying sense of closure for players, as well as give you something to check in on now and then for a month or two after playing. I created this to address a lot of frustrations players have expressed with wanting to know what happens “after the ending,” worried that their character died or some such. Some endings have content, and some don’t, though I think you’ll find it pretty easy to guess which are which. If you want more, you’ll need to start a new game from scratch and play through to the ending of your choice. This will give you access to small snippets of content that change in real time, sticking around for a week before disappearing forever. As usual, I don’t want to spoil too much, but I can at least make it very clear and easy how to access it.Ģ4 hours, real time, after you reach an ending on a playthrough you started in v0.90 or later, an option will appear on the game’s main menu. The closest thing to new content right now is a system I’ve been working up to for some time. So let’s talk about what’s new! There’s no new content in the classic sense of full, written scenes, but a great deal has changed. I might go into a little more detail in another post, but for now, I’ve got too much to talk about with the game itself. I had some dark days in the last month or two, struggling with a lot of things, game-related and otherwise. This last leg of development has been rough. But it’s finally a Product rather than a Work in Progress. The game is in a state I feel I can call complete, though I’ll still be making an update to it now and then to add some art, maybe a few scenes, make some more tweaks. My Very Own Lith v1.00 is now available to play. And with how hard I am on my work, that’s saying a lot. And I mean… I could probably keep tweaking, refining, and adding side stuff here and there for quite a while, but I think it’s in a good place right now. It still doesn’t really seem real that the game is finished. I still remember how nervous I was leading up to that first door reveal, afraid everyone would reject the sudden turn in feel. But people loved it and wanted more, and as I thought it over, it was true that I didn’t really “resolve” any of the things I’d brought up… so I developed some pretty crazy ideas for what could come next. It started as just the idea of getting to the collars. Eventually they suggested a Patreon, so I opened one of those, and this… very gradually turned into a living for me. After that, I worked on the game in my spare time, releasing very slowly, but people asked for ways to support the game, so I opened a Paypal. Looking over that page, it was apparently an incredibly buggy mess, but also got a strong reaction from a lot of people. On January 28th, 2012, after a month of frantic work relearning how to program, I uploaded a very basic, cobbled together MVOL v0.01.
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