The last few weeks have been working on finishing up version 0.3.5 to release to Testers, and also getting some work done on version 0.4.0. That scene is about 25% done, and 0.3.5 is about 85% done, but that last 15% should go pretty quick. It’s likely that 0.3.5 will be out to playtesters by the end of the week, if everything goes well. Then it will be time to put the throttle down on version 0.4.0, which is one of the most complex scenes of the game.
Both Kexter and Tlaero have joined the dev team, ok, created the dev team since previously it was just me. They’ve both been a great help! Kexter has rewritten the back-end of the game, cleaning up code and also tweaked the front-end style a bit. He reworked the savegame system and also fixed and reworked the achievements system. Now it sports pop-up notifications similar to what you’d see on your x-box or pc games, shows unearned achievements with hints and earned achievement status.
Tlaero, on the other hand, wrote the entire 122 page campus scene in less than a week. WOW! It was a great help and we are making the standard editing and tweaking passes of the writing while I finish rendering a few pages that were added for continuity and flow. I expect that with all this help, things will go faster!
The biggest challenge going into version 0.4.0 is modeling the complexity of the game. It’s like herding cats. For example, I spent 2 or 3 days storyboarding a branch in the bar scene that I realized wasn’t needed because the scenario was impossible to achieve. My current MS Excel models don’t cover those types of scenarios and I’m currently looking for modeling software that can help with the planning. So far, the decent ones I’ve looked at are Chat Mapper, and articy:draft. When articy:draft gets its modeling functionality out with their version 2.4, it looks like it may be the best option for me, even if it’s a little pricy. Chat Mapper comes close, but doesn’t quite fit the bill. It is a close second, and much cheaper if articy:draft totally hoses the modeling tools. If anyone out there knows of similar software that can validate dialog path logic, doing things like scanning for inaccessible branches, route modeling, etc, let me know!
I’m still looking for a couple of DAZ artists to join the team. Rendering is really the bottleneck, with storyboarding being a close second. One promising candidate started the test, but he got caught up with work and hasn’t had a chance to finish it yet. There hasn’t been much interest in the artist position, and I can understand why. It really is a lot of work to create the images, and that’s even before getting to the computing time it takes to render one, and for a volunteer project... Well, frankly, I don't expect much interest in putting in that much work.

Speaking of rendering images, here’s a couple more teasers.
Meeting Azumi at the Strip Club on Wednesday:
Chatting with Azumi in the campus quad on Thursday evening:
Note: Azumi, similar to Jasmine, is one of several characters I cut as a romanceable character in the interest of
FINISHING THE DAMN GAME. She has been downgraded to a supporting character included where her story intersects with the current romanceable characters, but once the full game is done if there is demand for expansions, I will add her back as a love interest along with the cut portions of her storyline.
Thank you all for your patience and ongoing support!
Wolfschadowe