Roadmap for 2021


Hello everyone! As we promised at the end of last year, we intend to be more transparent with you about the progress of the game and our plans moving forward.

First things first, we recognize that 2020 was a slow year for us. We released 3 builds over 12 months, which is not enough to garner people's attention or interest. While they brought major changes to core parts of the game and reworked a lot of the existing content (more details on our retrospective of 2020), we found ourselves going back to pre-production for most of the year. Pre-production such as: planning the story of the game properly, how character routes should feel, how they would interact with and affect the game's plot, and so on. Internal discussions which are vital for any game development venture and which this project never really had to begin with, unfortunately.

Nevertheless, we came out of 2020 feeling better prepared than ever to take the story forward and make a better written and more presentable game by the end of this year. And this is exactly what we're going to do. Thus, we want to present you a roadmap for Identity development throughout 2021.

Beginning with better scheduling, we want to release new builds at a steady stream every two months. We are not yet in the position in which we could reliably release builds monthly in a way that wouldn't put tremendous pressure on our team, and having two months to both write and implement/polish content feels like a more comfortable undertaking for us.

The first build to come out this year will be at the end of February, and will focus on Garreth. It will include Garreth's third date and will replace the character Tish in the story (the alligator bartender you briefly meet during the first few days) with Garreth, while also making those encounters more elaborate. On top of that, we will be reworking days 2 and 3 to match the new style of writing that we debuted with the last build for day 1 (main difference is that internal monologues are replaced by 2nd person writing, matching the rest of the story).

At the end of April, there will be another build which will add two more dates with Cedrik and rework days 4 and 5 in terms of style, like mentioned above. The end of June will see Lucra's first 3 dates and a writing style rework for Kovle's dates.

By the end of August, we plan to release Draxima's first 3 dates, as well as a general content polish for the entire game (adding as many missing assets as we can, correcting anything else we may see fit and marking down what's still missing so that we can more easily correct them going forward).

We will also keep working throughout all this time to fill in the gaps for sprites, side images, audio and a few remaining backgrounds (perhaps also slightly reworking a couple of them which were made earlier in development) and also working on the backend game framework itself.

August represents a milestone for us, as we have been stuck in development hell for a few years now trying to write this first chapter and create all the assets that we needed for it, and generally plan out the placement of these assets. August will mark the end of this development hell, and at long last Identity's story will spring to life once more.

After August, we intend to release a couple more builds at the end of October and then December, which will introduce the beginning of chapter 2 with days 6 and 7, as well as Azorin's first 3 dates, and perhaps other content as well. For these new days, we hope to release them in a much more feature complete state which won't require us to keep returning to them over and over again to correct problems.

Of course, there may be many other smaller touches and additions sprinkled throughout the year, but in large terms this is what we want to do this year: get our game out of development hell, polish the first chapter to where we would feel comfortable pointing to it as a release demo for the game, and then start putting our butts in motion to get the story we've been planning actually written.

Please let us know what you think of the roadmap, and any comments or concerns you may have about it or the development of Identity in general, we are always happy to hear your feedback!

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(+1)

Good luck!!

Dis...D I S  I S  I M P O R T A N T

(+1)

This road map is seams pretty good actually,

Anyway I ask some questions:

- will "Brymror" gets some extras ?(i mean spending Time with him, or more...)

-  are there gonna be more "CG" scene's in the story?

I hope the facial expressions will be all over the story because that was a great idea.

Anyway, if something more will be added in the game that would be good, Like: that would be great if we can see a "CG" scene at the bath scene where Yarin is "Rub one out" (after when he comforted Brymror at the Gym scene.

I wish we the best for the team because this is a  great Visual story, with awesome "things" :D

(+1)

Glad you like the roadmap we've outlined! You brought up some very good points, and we will respond to them in order:

1. Brym will absolutely get more dating content than he currently has, as will the rest of the dateable cast. However, we're currently in the position where only half of the characters have any dating content, and half do not. Our goal by the end of August is to establish a baseline of dating content for most if not all dateable characters. It's mostly a result of past story planning that we decided for each character to have 3 dating/free time activity segments that will roughly establish their personality, which will be followed by more dating content focusing on building a relationship and providing depth to their characters.

2. Yes, there will be plenty more CGs being commissioned for the game. In fact, if you visit LumixFey's furaffinity page, you will see illustrations for our game listed in her commission queue. Exactly how many we will end up commissioning depends mainly on the funding we are getting through Patreon, given that each CG commission is averaging 250-300 dollars but can go as high as 500 for more complex scenarios. We are planning to have more CGs throughout the existing content as well, both for sexual and story-driven scenes. After they are commissioned, the timeline of them being included in the game depends on Lumix's execution speed for commission orders, which is why they may not appear as soon as we release the story content they represent.

3. Yes, we plan to have character side portraits for Yarin throughout the entire story, whenever Yarin speaks. Currently we have about 20 individual expressions for his side portraits that will be used extensively, as well as some optional ones which would be used less often. Other characters will also have side images, however they will only appear when they speak but are not directly visible as on-screen sprites (in front of the main character).

(+1)

Goodbye Tish! You will be missed, But your sacrifice at the altar of the gays will no be forgotten.

Excited to see what ya'll come out with!

Deleted 8 days ago

Corvolin is a material part of the story, but he will not be dateable at least as far as we have planned. We've really been trying to reduce the overall amount of dateables and focus on those that people liked and that we know we can write with confidence on their (back)stories and how their relationship will influence Yarin.

That being said, characters like Corvolin will matter to the story itself, and even though we don't have plans to make them dateable, we may still offer an option to have some naughty side content with them. We didn't decide on these things yet, and will have a better idea when we get to their respective chapters/plot points.

(+1)

Sounds like a great plan, can’t wait to see what you bring us!

Deleted 2 years ago

It's unlikely, or at least certainly not as a main character or even side character. She was pretty tacked on when we first introduced her and throughout last year we decided to reduce the overall number of characters presented in the story in general.