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Devlog #33 - Brassica Status Update, Mirrorboy, and some //TODO

Hi there! It's been a bit over two months since our last devlog so we're back for another status update!

As we already announced previously after the release of //TODO: today, our team went on to work on separate projects for now.
PECTIN dove right into development of his new game Mirrorboy while eZombo took a bit of a vacation before returning to work on Brassica while helping to host the Bara Jam and making the music for one of its projects...



Devlog #32 - After the //TODO: today Release and the Near Future

Hello! It's us again!

It's been just about 48 hours since we released the full version of //TODO: today and we are honestly blown away by the positive response!
Since the update, it's been downloaded over 600 times and actually managed to stay at the top spot of the most popular visual novels on itch.io for most of that time! We really didn't expect this and are super grateful to all of you.

Thank you so much for playing, for commenting, and for being so supportive! We really appreciate it!

This devlog actually won't go into much detail about "development" this time but we figured now that //TODO: today is released, we should talk a little about our plans for the future.

First off, we are working on a small update for //TODO that fixes some typos and bugs. We'll release that later this week, but there won't be any major content changes...


//TODO: today - Full Version Release

Hey there!

After our post about the delay on Friday, all of you probably noticed that we didn't manage to finish the full version of //TODO: today on the 29th as we announced.
The reason for that were some unexpected delays in the production of the remaining art assets and the testing and polish process of the second half.

In fact we've still been working on these things up until this very moment, but now we're finally done!

The full game is released and after a long 18 months since NaNoRenO 2017 ended, you're finally able to play through the whole game and get all the different endings!

We're excited to have finally released the second half and we hope you'll enjoy it too...


Update on the //TODO: today release

Hello! We're still hard at work to finish up the full version of //TODO: today and we are almost there.

The script is practically finished and only needs some more testing to make sure that everything works as intended and the majority of the art assets are also complete now.

Even so, we still need some time to finish the remaining tasks. We pushed hard to make the deadline today but as it stands it's just not possible for us to release the game before tomorrow.
The things that still need to be done now are two ending CGs, some more polish, and testing of all the different ways a playthrough can turn out depending on player choices (there are 20 different combinations of major story points and a few more minor ones).

We are confident that we will be able to finish all of this within two work days so even though we really wanted to avoid another delay, we will postpone the release until tomorrow evening (CEST) September 29th...


Devlog #31 - Part 2 Release Date, Dev Commentary, Bara Jam, and More

Hi everyone!

We'll start off with some good news~
Last Friday we finally announced the release date for the full version of //TODO: today!

The game will be released on September 28th along with a special edition bundle including a bonus zine and the soundtrack.
But you can still get the whole game for free if you want.

Other than that we have been releasing some videos where we play through the first half of the game and comment on its development and give some behind the scenes info. So far three videos are released, the rest of which will follow later this week...