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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...


Devlog #27 - Kawaii Festival, Newsletter, and more!

Hi there!

We've been pretty busy with preparations for the Kawaii Festival recently so this devlog will mostly focus on that, but there's some other news as well so let's get started!

In preparation of the Kawaii Festival in Berlin on the 27th July. We've kept ourselves busy with organising our booth as well. We had to divert our attention from //TODO: today production to design a friendly sticker set and prepare art prints...


Devlog #26 - Post Release and the Near Future

Hey hey, after last week's impromptu post we're back with a proper devlog!

There's a lot of things to talk about this time, the most obvious being the release of the Defaction demo!
As you most likely noticed, we weren't able to keep our goal of releasing it on June 29th and had to delay the release until the 3rd of July.
As we already mentioned, the reason why we had to do this were a couple of game-breaking bugs that we discovered in the night we meant to release the game.
Aside from one, most of them were close to being edge cases but we still didn't feel comfortable releasing a game that could potentially end up in a situation where the player couldn't progress anymore.
And on the bright side, delaying the release a few days let us squeeze in some last minute playtesting which improved a few other aspects of the game further...


Devlog #2 - Branching, Customization, and... Y-yaoi?!

Hey there, we're back with another devlog about a bunch of different topics (and probably a little surprise~)

But first things first!
Branching is a fairly central aspect of visual novels and there are various ways to go about it...