Terebonkoff Game Studio

Recent posts by Terebonkoff Game Studio: devblog

Merry Christmas & Happy New Year! Return, progress update, and honest talk



Hello everyone!

Part 1: Holidays!

First of all, I want to sincerely wish you a Merry Christmas and a Happy New Year from the bottom of my heart! May these magical holidays fill your homes with warmth, coziness, and joy. I wish you and your families good health, mutual understanding, love, fulfillment of your most cherished wishes, and many happy moments. May your loved ones be close, may laughter fill the air, may your favorite dishes be on the table, and may peace and hope live in your hearts. I hope you're looking forward to updates, because I'm really worried about the reaction to this post — I don't know how everything will be received after such a long silence. Thank you for being here — it means a lot to me.

Part 2: What's happening with the game? Progress and plans

Now, in detail about the game. There have been no updates for a very long time, and I understand how that might have looked. The game is alive, work is going steadily. Unfortunately, I have to admit: for a long time I simply couldn't work on the project — due to health issues. But whenever there was an opportunity, time, and health allowed, I immediately returned to the game and tried to move it forward. I didn't write about it earlier because I didn't want to make excuses or create false expectations.

Now my main goal is not only completing the game but also returning to regular contact with you. I want to bring back those times when posts came out regularly, I received feedback from you, useful ideas, simply chatted, and shared opinions about the game. It was always pleasant for me, and it motivated me to continue.

What has been done during this time (in points, so it's clear how much the version you already played has changed):

  • Added more than a hundred full video scenes (in fact, much more, but I'm still counting exactly). Previously, most moments used static images; now there's real movement and dynamics — this has greatly changed even the old scenes, making them more alive and natural.

  • Completely reworked the quest journal for fully free gameplay — no rigid paths or constant hints.

  • Switched to Ren'Py 4.5 with dialogue bubbles (manually positioned for better immersion, like in comics).

  • Significantly increased the number of player choices, with a separate menu for them.

  • Fixed a large number of bugs and rewritten a lot of old text for better logic and readability.

  • Purchased a new RTX 5080 graphics card to work faster (the old 1080 Ti was on its last legs). However, there was a separate issue with it — it didn't handle Daz3D Studio well, where I create 3D models. This became an additional headache, but now I've found a solution, and work is going more stably.

Version 0.2–0.3 is the fully reworked content from the version you already played, but now with a large number of videos and all improvements. Why is this one coming out first, and not the new 0.4 right away? Because the amount of work turned out to be huge, and I want to show the results as soon as possible. If I waited for the full new version, it would drag on for even longer. This is the foundation for the future — after the release, everything will go faster.

Currently, final debugging and setup are in progress — this takes time due to the volume of videos. I plan to release in the first 7–10 days after January 1, during the New Year holidays.

Immediately after releasing this version, I will fully focus on managing Patreon, Discord, and the website — regular posts, communication, and uncensored content. Right now, all focus is on debugging to avoid delaying the release. I will try to share news at least every 2 weeks.

To give you a glimpse of the progress, I've attached a short example video montage made in After Effects (from reworked scenes with improved animation). Naturally, this post is public, so there are no explicit elements — just to show how the game has come alive.

Part 3: Honest talk about me

Now a heart-to-heart talk about why I was away for so long.

The last year and a half to two years have been very tough. Headaches almost every day, sleep only 4–5 hours — barely enough energy. Money went to doctors and examinations in different cities, but nothing really helped. In the end, I decided to give up on the absolutely useless attempts to fix my health and dedicate all the time I have free from illness to working on the game and communicating with you. I hope you want this as much as I do — it truly gives me the strength to continue.

But the main thing — it was sad and painful to watch the project fading: subscriptions dropping, activity decreasing. Against this background, depression rolled in, and I simply withdrew into myself — didn't communicate with anyone, didn't post anything. From the outside, it looked ugly and wrong towards you, who have supported for years. I was ashamed of the silence, and I tried to close off so as not to see it. Now I'm even more ashamed of that. I apologize to everyone who waited and supported.

Now I'm moving forward with a clean conscience. This is the first post in a long time, and I can't even convey how nervous I am before publishing it — my hands are shaking, I don't know what reaction it will cause. But I don't want to lie anymore, don't want to withdraw into myself, I want to be with you.

A special thank you to everyone who supported me all this time. Thanks to this support, I literally survived — I've written about it before, but these are not empty words. Honestly, from the bottom of my heart, grateful to every one who stayed and helped.

A special thank you to two talented creators — my friends Astarios3D and DecentMonkey. They supported me throughout this difficult time, didn't let me give up, and were always there. Thank you so much!

The release motivates me to continue and finish the project.

If you have questions — write in the comments, I'll reply to everyone.

Best regards, Terebonkoff.