PICTURED: Diogenes and Nadia enjoy a quiet moment.

Happy January, everyone! For better or for worse, we’re in 2025 now! Sorry for being a couple of days late with this one – my only excuse is that I’ve yet to get a new wall calendar and it completely slipped my mind. Let’s get to the update. (This update is crossposted from the monthly BP Games newsletter.)

Continue reading “January 2025 Update: Kicking Things Off Late”

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PICTURED: Some saucy seasonal art of Jacqueline, circa 2021.

Happy December, everyone! Last month of the year, huh? Hope it’s a good one! Let’s get to the update.

Monstrous Liberation Work

Some fucking excellent news right from the jump: Monstrous Liberation has passed Steam’s build review process and thus has an official launch date! That’s right, you will be able to purchase and play the early-access version of Monstrous Liberation on Steam and Itch on FEBRUARY 24TH, 2025! If you haven’t already, now would be an EXCELLENT time to wishlist the game on Steam!

My work for this month is pure polish for the launch version, which I anticipate being fully launch-ready by the end of December. Arden got their edit pass feedback back to me a couple of days ago, and I have begun the process of adding in the mountain of em dashes they demand (along with various minor rewrites, grammar fixes, and the like). I’ll also be making other minor fixes here and there (the city map buttons, for example, have literally never worked the way I want them to and it’s time to finally address that). After all the polish has been completed, I’ll take a little break and then get to planning the content for the first update!

On Pacha’s end, she was unfortunately working through some more health stuff, but has been working hard to finish up all the remaining art (which, at this point, only consists of a few fixes to some sprite art and a handful of splash panels) by the end of the year.

Continue reading “December 2024 Update: Finally, Some Good Fucking News”

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PICTURED: Nadia under duress. Also a tidy encapsulation of how November’s been so far.

Happy(?) November, everyone! Happy, of course, unless you happen to have many, many reasons to be anxious about what the future could hold for you and the people you love! Let’s get to the update.

Monstrous Liberation Work

Let’s start with some good news: as expected, aside from a small amount of optional side content that’s waiting on art, the launch version of Monstrous Liberation is fully-playable from end to end. All of the critical path story stuff has been implemented and all systems are working exactly as intended. All that remains to do on the game itself before launch is implementing that last bit of side content along with a bit of tweaking and polish. It’s been a huge amount of work to get it to this point, but I’m extremely proud of the work done by myself, Pacha, and Julian (Arden’s bit is coming up soon, now that they’ve finished their first playthrough of Veilguard.)

Continue reading “November 2024 Update: Soldiering On”

 

PICTURED: The most SFW crop I was able to acquire from ML’s final full-length sex scene.

Happy October, everyone! It’s been a beautiful month. I had my 36th birthday, the weather was gorgeous, and I made myself a chocolate cheesecake. Let’s get to the update!

Monstrous Liberation Work

It’s been a tough month with regard to health stuff for both Pacha and myself, but we’ve forged ahead! On Pacha’s end, she finished the art for the launch version’s final full-length sex scene, a tiny snippet of which you can see above! As much as I’d love to tell you more about the nature of this sex scene and who’s involved in it, that’s a secret! You’ll have to play the game when it launches!

As for me, I finished the script for ML’s launch version this month! That’s right! The whole thing! The writing I did was focused on the aforementioned sex scene (and surrounding narrative), as well as several short mini-scenes that will occur within the Hideout as the player liberates monsters. Some of these mini-scenes will include extra pieces of splash art! As of right now, the ML launch version script stands at 62,000 words (before edits).

In addition to all that writing, I also finished up the very last bit of 3D reference and asset list work so that Pacha will be able to go full steam ahead on the remainder of the artwork for the launch version. The trailer for the game that I mentioned in last month’s update has been finalized, but I won’t be able to show it to you until the game’s Steam page assets have been updated, so that’ll have to come next month. Also hopefully coming next month: our official launch date announcement!

For the next month I’ll be working on implementing on all the art and writing that hasn’t made it into the build yet, and Pacha will be focused on polishing up the remainder of our art asset list. All in all, it’s my hope that by the time I’m writing the November newsletter, Monstrous Liberation’s launch version should be mostly-if-not-completely sewn up, meaning that Pacha and I will be able to take a little break from development before getting a head start on the first update. Now’s as good a time as any to wishlist Monstrous Liberation on Steam!

Continue reading “October 2024 Update: We’re Getting Close, Folks”

a minotaur chasing a young blue-haired witch through a labyrinth
PICTURED: Sasha and Diogenes celebrating Diogenes’s liberation

Happy September, everyone! After a few final days of heat, the rains have come to Vancouver and autumn has begun in earnest. Let’s get to the update. (This update is crossposted from the monthly BP Games newsletter.)

Monstrous Liberation Work

This month Pacha was mainly focused on finishing the art for the second of Diogenes’s sex scenes – it’s a long, detailed scene and required a decent amount of revision because I was being very picky about a few details. I think it’s one of the best scenes we’ve done so far and I can’t wait for you to see it. Pacha’s also been doing some minor tweaks to Sasha’s sprites.

As for me, my work on the game this month was pretty much exclusively writing. I finished the script for Diogenes’s section (it turned out to be a couple thousand words longer than Senza and Drizzle’s, I think I must have been having fun with it) and also plumped up a lot of the optional flavor text that appears in the Hospitality District before and after you liberate all the monsters. Right now the total wordcount of the game’s script stands at about 52,000 words.

I’ve also been in contact with our publisher about getting a proper trailer cut for the game now that we’ve got almost all of our content ready to go. That’s ongoing but fingers crossed that I have a nice slick video to show you next month! Also coming next month: Pacha will be finishing the remainder of the SFW cutscene art and perhaps starting in on the last major sex scene, while I’ll be implementing the script I just wrote and probably finishing up the rest of the script while I’m at it.

Continue reading “September 2024 Update: Two Steps Forward, One Step Back”

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