Page 1 failed to load.
Sinful Spaces - Sinful Spaces — A Week of Feedback, Improvements, and What's Next
More from Sinful Spaces
Sinful Spaces - New animations!
About This Title
It's been a week since the release of v0.9.1_beta, and we want to start by saying thank you to everyone who played the update and took the time to share their thoughts with us.
We've been genuinely happy to see so much engagement and concern for the future of Sinful Spaces. Whether you shared something you enjoyed, reported a bug, or expressed frustration with something that wasn't working as expected, your feedback helped us better understand what worked, what didn't, and where we need to improve.
Over the course of our three patches, we've addressed the most significant bugs reported so far. We know there are still some smaller issues affecting the experience, particularly around the airport and the male-character filter, and we're keeping those on our radar.
But there is another important topic we want to address: the new visual direction.
The new technology is here to stay, but the visuals will keep improvingWe know the visual changes have generated a lot of discussion, and we understand why. The characters are at the heart of Sinful Spaces, and their appearance is a fundamental part of what makes each of them special.
Our decision to move to the new image-generation technology remains an essential part of our plan to finish the game. It's the production foundation we need to create the amount and variety of content we've been aiming for, and we intend to continue moving forward with it.
However, choosing this technology doesn't mean we're satisfied with every image it produces today.
Quite the opposite! We see plenty of room for improvement, and we want to keep refining the characters so they feel more distinctive, recognizable, and true to their individual identities.
A closer look at the improvementsIn this post, we're sharing some before-and-after comparisons to show you the work we're already doing to address the issue that received the most feedback: visual consistency.
One of the main concerns was that some images looked too much like Pixar-style animation, while others leaned toward semi-realism, making the characters feel inconsistent from one image to another.
We've decided to tackle this issue first, focusing on bringing the visuals closer together and establishing a more consistent style across the game. These comparisons show the first steps we're taking in that direction.
Our approach will be gradual. We'll identify the characters and images that need the most attention and work through them in phases, continuously improving the overall visual quality.
In some cases, this may go beyond simply adjusting an image. We may need to revisit a character's visual concept to make her more distinctive from the others.
That means paying closer attention to individual facial features, such as nose shape and size, eyes, and mouth, along with other details that help establish a character's identity. Our goal is to reduce the similarities between characters and give each tenant a more recognizable appearance.
This will take time, and we won't be able to improve everything at once, but we want you to see this as an ongoing process rather than a one-time adjustment. So keep your feedback coming!
What's next? v0.9.12 is coming!We've already returned to work and are now finalizing v0.9.12, which will complete some of the mechanics that we couldn't finish in time for the beta release.
This update will include:
Verga Mansion
Seduction Essentials
The first milestone: "My First Passport Stamp"
We're looking forward to getting these mechanics into your hands and continuing to build on the foundation introduced in v0.9.1.
Once again, thank you for your patience, your feedback, and your continued support. We're glad to see how invested you are in Sinful Spaces, even when that means telling us directly where we need to do better.
We're listening, we're back to work, and we're committed to making Sinful Spaces better with every update.
yours,NaughtyDuo
It's been a week since the release of v0.9.1_beta, and we want to start by saying thank you to everyone who played the update and took the time to share their thoughts with us.
We've been genuinely happy to see so much engagement and concern for the future of Sinful Spaces. Whether you shared something you enjoyed, reported a bug, or expressed frustration with something that wasn't working as expected, your feedback helped us better understand what worked, what didn't, and where we need to improve.
Over the course of our three patches, we've addressed the most significant bugs reported so far. We know there are still some smaller issues affecting the experience, particularly around the airport and the male-character filter, and we're keeping those on our radar.
But there is another important topic we want to address: the new visual direction.
The new technology is here to stay, but the visuals will keep improvingWe know the visual changes have generated a lot of discussion, and we understand why. The characters are at the heart of Sinful Spaces, and their appearance is a fundamental part of what makes each of them special.
Our decision to move to the new image-generation technology remains an essential part of our plan to finish the game. It's the production foundation we need to create the amount and variety of content we've been aiming for, and we intend to continue moving forward with it.
However, choosing this technology doesn't mean we're satisfied with every image it produces today.
Quite the opposite! We see plenty of room for improvement, and we want to keep refining the characters so they feel more distinctive, recognizable, and true to their individual identities.
A closer look at the improvementsIn this post, we're sharing some before-and-after comparisons to show you the work we're already doing to address the issue that received the most feedback: visual consistency.
One of the main concerns was that some images looked too much like Pixar-style animation, while others leaned toward semi-realism, making the characters feel inconsistent from one image to another.
We've decided to tackle this issue first, focusing on bringing the visuals closer together and establishing a more consistent style across the game. These comparisons show the first steps we're taking in that direction.
Our approach will be gradual. We'll identify the characters and images that need the most attention and work through them in phases, continuously improving the overall visual quality.
In some cases, this may go beyond simply adjusting an image. We may need to revisit a character's visual concept to make her more distinctive from the others.
That means paying closer attention to individual facial features, such as nose shape and size, eyes, and mouth, along with other details that help establish a character's identity. Our goal is to reduce the similarities between characters and give each tenant a more recognizable appearance.
This will take time, and we won't be able to improve everything at once, but we want you to see this as an ongoing process rather than a one-time adjustment. So keep your feedback coming!
What's next? v0.9.12 is coming!We've already returned to work and are now finalizing v0.9.12, which will complete some of the mechanics that we couldn't finish in time for the beta release.
This update will include:
Verga Mansion
Seduction Essentials
The first milestone: "My First Passport Stamp"
We're looking forward to getting these mechanics into your hands and continuing to build on the foundation introduced in v0.9.1.
Once again, thank you for your patience, your feedback, and your continued support. We're glad to see how invested you are in Sinful Spaces, even when that means telling us directly where we need to do better.
We're listening, we're back to work, and we're committed to making Sinful Spaces better with every update.
yours,NaughtyDuo
Comments (0)