AnduoGames - SFW Anduo Report October 23rd, 2026 — page 1
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AnduoGames - SFW Anduo Report October 23rd, 2026

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About This Title

Reporting for lewduty! This week, the bunnies get ready for Halloween!

Here's what we're working on!

LenChi:

In order to get updates at a faster pace, and with less pressure on some bottlenecks, we decided that we would record VA later and add it as a patch later on, so CGs and dialogues that should be VAd will have this small message beside the dialogue box:

We noticed that the sledgehammer and ultra lube didn't have an inventory icon, so LenChi went ahead and made them:

JustNox:

Nox made some variants for areas like the left of the alley where you find the pin-up in a locked box and High Tide:

Then Vils asked Nox for Zoey's bed before turning the "S' into a "Z" so he made two variations:

We ended up going with the first option, since the "H" doesn't cut out

Desva:

Desva went ahead and implemented the icons LenChi made:

Aine Lovia:

Aine finished the chibi version of the outfit in the last report:

Aaaand the glowing outfit with the new short bob:

Aine then noticed her hair looked shorter, and LenChi also mentioned that it looked a bit more rounded. This is what she came up with:

LenChi said that we shouldn't add this small strand of hair:

Aine said that removing it felt like it was a bit unbalanced, so she came up with two new options:

LenChi thought both were cute, so she said Aine could choose whatever she liked most, so Aine went with the first option.

Aine also finished the neon version of the outfit:

Zanzo:

I finally finished that ItemPopup. There was so much more to do than we had originally thought, because it touched on so many other things and there were so many interactions with other UI elements and other stuff. An excellent rabbit hole.

One of these somewhat unexpected additions was a way to display a picked up item as a notification instead of showing the full popup.

For now, I have configured the different item types to each have a default way to be displayed when picked up. Key items and clothing for example will get the full popup, while consumables or generic items will only get the notfication. Both to keep the popup more special and to not pause the game too often for it. There are other ways to go about it that we discussed, but we'll wait and see how this feels in the long run. There are a few more little thoughts and ideas floating around for the item popup, but that is something for another time and I moved on to other things for now.

I also added three little tools to unity. One is sort of an item explorer that finds all our items and lists a bunch of data about them, which helps to track down items that use the wrong category or are missing an inventory sprite (only necessary for items used by Zoey).

The next one goes through all scenes and finds any instances where items are given to a character through events and scripts. This is helpful because for the ItemPopup to show, this script needs to have "Announce" to be set to true. And with 127 of these situations already in the game, hunting them down by hand was bound to fail.

Bearcore:

Remember, in the last report, we mentioned that we decided to disable the dude who shows up during the rooftop sequence when Zoey has the flashback. We added him with the intention of having him remove the lever that turns on the light bridge. But since we decided to disable him, we took a different approach: wires connect to the bridge. This is the prototype:

Here's a little more:

There are sockets now;

Sockets can have cables attached;

Cables can be energized;

Energized cables that are put into a socket energize that socket;

Cables that are anchored to a socket become energized when the socket becomes energized.

Vils:

Vils adjusted the notification for collectibles:

Thank you for taking the time to read our biweekly neonletter. It would not be the same without you! ︎⁠ 

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