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Episode 2 is finally here and it’s by far the biggest update I’ve ever worked on: • Nearly 99,000 words in total • 2,948 renders across Episodes 1 & 2 • 33 animations • 22 achievements • Multiple routes, choices, investigations, dreams, fights and consequences
I’ve spent a huge amount of time building City of Sin and pushing the world, characters and atmosphere further with every update.
But one thing I’ve learned very quickly is that Steam visibility depends massively on reviews and engagement.
Right now, the game has some genuinely amazing feedback, but not enough reviews for Steam to really start pushing it out to more people.
So if you’ve enjoyed City of Sin, connected with Kate, liked the atmosphere, the mystery, the choices, Amanda, the massage routes, or just enjoyed spending time in the game...
Please consider leaving a Steam review.
Even short reviews genuinely make a massive difference and help more people discover the game.
Thank you to everybody who has supported the project so far. Seeing people talk about the characters, routes and theories has honestly been surreal.
Now let’s head deeper into the city.
– DoAdventures
After what feels like forever… I’m finally aiming to release Episode 2 of City of Sin tonight or tomorrow.
Just a few final things left:Final walkthrough pass
Small round of testing
Final translations
Uploading everything
I'm now in the final stretch of development for the next update of City of Sin – The Nocturne Files. What started as a continuation has grown into something much larger, with significant additions across story, characters, walkthrough and optional content.
Renders: 1,693 → 2,811+
Animations: 11 → 27
Averaging around 280 renders per month
Final scene transitions and continuity
Post-event sequences (returning home, wind-down scenes, etc.)
A small number of additional narrative moments
Final integration of message/choice systems
Polishing and flow between key story beats
New optional encounters and side paths
Expanded character interactions
Additional mission content and contracts
More reactive narrative depending on player decisions
Continued build-up toward the Masquerade Party
Player choice and replayability
Stronger scene-to-scene flow
More grounded, character-driven moments between major events
A lot of progress has been made since the last post and things are really starting to come together now.
Most of the core content for this update is in place, including new scenes, character interactions, and expanded mission content. I’ve also spent some time adding variation to certain paths so things feel less linear depending on how you approach it.
The story is beginning to open up more, and some of the underlying themes are starting to come through in a bigger way.
From a content perspective, the game has now grown to over 2,400 renders, with an additional 280+ renders in the promo/fan art folder, alongside 22 animations, so there’s a lot here in terms of both visual content and progression.
Right now I’m finishing off the remaining pieces and putting together one of the bigger sequences that will lead directly into the next chapter.
Not quite ready yet, but I'm getting close.
As always, I really appreciate the support.
Progress is continuing steadily, and things are really starting to take shape now.
2,099 total renders in-game
Word count holding steady (for now 👀)
Animation count unchanged… but a brand-new animation is being finalised today once the render stitching is complete.
Marcus’ repeatable route
Followed by a… mystery option 👀
The sewer tunnel system is now built for Kate and Geoff to investigate.
Expect some tension…
A few laughs…
And one pair of high heels that absolutely were not designed for sewer traversal.
The Masquerade Party outfit has been finalised.
Kate will travel and reveal herself in that look very soon.
And with luck… it hits exactly how it should.
The next phase of City of Sin – The Nocturne Files are well underway, and things are already moving faster than I expected.
So far, progress includes:
140 new renders completed (~1200 to 1800 expected)
7,429 new words written (and counting)
A brand-new animation added
Foundations laid for deeper, repeatable interactions and more player-driven moments
I’ll also be beginning work on the masquerade party very soon, and honestly I can’t wait to get Kate back into that outfit again for you all. That sequence has been living rent-free in my head for a while now.
This update continues to focus on expanding player agency, not just pushing the story forward, but giving you more room to shape Kate’s day-to-day decisions, relationships, and consequences. Including more detail on her background.
Below are a few early sneak previews from the new work 👀 (Still very much in progress, but I couldn’t resist sharing.)
As always, thank you for the support, feedback, and patience. Seeing how well the game has been received so far has been genuinely motivating, and it’s directly shaping how this next part is coming together.
More to share soon.
— DoAdventures
I am so happy and really rather proud of myself, I’ve just finished implementing a new optional interaction system in City of Sin – The Nocturne Files, and I wanted to briefly explain what it does and why it matters going forward.
This new functionality that will be introduced in the next update provides players with out of story interactions that exist alongside the main narrative rather than inside it.
Certain encounters are now:
Optional
Player initiated
Persistent
And aware of past choices
Rather than being forced story beats, these moments arrive naturally via Kate’s phone and the player decides if, when, and how to engage with them.
You can:
Respond immediately
Put it off
Decline entirely
Or return later with the game remembering what you did the last time
No timers. No punishment. No “wrong” choice.
If you choose to return to an encounter more than once, the game remembers:
Who Kate previously chose
How many times she’s gone back
Whether she hesitated or committed
And adjusts future interactions accordingly
Repeat visits don’t simply “loop” content, they escalate, both in tone and intensity and this lays the groundwork for:
Returning encounters that deepen over time
Familiarity changing power dynamics
Tension building naturally rather than instantly
City of Sin is about choice, consequence, and control, not just in investigations, but in Kate’s personal life.
This system allows players to:
Shape Kate’s routine
Decide how she seeks comfort, distraction, or risk
Interpret her choices in their own way
Engage with the city beyond the critical path
It also gives me a flexible framework to expand content without breaking pacing or story flow.
This same system will be used for:
Additional repeatable characters
Escalating side encounters
Optional tension-driven interactions
And future opportunities introduced earlier in the story
(Some of you will already have an idea of who and what that might involve.)
Nothing in this system is mandatory. Nothing is rushed. And nothing exists purely for shock.
It’s about letting you decide how Kate navigates her life between the bigger moments and letting those decisions quietly shape what comes next.
As always, thank you for playing, testing, and pushing this game forward with your feedback.
— DoAdventures
Hi everyone,
Thanks to ongoing feedback and requests from the community, I’m happy to say that I’ve now resolved the translation and font issues, and the game has been updated with the following language support:
Chinese
French
German
Italian
Russian
Spanish
Turkish
This update improves readability and font rendering across all supported languages, making the experience more accessible for a much wider audience.
Your messages, reviews, and discussions genuinely helped push this forward and more languages are already planned as development continues.
I’ll be updating the store page shortly to reflect the new language support.
As always, thank you for playing, for the feedback (good and bad), and for helping shape City of Sin - The Nocturne Files.
— DoAdventures
❓ What kind of game is City of Sin? City of Sin is a narrative driven adult visual novel with psychological, investigative, and erotic themes. It blends choice driven intimacy with long form character development, trauma processing, and gradual world building. This is not a “scene-to-scene” adult slideshow. The erotic content is deliberate, contextual, and tied to character state and player choice. ❓ Who is Kate, and what is she doing? Kate is not an avatar and not a blank slate. She is:
Former special operations.
Trauma survivor with dissociative tendencies.
Currently working covertly, under surveillance.
Actively resisting both emotional attachment and self-destruction.
Episode 1 is intentionally written to place the player inside her head, before fully explaining her history.
Her backstory, motivations, and how she ended up working with Mitchell are expanded significantly in Episode 2.
This is a slow-burn reveal, not a lore dump.
❓ Why is there so much narration? This is a deliberate writing choice, City of Sin leans toward psychological interiority the narration reflects:
Kate’s dissociation.
Her hyper awareness of surroundings.
The way memory, sensation, and trauma bleed together.
The narration is not there to describe what you can already see, it’s there to describe what the character is experiencing.
If you prefer:
Minimal narration
Faster pacing
Visual only storytelling
This style may not be for you and that’s okay. But the narration density is intentional, consistent, and central to the story being told. ❓ Why does Kate spend time dressing, showering, walking, etc.?
These moments serve three purposes:
Grounding: Mundane actions contrast with violence, trauma, and erotic escalation.
Character control: Kate reasserts control through routine and physical awareness.
Player pacing: They create breathing room between intense scenes.
These moments will increasingly become interactive, rather than purely observational, as the systems expand in Episode 2. ❓ What is the phone system and what will it do? The phone is a core gameplay system, not just a UI element. Going forward, it will allow:
Optional encounters (massage, gym sparring, photoshoots)
Relationship follow-ups based on prior choices.
Branch-specific content (straight / lesbian / dominance dynamics)
Missed opportunities if ignored.
Emergent events triggered by timing and availability.
This creates a controlled sandbox layer:
Not fully open-world
Not random
But reactive to player behaviour
Think of it as a living schedule, not a quest list. ❓ Is this a sandbox game? Not in the traditional sense. City of Sin will use a “reactive narrative hub” structure:
Story missions anchor each episode
Optional interactions exist around them
Choices affect availability, tone, and consequences
You won’t be able to do everything in one playthrough and that is intentional. ❓ Why do some erotic scenes end abruptly or shift tone? Because Kate’s agency matters.
Sexual tension, arousal, and intimacy are often:
Interrupted
Redirected
Complicated by trauma, surveillance, or mission priorities
This reflects Kate’s internal conflict, not a lack of content.
Episode 2 expands erotic scenes significantly, especially around:
The masquerade
Power dynamics
Consensual escalation
Player-driven continuation instead of hard cuts
❓ Will Episode 2 explain more of the story? Yes ,explicitly. Episode 2 covers:
Kate’s past in detail
Her relationship with Mitchell
The desert mission
A wedding and its aftermath
Why certain triggers affect her so strongly
How her coping mechanisms formed
Episode 1 sets the pressure. Episode 2 releases it.
❓ Is this connected to other DoAdventures stories? Yes. City of Sin exists in the same broader narrative universe as Jessica's Choices, but is designed to stand on its own. You don’t need prior knowledge, but long time players will notice echoes, parallels, and callbacks. ❓ Who is this game for? City of Sin is for players who enjoy:
Character driven storytelling
Erotic content with narrative weight
Trauma aware writing
Slow escalation
Choice with consequences
If you’re looking for:
Fast gratification
Minimal reading
Kink-only branching
This may not be your preferred experience and that’s okay. Final note from the developer City of Sin is written with intent. It is not trying to be everything to everyone. It is telling a specific story, in a specific voice, at a deliberate pace. Thank you to everyone engaging with it in good faith, your feedback genuinely shapes where the story goes next.
Episode 2 of City of Sin – The Nocturne Files is officially underway.
I’ve just pushed a hotfix update to address a small issue, and with that out of the way, development on Episode 2 has now properly begun.
Where Episode 1 focused on tone, character, and laying the foundations of Kate’s world, Episode 2 shifts gears.
Episode 2 expands player agency and begins introducing repeatable encounters, systems that let players re-engage with characters and situations over time, rather than experiencing everything once and moving on.
At launch, this will likely begin with two repeatable encounters, but more importantly, it establishes the framework that allows these systems to grow and evolve across future episodes.
This means:
More player-driven choices outside of linear story beats
Optional encounters that can escalate over time
A world that reacts to what you pursue and what you avoid
City of Sin is designed as a slow-burn series, where each episode builds on the last rather than resetting the board. Episode 2 is where those longer-term systems start to take shape.
Some of the groundwork you saw in Episode 1 with the phone, character connections, and locations begins to pay off here.
Episode 2 is in active development
Systems and structure are being prioritised first
New scenes, encounters, and escalation will follow
I’ll be sharing progress updates and previews as things solidify but please see some early images from Episode 2 are already attached to this post.
Thank you to everyone who’s played, reviewed, wishlisted, and shared feedback so far, it genuinely helps shape where this goes next.
— DoAdventures
Hey everyone, quick but exciting update!
I’m now working on the final scene for the first release of City of Sin and I got the Steam Store Page approved. This update is a big one and once this last batch of renders is done, all that’s left is to slot in the remaining script and polish everything.That means the first release is officially right around the corner.I’m officially working on the final scene for this first release of City of Sin. It’s a big one (because of course it is), but once this scene is done, that’s it — all renders for this build will be complete. After that, I’ll move on to integrating the last of the script and doing a full pass to make sure everything flows the way it should. I'm very close now. 📊 Current Content Stats Renders: 1,365 Animations: 7 Words: 58,814 Estimated Playtime: 4.4 to 6.5 hours, depending on reading speed and route choices 📱 New Phone System This build also includes the brand-new phone system, which isn’t just visual dressing — it now: Acts as a choice interface in certain scenes Shows messages, calls, and key info seamlessly inside the story Future updates will expand it further with: A full Gallery Customisable wallpapers Additional preferences And the ability to initiate calls when appropriate in the narrative This phone UI is going to become a core part of how the world unfolds in City of Sin and I might upgrade it further a better view. Thanks for sticking with the project — this has grown into my biggest, most ambitious release yet. I can’t wait for you all to experience it. Final scene rendering now. Script integration next. I'm almost there. — DoAdventures 🔥
Hey everyone,
If you’ve enjoyed Jessica’s Choices – Origins or you’re excited for what’s coming next, I’d love for you to join my official DoAdventures Community Group here on Steam: 👉
https://steamcommunity.com/groups/doadventures
That’s where all the latest news, sneak peeks, and announcements for upcoming titles, including City of Sin & Jessica's Choices - Forced will be shared first. You’ll also find development updates, polls, and behind-the-scenes previews as I continue expanding the Jessica’s Choices universe and now The City of Sin
Joining the group is a great way to stay connected, share your thoughts, and be part of the growing community supporting these stories.
Thanks for being here, your support genuinely means the world and keeps these projects alive.
— DoAdventures
About
This page aggregates Steam news feeds, patch notes, and developer announcements for City of Sin - The Nocturne Files, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main City of Sin - The Nocturne Files statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.