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Add New User Setting to change default language
Add AI generated translations for Simplified Chinese, Spanish, Russian, Portuguese-BR
Updated autosave functionality
Changelog:
New Affinity Quests for Cora, Pamela, and Beth
New repeatable activities
New Map Locations
New Club Syn VIP Activities
New Gallery Items
Hope you're all having a good one. I wanted to give you an update on what I've been working on since last time. I've got a good sense of what will be part of the next update and It should be a decent chunk of content. I'm going to try to get it out by the end of this month. I added the bullet points with the content that should be included in the next update and I also added screenshots of the latest affinity quests that I've completed for Beth:
Complete:
Cora's affinity quests 9/9
Beth's affinity quests 9/9
New activities for Cora and Beth
New VIP room activity
New Map Locations
In Progress:
Pamela's affinity quests 2/9 (Once these are complete I'll push up the update)
Take care and I'll talk to you all soon!
Screenshots:
I wanted to give you all a status update on some of the things I've been working on and what content to expect for the next update. I'm happy to report that I was able to complete all 9 of Cora's affinity quests as well as most of her repeatable activities. I've also settled into a consistent pattern so other character affinity quests should follow the same paradigm that I used for Cora's route.
Here's a breakdown of what to expect in the next update hopefully sometime in April:
Cora's Affinity Quests 9/9 (Completed)
Cora's repeatable activities 5/6
New Club Syn VIP activity added (Completed)
New Map Backgrounds for each district (Completed)
Affinity Shop (Pending)
Thanks so much for all your patience and support! You guys make this all possible ːsteamhappyː
This will be a short update since the past week I didn't add much in the form of story content, but I added shower activities with most of the available contacts. The next update should be more substantial.
Talk to you all again soon!
I hope you're all having a good one. I pushed up a small patch with some QOL changes and new content on Monday, and I'm hoping to push up another small update by the end of this week that will simplify a lot of the minigames with certain characters to make it easier to gain relationship points. There will also be new repeatable activities with a couple of the LIs.
I've updated the list a bit with what I'm working on now and I'll continue to update and add to it going forward. There are quite a bit of characters to go through so I appreciate your patience. Talk to you all soon!
In Progress:
Ruby - Sight beyond Sight (In Progress)
Pending:
Pamela - God save the fairy queen
Hilda - Size Matters
Beth - Hard Bodies soft hearts
Bree - Haunted by the past
Sunny - Sunny with a chance of Snowballs
Jackie - Financial Laid
Evelyn - Hunger Fangs
Complete:
Cora - Stolen Valore (Complete)
Tara - The Devil is in the details (Complete)
Ellen - You win some, you lose someone (Complete)
Loraine - Soul Mating (Complete)
Gwen - Bored Games (Complete)
I made some decent progress since last week. I finished up Loraine's three initial affinity quests and I also created a new map location that will serve as a place where you can easily farm for money and relationship points for contacts you have already unlocked. I'm hoping to wrap up the initial Ruby and Gwen affinity quests that are in progress within a week or two at the latest. I'm eventually going to add a shop where you can spend affinity points to buy wardrobe items or special activities with the LIs, that should make the affinity points act more like a special currency than just a way to unlock story quest nodes. I'll continue to update the bullet points below as I make more progress as well:
In Progress:
Ruby - Sight beyond Sight (In Progress)
Gwen - Bored Games (In Progress)
Pending:
Pamela - God save the fairy queen
Hilda - Size Matters
Beth - Hard Bodies soft hearts
Bree - Haunted by the past
Sunny - Sunny with a chance of Snowballs
Complete:
Cora - Stolen Valore (Complete)
Tara - The Devil is in the details (Complete)
Ellen - You win some, you lose someone (Complete)
Loraine - Soul Mating (Complete)
Have a great rest of your week and I'll talk to you soon!
Hope you're all having a good week. As many of you saw I posted a new Patch with a few content updates on Monday. I didn't get everything accomplished that I wanted to but I'm happy with the results since I was also able to add a few QoL improvements that I didn't foresee. All right let's take a look at what to expect for the next update.
In Progress:
Ruby - Sight beyond Sight (In Progress)
Gwen - Bored Games (In Progress)
Loraine - Soul Mating (In Progress)
Pending:
Pamela - God save the fairy queen
Hilda - Size Matters
Beth - Hard Bodies soft hearts
Bree - Haunted by the past
Sunny - Sunny with a chance of Snowballs
Complete:
Cora - Stolen Valore (Complete)
Tara - The Devil is in the details (Complete)
Ellen - You win some, you lose someone (Complete)
Reviews:
My game doesn't have many reviews yet, so if you enjoyed the game and would like to give an honest review that would be greatly appreciated as it helps increase visibility for the game so others can try it.
Thanks so much and I'll see you all next week!
I wanted to give a quick update on what I'm working on and what to expect for the next update. I got some feedback that my game was a bit short and light on content so I wanted to address that by adding some more content that will be in a regular update. As far as timeframe I'm optimistically hoping to have it complete by the end of this month but it might take a bit longer. Here is what to expect in the next update:
Adding a total of 3 affinity quests for the following characters:
Cora - Stolen Valore
Pamela - God save the fairy queen
Hilda - Size Matters
Beth - Hard Bodies soft hearts
Bree - Haunted by the past
Ruby - Sight beyond Sight
Gwen - Bored Games
Sunny - Sunny with a chance of Snowballs
Tara - The Devil is in the details (In progress)
Ellen - You win some, you lose someone (In progress)
Once this update is complete I'll create another roadmap with more characters. My goal is to have most of the Love interests with at least 3 affinity quests.
Screenshots:
Patch Notes:
Reduced the frequency of autosaves to improve performance.
Description of changes:
Added loading indicator and pre-fetching for most phone apps
Fixed a UI caching issue causing the contact affinity detail view to display on the phone contacts list in certain instances.
Added missing padlock icons in Snake Eyes View to Linux/Proton builds
Fixed incorrect data type in certain possession stat interactions with Liana and Carrie.
Fixed an issue where rapid navigation inputs could cause the game to hang or crash on slower network connections.
Added loading indicator for smoother transitions
Fixed an issue in the Linux Steam Deck/Proton build where the emoji fonts were not being applied causing the app icons and other emoji specific icons to not display correctly.
Updated existing emoji fonts to use image assets for future proofing regardless of OS.
Enhanced dialogue readability by adding more Font options, Text Colors, and increased Font Size configurations to the User Settings
It's been a bit of a hectic week so far, but I wanted to pop in quickly and say thank you for those who have played the game. Also, big thanks to those who have left reviews! Reviews help Steam's algo share the game with more people, so if you'd like to leave an honest review it would be greatly appreciated. Okay I've listed a couple of things on my todo list based on recent feedback and discussion threads. I'll also share some prototype screenshots of a new tactile/touch interaction minigame that I hope to implement for Chapter 2.
TODO items based on recent feedback:
Translations: Yes, I do plan on adding translations for some languages (Spanish, Simplified Chinese, etc) but I don't have a definitive timeframe on when I'll be able to do so. I'm a solo dev so I'll need to decide how to prioritize this while I keep working on the next chapter of the game. Thanks for your patience.
QOL improvements: I plan on adding a new user setting that allows you to change the color of the main font to improve readability. This will be a small patch that I'll probably push out once the initial launch week is over and things have settled down a bit.
Screenshots:
I had this big speech planned, but I think I'll just say thank you. Thank you from the bottom of my highly-caffeinated heart. This game would not be possible without your support. I truly hope you enjoy the game and I hope you'll continue to follow me on this journey a little longer.
Thank you for being a big part of the Life of Guy.
I was able to address a couple of QoL changes based on some recent feedback and did a bit more testing on the builds. I'm optimistic about Launch on Monday and I'll probably be creating a new thread dedicated to any Known Issues or Bug Reports for launch day. I want to be as proactive as possible and do my best to address any issues that I may not have seen in my own testing. Here are the QoL changes I made:
Added Ctrl hotkey for skipping dialogue
The game should now remember the state of your window settings when launching the game. If your settings are windowed or fullscreen it should launch the game in that mode.
This week I took a step back and started thinking about how to design the next chapter of this game such that I could mitigate a lot of the common pain points that devs and players face when going from one chapter/season to the next. Most notably, with respect to save files and migrations. I think I've designed a clever way to address the save file issue such that the player won't have to worry about whether or not saves will migrate from chapter to chapter since they'll have a failsafe system they can rely on. Here is what I'm implementing:
Each time a chapter is completed on any save file, it will trigger a persistent flag that will allow you to create a new game from your current chapter. You won't need to start from the beginning unless you want to. The game will create a happy path clear save with focus on the story and all side content still locked so you can play through it again if you'd like. Sort of like a new game+
If you also manage to complete the chapter with 100% completion, you will now have the option to create a new game at the current chapter with the previous chapter completed at 100% just by toggling the option. So instead of just a happy path story chapter save, you'll unlock all available content for that chapter as well.
I'll post some prototype screenshots below of what this might look like, but I think this will greatly improve and help mitigate issues of corrupted saves or migration issues since you'll be able to start a new game with all content unlocked if you've already done so at least once on any save. As more chapters are completed this will be even more helpful. Thank you all so much for all your support! I'll talk to you again on Monday.
Prototype images showing the New Game flow (This assumes the player has already completed chapter 1 and has cleared chapter 1 with 100% completion)
Do people still use the term peeps? Gosh I hope so otherwise I'll look foolish. Okay enough of that. Today's update will be a short one. This week I've mainly been on maintenance mode, testing the demo to full app migration and squashing typos and minor UI inconsistencies. I'm really excited about the upcoming release and I'll do my best to resolve any issues to ensure things go smoothly. Here's a few small QoL tweaks I made recently based on feedback:
Added an Available Content hint (if applicable) to the Snake Eyes data of existing contacts which generates new hints as you progress making it much easier to keep track of pending quests/content for your Special ladies and Frens
Added a Quit button to the Title Screen
You can now toggle the UI visibility by pressing the middle mouse button or by clicking the 'H' key, double clicking on the screen still works as well.
Have a great rest of your week. I'll talk to you soon!
Before I get into the details of this announcement I want to thank you all for being a part of this adventure with me. It has definitely been a massive undertaking and a big learning experience. I'm truly hoping to build something that you can enjoy. Your support means the world to me. Okay... now on to the good news!
The final build has been reviewed and approved and the release date is set for February 9th, 2026 @1PM EST
I've made a YUGE update to the free demo build that should bring it up to parity with the final release build. You should also be able to migrate your demo save to the main game as well once you purchase it.
Please feel free to leave any feedback or comments in some of the pinned discussion threads.
Talk to you all soon!
This week I was focused on adding the Cocktale exploration zone as well as a new Deduction style minigame which will be the main focus of this video game. This minigame will be very similar to logical conversation games where you'll need to find the contradictions in the person's arguments in order to win. The minigame itself is skippable as all minigames are. I've added screenshots below.
Added an Exploration mode to Cocktale
Added a tabbed menu in Cocktale to view Player Stats, Contacts, Inventory, System settings
Added a new Deduction Minigame.
Added a memory/card matching minigame to earn money at the bar location.
This week I've been working on updating the video game activities to include their own exploration zones. So you'll be able to actually explore and perform activities in the individual games. I've added the exploration zone for Adventures of Lustra as well as a new Battle Minigame. The Battle Minigame is optional and you can still level up your character by setting the auto-win setting to true. But you'll need to take part in battle in order to Befriend monsters and add them as your companions. Once they're befriended they will join you in battle and as they level up you'll be able to unlock spicy content for them. I'll add some screenshots below so you can get a better sense of the new minigame layout. Thanks for being here and supporting the game!
Added an Exploration mode to Adventures of Lustra
Added a tabbed menu in AoL to view Player Stats, Companions, Inventory, System settings
Added a new Battle Minigame for recruiting new companions and leveling up.
Screenshots:
Some of you may have noticed already but I had to push the release date from 1/20/26 to 2/3/26. With the holiday season I underestimated the time it would take to finalize things and get the build approved for release. This is totally on me and I take responsibility for not giving myself adequate time to get things done in time. Thanks so much for your patience and support.
The good news is I was able to update the build with a lot of the newer QOL improvements that I've been working on.
Added a new NPC Missy who will allow you to unlock content that you may have missed during your playthrough ensuring that you can still 100% the game on a single playthrough.
Updated the Snake Eyes UI in the Contacts app to display thumbnails of the quests and activities, making it easier to know which activities you're missing and where to trigger/unlock them.
Added a new detail grid layout for a lot of the menus in the game. This layout will display available as well as locked content so you can get a sense for content that is available vs content that has yet to be unlocked. Clicking on the panels will often give you a hint as to where/how to unlock the content as well.
Screenshots:
Hey everyone, looks like this will be the final post of 2025. Looking forward to what 2026 has in store for the Life of Guy. This last week I was in maintenance mode mainly. Still testing out a few features and making sure the build is ready for the 1/20/26 release.
I was also able to add some more great QoL updates that I'd like to share with you. I'll post some screenshots below as well. Hope you all have a wonderful New Year!
New auto save and quick save functionality
Enhanced Shop and Affinity Apps with quantity widget
Simplified affinity point system and rewards
Enhanced the city map to support multiple districts (this will allow me to add more locations without cluttering up the UI)
Added background images to existing map nodes
Added a Load Game button to the title screen
Updated the styling of the Dialogue Menu to be positioned towards the bottom.
Screenshots:
I hope you're all gearing up for a fantastic Christmas and all around epic holiday season. I still can't believe how much this game has grown in such a short amount of time. With that being said I'd like to update you on what to expect going forward since Chapter 1 will be releasing in less than a month.
For now, most of the code changes are done and I'll only be updating the build to fix some typos or bugs that I may encounter. Possibly some small QoL changes as well based on user feedback. I certainly don't want to alter the build more than that since it's in a stable state now.
Going forward I'll mainly be focused on updating you on progress towards the Chapter 2 DLC. For those who purchase the full game all of the subsequent DLCs will be free so I'll keep you updated each week with progress towards those efforts.
As always thank you so much for being a part of this with me. Below are some small QoL changes and minor additions I've made to Chapter 1:
Added a new user setting to allow you to auto-win the dialogue minigames for a more relaxed gaming experience. The results will always be the maximum you could reasonably get if you were playing it manually. You will be able to toggle this feature on and off at anytime throughout the game.
Tonya and Ruby npcs will now provide useful hints on how to unlock content/quests for other npcs (YUUUGE QoL feature based on user feedback)
Added more chat dialogue with a few of the npcs you'll encounter in the game world. (Ruby, Odette, Olivia, Ellen, Rebecca)
Screenshots:
Hope you're all having a good one. The holidays can definitely be a hectic time, but also extremely fun. Thanks so much for being here and supporting me while I build this game. This past week I was mainly focused on finishing up the achievement implementation as well as testing my Steam build that is currently in review. I'm really excited about having you play this game when it's released in January.
Here's a quick list of some of the changes I worked on this week and screenshots below:
Finalized Steam achievements (28 achievements in total for Chapter 1)
Added a new optional user setting to Enable Hints during dialogue choices
Added a new Completion Percentage that will display on save file snapshots. Existing save files will have the percentage added once they are saved over.
Added new map location (Ruby's Cottage)
Added a couple of new affinity quests (Pamela and Ruby)
Ruby will be a LI as well as a utility character that can use her Seer power to give you hints about other npcs quests/content
Screenshots:
I wanted to pop in quickly and let you know that the first Chapter of Life of Guy will be releasing on Jan 20th, 2026. I'm currently working on finalizing the build and then sending it off for review. I will keep you posted on any updates until then. Thank you so much for being a part of this journey and supporting this game!
Thanks for joining me for another week of updates everyone!
This week I was able to wrap up the rest of the Club Syn VIP scenes/animations, and I also added a few nice QoL improvements based on recent feedback that I think will make the UI/UX more configurable and the gameplay a bit more fluid. Here is a breakdown of all of this weeks changes and some spicy screenshots at the bottom:
Completed Club Syn VIP scenes for (Mina, Zoraya, Olga, Bonnie, Demona)
QoL Improvements (Show/Hide Dialogue menu, add Text Outline to font, new Skip Time Widget on overworld/city map)
Screenshots:
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Life of Guy - Chapter 1, 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 Life of Guy - Chapter 1 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.