NokiMo
Hikkeiru
Hikkeiru

patreon


68 and WEB VERSION

Click here to access this build and patreon codes, don't forget to enter your supporter code in the game!



The game is now available in the browser!

Try the version here:

Click to go to web version


You must be a supporter to play this version fully in the browser. 

If you are not a supporter you can try it in the browser up to a certain spot or download a delayed version on itch io.

You can read the reason why below.




This update also contains a new story and other features while I’m only partly up to my usual monthly deadline. I’m putting this version beforehand so people can test the web version.

There is also a new benefit! Which will be moved later to tier 2.

Meanwhile, another version and a bit more spicy event should arrive close to my usual monthly deadline (about 2 weeks)!





Web was one of the features that was requested the most throughout the development.

A web version is a revelation for this genre. Why?


Games in this genre aka sandbox visual novels with many renders are rare. 

Most of them are made in renpy. While you can put a game like that on a web browser, it comes with its limitations.

ITCH io allows a 500MB total size limit. (GOSA with 2500~ renders is far beyond this limit size)

WebGL game memory usage limit is 2GB.


Games that are made by default include everything in the build.

Game developers don’t seem to have too many choices because of this.


One way is to reduce the amount of renders to fit within the required hosting size and total memory size.

This means that 99% percent of games that you can play in the browser will be in the style of static character images with few expressions and maybe a few backgrounds only. That’s the usual classic and most popular type of visual novel.


The other way is to sacrifice web gl in general. 



GOSA is not that kind of game and it’s moving past the player-known limit of this genre!

I want to focus on delivering a game that’s tight in a story with many interacting events and a render quantity amount. The same goes for feature quality, QOL, and development style. At the end making the game something that I can be proud of. Thankfully a lot of you have been good to me with the support so the game is coming along nicely! ❤️




How are you doing this?

I’m using custom code and hosting for the renders itself.

This unusual solution, allows me to put a web gl build that is way smaller since the renders are being pulled on demand!

It also omits the total memory because only the needed renders are kept in memory!



Why is web gl a trial version?

It’s currently available for supporters because I pay for hosting. I cannot estimate the total cost without trying it out.

This is why you can only play in the browser for free up to certain spots in the story.



Web-version FAQ:


It may be temporarily turned off. You can ask the developer for info on Discord.


Try chrome or firefox. Another browser may not fully support WebGL technology.



Please describe the problem to the developer on Discord.


Yes. Shift-click the save to download it. It's recommended to export the save after every playthrough.



Yes. Through the end screen button with web gl trial information during the story or through the usual save load menu from the main menu.



Yes. In Webgl it’s locked for supporters only for experimental reasons. 


Refresh page.

This can occur due to a few issues:

Known web issues:

This version general updates notes:







Thank you for your continuous support ❤️


68 and WEB VERSION

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