Hi! Zak here π
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First of all, I feel like I should address the whole delisting of NSFW content on Itch.io thingβ¦
Well⦠it sucks. xD
Iβm not informed enough to say whoβs right or wrong or whether this will be a permanent change or just a temporary wave.
Regardless of that, my focus remains the same:
To try and make Trueclash one of the best visual novels in its genre. Thatβs it. And Iβll keep working toward that.
Still, I wonβt be a hypocrite:
Your support, reaching new players and growing our community is essential to making that happen.
Right now, Iβm paying Mark (our GUI artist) out of my own pocketβ¦ which is not sustainable. π
And I have two close friends who have done everything for free so far, and thatβs not fair either. Eventually, Iβd love to bring in more artists to contribute with their work but that wonβt be possible without a stable and self-sustaining income.
I really donβt like asking this this kind of thing but due to it being a dire time, allow me:
With Itch currently down and limiting discovery, please consider spreading the word. About whatβs happening with the platform but especially about our game too.
Whether itβs on a site, a forum or a Discord you trust, anything helps.
Thank you again, truly, for being here.
Letβs keep pushing forward together! π
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Some of you may have seen it on social media - weβre preparing a SFW release of version 0.2 for the public build.
We actually had this idea before all the recent drama started but it gave us a push to make it happen sooner than expected. Truth is, Trueclash as it is, already contains very little explicit or sensitive sexual content so making an adapted version wasnβt that hard.
We wanted to do this to help the game reach a wider audience, to share the world and story of Trueclash with more people.
Because in the end, this game isnβt just about adult themes:
Itβs about people. And how you connect with them along the way.
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This week, I added about +2,000 new words to the story.
We're now sitting at around 8,000 words of total content for patch v0.3.
On top of that, I added +1,665 words of combat descriptions.
Iβm listing these separately because they donβt really count as standard playable content, theyβre part of how the battle feels but not seen in full during every playthrough.
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I wrote a new ending this week and honestly?
Itβs the one Iβve enjoyed writing the most so far but also the one that took me the longest
I used some skills I had from building scenes in other tools and tried to apply them in RenβPy.
This scene includes:
new transition animations
new music
new ambient SFX
4 unique scenes or CGs (some with variations)
and a new fight sequence
It was way more fun to build and every time I test this scene in-game, I feel genuinely proud of how it looks and plays from both a presentation and storytelling perspective.
This is exactly the kind of direction I want to keep exploring, especially for story-heavy or emotionally important scenes.
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I also worked on the combat strings, the short bursts of text that show up during a fight based on the choices you make.
They took a bit more time to write and I ended up reducing the number of variations to focus on quality over quantity. These even have sound effects and animations heheh.
Iβm really happy with how it turned out and itβs less buggy than Mattβs combat sequence was, so thatβs a win-win!
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Next up, Iβll be wrapping up the end of the night scene which can play out with different characters depending on your choices, though there will be special focus on Harry, Matt, and Diego.
Letβs talk about Diego first:
Until now, the only solo moment you could have with him was a short talk to get to know him a bit betterβ¦ and honestly? Thatβs just not fair compared to the other two π
With Matt, you can go to the rooftop, train with him, or even bring him along to help handle the Harry situation.
With Harry, you can get physically closer, dance, have a deep conversation at the bar⦠or have an awkward bathroom moment <.<
So yeah, Diego deserves a bit more.
Thatβs why Iβm expanding the solo training session with him to make it more meaningful. And youβll be able to reach this scene through different paths, depending on your choices.
That said, even with the improvements, he still wonβt have as many intimate moments as you can have with Matt or Harryβ¦ but maybe weβll balance that out further down the line.
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The fight system used to be really bulky.
Every time I wanted to create a new fight, I had to copy and paste around 150 lines of code, then go through them one by one to tweak and adapt everything for the new match π©
But now that I understand RenβPy coding a bit better, I managed to reformat the whole system so that all I need isβ¦ 4 lines of setup to start a new fight xDDD
Here is a print I took so you can see the difference visually without spoiling anything for you.
Honestly, this is a huge improvement for me!
It took some time, but now adding new fights will be way faster and less of a chore.
Just define those 4 lines and then itβs all about writing the dialogue and the fight itself, simple as that.
This new system is already in use for the upcoming fight but not for Mattβs.
I felt like changing Mattβs scene would be a bit risky for now, especially since Iβll probably keep refining the system even further.
So yeah, Mattβs training still runs on the old system but from your perspective as players, youβll probably notice almost no difference.
However, now youβll have animations, sound effects and a bunch of extra features that were hard (or nearly impossible) to implement with the old setup.
I'm really happy about this one! ^^
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I also made 7 new scenes/CGs, already implemented in v0.3.
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Markβs been working a lot lately.
This week, he made several adjustments both in terms of code and in testing different parts of the UI that hadnβt yet been fully implemented in-game.
Here are a few examples of what heβs been cooking up:
π Credit screen sample:
πΉοΈ Choice menu implementation (still in progress):

Weβre now dimming the background to give more visual focus to the moment.
The choice bars have been updated and Decision Echoes are now clearly highlighted.
(Note: The current highlight color is just a placeholder and will be replaced later.)
Heβs also been reworking the main menu and testing some ideas on the title screen but weβre not ready to show those just yet π
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I saved 32 new sound effects to use and enhance scenes: 22 of them are already being used in v0.3! π
Aim To Head Official has kindly allowed us to use their tracks in the game π
Two brand-new soundtracks have already been added!
Also, this week Iβll be showing you Harryβs βnot drunkβ sprite!
I spent all day yesterday working on this one (because who needs rest, right? <.<) and I finally landed on a base I really like.
Iβm excited to share it with youβ¦ But since my friends gave me feedback that pointed at one or 2 things that could be betterβ¦ Iβm back to the drawing board (photoshopping <.<)
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Thatβs it for this week!
It was full of emotions, lots of improvements to both my workflow and the gameβs overall quality.
One step at a time, we keep going πͺ
JustaNyxPuppet
2025-08-04 11:15:36 +0000 UTC