Devlog #1: Plans for the Future


Right now Stuck in Sutton is in a very early stage of development. I'm certain that people are curious about what I have planned for the future of the game. Right now I'm still working on v0.2, but I wanted to clear up a few things that I don't have planned at the moment.

I'm not planning on adding any more images apart from the fantastic cover art provided by Kapchynskyi (https://twitter.com/Kapchynskyi). This boils down to three simple things:

  1. I'm not much of an artist
  2. Trying to find the right porn GIFs is both time-consuming and restrictive to the type of scenes I wish to write.
  3. Even with the generous support I have received so far, I can't afford to commission enough art for the entire game at this point. Whilst this may change in the future, I never made Stuck in Sutton with art in mind so I don't want to promise this will happen if I reach 'x' amount of donations.

There won't be any pregnancy/unprotected sex. Part of this is to add an element of management to buying condoms. I also don't see the point of pregnancy in a game that is intended to take place over 7 days at most.

Stats will probably remain how they are for the most part. I don't intend to have a lot of leveling up and grinding to do, except for slutiness granting access to certain situations. The reason for this is that I'm just not a big fan of grind in games, especially a game in which players have a limited time frame to figure things out. I also don't want to start bloating the game with content and having to re-work significant portions of the game because of it.

But that's enough about what I won't be adding. I'm still finalizing what content will make it to v 0.2 of Stuck in Sutton, but one thing I can confirm is the addition of End of Day 1 and Day 2 content. After running out of energy, players may be met by NPCs they've built relationships with and further interact with them. As the list of NPCs increases, so will the number of these End of Day interactions. Day 2 will not only bring the opportunity to play for longer, but also new dialogs, NPC interactions, and jobs to complete similar to Chance's Blue Pills.

In the upcoming weeks, I'll be posting more details about v0.2. As I've mentioned before, I intend on releasing v0.2 during March if all goes to plan. Admittedly, this is my first foray into game development so that might be subject to change.

Regards

Ben Rosewood

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