Tuesday, June 3, 2025

Maids & Masters (& Following Up On v0.22)

I can tell I was mostly running on momentum getting v0.22 done. I feel like I've just got done taking a sled down a snowy hill, but the sled was my face, and now I'm just lying at the bottom hoping nothing runs me over before I find the energy to move again.

 

The good news is that I haven't had any bug reports for v0.22's early access or v0.21's public release yet. I have had a handful of bugs be reported, but it's mostly for older content. One I'm still investigating, and another pertained to Roich and Caitlainn, where it was possible to skip the first half of the Accord progression by getting to Adhdre (and then proceed to the Hold) without actually ever meeting Caitlainn, which could lead to the variable moving more than it's supposed to when you start gathering signatures, which would cause progression to break once you hit the point where the game thinks you're done with the Accord progression despite not actually having the Accord yet. Worse still, this could cause Ella's first affection quest to not trigger correctly, leaving you unable to complete that quest.

Adhdre has not been fixed to stop that from happening, but it continues to frustrate me that I miss these things that are pretty game-breaking and have been broken for as long as they have.

 

But despite whatever frustration with myself I might feel, I also continue to be incredibly grateful to those that send me those bug reports so that I can find and fix those issues. Maids & Masters wouldn't be what it is without you. Keep those reports coming.

 

There unfortunately isn't much news for me to share about v0.23 yet. Being as wiped out as I am, I need to take a little time to recover, but I had a wave of client work come in right as I was approaching the finish line for v0.22, so now I need to focus on getting all of that done before I can return to Maids & Masters. One client is already squared away (or at least they should be; there might be some adjustments to the script that still need to be made once the current draft has been reviewed), but I have an entire checklist for another client I need to address, and a third I have an outline for that I've been meaning to send to them for approval for about a month now. There's no hard deadlines for those second two, but I don't like leaving my clients waiting on me.

 

Though there will be a poll coming for Patrons and Subscribers over on Patreon and Subscribestar about how to go about all the character quests coming in v0.23, as well as more bonus renders on the way (which you'll get to vote for first, then they'll go up another week), and by the time you get through all that, there's going to be test builds and patch notes. If any of that sounds like something you might be interested in, go give one of those links a click.

Friday, May 30, 2025

Maids & Masters v0.22 Release

I was really hoping development on this would've gone a little faster than it did, but this update still took me about 45 minutes to get through on my personal play through and I'm very happy with the final results. The bosses are all much more satisfying to overcome than I thought they'd be, so be prepared for the toughest fights in the game so far along with some new styles of puzzle and some tweaks and updates to combat mechanics that should hopefully really hammer home just how far you've come since you were scrounging up scrap wood in between fighting wolves to fix up your floors.

 

Here's the change log:


v0.22
Added the next story segment and final region of Commorance - the Northlands. Including:
- A new region to explore, featuring 6 Folk villages and 6 unique mini-dungeons.
- Six new trophies to earn - one for each mini-dungeon.
- Nina’s first scene.
Added a bugfix feature to the war map to allow entering the Estate after the war ends.
Added a bugfix feature to help prevent Maid squads from being stuck in the map corner.
Added new books to Uncle Gil’s library containing information relevant to Anne’s quizzes.
Added the same books to the library along with a message to indicate Trophy 31 is available.
Added Vicky and Nina to the group rooms away from the player Estate.
Added June, Chloe, Iris, and Nina to the affection check-in room.
Added an Affection Check-In option to the Homing Stone menu.
Added Iris, Vicky, June, Chloe, Nina, and Celine to the randomized wake-up event list.
Added non-randomized wake-up events to the Maids’ personal beds.
Added Nina to the arena.
Added Trophy 38, found in Baleflight Hold after the war, earned based on actions in the war.
Added additional dialogue for some costumes dependent on wearing the associated costume.
Fixed a bug that teleported the player outside of the war when using the Mind Hold headstone.
Fixed a bug that caused a war event to trigger prematurely in the Edgerton Estate.
Fixed a bug that may cause a death to not occur when intended during the war.
Fixed a bug that caused Summer’s wake-up event to cause a game crash.
Fixed a bug that caused the player sprite to be incorrect if Teely escorted you to the war room.
Fixed a bug that sent the player to the wrong exit when leaving the Ash Lands cave.
Fixed a bug that sent the player to the wrong instance of Ventire when entering from the wilds.
Fixed a bug that caused a set of enemies from war mode to appear prematurely.
Fixed a bug that disabled some events during the Amaira catacombs escape sequence.
Fixed a bug that sent the player to the wrong instance of the Beauregard Estate during the war.
Fixed a bug that caused Jeannie to be in the wrong place during negotiations with Viridius.
Fixed a bug where enemies would not correctly lose the Evade state.
Fixed a bug where physical skills may have ignored physical damage resistance.
Fixed a bug where physical skills did not correctly change elements with “force” states.
Fixed a bug that caused Charmed Blast to not have a chance to Charm enemies.
Fixed a bug that caused equipped weapons to override the “force” elements on physical skills.
Updated some Cumhaill object interactions to change after the player’s Estate is repaired.
Updated Deirlinn’s brother’s checks to more accurately be affected by Deirlinn’s pregnancy.
Updated Celine’s Freeze instances to match her non-Freeze Service and Move options.
Updated existing Maids in the affection check-in to all have versions up to 100 affection.
Updated the Affection Check-In map so it’s more centered in the game window.
Updated the wake-up event to not include a scene for Kala that was intended to be removed.
Updated the path toward Baleflight in Clannestad to allow visiting his Hold after the war.
Updated Farquhar’s old Estate fights to have a proper battle background.
Updated the sprite spacing on the Formation screen so the right-most sprite is not cut off.
Updated the description of Radiant Blast and Radiant Explosion for greater mechanical clarity.
Updated the damage calculation of Incantation skills to be slightly higher.
Updated the bonus percentage chance of the Evasion state to be higher.
Updated the bonus percentage chance of the Magic Evade state to be lower, matching Evasion.
Updated Radiant Boon to have a chance to bestow the Immortal state.
Updated Dark Boon to cause the target’s next attack to be a guaranteed critical.
Updated the descriptions of Radiant Boon and Dark Boon to reflect their changes.
Updated relevant skill descriptions to indicate they ignore elemental resistances.
Updated Charming Aura to be a magic attack instead of only inflicting Charm.
Updated the various “boon” skills to remove the “force” states they don’t apply.
Various other minor dialogue, event, and map updates.

Tuesday, May 27, 2025

Maids & Masters (& A Release Date For v0.22)

It's gonna kinda come down to the wire, but we're gonna get there. I still have some NPCs to populate in four of the six villages in the new region, but the puzzles are done and playtested, and while I still need to playtest and properly balance them, the bosses are done, and while I still need to go retrieve them so I can playtest them as well, all the trophies are obtainable. Populating the NPCs is the last step to take before all that playtesting can happen. That only leaves about a day for that playtesting to happen in, but I've done that amount of work on tighter time frames before, so I'm pretty confident in v0.22 releasing this Friday, May 30th.

 

The new region isn't going to be quite as content-dense as I initially wanted it to be, but I also initially wanted the villages to be larger and have minimum two side quests each, which was likely to feel like nonsense busy-work compared to the actual story that takes place there. That's content I don't really feel bad for cutting. If anything, that kind of content will probably work best for affection quests and it's for the better that it was cut for the time being. It certainly takes some weight off of the amount of work that needs to be done before the update is finished.

 

The dungeons are also more like mini-dungeons than proper full dungeons, because all there is to them is their individual puzzle and their associated boss (except for one, but there's some story for that). I've still had a lot of fun putting them all together and designing all the puzzles, so I'm hoping they end up being just as much fun to play through.

 

If you want to get your hands on the update on Friday, go check out my Patreon and/or Subscribestar. I've also got bonus renders, polls, patch notes, and if you're a VIP, regular test builds coming for you over there, and the support keeps me making games. Games like the one you'll get to vote on me making next once Maids & Masters is done.

Tuesday, May 13, 2025

Maids & Masters (& Lots More Progress on v0.22)

This past week has been very productive, but also very draining. Maps are functionally complete (there are still a few that need making, but they're very specific extra maps that I'm not going to worry about including until after the puzzles are done), and the way all these new dungeons are supposed to function is all set in place. That means all that's left before moving on to story and enemy implementation is designing and implementing all the puzzles, which is also partially done. It's also why I feel so drained.

 

Puzzle design, at least for me, isn't just thinking up a solution and a method and connecting the dots. I also have to consider every possible incorrect answer and accommodate for it to make sure I don't break the game. If you make a move within the puzzle, that move needs to either be easily reset or  undone, or be a step toward the solution. In an ideal situation, both should be true. The more complex the puzzle, the greater the opportunity for incorrect answers, the more things my brain needs to keep track of at the same time.

 

I've gotten pretty decent at thinking in these terms for sokoban puzzles (those things where you push around a crate or a boulder to open a path), but given that I have the opportunity to bring in new puzzle designs, I've got to teach myself to think in new ways to make sure these puzzles work in a logical sense, not just a mechanical sense. I know some of the trophies can be pretty esoteric in the way you obtain them (cue Mind Maze trauma), but I do my best to avoid moon logic when it comes to progressing through the main story. I usually have a lot of fun with it regardless, but it can be mentally taxing.

 

It's a good thing most of it is close to done. There's just one puzzle left to finish implementing (more accurately, one step out of a three-step puzzle, but each step is its own puzzle; it's hard to explain without spoiling anything) and one more to finish designing (the basics are done, but the specific mechanics aren't, so the puzzle can't be solved yet), so I'm pretty confident in committing to a test build going out this Friday. It won't include any of the bosses at the end of these dungeons (and likely no NPCs, and no other story bits), but if you're a VIP on Patreon or Subscribestar, you'll still be able to solve the puzzles and explore all the new maps. If you're a regular Patron/Subscriber, you'll get the patch notes where I'll go into more detail on how these puzzles work.

 

I'm trying to avoid pushing myself into crunch time to implement more so the build is closer to complete since this is a chunkier update, but I'm also eager to put it into early access. I'm at this weird intersection between the new content nearly being done, but also missing a ton of detail work. It makes it feel like I could have v0.22 ready at the end of next week if I push hard enough, but I've been doing this for long enough that I know there's not just the last few steps of puzzles and the bosses to implement. Not to mention leaving room for final testing. I want each of these dungeons to come with its own trophy, too, which means six meta-puzzles in addition to the necessary dungeon puzzles.

I still think I can manage to get v0.22 into early access this month, but only time will tell.

Tuesday, May 6, 2025

Maids & Masters (& Progress on v0.22)

I have hit the part of developing the update where a large amount of work has been done but there's not a whole lot to talk about. The number of new maps is up to about 50 (which is more or less in line with the other more dense regions), with the vast majority of that being dedicated to Folk villages. I haven't added all the usual interactions to all the new maps yet in favor of starting to design the new shrine dungeon maps. Which, while they aren't done yet, there's plenty to talk about there.

 

I don't want to give too much about those away, but I want to design something besides a sokoban puzzle for these shrines to center around. Not to say there won't still be one - there is, and it's so far the only dungeon that's mechanically complete - but I've used that style of puzzle a lot, and I'd really like to flex some other puzzle-making muscles without going backwards to making a simple maze (though, full disclosure, one of the shrines is just a maze, too).

 

The puzzle I'm currently working on is another top-down RPG classic that I've never really had the opportunity to mess with, but is still kinda in the game - an ice slide puzzle. Rather than push a box or boulder around to open a path or trigger something, you do the sliding. This currently only exists on the Freeze version of the home Estate's pool, and only as a source for jokes rather than a puzzle, so it'll be fun to get to include a new puzzle type now that there's some ice involved.

 

Another one that I'm looking forward to making but may be a little difficult to implement properly from a visual standpoint is a light-bending puzzle. I don't want to make it overly complex, but the general idea is that you'll have to push these orbs into place in order to get them to cast light in the direction you've pushed them in until they're casting light into the receiver that solves the puzzle. This one is likely to end up being something that leads to a trophy rather than being required for the critical path, so the lacking visuals will likely end up being an added layer of difficulty that I leave be rather than trying to make it more accessible.

 

The part that I need to put some effort into to make sure it isn't overly frustrating for people are the boss fights in these shrine dungeons. I want these to be puzzles unto themselves, putting some kind of limitation on you that - at a glance - might make the fight seem impossible, such as the boss giving you the Flame Force buff (which raises your Attack, halves the fire damage you take, and changes your attack element to fire instead of doing physical damage) when the boss is immune to fire damage.

 

Of course, almost none of this is playable yet, much less tested for balance, but I've only got two more of these dungeons to make maps for, so that's going to change fairly quickly. Not "there will be a test build on Friday" quickly, but v0.22 will definitely be going into early access in May. If you're interested, both Patreon and Subscribestar see test builds for VIPs, patch notes for supporters, and the thing that will actually be getting posted this Friday - bonus renders. Not to mention that once Maids & Masters is complete, a poll will be going up for which project that currently exists as a demo will be getting made into a full game.

Wednesday, April 30, 2025

Maids & Masters (& Starting v0.22)

This week has gotten away from me in more ways than one. The weekend was good and productive, though, so the list of outstanding QoL updates that I've added to my notes from feedback on v0.19 and v0.20 is now empty. Even a few things here and there that were left over from even earlier than that, which feels good to have removed from the to-do list. That also means I get to move properly into development on v0.22.

 

But before I get too far into that, I want to mention the new public poll that's available on both Patreon and Subscribestar. The poll is for which of the mothers of Maids & Masters get bonus renders to celebrate Mayternity/Mother's Day. You can cast your vote without being a paying Patron/Subscriber, and those links also go straight to the poll so you don't have to dig for it. The poll ends this Friday with a preview render, with the full set going up next week. More details are in the poll posts.

 

With that out of the way - v0.22. I've really only started on the maps for the new content, but going into the Northlands is the final region of Maids & Masters. On top of all the content I need for the bare minimum of the story, I also want to make the region more content-dense than the other regions have been. I'm not sure exactly how far I'll go with things like side quests, but I definitely want to leave myself the room to add it in. Though, strangely enough, I doubt the number of maps for the region will be any higher than map counts have been before this point.

 

Depending on how an Estate gets split up, some regions need fifty or more maps to cover everything even though there's only one to three Estates and maybe a village. The Northlands will mostly be villages, which usually need far fewer individual maps to feel complete. The region is also going to feel more like the mountains than the deserts in terms of exploration. There will be more wilds maps than the mountains, but you won't need to move through the wilds to get into the villages from the region map, and you won't end up in the wilds the moment you step off the path like in the deserts.

 

What I'm really looking forward to (though haven't had the chance to start designing them in-engine yet) are the dungeon maps. While Holds and the wilds have served as the dungeons of Maids & Masters so far, I really haven't made a proper fantasy dungeon yet, and v0.22 needs six of those.

Technically it needs seven, but I think I've also settled fully into the idea of v0.22 being the "first half" of the end of the story and v0.23 being focused on character quests so v1.0 lines up with the end of the story. It does mean that the base v1.0 update might not be absolutely massive, but I do want to make what will hopefully be a really fun mega-dungeon that fits all the other Northlands dungeon mechanics together while you explore what was once the castle of the former queen. 

All that's really left is to make sure the ideas in my head actually translate properly into gameplay.

Tuesday, April 22, 2025

Maids & Masters (& Following up on v0.21)

I haven't received any super egregious bug reports about v0.20's public release (except one I haven't been able to recreate yet and one that had nothing to do with the war and has probably been broken for an embarrassingly long time), so shout out to those of you who reported bugs while it was still in early access. It's nice to know that the early access post-release patching fixed basically everything it needed to fix for the average player to have a relatively bug-free experience.

 

Same goes for v0.21's early access release. It seems more or less bug free, which - especially considering the agonizingly short amount of time I had to playtest and polish - is always good news. I'm sure someone else will point out something else once it goes into public release, because that always happens, but since it always happens, I'm not going to stress too much over it.

 

Now the bad news. My keyboard died on me. I had a backup lying around which I'm now typing this out on, but it's very much an old backup keyboard. Work isn't impossible, but using it feels like the emergency backup that it is, which has slowed work way down. I have a replacement on the way, but if you don't mind me trying to cash in on your empathy, I wouldn't be able to buy a replacement at all if it weren't for my supporters. If you enjoy what I make and want me to keep making it, head over to Patreon or SubscribeStar and consider kicking me a few bucks. Not only does it very literally keep me making games, you get early access to everything I make while you're a member, access to exclusive polls (like getting to decide what game I make next when Maids & Masters is done), invites to the private Discord server, patch notes (and usually image previews) for updates in progress (and access to those in-progress updates at the VIP tiers) and more.

 

A good chunk of my focus right now is on catching up the side content and QoL changes that didn't make it into v0.21 (like those trophies that are only partially implemented). Once all that's done, development on v0.22 will hopefully go a lot like v0.21 did. I have everything planned out, so it should go pretty quick once I get into a good rhythm. I want to try and make it a little less linear than v0.21 was, and there are close to double the number of locations, so it'll likely take me a little longer overall, but it does put us danger close to the end of the game and v1.0. Which still feels a little weird to think about.

Friday, April 18, 2025

Maids & Masters v0.21 Release

I was able to get a little polishing done for the new content, but not a lot got done for other content (including the partially implemented trophies; sorry about that, v0.22, I promise). This is mostly due to my being gone for the majority of the past week. But I'm home now, and I said v0.21 is coming out today, so here it is.

Or, well, here's the change log. If you want early access, you've gotta go to Patreon, Subscribestar, or itch.


v0.21
Added the next story segment - the Wastes. Including:
- A new region to explore, featuring three Estates and a secret area.
- A new Maid with holy Restoration Theurgy.
- The opportunity to open that Ashlands cave chest that’s been mocking you for years.
Added missing interaction events to the area beneath the shed.
Added a bugfix feature to the war map that re-defaults squad positions if they’re set to 0.
Added a save image for the Ash Lands maps.
Added new dialogue to Jenny to acknowledge the events of Aridius’ Estate.
Fixed a bug that could cause the Clown Nose to appear in the attic without the trophy.
Fixed a bug that caused A Long Time Coming to not update after receiving Trophy 33.
Fixed a bug that allowed entering the shed while a Maid’s repeatable Freeze event was active.
Fixed a bug that may cause the Homing Stone’s teleport to stay locked after the war ends.
Updated Clear Pond Paths events to provide clearer direction and avoid a duplicate message.
Updated the on-use messages for Poisonous Fog, Darkened Fog, and Choking Fog for flavor.
Updated the Wastes map to include location labels.
Updated the Augalamh Pond priestess events to not trigger after her disappearance.
Updated Katrina to include her “victory” scene once unlocked at the player Estate.
Updated the wait timer on the priestess’ first appearance to be shorter.
Various other minor dialogue updates.

Tuesday, April 15, 2025

Maids & Masters (& A Release Date for v0.21)

I'm currently out of town and not able to work (outside of posting this, which I'm only managing because I managed to get my tablet partially set up before I left home), which means I don't have much in the way of news, so this is mostly just going to be repeating information I've already put out in various places for everybody to see.


Being out of town also means I can't put as much polish on v0.21 as I'd like. I managed to get everything that the main story needed in order to function done with the test build that went out Friday. Similarly, I got nearly everything that needed doing that was more supplemental but belonged in v0.21 done (such as implementing the quest log, updating all the Estate character dialogue, and adding all the Estate Info entries for the new content) before I left for the week, so I'm comfortable releasing v0.21 into early access on Friday, even if there might be a few other things (like renders for the end of v0.21's story and a couple of trophies that are meant to be fully implemented) that might not make it into the initial build.


Part of me does want to delay v0.21 by another week so I can put some more time specifically into polishing up a few things, making sure everything that's been reported is confirmed fixed (bug fixes are done, but there are some QoL things that might get neglected, such as confirming all the information for Anne's quiz is available in Uncle Gil's library), and other little "double check this" notes that I've made after v0.20 went into early access while I was working on the most recent April Fool's Day release.


However, a much larger part of me wants to continue running the sprint to the end of the story. On top of that, the reason I don't have this week to polish up v0.21 basically comes down to a lack of planning on my part. I knew I was going to be out of town for a week, but I forgot to chceck my calendar, so I thought I'd be gone the week after release, not this week. It feels like bad form to put on a delay for my own mistake after telling my Patrons v0.21 would be done.


In future update news, for the sake of my own sanity, I'm heavily considering breaking up v0.22 into two updates so that v0.22 is the next story update but is still missing the finale, make v0.23 the update that adds in everyone's affection quests, and go to v1.0 and include the end of the game and include post-game content. That feels like a much more natural "okay, the game is done" conclusion to me, rather than having a bunch of content left to add after finishing the story. Doing that also gives me a lot more leeway when it comes to getting feedback on these last few updates and making sure v1.0 goes into early access with as few bugs and as many QoL additions complete as I can physically manage.


So, with all that said, I'm staying committed to v0.21 going out in early access this Friday, April 18th. Even if I do miss a couple things here and there, v0.21 is a much smaller build than v0.20 was content-wise, and all of the story content has already been tested through twice. Thanks to the size and early testing, there should be next to no bugs within the new content, and I can jump straight into developing v0.22 once I'm back home and v0.21 is in early access.

Tuesday, April 8, 2025

Maids & Masters (& Starting on v0.21)

It's slightly misleading to say "starting on v0.21" because I've been working on the maps and organizing notes on what exactly I want to happen since something like v0.17, but since the early access release of this year's April Fool's Day game, I've been working on v0.21 in earnest. I have had some client work come up (some if which felt long overdue - it feels fantastic to go back to some of that) which kept me busy for the majority of the week, but I've still managed to make some very good progress.

 

The maps for v0.21 are now completely done (with the exception of any secret rooms I decide to build after everything else is done), the eventing is done for roughly 30% of those maps, and now I'm starting on writing in the dialogue and implementing the story. I've actually been somewhat concerned about not being able to get v0.21 released in April due to the amount of client work that's been coming in and the familial obligations that have kept me away from work for a week at a time (which will be coming up again soon), but thanks to all of this progress, I'm much more confident that I'll be able to get a test build out this Friday, and absolutely have the update ready for early access before May.

 

On that note, while I do feel bad for going back on what I said about opening up the region for exploration earlier, I'm very confident now that it was the correct choice. Not only did it save me development time and let me put out the earlier update sooner, but now I can make inclusions that I'd otherwise have needed to find ways to hide or otherwise stop them from being accessed until this update for game balance reasons. I now also have time to include extra mechanics to make the new area feel more unique. Nothing too terribly complex (and certainly not as complex as turning the game into a turn based strategy for a while), but enough to keep the whole update from feeling like padding.

 

It continues to be surreal that I'm getting so close to the end of the story after working on this game for as long as I have.

Just one update left after this one.

Phew.

Most Recent Update

Maids & Masters (& Following Up On v0.22)