Before outlining the work I did this month, I want to share this write-up on participating in Steam Next Fest as a small developer with a small following. The event pretty much doubled outstanding wishlists for Amadeus - thank you all so much for the support.
As for this month's updates:
I spent the month of June inserting Sonic Adventure-flavored swag into my melancholy serious visual novel. This was a self-motivation tactic, but doing so has also resulted in an overall more compelling narrative.
It's added an underlying layer of fun that the game was sorely lacking. The game is still serious, and it's still heartfelt; but there is now room in it for a little more insanity to dig into over the course of 5 episodes. It's got more life breathed into it. I've made a little more work for myself, but it's work I'm more excited about doing. I can't wait to share the new vision with you when it's ready.
Other than that, I knocked out the bulk of this month's major tasks:
- Listed and sketched a concept for all remaining BGM for Episode 1
- Wrote first drafts for every scene in the game based on updated outline
- Wrote and started implementing revisions to demo scenes based on updated outline
- 90% of the way to building a Save/Load system that meets the game's needs
- Participated in Next Fest, baby!
I haven't quite got a new build in private playtesting, but if I stay on track, that should get done by the end of the week. Still aiming for a fall release, will keep you updated monthly here and in all the usual places.
For those interested, a much longer version of this update that discusses what it means to "insert Sonic Adventure into Amadeus" can be read on itch.io.
Remember: place all your bets on the one you think is right!

