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Memoirs of a Battle Brothel News

1.0 Launch Version Notes and Future Content

And finally, the base game is complete! Here’s a short summary of the new content added.

Endgame content:

  • Act III intro sequence
  • Final quest for The Coming Storm questline
  • Final quest for Iron and Velvet questline
  • Final quest for the Abyss questline
  • Final quest for the Bloody Hawk questline
  • Final quest in For the Guild main questline
  • Endgame sequence




Other content:

  • Added new lore intro
  • Re-added and bug-fixed 3d Free Mode as bonus content
  • Standardized relationship system (so all companions have the same menu)



Bug fixes

  • A lot


Still, I missed a few reported ones and I expect the new content will have some bugs too (specifically, Pursuers may not appear) and there will be a lot of instances where an “in-development message” pops up but isn’t needed. I will be standing by for bug patches.

I also intend on fixing the bug that interferes with the Steam overlay, which will arrive with the additional content updates down the road. While the base game’s complete, there’s still plenty more I want to add. Including:


  • Backer-generated content (including new characters and questlines!)
  • An openworld section for endgame
  • More sex scenes and time with companions
  • Content for the battle arena/blood pit
  • A spa/massage room for the Guild Hall



Look for a roadmap on those too soon.

It’s an exciting day! Thanks again for supporting me. While it hasn’t been the longest Early Access period (roughly a year and a half?), it has been an eventful one!

I will keep you updated on new content coming and the eventual sequel.

ᕕ( ᐛ )ᕗ

Thoughts on development's end

Postmortem: So I made a ~40-hour RPG as a Solodev


As of the time of writing, Memoirs of a Battle Brothel is complete and awaiting launch. It is a weird game. It is a confused mixture of genres, themes and storylines. It’s old-school, but also a modern, experimental fusion of JRPG and cRPG mechanics. It’s a serious, ponderous oaf masquerading as a sex game.

It took three years and change to complete. It won’t make me rich or famous. It’s barely more than a blip on Steam. I don’t even know if I would consider it a good game or not.

But I find myself still stubbornly proud of it. And part of that goes back to the old novelists’ wisdom of how writing inevitably takes something out of the writer. More than just your ideas and characters, and perhaps a fondness for buxom redheads (or whatever). It also takes something intangible. Perhaps a bit of your life force, or soul, or ka.

Creations are like children, and children should be loved by those who made them.

Vague lessons learned


[h2]You can only promise effort, not quality[/h2]





Compiled all my separate project docs and took a word count.

Anybody who has spent any time in gamedev will know you cannot make promises for quality. No matter your background, or who’s on your team, or how much money you have in your budget, or how many Twitch streamers rave about you.

Life throws curveballs at you. Things happen, and nothing should be taken for granted. The only thing that people can promise is putting in the effort, and even then, it’s not always delivered.

When I was younger and still in my novelist phase, I thought I was a bit of a hot shot. My prose was killer, I had a great head of hair (I mean, I still do, but I did back then too), and the world was my big-tittied oyster. I approached solodev because it was a challenge, and I never shied away from putting in the work.

But then I ran into what I’ll call the Complexity Issue. At some point on bigger projects, even the most organized solodevs will run into a simple problem: they have too much to do, and they’ll get bogged down in choice overload. This can be exacerbated by many different things, including player feedback or scope creep.

The end result is that your original, singular vision for the project splits into different fragments. You start adding features that are interesting, but not entirely needed. Maybe you go through an art change or two. Even your writing is affected, and the narrative loses cohesion.

All of these are prime reasons why games fail. Big studios experience it, and so do solodevs. However, solodevs do not always have the mental bandwidth to notice when a failure occurred. When you have a team of writers and editors on dialogue, they should notice something right away. A solodev does not, because they simply won’t have time for it.

This creates a kind of fuzzy brain spiderweb when I near the end of a big project. If something can be more than the sum of its parts, it can also be less... right?

I honestly don’t know if I’ve fallen victim to one of the many things that ruin games, and it’s nearly impossible to measure when you’re so close to a thing’s creation.

Try as I might, I can’t guarantee something is good. But the next best thing is promising effort. It’s not foolproof, but more often than not, it will deliver the outcome you want. And it’s the only real solution I’ve found to the Complexity Issue.

[h2]The bigger something is, the harder it is to end it[/h2]

I think we’ve all marveled at creators who’ve slaved away for 7+ years on the same project. Whether or not the project ever releases, or is actually well-received or not, you have to give them credit for (usually) the tremendous amount of work they put in. After all, they’ve invested a significant portion of their lives in their art, and that’s a heavy price to pay.

A lot of them never finish, even when so close to the finish line, and I got to find out first-hand why.
It’s hard to finish something you spent so much time on.

There’s lots of practical reasons, such as meeting fan expectations, checking off things you promised during crowdfunding, etc. But most of it is just… endings matter. And how you end something that you’ve invested in so much, matters a lot.

You want more time, especially if you have certain perfectionist tendencies like I do. Time to make things right, to finish things the way you’d like. And… if no one is holding your feet to the fire, you’d want that time to last as long as possible.

But perfect is the enemy of any commercial enterprise, and we have to make do with good enough. The funny thing, almost bordering on irony, is that a lot of the time that “good enough” is great. Creators really are in dire need of an editor sometimes.

Even vaguer conclusions


And now, like all gamedevs big or small, I am engaged in that wonderful ritual of anxiety as launch looms. Soon, I will be glued to the Steam sales report page and be calculating which of my bills I will be able to pay. But financial worries aside, it’s a wonderful time. Other than simply watching numbers go up, the thing I crave is feedback. To see a community come to life just a little bit, and new players discover a game they may really like. And of course, to catch bug reports.

There is something primal about watching others experience something you’ve created. Something that stretches back to when one cave dweller showed another their rendition of a woolly (is that really how you spell it?) mammoth. Perhaps that’s why some gamedevs are drawn to an industry where success is rare and abuse is rife. Perhaps it’s why it motivated me to climb a very steep mountain.

Personally, I agree that mountains are there to be climbed, if only so we can marvel at the view at the summit.

Lastly, I’d like to thank my small but wonderfully supportive community of fans and backers, as well as all the people who helped contribute to the project. Solodev is usually never completely alone, and that’s probably the best way to make a game “on your own.”

Pre-launch Build

Make no mistake, this is 1.0. Just preloading before the "official" launch tomorrow.

I'll have more to say once I press that big scary "Release out of Early Access" button.

Took a word count of the project



If anyone asks me for advice on how to tackle one of those 40-hour long RPGs by themselves, my first thought would probably be something along the lines of "don't do it."

My second would probably be "you have to really want it."

1.0 is coming September 30th.

What’s next for me and the series

Hi everyone!

I am now finalizing the 1.0 build for Memoirs and it will likely be released sometime in the last week of September.

As that is happening, I thought it would be a good idea to put up a general roadmap of where my development time is going towards in the next few months.

First, while Memoirs is soon to be “finished,” I should probably stress that it is only in the sense of being a finished base game. My original vision for Memoirs is coming to completion, but there’s still plenty I want to add.

Including:
  • Backer-generated content
  • An openworld section for endgame
  • More sex scenes and time with companions
  • Content for the battle arena/blood pit


I imagine that I will be spending a fair amount of time adding free content to the game after launch.

I will also be working on a sequel to Memoirs called Vampire Gangs of MoonFall, which focus more on the city’s crime syndicates (although numerous characters will be returning and you will notice the effects of the choices you’ve made in Memoirs). However, this is also a big project and I’m hesitant to give out any kind of timeline for now. I am still split on the art direction and there is a chance I will retain the current pixel art/anime hand-drawn combo.

There’s also a few other minor projects I will be assisting on, which I’ll give a shout out to later on. Included is a very short NSFW game set in MoonFall, directly after the events of Memoirs. It’s very experimental, using technology that could be described as being in its infancy.

And I’m very much looking forward to introduce you to it.

Until then,

ManlyMouseDan/Tyranicon