FREE Anduo Report February 6th, 2026
[h2]Reporting for lewduty! Hop on the train, we got lewduties to attend to.[/h2]
This is a shortened version of the paid report but we hope you enjoy it nevertheless!
⚠️You can find the full version of this report with way more content here:
https://www.patreon.com/posts/anduo-report-6th-150068689
Lenchi:
There’s a looot of non-visual work going on in the background. We’re working diligently on our game’s pillars, which enable the whole team to work towards a shared vision. Things like that need to be thought out well so they are as precise as possible, without leaving room for interpretation. This means every word counts. It’s exhausting but also exciting work, and it led to lots of important discussions and decisions!
Quest Tracker UI rework
There is a lot of left-over TC1 UI still lingering within Neon Nights, and we're replacing it bit by bit. I quickly designed a new quest tracker and described its behavior, which is only slightly different from TC1.

Steam Capsule Drafts
With the help of Rokean and Zanzo, I made proposals for our upcoming Steam Capsule. There were literally 10 iterations on this, and I was about to lose my mind, but in the end we’ve arrived at three cool variations, currently being reviewed by the team.
My goals were to
stand out of the saturated crowd
push the neon aspect of our game
show Zoey's face (looking at viewer!), boobas and neck slot
stay readable at small scale


Less:
Waifu of 2025 - Rewards
The community on Discord voted for their favourite character and Zoey rose up to be victorious! As a reward we had Less make a dedicated pinup for her in bridal attire and released merchandise with it on our Redbubble store.

Nox:
Just exported small assets for backroom into the vault! Here are the previews of the pack and examples of applying.

Residential district station. This one is more conservative in changes

Aine Lovia:
Bear requested a big hoodie for a new upcoming awkward character:

Zanzo:
I’ve been working on clearer, uniform indications for hovered/selected buttons to make sure everything is good to go for the upcoming controller support.

Juno:
Also while working on walls it has been a struggle to get them to tile properly into other variants of walls, esp. With the Unity sprite shape, so he created a shader for adding texture to completely plain walls based on world coordinates:


Finally, some more progress on the railing section for the Upper Redlight District assets:

And a warning for illegal parking:

Vils:
Hey all! Vils here. These past two weeks of mine were mainly dedicated to getting the train gameplay up and running, which I’ve accomplished! Now we have multiple working gameplay cars that generate in random orders every time you travel on the train. Plus you can save and load your game while riding the train! This was a huge technical hurdle to get over. I put together some internal documentation going over the gameplay cars to help with the incoming pretty pass to smooth out all my programmer art. You can read more on each of them in that.
We had a shift in design philosophy regarding the train where we want to reward you with a lewd scene for completing the train. With this in mind, we moved away from ideas like infinite cars where you need to survive for a time limit, and instead moved toward completing X number of cars, get rewarded.
Because dialogue is an issue when you have guards coming after you, we can’t have any extended scenes in the train cars as you’re running away from the guards. So instead we’ve opted to put dialogue interactions in the beginning and end cars (which are always guaranteed to be there). This way you’re able to talk to people on the train and then when you’re done in the end car, you can grab an interactable string pull-y thing to signal you’re ready to leave the train, and that’s when we play the scene for you which you can opt-in to.

We also had the idea of seeing characters that you know riding the train, so now there’s an interaction with Leona at the end of the train if you’re on the main story quest (the one telling you to go to the Redlight District).
But Vils! I hear you say, what if you get caught by the guards? Well we have another scene that plays, not as involved because we don’t want to reward failure, but enough to tantalize. Don’t worry though, if you fail the train ride, you’ll still arrive at your destination, just with less money!

In the last two weeks we’ve also had a big alignment on some of the very basic things like the whole reason everyone is horny. OGs will remember that it was called the Carcen Curse in TC, but here in Neon City it has a different name, and I’ve written an internal blurb to keep us aligned on exactly what the citizens of the city are experiencing.
Since the third crisis, (now known simply as 'the crisis'), the world's population has felt an arousing tingling that can only be temporarily soothed with an orgasm.
This tingling, commonly called 'the itch', is the body's physiological response from exposure to radiation-like Crush Waves. The longer the itch is ignored, the worse the arousing tingling becomes. Conversely, the more the itch is 'scratched', the worse it becomes over time, requiring more frequent and depraved solutions.
The crisis can be likened to many horny nuclear bombs going off all at once, instantly overwhelming anyone without proper shielding (Peitho) from Crush Waves. This caused a massive orgy in the world where total chaos ensued while Peitho swiftly took control and established the Global Andro Government.
The Crush Wave fallout from the crisis still permeates the air, and can be found concentrated in substances like the gaseous Haze and liquid Glow. This constant radioactive presence is what causes the slow build up of the itch over time.
The ramifications of the itch have caused most of the world to devolve into depraved hyper-sexualized societies, with most people simply giving in to the itch. There are still some people who try to fight it, such as Zoey, due to her trauma from events leading up to and including the crisis.
Also the past few days bear and I have been going HARD on adding controller support to the game! Not just for Steam Deck, but any controller you want to use.

This has required us to upgrade to a ‘new’ input system from Unity. I say ‘new’ because it’s years old at this point, but the legacy system TC and NN have been running on are even older. With this ‘new’ system we’re able to detect your active controller and support a wide range of them without much work on our end when it comes to checking for a huge list of individual buttons from specific controllers (like PS5 vs Xbox vs Steam Controllers).
While bear has been leading the charge on implementation, I’ve been dividing and conquering by implementing controller support in various game mechanics and minigames, including button prompts. I also made it so that V / Y / Triangle will now toggle the phone properly whenever you want without diving into the inventory menu.

At the moment the placement of the button prompts have been subject to programmer art from bear and I. In the future we’re hoping to tidy up and unify the positioning of the button prompts across all the UIs so they look pleasing and don’t get in the way.
Thank you for taking the time to read our biweekly neonletter. It would not be the same without you! :)
This is a shortened version of the paid report but we hope you enjoy it nevertheless!
⚠️You can find the full version of this report with way more content here:
https://www.patreon.com/posts/anduo-report-6th-150068689
Lenchi:
There’s a looot of non-visual work going on in the background. We’re working diligently on our game’s pillars, which enable the whole team to work towards a shared vision. Things like that need to be thought out well so they are as precise as possible, without leaving room for interpretation. This means every word counts. It’s exhausting but also exciting work, and it led to lots of important discussions and decisions!
Quest Tracker UI rework
There is a lot of left-over TC1 UI still lingering within Neon Nights, and we're replacing it bit by bit. I quickly designed a new quest tracker and described its behavior, which is only slightly different from TC1.

Steam Capsule Drafts
With the help of Rokean and Zanzo, I made proposals for our upcoming Steam Capsule. There were literally 10 iterations on this, and I was about to lose my mind, but in the end we’ve arrived at three cool variations, currently being reviewed by the team.
My goals were to
stand out of the saturated crowd
push the neon aspect of our game
show Zoey's face (looking at viewer!), boobas and neck slot
stay readable at small scale


Less:
Waifu of 2025 - Rewards
The community on Discord voted for their favourite character and Zoey rose up to be victorious! As a reward we had Less make a dedicated pinup for her in bridal attire and released merchandise with it on our Redbubble store.

Nox:
Just exported small assets for backroom into the vault! Here are the previews of the pack and examples of applying.

Residential district station. This one is more conservative in changes

Aine Lovia:
Bear requested a big hoodie for a new upcoming awkward character:

Zanzo:
I’ve been working on clearer, uniform indications for hovered/selected buttons to make sure everything is good to go for the upcoming controller support.

Juno:
Also while working on walls it has been a struggle to get them to tile properly into other variants of walls, esp. With the Unity sprite shape, so he created a shader for adding texture to completely plain walls based on world coordinates:


Finally, some more progress on the railing section for the Upper Redlight District assets:

And a warning for illegal parking:

Vils:
Hey all! Vils here. These past two weeks of mine were mainly dedicated to getting the train gameplay up and running, which I’ve accomplished! Now we have multiple working gameplay cars that generate in random orders every time you travel on the train. Plus you can save and load your game while riding the train! This was a huge technical hurdle to get over. I put together some internal documentation going over the gameplay cars to help with the incoming pretty pass to smooth out all my programmer art. You can read more on each of them in that.
We had a shift in design philosophy regarding the train where we want to reward you with a lewd scene for completing the train. With this in mind, we moved away from ideas like infinite cars where you need to survive for a time limit, and instead moved toward completing X number of cars, get rewarded.
Because dialogue is an issue when you have guards coming after you, we can’t have any extended scenes in the train cars as you’re running away from the guards. So instead we’ve opted to put dialogue interactions in the beginning and end cars (which are always guaranteed to be there). This way you’re able to talk to people on the train and then when you’re done in the end car, you can grab an interactable string pull-y thing to signal you’re ready to leave the train, and that’s when we play the scene for you which you can opt-in to.

We also had the idea of seeing characters that you know riding the train, so now there’s an interaction with Leona at the end of the train if you’re on the main story quest (the one telling you to go to the Redlight District).
But Vils! I hear you say, what if you get caught by the guards? Well we have another scene that plays, not as involved because we don’t want to reward failure, but enough to tantalize. Don’t worry though, if you fail the train ride, you’ll still arrive at your destination, just with less money!

In the last two weeks we’ve also had a big alignment on some of the very basic things like the whole reason everyone is horny. OGs will remember that it was called the Carcen Curse in TC, but here in Neon City it has a different name, and I’ve written an internal blurb to keep us aligned on exactly what the citizens of the city are experiencing.
Since the third crisis, (now known simply as 'the crisis'), the world's population has felt an arousing tingling that can only be temporarily soothed with an orgasm.
This tingling, commonly called 'the itch', is the body's physiological response from exposure to radiation-like Crush Waves. The longer the itch is ignored, the worse the arousing tingling becomes. Conversely, the more the itch is 'scratched', the worse it becomes over time, requiring more frequent and depraved solutions.
The crisis can be likened to many horny nuclear bombs going off all at once, instantly overwhelming anyone without proper shielding (Peitho) from Crush Waves. This caused a massive orgy in the world where total chaos ensued while Peitho swiftly took control and established the Global Andro Government.
The Crush Wave fallout from the crisis still permeates the air, and can be found concentrated in substances like the gaseous Haze and liquid Glow. This constant radioactive presence is what causes the slow build up of the itch over time.
The ramifications of the itch have caused most of the world to devolve into depraved hyper-sexualized societies, with most people simply giving in to the itch. There are still some people who try to fight it, such as Zoey, due to her trauma from events leading up to and including the crisis.
Also the past few days bear and I have been going HARD on adding controller support to the game! Not just for Steam Deck, but any controller you want to use.

This has required us to upgrade to a ‘new’ input system from Unity. I say ‘new’ because it’s years old at this point, but the legacy system TC and NN have been running on are even older. With this ‘new’ system we’re able to detect your active controller and support a wide range of them without much work on our end when it comes to checking for a huge list of individual buttons from specific controllers (like PS5 vs Xbox vs Steam Controllers).
While bear has been leading the charge on implementation, I’ve been dividing and conquering by implementing controller support in various game mechanics and minigames, including button prompts. I also made it so that V / Y / Triangle will now toggle the phone properly whenever you want without diving into the inventory menu.

At the moment the placement of the button prompts have been subject to programmer art from bear and I. In the future we’re hoping to tidy up and unify the positioning of the button prompts across all the UIs so they look pleasing and don’t get in the way.
Thank you for taking the time to read our biweekly neonletter. It would not be the same without you! :)