I’m not sure how many “subdued” flirting options I can add without having the MC inexplicably blush and stutter (Wayhaven style) all the time, but I guess I’ll see what I can do.
Hm, maybe flirting options where the RO makes the move first? We’d still be the one choosing the option but they’d be the one initiating, kinda.
I really like this demo so far but why does our MC have to be trans if we’re picking a male option, can’t we always have just been a dude android
That already happens quite a few times throughout the story, enough to annoy some people on my tumblr. Most ROs will make advances on the MC first, provided the player hangs out around them and keeps the relationship score positive. Rook is the only RO who’ll never do that in the current build, and I struggle to think of a scene where him hitting on the Veteran would come out as natural.
Oh thanks
Great work, just enough fantasy sci-fi elements that it doesn’t overwhelm the reader and keeps the immersion intact, I loved the backlore and its present consequences. I maybe slightly against the feature where our choices in visiting the three places in the hunt of Crystal and our investigation or interactions has too little of a consequence overall. I get that the story is linearly progressed, therefore, I take these progressions as it comes, and enjoy the flavour they bring.
I am curious as to how you decided to portray Crystal. In character, it is seen that everyone considers Crystal with a sense of fear as to being a dreaded wyvern of the old rebellion. However, with the MCs experiences it seems Crystal is more of an inquisitive scholar and wise creature. I like the differences and the implications they bring, however, it does allow me to ignore the “fear” aspect of Crystal that the NPCs seem to reinforce.
I love the “Shriek” feature and its cutscenes. It truly is flavorful and brings more immersion and flowability to the story and gives it life in a way, as we see the MC progress through these flashbacks and the consequences of the “Shriek” still haunting them. Will there be any chance that ultimately the MC uses their greatest weakness as their weapon at some point, like powering through this shell that is a hindrance at this point?
There were very few typos apart from this, nothing a final playthrough won’t find.
Keep up the good work, Ave. ![]()
Maybe during the scene where he’s playing the guitar and we decide to go have a chat. That seems like a scene with potential for intimacy and emotional availability. (Suggestion)
@Omeg hey i think i may have found a bug. When you are talking to Kirill and you select the second option (“What do you think of me? Do you find me at all pretty?”) its doesnt gray out. It stays as is and if you continue with said second option you can increase the relationship pretty much to the max.
That’s because the Veteran is, you know… the Veteran. They lived through a war in which wyverns were just troops to be mass-produced and mass-destroyed by the eldritch AI gods. They can see through Crystal and analyze their motives, while everyone else just sees an insanely threatening Kaiju.
Technically speaking, the MC uses the Shriek whenever the player makes a choice. But I think I know what you mean, and I am planning to feature a scene like that in one of the endings.
I’ll fix that. I’m expanding that scene already, so it’s just a matter of adding a command.
I’ll admit I do hate shy romantic options like the one you’ve mentioned. But perhaps options where mc silently admires the ROs? (Ex: finding themselves staring without meaning to) Just a suggestion, no pressure, the demo is already pretty good so far
Could work. But it will have to wait, I’m already writing real fast in hopes of getting the next chapter done until the end of the month. It’s not going to be particularly long in a single playthrough, but since the story is about to end soon, I’m finally allowing some… serious branching to occur.
Here’s a small bit of preview to show what I’m talking about.

Returnal Update. The androids return to Rhea, the very moon and the very city where their quest began. Crystal may be taken care of, but other threats remain, and they must be handled one way or another. As always, the choice between victory and defeat lies in the Veteran’s hands, and it’s up to them to decide which is which.
I originally intended to release this chapter a bit later, maybe on the last day of the month again, but I’m leaving for the weekend and won’t be able to post much. I decided it’s better to update too early than too late, though I may have rushed some things as a result. If you encounter any issues, don’t hesitate to write about them, and I’ll try to correct them next week.
Okay, I’ve been playing CoG games for 7 years now and and I have to say, I haven’t seen a single scene more satisfying than simply easily powering through a force Hammon thought could beat us, drag him by his clothes to Dammon and Hadaly and snapping his neck.
Oh, btw, unrelated to that but the scene below is bugged. None of the options will lead to the placeholder ending screen like it should(?) and just tries to load the next scene forever.
What? Why
… Whenever I either pick “I have not. I’d still love to go on a date with you sometime.” and “Well… If you’re interested in me, then I guess we could try…” it always end with the image below
Am I not supposed to pick Telesco first? The games been updated twice, but I still don’t get past that spot.
It’s the same with all the other choices
So… Saturnine just turned one year old. I feel like I should do something major for this occassion, but I just came back from a fantasy convention and don’t exactly have an update prepared. So instead, I figured I’d tell you about the next project I’m planning. It’s not a sequel, or anything directly related to Saturnine, but it does take place in the same universe and has about 31% more angst.
So if you’re at all interested in the details, here they are:
Details
Walls of Natrun
It is the year 990 AC. Earth is dead, a distant memory consumed by darkness and time. The age of science and understanding is long gone, succeeded by an era of magic and ignorance. Ganymede, one the largest havens for the remains of humanity, is ruled undivided by the cruel Jovian Republic… With the exception of a single island, and its newly elected ruler.
You are the Sovereign Ruler of Natrun, the last free city of Ganymede, having just ascended its wooden throne. On the very day of your triumph, the Jovian Republic vows to destroy your realm, to tear down your walls and raze Natrun to the ground. You must unite your people against the invaders, face the might of enemy armies, and decide just how much you’re willing to sacrifice.
For the city must survive.
So basically, a city defense game in the style of “Siege of Treboulain” except with laser spears and cyborg dragons. I’ve already written a few thousand words as a quick change of pace, though I’m not going to really start working on it until I’m finished with Saturnine. I suppose “Walls of Natrun” will be my project for next year, and perhaps the year after that—it’s way more ambitious than what I’m doing right now.

Oh, and I fixed the “scene loads forever” bug. The other ones are the result of old saves and I can’t do much about them.
Seems to be couple errors in interlude_1:
@{room_style Still mostly empty, and still weirdly comfortable because of that.|Just as clean, orderly, comfortable as always.|All the machines seem untouched, save for a single snack missing from the vending machine.|Everything is in the same, completely random place amidst the whole mess.}
this is minor one, the actual variable used to select the variant is room_c4
*if (SheilaRel) < sheila_target
"May well be for the best." Sheila does not sigh, lacking that functionality. "Goodbye."
*goto normal_send
*if (SheilaRel) < sheila_target
"Must you?" Sheila's voice suddenly sounds... different. "Because I have one more thing I'd love to discuss with you."
*goto rom_send
This one is bigger. Because the second test checks for < just like the first instead of >= it’ll never be met, and so rom_send is effectively disabled.
*if (SheilaRel) >= sheila_target
"Goodbye, ${name_sheila}."
*goto normal_send
*if (SheilaRel) < sheila_target
"But I have another one. A better one, perhaps."
*goto rom_send
…and here, the conditions are swapped resulting in romance path when MC fails relationship check instead of passing it.
edit: in calypso
*if ((wpr != "plasma") and (wpr != "shroom")) and (wpr != "laser")
You aim your pistol downwards and shoot.
this check should include wpr != "" otherwise it’ll print the bit about aiming a pistol in scenario where MC doesn’t carry any weapon they could possibly aim.
It’s actually room_look but you’re right, I messed up there.
This one is bigger. Because the second test checks for < just like the first instead of >= it’ll never be met, and so rom_send is effectively disabled.
I feel like I fixed bug before somewhere. I guess I must have used the old, bad version of the romance transition as a template at one point. Oops.
That’s not exactly the issue with that part, but the conditional is a bit janky. Just another thing to fix, I suppose.





