0.0.9 Public Release


So, this is mostly a mechanical update. There’s been lots of bugfixes, internal architecture changed, converting old art assets into Spine2D format, fixing typos, added way to skip time, and other technical improvements, some minor not-plot-relevant discussions were added or fixed.

The exact changelog follows:

Version 0.0.9

Streamlined dialogue system, interactions, converted Sprites into Spine2D format, bugfixing & other improvements.

  • 2025-08

  • KNOWN ISSUES Listed at the bottom of the Changelog.

  • FEATURE: Added a functionality to skip time. Yes, I know, sounds so minor. But it has to make sure that there is no story event, or any other important event to be happening before it allows you to progress time manually – otherwise things could go… uh, badly.

  • FEATURE: Decided to automatically spawn the Changelog when you start the game, IF the game is of different version than what’s in the Persistent Data file in the same folder. Added a small X button to close it, since it’s now being presented to the player unbidden, so there’s now two ways to close it.

  • FEATURE: I moved the “persistent.data” (unlocks/achievements/skipping intro) and “settings.cfg” (audio settings, etc) from the game folder into the UserData folder, which on Windows is in the AppData/Roaming “unfortunate_adventure” folder. This should make life hassle free from now on when moving from version to version.

  • CODE: Now the room names when hovering on the door are dynamic, depending on the state of the game and the door in question.

  • CODE: Moved lots of dialogue helpers/syntactic sugar functions into a new global, and started building a new way to do complex conditional statements to supplement the simplified if/elif/else logic the Dialogue already supports. This is to ease the burden of writing reactive dialogue, with the help of basically a new DSL.

  • CODE: Started move some of the generic (not plot relevant) events & interactions into the new DSL. It will simplify my life a lot as I won’t have the JSON middleman meddling with this new system.

  • CODE: Reworked the Time management System & Screen and how the time transitions. This was prone to bugs before now. Hopefully no longer. It should run more smoothly regardless because I fixed a related bug.

  • CODE: Separated the Spine2D Sprites into their own class, which is soon almost as feature rich as the old flat image sprite system. It’s way more efficient, naturally, because of Spine2D.

  • CODE: Added some minor optimizations here and there. Some groundwork for potential to change graphics settings to “high”, “mid” or “low”. But there’s so few places that I can do anything about, without redoing the whole game, that this is still a big question whether I will bother or not. But right now the “Dream” with Sonja and “Sonja’s Room” have performance modes. But you can’t set them right now, they’re just in the code. DO YOU HAVE LOW FPS? If you do, report that to me. Until someone says they need this, I will not prioritize it.

  • CODE: Minor feature, but from now on, the “Tech Demo is Done” screen ALSO comes up based on the Day/Time combination, and not something that I explicitly launch. This should, to a player, feel more or less equal – except the demo won’t end until you skip time, or you try to got to sleep.

  • PERFORMANCE: Optimized the portrait display stuff, for some fucking reason it was clearing/updating the Portraits at steady 20fps. A bit of an oversight. Now it does only when it needs to.

  • MUSIC: Added room playlist system. Right now, all rooms play same music all the time, except when overridden by a scene or dialogue. But in the future, the rooms will have individual playlists of music.

  • ART: Deleted the old flat image sprite sets of Sonja’s Casual & Warpaint, Donaciana’s Casual and Jacket sets. Leaving only Sonja’s Panty outfit, and the single naked sprite, to be converted into Spine2D. This took forever, but it’s almost all done. I can see the end now.

  • SCRIPTING: Lowered some of the skill checks, even though most of them are not that high. The game is designed so that your choices actually matter, so I can’t lower them too much. But I dropped the single 9 skill requirement to 8, and lowered most of the 8 checks to 7. Still enough that you have to sacrifice something to get it there.

    • Note: The reason I don’t want to lower them even more is because these small changes in dialogue and interactions are the most common reward for sacrificing some of the other stats. You have to get a reward for not being the Joe Average with 6 in everything. Min-maxing in this game might not give you bazillion damage, but it sure as hell will show what kind of dialogue you will see, regardless of which dialog options you pick.
  • SCRIPTING: Moved Bedroom, Hallway, Bathroom, Donaciana’s Room, and Living Room Interactions to the new DSL. Despite this sounding such a small task, this felt like it took forever. But it’s done now, and makes life so much easier from now on.

  • WRITING: Fixed typos (& grammar). All around. Sonja & Donaciana’s dialogues. Especially the small-talk stuff was prone to this (the results of ‘hurry up and ship it’ in effect).

  • WRITING: Sonja will now refer to you differently depending on how she feels about you. She won’t always just say “Chief” now. Well, assuming she feels strongly enough to switch.

  • WRITING: Donaciana’s “Small-talk Hub” is now completely revamped. I actually increased the amount of text and reduced redundant stuff so the ratio is better now. It’s 2525 words/243 lines of highly reactive/branching stuff. As with Sonja, I will keep on adding to this small-talk hub as updates roll on.

  • WRITING: Sonja’s “Small-talk Hub” also got a revamp and I also added to her new highly reactive content: 1612 words/153 lines of highly reactive/branching stuff. I will keep on adding to this small-talk hub as updates roll on.

  • BUG: There was a bug in the time-transition animation that made it hiccup. Fixed.

  • BUG: Time transition screen was not always at the top when it was running. Sometimes this looked pretty cool, but it was not intended behavior.

  • BUG: The minimal small-talk dialogue that Sonja had was checking values wrong way around. Luckily, neither option was anything too specific. But if player had less preference, they got the high preference dialogue, and vice versa. Fixed.

  • BUG: One choice that added love to Sonja had a typo, so it did not go through. So, that’s fixed now. Clearly, she’s much easier to please than Donaciana is.

  • BUG: Probably(?) not something that many players encountered. I can’t quite remember if this was even possible to encounter on the previous 0.0.8 version which introduced this bug. If right after having automatically triggered dialogue with someone, and without leaving the room, if you then enter a location where someone should be standing, the background would not load and things would go weird, unless you leave and re-enter the room. It’s fixed now.

  • BUG: A subtle bug that no one could see, but Sonja’s Room wasn’t actually considered a valid location, it was more akin to a menu screen or something. Not an issue for anyone playing the game, but definitely would have bit my ass later on.

  • BUG: Fixed some pose issues with both Donaciana and Sonja, leftover issues from switching to Spine2D. Disappearing poses should be gone now. I think. If the character disappears for a moment while changing pose please tell me so I can fix it.

  • BUG: Fixed another of those annoying shader issues. The shader that blends characters with the background for some fucking reason did not, by default, use screen UV coordinates as a default. Not an issue, except now. I am using Spine2D, so each piece of a character has their own UV coordinates, and in some rooms this appears as a visual glitch (e.g. lower body is darker than top). So now all shaders are default “screen UV”.

  • BUG: The “room shader” might have not always been applied correctly. This depended on variety of factors, but sometimes it just did not get applied, or a wrong one did. This is fixed now.

  • BUG: If you quit the game while muted, when you started the game again, toggling mute off did not restore music (only SFX), unless you touched the volume slider. Fixed, it restores music volume instantly now.

  • BUG: Fixed some logic errors, typos, and one unfinished sentence in Donaciana’s small-talk set.

  • BUG: If you viewed artwork on the walls, and kept skipping text via CTRL, the artwork might not close and the only way to close it, would be to click artwork again. Should be fixed now.

  • BUG: Sometimes the character’s portrait is shown in a place, but when you enter the location, they’re not there. Leave the room and come back, this would fix the situation. It is now fixed.

  • Known Issue: If you pass time and go to the kitchen, or any other specific location, during night - the graphics are of the daytime version. This is because currently the night time graphics do not exist.

  • Known Issue: There’s lots of locations that the Girls might be at, or are in, that you will not be able to have the small-talk dialogue with them. This is because there’s just no graphics to show for that location. When the location becomes more relevant, I will add it into the game. Don’t worry you are not missing anything critical. All plot relevant discussions are unskippable, you can’t miss them.

  • Known Issue: Loading times when moving between rooms might be a bit long, especially when going into Sonja’s room. I will add loading zones/loading screens or some other solution. But it’s a non-trivial architecture change, so please have patience as I implement it.

  • Known Issue: The lack of loading screens when loading game is kind of annoying, but they will all be hopefully settled once I get the zone/loading screen system in place.

Files

Unfortunate Adventure 0.0.9 Public Windows.zip 757 MB
Sep 12, 2025
Unfortunate Adventure 0.0.9 Public Linux.zip 750 MB
Sep 12, 2025

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