Serena x Horos
April 17, 2026SERENA: YELLOW CREEK
I’m happy to say that we now have all the required visuals ready for the SERENA: YELLOW CREEK demo.
Once I finish and release AURORA BOREALIS and make good progress on the augmented version of AMERICAN SUNSET, I’ll immediately start full development on the demo.
Next week we’re finally starting the rendering process for content beyond the demo - and I’m really excited about it!
HOROS: AURORA BOREALIS
This week I descended beneath the corrupted chapel and consorted with blasphemy and debauchery.
Taking that into account, development has been an absolute blast! Right now, we have text for about 95% of the main storyline, with 75% of it already implemented and playable in the game. While the full sex scenes are still missing, the core story is already very much alive and ready to experience.
Once this part is complete, I’ll move on to side quests. Only after that will I dive into the truly marvelous sex scenes — and I can confidently say you haven’t seen anything like them before. I’m still waiting for more renders, but the ones I’ve already received have me absolutely overjoyed.
This week, I managed to spawn an evil realm complete with an army of demons, and gave Horos the ability to freely travel across this vast new location while battling fresh enemies.
On the combat side, I’ve made several significant improvements: a new set of weapons capable of harming demons, a full reorganization of the spell system, and the addition of 5 brand-new spells. I’ve also introduced a collection of bizarre new items that modify your stats or revive you during fights, along with one fresh potion and some very handy explosives.
Most of these new objects can be found in hidden stashes scattered across Sylphir Island, encouraging deeper and more thorough exploration. Additionally, I’ve completely refreshed the presentation of your inventory, skills, character progression, and similar UI elements.
Next week, I’m planning to complete the main storyline, prepare the visual briefs for the endings and initiate side quests.
HOROS: MAGNIFICA STEAM SALE
SPECIAL OFFER: Right now, we’re offering MAGNIFICA at a discounted price on Steam - it’s the perfect time to grab it if you haven’t had the chance to play it yet!














I am both thrilled and terrified lol – cant wait to try the demo.
One thing I will miss- serena iconic purple blouse and pencil skirt..
So many fun scenes in that outfit- office bj.. office sex, various kitchen and table scenes.
I know there is probably no story reason for her to wear it.. but its classic serena- real serena. 🙂
We’ll think about this 🙂
Is that Virginia on the picture left to the old guy? If she is she needs some aging.
So it turned out the pictures are randomizing so I meant the woman with the light brown hair.
Serena mom? We don’t know how old she is… or in fact how old serena is…
She might of had her very young so still be early 40s..
I hope they include a bio with some details like.. age and… last name lol
She looks like she could be her daughter’s twin sister. She definitely needs some aging. I agree with the bio details.
man work on LWT. thats the best
That scene of Julian resting his head on serena lap- while simple.. does such a good job of showing their characters…. and i hope the tone for the game as a Julian and serena focused story.
^ – hope its a good scene
I have a bug with HOROS.
I went into the cave for the Insignia, lost the fight against the dwarf, and now the enemy doesn’t show up anymore.
I had to reload.
Okay, I’m fixing that.
Hey, I’ve actually unpacked the files of your game Horos because I wanted to translate it into Czech. Man, I have to say, when I saw the mess in your code, I was genuinely shocked. I managed to chew through it and finish the translation eventually, but I’m honestly surprised the whole thing even holds together! You should really work on your coding habits for the next projects. What do you think? Keep it up anyway!
I completely don’t agree with your opinion. Of course, it could be improved, but calling it a “mess” is a huge overstatement.
The project evolved over time and some parts reflect that, but it’s stable and does its job.
I’ve been developing games for over 15 years, so these kinds of trade-offs are often a conscious decision rather than a mistake.
Unless your coding an enterprise level platform that will be used by other devs.. the best kind of code- is the code that works 🙂
Does it always work though?
I had another instance in the game where Emil showed up later even though I decided to fight him. Or as mentioned above the issue with the Insignia.
This case with Emil is more of a logical problem – I’ll think how to solve it.
Insignia case – I’ll fix that.
Alright, I’ve reviewed this case with Emil, and there’s no logical or technical issue with that scene. When you defeat Emil, he doesn’t die – he transforms into a bat and escapes. Later, after Navana is killed, he returns and initiates a conversation with Horos. Everything is working as intended in this sequence.
Gotcha. Thank you. This was different in the old game?
I also couldn’t get anything going with the blonde elf. I defeated her, she was wounded, the dialogue says I’ll get help from the other one, but it didn’t continue. I figured it might be related to the Insignia not working. I’ll play it a few more times.
I don’t want to be mean, but feedback from the people who actually play your games should be a motivation for you to improve. I’ve taken a look at your code, and frankly, there are clear logical flaws that contradict your ’15 years of experience’ claim.
For instance, I encountered a major issue with quest loops in the browser version. After sleeping with the Necromancer, she helps destroy the magical barrier, which is fine. However, if you repeat the scene with her later, the quest to destroy the barrier triggers all over again, even though it was already completed. This is a textbook example of poorly handled variables and flags.
While you call these things ‘conscious decisions’ or ‘compromises,’ they result in a broken player experience and a chaotic internal structure. Acknowledging these logical gaps would do much more for the project’s stability than just dismissing them as intended features.
I don’t want to be mean, but feedback from the people who actually play your games should be a motivation for you to improve. I’ve taken a look at your code, and frankly, there are clear logical flaws that contradict your ’15 years of experience’ claim.
I’ve noticed a recurring pattern: your quest flags aren’t properly gated. For example, in the browser version, repeating the scene with the Necromancer resets the ‘Magical Barrier’ quest to an active state, even after it’s been completed. This suggests you are using the same labels for both story-driven and repeatable interactions without conditional checks (like if quest_done == False).
I suspect this ‘spaghetti logic’ is replicated across all character interactions. When everything is crammed into a single block of code instead of being modular (separating quests, dialogues, and flags), these overlaps are inevitable. While you call these ‘conscious compromises,’ to a player, it just looks like a broken game state. Improving your code structure would do much more for the project than just dismissing these bugs as intended features.
Horos was one of my first game coded in Renpy, and also the most complicated one. Indeed still there might be some issues, I’m not saying the code is pefect, but I quickly fix everything players reports. Every new project is build in a slighlthy different way, basing on my previous experiences, but always there is an area for improvement.
I’ll take a look at the issue you’ve reported.
Thanks for your quick response! I really appreciate your work—American Sunset is a great game and I’d love to make it more accessible to players in my country by creating a full Czech translation.
I’ve managed to generate translation files for the character dialogues without any issues. However, I’ve hit a bit of a snag with other elements like location names, maps, menus, quests, items, and the encyclopedia.
Currently, these strings are hardcoded in a way that Ren’Py’s ‘Generate Translations’ tool doesn’t recognize them. I’m having to manually wrap them in _() (the translation function) throughout the code to get them into the .rpy translation files.
Would you consider using the _(“Text”) wrapper for UI and menu strings in your future updates or projects? It would make the game much more ‘translation-friendly’ and help community translators like me get your games to a wider audience without having to modify the core script files.
Keep up the great work, and thanks for considering this!”
When I release updated version of AMERICAN SUNSET, I’ll implement translations – especially for you including Czech.
Especially for this purpose I’ll edit all script adding all required wrappers – it’s required for translations.
Thank you very much, Living with Temptation American Sunset and HOROS are the most played titles from your studio in my country on the Steam version and I would be happy to give the Czechs this game in Czech and thanks to that you will make my work with the translation much easier.