creator cover Nu'ar Studios / Kerosine_NTR
Nu'ar Studios / Kerosine_NTR

Nu'ar Studios / Kerosine_NTR

The creators of WE: Another World erotic VN

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About

Welcome to the Nu'ar Studios / Kerosine_NTR Boosty page.
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A new VR game taking the world by storm.
A new reality players are eager to explore…
At the heart of the story is a couple of students whose lives seem ordinary—until a mysterious VR game called WE enters the picture. A game that offers limitless freedom… and the chance to do things no one would dare attempt in the real world.
How will this game change them? Will it push them to become someone else—or will they survive the challenge and protect what they have?
The choice is yours.
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Your support is very important to me. By becoming a patron, you will receive regular news about the development of the game and will always have access to the latest builds. You will also be able to vote on various aspects of the game and contribute to its future. Your support will motivate me to expand the game and always make it better for you. Thank you!
IMPORTANT
If we earn a decent income, we'll be able to devote all of our time to game development. As a result, the quality and quantity of content we produce will increase dramatically

WE: Another World v. 0.16 release for everyone

The new version is finally here! We’ve added a bunch of exciting features...
So, let’s begin…
First of all, we highly recommend that you start a new game. Old saves will still work, but we’ve added several animations to earlier parts (4 new animations), improved sound effects, added new music, changed some images, fixed existing bugs, updated the interface in the virtual world, and made many other improvements.
And now, let’s talk about what was added in the new version — apart from the new story content, of course:

What’s New in 0.16

  1. New music — more fitting for the game, added to both worlds.
  2. New sound effects for various moments.
  3. Updated dialogue window interface for character conversations.
  4. Phone sounds when receiving and sending messages.
  5. Open world added — now you can visit all locations (some are still empty, but content will be added there).
  6. Quest menu introduced in the real world.
  7. Weekday system and day/night cycle implemented.
  8. New renders for different times of day in both worlds.
  9. Portal to WE now available at any time in the protagonist’s room.
  10. Alchemy menu added.
  11. Abilities menu added.
  12. Inventory menu added for the fantasy world.
  13. Notification window redesigned, now appearing in the upper-left corner.
  14. Various new icons for fantasy world locations.
  15. New cursors added and old ones updated throughout the game.
✨ This update not only expands the story but also brings a ton of gameplay and quality-of-life improvements.
We hope you enjoy exploring the new features — and don’t forget to start a fresh playthrough for the full experience!
PC: Mega, pixeldrain, GDrive
Mac: Mega, pixeldrain, GDrive
Android: pixeldrain, Mega, GDrive

Devlog #1

Development continues. We finished working on the map for the dungeon, but most likely the dungeon system and the tavern job system will be moved to another version. Too much time had to be spent on the tavern, and we’re not sure we can polish it properly before the deadline.
Because of that, we’ve switched to other content that is easier to implement.

WE: Another World — Yes, We Finally Have a Release Date

Hello everyone,
We hope you're all doing well.
We wanted to share some news with you. While we don’t have
any major development updates at the moment (the progress we do have is mostly
renders that will be used later), we do have something just as
important.
The release date!
After thinking it through and evaluating our capabilities
and development pace, we’ve decided that we should be able to release the new
update around Christmas. So the expected release is at the end of the year.
We’re aiming specifically for December 25th. Of course, if things go smoothly,
the update might come out earlier — but that’s unlikely.
Overall, our plans remain the same:
to implement the dungeon system, add the tavernwork mechanics, and include
several quests in the fantasy world. Two quests are already complete — one
longer and one shorter. We’re still working on the mechanics. We’re drawing the
dungeon map (yes, drawing it, not rendering it) along with the icons for it.
A few words about the dungeon mechanics:
The dungeon will be presented from a top-down perspective. You’ll move from one
point to another, encountering various events: battles, resting by a campfire,
and so on.
You’ll be able to go through the dungeon in different ways and with different
party compositions. The outcome of the run will change depending on the team
you choose.
That’s the general idea.
Lastly, we want to say that since developing this game is
still more of a hobby for us than a full-time job, please don’t expect anything
enormous or groundbreaking. We work on the game in our free time and simply
enjoy the process — as well as the fact that we’re making something that brings
you joy.

Maybe one day this will grow into a real job when the income from subscriptions
is enough to cover living expenses, but it’s too early to think about that now
— and honestly, we doubt that games like this can generate that level of
income. So we’re making the game at the pace that our lives and free time
allow.

No Update on Schedule — Development Pace Reduced

Hello everyone,
We decided to make a small announcement, since in our previous post we mentioned that the release was planned for the first half of November.
Unfortunately, at the moment we’re not ready to release updates as frequently as we initially planned. There are many reasons for this, but the main one is the lack of sufficient motivation to continue developing this game on a regular basis.
Therefore, the release date is being postponed indefinitely. Once most of the update is ready, we’ll announce the exact release date.
In the meantime, we’ll occasionally share posts about our current development progress — whenever we have something worth showing.
Thank you all for your support, and we wish you a great start to the week!

WE: Another World — Development News

Unfortunately, we won’t be able to meet our original plan of releasing a new update within three weeks.
We needed a short break after the last release — it came with a lot of unexpected challenges. For a while after that, we took time to recover and didn’t work much on development. At the moment, the estimated release date is early November.
However, we’re now fully back in action and hard at work on update 0.18.

✨ What’s Already Done

We’ve completed one full quest for the fantasy world — originally planned for version 0.16 but postponed.
In this quest, players will meet new creatures of the fantasy world for the first time.

🍻 Work in Progress — Tavern Mechanics

We’re currently developing a tavern work system.
You can watch a preview video below showing the basic concept we’ve already built — all other mechanics will be added on top of it.

Bugfix #1 (WE: Another World 0.16)

We’re releasing a bugfix that addresses an issue encountered by some players.

When time was skipped too frequently, and one storyline overlapped with another — creating a situation where two storylines were supposed to start in the same location — an error occurred while opening the phone dialogue.
We’ve fixed this issue.

Download the bugfix from the attached files, extract it, and copy it into your game folder.

If you’re not sure how to do this correctly, you can simply download the full game again — all links have been updated, and the bugfix is already included.
zip
game.zip3.75 Mb

WE: Another World v. 0.14 release for everyone

So, let’s begin…
First of all, we highly recommend that you start a new game. Old saves will still work, but we’ve added several animations to earlier parts (4 new animations), improved sound effects, added new music, changed some images, fixed existing bugs, updated the interface in the virtual world, and made many other improvements.
PC: Mega, pixeldrain, GDrive
Mac: Mega, pixeldrain, GDrive
Android: pixeldrain, Mega, GDrive
We’ve added a character stats system, along with talents that will affect certain in-game moments. For example, some situations can now be resolved through persuasion or seduction instead of fighting.
We’re doing our best to bring the gameplay closer to classic RPG experiences, because, to be honest, modern games have become pretty flat and boring. It’s been a while (or maybe never) since we’ve seen a large, well-thought-out project in a fantasy setting. That’s why we decided to be the ones to combine heat with depth.
We also worked on the combat system and have partially implemented it. In the future, we’ll simply add combat abilities that will make battles even more engaging.

3 Days to Go (Max): WE 0.16 Incoming

Hello, fans of WE: Another World.

We’ve got good news for you. The release is just around the corner. Within the next 1–3 days, we’ll finally launch the new version of the game, which we’re currently testing.
Testing has been a bit… challenging, since we’ve added a lot of new mechanics and menus, which means many different variables that must sync properly with the gameplay. But we’re almost at the finish line.
While we wait out these last few days before release, we’d like to show you another video featuring some of the new menus from our game. In the video, you’ll see the abilities menu, alchemy, inventory, as well as shop windows from the mall in the real-world part of the game.
Seems it is a bit late

Soon... WE: Another World 0.16

Hello friends,

It’s been a while since you last heard from us. Don’t worry, we haven’t disappeared again. We were just busy developing the game and discussing all the details with the Scyxar Studios team. By the way, the game is now available on their website, where you can also subscribe and download the latest version. Here’s the link: scyxar.com.
Now, about the release of the game. We’re planning to release it in about a week—maybe a little longer. With the extra help from the Scyxar Studios team, we decided to completely rework the inventory menu. You can check out the video to see how it turned out. We believe that rebuilding almost from scratch what we had before was totally worth it. The new menu looks awesome, and most importantly, it won’t require further code updates, since everything is set up so that the necessary files will automatically load from the image folders by name. In short, the code is not only stylish but also super convenient.
At the end of the video, you’ll also see the quest hint interface. It’s not as cool as the fantasy-style menu, but we couldn’t come up with anything more interesting for now. In the future, we might polish this menu to make it look better, but for now, this will do.
As for the rest, we’re finishing up the animation renders and assembling the game while simultaneously testing different parts of it. This process is quite painstaking, but we want the final build to be free of bugs that could ruin the whole experience.
So that’s where things stand…

Oh, and one more thing: you can now follow the countdown to our game update on scyxar.com. Here’s the direct link: https://scyxar.com/milestones/. You’ll find the timer for WE: Another World in the Milestones section.
That’s it for now. Next time we’ll see you at the release.
Thank you all for believing in us and for your support. We hope WE: Another World 0.16 won’t disappoint you.

WE: Another World — Development Update and Future Plans

Hello everyone,
We decided to write a few words about what’s going on with our team right now, and share some general news about our game.
As I mentioned earlier, my partner, with whom I worked on our first project, decided to leave the development of WE to me. I understand the reason why he made this choice, and I don’t blame him. The development of the last update demanded a lot of time and energy from us. As I wrote in the previous post, the coding and story parts of the project are now entirely my responsibility. The renders, however, are handled by another person.
I also mentioned that I decided to take a short break from development in order to rest, think about what to do next, and discuss possible collaborations with other developers.
It’s been about two weeks since that post, and I have some updates about the current state of the project:
  1. Work on the project is gradually resuming. I’ve already started spending a few hours a day writing the remaining code, and soon I’ll fully dive into finishing the update. Therefore, on September 2nd, subscription billing will be resumed.
  2. We’ve reached an agreement with Scyxar Studios and Bloody Ink, two teams working on NSFW content, about mutual cooperation and assistance. As a result, the next update will likely be available not only on the existing platforms, but also on scyxar.com. This means future updates will probably come out faster, and I won’t have to handle as much work on my own.
  3. The release of the new update is guaranteed to happen in September. I can’t give you an exact date yet, but I can confidently say it will be released next month.
That’s pretty much everything I wanted to share. I’m very glad that things are starting to improve and that I’ve found a way forward from this situation.
Thank you to everyone who believes in me and in WE: Another World. It means a lot to know there are people who support me. None of this would be possible without you.
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🚀 Executive Producer

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Our deepest gratitude — you’re making this possible 💖
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