To start things off, I’d recommend reading this post till the end, as there’s a lot to talk about.
I’ll get straight to the point: I’m putting the development of KLKRR on hiatus. The reason is simple: the project has become a financial burden that I can no longer sustain.
STATE OF THE GAME
For those unfamiliar with the behind-the-scenes, KLKRR has always been a solo project. I’m the only dev. I write, code, design, and communicate. The talented artists you’ve seen credited are collaborators I commission per work, not permanent team members.
I commission them because I don’t have good enough drawing skills, and with a full-time job alongside game development, there’s simply not enough time to learn and produce everything on my own. That’s why I’ve always paid artists from my personal income, one illustration at a time.
Since July 2022, I’ve followed a simple rule: every month, I dedicate a fixed portion of my income (around €800) to fund artworks for KLKRR. I’ve invested almost €27,000 in this project over the past 34 months (from July 2022 to October 2025).
To balance the cost, I’ve relied on three sources of income:
Donations on Itch
Subscriptions on Subscribestar
Memberships on Patreon
Unfortunately, these brought in very little.
Itch.io no longer allows adult games to be monetized, and Patreon, which represents over 95% of my revenue, has generated about €8,000 total.
After fees and taxes, that’s roughly €4,800 in my pockets.
That leaves KLKRR at a net loss of around €22,200 over three years.
At this point, continuing development simply isn’t sustainable. Time and life have changed the way I relate to the financial investments I am making in this project. I can’t spend as much money on KLKRR as I used to; otherwise, it would start affecting my day-to-day expenses.
That means I either need to cut costs or increase revenue, and neither option is realistic.
Cutting costs would mean drastically reducing new art commissions, which would slow updates so much that it would kill the project.
Increasing revenue isn’t feasible either: KLKRR can’t be sold on Steam due to copyright issues, and its niche (and parody) nature limits its audience.
The last few updates have brought almost no new supporters. I know this project has reached its ceiling and would only keep turning into a money pit
WHAT'S NEXT?
Putting KLKRR on hiatus doesn’t mean I’m completely stopping game development. As you may have guessed, I’ve decided to dedicate all of my efforts to my 2nd game project: Lust Brawl.
But how is it different from KLKRR?
Unlike KLKRR, this game can be sold on Steam, which opens real opportunities for more revenue.
It’s less costly to produce, thanks to more affordable art collaborations.
It appeals to a wider audience, as it’s not a parody and not exclusively yuri, two factors that limited KLKRR’s reach.
Don’t be surprised if you see my Patreon get a major visual overhaul in the coming days, as it will soon be fully focused on Lust Brawl.
NEXT UPDATE
The release date for Lust Brawl V0.2 to my patrons is set for November 21.
On that day, I’ll also release the V0.1 build to anyone for free.
Thank you for your support, and see you soon!
Hetzer
2025-11-11 15:41:22 +0000 UTCMitsu Dragon
2025-11-11 14:56:19 +0000 UTCFrank Baum
2025-11-07 16:30:15 +0000 UTC