Hey Gearheads!
Things are getting exciting as we get closer to 2020. We're making big moves in the realm of content complexity and quality. Along with shooting higher come to the inevitable higher challenges, but that just drives us to push back harder.

With Celo's return, we've got some cool new foundational stuff that's currently in testing. The most significant one is a title screen for input selection. With this, you'll be able to choose between or 3 main input options, NonVR, VR with keyboard and mouse and VR with Controller.
We've made some improvements to our jiggle system for better movement of boobs, butts, hair, and clothing. We're also running test on the next big upgrade to our shader system. The previous update allowed us to control the character's lighting and shadows regardless of the surroundings, this next one should hopefully help us add some cool effects like anime-style appears and disappearing of characters, clothing, and items (think magical girl transformations) and that's just the tip of the iceberg.

For the last 3 months, we've been working on a big update fro the VN (visual novel) aspect of the space station. We spent 2 months working on getting the animation done for the sex sequence and a month working on the dialogue leading up to it. One of the main things missing from POV is personality. We rely on the popularity of the characters/property to do a lot of the setup so you get to focus on the fun part with that character, but it helps to build up to that, which is part of the reason for the teaser.
In this case though, you'll get a taste of the character's personality before the fun starts. We're currently waiting on the voice over and then we can incorporate that into the scene for you guys to preview. Ultimately there'd be a lot more steps involved, like a legit VN, but that takes a lot of time and effort, so we can give you a preview before taking the relationship to its full extent. Once we do get to that point though, it'll really be something to see.
Also this month Celo is focusing on our AI system to help flush out the space station, but it'll also really come in handy for the Huntress Hole.

(Formerly RWBY Trainer)
If you didn't catch it before or your new, the RWBY Trainer was a community voted project that would combine BDSM with the characters from RWBY. So far we've previewed test scenes and test mini-games, which all showed promise. One thing we've struggled with was the setting. We tried using a dank dungeon, but the lighting sucked. We tried the POV Space Quarters, but it didn't fit the theme. We tried making it a component of the space station to combine them together, but it was too much in a single package.
So now the RWBY Trainer has finally settled down in a Gentleman's Club. Salem the leader of the RWBY antagonists is the madam of the Huntress Hole. Causing mayhem throughout the world and trouble for the Hunters and Huntresses isn't cheap, so to kill two birds with one stone she captures stray Huntresses and profits off the "entertainment opportunities" they offer.
People come from all over to visit these Huntresses and take the rare opportunity to releive their stress and/or frustrations. Since some of the girls require extra help with compliance the Huntress Hole has built in a very extensive BDSM wing. Guests can even help in training new huntresses.
Fauna, Dominatrixes and special guest, help fill out the scene.
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On the technical side, we've been busting our chops on performance. The club is HUGE and we're planning on cramming it full of characters so the world feels more "lived in". That's going to require lots of tidying up of the environment, the individual characters, the animations, the project settings, etc. We've made some great progress, but hit a pretty substantial roadblock, that cause us to back off 2 days of work to start again. This time though we're being a lot more careful with our changes, implementing optimization little by little. It'll take longer, but will remain stable and be a lot easier to back off if something goes haywire.
We've made some significant changes around player movement. We've added traditional first-person movement for NonVR and improved the floating camera for movement based on the direction you're looking in. It's a smaller change, but a significant one for an experience of this size and just makes the overall camera that much better.
On the artistic side. The new shader should really help with the "storytelling" aspect, so that's pretty exciting. We'll also be taking the time to create custom animations specifically for the club, so you can look forward to that. We'll be previewing said animations as one-shots during our weekly timed scheduled releases.

Thanks again for the support. We've been gradually, but continually making improvements and building things up. November stands to be a great month and I hope you're just as excited as we are for the things to come. Along with the above, there are several other projects, opportunities, and collaborations we're looking into. We want to wait until they're more certain and we have adequate time and funding to pursue them before we make any kind of official announcement.
One thing I will say though is working at this level gets really expensive and if you're on the fence about jumping in for full support, then nows a great time to do so and any additional support will help us reach these milestones a lot faster. 10 more people at the Tier 2 level and we could get 2 months worth of animation done in one month. That said we appreciate all the support we're currently getting and definitely work to stretch it as far as we can.
Here's to another great month!