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Adult Games Week

Yara Naika

We are happy to announce that our game Projekt Melody: A Nut Between Worlds is taking part in the Adult Games Week in Steam! We are also nominated for Adult Demo of the Year, so lets show them some Science Team pride and vote vote vote over at https://adultgamesweek.com!

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Waifu Gale Voting is Open!

Quarcling

Vote Here

https://waifugala.com

Steam Event

https://store.steampowered.com/curator/46140895/sale/NutakuWaifuGala

Do not miss out on voting for your best girl Projekt Melody at the Waifu Gala!

Quarcling

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We´ve got something exciting to share! Projekt Melody, yes the Waifu our game is named after, has been nominated for the Nutaku Waifu Gala Steam Festival!

Upcoming Steam Fest aside - do check it out for nice discounts and discovering new games - here´s how the event will play out:

Waifu Gala is a fan-voted awards event where players and fans alike can cast their votes for their favorite game character across a range of categories. And this year you will be able to vote for Melody in the "Best Girl" Category!

Starting the 15th you will be able to visit the event website and we´ll send you a reminder again when the voting begins so you can vote for our best girl!

Sandbox Playtest Known Issues and some Solutions!

Helltaker

Heyhey Scientists! Just updating all of you with some additional information related to the currently running PLAYTEST!

To help with expectations here´s what you should know:

Performance Issues:

Quickplay Caches Texture Previews the first time you load it up.

There is a order of operation issue at the moment that can lead to massive load times on the FIRST loadup. If you let this run once, the second time is mega fast.

Shader Compilation:

We currently do not pre-cache shaders so first time seeing any new character or texture ingame you will have a shader compilation hitch.

This only occurs once per GPU driver update.

Sandbox Playtest Import Problems:

Animations can only be imported in CREATOR MODE after creating a SCENE!

Known Issues and Solutions:

Importing a File ALWAYS doesnt set the animation active on the first try

You have to select the file after importing it

If a character is not available, the only way to make a file work is to change the "originalSandboxCharacter" value in the copy paste (use notepad) to 0-2 (which references Player, Melody, Jellody in order from 0,1,2).

This allows import of the scene.

Example Video: (Ignore the Ending, I was just playing around at the end)

gyazo.com/c0eb31df641f32aa1931dae484130b04

End of this Service Announcement.

Thanks a bunch for everyone playtesting and especially those filling out the feedback form. YOU ARE AMAZING! <3

SANDBOX PLAYTEST IS LIVE NOW!

Helltaker

Heyhey Scientists!

We just released the public playtest for the ANBW Sandbox Feature. We´re looking forward to your input and feedback on what you enjoy, what you would like to see improved upon and whatever else comes to mind.

You can watch the announcement video here:

https://x.com/BigBangStudio69/status/2019935209660248467/video/1

Very much looking forward to your feedback! Hope you´ll have fun :3

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WISHLIST NOW: Can I get an Iced Coffee with Breastmilk!?

Helltaker

Heyhey Scientists!

“Can I get an Iced Coffee with Breastmilk!?”

Yes you can. Wishlist the game now on Steam.

Featuring Zero Diamonds and the Milking Gameplay you always dreamed off! Get your hands ready to squeeze!

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We are releasing a mini prequel for one of our community created characters “Muffin” the local Baker & Barista, voiced by the incredibly talented Zero Diamonds! Play as Lucas, a common coffee addict and explore new bitter sweet pleasures in “Can I get an Iced Coffee with Breastmilk!?” featuring our new “milking” gameplay and day by day breast expansion!

Prepare for a whacky and fun exploration of the famous “Coffee with Breastmilk” Meme in the style and gameplay loop of ANBW! If you love our work on ANBW, wishlisting “Can I get an Iced Coffee with Breastmilk!?” is a great way to support its continued development.

WISHILIST NOW!

Melware Merch!

Helltaker

Melware Merch has taken over the store for 2 weeks only!

https://projektnutmerch.com

Flex on friends, brag to grandma, and join the Melware Cult.

Also! We’re giving away 5 Dakis!

https://gleam.io/fHs84/win-a-melware-dakimakura

Spread the news for your one true queen: Melware!

October News

Helltaker

Heyhey Scientists!

Today I´m testing a new format for those monthly summaries, something less text heavy. Tell me if you likey ;)

Upgrade System

For our Combat we have been working on the "Skill Tree" that allows you to unlock new weapon modes and invest the viral matter you harvest by nerfing enemies back to their zero state into cuwl upgrades. First a noice looking render of the final look and after that you can see a gif of how the system works on the backend.

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Taco our UI and Sandbox Programmer said something about the backend having its own 2D Physics Engine just to make this work. It IS very complicated but its a ton of fun to play around with already :3

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Sexy Pics UWU :3

No explainer needed.

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Character Outfit for a "Special Scene" with our Witch (The scene is side content we still have to add) below, we even did real world research with a friend to ensure this was somewhat "realistic" to pull off :3

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Environment Updates

Just a bunch of cool pics of prop passes for final environments and level blockout passes for WIP ones <3

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Cute Props

Just some cute stuff you´ll later find in the game. Sometimes I also get confused what the fuck its actually for, I´m sure its something funny our writer came up with :D

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And some tasty map preview one of our level artists made. Its def not final but should give you some ideas on what Hell is gonna look like when you can finally traverse it. (Its one of our many "world biomes // worlds" we´re creating for the main story line.)

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So yeah hope you liked the sneak peek into whats happening behind the scenes, let me know if this is worse or better than the last super text heavy update :3

Thank you! <3

Play YOUR way! Lovense Toy as Controller DEMO!

BigBangStudio

Heyhey Scientists!

For the past YEAR we have been working towards one of our most crazy immersive features for ANBW ever! Lovense Toys as CONTROL INPUT for the game!

The DEMO for this feature is ready to go and if you have any of these Toys: Nora, Max 2 or Solace Pro, you can test out the new input feature right now!

To find out more about Lovense Toys and get your own, go click the link below:

Lovense Store

We will be doing a PLAYTEST for this new feature soonTM here on STEAM, so make sure to follow us, wishlist and keep an eye out for when we are dropping the playtest invitation here.

For anyone impatient enough to want to grab the DEMO build right now:

You can find it in the usual places! ːsteamsaltyːːsteamhappyː

Join our Discord to Chat with the Devs!

Check out our Website to learn more about the Game!

ANBW Q2 Progress Report

BigBangStudio

Summary of Progress — July to September 2025

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Heyhey Scientists,

We have finally found our way to the Steam Community Hub and starting it off with the first major progress announcement!

Moving forward we will post monthly progress reports here, showcasing what we achieved in each month and also sharing some cool work in progress images (this time just images, but check out our DISCORD for clips and gifs!) and whatever else comes to mind.

This is our first time engaging by ourselves with our players on Steam, so feel free to give us feedback and request changes to the format!

Below the (massive) summary of the 3 months progression since releasing the Steam Page!

Major Achievements Summary

  • Chapter 2

    [/*]
  • Completed combat blockouts, cinematics, and final scripting.

    [/*]
  • Implemented new puzzles such as the frog door riddle.

    [/*]
  • Fixed mission markers, AI navigation, and other core logic issues.

    [/*]
  • Finalized Chapter 2 trailer and prepared for a patreon showcase.

    [/*]
  • Started work on Witch Hut interior

    [/*]
  • Chapter 3

    [/*]
  • Started combat system planning and early level blockouts.

    [/*]
  • Continued animation proposals and scene breakdowns.

    [/*]
  • Progressed Sub-Chapter 25 and 26 scripts and related assets.

    [/*]
  • Chapter 4

    [/*]
  • Began early design, environment blockouts, and script outlines.

    [/*]
  • Started work on Paradecia Island and Ocean chapter layout.

    [/*]
  • Combat and RPG Systems

    [/*]
  • Implemented RPG stat system and foundation for the talent tree.

    [/*]
  • Completed hit reaction, boss system, and combat update.

    [/*]
  • Fixed and tested weapons, AI behavior, and player state handling.

    [/*]
  • Prototyped multiple boss systems (Slime King, Secret Boss, Ototo, Oyaji).

    [/*]
  • Sandbox

    [/*]
  • Overhauled collision, UI focus, and player state handling.

    [/*]
  • Added end-game node and TrueFP cinematic blending.

    [/*]
  • Optimized physics assets across all characters.

    [/*]
  • Reworked loop UI, cum system prototype

    [/*]

Writing and Narrative

  • Completed Sub-Chapters 24 to 26 with multiple drafts and reviews.

    [/*]
  • Created outlines and first drafts for upcoming sub-chapters and interludes.

    [/*]
  • Finished voice line intents, localization checks for specific character dialogues (Spanish/French inserts), and wiki updates.

    [/*]
  • Updated scene, chapter, and asset trackers for production flow.

    [/*]

[/img] Environment and Level Design

  • Lower VLT (LVLT)

    [/*]
  • Finished Junkyard, Arena, and shopfront blockouts.

    [/*]
  • Completed Junkyard Owner’s house interior and exterior passes.

    [/*]
  • Conducted regular playtests to refine navigation and pacing.

    [/*]
  • Emerald Vale

    [/*]
  • Rebuilt Sword Cave with new landscape sculpt and prop work.

    [/*]
  • Fixed scale and collision issues.

    [/*]
  • Removed outdated assets and optimized performance.

    [/*]
  • Paradecia Island

    [/*]
  • Blockouts completed and area scaled.

    [/*]
  • Began design pass for the island’s town layout and coastline.

    [/*]
  • Started planning for the sea chapter area.

    [/*]
  • Other Areas

    [/*]
  • Advanced blockouts for Red Light District, Hover Car Station, and Crystal Cave.

    [/*]
  • Regular playtesting and iteration to ensure player flow and visual cohesion.

    [/*]

[/img] Characters and Art

  • Finalized new male base mesh with rigging, skinning, and engine testing.

    [/*]
  • Completed Silica Corrupted model (including tail, paws, ears, textures, UVs, and bakes).

    [/*]
  • Updated models and rigs for Junkyard Owner, Protodude, Portal Human, and Slime King.

    [/*]
  • Optimized materials, shaders, and cleaned up old file structures.

    [/*]
  • New prop and outfit work: Sword Plushie, Tome, Battery Prop, Witch Shibari, and tattoos.

    [/*]

[/img] Animation

  • Completed Slime King intro cinematic and related LS sequences.

    [/*]
  • Updated Tome and door animations and integrated into scenes.

    [/*]
  • Added camera lock tracks and finalized player POV logic.

    [/*]
  • Produced “Day in the Life” for September.

    [/*]
  • Finished combat blockouts for Secret Boss, Ototo, and Oyaji.

    [/*]
  • General animation cleanups across Chapters 1–3.

    [/*]

Technical Art

  • Fixed Mutable mesh issues and alignment errors.

    [/*]
  • Updated control rigs and automated mesh scaling in Maya.

    [/*]
  • Completed rigging and skinning for props (Tome, door, book).

    [/*]
  • Improved character skinning pipeline and integration with engine.

    [/*]

Audio

  • Continued Chapter 3 audio implementation and sandbox VO integration.

    [/*]
  • Scheduled new recording sessions and casting for upcoming characters.

    [/*]
  • Added menu interface audio and combat effects.

    [/*]
  • Conducted language checks and managed session uploads. [/img]

    [/*]

Concept Art and Visual Design

  • Completed Golden Corrupted variants and Silica Halloween design.

    [/*]
  • Designed Witch tattoo, Tome concepts, and main menu iconography.

    [/*]
  • Produced business cards, boss HUD elements, and merch mockups.

    [/*]
  • Worked on Paradecia Island and Junkyard Owner concept sketches.

    [/*]

Programming and Systems

  • Fixed save system corruption issues and OCD graph errors.

    [/*]
  • Improved AI navigation, combat logic, and interactive systems.

    [/*]
  • Implemented RPG stats and integrated with talent tree.

    [/*]
  • Refined physics, player input systems, and menu interactions.

    [/*]
  • Conducted multiple rounds of debugging with game design and sandbox.

    [/*]

Production, Direction, and Marketing

  • Continuous build testing, recording, and review sessions.

    [/*]
  • Managed social media updates and cross-promotion planning.

    [/*]
  • Directed cinematography pass on Chapter 2 scenes.

    [/*]
  • Continued merch research and partner outreach for cross promotions.

    [/*]
  • Coordinated Chapter 2 trailer, Chapter 4 planning, and internal video content. [/img]

    [/*]

Ongoing and Planned Work

  • Continue development on Paradecia Island, Chapter 4, and Sea Chapter.

    [/*]
  • Further balancing and refinement of combat systems and boss fights.

    [/*]
  • Expansion of sandbox features, including UI flow improvements.

    [/*]
  • Ongoing optimization of materials, shaders, and performance.

    [/*]
  • Completion of the talent tree and RPG integration

    [/*]
  • Continued polish passes across core gameplay and environment assets.

    [/*]

Hope this wasn't too dry and if it was the case you can always come to our discord and have a chat with the devs! <3

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