Gain of Life: A weight gain life simulator [v0.50.0]

You might be looking this from a different perspective than I do.

I appreciate every single player of Gain of Life, and I feel appreciated for each of one who decides to play it. After all, games are made to be played.

It’s important to not forget who makes all this possible, though. It’s the people who support the game on Patreon. That’s because without these supporters on Patreon, I wouldn’t be able to keep working on the game. These people on Patreon want me to keep going with the game, which is why they have decided to use their personal funds to help me make this vision come true. Most importantly, however, they want to see the game keep going so that they can play, and enjoy it.

If there are people who play Gain of Life too, but do not contribute to its progress—I really have no problem with these. In fact, as I already said, I feel appreciated and honored that there are so many people enjoying the game - regardless of whether they pay for it or not.

So if people stole the newest game version, well, good for them! I am happy they like the game and play it.

What changes this situation fundamentally is that people stealing the game from now on would have a direct, negative impact on the game’s future development. How would you feel about paying for a membership knowing that with your membership you do not improve what you pay for, but to provide the same service for free to others? Well, there might be people with this interest, but in that case, I feel like I should be offering a separate tier for these purposes.

Concluding, I am not in a fight against piracy. It’s about saving the funds that I was given to for providing the best experience possible, which in this particular situation requires me to prevent piracy. Actually, it also isn’t an ethical dilemma either, because I only take away from people what they weren’t supposed to have to begin with—just that there has been a period in which it was tolerated before.

This game might be not for you then. The idea has always been to make weight transitions as seamless as possible to offer an as realistic experience as possible.

In reality, weight changes are not immediate. If weight changes, it is gradual and sometimes hard to spot. In many non-wg-related communities randomly asking for a person’s weight is considered rude—so you end up making guesses yourself, based on what you see. And sometimes you’ll be unsure. However, at some point it’ll be too obvious to fail notice it. That’s the same it is in the game.

You can purchase water in the shop, and drink it at home through your inventory. There are also some other options to drink water, including the gym.

Yep, once it is just plain image hosting anymore. It won’t be plain image hosting for the foreseeable future.

Well… actually it will be. You know, every time all the images of the current version have been compiled ONCE, all it will do is essentially just image hosting. Nothing more. I just don’t think you can pump out new content constantly at such rate that the image generation would be constant process going on. No, once you release an update there is a spike on the generation because user will come across new images that needs to be generated but then that rate will come down to zero as no new images needs to be generated until next update. At this point, no matter if there is 1 or 10 000 players all they require from the server is essentially just basic image hosting, which should not cost much and which is caused by this implementation in the first place.

Honestly the idea sounds fascinating, and I like the idea of granular changes.

I don’t mind the login system much either - considering in the past I’ve only really played it within the handful of months I’ve been subbed anyway.

Is this sort of system only going to pertain to outfits? Or will we get to customize stuff like hairstyles?

The game unlocks the power to do any kind of customization. This includes clothes, weight, muscle, etc.

Adding too granular properties (such as different hairstyles) might blow up the exponential nature of images needed.

What could work much better would be choosing characters at the start of the game. These could have different hairstyles, face features, skin color, gender, body shape, height, etc. We could go further and give them unique stats too (e.g. smaller people burn less calories, etc.), though these stats would be created manually.

I can, and I will :stuck_out_tongue:

Just wanted to provide my two cents on this situation as someone who’s been following development for years now, and who jumps back onboard every few versions to check how it’s progressing:

Firstly, while I appreciate your breakdown of the necessity of this login system, and do agree that occasional subscribers like myself are unlikely to spend more than a month playing a new version, I would advise you to consider the optics of this business model. From the consumer’s point of view, they’re paying for the game, and then being asked to pay again to continue to play it. Even if they’re unlikely to play that long, as you’ve explained, it’s still a frustrating idea, and I’m unsure if it’s wise to frustrate a playerbase like that.

Now, obviously the system is necessary to ensure that the image generation engine isn’t running at a loss, but I have to wonder if the engine is even necessary. Initially, I didn’t see why this was being touted as some grand innovation. I have come around to it a little bit reading some of your posts, however. The prospect of customizing outfits and especially kilo to kilo visual differences is very impressive, and if that could actually be implemented I would definitely like to see it.

However, your last message is why this whole endeavor is still giving me pause: It’s a Pandora’s Box of scope creep. I really enjoy the game as an immersive roleplaying type of deal, where the fun is about getting into the character’s mindset as you play, but I’ve felt for a couple of years now that it’s severely lacking in terms of narrative events and depth which would allow that roleplaying to be put to use in day-to-day events over the course of the game. There’s a sense of “auto-pilot” while playing, which generally occurs in the interrim between story events. Now, I will say that in the past few updates, you’ve been reworking the jobs, adding events and even some new stats, which was great to see, and a step in the right direction in my opinion. But if you’re focusing on the engine, and then other possible related additions like a character creator, that’s all time that could’ve been spent on new stories, characters, etc.

So, I can’t help but wonder if your priorities are on the wrong thing here. I’d personally much rather see more narrative content to prevent day-to-day gameplay from getting too repetitive, and maybe even some new mechanics like the recently added new stats to deepen the gameplay.

That’s my take, at least.

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if nothing else it’ll just make folks wait until the nebulous ‘final release’ so they can make that one-time purchase for the most complete version. Which is something probably already considered, but worth mentioning on the off chance it has not.

Also i say ‘nebulous’, not as an insult to SirMister, but to the usual habit of projects not having a consistent timeline or completion date due to one reason or another. (Usually life getting in the way, really).

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Today’s December 2nd, so still at the very beginning of the month. This means that by subscribing today you get the biggest benefit: https://patreon.com/sirmister

New version will be out this week.

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I’ve expanded the scope of this update. Will probably upload the new update in a few days.

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Demo of v0.49.0

Office Job v2 [v0.49.0]

This version took some UI work, but finally: Here it is!

Introducing the new v2 working mode, which I designed to eliminate repeatability and excessive clicking. It’s a completely new approach to jobs in Gain of Life.

The office job will revolve around a new snack drawer (introduced in this version), including various snacks. These snacks are restocked daily by the delivery guy (currently, he appears at the start of every v2 shift, but in the future, you will only meet him if you work right in the morning). The delivery guy restocks the snack bars for all departments within the company, and his company gets paid for the total snacks distributed across your company’s departments. However, if you bribe the delivery guy, he will switch items that were supposed to go to another department to yours. Also, you can buy new snacks to stock in the drawer.

At the start of each shift, you will get to plan your shift, which is the one of Samantha and Daniela’s. Daniela is quite greedy and will do anything to empty the drawer. However, at her size (spoiler for v0.40), those sweets barely impact. In contrast, if Samantha ate the snacks, it would likely show on her waistline.

After planning your day, you’ll submit your schedule and the day will run on autopilot. You’ll receive a quick summary of the day’s events, including unique cut scenes that require your input. These events, such as size reveals, will occur only once per game, adding an element of surprise and intrigue.

Your goal will be to ensure that Daniela does not eat up the snacks so that there is enough left for Samantha to nibble on. You will also try to accommodate Samantha’s food preferences by ensuring that her favorite snacks are always available.

As the story progresses, Samantha’s behavior and preferences will shift (along with her weight).

The v2 mode has not yet replaced the original mode because, as of right now, there is only the technical setup and barely any content. Developers out there might be able to imagine how much work building the drag-and-drop calendar was.

Download

Download v0.49.0 (PC/Windows/Mac) - Patreon
Download free version (link to first post in thread)

I’d love to hear some feedback on my plans.

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A fascinating reinvention! I’m gonna be honest, I’ve never thought the office job needed an overhaul, but with how you’ve explained it, it sounds like a great idea. Especially as it aims to eliminate repetitiveness/excessive clicking, which is one of the major pitfalls these more life simulator-esque renpy games can fall into.

I’m not sure if the player being in charge of their coworkers’ schedules as well as their own makes narrative sense, but it sounds like a fun mechanic, so that’s fine by me. Your description of the new office job focuses a lot on the gains of the two coworkers, but I’m assuming the player will also still be able to pig out at work, yes? It was always fun to sneak off mid-shift for a snack (or a dozen donuts in one sitting :joy:), so I hope that element won’t be lost. Hopefully this leads to us getting to know the coworkers a bit more, too.

I’m curious, are you planning similar overhauls for the other jobs as well? Not that I think they really need them, I think the more repetitive playstyle actually lends itself to the monotony of working in the service industry, but I would be curious to know what you would do with them if you did revamp them.

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i have didnt get more events, story line is not progressing at all. jane is not coming in pizza party or didnt get the dream or witch crafts. also jane is weighed is more than me. am doing something wrong ? or what ? please let me know…

Some events are bound to trigger at certain points of the game. Try oversleeping, going to college, and so on…

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I realize I’m extremely late to the party but to clarify, you must have an ongoing sub to play this game now? I’m sure a lot has been said by others about this, but at least for me it really hinders my desire to support the project at all. I am someone who would in the past renew their sub whenever a new update came out. That felt like a fair exchange in terms of what is being spent and what is being received. Now however there is simply not enough game to justify a constant sub model. This isn’t an mmo with and doesn’t have the amount of content required to follow that business model imo. I get that this method would ideally bring in more money because you’d have a more consistent cash flow, but it just feels wrong in my personal opinion. I still enjoy the game, but I don’t think I’ll be spending my money on it anymore until it is fully released.

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I’m sorry to see you go. The game now needs an active subscription to play. So if you’d like to only subscribe every couple months to get the newest update, you can still do that. However, after your membership expires, you will loose access to the game again.

After I eliminated a couple of background issues with the verification engine, I will switch from 1st-of-the-month billing to pay-once-a-month billing.

So if this game is now relying on a subscription to play the patreon build, what does that mean for the free version? The last time you updated the free version was back in April 2024, if the newer versions require that subscription verification to be played, how will you set that up for any free version updates or this the sign that there will be no longer a free version? If you intent is to drop the free version to maintain that income, then it might be time to set up a game page like on itch.io and have a one time purchase that will receive constant updates along side the patreon, and it could be that the patreon would be the bug testing version that get it first and once you deal with all of the bugs from a version you would then update the itch.io page. There’s enough content in your game that if you charged $10 for it people would be happy to pay that and know that they’ll also get the future updates at no extra cost.
I agree with GingerAle you game is not enough to warrant a subscription service, your not doing daily or weekly updates to keep users engaged or wanting to come back, this is a single player game that doesn’t need a dedicated online server. If your doing this to stop pirates, then going the one time purchase with a service like itch.io should help resolve that matter as the key is tied to that user’s account. All this is saying to some of us is that your trying the same shit AAA game companies are doing that players already hate, except yours is not a $80 up front cost with a subscription fee, but just a $11.50 subscription fee.

And just saying “I will switch from 1st-of-the-month billing to pay-once-a-month billing” does not fix the complaint of GingerAle or mine, all it changes is when a person gets billed and just seems to say to GinderAle to either “pay my subscription service or leave” because you didn’t say you would reconsider the subscription system you just said you can get billed at any day you want but if you don’t pay next month you can’t play my game.

I was waiting for a good big update maybe news that you fixed some of the game breaking bugs, but no I no longer have any interest supporting this game, the slow pace of the game play was fine but that the kidnap content and witch content would typically break my game as I would be stuck in a perpetual loop of doing the kidnap mini game or the witch mini game and missing in game weeks, this content looked like its meant to trigger later in a play through but if you make a new save you get stuck in that content asap and now your stuck. This subscription system is what made no longer what to play this game.

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Good luck with that, seriously, as i dont think many would support many patreon if they offered temporary access to games and images. The subscription which to play the newest version is about $11 a month right, and people complained when Netflix increased there subscription price, now it seems like a deal. If you want to keep it as a subscription then make it appealing, updates feel lackluster so increase quality or lower price, otherwise, good luck, plain and simple, greed can destroy a fanbase, hate to see it happen but youre making yourself look bad doing this without even giving any benefits for it

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it is interesting to see the commitment the author has to making his own project crash and burn so spectacularly

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We’ve been over this discussion already, and I already answered and discussed most of the information I give in this post. I still give that information again, just in case someone does not want to read the entire forum post.

The reason why the verification engine was introduced was, because I plan on the game needing a server to dynamically download images. This wouldn’t just reduce the file size of the game, but I’d use an automatic engine that I developed to generate millions of additional images (several terabytes in size) that will greatly enhance customizability for clothing, and body shapes.

This was merely an announcement I haven’t made before, I think. While it might not solve your problem, it makes it easier to handle the subscription, since you get to play the game for 30 days after purchasing it - and not until the end of month. I do not see the solution to your problem in this, though it might be slightly relevant.

And finally, to conclude your post: As of right now there are no plans for the free version. Most likely, however, the new free version will need you to log into your GoL account as well, but it won’t require a subscription to play - if that makes sense.

Are those bugs still a thing? We did have some issues with the kidnap content, but I thought we fixed that. Also, I haven’t encountered those bugs since during testing. Furthermore, you can turn off kidnap content completely, if you don’t like it.

The Patreon version has always been a testing version. Currently, we test the login system, which still has some inefficiencies in the backend. After those are fixed, I will finish the “benefits” of that system, which is the image generation.