Third Crisis: Neon Nights - FREE Anduo Report March 20th, 2026

FREE Anduo Report March 20th, 2026

Date: 2026-03-28 00:11:36

Reporting for lewduty! This week, the bunnies can feel the spring approaching.


Even with the NextFest gone we are not done yet - we are going into Early Access on April 2nd, 2026. Our team is working really hard to bring the best experience to you all by then.


This is a shortened version of the paid report but we hope you enjoy it nevertheless!⚠️


LenChi:
UI Designs
No spicy visuals from me this time, my current tasks are all about polishing missing UI, so we avoid player confusion and give clear feedback on what is happening. I love doing UIs for a change!


With every screen I overhaul, my work gets a tiny bit easier, because there's more stuff I can re-use and recycle. Which of course is needed so it all looks coherent in the end.

Chapter Start Screen
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Journal Asset
I made a new asset for the journals because the old one was painted in a rush and didn’t meet the quality of the environment.
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and a purple version, just for testing
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NPC Dialogue Feedback
Newly available dialogue option with party members -> this icon pops up over their head with a neat little animation.
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Changes to the camera UI
Thicker outlines, character name above the rectangle, status of the character underneath it for clarity:
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Perversion UI Overhaul
Just a suggestion right now, we’re still debating about what works best.
Prolonging the white bar in the tab menu so there's enough space
Showing the current level as a big number
Detailed "XP" next to it + gauge
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The Perversion Gain Screen:
Show gauge from tab menu
Visibly add the amount that was just gained
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Autosave Icon
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Icons for some generic status effects
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Icons for dialogue options
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More consistent timers throughout the game
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JustNox:
We wanted to give more of a cyberpunk vibe to the trains interior, so Nox started working on some neon ads and destination screens:
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First pack for train interior assets

From carpets to new seats, handles, poles, windows and other things to give the train interior a more defined look:
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Got to know the time and where you are going:
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Preview of the finalized lights in action (w/o and with overall lightning)
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Desva:
Sarah now is wearing her uniform when you are calling her at work:
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Desva has also made it his full time job to hide more kitties in the game:
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Cleaned up the curtain entrance

Before:
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After:
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Implementation of all the newly made assets for the subway

Base lighting for the carts:
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Aine Lovia:
Plan 3 Villain Scientists
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Zanzo:

Zanzo made our new TCNN Logo. You might be wondering - “Why did you want to change it?”
Well, Valve considered our logo to be hard to see on our capsules, so we wanted to change that!
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Rokean:

I'm doing "alternative dressings" for the glowing hole (so things don't look exactly the same environment-wise, since this is supposed to be a couple of days later)

I dressed the kitchen with less food prepared/on the stove and more stuff in bags. I also put a lot more clean tableware and plates, and a lot fewer dirty dishes, to indicate that they have had fewer customers lately
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Room 101 (where you help Simon clean in 0.1)
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Juno:

Juno made some luggage since it would be natural for people to take some along with them on trains and have it show up in other environments:
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Decals to break up some of the walls
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A dog bone was needed for our canine unit:
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Bear:
Made the heart for customers beating while they wait to make it more obvious that there's something there to do
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Vils:
Vils cooked up some beautiful flavour texts for the new mystery items:
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Implemented the chapter popups for chapters 1-3:
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Implemented a failsafe to pop Jaime from the party if we leave the res district during her second mission
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Additionally she also added prompts for when you have some unfinished business:
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Thank you for taking the time to read our biweekly neonletter. It would not be the same without you! :)