No NTR is planned.
The previous title had one optional, warned Bad Ending.
It wasn’t the core game and wasn’t "to please the NTR audience."
I don’t have an "agenda" I included an optional ending branch with a warning, that’s it.
A bad ending isn’t automatically NTR.
If your requirement is a blanket guarantee against any future hypothetical content you might label NTR, then wait for full release/walkthroughs or skip.
I’m not debating it further, especially with someone calling me a liar.
And don't speak for my audience, you are clearly not them.
Matter of fact I saw no particular change upwards or downwards in revenue or support when it was added, so I am not sure what your aim even is with insults or whatnot.
Chrystello
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This has been answered multiple times the first game had one optional NTR Bad Ending, clearly behind a warning. This game has no NTR planned.
Also, in terms of sheer volume, I’d be genuinely surprised if that prior bad ending even amounted to 1% of the total content.
If your standard is "I won’t play anything that contains even a single optional bad ending I dislike" then this probably isn’t for you and that’s fine.
I’m not going to argue about how you choose to filter your media.
What I am going to push back on is the implication that it was unavoidable or that the game "features NTR" as a core element, it doesn’t.
It’s like refusing to watch a soccer match because there’s a player you don’t like on the bench.
You can, quite literally, ignore and turn it off.
You are correct, unfortunately I do not have the funds to have multiple versions up (or to pay for premium Mega/GDrive)!
(As they are heavy, 2GB each they eat up space since they are on the same Mega & GDrive account as my other games.)
Here's a alternative link for version 0.3:
https://gofile.io/d/0KZiMe
However I changed most if not all base systems (Calendar and how events are approached) so savefiles aren't compatible moving forward.
Version 0.4 publicly releases on the 10th of October, if you're willing to wait, you can!
If not, just go ahead and enjoy Braveheart Academy 2 ♥
Sorry for being THAT upfront as well, just felt like I was being compared to another creator without it being fair at all. Not to mention Summertime saga makes more in a month than I make in a year, including my 9-5 job.
It felt a bit personal since I showed so much in the span of a month.
But anyways!
I wanted it to feel like a fresh start, a good "comeback" so to speak.
I hope you enjoy Braveheart's update when it releases.
I wouldn't worry regarding that (delays and whatnot) as you're seeing the upgrade itself already, and it's mostly all done.
As you can see on the 3 previews, and they all were the product of a lot of work!
(I haven't drawn all the cute little diary drawings, but they'll get done, not many left anyway)
I hope to share previews of the events and the story soon as well ♥
I am waiting on the writer, well... to write.
These are already all done, there was 0 content delayed.
The writer hasn't even finished writing the Main Quest Update, I can't even start rendering at the moment. (Which he should have the Main Story update later this week as it was around 75% complete this past weekend, which will be quite big since I asked for twice the usual size since I've been away from BH2 for so long.)
And after that he will be writing the character events.
If you're talking about the 1.5 year pause, it's because I was working on my other game, God's Call, throughout all that time.
I didn't do "tech updates" for a year and a half.
It took me less than a month to upgrade all of this, including all of the UI art which I did myself.
I started working on these the day I announced the shift to BH2 which was 11th of June.
And I work a 9 to 6, this isn't my full-time job.
Hope your "tech update vibes" have been qwelled at least 😅
I believe that might be a Ram issue on phones.
Its because on that sequence she talks about the map and the image is a GINOURMOUS map.
8K by 8K, it has double the pixel count of an 8K image (66 Million, and an 8K image has around 33M).
It is very detailed and big and it was commissioned, hence why I don't really want to use anything else.
I currently don't have a workaround for this as the game would navigate through the image as if it were that size. Reducing its size to fix mobile issues would break several features of the game that involve the map, which is used a lot in the story telling.
But I do hope to take a look at this issue later down the line.
Sorry for the inconvenience caused.