Hello
 all, apologies for the time it's taken to release another progress 
update, we'd like to share with you what's been going on so far and why 
we’ve been quiet up until now. For those unaware, we didn’t disappear 
entirely, some information about the project was given via interview 
conducted on our IRC some weeks ago. You can find the log here.
The
 reason behind our silence is due to some analysis amongst the team 
about the premise of Amare in Bellum and why it stands out, which 
resulted in a change of details regarding the characters, tone, setting,
 and how we could utilize what those things to be interesting. After 
all, besides containing cute girls, our next best hook is the refugee 
life the characters find themselves in and the tension between civilians
 of two warring nations living together.
We
 felt that what we had wasn’t taking full advantage of those things, so 
we’ve been talking about how to do so; from the problems our characters 
might run across each day, to an almost ridiculous level of detail about
 how and why the economy works and how it may affect our characters in 
the long term.
It’s
 because of those story-changing debates that we’ve been reluctant to 
make any updates until we were all committed on a direction to follow. 
Now that we have, we can begin to move forward again and tell you what 
we’ve accomplished since deciding on those things.
In
 the writing department, one of the biggest challenges we’ve overcome is
 having a scene-by-scene outline of act one. The first act is a 
difficult beast to tackle for any kind of ren’ai since it’s one of the 
most important parts of the game. You need to consider a lot of things 
in act one: introductions, ways to present characters and their traits 
creatively, pace out the scenes between each heroine, identify the 
protagonist’s motivations and decide on the mechanics behind getting 
onto each route. This was especially difficult for Amare in Bellum since
 we also need to present background exposition on the setting and find a
 way to ease the player into the rules of and restrictions of the 
refugee lifestyle. 
Refugee life
 isn’t quite as methodical as one set in school might be and the girl’s 
meetings should be more elaborate than being down to mere chance with 
little purpose. As a result, thinking of the protagonist’s motivations 
and events leading to the heroine’s scenes in such an open environment 
was pretty difficult. Amelia’s case was particularly annoying, since you
 don’t want to throw out the childhood friend too soon when trying to 
convey a foreign environment. Rant aside, due to the nature of the story
 act one ended up becoming quite a bit longer than we first thought it 
would be, but there’s plenty of scenes with cute girls so that should 
even things out.
To
 reflect our changes with the way we’re presenting the premise, Kiwi has
 been fiddling on the art side of things, both from a design standpoint 
and artistic one. Initially we were looking at a painted kind of look as
 opposed to a solid one since it took advantage of her use of colors:
But Kiwi got to experimenting again and came up with a nice middle ground between the two alongside outfit changes for a few girls to fit in with the new focus on the setting and give it a more 
distinct feel:
Lastly
 on the visuals, the UI, symbols and primary colors for Amare in Bellum 
has been thrown around between us recently. An overall representative 
look for “refugee” is hard to determine, Google results often turn up 
with sad-looking people and I’m not sure if that would make for an 
appropriate UI, so we settled upon the setting as a source of 
inspiration for how things will look. A coastal town with a fishing pier
 has lead us towards using wooden and sandy visuals, we're still testing designs though.
Once
 we’ve decided on what things we should use to present the UI we will 
begin to apply those onto the design for our website. The website itself
 is in a good spot too, we’ve come up with a good way to show our 
characters on it and we’ll hopefully get something up and running soon 
for you guys.
So
 with all this positive development, I’m afraid I must give some bad 
news for you guys. We have decided to scrap the previously mentioned 
semi-demo, meet the girls. It was designed to be a very short 
interactive experience with the heroines using the game’s engine with a 
story unrelated to the main game, but since the writing was finished a 
while back, we felt it no longer presented the project or our individual
 skills anymore after we finding a new direction for the visual novel. 
Rather than continue to work on it and update it to be more in line with
 the changes, we decided it would be best for everyone to focus on 
getting an act one demo out for you guys.
For
 those interested, the story would have involved the reader following 
amateur reporter Shiv Raker around the town of Marin as he interviews 
the main heroines for an article about refugee lives, it would have been
 a means to show the girl’s personalities since coming to Marin and a 
small look into how the engine works (although anybody reading this has 
probably played a visual novel before, so it was a little redundant.)
To
 end on a positive note, another musician has joined our ranks: 
Scroll_Up, or EQ as he sometimes goes by, is exceptional at what he does
 (and he does a lot) and we’re more than eager to have him on board on 
the team. You can check out some of his stuff on his Soundcloud here.
For some relevance, you can also find his current work on Vyra’s theme here. 
Thanks for reading, we hope this makes up for the silence for the past few months. Have a good day.
-Outlander