Theanthria news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peak3
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score71% positive
- Total reviews21
- Release dateJun 26, 2025
- DeveloperHectoCacto
- PublisherHectoCacto
Genres: Indie, Simulation, Early Access
Company pages: Developer: HectoCactoPublisher: HectoCacto
Theanthria Steam news
Theanthria news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- August Progress Update! - 1 September 2026
Hello again friends.Main loop is closed, yay!Unpolished and wonky but is finally connected...What this means is that finally all major systems are implemented and connected. So the next steps are gonna be filling up the empty spaces.For example: the delivery system is working fine, but need to fill it up with all the houses and pick up points. Movement is fine but still need to make the city properly navigable for it. For the Scheduling system, I need to fill it up with all the locations of the girls at their respective hours. Also I need to make many animations for the multiple interactions, also dialogue trees...Etc etc etc...And obviously, each step requires lots of optimization and bug fixing.But! At least the worse is over. And! These are the last steps before finally uploading a new build, woo! September will be a month of filling the gaps. Finally no more stressful big architectu…
- July Progress Update! - 1 August 2026
Hello again friends, While I'm still working on the town itself, I'm also working on closing the main loop. The current stage is the last one: dating sequences. So, the work for this month was -besides the aforementioned town design- working on the characters, relationships, customization for better and more varied bodies, and a small weather system. I wanted to have a more robust customization/character-creation system, and relationship system before I started working on individual scenes. I'm also reworking some of my conversation system, so I can have better, more character driven interactions with the girls for dating, and generally forming relationships. (...Also there are some very useful things that are not very excited to talk about that I've been working on. Like optimizing my workflow, or file management \... important stuff nonetheless, but nothing flashy)Anyway, first thing…
- June Progress Update! - 12 July 2026
Hello again. This month's work consisted on continuing with the town itself, new girls, new custom buildings, and some enhancements for the "romantic" scenes.The town is shaping up nicely. The work still consists on selecting areas, adding props, optimizing, fixing buildings' positions if necesary, all with immersion, composition, and navigation in mind. Added some cool vines I made in blender ^_^New buildings!I was in dire need of some cute corner-cafés and tea shops, so, emboldened by my rudimetary architechtural skills, I worked on some pinterest-inspired designs.I flattened the roofs so the player has different levels of movement. I'm still working on adding scaffoldings and other transition structures to get up and down the roofs faster. New girls added!I still need quite a few girls to populate the town in a way that feels believable. So I'm always working on characters. Here's th…
- May Progress Update! - 12 July 2026
Guten días frens, here is the progress update for May. Scene management done! Also cathedral done!This month was mostly a continuation of the town scene management development. It involved grouping the buildings from the left side of the town into scenes that I then included into the scene management script along with the rest of the town. ^ Left side complete, yay ^Cathedral here!I made the cathedral for the town!Up until now, it was just a huge black monolith stand in, so I decided to replace now that I'm working on the town.Is the first time I design in Blender something so complex. I'm happy how it turned out.The rose window is one of the most important elements of a gothic-style cathedral.You wouln't believe how happy I was when I realized I could design one pretty much the same way I design mandalas in Clip Studio.Funny enough, rose windows' designs and mandalas share a lot of sym…
- April Progress Update! - 12 July 2026
Hey hey people, I bring more progress updates for the 4th month, yay!This has been a peculiar month. What I've been working on has been: separating the town into small scenes, interior design, and optimization.Basically I've been working on segmenting the city into smaller chunks that can be loaded asynchronously, so the town is not just one big thing that needs to be loaded at once and all the time. Is a simple optimization technique, and I'm happy that I already had my nice drag and drop script for scene loading management.I thought I could get away with having just 1 scene for the buildings, and many scenes for props, so when the player approaches a specific area, the props on that area are loaded. So kinda only loading and unloading the details of the town. But no, turns out i did need to separate the buildings also.I got worried after I was done with the layout because, coming out…
- March Progress Update! - 11 July 2026
Hey again peop. Welcome to this month's update dev diary. First of all...I finally finished mapping out the town, yay! ^ The town's half blocky map ^^ Current town ^Most of this month has been dedicated to mapping out the general layer of the town. The goal was to get a good idea of how it is going to look at the end. So it was mostly me laying down building after building to have a feel of how I should arrange them. Something that became way easier after I found a nice Unity adon called Go Painter, very useful...You can see now that the town is hugged by mountains, and the little houses at the outskirts kinda start climbing on them, in a way that a real town would expand. A very important element to get the Cuernavaca-y, San Miguel de Allende-y look is verticality, so there I went, testing different levels of hilly-ness until I had a good balance of a layout that is interesting and coz…
- February Progress Update! - 11 July 2026
Hey again friends. I'm back for the 2nd monthly update, yay!This month has been almost exclusively dedicated to settling down on a good workflow for the development of the town, and subsequently to start mapping everything out to get an idea of what it is going to look like at the end.I also worked on polishing and optimizing other systems that needed extra work. And additionally, improved my Anthrogen workflow to include a better, more optimized LOD system.Regarding the town...I wanted it to read as a real town, navigable, and with a good sense of space, like... where commercial areas would be, residential areas, main roads... so i spent some time testing ways of developing a realistic and nice looking city plan, and then I found Watabou's Medieval Fantasy City Generator! It's a way to create a simple map of a town based on your defined parameters, so I really recommend it...I got so h…
- January Progress Update! - 11 July 2026
Hey again friends. End of first month of 2026! Hope you are doing oki. I'm back to report on the progress from the last past months!Everything is going fine here. Core systems are in place, new small mechanics are implemented, and overall I'm happy of the progress I've made now that the hardest part is done.Firstly, an important issue that was brought to my attention by DingleBerrie on itchio is: since I decided to work on all these systems right after publishing on Steam, it looked like the game was abandoned due to the lack of updates.That's understandable, but what happened was that now that Theanthria is now on Steam, I need to hold it it to higher standards, and that's what I've been doing by fixing some of the game's major issues. But I noticed there were many systems I wanted to rework, and I didn't anticipate it would take me this long. But no, the game is not abandoned at all.…
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