Testament of Minos: Developer Log and Roadmap 2026
3 months ago
General
Testament of Minos: Developer Log 2025
As we step into a new year, we mark the fourth year of developing Testament of Minos. Time flies, doesn’t it? We started from a simple old Flash-style concept, and there is still so much ahead. Thanks to your incredible support, we will one day have the game we have all been dreaming of.
2025 was a rough year for adult game developers. With card processor policies influencing platforms, both Steam and itch.io have become challenging for our niche. Like many devs, my dream of seeing the game on Steam has dimmed, but Testament of Minos will keep moving forward until every path truly closes. You can count on that.
As always at year’s end, I want to briefly share what we did in 2025 and what I am planning for 2026.
2025 Developer Log
Looking back at last year’s goals, I am happy to say we hit most of the targets, although some things inevitably take longer.
New Systems
- Full-Body Live Digestion System:
A system that tracks what Laura consumes, which part of her body did the eating, how long remains in processing, and what the outcomes are. This is our most comprehensive simulation to date. A more visual pass will come later.
- Farming via By-Products of Digestion:
Laura can now grow her own plants and feed them in her own way.
- Prey Attributes and Classification Overhaul:
We moved from the old simple Cage system to a settlement concept where Laura constructs and upgrades buildings.
- Deities Enter the Game:
Laura can summon and converse with them, exchange gifts, and offer prey as sacrifices. Each deity has a unique personality and desires, and they evaluate offerings in their own way.
- Moopedia:
An in-game compendium for lore, characters, and content. We also added info tooltips throughout the UI, giving clear explanations with both narrative and numeric details.
- Ritual Skill Queueing and Skipping:
You can now order and skip ritual skills for smoother flow.
- Player-Driven Grind:
In addition to cheats, XP and reputation multipliers let players set their own grind level.
Visual Additions
- Model and Texture Overhaul:
As promised, we rebuilt the long-standing Laura Human animations from the ground up, fixed errors, corrected poses, increased fluidity, and re-rendered all game graphics. For the 1080p build, we prioritized video quality even if it increased file size.
- All Planned Ritual Endings Completed:
The full set of 102 ritual ending animations is done. Nearly all activities are now animated.
- Icon-First UI:
We replaced text units with icons, which reduced clutter and turned a purely textual experience into a more visual one.
- New Major Characters, the Deities:
For the first time, characters other than Laura take center stage, opening the door to many deity-level animations on par with ritual endings.
- 2D Artwork Pipeline:
We collaborated with talented artists to commission illustrations for all characters, including prey. The result adds a distinct 2D flavor alongside our 3D renders.
2026 Roadmap
We achieved a lot, but time is finite and rushing hurts quality. Some plans shift forward, and new ideas join the list. Here is what I am committing to:
- The World Map:
It is time to tackle the untouched world of Testament of Minos. The lore is evolving. While the story once took place on Poseidon’s hidden island, I have decided to set it on Minoa, modern-day Crete, Laura’s father’s kingdom. The new world system will reflect that.
Regions will remain, but each region will now host richer events, special points of interest, and distinct enemies.
Honest note, map design and event or dialog writing are my two weakest areas, which is why they were delayed. Fortunately, our coder excels at map work, and I trust them.
- Gear with a Gem System:
Laura’s armor is special, a gift from Anubis, so random enemy drops would not make sense, and a heavy crafting system would be overkill. The plan is a gem socket system for Laura’s outfit. Deities will sell these gems. Other sources may be added later, but that is the core idea.
- Deities Plus:
More deity content, custom intros, new dialogue, and deity shops offering gems, new flask recipes, seeds, and crafting materials.
- More Animations:
Remaining activities and slay devour scenes will be animated as a priority. After that, we will finish the remaining deity scenes.
- Feline Preys:
You have asked when Laura can finally get her hands on the big cats, and that is fair. The 2025 visual revamp delayed them, but it was done to start strong. I expect felines to become capturable prey toward the end of 2026.
Near Future
- Story
The map is a critical step because it lets me see the story clearly, what we can add, the range of events, major characters, bosses, and more. I am an old Baldur’s Gate and Fallout player, so I have ideas, and I will not force anything overly literary. Still, I want bold, fitting, and fresh moments for this game. Whenever possible, I would like to animate those moments.
My first attempt was the Anubis intro, a 15 minute video that pushed me hard but stayed within my wheelhouse. Next, I will try a story animation, and we will discover the results together.
- Anubis
There will be a Laura style love story between Laura and Anubis. This is not a romance sim, so there will not be multiple partners. It is one big love, with many romantic and comedic beats, and sometimes real gravity. There will also be scenes where Anubis examines Laura’s body, think humorous yet sexy vignettes. These will likely roll out piece by piece through 2026.
- Breeding
I wrestled with this. In a game centered on total eradication, where does breeding fit? After many sleepless nights, and with some lore tweaks, Laura now has a second purpose, rebuilding Minoa while cleansing it of Poseidon. If you are the sole survivor of a people, how do you bring them back?
By having babies, constantly.
With a light strategic layer, Laura will restore her nation by creating her people and settling them across the island. Not everyone can have a child with Laura, details later, but it should be fun. To be frank, this will likely be one of the final systems added, near the end of development.
- Combat Rework
I love our combat system and think many foundations are solid, but parts are too complex, and there is much more to add. Plans include:
A full visual overhaul
Updating old moves, doubling frame counts, and improving flow
New moves and combos
Weapons
New enemies
A refreshed UI, likely rebuilt
I have exciting plans here.
[u]Thank you for taking the time to read, and for every bit of support, financial and emotional. Come hang out on our Discord for chats, ideas, bug reports, and a mountain of Minotaur art. Take care, and see you soon![/u]
As we step into a new year, we mark the fourth year of developing Testament of Minos. Time flies, doesn’t it? We started from a simple old Flash-style concept, and there is still so much ahead. Thanks to your incredible support, we will one day have the game we have all been dreaming of.
2025 was a rough year for adult game developers. With card processor policies influencing platforms, both Steam and itch.io have become challenging for our niche. Like many devs, my dream of seeing the game on Steam has dimmed, but Testament of Minos will keep moving forward until every path truly closes. You can count on that.
As always at year’s end, I want to briefly share what we did in 2025 and what I am planning for 2026.
2025 Developer Log
Looking back at last year’s goals, I am happy to say we hit most of the targets, although some things inevitably take longer.
New Systems
- Full-Body Live Digestion System:
A system that tracks what Laura consumes, which part of her body did the eating, how long remains in processing, and what the outcomes are. This is our most comprehensive simulation to date. A more visual pass will come later.
- Farming via By-Products of Digestion:
Laura can now grow her own plants and feed them in her own way.
- Prey Attributes and Classification Overhaul:
We moved from the old simple Cage system to a settlement concept where Laura constructs and upgrades buildings.
- Deities Enter the Game:
Laura can summon and converse with them, exchange gifts, and offer prey as sacrifices. Each deity has a unique personality and desires, and they evaluate offerings in their own way.
- Moopedia:
An in-game compendium for lore, characters, and content. We also added info tooltips throughout the UI, giving clear explanations with both narrative and numeric details.
- Ritual Skill Queueing and Skipping:
You can now order and skip ritual skills for smoother flow.
- Player-Driven Grind:
In addition to cheats, XP and reputation multipliers let players set their own grind level.
Visual Additions
- Model and Texture Overhaul:
As promised, we rebuilt the long-standing Laura Human animations from the ground up, fixed errors, corrected poses, increased fluidity, and re-rendered all game graphics. For the 1080p build, we prioritized video quality even if it increased file size.
- All Planned Ritual Endings Completed:
The full set of 102 ritual ending animations is done. Nearly all activities are now animated.
- Icon-First UI:
We replaced text units with icons, which reduced clutter and turned a purely textual experience into a more visual one.
- New Major Characters, the Deities:
For the first time, characters other than Laura take center stage, opening the door to many deity-level animations on par with ritual endings.
- 2D Artwork Pipeline:
We collaborated with talented artists to commission illustrations for all characters, including prey. The result adds a distinct 2D flavor alongside our 3D renders.
2026 Roadmap
We achieved a lot, but time is finite and rushing hurts quality. Some plans shift forward, and new ideas join the list. Here is what I am committing to:
- The World Map:
It is time to tackle the untouched world of Testament of Minos. The lore is evolving. While the story once took place on Poseidon’s hidden island, I have decided to set it on Minoa, modern-day Crete, Laura’s father’s kingdom. The new world system will reflect that.
Regions will remain, but each region will now host richer events, special points of interest, and distinct enemies.
Honest note, map design and event or dialog writing are my two weakest areas, which is why they were delayed. Fortunately, our coder excels at map work, and I trust them.
- Gear with a Gem System:
Laura’s armor is special, a gift from Anubis, so random enemy drops would not make sense, and a heavy crafting system would be overkill. The plan is a gem socket system for Laura’s outfit. Deities will sell these gems. Other sources may be added later, but that is the core idea.
- Deities Plus:
More deity content, custom intros, new dialogue, and deity shops offering gems, new flask recipes, seeds, and crafting materials.
- More Animations:
Remaining activities and slay devour scenes will be animated as a priority. After that, we will finish the remaining deity scenes.
- Feline Preys:
You have asked when Laura can finally get her hands on the big cats, and that is fair. The 2025 visual revamp delayed them, but it was done to start strong. I expect felines to become capturable prey toward the end of 2026.
Near Future
- Story
The map is a critical step because it lets me see the story clearly, what we can add, the range of events, major characters, bosses, and more. I am an old Baldur’s Gate and Fallout player, so I have ideas, and I will not force anything overly literary. Still, I want bold, fitting, and fresh moments for this game. Whenever possible, I would like to animate those moments.
My first attempt was the Anubis intro, a 15 minute video that pushed me hard but stayed within my wheelhouse. Next, I will try a story animation, and we will discover the results together.
- Anubis
There will be a Laura style love story between Laura and Anubis. This is not a romance sim, so there will not be multiple partners. It is one big love, with many romantic and comedic beats, and sometimes real gravity. There will also be scenes where Anubis examines Laura’s body, think humorous yet sexy vignettes. These will likely roll out piece by piece through 2026.
- Breeding
I wrestled with this. In a game centered on total eradication, where does breeding fit? After many sleepless nights, and with some lore tweaks, Laura now has a second purpose, rebuilding Minoa while cleansing it of Poseidon. If you are the sole survivor of a people, how do you bring them back?
By having babies, constantly.
With a light strategic layer, Laura will restore her nation by creating her people and settling them across the island. Not everyone can have a child with Laura, details later, but it should be fun. To be frank, this will likely be one of the final systems added, near the end of development.
- Combat Rework
I love our combat system and think many foundations are solid, but parts are too complex, and there is much more to add. Plans include:
A full visual overhaul
Updating old moves, doubling frame counts, and improving flow
New moves and combos
Weapons
New enemies
A refreshed UI, likely rebuilt
I have exciting plans here.
[u]Thank you for taking the time to read, and for every bit of support, financial and emotional. Come hang out on our Discord for chats, ideas, bug reports, and a mountain of Minotaur art. Take care, and see you soon![/u]
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