Version 3.06 - Released!
Hello everyone, let’s talk about version 3.06 Yeah!
Before we dive into the version itself, I want to explain a change we’ve been working on over these past several days.
I think many of you have noticed the feedback about the characters’ skin. Our main characters were sculpted in Blender, and up until now we believed the more detailed pores brought a certain realism to them, making them feel closer to the real world. A few months ago we had already identified a setting that was making the skin look excessively porous, and we fixed that.
But we kept receiving comments about the skin, so we decided to take another break to really analyze what else could be done to minimize this issue even further.
Here I’d like to publicly thank one of our player, Gee, who was kind enough to help us validate the perfect sweet spot for the skin textures. We’re extremely happy with the result. Although the change required quite a lot of work, it was necessary to raise the overall quality.
It’s important to remember, especially for those less familiar with the more technical side of VN development, that our renders are static. That means it’s very complicated (and often impossible) to retroactively change what has already been done in the past, but from this point forward everything will benefit from the adjustment.
You can see the result of this change in the following link or on gif below, where it’s possible to compare the before and after on one of the character’s skins (and yes, this will apply to ALL characters going forward):
https://ourhome.oldhiccup.com/image.html
This change definitely impacted the version, because we chose to redo everything that was already finished so we could take advantage of the improvement as soon as possible. Naturally, that increased our workload quite a bit.
Since this is a particularly lascivious update, we wanted you to be able to truly savor the scenes with higher-quality images, and of course that also gave us the chance to polish a few other things along the way.
Speaking of other important changes: starting now, anyone who owns the Pionner Vault DLC, in addition to the existing hints that give you an idea of what might happen depending on each choice, also be able to see the exact consequence each option has on your relationships with the characters.
This makes it much easier to tell whether a choice will raise or lower relationship points.
Just like the step-by-step guide and the gallery, this feature is completely optional. You can enable or disable it in the Vault settings menu.
Below is an example of how this new feature will look in action.
Alright, now that I’ve covered the main things I wanted to talk about, here’s a quick summary of this version:
Renders: ~450
Estimated reading time: ~90 min
Some new achievements
This version features a slightly different type of event, and I’ll explain it step by step so you don’t get lost when you play.
The first and most important point is that this event can be accessed in both modes: VN mode or Free-roam mode.
However, it is not part of the linear story mode, meaning it won’t be automatically triggered when you load a save with VN mode enabled. You’ll need to take a few specific steps to reach it (and I made sure to make the access as smooth and painless as possible).
Quick explanation about Our Home’s linear experience: the game tells a story, and for all events to fit naturally into that linear flow, certain narrative elements are needed to make each scene believable. Otherwise there would be huge plot holes, imagine the protagonist suddenly talking to Alexandra one moment, and the next he’s casually chatting with Norah about what kind of books she likes to read. That kind of continuity break would frustrate players who had to interrupt the main story to see an event they might not even want at that exact moment.
That’s why Our Home was designed from the beginning to allow certain types of events to exist outside the main linear path. In other words, you can sometimes pause the story mode to indulge in other kinds of scenes, side adventures the protagonist can experience based on the relationships he has built so far in the linear mode.
This event belongs to that side history and is focused on interactions with Ayla and Lana.
We’re being very careful not to turn the game into a grind fest. That’s why there is some progression in the event, but it is not repeatable(only the spicy parts), you’ll always see something new with each interaction. (Until all the content is available, it has been played.)
Also, you should approach this event with a slightly more open mind regarding its timing. Think of it as something that happened parallel to other events, not necessarily right after the conversation with Alexandra or Norah. It runs on a side track.
We also took great care to ensure the MC’s thoughts and dialogue never feel disconnected from everything he has experienced up to this point.
For those playing with VN Mode disabled (you’re already used to this flow):
- Go to the character menu → select the character whose event you want to see → open their calendar → check where and at what time you need to be to start the event.
- Use the clock to advance time/day (click the day or hour and fast-forward).
- Use the world map to go straight to the location, or navigate there manually step by step. Then just follow the event instructions.
For those playing with VN mode enabled, there are two ways:
- Repeat exactly the same process described above (though due to technical limitations you won’t have access to the world map, so you’ll need to walk through the city streets to reach the destination).
- The second (and easier) way is to use the *GO TO* button for each character to jump straight to the event. (The icon of a target on the calendar)
→ In this case you’ll need to click *GO TO* a few times, because these are fragmented relationship-progression events and they are not automatically called after each action (if we did that, we’d create exactly the linear-logic-breaking problem I explained earlier).
It may sound like a lot at first, but relax, it’s actually very simple once you try it, and I’m sure you’ll enjoy the event.
Inside Ayla’s event there is a minigame. We left very clear instructions on how to progress through it.
It is 100% OPTIONAL, you can disable it, skip it, and go straight to the good part. It was created mainly for completionists who enjoy platinuming games and for the related achievements.
Well, I think I’ve covered everything important about this version.
Have fun, and we’ll be back soon with the next update, plus a few surprises already planned for 2026.
Thank you for being amazing, and thank you for your patience.


