French confessions - animations... reworked!
October 24, 2025Major Updates to French Confessions
Do you remember that most of the French Confessions content was originally created many years ago? The early chapters of the game were rendered at just 1050 x 700 px, and the animations—believe it or not—had a grand total of 10 frames. Ten frames forward, then the same ten played backward to create the illusion of a loop. It was a clever trick at the time, but technology has come a long way since then.
With the Redux version, we’ve been able to upscale the original artwork from that tiny resolution all the way to 4K, dramatically improving image quality. But the animations… that was another story. No amount of upscaling could fix their limitations.
We faced a tough decision: either re-render every animation from scratch—which would have taken forever—or find a smarter solution. So we started experimenting. And we found one.
Take a look at what we’ve achieved—this is just a preview of our new animation technology, and French Confessions Redux is the very first test case. Click the video below to see how far we’ve come.
So here’s the big news:
We’re not going to release the Redux version with those old, clunky 10-frame animations. Every single animation is being completely rebuilt into smooth, 6-second sequences—featuring dynamic body movement, natural physics, expressive emotions, and a level of realism we’ve never reached before. Take a look at this promo trailer below.
And this is just the beginning. The same technology will power all our upcoming games, where high-resolution art and advanced motion will blend into something truly next-level.
Even better, French Confessions Redux is set to launch next Friday on lopgold.com, followed a few weeks later by its release on Steam. Make sure to wishlist it there—it really helps us out!
HALLOWEEN IS GETTING CLOSER!
In the middle of next week, we're planning to release some spicy Halloween materials with our girls.
Below the first samples, enjoy.
















Nice i love the animations! Will this allow you to do more sex scenes per game with new technology??
We’re still learning this and trying to figure out how this new way of rendering animations could benefit our workflow, but in general yes. With this technology, we can:
– significantly increase the quality of animations
– prepare them much faster
– animate much more versatile type of images, not only sex scenes but also flirting, teasing, cumshots
Great news! I cant wait to see many.. many julian and serena scenes having had… only 2 in the last 4 years 🙂
This is great news! I love the more vivid animations, they seem more natural even though you probably used AI to achieve it. Really looking forward the update. Did you already give us a release window?
Yes, next Friday 🙂
Any plans on using ai animations in Eleanor Miami?
Yes. At first, we plan to prepare all animations for Chains of Depravity in a new format. Secondly, we plan to render that way all animations we got so far for this project.
Looks good but it seems that AI’sh images of Halloween’s girls are missing nipples
Yes, that was weird. Fixed that.
Awesome, and now their faces look more alive!
Wow, those animations really add a lot. This is a whole new level, great job!
I’m excited
Wow! Just wow! That was awesome. I can’t wait to play it and I hope you include this new technologies in next update of LWT1.
By the way, will we have more of Keiko in future updates, she became my second favourite character in the game after Lisa and would like to see more of her.
American Sunset will get the same next-gen treatment soon—don’t worry. For now, we just don’t want Sexual Sexcapades to steal the spotlight from French Confessions. But trust me… it’s going to be amazing!
And in terms of Keiko – she will have one new scene.
Good to hear. I hope with this new technology you guys reconsider to continue with your games from “Real Love 3D”, specially “Blind Date” and “Flirting with Jasmine”.
This looks insane. As a fan of the first hour, this is what the games look like in my memories when I was a young man.
It’s close to not even looking like a loop anymore. Congrats. I’m pretty excited. Especially for the fluid animations in regular scenes. I think Romance.exe already did a good job at making most images a bit more alive.
Definitely fascinating to see how far the technology has come! While I’m on the ‘never’ train for genAI, I’m not zealous enough to pretend that this sort of thing is exactly the use case for technology: Helping an already small team streamline their workflow with results that would normally require more time/people. I’ll say the biggest hurdle is going to be not only learning the limits technology, but learning the “quirks” it consistently leans into that might require manually touching up to get rid of. For instance there’s a few frames where Lisa’s expression subtly shifts her face towards a more samey-look you can find on a lot of AI models and if done manually she wouldn’t be staring straight at the camera the entire time. Little stuff in a single animation but it’s the sort of thing that if it continually crops up over the course of the game it’s going to draw attention.
Then again, that’s the sort of thing you run into when switching over to a new process. It looks incredible and I can’t wait to see not just what you’re coming up with now but what LoP might look like after you guys get more than just your feet wet playing around with it.
Huge leap!
The new versions are definitely more dynamic. But for me they edge a bit into the uncanny valley. even though the original were simpler, they somehow felt more natural and grounded.
Hope you find a way to smoothen these out! I dont think the new version does it as much as the old one unfortunately…. Hopefully its just an outlier
These animations look great, im very impressed with the movement and quality without weird artefacts. also youve dont a great job managing to keep the facial features from changing which i think had been an issue in the past with some of these ai enhancers. others might not like it, but for me youve kept the feel of the original 3d renders very much with these enhancements and it really adds another level.
one question, have you tried doing the “money shots” with this tech, i myself have had good success creating dynamic shots from stills with ai, definitely would consider trying it because from what ive seen of these youre great at getting good results
cant wait for the release, nice work guys 🙂
Also I think its important they test this across say.. 4-5 games.- so they can get better each time, better at prompts better ag understanding the tools.
Look at toy story vs years later tangled- provided each game shows small improvements they should keep going and we should be understanding too 🙂 if it means more scenes 🙂