SexFriend is now translated into Spanish. Menus, system, help and story: all of the game’s text is in Spanish. The only thing between us and the release, planned for November 24, 2026, is adapting the executable so it runs well on macOS.
Adult content (18+).
Where it all began
SexFriend has a really lovely story. We would not call it our favorite, but we have a special fondness for it for another reason: together with Princess Lover, it was one of the two games that started it all for Luna Project in the world of reverse engineering. Opening its files, understanding how the engine thinks and getting it to say what we wanted was the beginning of what we do as a studio today.

superNekoX: a primitive engine
The game is built on superNekoX, and it is without a doubt one of the most primitive engines we have ever seen. Almost everything that other engines solve for you has to be figured out by hand here: how it stores text, how it draws the interface, how it chains scenes together.
That is why CODEPINK deserves credit: developing a pretty “decent” game on a platform like this is a real achievement.
Why every sentence required research
Before translating a single line, we had to find out where the text lives, what draws it and which instructions surround it. These were the fronts that shaped the work the most:
01 · Closed resources. Scenes and interface are spread across GPC and SNX files. Part of the content is compressed and organized as records, commands and references to resources. First we had to rebuild them and follow their connections.
02 · The game interprets its own scripts. Scene files are not simple documents: they contain jumps, calls, waits, menus and actions. We had to understand how they run in order to tell visible text apart from instructions that must stay intact.
03 · The encoding is not enough for Spanish. The original text uses CP932, which covers Japanese and basic Latin characters but does not directly include á, ñ, ¿ or ¡. We needed a Unicode text and font strategy compatible with the engine.
04 · Length changes the layout. A translation can take up more space than the original. Text boxes, line breaks, fonts and their metrics decide whether the text fits, stays aligned and does not cover buttons or illustrations.
05 · Not everything that looks like text can be translated. Markers like @n, @C or @B change the line break, color or position. There are also resource names, variables and choice targets. Treat them as prose and a scene goes off track or stops being drawn.
06 · Real coverage is tested by playing. It is not enough for the menu to look good: clicks, returns, screens, help pages and dialogues have to be checked in sequence, always compared against the original.
The translation is not done “by hand” on the game files: our own layer translates what appears on screen and protects everything the game needs to work (identifiers, @… controls, the structure of each option). The text changes, but the logic of the scenes stays the original.
What about English?
The English version will ship with a machine translation (MTL). It is not meant to be the final one: the idea is to prepare the ground so proofreaders can modify the game, fix the text and distribute a cleaner version.
What is left: macOS
Here is the last obstacle. The game is a Windows .exe from many years ago, and getting it to run on a Mac is not up to standard yet: it is very slow and memory usage shoots up to 1 GB of RAM. For a game this old that is really bad, and we are not going to release it like that.
We are spending these weeks optimizing the macOS version so it plays smoothly and with reasonable memory usage.
Release date
📅 November 24, 2026.
In the meantime, you can follow the progress here on the blog, subscribe to News from the moon to hear about it on release day and, if you want to support the studio, leave a donation from the home page.
