
Our Apartment
Our Apartment is an ongoing adult game by Momoiro Software, combining a story about meeting Naomi with real-time 3D presentation, character activities and outfit customization.
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About Our Apartment
The story begins with the player's first meeting with Naomi. Supplied development notes describe progression through Act 4, after which play can continue without advancing the narrative. Some scenes use placeholder descriptions, while a year-long storyline remains a stated development goal.
Afternoon and evening activities connect the relationship story to character stats. Chatting with Naomi can increase closeness and help advance the narrative, while stats govern access to events and content. Both the player and Naomi have stats, with broader effects planned rather than fully described as implemented.
Real-time 3D characters and animation accompany the visual-novel-style presentation. Naomi's clothing can be customized, and outfits can be saved. Camera and pose tools add presentation options, while exposure, saturation and initial HDR controls provide further ways to adjust the image.
The listed version is 0.11.4.g, with English support and Windows, macOS, Linux and Android listed as platforms. Development is ongoing, and the notes include a Unity engine upgrade alongside rendering changes. Game saving is tied to the activity menu, available mainly during evenings on most days.
What to expect
- Story progression from meeting Naomi through Act 4 in the supplied notes.
- Afternoon and evening activities that affect character stats and event access.
- Real-time 3D presentation with visual-novel-style scenes.
- Clothing customization with support for saving outfits.
- Camera tools, pose mode and adjustable visual settings.
A closer look
Our Apartment places the first meeting with Naomi at the beginning of its relationship-focused narrative, giving context to the apartment activities that follow. The supplied story notes describe a playable route into Act 4, where the game continues but further narrative progression stops in that account. This distinguishes the available story segment from the developer's larger goal of covering a year. Presentation is also unfinished at this stage: some cinematics are described for Acts 0 and 1, while other sequences rely on placeholder scene descriptions. An animated, voice-acted excerpt titled "Three Weeks" is identified separately as a dialogue sample, so it should not be read as confirmation that the entire narrative has equivalent voice coverage.
The progression system gives activities a role beyond simply selecting another scene. Both participants have their own stats, and the development notes connect those values to story advancement and the unlocking of events. Activity selections appear in the evening and sometimes the afternoon, with chatting identified as one way to build closeness with Naomi. This supports describing the game as a relationship story with stat-linked progression, without assuming a fully documented calendar simulation or a particular branching structure. Some events still have placeholder dialogue, and the developer describes wider uses for stats as future work. Saving introduces a practical limit to this rhythm: progress can be recorded when the activity menu is accessible, usually in the evening, rather than freely throughout every sequence.
Customization and image composition form another documented part of the experience. Clothing options for Naomi can be selected and saved, while pose mode and a movable camera provide tools for arranging the presentation. Later notes describe changes to the 3D visual-novel camera for lighting consistency and to free-camera focusing on visible characters. Exposure and saturation adjustments sit alongside experimental HDR settings; the developer cautions that some changes may need time or a reload to appear. HDR screenshot capture is also documented, using EXR files to retain that image information, with a toggle in the tools menu. These details establish a set of visual controls rather than evidence of a separate photography campaign, and preparation for more pose-mode environments remains distinct from delivered locations.
Technical development spans both the engine and the rendering options. The notes report a completed Unity engine upgrade, changes to texture streaming and broader use of level-of-detail handling, but also acknowledge an unresolved animation-memory issue. Rendering updates include DLSS support and an Unlit quality mode intended for lower-end use; these are options, not a guarantee of performance on unspecified hardware. A launcher-selectable Vulkan mode is described alongside DX11 and DX12, without establishing that every option applies equally to all listed platforms. Windows, macOS, Linux and Android are recorded for version 0.11.4.g, with English as the listed language. The evidence supplies neither hardware thresholds nor platform-by-platform benchmarks, so those technical changes cannot establish a minimum specification.
Downloads & official links
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External downloads
Official game pages
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Installation & requirements
Use a build intended for your listed platform and follow its accompanying instructions. The supplied material does not provide a verified installation procedure or establish the availability of the linked downloads.
Windows, macOS, Linux and Android.
The supplied evidence does not specify minimum operating-system versions, processor, memory, graphics or storage requirements. English is the listed language.
Before updating, back up your saves and read the developer’s release notes. Save compatibility is not guaranteed unless the developer confirms it for your version.
Questions before playing
Is Our Apartment a finished game?
No; it is listed as ongoing, and the development material identifies placeholder scenes, unfinished presentation work and plans for additional story acts.
How do activities affect progression?
Activities selected in afternoon or evening periods influence character stats, which are used to unlock content and events; conversation can also develop closeness with Naomi.
Can you save progress and outfits?
Both forms of saving are described, but progress saves require access to the activity menu rather than being available at every point in the story.
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