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Delivery Man
You're stopping by to say hi, but with a purpose: buying Mira (Me, the dev) lunch! This tier has exactly the same perks as the Visitor tier, but you're paying the price of a large pizza. With your membership Mira can justify having someone else make her food and spend more time writing, drawing, and coding! This limited edition tier is perfect if you want to know exactly where your money is going and help speed up development!
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Friend of the Family
We're glad you stopped by, come on in and see what's going on! At this tier you receive access to all of the patron exclusive posts, access to the most recent version of A Very Full House, and the ability to vote in development polls! Polls will be held at least once a month, but sometimes more often if Mira needs lots of input. These polls are your chance to directly influence development and help decide what characters will be added to the game first, what outfits will be added for different characters, and what special events should be added into the game. This is the perfect tier if you want to directly help with the development of A Very Full House!
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Housemate
You're not stopping by, you practically live here! This tier includes all of the benefits enjoyed by the other tiers, plus a place for your name on the in-game patron thank you page! This is the tier if you want to be way too generous and really help speed up development!
If you're already a supporter, you can find the password for this build here. Becoming a supporter unlocks bonus alternative outfits, a cheat menu, a corruption point guide, and a bunch of extra phone backgrounds!
Major Update Features
New Location Art! The MCILF's bedroom, the upstairs bathroom, the living room, and the kitchen have all had proper high quality art added! I'll be rolling out new art for other locations over time, until everything is up to the same quality.
Slacker's Late Night Movie! Get dressed up in your night robe and cuddle close to the Slacker for a late night movie together!
Sound! I've added some simple background music and some simple UI effects for clicking on buttons, room items, and phone apps. I'll be expanding the sound in the game as time goes on, adding more background tracks and interaction noises.
Refactored Outfit Code! Outfits are now assigned to NPCs based on their locations from a static outfit list. This ensures NPCs will have the proper outfit tags if other events need to check them, and makes it possible for me to add more NPC outfits without hard-coding every possible interaction.
New UI Art! The corruption, control, arousal, stability, and stress icons have been updated. They've also been drawn at a higher resolution, so they can be scaled up or down without artifacting. The texting UI has had system messages added, and conversations now have dates inserted between messages from different time chunks.
ScreenshotsThe Living Room!
The Kitchen!The MCILF's Bedroom!
Changelog
Fixed a mistake in the supporter corruption point tracker for The Jock's list of hints.
Moved all outfit designations to init time. Outfit definitions are now all contained in 'Characters/_outfits.rpy'
Added OutfitGroup class. Initialized with a list of outfits and underwear. get_outfit(the_npc) and get_underwear(the_npc) can be used to get the most corrupted outfit from the list.
ClickablePersonCore can now take an optional outfit_group parameter, which should be an OutfitGroup instance. NPCs will automatically switch to an outfit from that group when at that clickable.
OutfitGroup can be other OutfitGroups for outfits, underwear, or both when being created. New OutfitGroup copies outfit and/or underwear lists from the provided outfit group.
Added Person.dress_for_clickable(the_clickable) function. Call to apply the correct outfit for the current clickable.
Added OutfitGroup instances for current outfit collections (eg. swimsuits, cheer uniform)
Household class now maintains a list of unlocked outfits. Outfit 'unlocked' attribute is now a property and checks against that list, allowing for saved game compatibility.
Added CheerLuckyOutfit and CheerLuckyUnderwear classes. These extend Outfit and include hard coded logic for her variable outfits, setting outfit numbers and outfit tags as required.
Cheerleader outfit changes are now managed with a set of event flags: cheer_[shirt|skirt|bra|panties]_[cutdown|minified].
Added saved game logic for Cheer's outfit. Old saves will set her outfit based on the corruption tags 'wears_[very_]revealing_[outfit|underwear]'. Will reset some progress if they are unevenly paired.
Added a short interaction when loading a game from before v0.37 to set the unlock status of several outfits who's locked/unlocked status cannot be deduced from existing event tags.
Updated how outfits are loaded from saved games to ensure save compatibility is maintained and to keep object references consistent between game sessions.
dress_for_clickable() function automatically pulls an NPC's current clickable if one is not given. If no outfit is specified by the clickable they wear their default.
Person.default_outfit and Person.default_underwear can now be OutfitGroup's.
All calls to Person.outfit_manager.apply_outfit() have been updated to be Person.apply_outfit() so that default outfits can be applied properly.
Changed Person.apply_outfit() parameter names from the_outfit and the_underwear to new_outfit and new_underwear to reflect proper usage. Updated existing calls.
Added GarterUnderwear class. Subclasses Outfit and provides support for underwear (and/or other outfits, technically) that should swap into garters. Garters shown/hidden with the 'wearing_garters' event tag.
GarterUnderwear supports being given any initial socks set, not just set 0. Currently unused, but may allow for interesting modded outfits that still want to substitute in garters.
Updated existing MCILF underwear sets to be GarterUnderwear instances. Saves should be compatible, but garters will have to be reapplied.
Mod class no longer requires an explicit Version number. If undefined the version number is set to match the main release version number.
Refactored test_clothing_mod into three individual mods broken out into individual files. example_mod.rpy now only contains two template mods along with notes to aid in future mod development.
Updated existing clickables to assign outfits wherever they should be different than default. Removed unnecessary shirt_off, pants_off, etc. calls in cases where the clickable now has that info.
Tidied up all existing clickables, removing use of the 'target_label' keyword unless required for odd use cases (ie. objects that change locations, People that don't trigger conversations.
Mod class no longer requires a mod label, allowing for mods that exist entirely in init time but want to be able to check for enable/disable settings.
"About your chores..." menu option is now hidden until the NPC has at least corruption level 1. Helps declutter the initial interact menu.
Added ClickableDoor class as a subclass of ClickableObject. ClickableDoor implicitly includes the "change_location" target.
Updated many 'clickable' objects to instances of StaticObject instead of ClickableObject with no target label.
StaticObject now subclasses ClickableObject rather than being almost an exact copy.
Fixed incorrect animation call resulting in the Slacker not showing their proper state with a ballooned condom (but somewhere the Jock was having a GREAT time apparently!)
Fixed character mouse shift amount (ie. how much they wiggle around when the mouse moves) being depending on the physical window size.
Fixed character enter/exit speed resetting every time the active speaker changed.
Fixed minor layering issue with the bikini. Left leg side string should now properly display on top of the left leg, not under it. (Also updated plastic bikini)
Added short dialogue branch if Firebrand is summoned to cut down her clothes while sunbathing.
Added 'redress' and 'retext' options to Person.set_override_clickable(). Default is True; if False, outfit changes/text message checks are not run (useful for events that move people mid event).
Removed 'Casual' tag from swimsuits. The 'Casual' tag will be used for outfits suitable for most standard home events.
Added 'force_casual' flag for summon events. If True the NPC will change into their casual outfit as part of the event, guaranteeing they are in the right outfit for the event.
Wrote new summon descriptions for all five house NPCs for when they are summoned and they are not in their casual outfits.
Removed fixed parameters 'PantsOff' and 'PantiesOff' for the masturbating clickables to prevent any issues with summons. Their undress state is set during the event anyways.
Wrote new late night movie event for the Slacker. Contains several large branches of content depending on outfit, stats, etc.
Added support for shadows on clickables. clickables can be given a shadow image by passing a 'shadow_image_name' keyword. The 'shadow_position' keyword can be used to position the shadow differently from the clickable.
Added automatic shadow default check for image based clickables. If a similarly named image file exists with a '_shadow' suffix it is automatically grabbed and used as a shadow.
Updated all remaining art for the MCILF's bedroom.
Updated all of the art for the upstairs bathroom.
Updated all art for the living room.
Updated all art for the kitchen.
Updated the art for the pool and the sliding door. Pool water line is now much flatter.
Updated upstairs hallway window to vary based on time of day.
Clickable classes that inherit from ClickableLive2D will have a default oval shadow applied if there isn't a specific one provided.
Updated corruption heart UI element.
Added bathroom plant watering interactions.
Added short event introducing the keyhook board. What, that didn't need an origin story?
Updated the MCILF's torso art to have a more attractive stomach and belly button.
Added shadows to go with the placeholder art in the NPC bedrooms.
Updated UI elements for Arousal, Control, Stress, House Stability, and Corruption. Base art is now much higher resolution (512x512) than the exported elements used in game (64x64 or 32x32).
Changed the symbol for Control from a pair of handcuffs to a hand bell, hopefully making it more recognizable at small sizes.
Standardized UI icon art size for Arousal, Control, etc. at 128x128 (previously 47x47-ish; no clue what past Mira was thinking there).
Updated definition of the inline versions of UI elements, giving me better control over how they're displayed.
Added "tactical elf" background and a short texting event that unlocks it.
Improved the stat bars used in multiple places throughout the UI. Now displays the stat name when talking to NPCs, and the current value and stat icon are faded slightly.
Added some additional student gossip dialogue.
Prettied up some of the initial intro text.
Added corruption heart values to the MCILF's censor bars. Censor bars are now always enabled at the start of the game.
Added support for system messages in the texting system. System messages are displayed centered with a grey text box and are skipped when getting a text preview.
Added support for date system messages in the texting system. Date messages auto-update to the correct relative date (ie. "Four days ago).
Texting System automatically inserts date messages between messages sent at different times, helping make it clear what texts are old and which ones are recent.
Added some subtle adjustments to text layouts: smaller spaces between repeated texts from the same person, extra padding below the last message, bubbles slightly wider.
TextEntry now has a default_day and default_time property. If non-none, this value is used for any texts created without an explicit time. Useful for adding bulk texts at the start of the game.
Upcoming Chores entry in the chores list app only displays chores that have been seen at least once already.
Chores that are coming up within the next three days can be activated early, in case you want to get a head start.
Added an upgraded version of the Slacker's third bedroom poster (the right one; middle one not added yet), and a matching phone background.
Updated code for Slacker's posters so they use the proper clickable end_of_turn_effect logic, instead of having their own hard coded function.
Changed the return value flag for mod injected functions to "_mod_return" to avoid Ren'py's newer variable munging pattern.
Added some simple UI sounds and background music.
Added UI sounds for hovering and clicking on clickable objects
Added UI sounds for hovering and clicking on phone apps/buttons.
Added UI sound when receiving a text between turns.
Fixed texts not being properly marked as seen when there were so many the list was being truncated.
Tidied up code for zoom/brightness when hovering over clickables. Fixed significant amount of hover "flicker" when mousing over the edge of a clickable item.
Improved confirm dialogue screen to support alternative yes/no text and only displaying a single button (ie. for a confirm screen.)
Fixed the changing room pegboard interaction incorrectly jumping to the Cheerleader's lost bra event, even when the bra wasn't there to actually be found.
Added new event to the girls changing room.
Added very revealing outfit corruption tags for the MCILF and others while teaching.
Added optional 'set_default_outfit' flag for the 'npc_display' label. If True, the displayed NPC will be put into their default outfit when shown. Useful for events that might pull NPCs out of other locations/events.
Shifted an arousal change while grinding on the washing machine to avoid sudden changes to the MCILF's wetness.
Clicking on the rug while the Cheerleader is watching cartoons now shifts the player to the related cartoon event, preventing you from doing yoga.
Reordered the priority of clickables when clicking on the TV so that the Cheerleader's events are checked first. This makes the behaviour consistent regardless of what object is clicked on.
Flagged all of the NPC showering positions to be unsummonable, so they can't be called out for while they're naked. Again, a bug provides a cool event idea!
Added a boob grabbing animation call to a Slacker flirt event where it made sense.
MCILF now changes into new nightwear immediately if you change your selection while she's already dressed.
Finally got a spellchecker set up for my IDE (Don't ask me why I didn't do this ages ago. I don't have a good answer)
Fixed very, very many spelling mistakes and accidentally repeated words.
Tweaked how multiple button requirements are displayed. Now uses AllRequirement.default_spacer (currently ", ") to space individual items, instead of a hard coded ",".
Fixed some confusing dialogue for the Slacker's phone background texting events, and fixed an incorrect image reference.
Crashing on Android now sets texture cache to 256mb and disables animated textures, menu animations, and perspective shift. This should help prevent softlocks where the main menu cannot be accessed.
Added a 256mb cache option for low spec systems; effectively disables image caching, which will result in hitching between locations.
Properly set max texture size to 2048x2048, which may allow Ren'py to more properly cache images efficiently.
Changing image cache size now restarts Ren'py to ensure the new cache limit is properly applied.
Changed the written image cache unit to megabytes (MB, 10^6 bytes) even though they're actually mebibytes (MiB, 2^20 bytes) to improve understanding.
Fixed scenes not being hidden when you leave a room, resulting in the room (and all of the textures needed for it) hanging around in memory.
MCILF, NPC, and CoG character naming inputs now strip out leading and trailing whitespace.
Adjusted the order images are predicted to ensure the GUI elements and the MCILF's images are placed into the cache first.
Added quit button for Android so players can avoid triggering the crash detection (and the related setting resets).
Fixed not being able to return Busty to her default hoodie after changing her to one of the supporter outfits.
Updated menu background images to use the current high quality rooms.
Features
Gain access to feedback polls for each game update!
See work-in-progress and practice artwork from Mira!
Unlock bonus in-game content as a special thank-you!
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Let Her Cook!
Hey everyone, I've got another progress update for you all today! Last preview I gave a preview of the new living room. With the art for that done I shifted my focus to the last unfinished room between the MCILF's bedroom and the (already mostly finished) backyard: the kitchen!
First, a reminder for what the old version looked like: Functional, maybe, but not very pretty! And then the new version (spoilers, of course!): I'll replace that backyard image at some point, but this update has already had too side projects already. As you can see, the core concept of the room is pretty much identical, but I was able to squeeze in some details to make the space feel more comfy and lived-in. Most obvious is probably the counter color and design. The shared eggshell and brown palette helps make the whole house feel more cohesive while you move around, and the new design lets me show more character art while people are standing at the sink.
I've left the schedule board blank for now since there's no game mechanic tied to it, but I'll be changing that in the near future.
The only thing I slightly regret about this new kitchen is the placement of the fume hood. Logically there should be a whole exhaust system connected to it, and that interior wall is waaaaay too skinny to fit that hardware into it. It would have made more physical sense if I switched the position of the sink and the stove, but that gives less space for character art when people are standing at the sink - a much more common event!
In addition to renovating the kitchen I've done some touchups in the backyard. I've smoothed out the excessively turbulent pool water, as well as replaced the placeholder door with a proper one with a proper interior view. Lastly, I've added some basic shadows for standing NPCs. I'll see about putting up a preview of that in my next update post.
So what's next? I'm going to be taking a few days to create tidier looking UI elements, particularly the corruption heart, arousal flame, and control handcuffs (which might become a bell; I'll be experimenting with a few different icons). I've also had inspiration for a few minor events while working on this art, so I'm going to get those added in while they're fresh in my mind.
That's all for today! This marks the end of the big art improvements I wanted to finish for v0.37, so we're getting close to being release ready. I'm still not quite ready to commit to a date - I'd rather be slow and mysterious than slow and disappointing - but I feel like we're getting close!
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Progress Update - Livening up the Living Room!
When you start working on art for a porn game there are some things that you're absolutely sure you're going to draw: boobs, butts, dicks, that sort of thing. There are also some things you might not think about ahead of time, but make sense: hands, faces, outfits.
What you might not be prepared for - I certainly wasn't - is sheer number of random household objects that you'll end up drawing! Chairs, desks, beds, carpets, lights, bookshelves, books (A bookshelf needs so many books to look not-empty!), the list just goes on and on! Making matters worse, drawing every day objects is like trying to draw a bicycle from memory. It sounds easy, and you know what it shouldn't look like, but your first attempt is probably going to be very wonky.
All of those random house objects are important for, quite literally, setting the scene. Since my last update I've been finishing all of the art for the upstairs bathroom and living room. I shared a preview of the bathroom a few days ago over on Discord, so today I'll focus on the new living room art. First, a reminder of what the old location art was looking like:Madison for being helpful - for once - and posing for this comparison. Obviously that's all looking pretty flat and boring. Beyond boring, without contact shadows Madison looks like she's floating over the couch, and the couch seems to be floating over the floor. Past Mira also messed up the perspective on the ceiling near the stairs, and the outside is a featureless bluish void.
There was lots to improve, so lets take a look at the new and improved version:The grammar mistake on the key hooks is intentional for an event, so don't rush to comment about it! Much better, in my opinion! I wanted to break up the rigid square shape the rooms have all had, so we've got a bay window instead of a simple one. The couch was probably the trickiest thing to draw with its combination of rigid structure and soft cushions, with the bookshelf a close second because of all the individual books that needed to be added - I was able to use a brush for all the book spines, but giving them depth and perspective was all manual.
I'd love to spend more time filling the space with more little details - a welcome mat at the door, some knickknacks by the window, shoes on the shoe shelf, etc. - but I've got plenty of other stuff to work on first. Next, and last for this update cycle, I'll be working on the kitchen art. I want to finish the kitchen so there's a consistent quality of art as you move through the most common rooms, going from the MCILF's bedroom all the way out to the backyard.
Let me know what you think of the new location art, and I'll be back in a few days with another progress update!
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v0.37 Preview - Throwing Shade!
(Hehehe, I'm so punny)
Hey crew, it's been a little while so I thought I'd give you a progress update on v0.37 of A Very Full House!
For the last couple of weeks I've been bouncing between a bunch of different sections of AVFH, tidying up things here and there but (in retrospect) not achieving much. I reflected on that for a bit, and decided that was a symptom of there being so many "good enough" placeholder pieces of content. Any time I started to work on something I'd run into something else that wasn't quite finished, meaning my new content would need to be updated or rewritten in the near future - a thought that really puts a damper on productivity!
I decided to tackle that "oops all placeholder" feedback loop by working on something that was absolutely going to be in the final game: better location art! I started with MCILF's bedroom, since that's a location you see for a bunch of the game. As a reminder, here's what that location looks like in v0.36.6: What an awkward mix of different unfinished assets! Bleh! The first thing that jumped out at me was the lack of shadows for. The sewing table was the biggest offender; without any shadows on the wall or floor it looked very disconnected, almost as if it was floating or drawn in a different perspective. Casting shadows onto other objects needed an update to how room objects were drawn, as well extra shadow assets for each object. This was exactly the sort of catch-22 that was holding me up!
I pressed on, updating the clickable code to have optional shadow images (coding always takes less time than I expect) and adding shadows for each object where they should be casting them (drawing always takes more time than I expect!). With that side project actually finished I was able to go back and update all of the clickable art in the room, bringing the whole thing up to a more uniform standard that looks significantly better! Of course I'm going to be biased, so I'll let you be the judge: Look at that subtle off-white ceiling color. The tasteful vignette of it.Now that the room art is more put together I can start working on new content in the bedroom without worrying I'll have to redo it in a month or two. It also means I now have a shadow system which I can expand to all of the art for other locations! That's going to be my next focus: updating all of the house art to give it a more consistent quality.
Last up for today, I forgot to post an update here with my latest bit of practice art: Madison's PR campaign! You can leave a like and retweet over on Twitter if you want to encourage me to do more, or just enjoy her big bubble butt right here: The jewel was very fun to draw with all the different semi-transparent layers to get the depth right! That's all for today! I'll keep you posted on v0.37 progress as I chug along!
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Progress Update! Tech Test Build!
Hey everyone, this is just a quick check-in from me to bring you up to speed on development! My last few days have been focused on fixing up all the edge cases for the new outfit code and getting it as bug-free as possible before I go and complicate things by adding new content on top of it.
As part of the bug hunting effort I've released a tech test build over on the Discord. This build has exactly the same content as v0.36 but with the new outfit code implemented. In theory the two builds should function (near) identically, so you aren't missing out on anything but problems by skipping it. On the other hand, if you like finding bugs and helping me make the game more stable and enjoyable it might be exactly what you enjoy!
Things are looking pretty stable so far, so I'm working through my backlog of non-critical bugs and general to-do's. Assuming nothing horrible shows up in the bug tests I'll be back in a few days with another update and a poll with some new content options for you to weigh in on!
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Another Cat Update (Mood Spoiler: Pretty Sad)
Hey everyone, I thought I should stop by and give you a rescue cat update. Unfortunately, it's not good news. There's no AVFH info here, so feel free to skip reading this if you want.
Onto the cat news. After getting a skin graft his stitches weren't looking great, so I took him to a vet that was more equipped for serious cases and major surgery. They did some diagnostic work and found he has Feline Immunodeficiency Virus (FIV) and Feline Leukemia Virus (FeLV). Neither is curable, and both impact his ability to heal wounds and fight off infections. This explains all the difficulty I've had getting his big wound to stay closed. He may have caught both in the same fight that got him hurt in the first place.
On their own FIV or FeLV have moderate life expectancies, but with both and a major open wound there's not much that can be done. Right now he's at home with me enjoying a healthy dose of painkillers and all the wet food he can eat. Tomorrow I'm seeing my local vet to make plans for saying goodbye before he's in too much discomfort. In the meantime I'll be giving him as much fun stuff to do as possible.
I'm sorry this isn't a happier update. Thank you all for being understanding about the progress delays while I've been trying to help this guy out. At least I was able to give him somewhere safe and comfy while we figured this out.
I expect this to be the last cat post, and we'll be back to much happier posts about AVFH within a week.
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