You must be 18+ to visit this website
The content on this website is AGE RESTRICTED
Please confirm you are at least 18 years old of age. Otherwise leave the website.
I am over 18 years old
Artificially Dead profile
Artificially Dead
18+
Artificially Dead
Creating 2D adult-content 18+ games.
Subscribe
Send Message

Subscription Tiers

$5
per month
Supporter

This tier grants access to the newest exclusive builds of the game, along with previews of new enemies and locations.

3 subscribers Supporter
Unlock
$10
per month
Enthusiastic Supporter

Includes everything from the prior tier, alongside previews of new H-animations and access to an exclusive channel within the Discord server.

1 subscriber Enthusiastic Supporter
Unlock

Welcome

  • Subscribers will get access to the MainBuild at any tier!
  • Subscribers also get access to enemy design previews!
  • Higher tiers will get access to things like H-anim previews!

Artificially Dead
Public post

General Update #28

Hey there, lots of design work this month, lots of UI stuff elements that had to be created and windows/frames for dialogue, character portraits with multiple expressions, a new parallel background (this one has three layers) and some neat little effects for the tutorial area.
Also has may have been noticed a devbuild went up recently, don't worry if you don't have access to it it's just to test the keybinds and make sure it's all working correctly. So far it seems to, or at the very least nobody has told me it's not working.
Looking ahead to the new build I realized not many would perhaps be interested in a build that just adds new features and no new H-content though, so I've decided to at least get an additional enemy added to the game. This enemy will be the Prison Warden who has been previewed here before. She'll of course be in the dungeon area and her H-scene previews will be coming up this month.
Not much else to report on besides these things for now. As always thanks to the supporters, it means a lot to me!
Comments  loading...
Like(0)
Dislike(0)
Sign Up or Log In to comment on this post
Artificially Dead

DevBuild 0. 2. 10

+ 1 attachment
Comments
Like(0)
Dislike(0)
Posted for $10 tier
Unlock Tier
Artificially Dead
Public post

General Update #27


Hello again, here's this month's General Update!
May's been a little slower and rougher than I'd have liked, but progress is still being made. The keybinding system I worked on took a lot more time than I initially expected and it was a lot of scrapping and restarting to get something I liked. With that in mind I hope for the next build that the people who were asking for this feature appreciate it.
The tutorial is also coming along nicely, less issues with that than keybindings but the keybindings had to come first for a few reasons. There's some new design work involved with the new tutorial area so it's taking a little longer than if I had just used assets I've already created (new tiles, backgrounds, and character portraits), but I knew that if I did it like that then at some point I'd have to redo it anyway, so I chose to just do the majority of the work now.
In regards to new H content/enemies/zones, those are likely coming after the next build. I do want to get working on the multiple enemies in a single H-scene as soon as I can though, I just need to get the boring stuff out of the way first.
That's all so far for this month's update, things went slower than I'd have liked and I apologize for that, but sometimes things just get in the way. Hopefully this month will be easier to work with.
As always a big thank you to the supporters, I'll try get some new Dev Builds out this month for testing the Keybind and Tutorial systems.
Comments  loading...
Like(0)
Dislike(0)
Sign Up or Log In to comment on this post
Artificially Dead
Public post

General Update #26


Hey there, time for another General Update.
Last month, while not very focused on new content, did introduce some large changes and necessary mechanics, along with lots of bug hunting and preparation for what comes next. The largest changes were the design of the Main Menu, introducing death to the game, and of course the Gallery mode.
The introduction of a death mechanic also came with it a sense of how the game will play. So far the general consensus that I've seen is that enemies hit too hard, and that some hitboxes are rather difficult to avoid. These things, along with how combat works in general, is always going to be a work in progress, so if you experience the combat and think that it is too difficult or perhaps it doesn't flow in a way that you prefer, keep in mind that it is very subject to change depending on feedback. The next build will address these concerns, at least regarding enemy damage and hitboxes. I myself find the player's combat to be somewhat clunky but that's a different beast entirely when it comes to making changes to it, but a combat overhaul, at some point in the future, is likely going to be necessary (I just don't know when).
Looking forward there are two main tasks that I want to focus on next. The first being the creation of a tutorial system, as along with this will come some essential features like dialogue and cutscenes. It'll be a rather large undertaking, but one that needs to happen and I'd rather it be sooner than later.
The second thing I want to focus on, and something that has been brought up quite a lot, are customizable keybinds. As of this moment I'm not 100% certain on how to do it, but it is likely a simpler thing to do than I suspect. If time permits I'll also make a few different layouts for the keybinds if you'd rather use one that I design instead, and one of these will of course be a one-handed layout.
I can't speak too much of what might be beyond these two features, but there are several things I need to get done regardless. One is of course the ability for a second enemy to be able to join into a H-scene, that one however is going to be one of the largest tasks ahead of me. Though if I get the tutorial and keybinds done this month, next might just be focusing on getting new enemies into the game, some of the ones that have already been previewed here at least.
That's it for now. As always a big thank you to anyone, past or present, that supports the project!
Comments  loading...
Like(0)
Dislike(0)
Sign Up or Log In to comment on this post
Artificially Dead

MainBuild 0. 2. 9

+ 1 attachment
Comments
Like(0)
Dislike(0)
Posted for $5, $10 tiers
Unlock Tier
Artificially Dead
Public post

PublicBuild 0.2.8

Okay, here's the new PublicBuild. Immediately to note is that there is perhaps not as much new content in this build but a lot of bugs and features were worked on instead (it's at least coming out sooner than usual). One thing to immediately note is that your HP is no longer infinite and that you can die. Dying places you into endless H-scenes until you choose to respawn. The main menu has seen a makeover too, it's still not final but it looks a lot better now. Mashing is a little bit easier as I noted some complaints about it, please let me know if it needs a further nerf. There is a Gallery mode but I've decided to make it the sole feature that is exclusive to the MainBuild, to make up for this both builds will now always have the same amount of enemies as usually the PublicBuild has one less than the MainBuild. I'll be keeping my eye on feedback regarding this.

Several bugs were fixed, but here were the main ones; You can no longer get squished under the elevator and out of the map, H-scenes and enemies should no longer bug out if you fall down amidst more than one enemy. The mashbar should now properly reset after a H-scene. Pressing pause and then unpausing while navigating menus should no longer freeze the game for a short period. While paused and entering a different menu, the game should now remain paused.

Features
10 enemies in total, resulting in 30 H-scenes.
Memories - These are orb-like items that can be collected. They appear in the Memories section of the pause menu. Their purpose has yet to be implemented.
Red Key - There's a red key at the top of the Servant Quarters that'll unlock a couple doors. One of these doors will open the boss room (boss not yet included), the other will open the entrance to the dungeon. There is a third door that leads to a currently unimplemented merchant room. Note that there are Purple Doors that are not in fact Red Doors.

Control
A - Left
D - Right
W - Jump
S - Crouch/Escape
J - Scythe
K - Kick
L - Backdash
R - Pause
E - Interact

Currently Known Bugs
You're unable to use crouch attack while crouched under a ceiling in a tight space.
The air kick doesn't work yet.
Coins fly everywhere, it's something of a feature though, I kind of like it.
Sometimes the elevator will be off its destination by a tiny fraction.

Advice
Press R in-game, it has some handy notes and the controls are listed there.

The blue-haired maid will delete your stamina if you attack her when she's not stunned. Watch for the blue flash, and when she reaches you, press K to parry her kick with your own. She'll be vulnerable in her stunned state.

When you reach the Statue room there's a few things to note for direction. Upper left will take you to the Servant Quarters. Upper right (and upper-er right) have the save and teleport rooms. Bottom right is the entrance to the dungeon, you'll need the Red Key in the Servant Quarters to open it.

Press E on the lever next to the elevator shaft/grate to call for the elevator. Control the elevator with Up and Down respectively when it has come to a stop.

Comments  loading...
Like(0)
Dislike(0)
Sign Up or Log In to comment on this post

The subscription gives you:
  • Access to Creator's profile content.
  • Ability to support your Creator by contributing – one-time or recurring.
  • Means to reaching out to the Creator directly via Instant Messenger.
This website uses cookies to improve your experience while you navigate through this website. Continue to use this website as normal if you agree to the use of cookies. View our Privacy Policy for the details. By choosing "I Accept", you consent to our use of cookies.