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I'm developing Lust'n'Farm, an adult game that combines elements of visual novel and management game.
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Gallery cheat code !

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Cheat code for extra money / stats

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Public post

Finally ! 🚀 Introducing Lust'n'Farm Version 2.0


Hello everyone !
Well, it seems deadlines aren't exactly my forte, as you may have gathered by now. But hey, at least the wait hasn't been in vain !
I must admit, I'm a tad disappointed because I had promised a functional Android version, but configuring it has been a real headache (especially since I had it working before, and the only thing that's changed is the content, so I'm scratching my head...). Nevertheless, I refuse to admit defeat.
Allow me to reiterate that this version 2.0, doesn't feature any new scenes compared to the 1.10. In fact, it's quite the opposite, as I haven't yet adapted Ninie and Leslie's escape game. (However, the animated reward scene is in the game, accessible only through cheat codes for now.)
If you decide to give this version a whirl and encounter any bugs or peculiarities, please don't hesitate to let me know on Discord, via DM on this site, or on any other platform where I'm present! A reported bug is a bug fixed. I confess I don't spend hours upon hours replaying Lust'n'Farm to uncover every bug, so omissions and errors are undoubtedly scattered throughout the code.

Remember, this new version of Lust'n'farm uses a new graphics engine (Unreal Engine 5), making old saves prior to 2.0 incompatible. In the next update, there will be an option to recover some progress via a password 
(a final update will be released as version 1.11 on the old engine solely for this purpose). If you don't want to wait, it's highly recommended to start a new game, as this migration may still be unstable.

Now, let's delve into the major changes brought about by this version:
Bug fixes (following the first test version):
  • Menu music should no longer overlap.
  • Movement arrows should no longer mistakenly appear during fast travel followed by a return to the menu.
  • Hitbox correction for the hammer during animated scenes, enabling seamless hammer strikes.
  • Right-click should indeed allow saving during dialogues, as promised.
  • Immediate use of fast travel options (such as the bed or map) after loading.
  • No more crashes when changing pages in the gallery.
  •  The game tended to overly stress the processor, this has been corrected. 
Changes compared to the previous version of the game:
  • Numerous interface icons and images updated (menu, settings, gallery, etc.).
  • Vegebubble harvesting system revamped. Each harvest yields multiple vegebubbles in a single field (the number is random and depends on the planted vg in the field).
  • Animated scene functionality has slightly changed. Now, it's possible to change cameras during finishes. It's necessary to press the cross to exit a scene.
  • Adjustments made to Lisa's video night on the Love path. In case of successive failures, assistance is provided.
  • Giving Leslie a high-quality zynkable via the usual menu option instead of the new dialogue option should still trigger the next scene.
  • Visuals have been added for the state of the house in Lisa's LOVE path.
Known bugs:
  • Waste visuals in the kitchen aren't placed correctly depending on the time of day.
  • The girls' locations don't appear on the map; I want to change the functionality a bit to make it clearer if it's possible to interact with the character (typically when one of the girls is in the bathroom, we can't interact with her).
  • The settings are not working properly (it works, but the changes are not saved when you quit the game)
Next task:
  • Release the Android version.
For the next update:
  • Escape game with Leslie and Ninie (I'll make a few modifications).
  • The return of character localization on the map.
  • New content!
I hope this version excites you as much as it does me. It's a fresh start, and while it's been challenging to implement, my motivation hasn't waned !
Thank you once again for your unwavering support, and stay tuned for more updates !

MEGA
Pixeldrain
GOFILE
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Public post

Lust'n'Farm Release Approaching ! 🚜


Hello everyone !
It's been a while since you've heard much about Lust'n'Farm, but rest assured, I've been working tirelessly on the porting process! I'll spare you the details of the hurdles I've encountered so far, but what's important to note is that the release is just around the corner. Contrary to my initial announcement, the release will encompass between 95 and 100% of the content (I'm not sure if I'll have time to transcribe the escape game; I wanted to take the opportunity to improve it. It's not a priority at the moment).
After this lengthy wait, I want to ensure the release is as smooth as possible, so I'll be dedicating some time to thorough testing. While there may still be some bugs, I hope they won't be game-breaking.
Now, onto the date... I'm not entirely certain yet. The ultimate goal is before next month (so by the end of next week at the latest). I'm striving to do even better, but as I mentioned, I want a clean release (and there will also be an Android version).
Furthermore, the new content should be rolling out in April. Along with it, there will be the possibility to recover some of your progress from the VNM version.
In any case, I want to express my heartfelt gratitude to everyone who has supported me, financially or otherwise, and to all those who continue to support me!
Thank you for your continued patience. The finish line is in sight, and I can't wait to share the Unreal version of Lust'n'Farm with you all !
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Public post

Survey Responses and UE Progress

Hello everyone !
While the survey deadline hasn't quite arrived yet, a clear majority is already emerging in the responses. It's not entirely surprising! But fear not, every character will receive their fair share of attention.
Now, onto the Unreal Engine version, where I have both good and bad news. Let's start with the bad: the progress on porting makes it quite challenging to release a version with "30-40% of content," as I had hoped. Many mechanics and systems in the game are essential for smooth operation. For instance, I can't just cut the farm's functionality down to 30%; it needs to be fully functional. But achieving that requires nearly complete inclusion of Tracy's storyline, which, in turn, depends somewhat on Leslie for research, not to mention the need to work in the city for money or skill advancement... You see where this is going.
For the good news: overall progress. I'm making decent headway, as evidenced by this progress chart (updated today). 
The most time-consuming aspect has undoubtedly been the "scenes - recurring," which take quite a while to code. "Scenes - unique" vary greatly, depending on the scene's complexity (some are done in 10 minutes, while others may require an hour or more). Similarly, "scenes - animated" vary depending on the scene's branching possibilities.
In terms of "Test and debug," expect a solid day dedicated to catching most bugs, especially those that could potentially block gameplay.
Ultimately, the version I plan to release should encompass around 80-90% of the content. It's not impossible that I decide to release a full version directly  after all. I'll see if it's worth it for a few more days of waiting. While I don't have a precise date to share, I believe I can roll it out before the month's end.
Thank you once again for your unwavering support, and I hope you'll continue to enjoy what I'm creating!
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Pole Time ! 🗳️

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