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Female Agent
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Female Agent
An adult sexpionage RPG
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  • Hey! If you choose to support me you will get:
  • Regular updates ***Newly developing content ***Lots of engaging sexy storylines
  • Get started with the game here: femaleagentgame.com

Recent posts

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Female Agent

FA1. 9 Early Release

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Female Agent
Public post

[v1.9 week 4] Final polish

Hey guys!  This week was greta.  We finished and uploaded most of the avatar art used for this section – tattoos, piercings, clothes.  
We hit a visual problem with the piercings – while they looked great in Illustrator, they were hard to see on the avatar – but Victoria recoloured them and they now look really good.  The avatar in general just looks stunning for this whole section – I'm sure you'll be impressed.
Version 1.9 now contains lots of new avatar art (more than 170 items!), the tattoos/piercing/bikini lines interface, and a totally new sex scene that uses a new writing approach (based on the new mechanics).
  • Early release (to Analysts+) will be Monday 30 November.  (We'll be doing some final polishing over the weekend and during the day on Monday.)
  • That'll be followed by a general release on Monday 14 December.

Version 1.10
Over the last couple of weeks I've been working on storyboards for the 6 new scenes planned for 1.10 (early release target: 31 Dec).  Today I finished the sixth storyboard, which means all the writing for the next version is already planned out in advance!
It feels like the new process is working better than I'd dared to hope it would.  Monthly releases of new content was always my vision for Female Agent, and now that feels like it could be within our grasp.  I'm very excited about the future of the game.
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Female Agent
Public post
[v1.9 week 3] Nearly ready

Hey guys!  We're putting some finishing touches on v1.9, and making a head start on v.1.10.

  • The writing of this 1.9 is complete. Feedback from Monday’s beta test of the new sex scene was very helpful (thanks Operators), and I've been able to improve the pacing based on it.  I’ve also been able to get a head start on writing scenes for next month’s release, which feels greta!
  • Victoria’s done some great work on the avatar art, creating a range of bikini lines, tattoos and piercings you’ll be able to customise your agent with. She’s currently working on some cool outfits for your agent to wear in 1.9.
  • Lara and Hyneman have been busy on coding, adding a stunning new XXL avatar size option, and fixing some bugs and making behind-the-scenes improvements to the codebase. We’re currently building UI menus for bikini lines, tattoos & piercings, which will also be useful in future versions for things like clothes shopping. 

It’s amazing how much work goes into things like menus – getting from "we need a menu here" to having a menu working in the UI is a real team effort.  Here's a sneak peek at one of our design docs:


Okay, that's it for this week!  Here's our target release schedule for the next few weeks:

Nov 30: Early release of 1.9 to Analysts+
Dec 14: General release of 1.9.  Release of 1.10 Beta to Operators+
Dec 31: Early release of 1.10 to Analysts+

Have a greta weekend, everybody, and as always come find me on Discord (Crushstation#8544) if you wanna talk Female Agent.

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Female Agent

November Ops Beta TestGreetings, Operator. Attached is a beta test version of the sex scene we're...

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Female Agent
Public post

[v1.9 week 2] So, we're ahead of schedule...

Normally I find myself desperately writing content right up to – and, let's face it, past – a planned release date.
So...it's novel to have completed a first writing draft with two weeks still to go.  That doesn't mean 1.9 is ready to release – we still have lots of things to do with artwork and code – but it does mean we've crossed off one of the major tasks, way earlier than normal.
My personal focus over the next two weeks will be (a) supporting other team members with their art/code taskings, (b) editing and improving my first draft,* and (c) making an early start on writing some of next month's scenes.  This is GRETA!

Analysis
We're ahead of the curve!  😮  There are some complex reasons for this, but the executive summary is:
1).  We adopted the MFAGA plan, and
2).  Our great Patrons kept financially supporting us while we did it.
Patrons: thank you humbly for your faith and support.

Next steps
We'll get a beta version of the current content out to Operators+ over the weekend.  There's still time for things to go wrong, but we're on target for a completed 1.9 early release (to Analysts+) on Nov 30th, with a general release to follow Dec 14th.
And I don't wanna jinx it, but 1.10 might just be ready by the end of December.  Do you guys see a pattern forming?  😮
__
* "The first draft of anything is shit." –Hemingway
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Female Agent
Public post
[Version 1.9] Week 1
Hey guys!  This week I've been mostly writing, so I'm a happy crab. 🦀
Version 1.9 will let you play through the heroine's late teens, and customise her avatar by choosing a bikini line style and (optional) tattoos and piercings.
We're also adding in a totally new sex scene, which has been my main focus since Tuesday.  The aim is to showcase the new style of sex scene, which focus more on character and situation and less on the physical details of the sex act, and are integrated with the new Arousal and Skills mechanics.
The scene is now about 75% written, so I expect that Operators+ will be able to test a beta of it next week.  I'm pleased with progress on this: it's my main writing task, and it's nearly done, and it's only the 6th of the month!  Creating scenes in the new codebase is much faster than ever before.
This week, our illustrator Victoria did some greta work on the avatar!  She created a new hairstyle for the heroine's late teens and university years – a little longer, a little wilder, a little messier than the sleek and groomed long hairstyle in the character creator.  (The idea is that visually she'll "let her hair down" during this section and at university; she'll tame her hair – and herself – when she joins the agency.)  
She also did some awesome work on avatar clothes.  V reports that in the new system she can produce three new outfits in the time it took to produce one shirt (which is why version 1.8 shipped with so many outfit variants).  The avatar is a core component of Female Agent, so I'm excited that we'll be able to provide you with lots more ways to dress and customise her in the future.
Okay, that's it for now!  Have a great weekend, and come find me on Discord if you wanna talk Female Agent.
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Female Agent
Public post
Happy Halloween, bitches
2020 has been scary enough, so we’re releasing this year’s October update to everyone today for free. (Early access for Analysts and above will be reinstated from the next version.)
Attached is Female Agent 1.8! It allows you to play the heroine’s early backstory in the new engine.
Key improvements:
  • New scenes. We added a new story sequence with four broad paths (sports star, geek girl, alpha female and rock chick), each with unique avatar art and their own unique mini-quest.
  • Dice roller. We added a dice roller to make action (and, in the future, sex) scenes more fun and engaging.
  • Speed of delivery. Female Agent’s biggest problem has always been slow delivery of story content. This was a test and a demonstration of how fast we can work using the new MFAGA plan: everything you see past the character creator was produced in the last three weeks. I hope you’re as excited by the possibilities of this new tempo of operations as I am.
As always – but more than ever – making Female Agent is a team effort. Special mentions this month should go out to: 
  • illustrator Victoria, who worked her ass off this month to create lots of different avatar shapes, haircuts and clothes; 
  • her assistant Jeff for very quickly processing the Illustrator layers into game art; 
  • coders Hyneman and Lara, who made everything work; 
  • writer esclavage for drafting the Prom Queen and Cosplay mini-quests; 
  • and none of this would be possible without the support of this game’s magnificent patrons! Your financial support made it possible to produce the update within the timeframe.
Okay, enough love – this is supposed to be a scary holiday. Check out the update, and let us know what you think, here and in Discord!

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Female Agent
Public post
Things are going pretty well
Sorry I'm behind with comms*...but we're ahead with everything else.  Comms update coming soon™.
__
* including some really good comments last week and quite a few DMs
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Female Agent
Public post
End of week report
Hey guys! This week I’ve mostly been writing, which has been great fun.
We’re currently working on the early Lifepath, which will let you play through your heroine’s early backstory. This week I completed 60% of my writing tasks, so it feels like we’re on target for a content release around Halloween! 🤞🏻
Monday’s release of the character creator demo raised some interesting questions from Patrons:
SYH asked: does selecting the Resting Bitch Face quirk change the avatar’s face?

The answer is "not currently", but we’ll take a look at making this happen when we implement different facial expressions.
I was surprised by how popular the RBF quirk was with the playtesters! We mainly put it there as an example of the kind of quirks we plan to add in future: let us know if you have any ideas or requests!
Enrico asked: in the demo the character’s age and nationality is fixed – will this change in the game? And are the Kinks/Quirks lists final?

Age and nationality will be fixed for now (to 26 and British). This is to speed up production: we’ll go back and add in alternatives later as soon as we can. Similarly, the Kinks and Quirks will be built up over time.
Joris Janssen asked: would it be possible to add a face closeup so we can see the details better?

We experimented with this a while ago and ran into tech problems, but we’ll take another look into this.
Cereburn asked: would it be possible to get a darker background, to avoid eye strain?

We’ll look into it!
Raging Angel asked: is this now the full appearance, or will you be adding in more choices (like body type and freckles)?

We’ll be adding new choices such as hairstyles, skin tones, new features, makeup, freckles, tattoos, piercings, clothes, rear view, etc. The one thing that’s unlikely ever to return is body type because creating all the different variations just slowed production down too much. Sorry :-(
Nathaniel asked: can you make it clearer in the menus what’s been selected?

Yes, we’ll take a look at that, thanks for the feedback.

Okay, that's it for now!  I'm going to catch up on admin over the weekend, but I'm looking forward to writing again on Monday.  Have a great weekend everybody!
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Female Agent
Public post
I had a greta day!
Hello guys!  Today was a really good day because I got to do some writing in the afternoon.  For the past few weeks it's felt like all my tasks have been strategy & design, so it felt great to roll my sleeves up and start working on an actual scene.
Today we got the character creation demo working again, and released it to Patrons – we'll aim to get a public release out soon.  
In addition I finished a redesign of the character sheet (which we'll need for the next release), made some changes to the "header" code to make it more versatile for writers (which was important, since this code is used on every passage), and in the afternoon got to work on an early Lifepath scene!  It felt great to see it taking shape in the new engine.
Okay, that's it for today!  I'll keep you posted on progress over the next few days.  More info to follow soon.
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Female Agent

Let's try that againSo last week's character creation demo failed because it was so popular it br...

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Female Agent
Public post
Phase 1 complete, moving to phase 2
Hey guys!  We finished setting up the new avatar, code, game mechanics and UI.
We released a demo of this to Patrons (which broke, but we're working on it!).  Once it's fixed, we'll aim to release a public demo so everybody can check it out.
Now comes the first real test
Using the new code base, how fast can we make a new chunk of story content?
The next objective is the early Lifepath.  This will let you play through your heroine's formative years, and decide what kind of teenager she was: athlete, geek girl, alpha female, or rock chick.
We're aiming to finish and release this content by Halloween.  That means we'll have to cram a bunch of things into the next three weeks: lots of avatar art, lots of coding, and lots of writing, all being worked on and integrated simultaneously.
Simultaneous work like this used to be impossible (because of the structural problems we identified in the MFAGA review PDF).  We think we've fixed them now; let's find out.
If this works, or comes close to working, it'll prove that we can advance the story every few weeks, not every few months.  🤞🏻🤞🏻🤞🏻🤞🏻🤞🏻🤞🏻  I'll keep you posted on progress over the next three weeks.
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Female Agent
Public post
Character creator demo
UPDATE: we broke the server!  I'm temporarily removing the demo while we fix the issues, it will be available again here soon.
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Greetings, munificent Patrons!  Attached is a demo of the new character creator.
It features the low maintenance avatar and a totally new user interface, and was built on our new refactored code base.
This demo ends right after character creation; this is the foundation for us to start plugging in story content.  (More news on the first story release is coming soon, but I wanted to share this with you guys since it's now working!)
Please let us know your feedback on this here and in Discord.

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Female Agent
Public post
Finishing up the code
Hey guys!  Hyneman and I are busy doing some final prep work on the new code.  It's close to ready, but there's a list of tech tasks we're working through.
(These are mostly boring tasks, like making sure the newest version of the avatar art is used, making sure the interface all works properly, etc.)  I expect it will be ready early next week.
To be clear, the release next week won't have any story content; it's a demo showing the new avatar and the Attributes-Kinks-Quirks mechanics.  The next release with story content will follow (hopefully soon🤞🏻) after.
Okay, tea break's over, I need to upload the new avatar hairstyles!  Looking forward to sharing the results with you soon.

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Female Agent
Public post
End of week report
Hey guys!  We're very close to getting a release out to you.
Last week, we designed the new character creation UI, which lets you customise your heroine's new Avatar, Attributes, Kinks and Quirks.  This week, we made the design work in the game engine.
Over the next few days we'll be tweaking some code issues and fixing some bugs, then we'll release the character creator for you to play around with.
This week we also:
Drew new hairstyles for your agent
Victoria created 19 new hairstyles for you!  Sneak peek:

Wrote a bunch of user interface text
When you're customising your Attributes, Kinks and Quirks, almost everything you click on displays a short piece of explanatory text.  
Getting this right is crucial to letting you characterise your heroine the way that you want: what's the real effect of choosing Agreeäbleness +2 over Agreeäbleness +1?
Jeff and I worked together on what was a surprisingly complex mini-project!  I found it fascinating, and I think you'll enjoy tweaking your heroine's attributes more now the changes are meaningful and clearly explained.
Fixed a problem with the website
The game website redirected some browsers to a malicious site!  This was due to a flaw in WordPress that has now been fixed and secured.  (Neither the game nor the website capture any user data, so there's no data breach to report.)
We also made the FAQ submission feature work.  Please help us build up the FAQ by submitting your questions about the game!
Wrote content and created artwork for the next release
Excitingly, we're currently working on scenes and artwork for the release that will come after the next one!  
This is the first time we've been ahead of the curve like this, and it's a very good indicator that the new working processes will achieve the main objective, which is a much shorter wait between releases.  🤞🏻
Spent a lot of your money on freelancers
I want to thank all present Patrons for being so patient with us during this change; your ongoing financial support allowed me to hire freelancers, who've helped us speed up this stage of the work considerably.  Thank you for believing in this project, guys, you're making it happen.  ❤️
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Female Agent

Character creator UI testHey Operators! Last week I showed you the new character creator UI desig...

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Female Agent

Attributes-Kinks-Quirks UISneak peek of the new Attributes-Kinks-Quirks UI for Operators! Let me ...

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Female Agent
Public post
End of week report
Hey guys!  Lots to report on this week.  We:
1)  Migrated the refactored source code to a new git repository
Possibly the geekiest sentence I've ever constructed, but it was an important technical step.  Hyneman and Lara set up a new group working environment for our new, reörganised source code.  This will help us work better as a team.
2)  Finalised the game mechanics
An important objective from the MFAGA plan.  We finalised the core game mechanics – Attributes, Kinks, Quirks, Skills and dice rolls.  This will help us write new scenes faster.
3)  Designed the Attributes, Kinks, and Quirks selection UI
There's no point having game mechanics you can't interact with!  Victoria designed the specific UIs that let you select and modify your heroine's Attributes, Kinks and Quirks.  This will let you customise your heroine in more detail.  Lara, Hyneman and Mihail are implementing the designs in the game engine now.
4)  Solved a UI implementation problem
Lara did some great work fixing a big technical problem that was preventing us from making the UI work in the way we wanted it to.  Hyneman and I were both nerdily excited when she fixed it.  🤓
5)  Wrote a new scene
I got to write a new scene!  This was cool because the new storyboarding technique let esclavage make some improvements during the outlining phase.  You'll get to play it soon (if your heroine is a Rock Chick).
6)  Built up our Writer's Bible
Lots of the main plot elements are just in my head, so we've started getting them crystallised into a dev-only Writer's Bible.  This has helped clarify some important setting and characterisation issues (this week specifically about DEVILFISH, his organisation, Olivia, and the Joint Task Force).
7)  Set up a new live server environment for faster testing
Previously any time a writer or coder wanted to see their words or code in the game engine, we'd need to save the source code, compile it, then run the new file.  This doesn't take long, but it does slow down everybody's workflow, so we've set up a new live server environment which lets us make changes and see them reflected in the game code instantly.  (Well...we have to press a key.  But almost instantly.)  This will speed up writing and coding overall.
Next release
The next thing to expect is a demo of the improved character creator, showcasing the new avatar, the Attributes-Kinks-Quirks selection, and the new UI.  We're presently implementing this and it will be ready soon.
The following release
Following that, we'll release the first revised story chunk of the game.  This will be the first Lifepath section (where you get to set whether your agent is a rock chick, an alpha female, etc).  We are also presently implementing this, so hopefully it will drop fairly soon after the improved character creator!  
Okay, that's it for this week!  Thanks for being patient with us while we get all this tech stuff organised – I believe this work is going to finally allow us to get content updates out at a much faster pace than ever before.  Imagine not waiting 6 months between releases!  😮  That's why we're doing all this...
I'm going to have a light weekend (including catching up on some books I bought for story research!), but you'll see me around on Discord, so say hi if you want to!  Otherwise have a greta weekend and I look forward to reporting more progress next week.
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Female Agent
Public post
Cool new feature
Dice rolls are a key part of the game.  Previously they were hard to implement; the code to add them was clunky, and they had to be incorporated into the main passages every time, so we knew we wanted to change how they worked.
Last week, as a team, we designed a new way to use dice in the game, and this week our new freelancer Osman coded it for us.  
You guys paid for Osman, so here's a sneak peak of how dice rolls will work in the next release – no longer buried in the code, but rolled right on top of the game UI, like you're playing Dungeons & Dragons!
Rolling dice is one of the most significant and engaging parts of most tabletop roleplaying (and board) games: since before recorded history, humans have rolled dice to make their games better.  I'm excited to add this cool new feature to Female Agent, which will not only make gameplay more engaging for you but content creation faster for us.
Secret feature: you can roll the dice by clicking the "throw" button, or if you're a pro user you can click-drag/swipe and throw the dice in the direction and speed you prefer.  (The dice have their own physics.)
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Female Agent
Public post
End of week report
Hey guys!  Sorry my reporting has been infrequent recently – it's because of the new way we're working.  The whole team (including some new freelancers, who the game's awesome Patrons have paid for) is engaged on the project in a way that I can't remember ever seeing before; it's awesome to be a part of.  :-)
But it means that we're advancing on several taskings at once, rather than in big chunks on one single tasking, so it feels like there's less to report on at the end of any given day.
But, this week we:
  • Fixed access problems to the website, and also fixed a DNS configuration problem with the image server that was making it run slowly (which should speed up the game for everyone)
  • Worked on writing; we streamlined some existing scenes* (in line with the MFAGA plan), and also did preliminary work on the new improved Bangkok! 😮  
  • Fully documented the basic game mechanics, so coders and writers will be able to work directly on scenes without needing to ask me questions about how experience points or skills actually work
  • Based on this documentation, designed a new, cleaner system of "variables" that will make the code faster to work with in future
  • Redesigned the UI menu so it's more user friendly and has everything we need
  • Did something really cool with dice rolls (which we use a lot in sex and action scenes), which makes them both faster to code and more engaging for the player
  • Created and tested a cool new technical feature that makes the avatar load blazingly fast.  This is the kind of feature nobody asks for – including me, it was cooked up between Lara and Mihail but experiencing the game with no avatar lag makes you wonder how you lived without it.
  • Plus a bunch of other little things, including our lovely illustrator Victoria taking a few days off to work on her suntan 👙

What's next
You'll notice that a lot of the things we've been working on this last fortnight are design- and tech-related; we're focused on these things right now because they're the foundations of the next stage, which is rapidly creating content.
We still need to finish some more design/tech things first – I expect that will be our focus next week (and maybe also the following week – it's complex).  I'll let you know when I've got a clear picture of the next release date.
Okay!  I'm going to have a light weekend (except for some project admin, which I actually find relaxing).  Hit me up on Discord if you have any questions over the weekend, and I'll post another status report early next week. 

––
* One reason for streamlining the existing scenes is to give you fewer, but more meaningful decision points, which we can then use to shape the narrative of the whole game.  Just today we worked on a new decision point we're adding to the LIONESS sequence, about which esclavage said: "I think this is really interesting & very important to the story in terms of writing.  I can't think of a bigger choice so far in the game than this."  
I'm so excited about what we're working on and I can't wait to share it with you guys 😊
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Female Agent
Public post
(Minor update) Female Agent 1.6.3
Hey guys!  Attached is a minor update with some bug fixes and small QOL improvements.
Things are going great on the next main release!  I'll post a substantial update tomorrow or Friday.

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Female Agent
Public post
Status update
Hey guys!  Just a quick update to let you know where everything is at.
What was
This week we released two demos of the new low maintenance avatar.  Producing this was our main focus in August; implementing it will speed up general development because it's much easier to work with than the old avatar.  I'm really excited about it, and am especially grateful to Victoria for pouring lots of love and time into this project, and to Lara and Hyneman for making it work in the game engine.
What is
As explained in my 'Kok Blocked post, we next need to update (or cut) the existing scenes in the game so they use the new avatar.  We're currently focusing on the setup and early Lifepath sections of the story, and here's where we're at with those:
  • We refactored the source code, so it's no longer one single text file with 138,000 lines of code, and is instead structured in a way that's easier for us to use.
  • We invented and tested a new "storyboarding" technique, which will make it easier for team & community writers to contribute scenes to the story.  Yesterday esclavage wrote a test scene and said: "storyboarding is working out so much better...it's never been easier to write.  The biggest breakthrough to me is the Slide Headers -> now I reference them as an anchor point to talk to other writers and the coders."  (More detail on this new system soon.)
  • We finalised details on some game mechanics that were vague and undefined in the last version of the game (and therefore caused general dev drag, because half-implemented mechanics can't easily be used).  Specifically we revised Attributes & Skills, and designed a new Quirks system that simplifies so much.
  • Now we're working more like a team, internal documentation has become crucial, so we set up a detailed project plan on monday.com and also ditched the clunky, hardly-used STONEGHOST internal dev docs system and implemented a new, simple dev wiki.
  • We put the new wiki on the game's long-neglected website, and added a few pages to the site.  It's mostly placeholder, but we did install a working FAQ to which you guys can contribute questions which won't get lost (like Patreon comments can).  Please visit and help us build the FAQ by sending us questions!
  • Plus a bunch of other stuff but this post is already too long, sheesh is anybody still reading this

What will be
The next release will be a demo of character setup and early lifepath.  I'll keep you posted on progress and let you know when we have an idea of a release date.
I am gonna take the weekend off to recharge, so I can hit my taskings aggressively next week.  So that's it from me – have a great weekend, and I'll be back with an update on Monday.  See you then!
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Female Agent
Public post
(Minor update) Female Agent 1.6.3P
Minor update with some bug fixes and small QOL improvements.
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Female Agent

Demo of new character creation UIGood morning Operators. Attached is a demo of the new avatar wor...

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Female Agent
Public post
(WIP) Low Maintenance Avatar test
As I warned last week, we're tackling some tech hurdles with the avatar UI (Operators+, expect a beta test of this in a few days).
However, the new low-maintenance avatar is complete enough to share with you.  Designing and creating this has been our priority this month – thank you Patrons, you made this possible.
This new avatar is significantly lower maintenance than the previous one.  As an example – adding new facial features was so complex and time-consuming that we'd simply stopped doing it.  But Jeff was able to add 25 new facial features to this avatar in about two hours.
This is a huge technical and artistic step forward for us and we're really excited about both!  Check out the avatar test at our Discord.

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