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Gaweb Studio Adult
Making adult games with real gameplay
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Displaying posts with tag Release.Reset Filter
Gaweb Studio Adult
Public post

Glassix 2 v0.11 released!


Hi everybody!
Changelog
  • Added skill experience gain with work action for player based on skills, spells and mentor
  • Added daily skill experience gain for NPCs based on skill and mentor
  • Added skill level up system
  • Added new panel to edit slot bar actions
  • Added new hire, fire and promote buttons in business panel
  • Free Mode doesn't require citizens to have jobs to be able to start playing anymore

Here is the new version of Glassix 2 in which I focused on the skill, skill experience and actions features.
Regarding skills, the process is pretty standard, gain xp while doing certain actions and once you have enough xp, you level up automatically. Having higher skill level will give better job opportunities and will often be used in events to check if an action succeed. They are dependent on the attributes of the character, meaning if your character has shitty attributes, he won't be able to level up the skill to a very high level and will be stuck in mediocrity! But luckily, that's where magic comes to the rescue and will help make the game easier even for normally lost causes :D 
Glassix 2 is aimed at being a simulation which reflects real life (with a drop of magic) which means normally, skill xp will be earned very slowly, usually taking 10-15 years to level up to max level, something close to real life if we want to be considered a master in a certain skill (Depends on the skills though but for simplicity, I set all skill at the same level. Though it's easily possible to edit values in the XML files to better reflect reality). Some skills, spells or items will make this process much faster and cumulates so you could be 2-3 times faster than normal (again, this boost can be changed easily in the future if players want to customize to their own preferences) and add to that the mentor feature, such as teacher for students or a trainer at the gym which can boost up to 3 times again the value, depending on the skill of the mentor again. Depending on the scenario, it might be useful to take some classes before finding a good job :D
Now, I already anticipate the kind of grind this can bring, similar to what we have in Glassix and I plan a simple feature to skip several days or weeks or months at once,  to reduce the grind and getting large returns, be it in quick money from your salary or skill xp from working, though less than if you had been going day by day. A simple character focus to this would also allow you to pick up some citizens you'd like to befriend or make more obedience during this process so the grind will be reduced even more. I still need to organize my thoughts on this to make it work flawlessly but I'm letting you know just as a heads up ;)
Back to the slot bar feature, you can now change the actions in the slot bars. This time, I tried to make it more engaging than my other panels with some drag and drop (yeah, basic feature I know but still new and interesting to code for me). There are two different slot bars, one in city mode and one while inside a location, each having their own actions coming from basic actions, spells, work and more in the future. I'll add multiple slot bar to both interfaces in the future when there are more actions which can be switched with the usual up/down arrows so players can organize that better when one slot bar won't be enough.
Finally, I've added some basic hire/fire/promote buttons inside the business panel if are working in said business and if your job allows you such actions. At the moment, NPCs won't react to such actions at all, similar to setting up the city in Free mode. I plan to add actual slot bar hire/fire/promote actions so we can get specific events related to the target skills, personality and what not with different reaction such as refusal if they have a better job or don't like you and so on. Lots of possibilities there but I was too short on time this month due to Chinese New Year (Yeah, I get both Christmas and Chinese New Year being French and living in China lol).
The UI is currently still barebone, notably for the slot bar edit panel (I was planning to add a filter to the list but considering the number of current actions, I decided to wait until there are more). I do plan to improve the existing UI later on but not a priority at the moment.
The basic and most urgent features of the game being mostly done, I'm planning to organize a poll next week to let you decide what actual content you want in next version.
Let me know if you have some feedback regarding those new features. Thanks for your time and support!






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Gaweb Studio Adult
Public post

Glassix 2 v0.10 released

Hi everybody!
Changelog
  • Added money feature
  • Added infrastructure and business ownership feature
  • Added money, income, income tooltip, expense, expense tooltip, owned infrastructure and owned business information in citizen panel
  • Added monthly event to earn money from income and lose money from expense
  • Updated citizen randomizer in Free mode to work by batch rather than overwriting every citizens when randomizing
  • Added new options to citizens randomizer in Free mode
  • Added new buttons in the citizen panel in Free mode to select owned infrastructure and businesses
  • Fixed issue with age calculation in Free Mode
  • Fixed issue with incorrect date display in specific cases
  • Fixed issue with hair not clearing in editors

So, here is the new version for Glassix 2 which simply introduce money to the game. Though it's just about money, there's quite some stuff going on behind such as the addition of building and business ownership which will be expanded on later on too. At the moment, owning stuff impact who will receive rents for buildings, and who will receive business members fees and pay employees salaries.
I've added those basic information in the Businesses panel and the Citizen panel so that everything is clear. I've also made it work for both modes: Scenario and Free mode. While in scenario, initial owners will be specified by the scenario and it might be possible to change during game if the scenario allows it. In Free mode, you'll be able to directly change ownership of the map buildings in the Citizen panel so if you want to own everything, no need to cheat, just go Free mode and get unlimited money :D
The UI is currently really blend. Since there's still a lot of stuff to add, I'll keep it blend to get a better idea of what we'll have and once done, I'll update the UI to make it prettier and more user-friendly.
I had less time to work on that due to Covid this month but overall, this new version introduce the basics of the full economy feature I'd like to add to the game to make it more complex and fun to play, feeling you actually achieve stuff and progress. In the future, I'll also add a new unique job, mayor, which will unlock even more actions to control stuff in the city such as building and business taxes and such though it's not a priority but something interesting to keep in mind.
I realize the current game is still not very interesting to play. I will still have to push your patience a little more with next version to add skill experience feature and jobs actions so that all the minimum necessary basic features of the game are done and then I'll be able to focus on actual game content, progress the Newbit scenario, add more sex animations, more interactions and events...
I apologize again for the lack of communication those last two months and thank you for your patience, understanding and support!
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Gaweb Studio Adult
Public post

Glassix 2 v0.9 released


Hi everybody!
Changelog
  • Optimized more hair mesh to reduce vertex count
  • Added new tag feature to more easily manage several aspects of the game
  • Added occlusion maps for character skins, outfits, male hair, locations and furniture
  • Added specular maps for male hair
  • Added button in location menu to toggle auto hide furniture feature
  • Added new animations for studying, sitting and teaching
  • Added new menu to focus camera on characters in locations
  • Camera movement, rotation and scroll speeds are not reduced the more zoomed in the camera is
  • Added WASD camera movement (ZQSD for French keyboards) when camera mode is on
  • Pee particles now properly toggle on and off when engaging and disengaging from sex
  • Fixed issue with lighting in locations (Thanks HardRock!)
  • Fixed lighting button issue in location menu not being initialized correctly
  • Fixed blank screen when going back from Spells interface when choosing Free mode (Thanks CarpeNoctem!)
  • Fixed tutorial events not launching in Scenario mode (Thanks CarpeNoctem!)
  • Fixed pee effect issues (Thanks Spectre!)
I'm a bit late with this one, partly due to some assets corruption which forced me to reset art of the project files. I also took some time to add a few quality of life stuff in the game. Let's review the changelog a bit.
Graphical improvements
I've added more occlusion textures in the game which should improve the visual quality of the game. Some of the texture might be a bit quirky, making stuff really dark even in bright lights which will need some fix but overall, it should increase texture details. I've also fixed an important bug which prevented light to behave properly. Now light should not ignore walls.
Not really graphical related but it'll reduce the number of sub titles, I've added a few animations and started some tests with animation blending. You'll be able to see the result with teachers teaching their class. 4 different animations are blended to make a randomly unique animation which changes a bit with each loop. I'm hoping to achieve a semi random type of animations this way which would make NPCs less rigid in the end. It's still a bit quirky but it does show some potential to make things more lively in the game in the future. It does take some time to produce though so it'll come little by little.
Optimizations
Male hair even been decimated reducing its vertices count which should reduce CPU and GPU usage. Occlusion and specular maps have been packed to reduce additional memory usage and I've also looked into some core graphical options such frame rate control which did reduce CPU/GPU usage even more but I forgot to enable it, my bad :x I'll add it in next version.
QOL improvements
A few new buttons and some behind the scene code have been added to make it easier to look around in locations. 
First, camera movement, rotation and zoom speeds are now tied to how zoomed in your are. It might be a bit tricky yo get used to at first but it makes it much easier to move around the interesting parts when zoomed in ;) It was way too fast before when zoomed in. It does mean we have to zoom out if we want to move faster though which downside should be reduced by the new camera focus button inside locations which allows the player to quickly move the camera to any character in the room and focus on a body part. Still about camera movement, you should now be able to move with WASD (or ZQSD for french players, currently based on Windows language) on top of the arrow keys.
Next would be the new auto hide button. Several players got confused as to why furniture was disappearing randomly. I've now disabled the auto hide by default and the player can enable it with this new button. Furniture gets hidden when it blocks the view relative to the current camera position and zoom.
Behind the scene
Not really useful for the player yet, but I've started to change some logic to make various aspects of the game interact with each other more easily and in a similar way, namely, tags. The idea here is to have the various game entities (characters, jobs, residences, furniture, outfits and so on) use tags and entities which can interact with other will have another set of tags to know which tags they can interact with. I hope that was clear (lol). To give a practical example making more sense, let's take the case of what a player character could do in a room. When a teacher is teaching in a class, students should be able to look at the teacher or the whiteboard, while the teacher would look at random students at random interval to make things more life like. Students would have a student tag and the teacher would have a teacher tag. The blackboard would have a board tag. Then, students would search for characters or furniture with tags teacher or board as a target to look at, while the teacher would search for student tag to look at. By changing the tag of character and furniture and the tags they search for, I'll be able to easily have them look at whatever I want. We could even add some kind of appearance tag, determining if a character is pretty or ugly, and would have a character with the pervert trait only look at the pretty tag rather than the tag he should normally look at. In this example, tags are used to search for a look target, but it could be used more easily as a filter in the several UI lists used the game such as the characters interfaces to filter. It could also be used to describe outfit and use those tags for characters outfits preferences on top of the audacity parameter we had in Glassix 1. In the end, this new hidden feature allows to standardize the logic of several entities making it easier to maintain code in the future and once editors are available to add content in the game, tags will help classify stuff much more easily and with more freedom than some rigid piece of code, which is often an issue happening when games gets too big and poorly organized early on.
That's about it for this version! Even if graphics could and will still need work, I still feel like the game has been worked enough on optimization and better graphics in the latest months which finally leaves me room to focus on proper gameplay content so you can actually interacts with the city and your waifus (or slaves :D) in the future. 
For v0.10, unlike what I had planned before, I won't be releasing a poll to let patrons vote for content because I'm afraid the result won't align with what I think is urgently needed in the game (I assume it would be more sex content or naughty spells lol). I'm planning to implement the money system, with salary, rent and more stuff related to money in general. I'll resume monthly poll once the game content the minimum features required to be enjoyable to play without extra content. I'll let you know more about that once asap.
As always, thank you all for your patience and support and I hope you'll enjoy this new version. Let me know if you encounter any issue with it!
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Gaweb Studio Adult
Public post

Glassix 1 Final release!

Hi everybody!
Changelog
  • Added Emiri, Hanae, Kumiko, Okimi, Ryoko, Sarah, Shizuru, Utako and Yatsumi missing sexy images for daily commands and toilets event (1800+ images)
  • Chinese translation updated by Darkbatex (Thanks!)
  • English translation, Saiko and Emika's files, improved by Spectre (Thanks!)
  • Fixed Kumiko sexy outfits character image, feet should now properly be layered when wearing sexy underwears (Thanks Squark!)
  • Added a "Nevermind" option in mayor quest lifeguard event to avoid being stuck (Thanks Aridru!)
  • Enabled "Lick her pussy" option during sex on chair with Fujiko (Thanks Dalzomo!)
  • Added a "Nevermind" option in vibrator staff meeting event to avoid being stuck if you only gave a vibrator to Sarah (Thanks Aridru!)

This is it!
Glassix 1 has, as of today 30th of October 2023, reached its complete version v1.0! After 7 years of monthly releases and faithful support from you all, I've managed to reach the goal! I've already updated the credit page at the start of the game to share my feelings about it but that's one line I'm happy to reach. Even more considering the -slight- mistake in my calculation regarding missing images, where I had announced 450+ images. Well, turns out I forgot to multiply that by 3, since we had 3 missing outfits (The 450 was actually for only 1 outfits per girl) and then the 50+ images per girls was also slightly off, it turned out to be closer to 60-70 images. All in all, that's 1800+ images added in this version. Sure, it's only duplicated content but it still took several days to take care of it. Not a situation I hope to be in again.
Anyway, this v1.0 does mean the end of my work on Glassix, except for some possible bug fix or other missing images or events which might still be present in this version. I've only given access to the full download to make sure every player plays the proper latest version with its latest content since I might have messed up previous patches so better make sure to start fresh. I'll keep my hears and eyes open for any bug report or issue you report for the game but except that, Glassix reached its end. Though I say Glassix, I mean Glassix 1. With Glassix 2 on the way, you'll still be able to have fun with Lily and Anael (once I had a proper prologue to the game) and possibly in the future, see some Glassix 1 girl make a come back to Glassix 2, maybe the full game? I already received questions about this, nothing is sure at the moment, Glassix 2 is closer to a simulation adult game engine than a VN or simulation game, at least that's my goal. When I'm done with that, it'll be possible to create various stories easily meaning we could technically migrate Glassix 1 into Glassix 2, but that's not my goal at all with Glassix 2 so be aware of that.
I feel more relieved than proud with this new version actually. When I started Glassix back in 2016, I had lots of ideas and I implemented quite a lot of them. Being able to control girls was one of the important aspect I wanted to deliver and I think it is not too poorly implemented with the ability to have them follow, summon, teleport or pimp them (Yeah, I know not everybody like to share their waifus but it's all about giving choices and liberty to the player, just because it's in the game doesn't mean you have to do it). Spells were another aspect I had to limit such as time stop or possession being simple events rather than full gameplay control. And the outdated graphics made me wish I had started the project just a few months later when a better version of Illusion Studio with better graphics went out. But at that time, Glassix already had quite a lot of content done and I didn't feel the courage to update all that. Overall, I wish I could have delivered a better quality game but it is what it is, no point in worrying about the past, let's look forward to the future. All those issues I had with Glassix and 2D, I'll overcome with Glassix 2 and 3D even though 3D involves a lot more complicated stuff than 2D, a lot more aspects to consider when creating the game and I've been advancing slowly, but surely. I have no doubt I'll be able to deliver an even better game with Glassix 2 with enough time.
Ok, I'll have to stop with the pondering now and once more thank you all for making this game possible. I wouldn't have gone so far without your support. Don't hesitate to share the game online once it goes public wherever you can or talk about it, the more exposure the better!
Thank you all and enjoy the game!
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Gaweb Studio Adult
Public post

Glassix 2 v0.8 release

Hi everybody!
Changelog
  • Added Free mode
  • Added loading screen when changing locations and spawning cities
  • Added building highlight when hovering to see what's clickable
  • Channel packed irises textures
  • Optimized hair mesh to reduce vertex count
  • Added SSGI, SSAO and SSR
  • Hair materials are now opaque to avoid issue with SSGI
  • Updated hair shader to use Occlusions and Specular maps as well as dithering
  • Added water layer on city map
  • Added button to toggle lights on and off in locations 
  • Simplified day time system for easier control
  • Enabled volumetric lighting
  • Thickened wall of all locations to fix light bleeding issue

Well... This one took longer than expected, again :/ So many issues between some third party plugins crashing the game then followed by even native Unity plugins not working after update which delayed me even more... So many back and forth here but I got most of the issues out of the way and this release should be playable though with some quirks which I'll fix in a patch later on.
Anyway, from my last troubleshoot help request, some of this new stuff was already done: New Global Illumination system which still needs some works but should better lit indoors, some update with hair shaders which is still ongoing but should improve visuals (Currently, only female hair have been properly updated and I'll need to update male hair as well as outfits, locations, furniture and character skins shaders to work with additional textures to give better visual (occlusion, specular and sub scattering skin). There was also a new day/time system which is also a bit quirky currently but I'll adjust that over time too. And some nice water effect on the city map too.
Now for what I've been doing this month, I've added some loading screens when changing locations (I'll add those too in editors too asap) and added some mouse highlight over buildings to see better what is interactable (both were requested additions and made sense so don't hesitate to shoot more ideas). Finally the biggest part, the Free mode allowing you to finally inject your own character cards in any city, choosing the jobs and residences of those citizens. There is also a citizen randomizer which allows you to populate the city with generic citizens using a few options, such as a body template, gender ratio and age average for example. More options will be added in the future to fine tune this process to create your dream city. But you should already be able to create your own harem with a city full of young girls with one male lead :) Once you've set up your city, you can choose any male citizens to play. It's currently limited to male as players but will be expanded to include female too in the future, it'll need more work on animations and interactions to work this way.
The current process to set up a Free mode city is to select your own custom citizens first, choose their jobs and residences second, then add random citizens last. The process is a bit clickity at the moment but I'll add some ways to reduce this hassle. 
Anyway, this should give you a better idea of where Glassix 2 is going. Unlike Glassix, you'll be able to create your own cities and own events in the future to live whatever adventures you want, not only the ones I'll have created, and of course, be able to share those easily so that you can have something new to play pretty often. It's still a long way to get there, but I'll get there eventually.
This update took much longer than expected, sorry about that. Unity has been quite annoying to work with those last 2 months with problems cumulating and taking time to fix. But it's still easier to work with than Glassix 1 engine overall so I won't complain that much.
That's about it for v0.8. let me know what you think about this new addition! Thank you for your patience and support!

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Gaweb Studio Adult
Public post

Glassix 2 v0.9 release? Troubleshooting help required...


Hi everybody!
I didn't notice it was already the 2nd of September and missed my deadline for the release of the new version... But this is due to some crash in the compiled game which doesn't happen in the game editor and I can't figure out why even after looking online for several days... I'm looking for some help by simply loading the game and completing the tutorial and see if you get any crash in this new version.
Changelog
  • Channel packed irises textures
  • Optimized hair mesh to reduce vertex count
  • Added SSGI, SSAO and SSR
  • Hair materials are now opaque to avoid issue with SSGI
  • Added water layer on city map
  • Added button to toggle lights on and off in locations 
  • Simplified day time system for easier control
  • Enabled volumetric lighting
  • Thickened wall of all locations to fix light bleeding issue

I'll have to apologize in advance but this new version has 0 new content despite what was planned originally... I should have worked on the Free mode and some new animations but I encountered some heavy random drops in FPS in locations with lots of characters during my tests, some leading to 2FPS... In short, the game was unplayable... randomly...
After investigation and lots of online documentation and posts reading about game optimization, I finally found out some of the new hair models were using 400k+ vertex... The characters themselves are 20k+ which is already a lot... So imagine a model with 20 times the amount of a character... Since the hair popped up randomly depending on the generated characters and also was only for patrons, it might explain why I didn't notice this before.
Beginner mistake in the end, I didn't expect some basic hair to use more vertex than the original characters... Anyway, this forced me to switch my focus and optimize all the hair models I could find which was kinda restrictive since shrinking the number of vertex can cause problem with morphs later... I could reduce most hair models to 20% of the vertex count while keep morphs valid, I think but it took lots of time.
Another delay for this new version is due to personal life matter, I'm moving to a new unfurnished apartment and had to take care of stuff for that which reduced work time. We should have completely moved by the end of next week so hopefully I'll be able to resume a normal work schedule. 
The other time consumer for this new version is the global illumination system I've been looking into. This was supposed to be point number 3 to look into but after receiving several feedback about ugly graphics and characters, I decided to look into it first to solve this issue. Since Glassix 2 uses fully dynamic content, most of the best lighting solutions are not available. I'll skip some details and just say I've currently went with a Unity native solution called SSGI which kinda do what I want, but not enough. The result is still not satisfying thought the interiors now do get lit from sun and moon lights rather than having an average ambient light which was making everything look blend. I'll still need to tinker with this to get the better results, I also have a potential purchased asset which could replace that for better quality but couldn't make it work yet, not enough time on hand... So... Still not done on this aspect unfortunately...
One downside of this SSGI system is that it doesn't illuminate transparent materials, such as glass... or hair. So I had to make hair opaque too which currently makes them look kinda ugly, sorry about that :/ One good thing from this is, I finally understood I didn't use the full potential of the Unity shaders, be it skin, hair or outfits, and am currently missing some textures (mostly ambient occlusion and some specular for hair) which would make the game look better. But due to the amount of new textures it would require plus the other issues, I did not have time to test it further but I hope it'll lead me closer to good visual quality which is still lacking in the game at the moment.
I've also added water layer on the city map which should make it better looking than the clouds. Plus it's a native Unity feature and low cost so it should work fine even on low specs. Here is a preview.
Anyway, after all those issues and testing, I finally tried to release the new optimized version to get some feedback from low end spec users and see if it's better for them but I ran into a 100% crash occurrence in the new build of the game and I can't figure out the cause. It's a basic memory leak happening randomly either when the city is loading or when I move into a location. After 2 days of looking into it and still no idea on how to fix it, I decided to release the version as is at the moment since memory leak can happen due to the player hardware itself and I know it happened to me for other stuff so it might simply be an issue on my end and might work for you all. So if you have the chance, could you simply play the tutorial and let me know if you encounter any trouble? If it crashes, could you send me the player log file located in folder "C:/Users/<user>/AppData/LocalLow/Gaweb Studio/Glassix 2"? That would be helpful.
As for the rest of the development, I'm aware the last 4 months have been lacking in new content and with poor results in term of visual quality. I'd like to speed up the work on Glassix 2 and reduce the occurrence of those crashes which happen more often when lot of stuff has been changed at the same time. Instead of releasing several features in one monthly version like before, I'll aim to release 1 feature at a time twice a month. Next planned feature would be the Free mode and after that, some proper daily life animations and reactions. At least that's the plan, not sure if I'll be able to keep up with it, we'll see.
Anyway, sorry again for the lack of content in this new version, I hope you'll understand :x
Thanks for your patience and support!
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