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MetalB
I'm making an adult horror visual novel. Built from the ground up in Unity, the game focuses on storytelling as a core aspect of its gameplay. Renpy players will feel very at home, as I've modeled the gameplay to match, nay, enhance the Renpy experience. Available on PC, Android, Mac and Linux.
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Detective
My Precious
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This is probably the most appreciative I could ever be. Thank you for supporting this game's development! You get a special render request, that is within reason of course.
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About the game: On one fateful night, you stumble upon a strange cabin in the middle of the woods. You have no recollection as to who you are, or why the hallucinations and voices in your head guided you there. After getting acquainted with the house guests, you realize all is not as it seems, and must uncover the secret behind a series of mysterious events. You must interact with the characters, gain their trust, form relationships, gather clues to uncover the truth, manipulate people, and decide their fates.
About the game: On one fateful night, you stumble upon a strange cabin in the middle of the woods. You have no recollection as to who you are, or why the hallucinations and voices in your head guided you there. After getting acquainted with the house guests, you realize all is not as it seems, and must uncover the secret behind a series of mysterious events. You must interact with the characters, gain their trust, form relationships, gather clues to uncover the truth, manipulate people, and decide their fates.
Dev Update (September 8, 2025) - Character Routines Completed, Intro Renders Remade, Translation Release, And Writing Progress
Sup guys! Hope y'all are doing well and had an amazing weekend!
Character Routines Done
This took way longer than I anticipated, mostly because I made alternate versions of each routine render to pick the one I liked the most. I gotta stop doing that lol. There's about 50+ in total, hopefully it's enough to not feel repetitive. Besides the renders, I also made some new events similar to Chapter 2, like the little bathroom dialogue interactions, which also took quite a bit of extra coding work.
I also redesigned the attic and another room (in a new location). Although these rooms were previously inaccessible in Chapters 1 and 2, I'd already made renders for them in the game files. The previous designs were way too small to fit multiple characters in them, so I had to make them bigger. The new ones also look much better.
Translated Releases
I was finally able to release the translated versions of the game on Steam and itch. The languages included are French, Simplified Chinese, and German. I have someone working on the Russian translations, so that'll take a while.
I figured most, if not all, of my subscribers here speak English, so I didn't really see a need to re-upload that version (v0.5.61) here. It's literally the same as v0.5.6 but with translations, which will be included in the next update (v0.5.7). But if you want me to upload v0.5.61 here, let me know.
Intro Renders Remade, And Demo Re-Release
Adding translations to the game got me thinking about re-releasing a newer version of the demo. And as I was playing through the game from the beginning, I couldn't help but notice how doo doo the intro renders looked. But I can't be too hard on past me, he was literally working with a potato.. In a cave.. With a box of scraps.
Anyway, due to all the code changes in the newer versions, I practically had to rebuild the entire demo from scratch.
Recreating the renders was especially a huge pain, cuz I lost all the original Daz files for the intro scenes, which meant I had to reconstruct the entire sets from scratch, fml. But it turned out good tho, I made a lot of improvements. I always wondered what the game would look like if past me had my current PC, and now I know.
There's still a lot of renders in Chapter 1 that I need to redo, but I'm saving that hassle for when the game is completed.
Another big change to the demo is that your save games here will now be compatible with the full game. So you can resume your progress from where you stopped in the demo, unlike before, where you had to start over.
Also, If you can go on Oppaiman and leave an upvote on my page there, I would really appreciate it. Thanks!π
Man, these past couple of weeks have been a crazy emotional rollercoaster, what with all the censorship news going around, especially with adult games. It's been really tough trying to stay focused, but I managed to get some work done.
There's so much stuff I did, I'm not even sure what to include in the devlog π
Quest Planning
Done! I was able to create all the chapter 3 quests, and even played through all of them in the game. Without the dialogues, of course. The dialogue files are empty placeholders for now. Here's the roadmap for Chapter 3. Each of these cards represents a quest objective/dialogue (blurred out for obvious reasons). I may end up moving some stuff around as I continue to work on the chapter, so you can think of it as a first draft.
There are 68 cards/dialogues in total, more or less the same as Chapter 2. Some will be shorter than others.
Implementing these in the code was a nightmare. Last time I only had 4 characters to work with... Now it's 8 π . I've already played and tested the quests multiple times to make sure there are no bugs, and so far I think I've caught most of them, but I'll probably have to do several more in the future. Sandbox games are a pain to make lol, but I love it.
My progress tracker in the future will be based on these cards. So the completion percentage will depend on how many dialogues I've written. (The image is a sample btw, I've not actually written 30)
Some Improvements To The Inventory System
While testing, I quickly came to realize that the inventory space, especially in the key inventory, was getting too small. It was never designed to have more than one page cuz I never thought I'd make so much shit that it wouldn't fit in there lol. But ya, after a lot of coding, you can hoard as much stuff as you want now, and view them in multiple pages.
What's Next?
Now that I've finished planning the quests, there's a lot of stuff I need to do before I can start writing the dialogues.
Character Daily Routines
I've already plotted out their daily routines, in other words, where they'll be on the map at different times of the day; all that's left is to create the renders. So far, I'm done with the new girl, and it shouldn't take too long to finish the others. The frustrating part is that I like to make multiple versions of each render so I can pick the best-looking one.
Game Design Stuff
I still need to implement ways of increasing character relationships and player stats, and create things for the player to do with the stats. Stuff that makes it feel like a game. It'll be way less grindier than Chapter 2, if you thought it was lol.
Conclusion
Oh, one more thing, the more I work on new content for the game (especially when I add new features), the more "prone to error" older parts of the game become, so I've been thinking about separating the game's chapters into a Season 1 and 2 if it gets too complex. I've not made up my mind about it, just something that came to mind after so many of the new features I added caused so many bugs during testing.
Phew, that's as much as I could fit into this devlog, there are soooo many micro tasks I had to omit, especially in the code. I apologize if this devlog seemed messier than usual, there's just some much stuff on my mind lol. But progress is going very well, and we're one step closer to the end (of CC)!
Till next time, take care, stay safe, love y'all! π
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