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They are unstable builds! They have more issues than the versions you can get with the Subscriber tier. They contain the latest features i talk about in the devlogs.
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Hello everyone and welcome to the last devlog of the 0.1.5 update!
Yes, last devlog! I am hoping to release the 0.1.5 update next week with the features i am talking about here.
Bags
Handbag itemHandbag on the character preview
I made this quick model i made for the handbag, which will be the only and first bag in this update.
It still needs some work to be shown on the character correctly but overall i like the feeling of it. I'm sure it won't be clipping with the clothes, restraints and others wonderful bugs at all. /s
No, you will not be able to store bags inside other bags for now. You think i don't know your cheeky tricks huh? For now, i won't allow it until i have did a minimum of balancing on the items capacity of the character's inventory and the bags.
InventoryNew inventory look
First, the panels on the left side, represents your "containers", the top one is the default inventory you have been using from the prototype, which is what you have on your character. The new panels bellow it are the bags you have in your inventory, they will automatically show up if your character has a bag in it's default inventory.
Another change you might notice from the screenshots and videos is the missing "Restraints" button in the top on the screen and the new "Restraints" panel on the right side.
This panel is now the compact and more convenient way of seeing what restraints you currently are wearing and the new way of doing self-bondage. Clicking on one item inside will only allow you to untie the restraints, yes only untie.
Drag and drop a restraint item on the characterDrag and drop a restraint item on the "Restraints" panel.Untie menu from one of the items in the "Restraints" panel.Blocked panel access when you are unable to untie yourself.
If you want to practice some sexy self-bondage, you have now multiple ways of doing it:
Drag and drop the restraint item on the character directly
Drag and drop the restraint item on the "Restraints" panel
Open the context menu on the item and choose the "Self-bondage" option.
Hopefully these changes and options would make the use of the UI and self-bondage a little easier.
Body customization
You might have noticed that the button "Body customization" has disappeared from the Inventory page. Well, i'm scrapping all customizations... is what i would say if i was a sane dev!
Long wall mirrorSmall wall mirror
Since i'm an insane dev (i know, i know) /s, it was replaced by a single interaction on """mirrors""" in the game's world. I insist on the quotes here because they don't really act like real mirrors, you know, all reflective to show all of your beauty to yourself. This is a video-game damn it, i need to keep my sanity here, no realtime reflections for mirrors, no!
Ahem... Mirrors are going to be placed in places where it makes sense, like bathrooms, walking closets, clothing stores, etc... you get the idea. To interact with it, just go near it and it will show you the interaction for it. Interaction of a mirror Main menu
StandingStanding, Restrained and gaggedStanding, Restrained, Gagged and Blindfolded
I also wanted to do these modifications for a while, make the main menu more polished and fun by first making the continue button showing you the thumbnail of your latest save which, in my opinion is a nice to know at first glance where you are going to end up by loading the save.
The character will also have the same appearance, outfit, restraints and position as your character in the latest save you made.
That's all for this week!
If you want to ask questions, share your thoughts, follow the game progress or just talk with us, join the Official Discord Server!
Hello everyone! Welcome to the first devlog of the 0.1.5 update.
In the 0.1.4.x updates i mainly focused on implementing the first version of the dynamic position system with the introduction of restraints links. 0.1.5.x updates are going to focus on the interactions with characters and improving the AI along with improvements to the characters movements and camera.
Bags
Preview of the work in progress bag UI.Preview of drag and dropping an item into a bag.
Let's start by talking about what i have been doing since last update: bags. I wanted to implement bags in the game to allows characters to... carry more items, what a surprise!
Bags are items with their own inventory with different sizes depending on the bag size. They need to be inside of the character's inventory to be worn. If a character has a bag in their inventory, they should be automatically shown on them visually.
Object inspection and stripping
I don't really know how to call that but you will finally be able to look into other characters and objects inventories and take their precious items!
This is going to be an interaction that will open a menu which is going to be like the inventory and wardrobe combined into one, allowing you to take or put items into the inventory of the object and change the clothes of your captive. ;)
AI
I want to make the AI more realistic and challenging. And for that i have a few ideas.
Improve the struggle mini-game when they catch you so it is based on both characters stamina.
Make the AI struggle when grabbing them making them harder to subdue them. This is going to be the same as when your character being caught by a guard but you are the one catching them.
Guards will randomly decide to lock the locker a character is hiding in, if they saw the character entering the locker. This applies to other hiding places and will apply to the player as well, be sure to have lockpicks if you don't want to be trapped hehe.
Ability to take the elevator by themselves. (who would have thought!)
Implement of first version of the personalities system so they have their own restraints choices and speech lines based on the personality.
Movements
The characters movements logic, to be specific. There's two problems currently:
First, you may have noticed that your character can't really climb anything, not even jump, just like me, what a looser!
So, the idea here is to fix the movement logic for characters to be able to step on small obstacles, like the mattresses in cells for example.
Second, the damn AI, if i could, i would spank their ass when they misbehave!
They can't even avoid each other when they really need to, you might think that i would have fixed it by now but nope.
Camera Preview of the collision issue being talked about. Ah yes, the infamous camera problem that haunts every video-game in existence.
The current camera has major a flaw when it comes to collision detection: If your character is too close to a wall, the camera will be inside of the wall and will completely ignore the collision of the wall which creates visual glitches because it conflicts with the occlusion culling optimization system, which to explain simply, is a system that dynamically hides the 3D objects visuals that are behind another to avoid rendering objects the player is not seeing anyway.
I'm going to fix that in these updates.
That's all for this week!
If you want to ask questions, share your thoughts, follow the game progress or just talk with us, join the Official Discord Server!
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