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Access to test versions
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.
I release test versions based on development needs. This could mean 10 releases in a month during busy periods, or just 2 when less testing is required.
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Tester channels are just channels to talk about and give your feedback on the test versions of the game to avoid mixing issues with subscriber versions and test versions.
Hello everyone and welcome to the first devlog of the 0.1.5.3 update.
Clothes In this update clothes are now items you can get in the world and with that a new Clothes panel has been added to the Inventory.
This panel allows you to see what clothes items your character is currently wearing and also dress/undress your character by drag-and-dropping clothes on it or just by clicking on the items in your inventory to make your character wear it.
How clothes items are displayed in the world in the 0.1.5.3 update.Wardrobe with the changes made so it only shows the available clothes.
The wardrobe screen will only show the clothes your character have in their inventory when you are not in your home. If you try to apply an outfit, it will only put the clothes your character has and will show you what your character is missing in the tooltip.
New clothes: Pantyhose
I decided to add the pantyhose in the game because it's been a while since i added any new clothes in the game and because some of you (including myself) wanted to have pantyhose in the game.
Since it was already planned, i wanted to take a short break on programming and do some modeling and texturing.
Yes, i can already hear some of you asking for fishnets and other types of pantyhose/tights and yes there's going to be plenty of them implemented.
If you aren't aware already, i have a pretty big issue with the character model. It's skeleton. I want to fix it to finally end most of the clipping of the clothes and the body.
AI
I made changes to the AI vision to hopefully make them more challenging and realistic and i will start to work on sound detection in a later 0.1.5.x update to make them aware of struggling noises and moans and by footsteps made by your character or allies.
Restraints variations
As you are probably aware of, the game doesn't allow you to change the restraints colors like you can with clothes. This is intended.
I wanted restraints with different looks or colors to be their own items.
For that i need to create a system for the restraints to have variations so i can use the same model and since i'm implementing it as i'm writing this post, i can't show anything working at the moment but hopefully next week i will. :)
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 only devlog of the 0.1.5.1 update which i would like to release next week.
Let's start by the new things done so far for this update.
I wasn't happy with how i was displaying the characters speech lines in the world, it was a quick implementation done for the prototype version and was also unhappy with how i was handling the alert indicator, this little bubble on your screen that display the alert level or awareness of an hostile character.
So what i did was to combine both the alert indicator and the speech text into one component displayed on the HUD or the in-game UI. Which makes sense since both of these are related to one character.This made both of these easier to modify and manage.
You can checkout the first video to see it in action.
One major issue i wanted to fix, or at least most of it, is the AI avoidance.
This is mainly fixed, avoidance of NPCs and the player character. This was so stupid to fix, i don't understand how it wasn't working before but now that is working as intended, i am finally happy to move on to new and exciting things for the AI.
You can checkout the second video to see it in action.
Now that those things are done, let's talk about what is left to do for this update.
Making the struggle mini-game when you grab an NPC. That's right, this will give you a little more challenge to actually subdue a grabbed NPC.
I don't know how much time i will need for it but i will try to implement the fact that guards will lock you in lockers when they see you hiding in them.
The idea for this feature is to make the NPC decide randomly for now until i implement the personality of NPCs which is also coming in 0.1.5.x updates.
If your poor character gets stuck in the locker, you can make noises, which are going to eventually catch the attention of a guard, they will unlock and tie your character right away.
I am excited to work on a first version of this so finger-crossed i can release that sexy feature next week!
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 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!
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