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On Edge
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On Edge
Strategy/Rpg with deep gameplay mechanics focused on edging.
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On Edge

Welcome to the SubscribeStar page for On Edge!


On Edge is an adult game where you play as Debbie, a talented young biologist who, despite her youth, is already somewhat famous for making advances towards solving Eleria's famine problem. For her final assignment, she decides to travel back to the village she grew up in, and find out what went wrong. However, a mysterious package awaits at her door... it looks alien, but what does it do?

As you might have already gathered, this is my very first game, coded by me and dressed by the art from the talented Scarlett Ann. I began working on this game simply because I wanted to see such a game, with strategic and RPG elements, as well as depth in its gameplay.

Download the demo here!

https://mega.nz/file/USxy2TpZ#w6Tc73cJXRiGHn6COkImSQz6N9mFpKYP6JD247yZwAk


Controls


I decided to add this section because I had some messages that people were confused about how to play. The default configuration can be seen in the following image. After v0.1, when you fire up the game, you can go to "options" -> "keyboard config" and change all the keys too.

The default configuration as seen in all RPGM games

Also important:

F4 = Fullscreen
F5 = Restart
Left Ctrl = Skip Text

Remember, sometimes the text has valuable information so skipping it is not advised, as it might lead to confusion.

Bug Reports


As the game expands, bugs might unavoidably start showing their ugly face. Even the demo, which was in such an enclosed environment, had bugs! If you do encounter a bug it would be immensely helpful to send them in the appropriate channel in my discord

Story


We are in Eleria, a planet in another universe with striking similarities to Earth. Eleria was prosperous, however, at some point in time, animal reproduction ceased, causing famine to befall the entire planet. 

Soon after that, famine was seemingly solved by an unknown benefactor. Rumours started spreading about huge factories of unknown origin, and noone knew how they really operated. Each factory required just one person to operate, and that person was selected by the factory itself. In the beggining, it was seen as great honor to be selected and to accept the invitation. However, the workers were constantly threatened and manipulated by the powers that be, as political games ran rampant about who will control the food flow.

Thus, it was made illegal, and deemed greatly dishonorable, to ever reveal that you are a worker at a factory, since you were meant to have no bias towards who would get the food. 

Gameplay


The point of the game is to remove hunger from the entire village. To do so you have to gather ingredients, which turn to food, at the cost of power. That's the basis, although there are a lot of things you will be doing in the meanwhile, while balancing food production and food consumption.

Basically what i'm creating consists of three concepts:

1) Strategy Element

This is where all the gathering occurs. Anything you do in the village costs Confidence, and that's technically your HP. If it drops to 0, you leave the village. In this "phase" you can gather Ingredients, which will turn to food at the end of the day, or Mats, which you can use for anything that needs building or repairing.


You can see the factory's resources on the left and plan accordingly

However, the area you start in is not the entire village. In order to advance, you need to access/repair different areas, each one of which will give you different bonuses, but will increase the food consumption accordingly. Can you manage to keep the entire village happy?
As long as you provide the village with food hunger will drop!




2) Card Game Element

First of all, this game has no battles of any kind. Do not expect to go out in the wild and fight bees and rats. However, the power units that your base uses only come from one source. And that's where the adult section of the game comes in. Did you guess what it is?

So this is the kind of "battle" you will be facing. These "battles" play out like a card game, where every card is a very specific action, each illustrated separately. You research new cards, build your deck before the "fight" and then enter the milking room. Your deck is then shuffled and each turn you draw a card. Which card you're going to use and when is completely up to you!
Sexual interactions play like a card game! You can even build your deck how you want it!



Last but not least, each action you take results in experience points in that area of expertise, as well as the body part used, which leads me to the next Element:

3) RPG Element

Every part of your body gains experience and levels up! These levels slightly but passively enhance your cards' power, but also, with each level you gain a point to spend in the various skill trees!
Every part of your body gains experience and levels up!

What matters most is the relationship between you and the villagers. Each villager has his own age, occupation, quirks and traits, as well as things he likes. All these play some part in the card game, as they might prove to be buffs or debuffs for you. Or you can sniff them out and manage your deck accordingly, to make him fall madly in love with you!

You also have your own buffs and debuffs. Do something long enough and you might get used to it, not thinking twice before doing it!

Note that any mechanics you come across are subject to change until the final release (mostly to make it more fun and interesting), but the core subject of the game will remain unscathed. Something boringly complex might become simpler and vice versa. In the end, what i want is for the game to be simple enough so that everything is immediately apparent, and complex enough so that it's interesting and provides a range of strategies to tackle different situations.


This game isn't an h-image slideshow


I thought I'd clear this up straight from the get-go. There are a myriad of other games where you can get scenes after scenes by just pressing the spacebar. I have no problem with that, but that's not what I want my game to be like. In this game, every h scene must have a reason to exist, gameplay-wise. So anything h will change some value and affect the gameplay in a good way, a bad way or both. Well, mostly in a good way.

The Demo


The demo is meant to be an intro/tutorial. You learn parts of the story as well as the basic mechanics of the game. It ends after the first card minigame, which gives you a taste of what's coming.

I tried to make the demo get into the h content fast, yet the future versions will have changes on how the beginning part plays out. 

Updates


The timing of the updates is affected by many parameters, like when the images will be finished or when I am happy with what I've got. So the updates will be ready when they are ready. I would rather spend some more time polishing the experience, than release a rushed build. However, I am working day and night to make it as good as I would like it, as well as expand my coding knowledge to make it even better.

I have made a roadmap for the entire game to keep track of what it will go towards, however this is subject to changes. This means that I *might* introduce polls of what you want to see next. Although polls aren't a certainty, the tiers will go as so:
2-tier polls will mostly be about SFW stuff, like which character to introduce next, or which minigame to subject to changes, etc. 
3-tier polls will be about more NSFW stuff, like new cards, or new scenes.

This game is not split in chapters! There is a side-story that progresses through various conditions, but reaching its end is not the goal, nor the end of the game.

Availability


The came is currently available for Windows only, and it is being tested on Windows 10 specifically.

At the moment there are no plans to make the game available to any platform other than Windows. I have thought of Android, but it largely depends on the support it gets. The RpgMaker MV engine has choices for both Androids and Macs, so I might consider making those versions in the future.

If you want to play it on a Mac, however, there is still the capability to install Windows on a virtual machine and play it there!

Thanks for your support!



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On Edge

V0. 12 (bugfix)

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Mr Mathews sketch!

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On Edge
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100 Subscribers!


I want to thank every one of you for giving On Edge your attention and support. I am truly humbled by all the positive messages it has been getting.

What I can say for sure is that making this game has become a passion of mine, and I am looking forward to seeing it completed as much as you! I truly hope I will not let anyone down.

I don't know what else to say, I'm just really glad you like the game as much as I do. Let's all go on and see it rise to its full potential! 

As for me, it's back to work, as more nice things are coming!

~Thank you.
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On Edge

V 0. 1 download link

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V0.1 changelog


Good news everyone!
I am just waiting for v0.1 to be uploaded and it will be immediately available for all tiers.

As you will see there are many things that have changed and/or improved, but the main thing is that it now doesn't stop you after the first gloryhole event ends. You can continue, buy upgrades, visit the gloryhole again etc.

Unfortunately you cannot continue from the demo's savegame or the game will probably break. That's because many things changed at the level of the foundations (like how fires are calculated).

After this is done I will focus on getting some new art into the next versions (Mr Mathews, new clothing are just two of those) as well as bugfixing. I will also be designing the mechanics of the first purchaseable area, but more on that in later posts.

Here's the full changelog:

  • Sandra now calls you after she's moved back in, in case you missed it.
  • Knocking on Mathews door no longer requires confidence.
  • Dustbins now don't contain condoms (was causing a bug)
  • Factory stats and skills can now be seen in the menu!
  • No more annoying windows to the left of the screen. No more annoying buttons to click.
  • Tooltips! Tooltip mode in the milking room. Hover over stuff to see what they mean.
  • Hover over Mr Mathews house to see his fire breakdown!
  • Cards' powers are now visible before you select the card.
  • Mr Mathews now watches Debbie's ass at his house for 1 Ingredient.
  • Mr Mathews' fires now also contain quality (seen as stars).
  • Teleporting can now happen through the menu screen/pressing 't'.
  • You can change your keyboard keys config through the options.
  • Insights now reflect what you know about the person you're milking.
  • You can now view the milking room's backlog in the utilities menu.
  • The beginning of skill trees: Factory & Cock Worship.
  • Cum drips from Debbie's face onto her breasts.
  • Connect Feed is now a card.
  • Increased cum on face/breasts is now visible.
  • The miner's character has been fleshed out a little bit. Let's all welcome Mr Gary!
  • You can no longer ask for the miner's help (other things are planned for him)
  • You now fix the teleporter automatically when you have the mats.
  • "Hold Head" card is now researchable - you don't automatically unlock it
  • You also don't milk Mr Mathews twice in the tutorial. But you can later.
  • Tuned the max XP required for level 1 to be easier to reach.

Bugfixes:
  • Your deck is no longer emptied when you leave the milking room.
  • Sometimes the XP screen caused a bug (non-finite values). It has been fixed.
  • You can no longer climb the box in the mining area and get off bounds.
  • Fixed a bug where sometimes the xp transfer screen didn't fade in properly.
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Progress Report!

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Progress report!

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Progress Report

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The demo is ready!


The top post also has its download link. Do tell me what you think!

Next version will be out soon, it will not end where the demo does (it will have freeplay) and will have plenty of additions. The progress report is now posted and available for FREE subscribers too!
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1st Progress Report!

So, until my account gets approved (edit: It has been now), I thought I could post my first progress report. Since we're still early in development, there are a lot of things going on, like finetuning and changing how some actions play out.

On the demo:

It's almost ready! I actually have a copy ready to post, I'm just waiting for my profile to get approved and for my two bug testers to weed out any remaining bugs.

The demo is in fact the tutorial of the game, also containing the starting story, and as so it's very linear. I hate to confine the player into a specific route, but this is only done so that the tutorial's story makes sense. After the demo, in the first "canon" version of the game, the player will be free to do whatever they wish. There will also be a "skip intro" choice for returning players.

The demo also contains some things that will not happen as fast in the "canon" version. I included those to give you a better taste of what's planned, which is why there is so much dialogue. What I wanted, for certain, in the demo version, was to include the card game, which will be the minigame that will be fleshed out the most.

On the first "canon" version:

I have already started working on the first version outside the demo. 
The progress report is now posted and available for FREE subscribers too!


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