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!
Download the demo here!
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.
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.
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.
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.
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.
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?
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!
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!
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 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.
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.
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!