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Orane Pluto profile
Orane Pluto
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Orane Pluto
Hello there! I'm the solo developer of Domitum Fortress, an erotic sandbox game about BDSM in a post-apocalyptic world. Get the latest public build here: https://oranepluto.itch.io/domitum-fortress
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Displaying posts with tag Devlog.Reset Filter
Orane Pluto
Public post

Devlog #33 - Making the World Alive in the Background

Hey there! I hope you're having a great day.

I've been working hard on the next update and the release shouldn't be too far off. In the meantime, I want to keep you in the loop by discussing some of the changes coming in version 0.1.5 and the reasoning behind them.

The Problem of Background Events

This update is a big step toward making your characters' lives feel like they continue even when you're not interacting with them. But this raises an important design question: how do you keep players informed about what's happening in the background without overwhelming them with information?
We've had Event Popups since version 0.0.5. They work well for local events that give players the opportunity to react, but having too many could quickly become annoying. Imagine getting 20 popups about things like "Alexia is feeling lonely" or "Dave is struggling to complete his daily tasks with his hands tied".

With that in mind, I decided to keep Event Popups focused on things that need your immediate attention, like opportunities for the player to act and major world events.

The Solution: Notifications

The solution I settled on is a notification system. It's a tried-and-tested way to keep someone informed about events without interrupting their gameplay, just like notifications on your phone.
Notifications will be separated by importance, allowing players to choose what they want to see. They can focus only on events with a direct gameplay impact or also read flavor text for extra context and immersion.
Adding notifications was essential to making BDSM devices and bondage affect your characters in the background, which will be an important part of the game.

Another major benefit of notifications is that they'll make it easier to keep track of your submissives working as prostitutes. Previously, you'd have to visit the city and check the log to see what was happening. This made it easy to lose track of your submissives while they were out earning money for you.

One more thing about immersion

On a different topic, I've been wanting characters to have a more visible presence throughout the game, rather than appearing only in scenes and during interactions. I think this would help players feel more connected to their avatar and the other characters in their entourage.
I won't be able to implement everything I have in mind, but one change I'm making this update is displaying your character model in the Location window. I hope this helps you feel more connected to your character and the world around them. More changes like this are planned for future updates.

Final Thoughts

I hope you found this devlog interesting. I'd love to hear your thoughts on these changes, as well as any other aspect of the project. Your feedback is always welcome.

Thank you for your interest in the game and I hope you're looking forward to the next release!
Orane
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Orane Pluto
Public post

Devlog #32 - Addressing Some Gameplay Issues


Hello everyone! I hope you're all having a good day.

In this update, I wanted to address some of the issues that come up most often in player feedback and share what I'm doing to improve them.

Having to visit a city to check Aesthetic Scores

One of the issues that came up is how annoying it can be to have to travel to a city just to see the Aesthetic Score of a submissive there. So I've added a new tab to the Character Inspector window.
It will only list cities you've already discovered and you'll still have to take the character to a city to find out their score there.

The (???) shown in the screenshots are cities the player knows about but where that specific submissive has never been. To make this work, I also had to make sure city names never repeat and add a way to see city names on the map. Now when you hover your mouse over a discovered location on the map its name should appear.

Of course, the fixed and random Aesthetic Score is just a placeholder but I hope this makes the trading experience much better.

Problems with saving

I've received quite a few comments about the saving system, with the most impactful being from players who lost progress because they forgot to save thinking the game would do it automatically. This is particularly important because losing progress can be enough to make a player not want to come back to the game.

So in this update I'm adding autosaving and multiple save slots.

I wish I could already implement save compatibility between game versions, but I'll only be able to do that once the core mechanics of the game are more developed.

If you go broke it can be hard to recover

I already made another devlog about this problem and my solution (Devlog #31) but basically I'm adding a simple job that the player can do to earn at least enough money to hire a mercenary and get back to raiding villages.


Not enough things to do after defeating Bandit Camps

This issue is mostly about wanting more content, and I actually take that as a good sign. It means that some players want to keep playing the game in it's current state even after they've already experienced the available content.

To improve on this, I'm adding new village content and mechanics that become available after defeating bandit camps. You can read more about this in Devlog #29.

With a game like this, it can be difficult to balance building the systems needed for future content with actually delivering new content in each update, even when those systems aren't in their final form yet. The plan is that as the game develops I'll be able to focus more and more on just adding content instead of building the core mechanics to support it.

Training can feel repetitive

This is an issue I won't be able to fully fix in one update but I'm making some additions that should improve the training experience.

The most important one is that devices and bondage will now have background effects. For example, a gagged submissive may gain some Discipline from time to time.

It's not a full solution but I'm also adding a fuck machine. It will be expensive to buy but it should considerably speed up some skill gains if you want to take a rougher approach to training.

Of course, training is one of the most important components of the game, so it should become more interesting as the game gets more mechanics and features.


Not enough hairstyles

When it comes to customization, one of the most common pieces of feedback I've received is that there should be more hairstyles, especially more feminine ones.

So this update is getting a lot of new hairstyles. You can even get a small spoiler for one of them in this post's screenshot.


Final Thoughts

I know these are far from being the only issues with the game. I have a long list of other things that come up regularly in feedback, but I wanted to share some of the things I'm currently doing to address problems you may experience while playing.

If you have any other issues or suggestions, I'd love to hear them. Your feedback is really important for helping me figure out how I can make the experience better for everyone.

Thank you very much for your interest in the game and for helping make it better!
Orane
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Orane Pluto
Public post

Devlog #31 - Keeping the Peace


Hey everyone! Hope you're having a good day.

Progress Report

Development on the new update has been going well and it should be ready for release in October. The original plan was to release it this month but I got a little too excited about some features, so it'll need a little more time to cook.

I hope to stick more closely to the three-month release schedule next year when I have more time to work on the game, but for now I'd rather take a little longer and make each update something worth looking forward to than rush it just to stay on schedule.

Patrolling the City

I've been getting some feedback about how reaching 0 copper can make it difficult to recover. Theoretically, you can keep raiding and accept that you'll lose most of the time until you eventually earn some money to hire some mercs. However, I understand that being defeated can feel bad even when there are no real consequences to losing while you're broke.

I imagine many new players may have simply given up on the game after finding themselves in that situation, so I wanted to address this issue sooner rather than later.

That's why I'm adding a low-paying job in cities to help you get back on your feet. In both the next Public Build (0.1.4) and Early Access Build (0.1.5), you'll be able to take patrol shifts at the Peacekeeper's Station.

Cities are interested in occasionally hiring you for patrols because citizens tend to be on their best behaviour when they know a Domitor or Domita is watching, even if they aren't willing to pay very well for it.

This also means the introduction of a new type of character: the Peacekeepers. They are responsible for keeping order in cities but have a tendency toward corruption and don't particularly care about the common citizen. That's something you'll eventually be able to exploit.

Thank you for your interest in the game and I hope you’re excited about the update!
Orane

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Orane Pluto
Public post

Devlog #30 - The Future of the Project

Hello everyone! I hope you're all having a good day.

I have some important news and announcements about the future of the game, so without further ado, let's get into it.

A Big Change for 2027

In 2027, I'm taking Domitum Fortress from a free-time project to half of my working schedule.

Until now, most of my time has gone toward freelance work with Domitum Fortress being something I worked on whenever I had free time. Next year, I'll dedicate half of my work days to the game while continuing to freelance on the remaining ones.

I genuinely wouldn't be able to take this step without everyone who has backed the project, so thank you very very much! Your support has made this possible and I deeply appreciate it.
For transparency, this new schedule isn't sustainable in the long run just yet. However, I'm confident enough in the game's growth to give this a try.

Thanks to the support from backers, some freelance work, my savings, and my country's relatively low cost of living, I'm finally in a position to make this change for 2027. If it doesn't work out, I can always return to developing the game as I have until now.

Time has always been the biggest limitation on development, so I'm really looking forward to seeing what we can accomplish in 2027 with significantly more time. You can expect bigger updates, more content, and much more consistent progress throughout the year.

New Backer Tiers

To help make development of the game more sustainable, I'll be adding some new backer tiers for anyone who wants and is able to contribute more to the project.

There won't be any in-game rewards beyond cheats. I can promise you that I'll never put actual game content behind a paywall. I'm still figuring out the exact pricing for some of these tiers, but this is what I have in mind so far:

  • Tier #1 ($3): Polls & Previews
  • Tier #2 ($5): Early Access Build
  • Tier #3 ($10): Early Access Build with Cheats
  • Tier #4: Name in credits
  • Tier #5: Prominent name in credits
  • Tier #6: Very prominent name in credits

I hope these tiers seem reasonable and if you have any thoughts or suggestions, I'd love to hear them.
The new tiers should be available before the next game update. I'll also be giving some credits spots to a few longtime backers as a small gesture of appreciation for supporting the project for so long. Of course, before including anyone in the credits I'll always check with them first to make sure they actually want to be in it and confirm which name they'd like to use.

The Domitum Codex (Public Roadmap)

With the next update, I'll also be launching the Domitum Codex, a site containing the project's public roadmap and planned features.

It will be open to everyone and make it easier for you to follow along with development and feel more involved in the process. I've always had a hard time figuring out how to communicate future plans for a sandbox game like this, so I've been developing the Codex specifically to solve that problem.

I’m really happy with how it’s turning out and I can't wait to share it with you! It should go live with the next update.

Thank You

I want to deeply thank you all for your support and interest in the game. Domitum Fortress is a passion project so having the opportunity to do this truly means a lot to me.
Orane
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Orane Pluto
Public post

Devlog #29 - The Beginning of Village Corruption


Hey everyone! I hope you're doing well.

I've been thinking about what kind of content to add after destroying bandit camps and I think it's time for your relationship with villages to expand beyond simply raiding them. I'll go over what I'm planning for the next update and how I plan on building on it in the future.
After you destroy a bandit camp near a village, the village chief will ask to meet with you. They'll offer you a simple deal: the village will pay you for your protection if you keep them safe from bandits (who are far more ruthless and don't follow the Church's laws) and promise not to raid them anymore.
So far so good... but you'll also get the option to sabotage the village's production, making it harder for them to come up with the money they owe you. If they can't pay, villagers will offer themselves as payment instead. You can also have a public punishment scene with the chief. If this happens often enough, the chief will eventually offer themselves as your slave, believing they have failed their people, with a new chief taking their place.
This protection deal will be the first step in your relationship with a village, unlocking the ability to visit it and have more interactions with its inhabitants.

The Next Steps of Corruption

Eventually I want there to be several ways of corrupting a village. You may manipulate events through intrigue, take control through fear, or earn genuine respect by protecting and investing in the community. You'll be able of bringing the village chief under your control through intimidation, sexual submission, or bribery, or just become such an important figure in the villagers' lives that they willingly follow your guidance.
The ultimate goal is to convince them to accept the Church of Divine Hierarchy and transform from an independent village into a lawful town. But in the process, you'll get to shape the village's culture to fit your desires and have a lot of fun with the villagers.
Anyway, that's the plan. I'd love to hear your thoughts and ideas about it.

Have a great day or evening and thank you for your interest in the game!
Orane
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Orane Pluto
Public post

Devlog #28 - Update Progress and Poll Results

Hey everyone! I hope you're all doing well.

Progress on the new update has been going smoothly. The new character appearance system really has made it much faster to implement new items.

I've also been studying ways to improve my animation workflow. Until now, I've been animating in what is probably the slowest way possible, bone by bone and without IK. I prefer animating directly inside the engine because I have to take into account that the characters are generated dynamically and can have many different combinations of items and body shapes, which would be difficult to do if I were animating in Blender.

As for the character traits, most of the programming work was already done. For this update, most of my work will be focused on creating the UI and putting the system to use in interesting ways.

New Sex Scene Poll Results

The results are in for Poll #18, where backers voted on a new sex scene to be added in the next update. Below are the combined results from both backing platforms:

  • #6 Ordering a sub to masturbate for you while you watch and humiliate them (0 votes)
  • #6 Face-slapping a sub (0 votes)
  • #5 Having your sub rim you (1 vote)
  • #4 Having a sub ride a dildo on the floor while you tease and humiliate them (2 votes)
  • #4 Spanking a sub with a paddle (2 votes)
  • #3 Rewarding a sub with oral (4 votes)
  • #2 Giving your sub a bath (5 votes)
  • #1 Fuck machine training scene (6 votes)

So it was decided that update 0.1.5 will include the Fuck Machine! You'll be able to buy it at the temple and use it to increase a submissive's Anal and Vaginal skills faster, up to a certain level, similar to how the Deepthroating Dildo works.

If your preferred scene didn't win, don't worry! I plan to eventually add all of these scenes to the game. I may even be able to include more than just the winning scene, but I won't make any promises at the moment.

Have a great day and thank you very much for your interest in the project!

Orane
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