V0.6.1Alpha and V0.6.2 Patch

Regarding patch 0.6.2: Some SS changes to their ToS have caused me to remove some scenes.
In unrelated news, I have a friend that has taken a recent interest in modding! I'm putting up a section in the discord channel for him to post his...mods to the game. Make sure to check them ;)

Helloooo everyone! It's been quite sometime since the last game update and for good reason! With this update my full vision for this game is finally starting to take shape. Now, this is going to be a very long update post so I'm going to break things up a bit so you can read whichever sections you care about the most. You can find the download link just below the important notice.

IMPORTANT:  THERE WILL BE BUGS. This system was too complicated for only two people to test 100% through. We will patching any game crashing bugs within the next few days, but if you encounter something that does not allow you to complete a combat encounter, you are given the option to skip the encounter before combat starts so  I recommend saving when given that option.

Only the class starting weapons, stims, throwables, armor, shields and standard ammunition are functional at the moment, so if you manage to get the money to buy more advanced weapons or ammo, they do not work, that is not a bug. Also, the inventory screens and trader screens did not get completed so we will be adding those soon. I highly recommend reading at least the WIP section of this post while your game is downloading!

And, in regards to 2D animated Sprites...I hate to be someone to divert blame when I am the project owner, but it needs to be said what has been going on in regards to these. The commission was started August 29th of last year. I was told that what I had paid for would be done by September 7th or the 12th at the absolute latest. Through regular contact that was continually pushed back to the point by December 8th I had only received the single idle animation for the main characters, none of the enemies. At this time I was told 100% that he would be done by the end of December (which is when I made the first guess for release time). Then it was January, and then February, and finally I got to the point where I requested to get only what was completed along with any wip stuff like sketches. I first requested to have the wip files sent on February 19th with no response, and then again on the 20th. I was told I would have them in a few hours. I have followed up multiple times since then and have still received nothing. Not even a sketch. So by now I'm assuming I have been scammed. I have already hired another artist and they have begun work on making the 2D sprite animations, but they've only recently started. So for now, about 90% of the planned animations are just missing, and there isn't even a still design for the enemies. 




Breakdown of post sections:
-The development process of this version.
-Details of the new combat system
-Description of what in this version of the game is still WIP, and how it will progress from here
-Full change log in bullet points

The development process of V0.6.0

I have posted about this in the past, but I'll do a recap here for anyone that may have missed that post. If you'd like to read the whole thing in detail, you can refer back to the post here on Subscribestar from December 11th, or in the announcements of the Discord server.
The last update was the end of February 2025. The intended update for April had some issues with Live2D and size so it was delayed to be launched with this coming update.
May and June were spent on personal work involving a home remodel, moving, and making the details for this new system for a third party contractor. End of June I had the details written down, all 34 pages of them. The process of getting a coder started on a project of this size took quite some time, so coding work did not actually begin until somewhere around September or October. On a similar note, hiring a 2D sprite animator took quite a while as I had difficulties finding anyone willing to take on the project. Work on the 2D sprites did not begin until around September as well. I was hopeful to have many more animations than what are going to actually be in this update, but the artist that took on the project has had troubles and I will need to find a new artist to take on the project going forward. I am currently talking to someone about this as of now and am hopeful but I have nothing final as of yet.


Details of the new combat system

This new combat system, character creator, inventory screen and so on, has been designed and coded from the ground up by myself and the coder NNDanny of the Menthasia Team, with all graphical assets such as UI (with the exception of the animated 2D sprites) being made by AriDolena (The artist that makes all the scenes for the game.) This system is based loosely on Dungeons and Dragons 5th Edition but has been redone to fit into a futuristic world, instead of a fantasy world, complete with rules for guns, shields, body armor, different types of ammunition, custom classes, items and lewd mechanics. Since this is not a true tabletop or 3D medium (being made in Renpy), the combat may seem similar to RPGM combat at first glance, but it is quite different in practice, and, I hope, MUCH more engaging. (If you're not a fan of RPGM, you're just going to have to trust me, because I'm not either XD). We're launching with three custom classes for a human player, and there will be another update soon that adds the remaining two.


WIP portions

This launch of the combat system is, in and of itself, a WIP. The sheer complexity of creating it prompted us to launch this version to get more eyes for testing and feedback before we began expanding it even further. So what exactly is missing that are guaranteed expansions? Well, first of all, sprite animations. I am going to have custom animations made for attacks with many different weapons, sprites that reflect the gear you have customized and so on. Basically, the sprite animations will receive MASSIVE expansion, but this will be a very gradual process and not added all at once at any point. 

Next, there are no sound effects  or special particle effects for combat just yet. I'll have some placeholder ones for the next update, and get some better stuff further down the line. 

The leveling up system is still being implemented, but, for this update you'll only be level 1 anyways, so that shouldn't be noticed very much. 

The inventory and shop menus are not yet up. We went back and forth on these designs and layouts several times so we opted to keep them on hold for now since mostly only the starting items are functional anyways.

Next some stuff we are working on for out of combat things. We will have mini-games to play for certain tasks such as hacking terminals or other objects. There is one instance of this in this update but it is simply auto-completed as of now. I hope to have a large variety of these spread across the game as time goes on. (If mini-games aren't your thing, or you get stuck on one, I will be adding an auto-complete button to all of them.) 

You can now make skill checks outside of combat that will affect dialogues, how tough combat encounters can become, your ability to spot traps, find items and so on. These systems are currently functional, but there are no animations or visual feedback for the checks right now. You will simply be prompted to make the check and then told in text either success or failure. I would like to get some animated dice rolling on the screen to make these checks a bit more...tactile. 

The new story mission is fairly linear in this update (relative to what I want it to be) but I left it this way intentionally as the main focus is the coding for combat in this update. The multitude of branching paths and changing dialogue based on time resets gets complicated in its own right so I don't want to add more stress points for bugs at the moment. I'll be releasing the full branch of options with the update that adds the two other classes.

There are many items loaded into the game right now, but we will be missing a good bit of the inventory art for them at the moment. (Ari is also making this, so she has a lot on her plate, cut her some slack.) Only the class starting weapons, stims, throwables, armor, shields and standard ammunition are functional at the moment, so if you were planning on cheesing the time passing system to get a ton of money to buy the advanced items, they don't work anyways. There are also many more items, especially guns and melee weapons, that are not even listed yet.

Many of the weapons are not in their final naming stages and are named something generic like 'advanced futuristic assault rifle'. These will eventually be given real names, so that the number of them can be expanded without just giving them a generic tier or quality difference.

Weapon attachments and weapon recoil are not fully implemented. In the future, weapons will gain penalties to aiming when being fired full-auto up to a maximum penalty based on the weapon. Some attachments will lower the maximum penalty while others will increase the starting hit chance. 

Combat balancing, difficulty of skill checks and so on, basically just balancing in general, is not final. My aim on first releases of missions will be to err on the too easy side so people don't get frustrated. (You can't get stuck since the skip combat option is always available).

The option to disable combat completely from the menus is coming, for now, if you have no interest in the combat, you'll simply have to hit the skip combat button each time. (There are not many encounters in a playthrough right now so this should not be tedious in the slightest.)

I began work on changing the way you get scenes in the open world by adding a medallion skill called Lust Sense. It is only implemented on a few scenes at the moment but will eventually be put on all of them where it is relevant.

We have added the ability to select your penis size during character customization but this requires Ari to go back and edit old scenes. We will be doing this little by little. It is currently implemented in one of the new modular scenes.

Currently, there are no lewd attacks in the game other than when finishing off a downed enemy or when one of your companions is captured (only applies to those of you playing with both CNC and NTR turned on.) In the future, I will be adding different lewd moves. At the moment, I only plan on these to give buffs or debuffs, not be a way to actually defeat enemies by filling up like a lust bar or horny meter or something like that (corruption of champions style) because, let's be real, if that was an option, that's the only way 99% of people would do combat and it doesn't fit well with the setting of the world. The downed lewd mechanics are already a slight stretch but I believe they fit well enough as to be reasonable.

Full combat tutorial is coming. Right now things are not going to make a lot of sense as to what calculations are happening, what skills you have and so on. They are functioning in the background but aren't displayed at the moment.

My final note: This system has been designed to be fully modular, hence why it has taken so long to create. Meaning, that instead of programming every skill and attack manually, each new instance of item, skill, attack, check and so on, can simply be given a name and then passed a set of stored variables to be created. This allows us to create new enemies, allies, items, weapons, armors and so on very quickly. So things should progress more quickly from here forward.

I believe that is everything but if you see something that seems incomplete, let me know and I will add it to this list.

(In the change log, I wrote this when I believed I would have all of the 2D animated sprites and the inventory system, so instead of removing all of them that I didn't get from the list, I'm leaving it in to show what should have been there. Just know the only 2D sprite animations are the player and party members idle stances.)

Change Log:


  • Added Live 2D sprite for Lilly in all outfits.
  • Added character and relevant sprites: Kasweha
  • Added scene: MC x Avra
  • Added Scene: Tommy x MC
  • Added Scene: Kasweha x MC [x Lilly] (Multiple scene options.)
  • Added Lilly 2D Sprite Animations: Idle, Melee Attack, taking damage, Clothing damaged idle, clothing destroyed idle, downed, Grappled by enemy grunt (M), Grappled by enemy grunt (F), grappled by Kasweha.
  • Added Player 2D sprite Animations (No reflection of penis size change): Idle, Ranged attack, Melee attack, taking damage, clothing damaged idle, clothing destroyed idle, downed, Grapple on enemy grunt (M), Grapple on enemy grunt (F), Grappled by enemy grunt (M), Grappled by enemy grunt (F), Grappled by Kasweha (Gallery only).
  • Added Oliver 2D sprite animations: Idle, ranged attack, taking damage, clothing damaged idle, clothing destroyed idle, downed, grappled by enemy grunt (F), Grappled by Kasweha (gallery only)
  • Added Eirronth 2D sprite animations: idle, ranged attack, melee attack, clothing damaged idle, clothing destroyed idle, down, grappled by enemy grunt (F)
  • Added enemy Grunt (M) 2D sprite animations: idle, downed, melee attack, ranged attack, grapples with above characters
  • Added enemy grunt (F) 2D sprite animations: idle, downed, melee attack, ranged attack, grapples with above characters
  • Added Kasweha 2D sprite animations: idle, grapples with characters listed above
  • Added character creator and relevant screens (Class select, stat distribution.) Starting item choices are WIP.
  • Added penis size selection in character creation (WIP for reflection of change in scenes.)
  • Added classes: Combat Medic, CQB Specialist, Techian.
  • Added items: Energy knife, assassins blade, Techian auto-turret, Gadget repair kit, Armor repair kit, basic camping kit, ammo case, Automated medical interface, ballistic helmet, dragon scale custom fitted armor, demi power restricting collar, tactical mask, tactical belt, shield generator Mark 1-3, military grade shield generator mark 1-3, melee mitigation module,  semi-automatic pistol, hand cannon, semi-auto assault rifle, hyper charged plasma pistol, old semi-automatic laser pistol, old school tommy gun, full-auto assault rifle, machine pistol, pump shotgun, laser pistol, gatling laser, modern assault rifle, rocket launcher, MP9, MP-7Z, bolt action sniper rifle, 9mm ammo (standard, AP, HP), 4.6x30mm ammo (standard, AP, HP), Shotgun shells (standard, AP, HP), energy rounds, .45ACP (standard, AP, HP), 7.62x51mm ammo (standard, AP, HP), 5.56NATO  (standard, AP, HP), .50AE (standard, AP, HP), .50BMG (standard, AP, HP), Rocket ammo, Fragmentation grenade, flashbang, gas grenade, smoke grenade, deployable cover grenade, EMP grenade, smart claymore, experimental energy sword, sonic baton, combat scythe, Integrated targeting AI upgrade, deployable cover bionic enhancement, grenade launcher bionic implant, nanite infusion, red dot sight, suppressor, compensator, foregrip, wing tamer, ornamental claw covers, strength inhibitor serum, med stims (standard, advanced, perfected), combat stims (standard, advanced, perfected), cocaine, Weed, ecstasy, Dragon's Breath, Serpent's Bite, Raging Bull, Avians Feather cigar. Magazines in standard, extended and drum (or extended 2 if no drum available) for most ammo calibers. 
  • Removed content toggle: Extreme
  • Added content toggle: Gore
  • Added content toggle: Vore
  • Added content toggle: CNC
  • Added content toggle: Futa


  • Added scrollable and draggable box for content toggles to fit them all into the menu.

Bug patch for the previous version of the game.
If you did not download V0.6.1, you can download the complete version of 6.2 here:



Patch notes:
-Fixed a bug that would sometimes to cause the game to fully crash with no error report.
-Fixed a bug that caused the new scenes in the gallery to not be unlocked when finishing the game.
-Fixed a bug that made the Wistala x Lilly x MC gameover scene inaccessible
-Fixed a bug that caused the submission to Tommy scene to already be unlocked
-Fixed a bug that would cause a crash when trying to open the player stats screen. For now, we have removed the stats screen. It will be re-implemented along with all of the class skill trees in the next update.
-Fixed a bug that caused an error when selecting either the "Nervous chuckling" or "Careful, wouldn't want you to choke" responses while talking to Kasweha
-Fixed a missing image when playing as a dom and having Lilly ride you for the first time.
-Fixed a bug that would cause an error "Undefined sayer 'Ar'".
-Fixed a bug that allowed Kasweha's 'reward' scene to be viewed before actually completing the new mission.
-Fixed a bug that caused Eirronth to not actually charge you the correct amount when recruiting him.
-Fixed many instances of a flying Lilly
-Made it so that the menu can no longer be opened during combat. Instead, you will receive an option to skip combat or continue.
-Fixed a bug that made Tommy's submission scene to play directly after Avra's grope scene in the gallery
-Fixed an error of a missing label when dating Lilly and ignoring her sexual needs for multiple days in a row
-Fixed a bug that made Julina invisible when first meeting her
-Fixed a bug that caused the lust sense skill button to stay on screen when exiting dialogue with Tommy or Avra and not using the skill on them.
-Fixed a bug when picking the 'switch' option in the character creator actually locking you out of some scenes instead of giving you the option to view both.
-Fixed a bug that allowed the scene of Lilly blowing Vordruth for free drinks to play even if you do not have enough lust for the event.
-Fixed a bug that caused Oliver to hot swap outfits in the middle of the new mission
-Fixed a bug that caused Eirronth to appear on screen during the mission even if you did not recruit him.
-Fixed a bug that would cause Lilly to suddenly appear when asking Vordruth about getting free drinks even if she was not in the party
-Fixed a bug that would cause an error if you entered no amount when trying to pay off some of Lilly's debt to Floyd
-Fixed a bug that would cause combat to get stuck with one on the field that was not targetable while everyone else was dead.
-Fixed a bug that would cause an error on the auto-turrets turn. 
-Removed following scenes due to SS ToS changes:
        Removed gameover scene: Lilly x Wistala x MC 
        Removed part of scene: Kasweha x MC gameover (2 parts) The vore section of this scene is still available.
        Removed scene Lilly x corrupted wolves gameover.