TOO MUCH HEAT!!!! Total Progress Report – September 2026

OH god, this week is so fucking hot and humid outside! I feel like I jinxed it. Bleh, what a miserable slog... but that’s summer for you. The closer it gets to ending, the worse and more oppressive it becomes for everyone. Not great, makes for poor sleep and less grass-touching (and yet somehow, with all the holidays, concerts, and back to school stuff going on it’s noisier and more disruptive than ever!) Still, it’s nothing I’m not already well accustomed to as long as it cools off a bit soon.

Full Body Alchemist – FREE DEMO

Play the first area for free over on itchio!

Full Body Alchemist – Out of the Swamp and into the ?????

Between this month’s release and the public demo, there’s been a lot of great feedback and insight! While there were a lot of suggestion of things already on the docket, there’s been some other things that I am now thinking about adding... at least tentatively.

Now that the Nuclear Swamplands is compete and there is plenty to see and do with the new events and area, it’s time to move on to the next zone... and YOU, the subscriber, get to choose which one it is! Normally I would have these polls go on for a little longer, but because it’s the start of the month, I need to get the first set of commissions ordered from Zin asap.

The poll to vote is only open for a few more days so hurry up and choose which areas you wan to see the most: https://subscribestar.art/posts/2665847

If you missed it, I also put out a quick bugfix update to the August releases. This addresses an issue where you couldn’t make progress by winning a run in the Nuclear Swamplands AND it adds the fully implemented CGs for the area, complete with the dialogue and sound effects like the CGs from the Mall.

Full Body Alchemist – Milestone of Mods and More

With all the excitement these past few weeks, we surpassed a second milestone for Full Body Alchemist: MOD SUPPORT! This is something I thought would be fun to do when I was first structuring the code and data for the game, so I’m happy to see how people will utilize them. You have three things you can mod, Attacks (and finishers), Exploration Events, and Status Effects. There will be some documentation, and you will be editing JSON files to create new mods, but you will be able to add a lot of good stuff to your liking. You can even share your mods with others when the time comes.

I’ve started implementing the system this week and everything is good to go, so I just need some documentation to go with it and hopefully things will go off without a hitch. It’s not bullet proof, but I have set up a few safeguards to keep things explosion resistant. You will be able to toggle the mods on and off in the settings menu.

It’s also got me refactoring the status effect system to make it a little more flexible and less dependent on hard code. Cleaner code makes it easier to do a lot more with it, not just for the modders, but for myself as well!

In other news, I’ve taken the liberty this week to implement a quick-click for the dialogue. Now if you click while a dialogue is playing, it will auto-complete the rest of the text so you don’t have to wait for the yapping to scroll letter-by-letter. There’s a setting in the menu that you can toggle to automatically complete dialogue without having to click.

Full Body Alchemist – September Plans and Other Thoughts

Aside from getting started on the third area once the poll is closed, there’s a lot more to get done! The Mod support will be the big thing, along with a lot of QoL and updates that I have on the docket for these next few weeks. UI background overhauls, fixing the blurry visuals in menus, and more BGMs are on the boring side of things, I’m sure, but there’s some more stuff cooking too!

I am thinking about how to make the Exploration Map/Nodes more interesting to navigate through. There’s not a lot of choice in which nodes you click on each tier because there’s no information to work from. I actually have art for different node “previews” in the game, I am just mulling over how I want to/can implement it to make the choice of nodes more impactful.

I also want to strategically reduce the randomness of which attacks you get to choose from each turn in battle. I’ve sketched out a few ideas, but I think I am going to tie specific actions to specific attributes to encourage more diversity in builds. For example, Kissing and Voice based attacks (based on their icon) will be tied to your current Charisma attribute. The higher your Charisma is, the more likely those two types of attacks will show up when possible (and will probably influence damage dealt too). If you like to kiss, you’ll naturally seek out builds with high CHA and TFs that positively influence that aptitude.

The boss of the Nuclear Swamplands will get his own special battle effect, much like the Mall Cop has with her bubble gum bondage special. I’d also like to add some real graphical values to the Pleasure/Submission/Energy indicators on the attack buttons to clean those up a bit and fix some energy gain/loss syntax.

Finally, for CHEATS, I will add one that ignores stat caps (allowing you to pump your starting attributes without needing to increase the cap by winning rungs) and one that gives you 99 starting Stamina (extra lives, essentially).

The Captive’s Dilemma (Community CYOA Erotica)

Chapter 1 – Chapter 2 – Chapter 3 – Chapter 4 – Chapter 5 – Chapter 6 – Chapter 7 – Chapter 8 – Chapter 9 – Chapter 10 – Chapter 11 – Final Chapter

The next chapter of art is being commissioned! I’m in talks with BDGA and now that he’s available, I expect things to be finished sometime this month.

Schedule Dates

  • Monthly Dev Log – TODAY!
  • Full Body Alchemist Public DEMO Save Fix Update – 9/7 or 9/9
  • Full Body Alchemist September Release - 09/25

Wrapping up!

What a huge explosion of support! I am thrilled to be working on this for everyone here and I can’t wait to see how this evolves. I know people have expressed interest in an enemy gender/appearance filter, and I am considering it. There are some issues, like severely impacting enemy diversity and cases like the Biohazardous enemy that female coded but has a slime dick, but that’s a future thing to think about.

Oh, and I have a save fix for the free demo coming soon. It has a few QoL upgrades thrown in such as sound settings and full screen/resize support. Woo!

~Stay safe and stay KINKY!