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Spanktank

Version. C Test Build. D6. 1

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Version. C Test Build. D6

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March New Build Release!


Hey there everyone, first off sorry this build took so long, I actually managed to get it out just before the month's end. This post will be fairly small as it's mainly an overview of the tunnels added to this build, so let's get right into the details.

Tunnel Traversal


Tunnels can be found scattered around the dungeons in specific chambers that allow you to skip entire chambers and even Vocator's boss fight.

The tunnels only spawn after first meeting Abaddon, defeating him isn't a requirement to trigger their spawning. In this test build I strongly recommend a clean save to avoid errors. Using the Dr.Midday or Brigit quick start will also allow the tunnels to spawn as well.

In the tunnels your leading character will be given a contextual crawl action in the reaction tab. Continuously use this action until the lighting changes, once your able to exit the tunnel an additional option will be added so you can leave.

Now that covers most of what I wanted to share in this update. There's a sort of experiment I'm testing for the game right now that may be presentable this coming month before I can show it off.

It's something I want to establish to fundamentally improve the combat and momentum for the game but I'm not 100% sure it'll work, although progress has been really encouraging, I've been working on it concurrently with this build. I'll keep it to myself for now until I'm sure it'll work without a shadow of a doubt, if it doesn't work I'll have to quietly shelve it.

I've given myself a time limit of a few weeks to determine this and only a few hurdles remain.

With everything said this build will go up right after this post, as always please share any bugs or errors you encounter, I just know some slipped through the cracks this time. Thank you again for your support and I'll see you soon! 

(づ。 ◕ u◕。) づ
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March Progress Update


It's been quite a while since my last update post and I really want to catch you up on what I've been working on and what I have left to do for the next version release so let's get right into it, starting with the Wall Duress update.


Completed Wall Duress Grabs


Since my last update post the Wall duress grab interaction and animations have been finished and fully implemented for all the ladies. From my testing so far it's added a nice
element to the exploration experience along with making the Wall Duress
themselves less predictable.

I've had a report of a possible optimization issue on the first chamber of floor 2 that has reportedly caused the game to crash. This is likely caused by the map size and assets
so I'll likely trim the unexplorable sections of that map.

If you find any other such crashes please let me know in the discord.

Now on to my current tasks.

Shortcut Tunnels


I'm about 80-90% done with the navigation tunnels.

Like mentioned in the last post, these will appear as holes in the structure of the dungeons or other areas. When successfully navigated you can use them to skip chambers, find hidden areas or travel to other rooms in strongholds.

Thanks to the feedback on the poll I settled on the character facing the player as the perspective.

All characters are given a special crawl action to be used. As you constantly crawl, the light in the tunnel will gradually increase until you're given the option to exit onto the opposite side and complete the challenge.

Of course the Serferus Realm deems this an excellent opportunity to cause grief, so there's a high probability that you'll be stalked by one of three tunnel dwellers.

The Goblin is exclusive to the goblin stronghold whilst the Caveman and Tunnel-Duress can be encountered in the dungeons. These battles are treated a bit differently then normal H-battles, during these occurrences you not only have access to H-battle skills but most of the character's normal battle skills.

Due to the tight terrain some moves and skills will be restricted, such as summons, larger attacks and Brigit's transformation.


When entering the caves, you enter alone, any party members present leave the navigation of this tight space to the leader.

However, if defeated in the tunnels, excluding the goblin, you'll be treated to a small unique emerald loss scene depending on the captured character, additionally If defeated by the Caveman a small cutscene will play of him dragging your character into the darkness, sharing his primitive intentions.


A short video demonstrating the Caveman scene will be posted at the bottom of this update.

If you only have a single character in your party when this occurs, you'll be taken back to the Nexus, however if more then 1 character was in your party before entering the tunnels, only the captured leader will be removed from the party and sent back to the nexus, allowing you to continue onward.

Remaining Work for next version

So currently I'm finishing the tunnels implementation, the battle and CG work for all the characters is complete, leaving the Emerald loss art for the Tunnel-Duress and the Caveman art for Treu, Dr.Midday and Brigit.

My initial plan was to then complete King Porci's H-battle and cap off the goblin stronghold but I somehow forgot I hadn't released a build with the Wall Duress grabs. So I may complete the splash arts, release that build and complete King Porci and the bandit faction stronghold in the following build.

Everything is progressing really smoothly, I've gotten to the point that I'm only working on Art and the actual game contents which has been incredibly enjoyable to do!

Now that about covers what I had to share in this update, my next post will likely be the next build and I'm aiming for this month of March. While I do sometimes post small updates in the discord it's been awhile since my last full progress report and I wanna thank you for all of the patience since then.

Thank you as always everyone and I'll see you again soon! 

(づ。 ◕ u◕。) づ


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Spanktank

Version. C Test Build. D5

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December Progress report and Goblin Faction


Happy holidays everyone! So I finished the next patch build for the Goblins and cleaned up a few errors players were running into. After this there's one last build I'll be releasing for the Goblins that'll complete their subjugation and I'll be moving on to the Raiders.

With that said I'll get into some of the details now.

Optional Boss Material Drops

A minor addition I've added are boss materials to The Dithonion and King Porci, although Porci specifically only has one item available with his material.

If you defeat either of them a new character will appear in the Nexus that can take the materials and turn them into weapons for your use.
Alex is a witch from a Hex coven, here for her own reasons and she's only interested in transmuting the materials of powerful entities. It's important to note that the material drops aren't guaranteed to drop each time.

She's pretty standoffish and outwardly cold even for a witch but she won't be the only one you'll meet in the game.


Smaller Additions and Adjustments

  • Updated Lilith
I've been intending to cleanup Queen Lilith's design for a while and finally got around to finalizing her. Both her dialogue CG and her idle sprite has been updated and uses 6 frames instead of the 3 frame animation I use for most assets, npcs and mobs.

  • Small contextual defeat
Now when losing a battle against any enemy excluding bosses, a small contextual scene will play involving the enemy. I wanted to include versions were certain enemies will carry the defeated heroine away, hopefully I'll have time to include that later.


  • Faction Activities
The factions, namely the goblins can now initiate their actions properly and benefit from them, gaining various buffs or breeding captured characters. Currently if they choose to repeat an action more then once they won't gain any additional benefit, but in the next build repeated actions will increase the faction's level.

The next Raider Subjugation Build


I've got two more H-battles, some cave areas and a few other details to finish for the goblins in the next build. Working on them has allowed me to refine the faction subjugation template I originally setup for them from The Dithonion.

This'll make finishing the Raiders and Demons after them even faster, mainly coming down to their areas and H-battles.

Along with the completed Goblin faction I'm planning to include the first portion of the Raider faction Subjugation as well. I wanna avoid saying too much right now but the Raider faction area will be a bit different from the goblin caves in that it won't be as hostile of a place, depending on where you go.

That about finishes up this progress report, sorry this one took so long, I even released the last build without it since I felt I was going too slow.

The patched build will go up right after this post, I'll be checking for any additional bugs that pop up and I'll have another post soon to ask for feedback on the tunnel shortcut scene.

With that I'll head off and Merry Christmas again to anyone that celebrates it! 
(づ。 ◕ u◕。) づ
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