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SWAJ
Our games cover dark, weird, science, fantasy, and horror fiction as well as adult theme settings in which the player is immersed in a role-playing scenario while surviving a world's horrors and mysteries.
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Displaying posts with tag TheIsland.Reset Filter
SWAJ
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Weekly Digest #55


As you know from last week's Digest, I've been taking a break from UE5 issues with importing Daz models and creating a clothing system using Daz assets. I plan to read books and follow more UE5 online courses during my vacation to come back to the UE5 version later.
During this UE5 break, I decided to return to programming the classic RPGMV version of the game to fix numerous bugs and glitches. I encountered only one "Now Loading" issue, and I believe this bug is now minor enough to allow smooth gameplay. While reviewing the classic version code of the game, I had the idea of adding more depth to the game by expanding the feral game mode. In the current available version, when Olivia reaches the feral state, it's pretty much game over (if we ignore the current feral gameplay continuation mode). My vision of the game has always included a dark scenario involving Olivia's descent into madness. All week, I've been working on this scenario, and I want to give you more details about how it will work.
The new dev version 0.10, called "Down The Rabbit Hole," includes a scenario where you continue playing as Olivia after she turns feral in the pheromone cave. When Olivia's Primitive Regression reaches its maximum capacity, a new event begins. In this mode, you must find a way to cleanse Olivia's insanity with the Fertility Goddess's help while ensuring Olivia's feral needs are met. Once feral, a new UI is added to the game, indicating the current level of semen in Olivia's vagina and womb. The mini-game's objective is to keep this "orb" filled, preventing further regression into madness while trying to escape the dark being's grasp.
The obvious way to keep this orb filled is to have her engage in intercourse with a feral man in the cave. However, approaching a feral man as a feral woman doesn't guarantee intercourse. Indeed, if Olivia is visibly pregnant, the feral man might prefer to reserve his precious fluid for a feral woman in estrus, an untainted survivor, or at least a pregnant woman with a less advanced pregnancy. Additionally, a feral man who has just copulated will push Olivia away, as he will want to take a break and recover.
If Olivia's orb reaches a low fluid level, the screen will blink for about 10 seconds. If Olivia can't find a new fluid donor during that time, she'll be dragged deeper into madness, affecting her maximum Primal Regression threshold. At the start of the game, Olivia's maximum Primal Regression is set to 100. This threshold can increase during the story arc by completing quests, using items, etc. When/if Olivia's Primal Regression reaches or exceeds this limit, her mind sinks into the Island's madness, and she becomes Feral. This permanently reduces her maximum Primal Regression by 33. If Olivia's max PR threshold reaches 0 or below, she's lost in madness, becomes a full-fledged feral heifer, and turns into a pawn of the Island's dark being. In other words, the game ends. Therefore, if feral Olivia fails to raise her orb fluid before the end of the 10-second grace period, 33 is permanently deducted from her maximum Primal Regression.
I plan to release the new version of the classic game as soon as I finish the Pheromone Cave scenario. Afterward, I want to create more localized scenarios, starting with the western area's herd beach scenario. Indeed, the area where Olivia lost her mind and turned feral will determine which feral gameplay scenario the game chooses to play. I want scenarios for the key areas of the map. For example, one scenario for the pheromone cave (currently in development), one the western area (starting beach area, the Cliff-Side area, the swamp, the herd beach, the water temple, etc.), and the eastern area (the guardian village and surrounding jungle).
Visit our Discord to see some screen capture of the new mode!
https://discord.gg/WuxCxMnENt
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SWAJ
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Weekly Digest #54


This week, I decided to return to work on the Classic version of the game. Rest assured, I am not abandoning the UE5 version, but I needed to change my focus from the current Daz to UE5 situation and take a step back from Unreal for a little while. I have found a new online course that covers precisely what I need to import Olivia from Daz to UE5 correctly, as well as lessons for equipping clothing and assets from Daz into UE5 functions. I plan to take these courses soon.
Meanwhile, I had an idea for the Classic version of the game. I've been replaying it, fixing glitches and bugs here and there, and only encountered the "Now Loading" bug once. It seems to correlate with the auto-save plugin and the pre-loading plugin. To minimize this bug's occurrence, I have disabled the pre-loading plugin.
Nevertheless, I didn't return to the old engine just to fix issues. I had an idea about handling Olivia's feral state, which is currently the "game over" scenario. I am reviewing the whole turning feral scenario and adding a way out of it, with the help of the Fertility Goddess. I can't reveal much about it at the moment, but the idea is, if/when Olivia turns feral, she will get cues from the Goddess to help her regain her wits. Instead of going game-over, you will play as Feral Olivia and try to escape Nyd'Krox's grip, with the Fertility Goddess's help.
The feral scenarios will be divided into regions. For example, if Olivia turns feral in the western part of the jungle, she will be watched by the Guardians in the area and treated like any other heifer, meaning she will be part of supervised breeding sessions, milked, etc. On the other hand, if she falls in the Pheromone Cave, she will be among the captive heifers and bred incessantly but still be guided by the Fertility Goddess. Other scenarios will be localized by area, and every time Olivia is dragged into madness, the difficulty to escape will increase. In addition to all this, I want to add random events related to the feral states. More details about this feature will follow soon!
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SWAJ
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Weekly Digest #52


Hello everybody! 
Early this week, I returned to working on the project after a few days off due to a personal emergency. This event slowed down the game's development quite a bit and somewhat broke my momentum. Nevertheless, I recently resumed work, and things are progressing well. I'm about halfway done with the clothing/armor equippable functions for the game.I made them highly extensible, so adding more diverse clothing, jewels, or any wearable items will be quite easy and upgradable in the future. I will release a new game version as soon as I am done with this feature.
Thank you for your support! Join our Discord to discuss the game, features you would like to see implemented, and much more!

https://discord.gg/WuxCxMnENt
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SWAJ
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Weekly Digest #51


This week's main focus was on trying to tame Daz3D and porting assets to UE5, such as the initial gear setup for Olivia. I am still having issues with fixing her genitalia to the UE5 skeleton, and I am spending a significant amount of time and effort towards resolving it. Fortunately, I know it's possible to accomplish this, as many other projects have managed to do it. I might seek help from other developers to resolve my issue and focus more on what I excel at, which is programming.
Speaking of programming, I have started working on the next milestone in the game's development, which consists of programming the wearables. I want to create a dynamic system where you will see what you are equipping in-game as well as in the game's UI. I plan to add 7 different equippable slots for Olivia: head, neck, chest, arms, legs, feet, and fingers. We might add more over time if we feel the need. I have also been conducting performance stress tests to achieve a decent FPS in detailed areas. Additionally, I made a small pre-alpha footage to showcase how the game behaves with such areas.
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SWAJ
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Weekly Digest #50


The development of the game's port in Unreal 5 Engine is progressing smoothly. A new subscribers test version has been released today, covering most of the basic features such as inventory management, resource gathering, crafting, consumables, and stats.

The next milestone is to add equipable items (such as craftable loincloth, bone armor, jewels, etc.), but before that, a skill system and a perk system will be introduced. The skills improve the efficiency of specific actions/and or functions. For example, with a low ranged weapon skill, Olivia will do less damage with her bow, and with a high crafting skill, she will unlock new recipes.

The perks will provide options for Olivia during her adventures, be it pure survival, interacting with ferals, and much more. There will be perks that are available at the start of the game, and other ones that you will unlock, by interacting with people. places, and doing quests. As of right now, we have a list of ''normal'' perks, and a basic starter list for adult interactions. For instance, the virgin perk is an adult perk that will slow down considerably her initial primal regression gain and evolve to a new perk (to be determined) after her first intercourse, the lifegiver is a unique, non-starter perk that will provide permanent bonuses each time Olivia gives birth, and the athleticism perk is a normal perk that helps with maintaining stamina. The plan is to let the player choose one perk at the start of the game and one new perk every three levels. Level up will also give 5 skill points at the start of the game, then give 1 more skill point every level. Of course, the right to change or balance these game features anytime is reserved.

Of course, the right to change or balance these game features anytime is reserved.

The link to the lastest version can be find on the Discord
https://discord.gg/WuxCxMnENt
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SWAJ
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Weekly Digest #49

For this weekly digest post, I wanted to share a few visual renders of some of the various game assets and update you on the programming advancement. Regarding the programming part, I'm about 75% done with the first version of the game crafting mechanic, which will allow Olivia to use her gathered resources to craft various items such as tools, weapons, structures, and more. 

The game design document I wrote for this version of the Island will allow Olivia to build her own makeshift camps wherever she wants and eventually craft various structures like a forge, agricultural plots, etc. I also want roamers to raid these camps, so defences will be needed at some point. The next development milestone will cover Olivia's stats and skills. We've been working on road-maps for the characters' stats, skills, and everything involving sex within the game. I will post our current road-map, open for discussion with every community member, in the questions-discussion channel of the Discord. Unreal 5 allowed me to add stunning 3D visuals to the game. 

I have added more than a hundred high-definition props to the game and wanted to share how it looks with you all. Keep in mind these visuals are alpha and might evolve in the future. Also, I used the Unreal 5 mannequin for the video, so I can post this short SFW video of the game's environment. 

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