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AdAstra

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Bug Hunt Conclusion

Bug Hunt Conclusion

Thank you to everyone who contributed to the Bug Hunt and helping me polish Road to Alivir. Documented and fixed bugs/typos are as follows:

  • Act 1

17 Typos
1 Bug

  • Act 2

8 Typos
2 Bugs

  • Act 3

2 Typos
2 Bugs

A full and complete changelog will be ...

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Delay

Delay

Some things have come up regarding friends and family, and I've decided that for the sake of my mental health v0.31 will be delayed until next week. The Bug Hunt will still conclude tomorrow, and winners will still be picked. I'm deeply sorry to those anticipating the weekly update. I just can't find it in myself to finish it in time while also dealing with interpersonal things at the moment. View Post

Bug Hunt

With the release of v0.30 and finally surpassing the 100k words threshold, I'm very proud of how far this project has come. I want to extend a deeply heartfelt thank you to everyone who has supported me in this endeavor, free or paid, and I will continue to make this game even bigger and better.

With such a monumental written project, it has become fairly apparent that some of the interac...

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Road to Alivir, v0.30

  • Fixed an issue with former Werewolves still being ostracized from the Village after being cured in some instances

  • First Playable Ending in the Cattle Pasture. Succumb to any of the female routes to be a dumb, milky cow for as long as you want.

Act 3 Content

  • New Bodyswap Encounter in the Docks District (33% chance to trigger u...

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1st Playable Ending

I really enjoy the idea of Playable Endings and I'm committed to pushing at least one at for the next update. I want to prioritize which ones are wanted the most, so please vote!!

I'll go down the list depending on how popular each option is.

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Public Release

With the first companion introduced and the Werewolf Introduction (finally) done, I've reconsidered the outlooks on a full public release for Act 3 in the near future. My goal is to have at least one unique and interesting location for each district within the city, something impactful and meaningful that can affect your or your companion's journey, whoever that might be.

Once I meet that...

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Road to Alivir, v0.29

Road to Alivir, v0.29

  • Several endings now have signifiers that flag them as potentially having Playable Endings at a future time. Any ending with "You never want to leave this place or upset its owner" or equivalent is a candidate.

Act 3 Content

  • Entering Act 3 no longer spontaneously removes your pregnancy if you have one.

  • New Location: R...

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Playable Endings

While writing new locations for Act 3, it's dawned on me that Road to Alivir may benefit from some variety of 'playable endings'. Endings that give you an option to continue in a small gameplay loop indefinitely reminiscent of the Breeding Pit that give no gameplay impact but still provide a small selection of player-driven content that I feel would be a nice addition.

Existing endings th...

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Moving Forward

Moving Forward

Act 3 is shaping up to be an absolutely dauntless task that will require many hours of writing before I'm satisfied for a public release. That being said, I will start prioritizing individual facets so I can lighten my load week to week. Companions are still a system I want to be implemented, and I don't plan on compromising. Here is my semi-official timeline, but don't expect things t...

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The Last Courier, v0.0.1 Public Release

Finally releasing 0.0.1 without the debug mode. Remember this is an early build and is not indicative of a final product!

Supporters will still gain access to future builds earlier than others.

Fixed file so now it doesn't blank screen

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Road to Alivir, v0.28

  • Divinity library entry rewritten

  • Introduce the Trans variable when refusing the blue potion at the Wizard's house, currently only in use to prevent masculinizing yourself but will be included in other endings

  • More opportunities to become pregnant (no use outside of Act 3 content)

Act 3 Patreon Only Content

  • Down...

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Contribution Opt-Outs

Contribution Opt-Outs

With the coming update, I realize I've forgotten to update the Patreon supporter wall. Going through and adding all the new names from those that have joined us recently, I also realized some may be averse to having their name put on the project for any number of reasons.

If anybody for any reason doesn't want their contribution noted, you can DM me to opt-out of having your name put up. ...

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Lore Poll

Firstly, I want to start by saying that surpassing 20 paid members is wild to me. I never thought I'd get this many people who appreciate and are willing to contribute monetarily to my project, and I'm endlessly thankful to the people that made it happen.

Now, for the poll. With the release of 0.27, I've introduced a host of gods in the village library that may or may not play an importan...

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Road to Alivir, v0.27

Road to Alivir, v0.27

Many more Save/Load points throughout the story, including along the Northern Road, the Ominous Manor, and the Village itself.

The number of Save slots has risen to 3, however previous saves will sadly no longer be compatible.

The Blacksmith now offers you an easy way to make money by chopping wood, making gold obtainable in any form.

The Library now includes an entry on the G...

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The Last Courier, v0.0.1 Early Release

I've ultimately decided against using images altogether, as I don't want to undermine the quality of the writing by having shoddy AI images that require an additional folder and take up more space that really is unnecessary.

This initial release will consist of solely the core gameplay features and 2 different settlements, each with their own unique features and people. If critical bugs a...

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Updates Poll

Poll to determine whether you guys want frequent, small update posts pertaining to development or only the necessary posts before and during releases

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Act 3 Snippet

Act 3 Snippet

Even though my attention is directed mostly towards the Last Courier and getting it ready for release, work still is being done on Road to Alivir from time to time when I run into a writer's block for the post apocalypse theme or when the mood strikes me.

The next update will contain an ending variant for Werewolves and will also make the Mountain Pass fight guaranteed and not based on ra...

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Project Update #2

Project Update #2

I still have a mountainous amount of writing and passage connections to make before I'm satisfied, but the foundations are looking to be fairly good. On Alpha release, only one Jobsite will be available, and only one story quest will be available. It will mostly be a proof of concept and a gauge for feedback from you guys in terms of what does and doesn't work.

The first release will also...

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Project Update

Project Update

My newest project is focused on a post-apocalyptic setting, where instead of zombies the world is plagued by a "Bimbo Virus" of sorts. It'll have a vast open world concept, where you can travel across the continental US with different types of settlements and characters you can interact with, with secret locations hidden behind dialogue or random chance and jobs of all sorts being available dep...

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Pause

I'm going to put Road to Alivir on the back burner for a while as I focus on my second project. Updates will resume ~mid April, depending on how satisfied I am with the progress on the project.

An early access release will be available in the near future.

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Road to Alivir, v0.26.1

New Succubus outcome for the Goblin Camp

For Patrons, Act 3 is now more visible to those who have had trouble finding it in the Quickstart Menu. Additionally, the Finale is now available (heavy story spoilers) at the Castle location. It's in a very basic state and currently only has one variation.

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Act 2 Satisfaction Poll

Gauging general level of perceived polish on the content of Act 2.

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Act 1 Satisfaction Poll

Gauging general level of perceived polish on the content of Act 1. Act 2 poll will be up shortly.

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Road to Alivir, v0.26

Massive QoL fixes and tweaks, including but not limited to:

  • Save/Load points are now present throughout the Northern Road, including a Restart button at the "End of Content" blocker.

  • The Harpy and Polar Bear no longer steal imaginary supplies, and the Polar Bear encounter has been made easier.

  • You can now buy a weapon and armor from the Blacksmith if ...

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Companion System

For Act 3 moving forward, I want to create some sort of companion system that allows you to have an ally in the city. They'll have unique dialogue and reactions to certain events and will likely provide talents or abilities that can help with or bypass certain challenges that arise.

I already have several planned, but I want to know your guy's thoughts and ideas.

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Thank you <3

I never thought I'd ever get this amount of people who like and appreciate my writing so much as to support me financially. 10 paid members is absolutely crazy to me, and I love each and every single one of you who made it possible. This started as a small personal project and became an actual small source of income for me, and I'm very touched by the support.

I'll try to fulfill your exp...

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Road to Alivir, v0.25

Finished off all missing passages outside of the intro to Act 3, making the current content complete.

The Ominous Manor has received a bit of a touch up, adding actual content in the Reading Lounge and the Ballroom.

Introduced an official cure of Lycanthropy at the Abandoned Church in Act 2, which has had a slight touch up.

Also found dozens of variables which are set but nev...

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Need ideas

I'm working on finishing up the remaining blank passages and am curious to know what you guys would like added in the next update. I'm currently saving new TFs for Act 3, and just want to know what types of lore, flavor text, or other small additions would be appreciated.

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Road to Alivir, v0.24.1

​Small fix to the Breeding Pit which removes a variable that prevented the player from achieving the primary bad ending when using the in-game restart feature.

Priority is currently on development of my untitled project.

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Road to Alivir, v0.24

Fixed a few issues with the Gentlemen's Club in Act 2, as well as added a new scene if you have the gold needed for the fee for touching a dancer.

Added a choice for the Male Bunny ending for transforming your rival.

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