v4.8.4 Conversions!
This is another "small" patch with the primary goal of fixing a game-ending bug. The next "major" feature I am working on is equipment dyes, but that one may introduce more bugs ...
2018-11-08 22:13:06 +0000 UTC View Post
This is another "small" patch with the primary goal of fixing a game-ending bug. The next "major" feature I am working on is equipment dyes, but that one may introduce more bugs ...
2018-11-08 22:13:06 +0000 UTC View PostDownload LINK.
Made a couple of new animations while waiting for bug reports to prop up. Made 3 in total, 2 for when the attacker have a penis and 1 for no penis. I noticed that the game have a lot more penis moves than non-penis ones, yet the majority of the enemies are female. Hmm...
Cha...
2018-11-04 01:55:40 +0000 UTC View PostDownload LINK.
Changelogs:
- added another check to floor the EXP numbers when using reset_potion
- fixed the trade item display bug that shows sell price to be 25% (bugged) instead of 20% (correct)
- units placed on devices now h...
2018-10-30 16:41:21 +0000 UTC View PostAs stated previously, I want to give a guide/tutorial on unit/dungeon modding. Here it is. I finished the draft in the morning and then I was occupied with some administrative stuff in the afternoon, so the guide might be a bit rough on the edges. But then I think the unit/dungeo...
2018-10-27 01:29:15 +0000 UTC View PostDownload LINK.
Changelog:
- fixed bandit camp being inaccessible
- fixed the restraints persist through saves
- fixed a possible cause that makes bosses not spawn
- you may now free NPC(merchants) from restraints as well
- fixed bug that prevents the futa penis from being shown...
Download LINK.
Took a bit longer than expected, but I think it's worth it. First of all, restraints can now be applied on any vulnerable enemy as well instead of just on you/allies. You can of course, pickup any restrained units and place them whereever inside the dungeon. No, you can not take the...
2018-10-19 18:22:14 +0000 UTC View PostI was working on the stuff I mentioned in the previous post, and I thought I would be able to get a build out this week. But unfortunately that fell a little short, so we'll have to make due with a patch preview instead.
Some people are probably a little disappointed with the removal of (dungeon) traps. However, I think given the feedback on annoyance of tripwires and spikes, my assessment that ...
2018-10-15 06:39:20 +0000 UTC View PostA while back on the topic of (dungeon) traps I mentioned I abandoned lewd traps for something better. Quite a few people asked what that something is, so here is an explanation.
NOTE: Still all WIP and subject to change.
From early on in development, one feature that I wanted in game is in-combat grabs and allies. Overall I’m quite happy with the current system, with one exception: when ...
2018-09-21 03:28:19 +0000 UTC View PostEDIT3:V.4732 HERE.
- fixed bug with Yuri potion not working (again)
- no changes otherwise
EDIT2: V4.731
- fixed allies cloning by repeatingly telling them to stay at camp/go with me
- fixed Yuri potion not working
EDIT: Link taken down temporarily to fi...
2018-09-16 18:25:06 +0000 UTC View PostV4.7.2 is up! Upgrading is strongly encouraged because there are some very severe game-breaking bugs with 4.7 and 4.7.1. Once upgraded, I recommend never touch v4.7 and 4.7.1 again.
Download LINK.
Changelogs:
- added a reset_potion...
2018-09-08 20:09:30 +0000 UTC View PostDownload LINK.
Fixes:
- fixed party member corruption when loading from an older save
- fixed a possible game crush (.kg of null...)
- reduced spawn in 4th floor of goblin lair
- fixed impact damage of some range projectiles not resetting properly
- the key "I", in addition to "...
Thanks for the wait everyone, the new build is finally here! Download LINK.
One of the issues that I went back and forth on is the (dungeon) traps. I tried various configurations on their visibility, their detectability, their lethalness vs annoyance and so on. And my conclusion is that ultima...
2018-09-04 19:31:47 +0000 UTC View PostIn the next version, you will find a new dungeon - "Goblin's Lair." This replaces the current "Hard" dungeon. This dungeon have exclusively goblin enemies. Unfortunately, I haven't got the time to upgrade the environment yet, so it will look the same as existing dungeon. However, it have a couple of changes that is worth pointing out. But first, some features:
2018-08-29 06:29:15 +0000 UTC
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Decided to combine the existing equipment window (hotkey C) and the upcoming stat window together into a Character window. It consists of tabs as seen above. You click on the buttons to switch between different tabs. I think this is a neat way to organize everything and allows for extensions in the future rather than having to create a separate window for every functionality.
2018-08-16 06:12:39 +0000 UTC
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It seems that the environment save/load is working rather well, at least I haven't received many bug reports on it. Going forward, I am going to assume the environment, quest, and map unlock save/load are all working as intended. If you found a "dupe" bug, it may not be a good idea to keep it a secret; as the same dupe bug could cause your inventory to be wiped in the future.
Anyhow, as I mentio...
2018-08-06 04:51:54 +0000 UTC View PostDownload LINK.
V4.6 is here! Here are the patchnotes:
V0.1 of the Terrain Editor is done. And one of the new features, is that changes made to the farm/garden and containers in the tent area is now saved! This happens regardless of whether or not you use the Editor.
Another feature is the ability to save/load user created maps (to external files). This obviously have a lot of implications. I think the UI is probably a bit clunky, but certainly usea...
2018-07-25 02:07:06 +0000 UTC View PostBeen working on a fairly major feature - an in game terrain editor (that can place/remove objects too). It's not 100% done yet but enough of it is working already to start writing a post about it.
But before that, I want to take a detour and talk about some design decisions first. First of all, I know from the beginning that making an actual real time 3D game is alot of work, and my resources ar...
2018-07-21 20:28:53 +0000 UTC View Post
@Mike W is working on a new outfit shown in the picture. He wanted a couple more references that he can build and extend from. So here is the reference file with more things!
Reference_2 which contains the fighter set, a tail for reference, and a "skirt" reference - from the fighter set bottom...
2018-07-17 03:16:33 +0000 UTC View PostPorted the demon's set from HR over and made some horns. Here is a preview:

One great thing about the mod system that I didn't realize at first is the ability for me to release incremental content without having to commit to a full patch. That's really nice. So if you want to try these new items y...
2018-07-12 19:57:47 +0000 UTC View PostBefore continuing, I invite people to check out the following:
The first is a recolor pack by @Pricholas Lamp that you can download here. It contains over 30 items of various colors, including transparent ones.
The second is a FAQ on the game by @paradj you ...
2018-07-10 05:23:36 +0000 UTC View PostDownload LINK.
Changelogs:
One feature of v4.5 is the easier installation of mods. Just drag and drop the mod folders into the installation_folder/data/ folder and you are done! Of course, this meant compatibility breaking changes from the previous version. So special thanks to modders who upgraded the mods to work with v4.5! Here are two mod packs that some peeps may want to try:
2018-06-27 16:59:23 +0000 UTC View Post
Download LINK.
I was actually aiming for the patch release in the last week, but one thing led to another, and here we are. (That's why there's no release dates :P)
Implemented lots of new features this patch, so hopefully its not too buggy. The Encounter Zones are very bare-bones atm, but you can...
2018-06-25 16:56:17 +0000 UTC View PostIn the previous post I asked the community on what positions to port from HR to the new game. And of course, the comments blew up. So to get a better idea on what's the most desirable, I compiled a list of the most popular responses and put it in a poll. This is the poll, so vote away!
Some words on what's coming: currently working on adding more positions to the game. The goal is 5-10 new posit...
2018-06-18 17:19:05 +0000 UTC View PostI think the previous patches made great strides in game mechanics and features, but it still leaves the lewd side of things lacking. So I am currently working on add more "positions" into the game.
Previously, the "positions" are called "moves," but there might be some confusion between "moves" and "abilities." I think "positions" is a better name for it.
Now here is a question, if y...
2018-06-15 18:30:32 +0000 UTC View PostBows are a long requested feature and it is finally here! It took a while to make it work because it requires some new animation tech, but I hope it's worth it!
In testing, I noticed that projectiles do not hit nearby foes or foes near walls reliably. I tracked down the issue and it is fixed for next build. This fix applies to other projectile weapon as well, not just bows.
Ammo:
I c...
2018-06-12 22:22:14 +0000 UTC View PostEDIT: Almost forgot, Upsa in the discord wrote up a very detailed guide on how to mod files into the game with blender, check it out Here!
A common suggestion people gave is the ability to initiate grabs on anyone, not just limited to bosses/uniques. But there ...
2018-06-07 17:41:12 +0000 UTC View Post
Implemented a new type of area -> encounter maps! Basically, it is a randomly generated terrain segment where "interesting" things can happen, such as being attacked by a group of looters bandits. Also, hills and non flat terrain!
Along with this, there are a couple of changes, both invisible and visible:
1) Added collision resolution for when objects are already overlapping each other....
2018-06-04 23:12:55 +0000 UTC View PostDownload LINK.
See previous post for basic instructions on modding.
Changes (beyond modding stuff):