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Stormside [v0.21.01] [Atemsiel] – Compressed

- Tested Windows 11

- Tested macOS Ventura

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Atemsiel

Developer of Stormside
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Jan 4, 2022
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i dont what you did, but you need to disable what ever it is that locks the mouse to the game when you are playing in widowed mode, that shit is so annoying
Ahh, I thought I removed that before the release. The idea initially was to lock it so that people with multiple monitors weren't accidentally clicking outside of the game when trying to click on the sides of the screen for navigation, but it turned out not to be an issue, so I removed it. Or so I thought. Easy fix, should be able to release a patch for that at some point tomorrow (To give me time to also include any other bugs people find)
Thanks for letting me know.

You should think about what to do with the file size. 5GB ist not that much of a problem now but anything above that will become a problem for sure.
Anyway I'm exited for the update :)
The plan at the moment is that future versions will be available as a patch rather than having to download the whole thing. I couldn't do it this time as I decided that was the plan too late into development, but for the next version, I'm gonna be changing up the file structure somewhat so that people will just be able to download a patch in future. The filesize is only gonna increase over time (Probably to ridiculous levels for a game like this).

Of course, for people just finding the game for the first time, the file size will always be something which might turn some people off it. Not much I can do about that aside from wait for the compressor guys to do their thing. Most of the filesize comes from the facial expressions, which aren't something I'm willing to skip out on, so I guess we'll see how it goes. If it gets too too big, I might have to release it in chapters.

Well, I just finished the ghost hunt with 4c as a result. Took me some time, because of the navigation system. And I wish there would've been some kind of map in one of the corners that shows the visited rooms and the one you're currently in. Would make it easier to know, where you are. Still, it was creepy as fuck and now I just hope I got it right. I don't want to do that whole part again, if possible. Luckily you made a option to skip, if really necessary. Hopefully the rest will be much more enjoyable. But overall I like the game so far.
Yeah the navigation is something I wanted to get a bit better, like having the angle you look at rooms be different depending on which direction you enter from, but it was taking a long time to make it in the first place, so I decided to set a limit on how much time I'd put into the ghost hunt (Considering I had all the stuff after the hunt to make as well). What I'd like to do, is another sandbox ghost hunt, now that I know how to make sandbox sections (Had no idea when I started the ghost hunt), but with better navigation, more triggerable events, and more actual investigation involving the equipment. A few more random elements (Like in this one, the key is always in the same place. I think with more time, I could've made it so it was in a different place each time, and the ghost would react accordingly)

Technically, once you know what to do, the hunt can be beaten in about 40 seconds, but I put the option in to skip anyway, as I know some people either don't like jumpscares (Though it's possible to miss most of them), or they'll have played the hunt before, and if they've already got the hidden objects, there isn't too much reason to play it again on a 2nd playthrough unless they're looking for jumpscares they haven't already seen.

Hope you like the rest. The ghost hunt is somewhat of a proof of concept to see how people react to the idea and theme of it. The rest of the update is much more normal VN stuff, though there is a bunch of choice which results in different endings for the update. (And subsiquently, how the next update starts)
 

Tiur

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Nov 13, 2021
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Well, I just finished the ghost hunt with 4c as a result.

Still, it was creepy as fuck and now I just hope I got it right. I don't want to do that whole part again, if possible.
By word of dev, the consequences of getting it wrong won't cause any characters to get killed, and shouldn't affect which scenes get unlocked.
 

Atemsiel

Developer of Stormside
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Jan 4, 2022
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By word of dev, the consequences of getting it wrong won't cause any characters to get killed, and shouldn't affect which scenes get unlocked.
Oh yeah, on this topic, the skip option does allow you to choose whether you guess the ghost correctly (Without telling you what it is), so if people wanna go back in future updates to see what happens when they get it right/wrong, they can use the skip option without missing anything. (Except for the different colours created by the different chemical combinations, of which there are currently 4)
 

msleomac

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Feb 1, 2019
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Here's an attempt at a PDF walkthrough, for anyone who might find it helpful. It includes indexes for gallery scenes, photos, onions, and outfits. It might have errors.

Apologies if this is an unnecessary duplication of something official -- I won't update this if it's surplus to requirements.

Current to: v0.2.02.
hope you update soon
 
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Deleted member 2755092

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The game itself does not seem bad at all, however:

+for being able to skip the ghost hunt, because that part, is a mess (sorry, but that's what it is.) I've tried many times, but I could never finish the bloody thing. I'd suggest adding the ability to simply skip it while being in it as well,as saves can be overwritten and so on.
- for having the interactive ghost hunt. To me, this is un-needed, and the implemention (with no offense meant) is fairly poor.
- for being able to miss so much content by making choices which by all accounts would seem wrong (strong spanking for example.) While I do understand the thinking behind it, and the fact that not everything can be seen in one play, this will lead eventually, to a game so long and complex, that it'll be way too difficult for players to even keep track of which choices they've made at some point early on in the game. As it stands, there's no clear way to know if you're on a girl's route, or which route it is. I'd really recommend at the very least adding some pointers or comments on the important choices.

With the eastern country chick, I've so far been unable to figure out how to get on the alternative route that punishes her (shown in the unlock after completing the current content.)

While I'm not a fan of walkthrough (I'm of the mind that if you need one, then the game is not clear enough on choices and what the player intends/needs to do), at the moment, we're just picking choices completely blind, and to me, they're really not obvious at all ;for the asian spank for example, it makes no sense at all that the MC would even be able to go that far on what is essentially, an innocent girl, so early after taking his position. That simply fits neither the timeline, nor the MC's mind/character, as so far, while he can be a bit pervy, he's not like, some strong power abusing monster, and certainly should not be able to be that so early on.

Other than those points, the game does show promises so far.
 

Atemsiel

Developer of Stormside
Game Developer
Jan 4, 2022
695
1,768
The game itself does not seem bad at all, however:

+for being able to skip the ghost hunt, because that part, is a mess (sorry, but that's what it is.) I've tried many times, but I could never finish the bloody thing. I'd suggest adding the ability to simply skip it while being in it as well,as saves can be overwritten and so on.
- for having the interactive ghost hunt. To me, this is un-needed, and the implemention (with no offense meant) is fairly poor.
- for being able to miss so much content by making choices which by all accounts would seem wrong (strong spanking for example.) While I do understand the thinking behind it, and the fact that not everything can be seen in one play, this will lead eventually, to a game so long and complex, that it'll be way too difficult for players to even keep track of which choices they've made at some point early on in the game. As it stands, there's no clear way to know if you're on a girl's route, or which route it is. I'd really recommend at the very least adding some pointers or comments on the important choices.

With the eastern country chick, I've so far been unable to figure out how to get on the alternative route that punishes her (shown in the unlock after completing the current content.)

While I'm not a fan of walkthrough (I'm of the mind that if you need one, then the game is not clear enough on choices and what the player intends/needs to do), at the moment, we're just picking choices completely blind, and to me, they're really not obvious at all ;for the asian spank for example, it makes no sense at all that the MC would even be able to go that far on what is essentially, an innocent girl, so early after taking his position. That simply fits neither the timeline, nor the MC's mind/character, as so far, while he can be a bit pervy, he's not like, some strong power abusing monster, and certainly should not be able to be that so early on.

Other than those points, the game does show promises so far.
All fair points. The ghost hunt is an interesting one because it's somewhat of a test. I hadn't really seen something similar before in a VN (At least not with the jumpscares), so kinda just wanted to try it out. I knew when I made it that some players will outright hate it, which is why I put in the option to skip it.

I do want to do another one, albeit with the lessons learned from the first one. While it is technically un-needed, I like the idea of it and I think the main issue is the execution, which is mostly a product of lack of time (And also me having no idea how to do sandbox sections when I first started making it. But I'm someone who learns by doing stuff, so yeah.)

As for Hikari being punished harshly, I mostly let the player do what they want there. Sure, it doesn't make as much sense for MC to be really harsh based on his personality, but to a certain extent, it's a self insert game. He'll only be that harsh if the player decides to be that harsh, so if the player is trying to play the MC's personality rather than their own, they just won't be that harsh. That's the thinking anyway.

I would say I disagree with the point about choices not being obvious, not because you're wrong (Because it's true, they're not always obvious), but because I don't see it as an issue. The eventual plan is for the game to have enough scenes where even if you don't go back and play anything differently, you still come out of it with a good number of scenes. I'll admit Sasha's punishment scene is a bit hard to come by, since you can only get it if you happen to fall asleep early after the ghost hunt, but missing out on that scene doesn't mean that Sasha's punishment route is closed off. Instead, it just means that if you didn't get it as an option, you get another opportunity later. Similar to how if you didn't hook up with Cassie at your house and become friends with benefits, she offers again later on. Generally, the only way to really remove yourself from a girl's route is to say "I'm not interested in you" to them. The exception being Hikari, who's route will be ended if the player is maximum harsh to her, and then refuses to apologise, but this leaves the punishment content open. I feel like while it doesn't outright say "This will end Hikari's route", anyone who's actually going for her route will not do this, and that's if they even decided to punish her in the first place.

The main thing with the game is that there usually isn't one single way to get on certain routes. Using Hikari as an example, yes, if you spank her hard, it's revealed that she has a bit of a kink for it. If you don't spank her hard, she'll most likely find out a different way later on (If you punish her later in future updates). Sure, you get different scenes this way, but I kinda like that. Generally, the idea of the game is to play it in a reactionary way, rather than going in with a plan for what you want the result to be. Not everyone likes this, but I'm ok with that. As long as I don't add choices which lead to wildly unexpected and unwanted outcomes (Like for example, if taking Riley's virginity resulted in Cassie going full yandere or some shit, which definitely won't be happening.) I think it's generally fine. Though I'd agree that an indicator for whether you're technically on a character's route is a good idea, and something I'll most likely be going with in the next update.

Fair points in general, I don't agree with all of them, but some players might, and that's fine. I'd agree the ghost hunt could've been executed better, but still, live and learn.

(Actually, now that I think about it, you can technically remove yourself from Riley's romantic route if you decide to punish her, and the game doesn't tell you think. Though you'll still play through her story, you play through it with a different relationship dynamic. I'll fix that when I end up putting in some kind of route indicator)
 
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Deleted member 2755092

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Thank you very much for your reply, quite rare these days to have an actual discussion on different point of views, that's much appreciated.

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longjohngold

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Yeah not a fan of the limited field of view due to the torchlight and the just general navigation during the ghost bit... I think the left/right/back buttons should just be on the screen if moving in that way is an option (I think not realising there was a left/right option some of the time, when it just looked like there was a wall to my side, caused me problems)... I'm sure I missed stuff too, it was just generally a pain and not fun.

I seem to have missed out on a lot of fun stuff after seeing the gallery unlocks though so might not even be worth taking part in the ghost stuff, (though I'm not sure that's what makes the difference there).
 

Atemsiel

Developer of Stormside
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Jan 4, 2022
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Thank you very much for your reply, quite rare these days to have an actual discussion on different point of views, that's much appreciated.

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ffs I wrote too much. Probably because I'm in feedback mode today lol

Oh yeah, and I just saw you bought it :D Many thanks. Given the amount you bought it for, I'll ping a copy of the next one across to you once it's ready. (As opposed to 2 weeks later) I tend to do that for the itch people when they pay an amount that would get that on patreon anyway.
 
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Atemsiel

Developer of Stormside
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Jan 4, 2022
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Yeah not a fan of the limited field of view due to the torchlight and the just general navigation during the ghost bit... I think the left/right/back buttons should just be on the screen if moving in that way is an option (I think not realising there was a left/right option some of the time, when it just looked like there was a wall to my side, caused me problems)... I'm sure I missed stuff too, it was just generally a pain and not fun.

I seem to have missed out on a lot of fun stuff after seeing the gallery unlocks though so might not even be worth taking part in the ghost stuff, (though I'm not sure that's what makes the difference there).
The actual ghost hunt itself you don't need to play to get different scenes. Which Sasha scenes you get are dependant on whether or not you sleep before going hunting, (And 2 more branch off one of those options), and Riley's scenes are unconnected to the ghost hunt.

Sorry you didn't like the hunt. Knew it would divide people (I've had a similar amount of people telling me they really liked it), so that's why I put in the option to skip it without consequence. Though I guess the 3 hidden objects will be missed, but that can be resolved by that gallery mod DarkAssassin made earlier.

Weirdly, I did actually have the arrows on screen if they were an option at one point, but they ended up being removed based on feedback. I was told they probably wouldn't be necessary. Though there does seem to be a fairly wide range of experiences with the hunt. Some people complete it with no issue, while others struggle with it. Different ways of thinking I guess? Hard to say without watching someone play it.
 
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Deleted member 2755092

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Sorry you didn't like the hunt. Knew it would divide people (I've had a similar amount of people telling me they really liked it), so that's why I put in the option to skip it without consequence. Though I guess the 3 hidden objects will be missed, but that can be resolved by that gallery mod DarkAssassin made earlier.
You could simply add the objects to the "skip" option? Assuming they've got any impact at all? If they've got no impact on the story or the scene, then well, I don't think anyone will care that much :)
 

Atemsiel

Developer of Stormside
Game Developer
Jan 4, 2022
695
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ALL THAT STUFF WHAT YOU SAID.
Yep, a lot of good ideas here. I'm not gonna respond to each one because otherwise we will 100% end up going back and forth forever, but if you wanna talk about the specifics more, I'm usually in my discord, and I'm a chatty fucker. (Also, there is actually a vaginal sex counter, but you can't see it tick over when it actually happens yet, because the hud is disabled during the scene. (Figured it'd be a bit weird to imply the MC get's his phone out mid fuck lmao)

You could simply add the objects to the "skip" option? Assuming they've got any impact at all? If they've got no impact on the story or the scene, then well, I don't think anyone will care that much :)
Yeah, I could do that quite easily. They have no actual impact, they're basically the same as the onions (Except they don't play trumpets when you find them, and they're not onions.) The main reason the objects are there in the first place is actually to encourage exploration, and increase the chance of players encountering the ghost through their search (Which is intended to give them a better guess at what type of ghost it is, and also hehehehe cheesy jumpscares)

If it was quick for me to upload new versions, I'd have fixed many of the minor points people have raised already. As it is, I gotta upload like 15gb of stuff, and then replace the links on 3 different websites, so I tend to wait until I can address multiple issues at once, rather than uploading once for each time. I'll probably wait a few days and then swap the links out, unless someone finds something totally game breaking.
 

Deleted member 2755092

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Yep, a lot of good ideas here. I'm not gonna respond to each one because otherwise we will 100% end up going back and forth forever, but if you wanna talk about the specifics more, I'm usually in my discord, and I'm a chatty fucker. (Also, there is actually a vaginal sex counter, but you can't see it tick over when it actually happens yet, because the hud is disabled during the scene. (Figured it'd be a bit weird to imply the MC get's his phone out mid fuck lmao)


I've stopped using Discord a fair while back. Their policies and so on just were not compatible... with me :D

Yeah, I could do that quite easily. They have no actual impact, they're basically the same as the onions (Except they don't play trumpets when you find them, and they're not onions.) The main reason the objects are there in the first place is actually to encourage exploration, and increase the chance of players encountering the ghost through their search (Which is intended to give them a better guess at what type of ghost it is, and also hehehehe cheesy jumpscares)

Then, doesn't matter :D

If it was quick for me to upload new versions, I'd have fixed many of the minor points people have raised already. As it is, I gotta upload like 15gb of stuff, and then replace the links on 3 different websites, so I tend to wait until I can address multiple issues at once, rather than uploading once for each time. I'll probably wait a few days and then swap the links out, unless someone finds something totally game breaking.

That is fair enough :)
 

Atemsiel

Developer of Stormside
Game Developer
Jan 4, 2022
695
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I've stopped using Discord a fair while back. Their policies and so on just were not compatible... with me :D
That's fair, in that case I will respond here, because otherwise it's just me being lazy.

I'll put my replied in this color, so they can be spotted easier :)

Yea I'll do the same.


I used it a couple of times, but it seems to keep saying the same kind of things, so I gave up quickly. I assume it needed to be used at specific locations, or after certains events happened, but since I could find neither, I gave up. Navigating was pretty difficult, but the complete lack of direction on what needed to be done, made it really impossible for me to figure out what I needed to do, or what was where. I mean I saw a shadow thing move, I tried following it, and nothing happened. That seemed like the logical thing to do, but well... I guess not :)

That's fair. It does say the same thing in a number of places, but it's essentially a hot and cold system. I suppose without being familiar with the layout of the prison, knowing where you might go to avoid being "Far" as it says, may be difficult. Like I said before, some people have had no issues with this, others get completely stopped by it. I seem to have accidentally created some kind of left brain / right brain test or something lol. I think for the next one I want to avoid it being a question of finding a key to a specific location. Instead, I want it to be more based on using the equipment described in the guide to look for clues at to what type of ghost it is. It's not for a while yet anyway, possibly not even this year. Hard to say.


What could remedy is, is a very basic hand drawn map, of places already explored (with marks of numbers of exits on the room). The Mc could basically state that to avoid getting lost, he'll just take a piece of paper, and make a simple basic map of places visited. I mean, that's what I'd do in a large unknown place in that situation. Another way to do it, but this one is probably more complex, is to be able to have the name of the rooms once we've visited them, on hover on their exit trigger point. It's a lot less elegant and immersive than a makeshift map in my opinion though.

Doable. Actually implementing it would be a bit strange since I guess I'd have to make him draw the map as he goes around, but I think I know how I'd do it. It might be something I think about doing when I've got writers block or something. (I try to fill that time with non writing stuff for the game).

I don't think the next one I have planned will require it so much, but that remains to be seen.



You could put a notifications (optional, as in, we can enable to disable it in the options), to give small indications like "love, soft, hard), and then another note saying leads to scene, or lead to scenes later. While it certainly not ultra elegant or immersive, players know that way that they miss content "now", but they're not closing a route, and will get another scene later.

Sounds kinda like a built in walkthrough mod. There's a guy in my discord (Lapdragon) who's making a walkthrough mod at the moment actually, though with how some of the choices are, it's a bit complicated to say what each one does, in the choice itself. Strange one really. I could create something which is a bit like a directors commentary that you can click for each choice, and it'll tell you where each option goes, but that might be a bit much. I'll think about it. One thing I've noticed is that for those who already support the game, the general consensus is "continue story before going back to improve previous things". But then the improvements potentially bring in new supporters. Guess it's a matter of managing priorities, and how I can use my time best. These changes would take a bit of time anyway so I think I'll wait until 0.21 has been out a bit longer and then decide what to do.

I totally understand how you're treating the development of the game as you indicated, and that is perfect. However, like you said, when we play "release after release", well, many of us will feel like "there were only text updates to X character", and then the ones that picked the long term choice without knowing, will end up saying they got something... and it'll alternate between players having scenes or not in each releases. This is pretty normal and typical for choice based scenes I'm afraid. Which is why the indications on the choices would probably be the best option I recon. Like I said, make it fully optional, so people can play with choices only like you have it designed, but have the option to see some indications on choices. Just my suggestion of course. This is pretty much was many of the biggest modders do for Renpy games, they add either the points or route options, so we can keep track of what is what :) Who knows, some modders might be willing to give you a hand with this. I believe some of them get the game early, so they can have the mod ready for the game's released, but I could be wrong about that.

Yeah, the nature of the type of game I'm making does kinda mean it's always gonna have some stuff which sets up things the player can't possibly know about yet. I personally don't mind that, but that's because I know that nothing that gets set up is like horrible stuff like the girls getting gang raped or something. I hear stories of devs who suddenly make changes like that, and the player has already opted in to it without having any way of knowing it was gonna happen. Imo that's bullshit. When I give choices which may or may not setup stuff in the future, it may lead to a bad situation, but never one with a long lasting negative effect which could otherwise be avoided. At least no traumatic shit. The 2 "Bad" choices for Riley's party are probably about as traumatic for the girls as it'll get, and those situations exist specifically so the player can save the girls and be big hero man. As said above, I have actually got a guy making a mod at the moment, but as you might imagine, the specifics of 0.21 do make it a bit difficult xD ("Got a guy" makes it sound like I commissioned it or something. I didn't, he's just a generous person who offered to do it.)

I suppose the tough part is that I don't really try to make a "best choice" as such. At least not in the long term. (Spoilers for Riley's stuff if you haven't played all her outcomes in 0.21)

To use Riley's stuff as an example, sure, 2 of the endings result in you getting access to her sex scenes for 0.21 (Though one of them doesn't allow you to take her virginity). These two could be considered the best ending. However, the two worse endings aren't bad as such, they're just different. One of them results in you still getting the opportunity to enter a relationship with her, and the other one just results in you guys sleeping together, setting up a conversation the next morning, which will lead in a romantic kinda direction, eventually resulting in different scenes, which essentially achieve the same thing. Likewise, deciding not to take her virginity when you first get the chance, doesn't mean you won't get to take it, it just means you didn't take it this time, which will open up an option to do it differently later on. Maybe if you're letting Cassie and Riley have their lesbian fun, then you'll end up taking their virginities at the same time if you decide not to take them at the first opportunity. Who knows. The only way to really know what the best choice from the players perspective is, is for them to know exactly what scenes happen, and exactly how to trigger each one. At that point, what they're gonna want is a walkthrough.

I guess my point is that for some scenes, I could drop hints, but for others, it's more difficult. Without spoiling I obviously can't give people exact direction as to what each choice will do down the road, but I've tried to promote the idea that there aren't any bad choices, only choices with less immediate rewards. It's certainly not an approach that everyone will like, since people have become very used to making choices based on what they expect to get out of it, rather than how they feel at the time. I guess that's how choices work kinda, but hopefully you can get what I mean.


Well, so far, you're doing it just fine in my books. Aside from the cute asian spanking, to which I'd have made it so the MC can not go overboard, but aside from that one, I believe you're doing perfectly fine on the speed at which things evolve. What I would suggest for when things really starts getting... Dicey? Is to have the MC struggling with his conscience, but not like a typical beta manga wimp, he seems like a good enough protagonist, and I believe you can manage to have him develop and have some interesting internal battles. I mean, he's a bit pervy, but at his age, surrounded by pretty cute girls, some of them being clearly into him and fine with sharing? Yeah, no normal young man wouldn't be at the very least a bit pervy :)

Yeah so Hikari's spanking was originally something of an intro to how the story can be changed based on how you conduct yourself in the punishments (At least the interactive ones). However, because it's the first time the system was introduced, I didn't want to make it too too easy to accidentally cut off her path, hence why you have to basically be the biggest dickhead possible to actually do it. My intent isn't for the player to suddenly become some domineering sadist overnight, but I do have to make his corruption somewhat quicker than it would otherwise be, just because otherwise we're gonna end up with some really lame scenes where he's meant to be in a position of power, but is just kinda shit at it. It's a difficult one, because yeah some of the stuff I've got planned is a lot more intense. Nothing insane (No car batteries and crocodile clips kinda stuff), but a lot more intense than just a simple over the knee spanking. That said, the attitude of the MC will be a bit different depending on who the character is to a certain extent. As you might imagine, I plan to let players lean into absolutely destroying Olivia if they want when they eventually get the chance, but then I also plan to give them a lot more reasons to do so before then.

Writing is hard lol


That's what I guessed happened, and it is fine with me, hell just riding a horse can lead to a hymen pop. But then, maybe instead of virgin, you could have a line with "vaginal sex" and its counter. 0 meaning she never got a cock in there. Alternatively, since it's the kind of school where this would likely happen, you could have a gyneco check on the girls at some point, and they talk about never having a cock in there, and a potential for flashback/storytelling as they explain to the doctor what happened? Just an idea of course, this is pretty minor... but.... since you wrote.... what follows:

Might do at some point, dunno. It's one of those parts of life that I hadn't really intended to explore, kinda just because it doesn't feel all that necessary. I think it's for the same reason that a lot of porn games have anal sex scenes, but no prep for it. And they don't have female characters peeing after sex, and that kinda thing. Realistic, yes. Hot, probably not (Though I'm sure it has an audience)



Since a dev is here just wanted to say that having a walkthrough would be very nice.
Heh, just one dev on this game, but yeah. There's a link in the OP to a walkthrough which covers the game up to the start of the latest update, made by Vashaldias.

As for the newest version, it's only be out for about 12 hours, so a walkthrough will likely appear at some point.
 
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