Just so everyone knows, I have a lot of content ready for 0.9.7, including almost all of the remaining Curse taking scenes, ~40 small conversations where companions react to Curses, and new larger sex scenes with Cloud, Cherry, Khemia, and Lily unlocked by taking or giving them certain Curses. There are also a variety of small improvements based on the feedback I've received here.
I'm currently looking for ideas for new companion sex scenes to add, so if you have a certain scene idea, please join the Discord server and post your idea there. If it's a good idea I'll try to add it to the game. That's also where I tend to be most active regarding the game development and discussion.
Thanks! I'm currently working on adding more content for the next release, which should be soon.
The creepy doll actually has a lot of content associated with it. Including unique solutions to a bunch of encounters, multiple stages of transformations, and a bad end if you use it too much. One person was really interested in it and so contributed a lot to that Relic in particular. I believe it only triggers if you don't have companions with you though.
Hmm, I'll consider adding traits, but only if I can think of how to do it in a way that meshes well with the existing content.
And yeah, if I add quests, ideally they'll have multiple solutions.
I'm glad you like the character progression and customization so much too!
So... I think you're dramatically overestimating how much can be done in the workshop on the surface. They can make changes, but those changes don't include building a mech suit with all sorts of crazy sci fi tech powered by the Brave Vector. Something like that would be a Relic of its own. In fact, in Layer 9 there will be (spoiler).
And to be honest, part of the point of the game is to pressure the player into taking more Curses than they would be comfortable with typically. There's certain Curses that people would happily take, but for most people, those aren't enough to fund a full expedition, so that leads to the interesting choices of which Curses are most acceptable. If a player could beat the whole game without any hard choices and sacrifices, then it wouldn't be interesting imo.
I guess what I mean is, this game isn't supposed to be a pure wish-fulfillment fantasy, but a tough expedition into inhospitable circumstances. It's possible to thrive for sure, but I'm averse to adding things that make it trivial. Though it is possible to account for your creativity with the adjustments options for sure.
I disagree that most builds won't be able to make it back to the surface. I think most builds can, as long as they don't totally overcommit by getting every Relic or something. They'll just need to take a few Curses that they would rather not take, but are considered acceptable costs to return to the surface.
Regarding content on the surface, I'm not totally opposed to adding more of it. For example, in the latest build I'll expand a bit on a few of the interactions with the NPCs on the surface. However, I don't think I'm currently planning to add an enormous amount of content on the surface, since he majority of my time will be focused on content in the Abyss. The surface is meant to be a kind of base camp you start and end your journey at (maybe with a few stops in between), but it isn't meant to be a place where most of the game takes place. Understandably, I think the strong point of this game is the exploration of the Abyss haha.
Also, by design, you can only spend 1-2 days on the surface mid-dive, so that in order to stay on the surface you'll need to choose to settle there.
I may be open to changing these things if I get enough feedback on them, but right now I don't think I'm inclined to changing them as I focus on content within the Abyss instead.
I see what you mean about the game being too depressing. Would you say that is primarily because you couldn't accomplish what you wanted to accomplish without paying costs you didn't want to pay? I want the game to provide some pressure, but I don't want it to be depressing.
Thank you for your perspective though! And those are some good ideas for the Surface if I do plan to expand it more at some point!
This should be fixed in 0.9.6.2.
I'll add a few scenes for transferring Curses, but my focus isn't on them as much since they're a bit more niche and specific compared to a player taking a Curse. However, if you have any specific ones you wanted to see, then I can try to add those in particular as a higher priority.
Good catch! I've changed this in the next build, so you can only get up to 200 dubloons of cash through the debt, not 20,000 haha.
What do you mean exactly? There are certainly some Curses that people would think are pretty bad already, especially in some of the lower layers. Layer 8 in particular has some pretty nasty ones imo. The next version will have scenes for those, so that should emphasize how bad they are to take haha. There will also be even worse dehumanizing Curses in layer 9.
And some of the forced habitation options, like layer 7 and layer 8 are de facto bad ends, I think. Is there something else you had in mind?
Fixed in 0.9.6.2.
Haha, you might have a different definition of cheerful than I do. And I think some other members disagree with you.
There is a Discord that's fairly active! I'd recommend joining if you're interested!
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A) Good point, I'd like to flesh out the endings more for sure. And I can also try to add some way to interact with people, especially on some of the upper layers.
B) I'll certainly avoid farm quests, but I'm also unlikely to add a central narrative. I can try to add smaller quests and stories though.
C) There is already an easy mode, right? I'll consider adding an even easier mode where game overs can't trigger though.
D) Good idea! Actually in 0.9.7 I've added some new reactions from NPCs on the surface that vary based on the player's appearance. I've also added a bunch of reaction scenes from companions for when you take certain Curses, so you can feel like they're reacting to your changes.
E) What do you mean exactly? Not sure I understand this one.
F) Yeah, I'm trying to make more of them useful, but a lot of them I don't have idea for how they'd be useful exactly, beyond their selling value. I could add more interactions where you gain affection from companions if you promise them the Relic? Do you have any Relics in particular you want to see useful functions from?
G) That's a fair point, but I'm not sure the best way to add that haha.
H) There are quite a few already, so I'm not even sure what I would add lol, and this would be more of a long-term thing I think.
Ah yeah, I see what you mean then. I don't think I'd be able to add a trigger disabler easily, but I can try to add a content warning to the beginning of the game.
Hmm, that time system would basically require a rework of all of the systems in the game right now, so I'm not inclined to make the change unless I think it's much, much better. What reasons do you have to prefer that sort of system over the current days-based time system in the game?
And while you can just go through a floor without interacting with anything, that's usually not a good idea anyway, so I'm not sure I want to change that.
More NPCs to interact with is a good idea too! It's something I'm considering adding for the surface and first few layers. I think you can probably expect some of that in the future. I don't know if I'll add a brothel to the surface though, since the focus will be on things in the Abyss right now. Besides the brothel are there any specific ideas for NPCs you'd really like to see? I'll consider them and maybe implement them.