Create and Fuck your AI Cum Slut -70% OFF
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4.00 star(s) 11 Votes

DemonDamon

Newbie
Dec 20, 2018
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This game is pissing me off bro, 2 chapters in and the MC kept getting his assed kicked, knocked out, or got his shit stolen, bro has the shittiest plot armor ever, he cant even fight back without getting game over screen, everyone in this game pisses me off, and the MC cant even do shit, you cant let me play a cool looking guy just to get is ass handed over him. :FacePalm:
This seems to be a common theme with majority of the games here. Most devs try to protect their heroines as they have(hopefully) plans around those characters and limit access/damage to them, while the player character isn't really the focus so they end up being the weakest written character that will be used as a prop to debut different heroines. That's why so many MCs end up with wildly conflicting traits as the stories advance.

I'm in the same shoes as I can't stand weak protagonists. I can handle weakness that grows to strength aka. actual character development, but that's so extremely rare here. Anyway good luck to the dev. At least he's being nice in the comments and taking criticism well.
 
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Wolfram99

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Aug 20, 2023
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And another post.
The assault on Veronica having 0 backlash is weird.

So MC will be toothless in any scene involving Emily? Noted.
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So you just go willy nilly after almost getting snuffed by MC?
Usually it's the other way round in AVN's, but the switcheroo doesn't do anything positive.
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The MC is in a class of his own isn't he?
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Still, shit doesn't go his way, why doesn't he save/load?
 

sabadongelov

Member
Aug 21, 2018
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Was thinking about playing. Saw reviews and comments about the lack of choices and the MC being a wimp who can't do anything but simp for female characters regardless of what they do to him, so I won't download.

I don't understand either, why so many devs think that people want to play spineless and weak characters that get walked all over, not the least by LIs (my personal pet peeve are the (usually harem) games were all men except the MC are either stupid and weak or evil and the MC is supposed to be some amoral bad ass, but he's always a simping white knight towards all the women in the game, who in turn, unlike the men, are competent, good (or have some excuse for why they are not good) and have some sob story or another). But maybe a lot of people actually enjoy playing like that and there is a silent majority who are not complaining and only enjoying the simp lifestyle.

However, I think the post-apocalyptical setting is one where player generally expect the setting to be dark and to actually get to play someone who is a real bastard, not only to his male enemies. So when you produce a post-apocalyptical game with a tag line that promises a brutal and unforgiving world without morality or civilisation and then insert the same spineless simp MC that populate most non post-apocalyptical games, maybe it isn't that weird that there will be backlash?

If the point of the game is to have the MC inject goody-two-shoes white knight simp aura into the otherwise brutal world, then maybe that should also be mentioned in the game-blurb, so players know what they are getting.
 
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Sirasoni

New Member
Sep 29, 2025
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3
3
I don't know what's going but in AVN and specially Honey select AVN i don't know what is wrong with these dev they always made some simp, weak, pathetic mc.

And the girls annoying as shit, as if she's was born when 1000 of bitches died, even with choices I feel forced.

.....Giving me déjà vu every time.......

I'm done with this , not gonna play this game ever again, not worth the time.
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Bob69

Uploading the World
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Apocalypse 2059 [v0.3] [BigH4nd.Inc] - Compressed

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as22

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Oct 1, 2018
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The creator is definitely Chinese. They have this distinct writing style that is basically "I don't know how people actually act since I've never had any proper interactions with a wide variety of females, so let me copy character writing and dialogue from other games and media that have told me this is how it is".
And since the government pushes full-blown marxism in their country you get shit like this.

So basically they see "Nice" "being the victim" and "selfless nice guy cardboard cutouts" as being the biggest virtues. Because "surely the nice guy should get all the girls right?" and they try to reflect that in character writing, but we know that doesn't make sense and nobody cares about those qualities, so there's a huge cognitive dissonance.

Have you ever played a chinese gatcha? Does the simp MC in this game remind you of the simp MC's in those games? There's your answer.
 

Da Bi Dimm

Member
Jan 28, 2025
337
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Hello Wolfram99!

Once again, thank you for your detailed and insightful analysis! As a long-time follower of the project, I take every one of your suggestions seriously.

Regarding the logical contradiction in the save/load, your criticism hits right at the heart of the issue. This was originally an ambitious design—I wanted to deeply embed the save/load functionality into the game, creating a kind of Metagame feeling where each time players use save/load, it could be understood as MC's own actions. However, it's clear now that this design has almost zero integration depth with the storyline and is completely unconvincing. As you pointed out, if he doesn't use this function, why would he fear losing it? This is indeed a fatal design flaw. I'm currently thinking about how to make MC actively use this mechanism during gameplay (such as embedding it into linear storylines), rather than the current illogical approach. I'm currently working on the script for the next section, and I think I'll focus heavily on addressing this point in the new content.

Your "Want to try again? " option suggestion is extremely practical. While I don't plan to modify any already-released content, adding a retry design that returns to the choice before failure nodes is excellent—this is actually a forgotten design of mine that I used similar mechanics in the prologue. In any case, I'll add prompts for several Pass/Die option locations (such as adding screen filters to inform players this is a dangerous decision) and provide retry options afterward.

Regarding MC being too passive, this is an issue many players have reported to me. Currently, MC has no character arc; he's just driven to complete tasks while "pretending" to be indifferent. It's fine for him to take hits, but he must immediately be given opportunities to strike back, rather than constantly delaying his revenge. I believe this is an urgent problem that needs solving.

As for the the post-apocalyptic setting, more decisive and ruthless decisions might occur with some supporting characters. Some characters will be specifically designed to embody the contradictions of the wasteland—such as the declining, chaotic, rule-breaking vitality of the wasteland, and the contradiction between the non-utilitarian nature of humanistic care and the pure utilitarianism of survival. I believe that following your suggestions, I'll focus more on designing these characters.

I apologize for my delayed response. Things always seem to get more complicated just when you think they're becoming easier, much like my development work. Sometimes there's so much work to complete that it takes away from my time to check and respond to player feedback. I think I'll try my best to regularly check the forum for player opinions.

Thank you again for your patience and constructive feedback. It's thoughtful players like you who help this project continuously improve!

Bigh4nd
BigH4nd Actually, I have long thought that it would be cool if a visual novel used save/load as a character's superpower, and I even came up with a mechanic for it: it's similar to a gallery where certain scenes that the character "visited" are recorded, even if the player later loads a save from before that scene, or entering the names of characters, which can be changed during the game, since they are not saved in the local save file but in a separate one, with the same variables that the game uses. That is, besides the usual save files, there exists a "global" save file where all player actions are recorded; the game simply needs to take variables from it as well. For example, there are three paths: 1 is linear and moves the game forward, 2 leads to death, 3 leads to certain information. If the player immediately takes the first path, the protagonist will not know the information from path 3 (recorded in the global save), but if they first take path 3, then loading the last branching point and going through path 1 afterward will lead to different outcomes (for example, now they have an H-scene because on path 3 they eavesdropped on a conversation).

Moreover, information from side paths may not have an immediate impact, but only after several branches, and vice versa, a side branch located somewhere ahead may be relevant to a situation that occurred somewhere behind. In this case, the player does not need to replay everything from the beginning (though of course they can, if they want, to see how things develop now), but they can also simply load the last save and see how events unfolded with all their previous actions, except for the one they have now changed. For example: a character from the love interest (LI) is killed; much later, the protagonist finds out who the killer is, recalls that he met the killer before the murder, loads into that dialogue, and now there is an option "take down the bastard tower" which was not there before. He do it, and as a result, the LI is saved. The player can either replay from that point (perhaps there will be new H-scenes) or load the last save where the killer is long dead and the LI is alive (and the H-scenes are added to the gallery).

You can even change relationships/dialogues depending on the options the player chooses while viewing the H-scenes gallery, if that data is also recorded in the global save file. Or even turn LI into a nymphomaniac if scenes from the replay gallery with her were played several times with all the choice options in them. This could even be a legal cheat for boosting stats (domination, submissiveness, love, tenderness, romance, etc.) in case they're lacking for a certain response option: save, open the gallery, make the correct choices, load, and voilà...

Also, in the case of this mechanic, there is nothing stopping you from adding to the main character an activatable super ability "Instinct" (built-in WTmod) with 2 levels: deactivation, the player is completely blind in their choices and must find logical chains on their own; level 1 is for those who don't like walkthroughs but expect hints in the dialogues and reflections of the main character about which path to take first, at which stage to reload later, etc.; level 2 is the almost familiar WTmod for everyone (with detailed descriptions on each choice button about what it can lead to, which path is better to take first, where to reload later, etc.), in addition to extra lines providing hints for progression.

You could even introduce a mechanic that uses values from the settings: for example, if the music volume is low, then the main character, encountering an orchestra or bard, would ask them to play softer, and if it's at maximum, then on the contrary — louder; the same applies to the volume of character voices, when the main character would ask to make it quieter, for example, if an NPC is shouting, or louder (like if they didn’t hear something) when an NPC is whispering; or during H-scenes, the main character would tell the LI to moan softer/louder in gentle variants, as well as to shut up/shout so that everyone can hear and know, or even cover the LI’s mouth with their hand, gags, objects, or a ring that keeps the mouth open; or go through a part of the story either stealthily or like Rambo, all depending on the volume settings. Even the character's personality and their lines (with the same choices) can be tied to volume: 0-30% - submissive, 40-70% - normal, 80-100% - dominant. You can even use a "Mute All" checkbox in various scene variations (which will ultimately lead to the same outcome), for example: The main character tries to sneak around unnoticed but knocks over a pile of dishes, which fall and break, and at the moment they fall, the game checks this checkbox, and if it is activated at that moment, no one will hear the dishes falling; or the main character jumps off a roof, twisting a leg, grabs it, and starts cursing loudly (based on volume level), the game again checks the checkbox, and if it is active, the main character's swearing does not attract attention. Moreover, the general volume setting should affect only and exclusively the sound and nothing else, meaning the player can set the music volume to 80%, the voice volume to 100%, and the overall volume to 20%, but the game will still only consider the values of 80% and 100% for gameplay.

And you can come up with literally countless variations, while still maintaining the linearity of the plot.

P.S. I wouldn't be surprised if, after this, various developers start using this mechanic widely, just like with 'phone' games. Then they should at least add my nickname to the game :LOL: And to post the full version of the game on F95 without any cut content in two weeks after its release :ROFLMAO:
 
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Juerhullycin

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Feb 4, 2024
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BigH4nd Actually, I have long thought that it would be cool if a visual novel used save/load as a character's superpower, and I even came up with a mechanic for it: it's similar to a gallery where certain scenes that the character "visited" are recorded, even if the player later loads a save from before that scene, or entering the names of characters, which can be changed during the game, since they are not saved in the local save file but in a separate one, with the same variables that the game uses. That is, besides the usual save files, there exists a "global" save file where all player actions are recorded; the game simply needs to take variables from it as well. For example, there are three paths: 1 is linear and moves the game forward, 2 leads to death, 3 leads to certain information. If the player immediately takes the first path, the protagonist will not know the information from path 3 (recorded in the global save), but if they first take path 3, then loading the last branching point and going through path 1 afterward will lead to different outcomes (for example, now they have an H-scene because on path 3 they eavesdropped on a conversation).

Moreover, information from side paths may not have an immediate impact, but only after several branches, and vice versa, a side branch located somewhere ahead may be relevant to a situation that occurred somewhere behind. In this case, the player does not need to replay everything from the beginning (though of course they can, if they want, to see how things develop now), but they can also simply load the last save and see how events unfolded with all their previous actions, except for the one they have now changed. For example: a character from the love interest (LI) is killed; much later, the protagonist finds out who the killer is, recalls that he met the killer before the murder, loads into that dialogue, and now there is an option "take down the bastard tower" which was not there before . He do it, and as a result, the LI is saved. The player can either replay from that point (perhaps there will be new H-scenes) or load the last save where the killer is long dead and the LI is alive (and the H-scenes are added to the gallery).

You can even change relationships/dialogues depending on the options the player chooses while viewing the H-scenes gallery, if that data is also recorded in the global save file. Or even turn LI into a nymphomaniac if scenes from the replay gallery with her were played several times with all the choice options in them. This could even be a legal cheat for boosting stats (domination, submissiveness, love, tenderness, romance, etc.) in case they're lacking for a certain response option: save, open the gallery, make the correct choices, load, and voilà. ...

And you can come up with literally countless variations, while still maintaining the linearity of the plot.

P.S. I wouldn't be surprised if, after this, various developers start using this mechanic widely, just like with 'phone' games. Then they should at least add my nickname to the game :LOL: And to post the full version of the game on F95 without any cut content in two weeks after its release :ROFLMAO:
the problem with that is that it only works once. After you played it once, you have the global variables already if you start the game again for fun, or you need to restart because of code changes.
 
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Morgan Kyle

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May 10, 2024
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MC's story is really weak. It irritates me that they're trying to make us look like tough guys, but in reality, he's just a weakling getting kicked around. I don't like that approach; it's terrible.
 
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Da Bi Dimm

Member
Jan 28, 2025
337
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the problem with that is that it only works once. After you played it once, you have the global variables already if you start the game again for fun, or you need to restart because of code changes.
In the settings menu, dev can add a global data reset button, which will reset the values of all variables to 0 or null, false, etc.
 

aFairReviewer

Newbie
Mar 16, 2025
86
184
52
Saw I wasn't the only one who had a disappointing experience with this game. It seems like a common occurrence here, so I wasn't unjustified with my review. This game might get abandoned but oh well. :cautious:
 

Pif paf

Engaged Member
Feb 5, 2018
3,351
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Hi everyone
I made a patch for this game, for those who want a little lemon flavor.
Please check out the link below, which contains 'How to use'.


Workupload
Pixeldrain

Please note that this patch is only available on the forums. Anything in the patch has nothing to do with the main content of the game, so if you have any questions, please Quote me here, not the original author of the game.
HI, thanks for the lemonade! Does it need an update?
 

youraccount69

I'm like a karate chop
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Dec 30, 2020
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Apocalypse2059-0.3
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Bmagada

Active Member
Dec 18, 2021
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This seems to be a common theme with majority of the games here. Most devs try to protect their heroines as they have(hopefully) plans around those characters and limit access/damage to them, while the player character isn't really the focus so they end up being the weakest written character that will be used as a prop to debut different heroines. That's why so many MCs end up with wildly conflicting traits as the stories advance.

I'm in the same shoes as I can't stand weak protagonists. I can handle weakness that grows to strength aka. actual character development, but that's so extremely rare here. Anyway good luck to the dev. At least he's being nice in the comments and taking criticism well.
Its called bad writing. When modern writers to write "strong female characters", they make any male characters around them weaker AND give the women masculine attitudes and traits. In a woman these traits become annoying. The reality is if you want to write really good female characters you just write a solid character and have traits like femininity accent the great character. Whats worse is they make him a simp just to be the chosen one who at some point will be god tier, but that comes far after this.
 

Akabakka

Active Member
Jul 12, 2023
578
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There is definitely room for improvement, and a "big one" at that. Honestly, the MC just doesn't work with the setting and theme. You can't just announce a post-apocalyptic world, where everyone is supposedly somewhat ruthless to survive... and then you pull out the most anime weakling ever, with a white knight complex and hardly anything to back it up... aside from some "I am the chosen one" plot armor.

I'm not even asking for Mad Max, or some bastard with no rules or moral compass... but the MC should actually be somewhat cool, or already be growing into someone like that. INSTEAD, we are told that he can handle himself, but he can't... we are told how great he is, but not shown. The parts we do see show him being a bumbling wimp surrounded by competent women.
 
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4.00 star(s) 11 Votes