stimtheone

Newbie
Dec 3, 2018
65
80
I can't pee in the bowl, I've tried so many times, but I can't. Can someone help me
Same here. It might have some issue in this version. All I can say is that I tried with both dick and not... even got on top of the thing. Might be that bug mentioned of pee not interacting with objects.
 
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TiCEnETioNEy

Newbie
Jul 2, 2023
40
38
Same here. It might have some issue in this version. All I can say is that I tried with both dick and not... even got on top of the thing. Might be that bug mentioned of pee not interacting with objects.
Download BITS v2 release with fix
 
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SunnySanity

Member
Jul 17, 2017
340
1,131
Screenshot 2023-09-03 195629.png

Changelog

General:
- Fixed Pee collisions on low fps, now it should work good on any framerate
- Tomb "trap ceiling room" is not killing no more, until the save system arrives
- Fixed multiple bugs inside Clothing system, items should never disappear for no reason
- Re-worked Tara AI control (auto-walk to Interactable objects)
- Improved Objectives system
- Buttplugs are no longer disappears on Pee scenes
- Fixed issue, where Buttplug ass-morphs was not disabled on sex scenes (while the buttplug itself is hidden)
- Fixed Mummy BJ character offsets
- Fixed bug with Mummy, not reacting to the player after a sex scene
- Fixed Mummy attack range distance
- Enemie's balls physics are enabled inside sex scenes
- Raptor is respawning from cave, after sex scene (was broken on initial release)
- Tara's butt physics is always on (it was not turning back on, after some sex scenes)
- Fixed Smooth camera blend, on cutscene end
- Fixed a bug with potential softlock, while spamming Use key on Lootboxes (or any other interactables)
- Added Tattoo 3 Arm texture (texture was missed on the first release)
- Fixed secret totem BJ scene (dynamic textures were wrong)
- Improved swimming>walking transition
- Fixed potential softlocks, when picking up Box
- Blocked raptor cave hole, you can't fall inside it no more
- Fixed rare problem, when finishing the Pee-girls puzzle were not activating the doors
- Multiple small improvements to the cutscenes, collisions, hints and so on
- Fixed bunker assets (videos were not imported currently on the first version)

Puzzles:
- Added Puzzle Reset function to reset pieces positions ("R" - Reload)
- Fixed bug with Raptors comix, now all pages should be saved inside the book
- Fixed bug with Puzzles, where chip's (pieces) were flying towards the camera (actually, it was happening in places with high cliffs above the player - pieces were aligning to the cliffs, instead of a board mesh)
 

dedbef

New Member
Aug 17, 2023
2
5
Looks like i'm exactly 20 minutes late with this post, but anyways:

There's three ways of handling game development that work.

1. Release early and fix early, thus turning players into alpha testers. This sadly works (so long as you're not charging full price) because of the "early access" excuse.

2. "When it's ready". This obviously works (and you can charge full), because no matter how long it takes, you deliver something that works. So long as you time the hype train right (don't start it too early, or it runs outta steam before release), you can basically take as long as you like (or you have funds), because the result speaks for itself.

3. Episodic release. This is kinda like #2, because the players still expect stable releases, but if most of the gamedev is content creation, then you can finish one chapter, release that and then work on the next.

What the developer is trying with this project kinda is a mess of all three: He wants to release before basic features like savegames are ready, but also take forever to get it right, and on top of this release one episode at a time.

I cannot think of any sane user (and i realize there are plenty who are not), who prefers a devmodel like this. Please understand i'm in no way saying the dev is doing bad work. On the contrary, animopron is known to release highly polished work. And from a developer's POV, this game - or rather the EP - is "almost done": It's very performant, the UI and controls are intuitive, the content is polished... basically the only things left to do are a few leftover bugs and features.

Problem is from a player's POV, those bugs are gamebreakers and showstoppers - stuff that wouldn't even be in a beta. So again: I'm not questioning the developer's competence at... developing. From a developer POV, this is looking great. Instead i'm questioning the releasemodel, since this way or releasing a game seems to combine every possible way of annoying players.
 

Astrel

Active Member
Jan 27, 2018
535
1,692
Looks like i'm exactly 20 minutes late with this post, but anyways:

There's three ways of handling game development that work.

1. Release early and fix early, thus turning players into alpha testers. This sadly works (so long as you're not charging full price) because of the "early access" excuse.

2. "When it's ready". This obviously works (and you can charge full), because no matter how long it takes, you deliver something that works. So long as you time the hype train right (don't start it too early, or it runs outta steam before release), you can basically take as long as you like (or you have funds), because the result speaks for itself.

3. Episodic release. This is kinda like #2, because the players still expect stable releases, but if most of the gamedev is content creation, then you can finish one chapter, release that and then work on the next.

What the developer is trying with this project kinda is a mess of all three: He wants to release before basic features like savegames are ready, but also take forever to get it right, and on top of this release one episode at a time.

I cannot think of any sane user (and i realize there are plenty who are not), who prefers a devmodel like this. Please understand i'm in no way saying the dev is doing bad work. On the contrary, animopron is known to release highly polished work. And from a developer's POV, this game - or rather the EP - is "almost done": It's very performant, the UI and controls are intuitive, the content is polished... basically the only things left to do are a few leftover bugs and features.

Problem is from a player's POV, those bugs are gamebreakers and showstoppers - stuff that wouldn't even be in a beta. So again: I'm not questioning the developer's competence at... developing. From a developer POV, this is looking great. Instead i'm questioning the releasemodel, since this way or releasing a game seems to combine every possible way of annoying players.
That is the point in a early supporters release. He will eventually release it to the big public to atract more supporters so he wants the game to be playable
 
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Lenny92

New Member
Nov 1, 2022
1
0
View attachment 2901006

Changelog

General:
- Fixed Pee collisions on low fps, now it should work good on any framerate
- Tomb "trap ceiling room" is not killing no more, until the save system arrives
- Fixed multiple bugs inside Clothing system, items should never disappear for no reason
- Re-worked Tara AI control (auto-walk to Interactable objects)
- Improved Objectives system
- Buttplugs are no longer disappears on Pee scenes
- Fixed issue, where Buttplug ass-morphs was not disabled on sex scenes (while the buttplug itself is hidden)
- Fixed Mummy BJ character offsets
- Fixed bug with Mummy, not reacting to the player after a sex scene
- Fixed Mummy attack range distance
- Enemie's balls physics are enabled inside sex scenes
- Raptor is respawning from cave, after sex scene (was broken on initial release)
- Tara's butt physics is always on (it was not turning back on, after some sex scenes)
- Fixed Smooth camera blend, on cutscene end
- Fixed a bug with potential softlock, while spamming Use key on Lootboxes (or any other interactables)
- Added Tattoo 3 Arm texture (texture was missed on the first release)
- Fixed secret totem BJ scene (dynamic textures were wrong)
- Improved swimming>walking transition
- Fixed potential softlocks, when picking up Box
- Blocked raptor cave hole, you can't fall inside it no more
- Fixed rare problem, when finishing the Pee-girls puzzle were not activating the doors
- Multiple small improvements to the cutscenes, collisions, hints and so on
- Fixed bunker assets (videos were not imported currently on the first version)

Puzzles:
- Added Puzzle Reset function to reset pieces positions ("R" - Reload)
- Fixed bug with Raptors comix, now all pages should be saved inside the book
- Fixed bug with Puzzles, where chip's (pieces) were flying towards the camera (actually, it was happening in places with high cliffs above the player - pieces were aligning to the cliffs, instead of a board mesh)
Where do i put the new file? I have no idea at all.
 

DanteDemonHunter

New Member
Mar 24, 2019
5
0
LowLevelFatalError [File:Unknown] [Line: 4075]
Retry was NOT sucessful.


0x00007ffa8a92cf19 KERNELBASE.dll!UnknownFunction []
0x00007ff7290419c6 BITS-Win64-Shipping.exe!UnknownFunction []
0x00007ff7290023cd BITS-Win64-Shipping.exe!UnknownFunction []
0x00007ff72a5f0b98 BITS-Win64-Shipping.exe!UnknownFunction []
0x00007ff72a5f270b BITS-Win64-Shipping.exe!UnknownFunction []
0x00007ff728f07201 BITS-Win64-Shipping.exe!UnknownFunction []
0x00007ff728f08fdc BITS-Win64-Shipping.exe!UnknownFunction []
0x00007ff72905318b BITS-Win64-Shipping.exe!UnknownFunction []
0x00007ff72904d581 BITS-Win64-Shipping.exe!UnknownFunction []
0x00007ffa8c527614 KERNEL32.DLL!UnknownFunction []
0x00007ffa8cec26a1 ntdll.dll!UnknownFunction []

Crash in runnable thread TaskGraphThreadBP 28

so, how do i deal with this? coz i don't thinks i've seen this before here
 

InsideHer

Member
Jun 26, 2023
153
299
Looks like i'm exactly 20 minutes late with this post, but anyways:

There's three ways of handling game development that work.

1. Release early and fix early, thus turning players into alpha testers. This sadly works (so long as you're not charging full price) because of the "early access" excuse.

2. "When it's ready". This obviously works (and you can charge full), because no matter how long it takes, you deliver something that works. So long as you time the hype train right (don't start it too early, or it runs outta steam before release), you can basically take as long as you like (or you have funds), because the result speaks for itself.

3. Episodic release. This is kinda like #2, because the players still expect stable releases, but if most of the gamedev is content creation, then you can finish one chapter, release that and then work on the next.

What the developer is trying with this project kinda is a mess of all three: He wants to release before basic features like savegames are ready, but also take forever to get it right, and on top of this release one episode at a time.

I cannot think of any sane user (and i realize there are plenty who are not), who prefers a devmodel like this. Please understand i'm in no way saying the dev is doing bad work. On the contrary, animopron is known to release highly polished work. And from a developer's POV, this game - or rather the EP - is "almost done": It's very performant, the UI and controls are intuitive, the content is polished... basically the only things left to do are a few leftover bugs and features.

Problem is from a player's POV, those bugs are gamebreakers and showstoppers - stuff that wouldn't even be in a beta. So again: I'm not questioning the developer's competence at... developing. From a developer POV, this is looking great. Instead i'm questioning the releasemodel, since this way or releasing a game seems to combine every possible way of annoying players.
You do know he hasn't released it to the public yet right?.... also those are 3 valid reasons for a game development... what about Indie porn game? any guidlines on that?
 

DKOC

Well-Known Member
Feb 1, 2019
1,081
1,167
Looks like i'm exactly 20 minutes late with this post, but anyways:

There's three ways of handling game development that work.

1. Release early and fix early, thus turning players into alpha testers. This sadly works (so long as you're not charging full price) because of the "early access" excuse.

2. "When it's ready". This obviously works (and you can charge full), because no matter how long it takes, you deliver something that works. So long as you time the hype train right (don't start it too early, or it runs outta steam before release), you can basically take as long as you like (or you have funds), because the result speaks for itself.

3. Episodic release. This is kinda like #2, because the players still expect stable releases, but if most of the gamedev is content creation, then you can finish one chapter, release that and then work on the next.

What the developer is trying with this project kinda is a mess of all three: He wants to release before basic features like savegames are ready, but also take forever to get it right, and on top of this release one episode at a time.

I cannot think of any sane user (and i realize there are plenty who are not), who prefers a devmodel like this. Please understand i'm in no way saying the dev is doing bad work. On the contrary, animopron is known to release highly polished work. And from a developer's POV, this game - or rather the EP - is "almost done": It's very performant, the UI and controls are intuitive, the content is polished... basically the only things left to do are a few leftover bugs and features.

Problem is from a player's POV, those bugs are gamebreakers and showstoppers - stuff that wouldn't even be in a beta. So again: I'm not questioning the developer's competence at... developing. From a developer POV, this is looking great. Instead i'm questioning the releasemodel, since this way or releasing a game seems to combine every possible way of annoying players.
Main reason is because it is patreon funded. When its ready and Episodic only works when you aren't paid monthly by people expecting some return on their buck immediately. The average supporter isn't like a traditional publisher, so he is kind of forced to do it as such. And honestly most porn funded games are released in this manner and its terrible, but what can you do?

Especially because the When its ready and Episodic only works if you have accumulated a vast amount of wealth to develop at your desired pace. Like if the average programmer makes 100k a year in the US, and you had 2 programmers and some artists and such support staff, even a small project expected to take 2 years would require you to have accumulated 2-5 million USD to pay all the wages and expenses. Most indies don't have that kind of dough, so they either need a publisher (which rarely touches porn) or patreon or some other method.
 
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tessai.san

Member
Feb 2, 2019
232
853
Main reason is because it is patreon funded. When its ready and Episodic only works when you aren't paid monthly by people expecting some return on their buck immediately. The average supporter isn't like a traditional publisher, so he is kind of forced to do it as such. And honestly most porn funded games are released in this manner and its terrible, but what can you do?

Especially because the When its ready and Episodic only works if you have accumulated a vast amount of wealth to develop at your desired pace. Like if the average programmer makes 100k a year in the US, and you had 2 programmers and some artists and such support staff, even a small project expected to take 2 years would require you to have accumulated 2-5 million USD to pay all the wages and expenses. Most indies don't have that kind of dough, so they either need a publisher (which rarely touches porn) or patreon or some other method.
i don't get why he wants to do a game so badly, nobody cares about the shit story or the easy puzzles, we just want to see the scenes, just go with wild life route, add a bunch of sex poses, should be way easier and faster than doing a 2 hour video like BTQ
 

Astrel

Active Member
Jan 27, 2018
535
1,692
i don't get why he wants to do a game so badly, nobody cares about the shit story or the easy puzzles, we just want to see the scenes, just go with wild life route, add a bunch of sex poses, should be way easier and faster than doing a 2 hour video like BTQ
Yeaaah,no. Maybe you want to see only scenes so all 3d games should be scene viewers. There are many people like this but there are as much as many who want these scenes to be connected to each other. Porn, high quality porn has a little backstory or plot because it makes sex so much better when you had to do or to think of something before you see it. It works in real life this way and here too, so no, this should not be a scene viewer. It is much better as a game because I am not watching a movie, I am doing something to get that porn, at least some effort
 
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