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DuckHeal

Newbie
Game Developer
Feb 27, 2025
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Blackwood Hotfix 0.23

• Reload key (R by default) can be redefined now
• Improved cutscene code, this will hopefully fix the issue of cutscenes not firing sometimes

 

the_observant

Newbie
Jul 18, 2020
87
67
133
I still got the same bug after updating to v0.23 and started again from the beginning.

The cutscene didn't appear and MC still asking the librarian about Jezebel Smith.

MC also got stuck inside restricted archive and couldn't go to other locations.


LIBRARY BUG.png
 

DuckHeal

Newbie
Game Developer
Feb 27, 2025
73
168
42
I still got the same bug after updating to v0.23 and started again from the beginning.

The cutscene didn't appear and MC still asking the librarian about Jezebel Smith.

MC also got stuck inside restricted archive and couldn't go to other locations.


View attachment 5128795
That's weird, Eleanor is standing in the wrong place

I'll have to test it on a different machine tomorrow. Meanwhile, have you tried to get there without saving and loading? Seems like there are still some issues when it comes to cutscenes and save files

That's the only possible clue I have for now
 

DuckHeal

Newbie
Game Developer
Feb 27, 2025
73
168
42
I still got the same bug after updating to v0.23 and started again from the beginning.

The cutscene didn't appear and MC still asking the librarian about Jezebel Smith.

MC also got stuck inside restricted archive and couldn't go to other locations.


View attachment 5128795
Did you play Flashback? It seems that some of cutscenes have the same ID (used to track cutscenes and make sure they don't play twice), so in theory, post-flashback cutscene could prevent the archive cutscene from firing, as the game thinks it has already fired

Edit: I managed to reproduce the bug you're describing by first playing a cutscene which is sharing the same ID as the archive one
 
Last edited:

the_observant

Newbie
Jul 18, 2020
87
67
133
Yes, I always play flashback first before meeting Alice and later on going to the cemetery and library afterwards.
 

DuckHeal

Newbie
Game Developer
Feb 27, 2025
73
168
42
I still got the same bug after updating to v0.23 and started again from the beginning.

The cutscene didn't appear and MC still asking the librarian about Jezebel Smith.

MC also got stuck inside restricted archive and couldn't go to other locations.


View attachment 5128795
Yes, I always play flashback first before meeting Alice and later on going to the cemetery and library afterwards.

Should be working now

Blackwood Hotfix 0.24

• Some of cutscenes had duplicate ID's, causing a cutscene not to work if another cutscene with identical ID played before
Created tools and safeguards for detecting and regenerating duplicate cutscene ID's, preventing such behavior
• Fixed player's hitbox interacting with environmental objects in the Flashback scene
• Removed pendant lights in all scenes

 
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DuckHeal

Newbie
Game Developer
Feb 27, 2025
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0.3 is nearly ready, but I've decided to postpone it in order to redraw all sex scenes and redraw or adjust most portraits, so it will take about 2 weeks more.

Martha is the first one to get a makeover

Martha_char2.png
 

eevkyi

Member
Aug 14, 2025
228
245
63
Cool concept and art. The game is also playable on linux using ge-proton, which is nice. I’ll keep an eye on it.
 
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argen6969

Newbie
May 28, 2020
42
53
94
hi just wanted to know if there are any options for windowed mode where i could resize the window or do it at 1080x1920 cause i have an ultrawide and this is causing the scenes to be stretched out
 
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DuckHeal

Newbie
Game Developer
Feb 27, 2025
73
168
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hi just wanted to know if there are any options for windowed mode where i could resize the window or do it at 1080x1920 cause i have an ultrawide and this is causing the scenes to be stretched out
I will probably force 1080x1920 in 0.3, to fix any such issues
 
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Ijustdunno

Newbie
Feb 25, 2020
18
21
111
Looks like a game right up my alley from the concept. But it could use a bunch of polishing in my opinion.
Most importantly I think I encountered a hard lock that prevents further progression. After I was in the restricted archives of the library to read the report about the Jezbel incident, my quest log tells me I should return to Alice. But Alice only has the same dialogue she already had when I returned from the church. The one about me smelling like gun powder and stale prayers.
But there are further points that could use some polishing imho:
  • text is sometimes illegible.
    • Anytime when you interact with an object and there is floating white text over a light background, it is hard to read. When the background has actual white spots (like the white tiles on the floor of the library bathroom) and text is displayed over it (like the option to open the shutters) you need to actually guess the meaning as you cannot read the letters at all. The text could use for example a black outline or a semi-transparent dark background.
    • When reading the police report in the library archives it i so long the the first couple of words are behind the "return" button in the upper left corner. Making you, again, guess their meaning. Maybe long text could be scrollable, or be split into several "pages", so this won't happen.
  • when an object as you "Do thing? Y/N", the Y-option is selected not when the actual Y-key is pressed, but when the key is pressed where Y is located on an english/standard keyboard layout.
  • sometimes the character sprite of the mc gets rendered behind the environment. Examples are the stained glass windows in the church and the back wall of the restricted archives of the library.
  • when talking to an npc, you can go to the next bit of dialogue by pressing the "interact" key E. But if E is after the last line of dialoge the mc immediatly talks to the npc again. That leads to a bunch of having to read dialoge twice and in one case to an actual bug. When delivering the quest of getting the food package to the girl in the church, I actually received two notes from her because through pressing E after the last line of her dialoge I triggered her "quest delivered" dialogue a second time.
  • there is no indicator whether a particular dialogue option has already been selected.
  • when you talk to an npc there is often several "lines of dialogue" of the npc talking and getting a general description of them and what they are currently doing. This is very cool for the first time talking to an npc, but becomes annoying and feels very video gamey/unnatural when talking to the npc again. They could have a shorter version of that introduction and a shorter alternative dialogue like "hey again" or whatever for repeatedly talking to them.
    • an especially egregious example of that unnatural video gamey feel is when the priest's shotgun is still mentioned in this text (and shown on the character sprite) after the priest already gave the gun to the mc.
  • again on the video gamey feel, in the church you've got like 1 npc actually bordering on the hysterical, 1 npc just not realizing the reality of the situation and 4 hard boiled npcs stoically accepting their situation. I feel like a couple more npcs just like quietly sobbing in the corner/cyring/freaking out (ya know, how presumably some normal people would react to getting besieged by freaking zombies) would go a long way to show the threatening nature of the situation and give these hard boiled stoics something to actually contrast against.
  • also the fact that you can easily avoid the zombies when staying moving, but having to solve the puzzle of how to open the crypt involving reading text gives the gameplay in that part more of a annoying rather than a threatening feel.
  • there are stats and you can spend points to raise them. But you already have to guess what their names are as only abbreviations are given. You also have to guess what they even do. Some tooltips or something would be really nice here.
Lastly I want to stress that despite this long list of criticisms, I actually quite like the game and I am sure to check out future updates. Like I wouldn't take all the time and effort to write this all out when I just thought it was trash. Then I would just move on. Rather I think it's already the beginning of something great, that just needs acouple of polishing passes to truly shine.
 
Last edited:

DuckHeal

Newbie
Game Developer
Feb 27, 2025
73
168
42
Looks like a game right up my alley from the concept. But it could use a bunch of polishing in my opinion.
Most importantly I think I encountered a hard lock that prevents further progression. After I was in the restricted archives of the library to read the report about the Jezbel incident, my quest log tells me I should return to Alice. But Alice only has the same dialogue she already had when I returned from the church. The one about me smelling like gun powder and stale prayers.
But there are further points that could use some polishing imho:
  • text is sometimes illegible.
    • Anytime when you interact with an object and there is floating white text over a light background, it is hard to read. When the background has actual white spots (like the white tiles on the floor of the library bathroom) and text is displayed over it (like the option to open the shutters) you need to actually guess the meaning as you cannot read the letters at all. The text could use for example a black outline or a semi-transparent dark background.
    • When reading the police report in the library archives it i so long the the first couple of words are behind the "return" button in the upper left corner. Making you, again, guess their meaning. Maybe long text could be scrollable, or be split into several "pages", so this won't happen.
  • when an object as you "Do thing? Y/N", the Y-option is selected not when the actual Y-key is pressed, but when the key is pressed where Y is located on an english/standard keyboard layout.
  • sometimes the character sprite of the mc gets rendered behind the environment. Examples are the stained glass windows in the church and the back wall of the restricted archives of the library.
  • when talking to an npc, you can go to the next bit of dialogue by pressing the "interact" key E. But if E is after the last line of dialoge the mc immediatly talks to the npc again. That leads to a bunch of having to read dialoge twice and in one case to an actual bug. When delivering the quest of getting the food package to the girl in the church, I actually received two notes from her because through pressing E after the last line of her dialoge I triggered her "quest delivered" dialogue a second time.
  • there is no indicator whether a particular dialogue option has already been selected.
  • when you talk to an npc there is often several "lines of dialogue" of the npc talking and getting a general description of them and what they are currently doing. This is very cool for the first time talking to an npc, but becomes annoying and feels very video gamey/unnatural when talking to the npc again. They could have a shorter version of that introduction and a shorter alternative dialogue like "hey again" or whatever for repeatedly talking to them.
    • an especially egregious example of that unnatural video gamey feel is when the priest's shotgun is still mentioned in this text (and shown on the character sprite) after the priest already gave the gun to the mc.
  • again on the video gamey feel, in the church you've got like 1 npc actually bordering on the hysterical, 1 npc just not realizing the reality of the situation and 4 hard boiled npcs stoically accepting their situation. I feel like a couple more npcs just like quietly sobbing in the corner/cyring/freaking out (ya know, how presumably some normal people would react to getting besieged by freaking zombies) would go a long way to show the threatening nature of the situation and give these hard boiled stoics something to actually contrast against.
  • also the fact that you can easily avoid the zombies when staying moving, but having to solve the puzzle of how to open the crypt involving reading text gives the gameplay in that part more of a annoying rather than a threatening feel.
  • there are stats and you can spend points to raise them. But you already have to guess what their names are as only abbreviations are given. You also have to guess what they even do. Some tooltips or something would be really nice here.
Lastly I want to stress that despite this long list of criticisms, I actually quite like the game and I am sure to check out future updates. Like I wouldn't take all the time and effort to write this all out when I just thought it was trash. Then I would just move on. Rather I think it's already the beginning of something great, that just needs acouple of polishing passes to truly shine.
This is invaluable feedback, thank you very much! Some things I will fix in the upcoming update, others will have to wait a bit longer, as I wouldn't want to delay 0.3 even more
 
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DuckHeal

Newbie
Game Developer
Feb 27, 2025
73
168
42
Blackwood 0.3: Blood Money

Major New Features

  • Money & Economy: Money has been introduced to the game. Earn cash by completing quests, winning minigames, or other means.
  • Traders: Spend money at new traders, including Khan's Firearms. You can now purchase weapons, ammunition, consumables, and other useful goods.
    • (Tip: Hold SHIFT or CTRL while buying/selling to add or subtract items in bulk.)
  • Armed Enemies: NPCs are no longer limited to melee and can wield firearms in combat.
  • Status Effects: A new system of temporary buffs and debuffs has been added. Status effects can be gained from consuming items or through certain in-game events.
    • Alcohol: +10% STR, -5% to all other stats, and -5% max HP for 5 minutes (stacks 3x). Also causes an instant 10% loss of current HP. Moves you +0.1 towards Chaos. Has other... hidden effects.
    • Cigarette: +5% Willpower and -5% Constitution for 5 minutes.
    • Food: +10% HP regeneration speed for 15 minutes.
    • Post-Sex Glow: +10% Constitution and Persuasion for 10 minutes.
    • Note: All stat buffs/debuffs have a minimum effect of at least 1 point per stack.
  • New Minigames: Head to the bar to earn some pounds. New minigames include:
    • Billiards
    • Slot Machine
    • Arcade Tennis
    • Blackjack
    • Cage Fights
New Content
  • New Locations: Explore several new areas across Abbot's Hollow.
    • Permanent: The Murk
    • Permanent: Khan's Firearms
    • Quest: Whisperwood Farm
    • Secret: The Back Alley
  • New Story & Character Scenes:
    • Added scenes for Aliya and Jane.
    • Added a secret ending.
  • New Weapons:
    • Billiard Cue: A makeshift melee weapon for when things get heated at the bar.
    • TS-1942 Submachine Gun: A firearm for when you need to make a louder statement.
Art & Visuals
  • Scene Overhaul: All of Martha's scenes have been fully redrawn.
  • Character Portraits: Added over 17 character portraits and improved the quality of many existing ones.
  • Item Visibility: Items that can be picked up in the world now have a subtle blinking effect to make them more noticeable.
  • UI Readability: Added a background underlay to object interaction text, making it easier to read against bright surfaces.
Gameplay & Balance
  • Combat Interrupts: Your ability to interrupt an enemy's melee attack is no longer guaranteed. The chance is now based on your Strength, calculated as 5% * (STR / 2).
  • Player Progression: Ethan's maximum health now increases by 5 with each level up.
  • Ammo Scarcity: The source of free, infinite 7.65mm ammo has been removed from Ethan's home. Ammunition must now be purchased.
  • Flashlight Tweak: The flashlight beam now reaches further but has a narrower cone.
Quality of Life (QoL) & UI Improvements
  • Controls & Menus:
    • Pressing ESC now closes the inventory and trade windows.
    • The pause menu can no longer be opened during cutscenes.
    • Clicking on a UI element will no longer cause your character to attack.
  • Cutscenes: Cutscenes can now be skipped by pressing the ESC key.
  • Dialogue:
    • Added an option for instant dialogue text.
    • The default speed at which dialogue text appears has been increased.
    • Saving during a dialogue scene will now correctly load you back to that exact point in the conversation.
  • Graphics: Added an option to force a 1920x1080 resolution (enabled by default).
Bug Fixes
  • Fixed an issue where some objects would render in front of the player incorrectly.
  • Fixed a bug where enemy hitboxes would not flip correctly when they faced left, leading to inaccurate hit detection.
  • Fixed a visual bug where damage numbers for the player would sometimes appear over the enemy.
  • Fixed an issue where certain UI elements could block gunshots if the mouse was hovering over them.
  • Fixed a bug that occasionally prevented NPCs from using their alternative greeting lines.
  • Fixed a race condition that could cause an error and prevent weapons from being equipped if ESC was pressed immediately after changing locations.
  • Fixed player being able to walk out of scene bounds in the Mill Lane 13 location.
  • Jenkins will no longer be holding his gun after he has given it to the player.
  • Numerous small UI fixes and adjustments.
  • Various background optimizations and stability improvements.
UPD: Fixed wrong version number in the main menu

 
Last edited:

TheSpectator123

New Member
Mar 20, 2021
1
0
101
I don't think I've ever gotten a virus alert on a game here before this one, but yeah, virus alert. You may wanna look into that.
 

DuckHeal

Newbie
Game Developer
Feb 27, 2025
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5.00 star(s) 1 Vote