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TheZone93

New Member
Nov 19, 2018
10
3
Hello everyone, is there any way to buy the game in germany, the website says you can't redeem the key in germany, i don't have any other friends who are in a country where they could buy me the game, is there any solution for this problem, since the state media authority in hamburg asked steam to introduce an age verification system, steam has germany completely blocked instead of introducing a verification system.
 
Feb 22, 2020
87
186
it needs defeat related H scenes and rape in combat
should be the way warlock and boobs does it. if you lose combat you're fucked, if you win you get to choose if you want to do some fucking. but it's not forced or violent, and if you choose not to fuck them afterward they leave looking sad/disappointed. this games vibe is pretty sex positive and a forced rape option mid combat seems like it'd be really jarring
 

Mork_kai

Member
Mar 24, 2022
158
397
Wonder how long it'll be before the download links are updated to newer versions of the game...

I suppose folks are waiting for a major content update before risking posting the files here
 

ViviX12

Engaged Member
Jan 5, 2019
2,785
4,090
Wonder how long it'll be before the download links are updated to newer versions of the game...

I suppose folks are waiting for a major content update before risking posting the files here
in fact no one is waiting before risking any files
we get Steam versions, so a new ver is gonna come here when a steam update comes
don't hope for Patreon builds
 

TheInternetIsForThis

Well-Known Member
Mar 4, 2020
1,360
3,213
v0.4.32 is already out?
Is it? Must be quite embarrassing for the developers to be that far behind on their own game then, since they announced v0.3.60 just three days ago.

(Just to be clear, v0.4.32 is a typo on their June content release announcement that they never fixed. The actual version was v0.3.42, and is what the version is labeled on Steam)
 

TheInternetIsForThis

Well-Known Member
Mar 4, 2020
1,360
3,213
Waiting on the 0.3.60
Are you willing to fork the cash over for a burner Patreon account that'll get banned from the project as soon as the download is available? Because that's what happens when Patreon builds get shared with the subscriber-specific data files required to make them run. This is why the thread only updates on Steam builds instead.
 

becmuda1704

Newbie
Jun 4, 2021
34
8
anyone with the least tier on their patreon? I just wanna read the news about their recent UE5 update devblog ;-;
 

muschi26

Engaged Member
Jun 22, 2019
2,930
4,466
anyone with the least tier on their patreon? I just wanna read the news about their recent UE5 update devblog ;-;
Hi All,
We're working on such a variety of different elements at the moment that it's very difficult to select an element to focus a dev blog on. We've decided to cover some of the world design changes and visual upgrades in this blog.

Firstly we've punched up the contrast of the world. When you look at something for too long it's easy to lose sight of how small changes are adding up. We became aware that Sabu had begun to drift away from our vision of an arid place where the baking heat of the desert sun leaps out of the screen. Our existing tones were true to Egypt, but Sabu is not Egypt.
We've now moved back in the direction of punchy, vibrant tones supported by sand accumulating everywhere. Even our greens are a bit less dead.

Our building materials got a rework as well, further optimising them whilst making them read better at range. There are a lot of painted murals in Sabu, with different villages and races expressing themselves in unique ways. The new materials give us a better canvas for these artworks.

The material rework extends to characters too, even how hair is implemented in our UE5 build. The hair we ported back for last month's update was a test asset for UE5 - the hair in the new build uses an entirely different approach and the improvement is night and day.

The difference in the world extends beyond the surface changes however; mechanically we've changed our approach to dungeons, tombs, and other places beneath the sand. Reworked tombs won't feature in the initial UE5 release, but will come in one of the first updates. Rather than a "push the button" or "find the key" approach, tombs feature fully designed puzzles and traps, existing as a quest subtype in their own right.
In this screenshot above we can see a tomb that sits beneath The Rampant Lioness, Damaris' Taberna. So close to town its likely already been picked clean... though who knows, perhaps you'll find more than you expect from exploring it.

Sabu has always been filled with crumbling ruins, the entrances often blocked by debris. This is another example of how things are changing in UE5: player stats now mean that some otherwise inaccessible tombs become enterable if the player has adequate agility or strength.
Obviously this isn't the only way stats impact gameplay, nor are these the only two stats to choose from. Players will gain points to spend each level, increasing their Arcana, Agility, Endurance, Fate, Presence, Strength, and Vitality as they progress through the game. These stats will impact everything from how fertile a player is, what weapons they can use, and whether an encounter ends in combat or ecstacy.

A bigger world means new modes of travel and more ground to cover, so landmarks are changing too. In a world as large as Sabu it can be easy to get lost, new common landmarks will help guide your path. Here we can see two pillars, one on either side of a safe point to disembark from your boat. Spotting such pillars in the world will lead you to a beach and whatever settlement or temple it was built for, though bear in mind the occupants may not always be welcoming.
There are many megastructures coming to Carnal Instinct too, giving you points of reference to navigate from; pyramids, temples, colossi, and many more.
This is just a taste of what we're working on in the UE5 build. Coming soon will be more creatures of the dunes, new enemies, new characters to romance, new quests to unravel the story of this land, and much, much more.
Team Carnal Instinct
 
Last edited:

TheInternetIsForThis

Well-Known Member
Mar 4, 2020
1,360
3,213
Hi All,
We're working on such a variety of different elements at the moment that it's very difficult to select an element to focus a dev blog on. We've decided to cover some of the world design changes and visual upgrades in this blog.

Firstly we've punched up the contrast of the world. When you look at something for too long it's easy to lose sight of how small changes are adding up. We became aware that Sabu had begun to drift away from our vision of an arid place where the baking heat of the desert sun leaps out of the screen. Our existing tones were true to Egypt, but Sabu is not Egypt.
We've now moved back in the direction of punchy, vibrant tones supported by sand accumulating everywhere. Even our greens are a bit less dead.

Our building materials got a rework as well, further optimising them whilst making them read better at range. There are a lot of painted murals in Sabu, with different villages and races expressing themselves in unique ways. The new materials give us a better canvas for these artworks.

The material rework extends to characters too, even how hair is implemented in our UE5 build. The hair we ported back for last month's update was a test asset for UE5 - the hair in the new build uses an entirely different approach and the improvement is night and day.

The difference in the world extends beyond the surface changes however; mechanically we've changed our approach to dungeons, tombs, and other places beneath the sand. Reworked tombs won't feature in the initial UE5 release, but will come in one of the first updates. Rather than a "push the button" or "find the key" approach, tombs feature fully designed puzzles and traps, existing as a quest subtype in their own right.
In this screenshot above we can see a tomb that sits beneath The Rampant Lioness, Damaris' Taberna. So close to town its likely already been picked clean... though who knows, perhaps you'll find more than you expect from exploring it.

Sabu has always been filled with crumbling ruins, the entrances often blocked by debris. This is another example of how things are changing in UE5: player stats now mean that some otherwise inaccessible tombs become enterable if the player has adequate agility or strength.
Obviously this isn't the only way stats impact gameplay, nor are these the only two stats to choose from. Players will gain points to spend each level, increasing their Arcana, Agility, Endurance, Fate, Presence, Strength, and Vitality as they progress through the game. These stats will impact everything from how fertile a player is, what weapons they can use, and whether an encounter ends in combat or ecstacy.

A bigger world means new modes of travel and more ground to cover, so landmarks are changing too. In a world as large as Sabu it can be easy to get lost, new common landmarks will help guide your path. Here we can see two pillars, one on either side of a safe point to disembark from your boat. Spotting such pillars in the world will lead you to a beach and whatever settlement or temple it was built for, though bear in mind the occupants may not always be welcoming.
There are many megastructures coming to Carnal Instinct too, giving you points of reference to navigate from; pyramids, temples, colossi, and many more.
This is just a taste of what we're working on in the UE5 build. Coming soon will be more creatures of the dunes, new enemies, new characters to romance, new quests to unravel the story of this land, and much, much more.
Team Carnal Instinct
Hi All,
We're working on such a variety of different elements at the moment that it's very difficult to select an element to focus a dev blog on. We've decided to cover some of the world design changes and visual upgrades in this blog.

Firstly we've punched up the contrast of the world. When you look at something for too long it's easy to lose sight of how small changes are adding up. We became aware that Sabu had begun to drift away from our vision of an arid place where the baking heat of the desert sun leaps out of the screen. Our existing tones were true to Egypt, but Sabu is not Egypt.
We've now moved back in the direction of punchy, vibrant tones supported by sand accumulating everywhere. Even our greens are a bit less dead.

Our building materials got a rework as well, further optimising them whilst making them read better at range. There are a lot of painted murals in Sabu, with different villages and races expressing themselves in unique ways. The new materials give us a better canvas for these artworks.

The material rework extends to characters too, even how hair is implemented in our UE5 build. The hair we ported back for last month's update was a test asset for UE5 - the hair in the new build uses an entirely different approach and the improvement is night and day.

The difference in the world extends beyond the surface changes however; mechanically we've changed our approach to dungeons, tombs, and other places beneath the sand. Reworked tombs won't feature in the initial UE5 release, but will come in one of the first updates. Rather than a "push the button" or "find the key" approach, tombs feature fully designed puzzles and traps, existing as a quest subtype in their own right.
In this screenshot above we can see a tomb that sits beneath The Rampant Lioness, Damaris' Taberna. So close to town its likely already been picked clean... though who knows, perhaps you'll find more than you expect from exploring it.

Sabu has always been filled with crumbling ruins, the entrances often blocked by debris. This is another example of how things are changing in UE5: player stats now mean that some otherwise inaccessible tombs become enterable if the player has adequate agility or strength.
Obviously this isn't the only way stats impact gameplay, nor are these the only two stats to choose from. Players will gain points to spend each level, increasing their Arcana, Agility, Endurance, Fate, Presence, Strength, and Vitality as they progress through the game. These stats will impact everything from how fertile a player is, what weapons they can use, and whether an encounter ends in combat or ecstacy.

A bigger world means new modes of travel and more ground to cover, so landmarks are changing too. In a world as large as Sabu it can be easy to get lost, new common landmarks will help guide your path. Here we can see two pillars, one on either side of a safe point to disembark from your boat. Spotting such pillars in the world will lead you to a beach and whatever settlement or temple it was built for, though bear in mind the occupants may not always be welcoming.
There are many megastructures coming to Carnal Instinct too, giving you points of reference to navigate from; pyramids, temples, colossi, and many more.
This is just a taste of what we're working on in the UE5 build. Coming soon will be more creatures of the dunes, new enemies, new characters to romance, new quests to unravel the story of this land, and much, much more.
Team Carnal Instinct
Gotta be careful when you copy off of Patreon, it likes to double the paste. Also, these images will go offline within a few days because Patreon rotates image URLs to prevent hotlinking.
 
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muschi26

Engaged Member
Jun 22, 2019
2,930
4,466
Gotta be careful when you copy off of Patreon, it likes to double the paste. Also, these images will go offline within a few days because Patreon rotates image URLs to prevent hotlinking.
Thanks for catching that.

As for the pictures, I'm not gonna download them and re-embed them lol, too much work.
 

Pa3uk

Active Member
Jul 22, 2017
681
658
I don't understand one point = I bought the game in STEAM, but it feels like =Steam users get new versions at the very last turn -_- what's the point? And one more thing - when the game goes out of ALPHA status, will it not have to be bought again?
+ there are a lot of bugs in the game (the quest with the murder is still NOT completed), then the guards will not appear, then the witnesses or something else ...
 
4.00 star(s) 89 Votes