sinshi

New Member
Nov 2, 2019
2
0
Ok, that's interesting, can you give me more details? What Android version are you using? How much GB Memory does your device have?
Android 14 on a Samsung S22, i'm very (very very) short on memory so it might be that

Freed space I have 10gb free, still crashes instantly
 
Last edited:

Neshura

New Member
Aug 5, 2019
3
4
Android 14 Samsung S22+ same problem, game crashes instantly, plenty of Storage available (100GB+) and so-so Memory free (4GB free out of 8GB total).
 

Pigeon2Play

Newbie
Game Developer
Mar 12, 2024
41
121
Android 14 on a Samsung S22, i'm very (very very) short on memory so it might be that

Freed space I have 10gb free, still crashes instantly
Android 14 Samsung S22+ same problem, game crashes instantly, plenty of Storage available (100GB+) and so-so Memory free (4GB free out of 8GB total).
I think it might be an Android 14 issue, I'm looking into the problem and I'll try to fix it asap
 
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Noxstella

Member
Sep 10, 2023
134
110
i tried this and i just don't like it. it has most of the tags i like but the main protag is just....a trash bastard really. most people tend to self insert into the shoes of the main protag as part of the fantasy soooo...being turned into that kind of douche just kind of kills it for me....and prolly a shit ton of people. so dropping this game. sorry
 
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Pigeon2Play

Newbie
Game Developer
Mar 12, 2024
41
121
i tried this and i just don't like it. it has most of the tags i like but the main protag is just....a trash bastard really. most people tend to self insert into the shoes of the main protag as part of the fantasy soooo...being turned into that kind of douche just kind of kills it for me....and prolly a shit ton of people. so dropping this game. sorry
Thanks for giving it a try. Regarding the protagonist, he didn't seem that bad to me but I'll keep this in mind, I feel like the the way some dialogues are phrased might make him look like a douche instead of being a goof, I'll work on that
 

skyrfen

Ultimate Torrent Dude
Donor
Jun 13, 2021
4,180
2,398
ChronoEcstasy-0.2.1
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Pigeon2Play

Newbie
Game Developer
Mar 12, 2024
41
121
lord: pls have the future content give us pregnancy content. ty and i end my turn.
No worries,
Fucking pregnant girl: ✅ (already in-game)
More pregnancy related content: ☑ (pending)

And not only that, but also time-stop related stuff (since this is what the game is mainly about), and many other interesting tags
 
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RapideRabbit

New Member
Mar 1, 2019
14
4
I am by no means an expert but from what I can see the artist does have pieces of art on their twitter of the quality of what the drawings in this game, as well as WIPs from the early stages of said works so it's hard to me to see it being touched-up AI art at the very least.
I don't think that removes the possibility of it being touched-up AI. If they're going over the art in another layer, one could post just that traced layer and say "see? I did it myself!" The 4th image's hands are suspect, like she has 2 left hands instead of a right and left. It's the sort of thing someone mindlessly tracing over AI slop might not notice. At the very least, the artist should look up some basic anatomy.
 

KapitanDupa

Member
Aug 5, 2016
434
824
Game crashes right after intro with stacktrace saying it cannot connect to network. I have firewall set to block any outgoing traffic from unauthorised apps. On the other hand this shouldn't be a big deal because I opt-out from statistics sending when game asked about it. This implies *game tries to send some data even if you explicitly say you don't agree*. Not cool devs, not cool.
---EDIT---
as established below it's unity analytics, not custom code, I overreacted

Code:
========== OUTPUTTING STACK TRACE ==================

0x757D10A2 (KERNELBASE) RaiseException
0x5AA492E2 (mono-2.0-bdwgc) mono_dl_fallback_unregister
0x5AA45B78 (mono-2.0-bdwgc) mono_trace_set_log_handler
0x5AA38F85 (mono-2.0-bdwgc) BrotliEncoderVersion
0x5AA38FD8 (mono-2.0-bdwgc) BrotliEncoderVersion
0x5ABA47BC (mono-2.0-bdwgc) mono_thread_has_sufficient_execution_stack
0x5ABA493F (mono-2.0-bdwgc) mono_thread_has_sufficient_execution_stack
0x5ABA4C28 (mono-2.0-bdwgc) mono_thread_has_sufficient_execution_stack
0x5AAD5A98 (mono-2.0-bdwgc) mono_lookup_icall_symbol
0x147E1680 (Mono JIT Code) (wrapper managed-to-native) System.IOSelector:Add (intptr,System.IOSelectorJob)
0x147E03FC (Mono JIT Code) System.Net.Sockets.Socket:BeginSConnect (System.Net.Sockets.SocketAsyncResult)
0x147DFB9C (Mono JIT Code) System.Net.Sockets.Socket:BeginMConnect (System.Net.Sockets.SocketAsyncResult)
0x147DFA14 (Mono JIT Code) System.Net.Sockets.Socket/<>c__DisplayClass240_0:<BeginConnect>b__0 (System.Threading.Tasks.Task`1<System.Net.IPAddress[]>)
0x147DF884 (Mono JIT Code) System.Threading.Tasks.ContinuationTaskFromResultTask`1<TAntecedentResult_REF>:InnerInvoke ()
0x147DF7D0 (Mono JIT Code) System.Threading.Tasks.Task:Execute ()
0x147DF7AC (Mono JIT Code) System.Threading.Tasks.Task:ExecutionContextCallback (object)
0x147DF5B8 (Mono JIT Code) System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
0x147DF270 (Mono JIT Code) System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
0x147DEE20 (Mono JIT Code) System.Threading.Tasks.Task:ExecuteWithThreadLocal (System.Threading.Tasks.Task&)
0x147DEB38 (Mono JIT Code) System.Threading.Tasks.Task:ExecuteEntry (bool)
0x147DE454 (Mono JIT Code) System.Threading.Tasks.Task:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
0x1470E140 (Mono JIT Code) System.Threading.ThreadPoolWorkQueue:Dispatch ()
0x1470DA44 (Mono JIT Code) System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()
0x1470DAFD (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_bool (object,intptr,intptr,intptr)
0x5AC0CBC2 (mono-2.0-bdwgc) mono_jit_set_domain
0x5AB687BA (mono-2.0-bdwgc) mono_object_get_virtual_method
0x5AB9DB34 (mono-2.0-bdwgc) mono_thread_has_sufficient_execution_stack
0x5ABA01A0 (mono-2.0-bdwgc) mono_thread_has_sufficient_execution_stack
0x5AB91764 (mono-2.0-bdwgc) mono_profiler_init_etw
0x5AB91928 (mono-2.0-bdwgc) mono_profiler_init_etw
0x7517FCC9 (kernel32) BaseThreadInitThunk
0x7719809E (ntdll) RtlGetAppContainerNamedObjectPath
0x7719806E (ntdll) RtlGetAppContainerNamedObjectPath

========== END OF STACKTRACE ===========
 
Last edited:
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Secondarian

Newbie
Jan 24, 2018
23
37
Game crashes right after intro with stacktrace saying it cannot connect to network. I have firewall set to block any outgoing traffic from unauthorised apps. On the other hand this shouldn't be a big deal because I opt-out from statistics sending when game asked about it. This implies *game tries to send some data even if you explicitly say you don't agree*. Not cool devs, not cool.

Code:
========== OUTPUTTING STACK TRACE ==================

0x757D10A2 (KERNELBASE) RaiseException
0x5AA492E2 (mono-2.0-bdwgc) mono_dl_fallback_unregister
0x5AA45B78 (mono-2.0-bdwgc) mono_trace_set_log_handler
0x5AA38F85 (mono-2.0-bdwgc) BrotliEncoderVersion
0x5AA38FD8 (mono-2.0-bdwgc) BrotliEncoderVersion
0x5ABA47BC (mono-2.0-bdwgc) mono_thread_has_sufficient_execution_stack
0x5ABA493F (mono-2.0-bdwgc) mono_thread_has_sufficient_execution_stack
0x5ABA4C28 (mono-2.0-bdwgc) mono_thread_has_sufficient_execution_stack
0x5AAD5A98 (mono-2.0-bdwgc) mono_lookup_icall_symbol
0x147E1680 (Mono JIT Code) (wrapper managed-to-native) System.IOSelector:Add (intptr,System.IOSelectorJob)
0x147E03FC (Mono JIT Code) System.Net.Sockets.Socket:BeginSConnect (System.Net.Sockets.SocketAsyncResult)
0x147DFB9C (Mono JIT Code) System.Net.Sockets.Socket:BeginMConnect (System.Net.Sockets.SocketAsyncResult)
0x147DFA14 (Mono JIT Code) System.Net.Sockets.Socket/<>c__DisplayClass240_0:<BeginConnect>b__0 (System.Threading.Tasks.Task`1<System.Net.IPAddress[]>)
0x147DF884 (Mono JIT Code) System.Threading.Tasks.ContinuationTaskFromResultTask`1<TAntecedentResult_REF>:InnerInvoke ()
0x147DF7D0 (Mono JIT Code) System.Threading.Tasks.Task:Execute ()
0x147DF7AC (Mono JIT Code) System.Threading.Tasks.Task:ExecutionContextCallback (object)
0x147DF5B8 (Mono JIT Code) System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
0x147DF270 (Mono JIT Code) System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
0x147DEE20 (Mono JIT Code) System.Threading.Tasks.Task:ExecuteWithThreadLocal (System.Threading.Tasks.Task&)
0x147DEB38 (Mono JIT Code) System.Threading.Tasks.Task:ExecuteEntry (bool)
0x147DE454 (Mono JIT Code) System.Threading.Tasks.Task:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
0x1470E140 (Mono JIT Code) System.Threading.ThreadPoolWorkQueue:Dispatch ()
0x1470DA44 (Mono JIT Code) System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()
0x1470DAFD (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_bool (object,intptr,intptr,intptr)
0x5AC0CBC2 (mono-2.0-bdwgc) mono_jit_set_domain
0x5AB687BA (mono-2.0-bdwgc) mono_object_get_virtual_method
0x5AB9DB34 (mono-2.0-bdwgc) mono_thread_has_sufficient_execution_stack
0x5ABA01A0 (mono-2.0-bdwgc) mono_thread_has_sufficient_execution_stack
0x5AB91764 (mono-2.0-bdwgc) mono_profiler_init_etw
0x5AB91928 (mono-2.0-bdwgc) mono_profiler_init_etw
0x7517FCC9 (kernel32) BaseThreadInitThunk
0x7719809E (ntdll) RtlGetAppContainerNamedObjectPath
0x7719806E (ntdll) RtlGetAppContainerNamedObjectPath

========== END OF STACKTRACE ===========
Really uncool, then this game is a pass for me. Thanks for reporting.
 
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Pigeon2Play

Newbie
Game Developer
Mar 12, 2024
41
121
Game crashes right after intro with stacktrace saying it cannot connect to network. I have firewall set to block any outgoing traffic from unauthorised apps. On the other hand this shouldn't be a big deal because I opt-out from statistics sending when game asked about it. This implies *game tries to send some data even if you explicitly say you don't agree*. Not cool devs, not cool.

Code:
========== OUTPUTTING STACK TRACE ==================

0x757D10A2 (KERNELBASE) RaiseException
0x5AA492E2 (mono-2.0-bdwgc) mono_dl_fallback_unregister
0x5AA45B78 (mono-2.0-bdwgc) mono_trace_set_log_handler
0x5AA38F85 (mono-2.0-bdwgc) BrotliEncoderVersion
0x5AA38FD8 (mono-2.0-bdwgc) BrotliEncoderVersion
0x5ABA47BC (mono-2.0-bdwgc) mono_thread_has_sufficient_execution_stack
0x5ABA493F (mono-2.0-bdwgc) mono_thread_has_sufficient_execution_stack
0x5ABA4C28 (mono-2.0-bdwgc) mono_thread_has_sufficient_execution_stack
0x5AAD5A98 (mono-2.0-bdwgc) mono_lookup_icall_symbol
0x147E1680 (Mono JIT Code) (wrapper managed-to-native) System.IOSelector:Add (intptr,System.IOSelectorJob)
0x147E03FC (Mono JIT Code) System.Net.Sockets.Socket:BeginSConnect (System.Net.Sockets.SocketAsyncResult)
0x147DFB9C (Mono JIT Code) System.Net.Sockets.Socket:BeginMConnect (System.Net.Sockets.SocketAsyncResult)
0x147DFA14 (Mono JIT Code) System.Net.Sockets.Socket/<>c__DisplayClass240_0:<BeginConnect>b__0 (System.Threading.Tasks.Task`1<System.Net.IPAddress[]>)
0x147DF884 (Mono JIT Code) System.Threading.Tasks.ContinuationTaskFromResultTask`1<TAntecedentResult_REF>:InnerInvoke ()
0x147DF7D0 (Mono JIT Code) System.Threading.Tasks.Task:Execute ()
0x147DF7AC (Mono JIT Code) System.Threading.Tasks.Task:ExecutionContextCallback (object)
0x147DF5B8 (Mono JIT Code) System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
0x147DF270 (Mono JIT Code) System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
0x147DEE20 (Mono JIT Code) System.Threading.Tasks.Task:ExecuteWithThreadLocal (System.Threading.Tasks.Task&)
0x147DEB38 (Mono JIT Code) System.Threading.Tasks.Task:ExecuteEntry (bool)
0x147DE454 (Mono JIT Code) System.Threading.Tasks.Task:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
0x1470E140 (Mono JIT Code) System.Threading.ThreadPoolWorkQueue:Dispatch ()
0x1470DA44 (Mono JIT Code) System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()
0x1470DAFD (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_bool (object,intptr,intptr,intptr)
0x5AC0CBC2 (mono-2.0-bdwgc) mono_jit_set_domain
0x5AB687BA (mono-2.0-bdwgc) mono_object_get_virtual_method
0x5AB9DB34 (mono-2.0-bdwgc) mono_thread_has_sufficient_execution_stack
0x5ABA01A0 (mono-2.0-bdwgc) mono_thread_has_sufficient_execution_stack
0x5AB91764 (mono-2.0-bdwgc) mono_profiler_init_etw
0x5AB91928 (mono-2.0-bdwgc) mono_profiler_init_etw
0x7517FCC9 (kernel32) BaseThreadInitThunk
0x7719809E (ntdll) RtlGetAppContainerNamedObjectPath
0x7719806E (ntdll) RtlGetAppContainerNamedObjectPath

========== END OF STACKTRACE ===========
Nope, we receive no collected data once you opt out of Data Collection .

1. Unity collects data for themselves automatically with or without analytics, as they have presented .
2. The unity services (not analytics) are still being initialized (probably with network connection) even if no data is being collected by us.
3. Whenever you Opt Out of the data collection a final upload is still attempted to be made according to .

You can decompile the game and check the logic by yourself if you want (should not be hard to do), but as of now based on our tests, no collected data is being received by us after you opted out.
 

KapitanDupa

Member
Aug 5, 2016
434
824
I never let unity games connect to internet (exactly because I'm aware unity is always spying) so don't think it's unity doing. Unless there is some fuckery in i.e. new version of engine crashes when firewall is active so more games will start doing this soon.
 
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2.60 star(s) 5 Votes