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SqueeNoEvil

Newbie
Oct 22, 2019
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Don't worry CSdev, decompiled code always comes back a little different than the original, and tends to be more cluttered and sloppy-looking than the real code. You still have time to tidy things up how you want before anyone actually sees it.

For number of chosen, I'd agree that 3 is still the best number for how the game systems currently interact. Once you've gotten the primary features of the game stable though, I think an extra member could lead to some nice variety. That is, assuming I didn't miss something in the program that makes it a large hurdle to implement. I didn't do a full code review or anything.

A futa -> female shift was mostly a lower-effort suggestion as an alternative for flaccidity. I don't think there's an iconic situation to trigger it because... well it's not a very common occurrence! The game does mention that futas seem to be discriminated against in this world though. I could imagine a Dignity Break where if a Chosen is stripped and Broadcast, then the psychic pressure of the viewers could force her body to conform to their expectations/desires of her body. If they think futas are freaks, their collective will could try and "fix" her. This might also help to explain why futas by default keep their penis a secret, out of fear of what could happen to it. Just a thought.

But if you're already interested in flaccidity, you might just do that instead. I did notice, when I was doing a quick check of how easy that would be, that you already have some flaccid content for males where their penis is bound or tied. Futas never get bound or tied that way though, they always have specific alternative text. Is that intentional or coincidence? You could probably consolidate a bit of code if you had futas and males treated the same way. You might even be able to merge some of the torture/sodomize descriptions so that futas have the best of both (a tied/abused penis, as well as anal).
 
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05841035411

Member
Jan 10, 2018
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One of my major design goals for this game is to give the player a good amount of choice in how the corruption proceeds. At the end of a playthrough, the player shouldn't be thinking "I followed this linear path to its conclusion," they should be thinking "I left my own personal mark on this team." The way that the player can influence how the relationships turn out is the initial implementation of that idea, but I would like to add more.

Alternative corruption tracks would certainly be in line with that idea. I'm currently leaning toward having some things turn out differently if you manage to break an endgame vulnerability while leaving a different early-game vulnerability untouched. However, all the possibilities you brought up are thought-provoking. I'll certainly be looking into doing something similar to this once the final battle is done.
Thank you, I'm glad that you found my ideas useful :) .

As regards your design goal - in that case, might I suggest making the game's score an optional mode that's turned off by default? I say this because the player will often feel like they're doing something "wrong" if they're not actively trying to maximize their score, even if it doesn't really fit with their own personal goals. It ends up something that we chase simply because we can.

In my case, for instance, I'm not really interested in destroying the Chosen's confidence or public image - my image of an ideal corrupt Chosen team is one that's still widely admired and full of power, but who chose to side with me for the pleasure and because they really couldn't care less about humans anymore - where our "fights" end in very public victories for them in the Abandoned Warehouse District, but whenever it's someplace actually important... Ooops, for some reason they keep hitting the defenders instead of my thralls.

Now, I don't expect that anything like that will end up in the game, because that would involve a crazy amount of work to account for all of the possibilities - but it does mean that left to my own devices, I'd be aiming for primarily for Morality and Innocence breaks while Dignity and Confidence would only come into play if I really wanted to start a friendship or rivalry. Once the game starts grading me on whether or not I broke the rest, though... Well, then I might as well pick those breaks up as well.

I'm torn on the idea of adding a direct toggle, because I worry that it could interfere with the impression that the shift happens "naturally" because of the Chosen's own weakness. As a sort of interim solution, note that you can change the settings midway through a playthrough in order to cause some Chosen to shift while keeping others in their original state.
On that topic, could I suggest a "Shift the first x number of characters" setting as well? I enjoy the idea of characters physically transforming as a result of their fantasies, but it's more interesting to me if it's only one or two characters instead of the full set.

A chance of transforming would be even better, so that I wouldn't expect it, but I'm under the impression that you'd prefer to avoid any randomness in the game.
 

bobjones9792

Member
May 27, 2017
282
784
284
Ok, I'm having a hard time understanding the circumstances system.

Traumas are straight-forward on a basic level. Chosen have weaknesses to certain traumas, basic attacks can target those traumas and deal more damage. Surroundings can also target those traumas and add a circumstance bonus.

Circumstances can also be targeted, so if you want to boost HATE, then surrounding the chosen and choosing the hate (grind) option will make it go up. You can also make a commander who specializes in a certain circumstance.

However, and this is the part I don't get, the HATE boosting option also inflicts strong trauma on FEAR, and as FEAR goes up, it becomes harder and harder to boost HATE. How am I supposed to boost HATE to a significant level if it keeps nerfing itself because of the FEAR boost? Why can't I have an option that boosts a circumstance, without boosting the trauma associated with it the most?

I wanted to break the Chosen in certain ways while avoiding others, like building hate so I can use the inseminate option but avoiding pain/injury. This feels impossible though in the current version.
 
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alri

Newbie
Mar 8, 2019
83
178
217
Ok, I'm having a hard time understanding the circumstances system.

Traumas are straight-forward on a basic level. Chosen have weaknesses to certain traumas, basic attacks can target those traumas and deal more damage. Surroundings can also target those traumas and add a circumstance bonus.

Circumstances can also be targeted, so if you want to boost HATE, then surrounding the chosen and choosing the hate (grind) option will make it go up. You can also make a commander who specializes in a certain circumstance.

However, and this is the part I don't get, the HATE boosting option also inflicts strong trauma on FEAR, and as FEAR goes up, it becomes harder and harder to boost HATE. How am I supposed to boost HATE to a significant level if it keeps nerfing itself because of the FEAR boost? Why can't I have an option that boosts a circumstance, without boosting the trauma associated with it the most?

I wanted to break the Chosen in certain ways while avoiding others, like building hate so I can use the inseminate option but avoiding pain/injury. This feels impossible though in the current version.
Every INJU (or ANTI if you have violence turned off) level boosts circumstances by 4x. If you want to avoid INJU for a particular Choosen, every EXPO level boosts trauma and circumstances by 2x of the other Choosen.
 

ViviX12

Engaged Member
Jan 5, 2019
3,202
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Ok, I'm having a hard time understanding the circumstances system.

Traumas are straight-forward on a basic level. Chosen have weaknesses to certain traumas, basic attacks can target those traumas and deal more damage. Surroundings can also target those traumas and add a circumstance bonus.

Circumstances can also be targeted, so if you want to boost HATE, then surrounding the chosen and choosing the hate (grind) option will make it go up. You can also make a commander who specializes in a certain circumstance.

However, and this is the part I don't get, the HATE boosting option also inflicts strong trauma on FEAR, and as FEAR goes up, it becomes harder and harder to boost HATE. How am I supposed to boost HATE to a significant level if it keeps nerfing itself because of the FEAR boost? Why can't I have an option that boosts a circumstance, without boosting the trauma associated with it the most?

I wanted to break the Chosen in certain ways while avoiding others, like building hate so I can use the inseminate option but avoiding pain/injury. This feels impossible though in the current version.
well, the game mechanics work in a way that for high multipliers you need to compound several, possibly all circumstance damage levels at once
 

Seamonkey

Member
Oct 24, 2017
330
439
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Ok, I'm having a hard time understanding the circumstances system.

Traumas are straight-forward on a basic level. Chosen have weaknesses to certain traumas, basic attacks can target those traumas and deal more damage. Surroundings can also target those traumas and add a circumstance bonus.

Circumstances can also be targeted, so if you want to boost HATE, then surrounding the chosen and choosing the hate (grind) option will make it go up. You can also make a commander who specializes in a certain circumstance.

However, and this is the part I don't get, the HATE boosting option also inflicts strong trauma on FEAR, and as FEAR goes up, it becomes harder and harder to boost HATE. How am I supposed to boost HATE to a significant level if it keeps nerfing itself because of the FEAR boost? Why can't I have an option that boosts a circumstance, without boosting the trauma associated with it the most?

I wanted to break the Chosen in certain ways while avoiding others, like building hate so I can use the inseminate option but avoiding pain/injury. This feels impossible though in the current version.
While it is in theory plausible to break a chosen in a given stat while not going for any other vulnerability it is very difficult. Your best bet is to target the chosen who has a minor vulnerability in the associated stat as they gain it far quicker than those who have it as a core attribute. Hate in particular is especially difficult as you noted fear inhibits its gain and actions that inspire hate will almost always increase fear a lot as well while hate multiplies the gains of trauma creating a negative feedback loop. If you do not have any reservations about targeting exposure on the other chosen be sure to get there exposure as high as possible as the gain rate of circumstances is multiplied by the level of exposure of the other chosen, this alongside the injury level of the chosen you are targeting are the two easiest ways of adding multipliers onto circumstances gain.

Regarding why you cant up a circumstance without boosting the associated trauma I imagine it is a mixture of simple logic that things that increase one increase the other but alongside that the game is as much a strategy and resource management game as it is porn game and so having to balance the various stats in order to most effectively corrupt the chosen is a major gameplay mechanic, I must also point out that you would have a far easier time if the circumstance you were trying to raise was anything other than hate which is the hardest to raise in isolation.
 

bobjones9792

Member
May 27, 2017
282
784
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Regarding why you cant up a circumstance without boosting the associated trauma I imagine it is a mixture of simple logic that things that increase one increase the other but alongside that the game is as much a strategy and resource management game as it is porn game and so having to balance the various stats in order to most effectively corrupt the chosen is a major gameplay mechanic, I must also point out that you would have a far easier time if the circumstance you were trying to raise was anything other than hate which is the hardest to raise in isolation.
All the circumstances work like hate, in that the associated trauma nerfs the growth of the circumstance. Bear in mind the shotgun approach that surroundings and commanders have on traumas also make it hard to manage.

After realizing that INJU and EXPO are the most important circumstances to boost circumstance growth, I'm still left with my original problem. As of now, we don't have a scalpel to focus only on circumstance growth or effective growth for specific, exclusive traumas (basic attacks aren't very good). I don't mind them being expensive upgrades, but at this point its very difficult to avoid unintended breaks while molding the chosen, so its easy for them to get corrupted in ways you don't intend.

If the goal of the game is to corrupt the chosen in the way we want, then we really need better tools to do that or a change to the underlying system so the stats are less interdependent. I could just be missing something here, but again, it feels impossible to mold them as I like, or I need a spreadsheet and advanced algebra to do so.
 
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Seamonkey

Member
Oct 24, 2017
330
439
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All the circumstances work like hate, in that the associated trauma nerfs the growth of the circumstance. Bear in mind the shotgun approach that surroundings and commanders have on traumas also make it hard to manage.

After realizing that INJU and EXPO are the most important circumstances to boost circumstance growth, I'm still left with my original problem. As of now, we don't have a scalpel to focus only on circumstance growth or effective growth for specific, exclusive traumas (basic attacks aren't very good). I don't mind them being expensive upgrades, but at this point its very difficult to avoid unintended breaks while molding the chosen, so its easy for them to get corrupted in ways you don't intend.

If the goal of the game is to corrupt the chosen in the way we want, then we really need better tools to do that or a change to the underlying system so the stats are less interdependent. I could just be missing something here, but again, it feels impossible to mold them as I like, or I need a spreadsheet and advanced algebra to do so.
Apologies if I gave the impression that only fear nerfed the growth of its associated circumstance, my point about the negative feedback loops wasn't focused on the effects of fear on hate although that is a component of it but rather the inverse. Hate has a direct impact on fear as hates effect as it raises is that it serves as a multiplier on trauma, this is useful as the late stages of corruption require the chosen to have massive amounts of the associated trauma but since the trauma's directly inhibit the growth of there associated circumstance this means that hates growth tends to directly inhibit its own growth, this directly contrasts injury which perpetuates its own growth as its multiplier is applied to that chosen's own circumstances growth.

On the second point regarding the need of more targeted tools, it would likely be more difficult to balance than you might think. The whole system is balanced around the assumption that you are exploiting the synergies between the various circumstances in order to increase growth rates, overcoming major vulnerabilities of the chosen is very difficult without doing so. The one path to brute forcing these things tends to be a highly upgraded commander but as of the current update there more effective upgrades target a minimum of two circumstances, so a further upgraded version of the commander where they target a single vulnerability even more intensely might be a potential solution, although I am not certain how well you would be able to afford such a commander if you have been sacrificing efficiency for the sake of single minded targeting of specific circumstances as it is highly likely the that chosen will be generating very little energy on such a playthrough.

I would say that if you want to get a better feel of how the mechanics interact I would recommend doing a couple of cheats runs as the additional evil energy can help you play around with different commander builds to see how they might influence things. But I must agree that if you have a specific idea for how you want to mould the chosen at this point it can be a bit of a struggle to wrangle them how you want in the current state of the game.
 

quiboune

Well-Known Member
Sep 2, 2018
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I wanted to break the Chosen in certain ways while avoiding others, like building hate so I can use the inseminate option but avoiding pain/injury. This feels impossible though in the current version.
This. The game is great but too focused on puzzles. If that's the objective it's going well, but it's extremely disappointing to watch so much potential being wasted. A corruption game where the player has no direct control of the corruption feels wrong, since the theme of corruption is about the target losing their control.
 

bobjones9792

Member
May 27, 2017
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I gave it some thought regarding targeted tools and came up with an idea.

How about brain slugs/parasites?

As an additional alternative to the commander, we could have a set of parasites that work on targeted mind control. They would boost one trauma and one circumstance of the player's choice. They wouldn't affect the other stats, and would be able to change targeted stats each round and be increasingly powerful with upgrades. They could also induce breaks like the commander. Since they don't affect all the various traumas at once nor have the ability to effect up to three circumstances like commanders, they would be less powerful overall, but being highly targeted they could induce specific changes easily.

If done well the flavor text would also be pretty awesome.
 
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Seamonkey

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Oct 24, 2017
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I gave it some thought regarding targeted tools and came up with an idea.

How about brain slugs/parasites?

As an additional alternative to the commander, we could have a set of parasites that work on targeted mind control. They would boost one trauma and one circumstance of the player's choice. They wouldn't affect the other stats, and would be able to change targeted stats each round and be increasingly powerful with upgrades. They could also induce breaks like the commander. Since they don't affect all the various traumas at once nor have the ability to effect up to three circumstances like commanders, they would be less powerful overall, but being highly targeted they could induce specific changes easily.

If done well the flavor text would also be pretty awesome.
I've got to say that somehow this never occurred to me despite such things being a corruption genre staple. It would of course depend heavily on the writing to keep the thematic tone of the game the same as a big point is made of how what we subject the chosen to is what transforms them rather any of the more 'direct' forms of corruption.

So some quick brainstorming for potential flavour for such an upgrade.
Hate: Parasite or slug causes the chosen to be subjected to random visions of violence and random voices criticizing them.
Pleasure: Could just be as simple as a parasite directly stimulating them but if we wanted more variety could be directly hijacking the nervous system to cause pleasure.
Injury: Struggled a bit more on this one as injury text makes it clear that it represents more than just pain instead being actual physical damage; possibly have it be a parasite that secretes acid or have this one be some type of constrictor that slowly crushes them.
Exposure: Might cause the chosen to feel as they are to hot and causing them to start stripping maybe also playing voices commenting on there body as they do so to increase the exhibitionist factor.
 

05841035411

Member
Jan 10, 2018
445
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I gave it some thought regarding targeted tools and came up with an idea.

How about brain slugs/parasites?

As an additional alternative to the commander, we could have a set of parasites that work on targeted mind control. They would boost one trauma and one circumstance of the player's choice. They wouldn't affect the other stats, and would be able to change targeted stats each round and be increasingly powerful with upgrades. They could also induce breaks like the commander. Since they don't affect all the various traumas at once nor have the ability to effect up to three circumstances like commanders, they would be less powerful overall, but being highly targeted they could induce specific changes easily.

If done well the flavor text would also be pretty awesome.
I'm not really sure how this differs from the current specialized commanders; they also focus on a specific trauma and circumstance, and don't trigger vulnerabilities.

I'm also not really sure that this is much of a problem in general - so long as you don't use Inseminate/Broadcast/Sodomize/ForceOrgasm, you won't break anyone's second Vulnerability unintentionally. It's true that it's a bit too easy to break someone's first Vulnerability by mistake, but that has fairly minor effects compared to the others.

As regards unintended first-level Breaks, I'd say the most straightforward option is to give us the ability to cancel Surround attacks to avoid unplanned first-level Vulnerability breaks if their Circumstance damage gets too high, and possibly change surround attacks to only break a single first-level Vulnerability each instead of two; I can see how it might be hard to avoid inflicting certain Breaks if you're aiming for the second associated Trauma.

That said, so long as we're only talking first-level breaks, it does strike me as realistic that you can't really leave the rest of a character's psyche completely untouched considering how much you're abusing the rest of their mind, and the effects of a first-level break are pretty minor overall - it's basically just the character going through a rough patch.
 
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t14thforsaken

New Member
Jun 21, 2017
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My impression was always that the first level breaks are things that are going to Just Happen and there's no point trying to delay or avoid them. I don't know if they influence the relationships between the Chosen but I think they might not? The other gameplay effects of the first-tier breaks are so small that you should just ignore them. It's like a single multiplier of 1/2 or something in a game that sits squarely in the realm of Very Large Numbers where only factors of 10 or even factors of 100 matter.

Accidentally triggering the third-tier breaks in the wrong order or too early is potentially a real problem, I've done that a few times. It's okay if you do it for PLEA or INJU but accidentally hitting the third tier break for EXPO or especially HATE too early is a real problem since Slaughter and Striptease slow you down a lot. This is a bit annoying since the only way to avoid it is to just do nothing in sufficiently long surrounds and that feels like a wasted opportunity. Changing this feels like it should probably come after the main gameplay loop is finished though.

As far as score goes, right now there is no point in playing to maximize score, since you very easily run into integer overflow problems once you get the hang of the system. Right now score is an okay way of tracking your progress as you learn how the game works, but if it is going to be meaningful for players who have gotten sufficiently skilled it probably needs a complete rework.
 
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CSdev

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Game Developer
Oct 14, 2020
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The notion of a fully corrupted chosen joining and sabotaging another team, (presumably as a new game plus thing?) Sounds like it could be a really engaging thing to include in the game but I do find myself curious as to how that would interact with the normal gameplay as having one of the chosen actively working against the groups goals would in practice likely need there own set of unique actions.
You're right that it'll be a new game plus thing. Rather than acting as a full fourth combatant, your mole would basically just open up new moves to use during battle and change some of the flavor text (e.g. when you've got all three enemies in an orgy, the fallen Chosen would be described there too pretending to hate it but actually just using it as an excuse to perv out on the others).
A futa -> female shift was mostly a lower-effort suggestion as an alternative for flaccidity. I don't think there's an iconic situation to trigger it because... well it's not a very common occurrence! The game does mention that futas seem to be discriminated against in this world though. I could imagine a Dignity Break where if a Chosen is stripped and Broadcast, then the psychic pressure of the viewers could force her body to conform to their expectations/desires of her body. If they think futas are freaks, their collective will could try and "fix" her. This might also help to explain why futas by default keep their penis a secret, out of fear of what could happen to it. Just a thought.
This is a good idea that fits well with the current elements of the game, thanks.
But if you're already interested in flaccidity, you might just do that instead. I did notice, when I was doing a quick check of how easy that would be, that you already have some flaccid content for males where their penis is bound or tied. Futas never get bound or tied that way though, they always have specific alternative text. Is that intentional or coincidence? You could probably consolidate a bit of code if you had futas and males treated the same way. You might even be able to merge some of the torture/sodomize descriptions so that futas have the best of both (a tied/abused penis, as well as anal).
The reason it works the way it does is that anal was programmed in first as being linked to INJU/Confidence breaks. However, when male Chosen were added, it needed to be different for them, since anal was used for their HATE/Morality breaks. My main priority was just making sure that there was some flavor text to indicate INJU/Confidence breaks for all characters, so rather than writing up a full third variant, I just had futas use the female text for that stuff. It isn't something I'm committed to.
As regards your design goal - in that case, might I suggest making the game's score an optional mode that's turned off by default? I say this because the player will often feel like they're doing something "wrong" if they're not actively trying to maximize their score, even if it doesn't really fit with their own personal goals. It ends up something that we chase simply because we can.

In my case, for instance, I'm not really interested in destroying the Chosen's confidence or public image - my image of an ideal corrupt Chosen team is one that's still widely admired and full of power, but who chose to side with me for the pleasure and because they really couldn't care less about humans anymore - where our "fights" end in very public victories for them in the Abandoned Warehouse District, but whenever it's someplace actually important... Ooops, for some reason they keep hitting the defenders instead of my thralls.

Now, I don't expect that anything like that will end up in the game, because that would involve a crazy amount of work to account for all of the possibilities - but it does mean that left to my own devices, I'd be aiming for primarily for Morality and Innocence breaks while Dignity and Confidence would only come into play if I really wanted to start a friendship or rivalry. Once the game starts grading me on whether or not I broke the rest, though... Well, then I might as well pick those breaks up as well.
This actually ties in to the "alternative corruption path" stuff that came up last page. I do want to have that stuff be acknowledged by the game, including both flavor text and gameplay bonuses that make it worthwhile to pursue. It's true that there are a lot of variants, but I think it's doable with a few updates' worth of work.
On that topic, could I suggest a "Shift the first x number of characters" setting as well? I enjoy the idea of characters physically transforming as a result of their fantasies, but it's more interesting to me if it's only one or two characters instead of the full set.

A chance of transforming would be even better, so that I wouldn't expect it, but I'm under the impression that you'd prefer to avoid any randomness in the game.
I don't mind adding randomness for pure flavor stuff (the in-combat dialogue uses randomization, for example), but I'm always concerned about cluttering the content options too much. The ability to change the shifting rules in the middle of the playthrough is intended to be a sort of compromise option for now.
All the circumstances work like hate, in that the associated trauma nerfs the growth of the circumstance. Bear in mind the shotgun approach that surroundings and commanders have on traumas also make it hard to manage.

After realizing that INJU and EXPO are the most important circumstances to boost circumstance growth, I'm still left with my original problem. As of now, we don't have a scalpel to focus only on circumstance growth or effective growth for specific, exclusive traumas (basic attacks aren't very good). I don't mind them being expensive upgrades, but at this point its very difficult to avoid unintended breaks while molding the chosen, so its easy for them to get corrupted in ways you don't intend.

If the goal of the game is to corrupt the chosen in the way we want, then we really need better tools to do that or a change to the underlying system so the stats are less interdependent. I could just be missing something here, but again, it feels impossible to mold them as I like, or I need a spreadsheet and advanced algebra to do so.
The next tier of commanders should have that scalpel-like quality you're looking for. Your brain slug idea isn't too far off.
This. The game is great but too focused on puzzles. If that's the objective it's going well, but it's extremely disappointing to watch so much potential being wasted. A corruption game where the player has no direct control of the corruption feels wrong, since the theme of corruption is about the target losing their control.
My own view is that if the targets don't have any real control in the first place, then there's no satisfaction in taking it away from them. They need to be able to fight back and do things that mess with your plans - there needs to be challenge and a chance of failure if you make a mistake, along with easier approaches and more difficult ones each with appropriate rewards. That said, I agree that more tools to go for specific breaks would be a good idea. The "sledgehammer" approach is just the simplest one to implement first.
 

Seamonkey

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Oct 24, 2017
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You're right that it'll be a new game plus thing. Rather than acting as a full fourth combatant, your mole would basically just open up new moves to use during battle and change some of the flavor text (e.g. when you've got all three enemies in an orgy, the fallen Chosen would be described there too pretending to hate it but actually just using it as an excuse to perv out on the others).


The next tier of commanders should have that scalpel-like quality you're looking for. Your brain slug idea isn't too far off.

My own view is that if the targets don't have any real control in the first place, then there's no satisfaction in taking it away from them. They need to be able to fight back and do things that mess with your plans - there needs to be challenge and a chance of failure if you make a mistake, along with easier approaches and more difficult ones each with appropriate rewards. That said, I agree that more tools to go for specific breaks would be a good idea. The "sledgehammer" approach is just the simplest one to implement first.
The traitor chosen working in the way you described is a decent compromise in terms of being a cool new thing to see on a second run through without adding the complexity that a full fourth combatant with different motives would involve.

It is also good to hear that some finer targeting on the commanders part is coming in the next tier, I don't see myself using it to much in how the game is structured in the current content but depending on what the next tier of break conditions are it could certainly prove useful and it would always be neat tools for those with super specific ideas in mind for how they want to mould the chosen.

I must also concur on the notion of the puzzle aspects being important to the games enjoyment, if it was trivial to break the chosen then it would not be nearly as enjoyable to finally see them fall. It is no coincidence that some of the most beloved porn games are generally known for being good games as well as containing good porn.
 

kevbrty

Newbie
Apr 13, 2018
25
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this game is nice. If only it could display some pics as in some other game.

Does the game have an ending? It says there will be a score at the end of the playthrough but I have reached Day 67 but still no end? How do I reach the ending if it has any?
 

Smallfrie

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Dec 25, 2018
1,000
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this game is nice. If only it could display some pics as in some other game.

Does the game have an ending? It says there will be a score at the end of the playthrough but I have reached Day 67 but still no end? How do I reach the ending if it has any?
if you do not cheat there is on at day 30
 

Elmsdor

New Member
Dec 23, 2017
12
12
106
Whoa this game is insanely nice. I still play Era games and hugely enjoy immersive text based games so this is awesome.

CSdev , have you considered Patreon or Subscribestar or some tipjar? You deserve goodness mate. But also, would you consider an action to perform anal on the girls? I always liked my heroines, lewd but still maiden. And in context/lore of the game, if the world knows the girls are still virgins but sexually developing/buttsluts, the desire/lust levels would be extreme enough to generate more Energy ;) Especially on camera!

Cheers
 
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ViviX12

Engaged Member
Jan 5, 2019
3,202
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698
Whoa this game is insanely nice. I still play Era games and hugely enjoy immersive text based games so this is awesome.

CSdev , have you considered Patreon or Subscribestar or some tipjar? You deserve goodness mate. But also, would you consider an action to perform anal on the girls? I always liked my heroines, lewd but still maiden. And in context/lore of the game, if the world knows the girls are still virgins but sexually developing/buttsluts, the desire/lust levels would be extreme enough to generate more Energy ;) Especially on camera!

Cheers
well...there's theoretically sodomize...
 

MoPoRoNo

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Apr 17, 2020
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But also, would you consider an action to perform anal on the girls? I always liked my heroines, lewd but still maiden. And in context/lore of the game, if the world knows the girls are still virgins but sexually developing/buttsluts, the desire/lust levels would be extreme enough to generate more Energy ;) Especially on camera!
Hey, a fellow lewd virgin connoisseur.
In Japan, there is a concept of maebari (前貼り), which in art ( ), is sticker covering the vagina, which forces anal intercourse.
 
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