Create and Fuck your AI Slut -70% OFF
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Aug 31, 2020
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I played this game a little bit this week. It's interesting? But as a "college sex fantasy sim" it's woefully lacking for me. I feel like such a game should be asking these questions of the player:
  • How do you manage multiple relationships without getting them to all blow up?
  • How do you manage "extreme" kinks (eg, voyeur/exhibitionism at the minimum) without getting in kicked out or being seen as weird (not once has my character gotten in trouble for doing anything) and losing your relationships?
  • How do you "escalate" kinks? Your character gets "kinkier" by craving more extreme expressions of a given kink, but that probably requires "learning" the kink from other characters/events? But how do you meet such people in the first place?
  • When having sex: How do you manage the other person's desires vs your own (currently, the AI for the other character is very simplistic), how do you get better (so many people suck at sex, and there's no magic book to raise your skill), how do you find people who are also "open to" stuff
  • What are the different "relationship fantasies" to give as options to players (I liken this to "class fantasy" concept in D&D, where you try to give players the tools to express some vague archetype through their choices/character setup):
    • Love triangle / poly / GFE / unrequited crush / harem
    • What I call the "Shadowheart Story"; where you have some college person that's an "Evil Bitch" that you redeem into a "Good Girl/Boy" or you can always do the reverse, with a "corruption story"; or the player character goes from being a chaste moralist to a deviant due to piling up forces on their stats requiring them to always make "bad choices"
    • Teacher/Student
    • Sex worker (College is expensive, it's more common than people likely even think)
    • "Clique" Fantasy (Goth, Punk, Gamer, foreign students etc.)
    • Roommate fantasy (tbh, my roommate was a disaster so this could swing either way)
    • Group Project fantasy
    • Greek life / party life fantasy; drug/alcohol abuse fantasy; hazing fantasy
    • Fish out of water fantasy
    • Streamer/"egirl" fantasy
Whatever. All of these questions the game sort of doesn't have an answer for, or just has a superficial implementation of. It's fun enough. But it's really hard to make a life sim that could encapsulate these things as game mechanics that also interact with each other in ways that aren't "one note". It's really hard to make the game react to the fact "oh, this character is a total dork, therefore, the cheerleaders should all turn their noises up and gossip meanly about them" while also reacting differently if your current "stat state" is 2 or 3 ways differently arranged - and you have to do this N times, where N is the number of groups you need to program for. And even then, how do you design the game so a person playing a "dork character" can get a satisfying game progression where that dork becomes some "chad dork" that seduces one or all of the cheerleaders in a way which isn't boring or cheesy? Now also make similar designs N * n times, where n is the number of character archetypes you're letting someone build, lol. It just isn't all that feasible.

It also makes testing the game a nightmare.

But I wish the dev the best on this! It's ambitious, even at its current state. Reminds me of games like HellMOO in a way.
I think your feedback here is good, and I want to comment a bit on your first point. I think, setting aside the sexual content, lifesims share a basic structural problem with most 4X and grand strategy games, which is that they have real difficulty modelling internal instability and entropic tendencies within social systems or relations. Everything is way too stable once it's set up, which is what really allows you (in the strategy case) to snowball instead of actually having to actually work to keep what you've already achieved stabilized (you can even see this with adult games, e.g. in Free Cities. It's an inconvenience to set up your slave whore empire, but once it's set up, you're just swimming in the cash and that's that, the secondary gameplay loop is voided). In the lifesim case, relationships are entirely stable when set up, so the only point at which they may fail, is when you're trying to set them up. If the NPC has some compattible properties, or has randomly liked you because your charisma is high (or if you just grind interactions), you can start a relationship, and that's that. I think it's an understandable design decision, given that this sort of game is in the wish fulfilment business, but not a very good one, because of how it makes the game grindy. You also can't just introduce entropy through random events, because RNG is by definition arbitrary, and people don't want their relationships to end without any reason.

But I think relationships can be fleshed out through events rolled when your partner is in the same area as you (like the jealousy event) or when you're on a date. These should be based on existing and ideally also on secret negative properties, introducing reasons for the player to want to break up with someone if they decide they can't tolerate their behaviour or else something that they would need to manage if they want to stay with them. There should be an organic reason to move between relationships (as we have IRL). It's the only way to avoid the two extremes of fucking 100 people or being with just one. This would also flesh out the *actual relationship* from the initial dating stage and after it, since it would give you events while you are just being someone's partner.

Another related problem that I have mentioned before is that every NPC is currently equally (and fully) competent at sex. The sex mechanics need to be fleshed out further, and NPCs should a) not last equally long, b) not always be interested in getting you off, and c) be more sticky about what they want to do with you and what they don't want to do with you. Again, this is almost entirely what people IRL mean when they talk about being "sexually incompattible", and it's another organic reason to end a relationship, especially a non-romantic one. At the same time, how much sex you want to have should be soft capped. People don't just experience need and frustration, they also experience satiation (arousal fixed, you just don't want to have more sex), contentment and physical stuff like soreness. I feel this would give a non-moralistic, narrative reason for the player not to have sex all day every day / whenever someone asks (besides avoiding slut-shaming, which currently seems arbitrary anyway. A more robust reputation system would work there, e.g. not fucking on the first date, so that the rumour doesn't spread you're very easy, so that you don't get slutshaming events, or events where people try to take advantage of you without being interested in you --another aside here: CoT currently models, sex with people that like you, and sex with people that hate you. But the most common way people may feel bad is when they have sex with someone that is just getting off with them and does not like or respect them, or have any further interest in them. But such people don't necessarily dislike you, either!), add a lot of flavour if they choose to or need to (if you are a sex worker, for example, and you have to make money, and you choose to take that one more client even though you're a bit sore and tired already etc). Because none of these games that I have played reliably model these, the player never has narrative incentives to not be hypersexual in comical ways. This is bad because it makes the decision to be normal completely arbitrary, and also voids being slutty of its actual appeal as a phase or life path.

These would all also influence trying to juggle multiple relationships. If, for example, a particular NPC needs to see you at least twice a week, not doing that could result in them being less interested in you in the future, so it soft caps how you can pursue other stuff.

A last couple of things I would add here are: A) there should be ways for dates to really fail. It's wrong to ask the player if they enjoyed a date, instead of having the date fail or succeed for in-game reasons, including because of factors that the player has some way to manage during the date. Again, the way they are currently structured vacates them of both narrative meaning or gameplay interest. B) More people should ask you out, more often, especially if you're already dating. In order to allow the player to totally control gameflow, this relies almost entirely on you calling them up, but this is unrealistic and also makes progressing relationships cursory, since you never actually have to seriously manage your schedule to be able to satisfy people or fit dates in. This adds flavour and mechanical interest (e.g. I can't come then, I have a class, how about that time? Or maybe you want to skip class!). C) Related to point B) making you have all dates at 11 or after 6 is very unrealistic and hamstrings the gameplay. Especially for stuff like bootycalls, you should be able to ask someone to come over then and there (maybe you want to have sex in that empty block of time between 11 and 3 on tuesday, for instance), but in general, being able to pick precise times is important to organise game time more efficiently, and also to incorporate scheduling conflicts and such, and also to make it possible for you to stand someone up --or be stood up.
 

setite

New Member
Aug 5, 2020
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Right, but it's also a little unsatisfying for players to have "have to maintain relationships" in the sense that, it's still "grindy" if you have to frequently interact with characters to keep them from having their affection for you decay (or having "random events" which decay your relationship in annoying, grindy, random ways).

I think if the goal is to simulate relationships, or even more broadly, to prevent a player from getting too comfy in a 4x game (right now, my character in this game is way too comfy, I make way too much money and have no "grades pressure"), you have to have a lot of really well-thought-out systems at play.

The game does steadily increase what you have to pay every week... and it could always ramp up how fast courses get harder to do, but what even is the fail state of the game right now? If you get F's across the board do you get kicked out of school? That's not very satisfying. If you want players to fail enough that it feels like a "pressure gauge" they have to manage, then you almost need to make it a roguelike+4x game, where losing the game and having to start over doesn't necessarily require you to grind AS hard as you did the last time, or else the game would get too tedious to beat.

But also, what is a fun way to have relationships get upended? Probably in a system where it's not linear. Sure, you can still have your "relationship gauge" where 0 is unkown and 100 is lover, but you probably need to take that 1-dimensional axis and make it a 2 dimensional axis - You can go from Friend to Lover to Rival to Ex to Slave/Pet to "Owner" - basically, even if you break up with some character over a mistake, that's not necessarily the end of your relationship, and if you can turn them back into Lover at some point, it will come with a "Perk" that levels up their "maximum relationship value" or something that you can grind up?

But eh, that's a lot of work to design and implement and test and to really make it satisfying, you have to be pretty clever how you have the game generate dialogue for the characters, likely you need a set of character dialog for each possible "story" that could happen (start as Rivals, become Lovers, fall back to Friends, be Betrayed and hate each other again, then hook back up) times the number of personalities you write dialog for (brat, goth, aristocrat, nerd, etc.) ...

You can't do "everything" in a life sim. It's probably best to pick some aspect you want to simulate the best and handwave the others.
Dwarf Fortress is an obious example of a sim game that tries to do everything and as a result requires life long dedication to program.
 

Daguy2021

Member
May 18, 2021
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While the gang bang mod looks cool is their a basic non con mod around. Basically I'm looking for a mod that adds back the functionality that was sacrificed to appease the Patreon gods, and no I have no intention of logging on to the discord server.

I had given up on the game but the gang bang mod has given me new hope for it. Also I think a separate game mod thread for this game would be in order.
Seconding this. What version was non-con stripped out, and does anyone have an old copy please?

I'm just getting into the game, and playing a nerd is kind of fun but I think I've run out of content for 'accidently into sex/coerced' pretty quick, as after the shower encounter after 'spying' on your roommate and their partner where the roommate uses you as a masturbation tool, and later having my clothes stolen while I show, nothing seems to have happened in 'weeks'. Of course this was the pre-modded v0.5.4e DL, but I'm reluctant to move up to the latest version because some of those mods should be base features.
 

ddaisy

Member
Jun 5, 2019
412
239
199
I'm a bit lost, can anyone help me? Some professor gave me a task to be an art model at the Emerson Building but when I enter it the only thing I can do is browsing art.
 

Pointless123

Newbie
Jun 16, 2017
49
79
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I'm a bit lost, can anyone help me? Some professor gave me a task to be an art model at the Emerson Building but when I enter it the only thing I can do is browsing art.
Go at a different time - I can't remember if it's during or after school hours but it's the other one than the one you tried :)
 
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Apr 8, 2025
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Getting spammed with errors; seems like it's failing to generate clothes for NPCs. At first I assumed it was because my world sliders were off, since I had almost all trans women, but raising the male (and female) sliders didn't make it stop happening, though it could still be the sliders. Seems to happen primarily to 'cis' npcs but not exclusively. Don't remember having this issue with .61
 
Aug 31, 2020
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You guys should click on the Discord link in the 1st post and post in the suggestions channel where the dev will see it. The dev doesn't know about this thread and will not see your feedback here.
I don't have time for discord, sadly, but you're welcome to copy the suggestions you agree with.

Right, but it's also a little unsatisfying for players to have "have to maintain relationships" in the sense that, it's still "grindy" if you have to frequently interact with characters to keep them from having their affection for you decay (or having "random events" which decay your relationship in annoying, grindy, random ways).

I think if the goal is to simulate relationships, or even more broadly, to prevent a player from getting too comfy in a 4x game (right now, my character in this game is way too comfy, I make way too much money and have no "grades pressure"), you have to have a lot of really well-thought-out systems at play.
I think that depends on what you have to do to maintain a relationship, but I was mostly not thinking about the relationship eroding, since I think that's stressful. I was thinking of events that would flesh out the character of your partner in ways that may not be favourable, and would give you narrative reasons to dump them. This could include them being clingy, wanting to meet you very often, among other things. I don't think there is some purely mechanical way to emulate actual relationships, you need to feed narrative chunks into the existing systems via events. Especially so because the characters are procedurally generated and can not be fleshed out through standard character arcs in the context of plot progression --because there is no plot in the lay sense.
 
Aug 31, 2020
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Seconding this. What version was non-con stripped out, and does anyone have an old copy please?

I'm just getting into the game, and playing a nerd is kind of fun but I think I've run out of content for 'accidently into sex/coerced' pretty quick, as after the shower encounter after 'spying' on your roommate and their partner where the roommate uses you as a masturbation tool, and later having my clothes stolen while I show, nothing seems to have happened in 'weeks'. Of course this was the pre-modded v0.5.4e DL, but I'm reluctant to move up to the latest version because some of those mods should be base features.
Was there ever conventional NC in the game? Some survives through characters with the forceful (iirc) tag. You can always "escape" but they don't listen to what you want them to do.
 

AccidentalGadgeteer

Active Member
Oct 8, 2020
820
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I'm a bit lost, can anyone help me? Some professor gave me a task to be an art model at the Emerson Building but when I enter it the only thing I can do is browsing art.
Are you playing version 0.7.2? Because it's early access and has a bug that keeps you from doing extra credit tasks.
 
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DrLizardman

Active Member
Apr 28, 2021
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What do you find the best money makers in the game are? The burger joint is obv not the best, but it's all I have atm. I enjoy streaming but it also doesnt make much without a good setup... which takes money lol.
 

nuqqur

Member
Donor
May 8, 2018
163
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What do you find the best money makers in the game are? The burger joint is obv not the best, but it's all I have atm. I enjoy streaming but it also doesnt make much without a good setup... which takes money lol.
It's been a while since I played, but the pub is where I got all my money when I played half a year ago. It starts out not paying that much but it gets significantly better once you progress there.
 

Sant3224

Active Member
Dec 6, 2022
609
721
216
What do you find the best money makers in the game are? The burger joint is obv not the best, but it's all I have atm. I enjoy streaming but it also doesnt make much without a good setup... which takes money lol.
Writing books is a good way to get money, if you have lvl 10 writing skill, you can get around 1k per week
 

VietnamVet

Newbie
Apr 17, 2023
42
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I've discovered something annoying about poly relationships; if you have two npcs already dating each other and start pursuing one of them, ofcourse nothing you do counts as them cheating on their partner but there doesn't seem to be any option to propose a poly relationship with both of them together, even if their partner type is set to poly partner (I'm using custom npcs). Instead you first have to convince them to break up, propose a poly relationship with one, then go to the other npc and start dating them separately like any other npc (after fixing the negative friendship due to the forced breakup) just so you can finally invite them back into your own polycule alongside their now-ex partner. Which feels kinda silly and needlessly convoluted for an inclination that is meant to make it easy for you to pursue multiple partners at once. I know it's probably an edge-case situation to have two poly-inclined npcs dating each other yet there definitely should be an easier way to date both of them at the same time without making them pointlessly break up first.
 
Aug 1, 2019
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game softlocked at the scene where you join a greek house at midnight - button to leave the house afterwards is replaced by an error message

" Error: <<houseexittooutside>>: error within widget code (Error: <<set>>: bad evaluation: TypeError: Cannot convert undefined or null to object v0.7.2) v0.7.2 "
 
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AccidentalGadgeteer

Active Member
Oct 8, 2020
820
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I've discovered something annoying about poly relationships; if you have two npcs already dating each other and start pursuing one of them, ofcourse nothing you do counts as them cheating on their partner but there doesn't seem to be any option to propose a poly relationship with both of them together, even if their partner type is set to poly partner (I'm using custom npcs). Instead you first have to convince them to break up, propose a poly relationship with one, then go to the other npc and start dating them separately like any other npc (after fixing the negative friendship due to the forced breakup) just so you can finally invite them back into your own polycule alongside their now-ex partner. Which feels kinda silly and needlessly convoluted for an inclination that is meant to make it easy for you to pursue multiple partners at once. I know it's probably an edge-case situation to have two poly-inclined npcs dating each other yet there definitely should be an easier way to date both of them at the same time without making them pointlessly break up first.
Some kind of event where you sit both down and tell them how you feel, or maybe you get an option when they're together in the same location.

game softlocked at the scene where you join a greek house at midnight - button to leave the house afterwards is replaced by an error message

" Error: <<houseexittooutside>>: error within widget code (Error: <<set>>: bad evaluation: TypeError: Cannot convert undefined or null to object v0.7.2) v0.7.2 "
0.7.2 is an early access leak, so you'll probably have to wait for the official release for that to be fixed..
 
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