CREATE YOUR AI CUM SLUT ON CANDY.AI TRY FOR FREE
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Sep 20, 2019
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You are gonna release the new version on 22/3? That would be a great birthday gift for me
Also i never spiritually related so much to a character in porn game before.
He/She release a new version every 14 days unless it is released sooner or later than that every now and then, but i am always looking forwards to new versions, stuffs, and other things that might be added over time as well as fixing bugs and glitches that might happen during them.
 
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Kraverin

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Jan 12, 2020
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He/She release a new version every 14 days unless it is released sooner or later than that every now and then, but i am always looking forwards to new versions, stuffs, and other things that might be added over time as well as fixing bugs and glitches that might happen during them.
Yeah, i'm looking foward to that too
I am actually in love with the concept of this game.
 

Cryswar

The Profound Dorkness
Game Developer
May 31, 2019
920
2,144
You are gonna release the new version on 22/3? That would be a great birthday gift for me
Also i never spiritually related so much to a character in porn game before.
I'll do my best - as animals said, I aim for every other Monday, though sometimes it slips to Tuesday. I THINK we're on track for the 22nd, though!

If I can ask, which character did you relate to, the MC?

Glad you guys are enjoying it, thank you for your kind words!
 
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Kraverin

Newbie
Jan 12, 2020
95
91
I'll do my best - as animals said, I aim for every other Monday, though sometimes it slips to Tuesday. I THINK we're on track for the 22nd, though!

If I can ask, which character did you relate to, the MC?

Glad you guys are enjoying it, thank you for your kind words!
Both the MC and Sam's eating habits
 
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Cryswar

The Profound Dorkness
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May 31, 2019
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0.4 is finally out, bringing a number of major new systems! Some highlights;
  • The first randomized adventure is out, with a mixture of battles, a boss, normal events, and a special event hinting at future conflict.
  • The Mastery system is out as well, allowing you to upgrade abilities you've used enough times to superior versions of themselves.
  • You can now unlock a persistent camp to return to.
  • One new H-scene with Ashley during the Night timeslot
  • Trust and Affection systems added
  • Lots of new music! I highly recommend listening to the Arden Forest Outskirts default music and the camp nighttime music, or the new boss theme.
The sheer weight of the mastery, camp, and adventure mechanics took the majority of the last two weeks, so 0.5 will likely revolve around fleshing out the camp scenes and conversations, hopefully adding Dawn and Evening timeslots with various choices as well. I'm going to tentatively say that April 6th will be the next update; I want to try a Tuesday schedule instead of Mondays.

One note: please be aware that the android APK is HIGHLY experimental. It's functional, but I have no idea how it will run on various screen sizes and systems other than what I tested it on. There may be minor or even major bugs that didn't show up in my playtesting. There may be bugs with the Mastery abilities as well, I tested what I could but probably missed some stuff.

For now;
PC:
Mac:
Android:
 

dxd

Member
Jun 5, 2017
115
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mastery of spinning slash is a downgrade of the skill instead of an upgrade
normal spinning slash deals 80% STR as physical damage to all enemies
spinning slash alpha deals only 70% STR physical damage to all enemies
spinning slash beta is the same as normal but you lose 3 health
 
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Cryswar

The Profound Dorkness
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May 31, 2019
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mastery of spinning slash is a downgrade of the skill instead of an upgrade
normal spinning slash deals 80% STR as physical damage to all enemies
spinning slash alpha deals only 70% STR physical damage to all enemies
spinning slash beta is the same as normal but you lose 3 health
Oh, that's a typo actually, pure damage T1 AOEs only do 60%. Base Spinning Slash's description is wrong, but it's correctly doing 60% AOE. The other two have correct damage and descriptions.

Sorry for the confusion, and thank you for letting me know - I'll have the description fixed for 0.5 or next bugfix update, whatever comes first.
 

zARRR

Forum Fanatic
Nov 6, 2020
5,199
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Hello people, do you reccommend this game?
becaus it looks good, but I am still undecided
 
Last edited:

Lordneah

New Member
Feb 28, 2018
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I don't know where you got the background music for this game, but it is fantastic. Like a fusion of game of thrones and interstellar. A good atmosphere can make a game go from good to great.
 
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Croaa

Member
Dec 15, 2018
223
151
Shouldn't you remove the basic spell from the spell list once you mastered it (unless it's not a pure upgrade) ?
 

Cryswar

The Profound Dorkness
Game Developer
May 31, 2019
920
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Approximately how long is the game currently??
Depends on reading speed, whether you just play 1 route so far or want to see all of the content, and if you want to grind the random adventure, probably about 1.5-2h if you read at a decent speed and only do 1 route, 2-2.5 if you want to see all content and fast-forward the stuff you already read, 3+ if you decide to grind; I don't recommend it, but that is your decision not mine.

I don't know where you got the background music for this game, but it is fantastic. Like a fusion of game of thrones and interstellar. A good atmosphere can make a game go from good to great.
Every song is listed on the About page - it's a mixture of places; Scott Buckley's work, Makai Symphony, Peritunes, etc. Lotta Japanese sources. I'm glad you are enjoying it though! I put a lot of work into trying to find the perfect music where possible, I really agree that atmosphere is important and good music is an integral part of the experience. Played too many games I just mute 5 minutes in, didn't want that to happen here.

Hello people, do you reccommend this game?
becaus it looks good, but I am still undecided
Is there anything in particular you want to know about the game? As the dev I'm obviously biased about recommending it, but may I can give some useful information.

Shouldn't you remove the basic spell from the spell list once you mastered it (unless it's not a pure upgrade) ?
If you don't want to see the basic ability, you can open the right-click menu-> go to Abilities -> select the ability-> and change Hide to yes, that will keep it from showing up in the battle menu.

I left the basic ability in since some of the upgrades have downsides (hp costs, weaker damage, etc) that may keep the basic one relevant, or if you want to cheat and edit the spell so it can be upgraded twice to get both masteries, or if there's a system down the road to let people get both masteries.
 
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zARRR

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Nov 6, 2020
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Oooh I saw even discord, you seem a nice Dev, I wanted to know how long is the game, how much romance there is and how much character creation there is
 
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Cryswar

The Profound Dorkness
Game Developer
May 31, 2019
920
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Oooh I saw even discord, you seem a nice Dev, I wanted to know how long is the game, how much romance there is and how much character creation there is
Length: depends on reading speed, whether you just play 1 route so far or want to see all of the content, and if you want to grind the random adventure, probably about 1.5-2h if you read at a decent speed and only do 1 route, 2-2.5 if you want to see all content and fast-forward the stuff you already read, 3+ if you decide to grind; I don't recommend it, but that is your decision to make.

Romance: there are... I think 8 sex scenes at the moment (some mutually exclusive within a playthrough), and a decent bit of romance; the game focuses a lot on the relationships, but there's also a lot of casual and romantic sex once you get past the initial bits. There hasn't been enough time to do a start-to-finish romance of course, but some development and 0.5 will add a fair chunk more, and long term that is one of my primary goals.

Character creation: at the start of the game you pick between magic, melee, or magic swordsman, and between 4 weapons and 4 elements depending on the first choice. You have 8 stats you can customize, various traits depending on your stats, etc. 0.5 or 0.6 will bring in learning additional weapons/elements from allies and more abilities in general. As that goes live it'll be possible to replicate a paladin vibe (tanky sword and shield guy with light magic), a rainbow element mage, a fast and stealthy assassin, an archetypal fire mage, etc. There are also a lot more weapons (and elements) planned for the future, so longer term you'll be able to go for a Monk or martial artist vibe, rock a warhammer or bow, etc.

I dunno if this is the best comparison, but think something like D&D or Corruption of Champions, where the mechanical RPG aspects are a major focus and there's a wide variety of builds.
 

zARRR

Forum Fanatic
Nov 6, 2020
5,199
11,118
Length: depends on reading speed, whether you just play 1 route so far or want to see all of the content, and if you want to grind the random adventure, probably about 1.5-2h if you read at a decent speed and only do 1 route, 2-2.5 if you want to see all content and fast-forward the stuff you already read, 3+ if you decide to grind; I don't recommend it, but that is your decision to make.

Romance: there are... I think 8 sex scenes at the moment (some mutually exclusive within a playthrough), and a decent bit of romance; the game focuses a lot on the relationships, but there's also a lot of casual and romantic sex once you get past the initial bits. There hasn't been enough time to do a start-to-finish romance of course, but some development and 0.5 will add a fair chunk more, and long term that is one of my primary goals.

Character creation: at the start of the game you pick between magic, melee, or magic swordsman, and between 4 weapons and 4 elements depending on the first choice. You have 8 stats you can customize, various traits depending on your stats, etc. 0.5 or 0.6 will bring in learning additional weapons/elements from allies and more abilities in general. As that goes live it'll be possible to replicate a paladin vibe (tanky sword and shield guy with light magic), a rainbow element mage, a fast and stealthy assassin, an archetypal fire mage, etc. There are also a lot more weapons (and elements) planned for the future, so longer term you'll be able to go for a Monk or martial artist vibe, rock a warhammer or bow, etc.

I dunno if this is the best comparison, but think something like D&D or Corruption of Champions, where the mechanical RPG aspects are a major focus and there's a wide variety of builds.
Thank you very much,then I’ll try, after I played it might write a review, thanks again!
 
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Croaa

Member
Dec 15, 2018
223
151
If you don't want to see the basic ability, you can open the right-click menu-> go to Abilities -> select the ability-> and change Hide to yes, that will keep it from showing up in the battle menu.

I left the basic ability in since some of the upgrades have downsides (hp costs, weaker damage, etc) that may keep the basic one relevant, or if you want to cheat and edit the spell so it can be upgraded twice to get both masteries, or if there's a system down the road to let people get both masteries.
I see. Does hiding a partner's spell also prevent them from using it or does it have no effect ?

Also on an unrelated note, I think that while the encounter chain system can be good (for example right know it allows farming to higher level more easily, even against low level monsters), it may also lead to some problems in keeping up the game's balance imo (even though the balance can already be broken by just farming, you may level up too fast for the game even without farming with just keeping a high chain or on the opposite being forced to farm a lot to grind your chain again to keep up with the monsters' level if you were to lose it once in later stages of the game)
 
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Cryswar

The Profound Dorkness
Game Developer
May 31, 2019
920
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I see. Does hiding a partner's spell also prevent them from using it or does it have no effect ?

Also on an unrelated note, I think that while the encounter chain system can be good (for example right know it allows farming to higher level more easily, even against low level monsters), it may also lead to some problems in keeping up the game's balance imo (even though the balance can already be broken by just farming, you may level up too fast for the game even without farming with just keeping a high chain or on the opposite being forced to farm a lot to grind your chain again to keep up with the monsters' level if you were to lose it once in later stages of the game)
Right now, no; 0.5 will add that functionality. It was supposed to happen in 0.4 but I ran out of time.

I agree that chaining is too strong right now. Based on player suggestions, I'm probably going to have it reset every time you go back to camp in 0.5 to avoid infinite chaining. I'm still not sure if I want it to be 5 or 10% XP bonus per chain, but 0.4 buffed Rest to suck less (10->20% heal) so that balance is very much something I want to keep an eye on; chaining vs resting is a decision I want to keep relevant as long as possible.

Ideally, the game will require minimal grinding, but support as much min-maxing as you want for some super-difficult, possibly level-scaling side areas. So if you just want to blow through for sex, doing a few runs of each area will keep you up to level, or you can go full JRPG. Actually reaching that balance will take time.

Thank you for your feedback, it's very helpful!
 

Croaa

Member
Dec 15, 2018
223
151
I agree that chaining is too strong right now. Based on player suggestions, I'm probably going to have it reset every time you go back to camp in 0.5 to avoid infinite chaining. I'm still not sure if I want it to be 5 or 10% XP bonus per chain, but 0.4 buffed Rest to suck less (10->20% heal) so that balance is very much something I want to keep an eye on; chaining vs resting is a decision I want to keep relevant as long as possible.
It's not really about buffing rest, it's just that if you just rest once, then your whole chain is gone, which is why it's better to just keep chaining and go back to camp if you're too low on life (which doesn't reset your chain) than ever using rest, and that you can't just alternate chain and rest
The other option would be always resting, but as resting only heals it's an easy choice to pick the chaining's exp over it
The very concept of chain makes it either always or never picked
 

Pr0man

Member
Jul 23, 2017
408
823
After stumbling upon the game and feeling an itch to dive into text-based games once more, here's what I can tell after finishing the content:

First off - great writing. Witty humor, not-so-witty humor, clever callbacks and a quite consistent tone makes for a great reading material, even though Metatron can be quite the exposition dump when asked. But hey, that info needs to come from somewhere after all. I had some genuine laughter at times and what exists already felt intriguing enough to want me seeing what keeps happening next.

The combat - well.. it's a mixed bag. It functions quite well and gives you a decent variety right from the get-go with no apparently "I win" button or strategy that utterly breaks the game, but a bit more tutorialization would be appreciated. I had no clue what the encounter chaining system did until I read about it here and I basically stumbled upon the mastery system by accident once I was in the random adventure part, not to mention said mastery system starts to heavily clutter the selection menu since the abilities and masteries unlocked are additions rather than replacements, which I would've enjoyed seeing more.
Might make it harder to find a proper balance as it would require a whole lot more playtesting to see if the replacements aren't just breaking your build in one way or the other, but with how much variety is planned, how many new abilities one is supposed to get and all that, this is going to be an interface nightmare to navigate, even with the ability to hide skills unless you want to uncheck/check a new ability list after every other encounter.

Something that I felt is missing - especially since this game seems to be more focused on the RPG side - is a way to inspect the abilities of allies as well as their effects, maybe even something akin to a skilltree with possible ability unlocks for oneself (at appropriate stats) so you can plan your character accordingly. It's hard to plan a build for something you have no advance knowledge of.
While not much of a problem as of right now due to the fact that elements and side-effects of spells are not nearly as important in the beginning, that is however a disaster waiting to happen in more intricate encounters that I reckon will be coming later down the line, when you brought the worst possible ally for a fight and are left to figure that one out for yourself. That will lead to frustration.
 
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4.50 star(s) 41 Votes