4.60 star(s) 12 Votes

Deren

Newbie
Feb 18, 2018
91
15
84
where can i craft the iron spear and wooden shield? and probably a bunch of other stuff. i already have shit like steel shields that need wood shield to upgrade.

also just checking but in public, i cant go to nobles, right? since i cant get marble.
 
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e4zzz

New Member
Feb 15, 2025
10
7
13
just to make sure, are the aphrodisiac rivers not useful? as in my only source of aphro and latex are in dungeons?
The aphro building requires catgirls to unlock and the latex building requires slimes.

where can i craft the iron spear and wooden shield? and probably a bunch of other stuff. i already have shit like steel shields that need wood shield to upgrade.
I ran into the same issue with bows. They seem to be the default weapons, but they aren't actually inventoriable so neither are the items downstream of them.
 

PartTimeDegen

Newbie
May 14, 2025
65
129
42
Okay so I've been playing it more, the cosmetic/armour system is pretty bugged.

You can't change colours in the menu, however you can force it to show if you make a loadout then double equip it.

In combat, the two will jump between outfits, and some outright override others (fishnets with leggings). The colours also only appear in combat.

Lastly, that double equip thing only worked for my first two members in the party, the latter two it didn't work at all.
 

Deren

Newbie
Feb 18, 2018
91
15
84
The aphro building requires catgirls to unlock and the latex building requires slimes.
damn, thanks. so i cant get it since im on the demo version. shame. is it the same with marble? the starting islands dont have those, too right?
 

aoeusnth

Newbie
Oct 16, 2018
31
43
133
QoL request: Allow setting housing to only allow auto-assignment of a particular race (or a set of races). Not a whole new type of building, just a configurable restriction for the auto-assignment.

Not mixing up housing is making management of demands so much easier so right now I'm sorting them manually which isn't even half-bad, the annoying part is things getting messed up on transfers to/from the island and having to re-check things.
 

Masda420

Newbie
Mar 25, 2021
18
7
103
Just my own clarification and the clarification of anyone who reads this, this is the demo version right?

If anyone here has access to the full version are there yet unique boss enemies?
I've fallen in love with the game just as a game and might spring for the patreon if those exist.

and lastly what's the criteria for the colony's rank/expansion level?
 
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ThatGuy82

Member
Jan 20, 2021
226
199
109
Sheesh, Madodev is adding content faster than I have time to even find it all (I don't get much free time lately). Great game though.
 
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Maverian

New Member
Feb 6, 2023
6
4
21
Quality of life for user interface:
The selection of "slot filter" on workshop could bring up the equipment visual filter instead of the big list of characters. The equipment visual selection and positioning is more intuitive to find than the big list.

Micro managing problems:
Temples are kind of a pain to play around, i would suggest to remove the cleric requirements from "build requirements selection" after unlocking tech 3 of said religion, as they only benefit two classes, their exploration worth diminishes into nothing after some point.
The micro of clergy to ALLOW the temple to be built considering you might not remember the temple functionality is very annoying and i would rather take the time hit on research instead of micromanaging "roles" in order to get a minuscule boost from having all temples working on barely functional islands instead of the two best island temples working with the best temple selection.

Training could benefit from less micro managing barely useful buildings.
Currently managing 3 different main buildings each with their own job and menu which sole purpose is sometimes being useful once or twice per character besides the main one is not that good, instead of separate buildings, maybe make the main one upgradeable with more roles slots (where the other employees benefit main training partially and their own role) and tying the max upgrade by the resources entry (crystal, gold, marble) and their unlock path to be tech 2 allows a single additional purpose, tech 4 allows 2, tech 5 allows all in same building.
For user experience, could modify the training queue sections by main/piercer/therapist/medical and having an overview if the building is present and a trainer is present like a mini job selection.
Add some training selection for a specific stat like 10/20/30/40/50 by tech tied to certain races (with overlap like succubus/bunny for same stat), and a specific production training mutually exclusive with others (selecting another exclusive changes the selection to said production instead of being a permanent training brick character locked that you can't undo)

Building menu organization:
I suggest decorations to be mixed together with roads, you don't decorate then figure out pathing, you change roads and maybe decorate if space allows, if bigger decorations are added this won't change, pathing reigns over decoration and having both so far apart hurts user experience with the scrolling.
Change said roads to logistics/decoration and add warehouse to it, currently "logistics" works more as a random catch all for "functional", breeding pen together with tavern/maid/brothel are "community" related and could fit better on the housing section. Fortress fits into defense together with outpost.
A new bigger house which allows 2 or 3 + a cursed role would be an interesting sidegrade to servant quarter.
Single instance buildings have a red marker on top written "built", a search function where clicking those brings you to said buildings on current island could be cool.

Random:
Slave market seems... useless? Is it purpose to trade specifically trained units for mana?
But mana is inherent to the needs aspect of housing, mana will always be growing positive in the current system.
Could make it be a token reward system where you can buy with said tokens specific equipment for the effort of training units (or rare bloodline perks/traits from mainland) or you will need to make training for trading a core aspect and remove mana from the housing aspect.
Add resources as a trading request for a very small reward as a temporary sink.
Mana could also be a resource expenditure to boost a productive building on a exponent cost for a linear increase in production (this is mutually exclusive with removing mana from housing, both can't exist at the same time. I would prefer mana as a resource to spend strategically with keeping housing topped up instead of something to work linearly with focused breeding effort).
Island trading is rough currently, instead of specific island limits which can go negative, make trading posts add global trading limits (20/15/10/5/...) with a need to create warehouses on all islands to expand it, ensuring expanding is beneficial even if to slap a random port, outpost and abandoning the place.
Island sorting could be changed to user side or by tier unlocked, first island being last on some lists is strange. Maybe keep map as default positioning everywhere.
More ways to increase lust beside combat as so far several equipments have it as a requirement but dungeons might be gone from said islands.
Add equipment tier to its info window, sometimes useful to know how far the item is in the production chain from a glance.

So far that is all ideas i can give from the demo currently, removing empowered was good because it was more useful than genes itself on all aspects for the low low cost of exponential breeding, i don't have any solid idea to give to breeding but it also seems to not be there yet, i need to test more and start gene enhancing.
Maybe make the strapon tier define cost scaling with a free strapon cost filter per tier over 1 with half the time cost increase (maybe add mana cost)? Or add another row of weak genes (gene any tier but effect capped to tier 1) for breeding so breeding speed specific builds can do something more because having one for it seems a dead slot.
 
Jul 16, 2018
82
37
114
Breeding system

Can easily wait out the 100k timers even without use of cheats. Just use several pens in parallel and 5x speed.

Instead add unique resources. Increment their cost for what would be every 1-5k(not sure about the exact amount) ticks. If the required ticks to breed exceed the specified amount, don't allow the breeding without the resource. If the resources are provided the time is set to the specified amount, as a cap. Maybe add more resource variety, like one for exceeding 1k, another for 10k, and so on. The actual breeding time is still capped at the first milestone.
The resource shouldn't be either extremely scarce early nor too abundant in late game. Might be good to add a new expedition type for the late-game for when natural occuring resources run out.

Mostly food for thought, as I felt it was weird that the insane amount of control in the breeding screen is justified simply by adding an ever increasing pile of dildos.
 

Miri_Fair

New Member
May 28, 2025
4
0
1
one issue I have is the game crashes quite a bit, makig me lose progress... any chance we can get a manul save function eventually?
 

flannan

Engaged Member
Dec 15, 2022
3,396
3,596
377
Mostly food for thought, as I felt it was weird that the insane amount of control in the breeding screen is justified simply by adding an ever increasing pile of dildos.
From dev logs, it represents doing a whole lot of attempts and throwing away all the babies that did not fit the requested parameters.
 

pmonk

Newbie
Oct 15, 2019
95
21
111
Probably missed it after skimming a bit, but nothing's stopping me from just reclassing to hit the 5 clerics required for the other temples right?
Personally, hunting for clerics feels more right cause you know, 'do what you want, single player game' , if not more grindy which seems like a bad thing depending on how excessive it is.
But I'm guessing reclassing after hunting for 5 species or importing ones that can reclass into the clerics is the intended way of doing it as it is now.
 
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flannan

Engaged Member
Dec 15, 2022
3,396
3,596
377
Probably missed it after skimming a bit, but nothing's stopping me from just reclassing to hit the 5 clerics required for the other temples right?
Except each race has only one religion they normally worship.
 

Deren

Newbie
Feb 18, 2018
91
15
84
Just finished the game, will the public demo ever get the other islands or will those be only in patreon?
 

Maverian

New Member
Feb 6, 2023
6
4
21
The game doesn't start on my device. I need to use "--rendering-method gl_compatibility" to start the game but it's very slow. Is there anyway to start with dx9 - dx12 through "--rendering-method" or "--rendering-drivers"? I think the game is trying to use Vulcan by default (which I don't have) and OpenGL is just too slow. I have "--disable-vsync" and the "Disable Particles" (in-game settings) check box enabled.
So i can assume web uses the compatibility rendering and my system doesn't run dx12 because linux/wine windows versions crashes on character overview and battles, wine on windows compatibility.bat outright removes the characters and map sprites but through lutris it somehow works ok but somewhat worse than web version.
 

Maverian

New Member
Feb 6, 2023
6
4
21
Ok i have a better grasp on breeding and genes now, breeding speed is a really bad gene slot losing out to default strapon spam on all significant tiers because of the fact that you can breed gene ups and their lower cap is by default the lower floor of either parent current gene with said cost being a 5x for an exact copy.

The problems:
  1. Costs balloon out of proportion on both time and resource side.
  2. Breeding speed is just a really bad gene effect considering it affects linearly a multiplicative cost scaling.
  3. Gene extraction and modification is miles stronger with the only downside of needing to ONCE up tier said genes from base strapon and keep a character library of the tiers 2, 3, 4 and 5 to spam with generic strapon. Keeping enemy camps around for capture expeditions removes the entire need to keep tiers 1 and maybe 2.
  4. Strapons relevant stat is currently only gene cap, nothing else matters that much besides cost.
  5. Levels don't matter, a newly created character is effectively equal to another trained unit in the pen, on other places they benefit from a higher domestication, creating the interest to breed 2 and proceed to the next domestication tier ignoring everything until domestication tier 5 and THEN upgrading genes, it is just free stats for barely any investment or effort where going the opposite route of modifying genes THEN domestication is several times harder and has more cost associated with it.

My suggestion to fix the breeding gene and cost scaling: flip around the logic of breeding speed to breeding cost reduction, a tier 5 being 100% modifier on 1 would turn to a 0.5x modifier (the 200% genes would need a buff) on cost of both strapon and time, massively increasing the benefit of having a breeding gene or a breeding tailored unit, squishing the filters multipliers down to at most 9 so it is in a more sensate place instead of placing the order and forgetting the game at a 5x speed, as in 9 would max the costs increases to 6561 times instead of current 534962 times. Can allow production speed to also affect breeding cost.

In order to balance the power of tailoring all genes make the breeding time cap be related to unit level instead of letting the game become an idle simulator, to this effect create a cap like example: 999*(1.1^unit level), so the power of being to tailor an unit requires a breeding specific unit or having a very high level one, higher base numbers would lessen the constraints on small filter selections.

Make some changes to strapons:
Remove genetic cap but gene upgrade receives a 10%~30% flat final subtraction per tier difference of strapon and the gene (some filter modification to alter the strapon stats aside from the genes), a genetic degradation stat could also be added sharing the random stat %.
The new strapon tier cap is instead of gene cap a domestication upgrade limit (floor is between strapon or either parent lowest domestication), less free upgrades and incentivizes tech + upgrading as you go along instead of blasting from wild through 5 while getting rid of the inbetween, current domestication upgrade requirements also make wild just not worth it, you might as well clone those and extract the genes for your domestication 5, as changing a wild would require either 5 generations with filters or keeping a pet domestication 5 which also kills racial role locked inheritance, there is no catch up option.
Genetic modification is good currently if just a tad clunky, could show the storage of genetic traits beside the upgrade screen so you know how you are faring in the collection.
More interesting stuff sprinkled around to tailoring stuff, like gene floors to some strapons, add free x filters selection to another, add cosmetic features from certain races to some others like chitin, scales, body weight, muscles, upper/lower limbs selection (as you can currently get thick fur), perks but the strapon requires specific genes or tier 5 genes and degrades them.

Probably missed it after skimming a bit, but nothing's stopping me from just reclassing to hit the 5 clerics required for the other temples right?
Personally, hunting for clerics feels more right cause you know, 'do what you want, single player game' , if not more grindy which seems like a bad thing depending on how excessive it is.
But I'm guessing reclassing after hunting for 5 species or importing ones that can reclass into the clerics is the intended way of doing it as it is now.
Tech 2 of the religion is the only requirement, get a new religion capture/breed 5 clerics, rush tech 1 and 2, after that the best strategy is just to retrain 5 specific units on best island to said religion because you don't need to change their needs and they are the best you can provide.
 
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pmonk

Newbie
Oct 15, 2019
95
21
111
Except each race has only one religion they normally worship.
Let me clarify, nothing is stopping me from capturing 5 of one race and reclassing them to their racial cleric instead to rolling encounters until I find 5 clerics of a specific god correct?
E.G Capture 5 bunnies (3 assassins and 2 clerics) and reclass the ones that aren't clerics of Lilianna into clerics vs hunting encounters until I manage to capture 5 clerics of Lilianna.
 
4.60 star(s) 12 Votes