Others - Completed - Future Fragments [v1.0.1] [HentaiWriter]

  1. 1.00 star(s)

    VhyFaker

    terrible balance, barely there design, bland levels.
    needs an entire overhaul before it's playable.
    certain npcs will trigger or not trigger without any way of knowing what activates them unless you brute force it through multiple runs and hope to trip into the right combination to make them function.
    and the first boss is an impassable roadblock for anyone who doesn't have the ability to buttonmash hard enough to overcome the godawful design somehow.

    I was criticized further for the first boss being suuuuper easy if you just equip upgrades to make your damage much higher!- Except which upgrades you get are random, and the upgrade set I got had only a single damage buff by combo and reset if you "missed", and shooting the wall to try to keep running counted as a miss. Meaning the only way I could've continued was to start over and replay the level to hope for one of those upgrades to be the right one this time.

    I did eventually beat that boss and start into the next zone and... realized instantly just how bland it all was. It just isn't a good game in its current state. And certain NPCs are disturbingly long winded if you try to talk to them, with no proper skip dialogue option so it takes 50+ button mashing just to get to their convo end, and by then you may accidentally start shooting them because you've been mashing to get by. Bad design across the board.
  2. 2.00 star(s)

    htc89234

    Future Fragments is a game that gets genuinely worse the further you play it.

    The game starts out decently, even despite some iffy movement issues with the platforming and particularly in momentum based mechanics (which feel undeniably bad most of the time), but the game feels at the start enjoyable to walk through and to explore. Unfortunately, at the maps ever expanding, the platforming never really becoming more interesting, the gameplay slowly devolves into a bit of a boring slog.

    This is made worse by the branching dialogue and everything that the game has to offer. At the start, yes, I am a bit curious to see - if I didn't go through a certain path and instead did things in a different order or perhaps had different personality values, how different would each dialogue be? Well, there are far too many options to pursue to see them all, and the game does not at all make it easy for you to go and check these, because there's only 1 savepad per level (at the hub, center of the map) and then you have to go through the entire path to see it again. Therefore, one of the things that the game would tout as a strength - the variance and dialogue changes - makes even someone like me, who is a completionist who loves to see small dialogue differences, thoroughly unamused, bored, and sometimes even a bit pissed off at having to do all of that shit AGAIN just to read slightly different dialogue.

    The H part is also badly implemented. If you attempt to play this as a hentai game - which, hey, it fucking is, by the way - your sexuality value is going to fucking skyrocket. This means that there is no real way to both watch the main appeal of this game (the nsfw scenes) while also being able to view different dialogue and such. It is thoroughly unbalanced in the personality values department. Worse, this means that for other dialogue combos you need to play the game 5 times over just focusing on the personality values you like while ALSO not doing any of the H AND going through the platforming that has already become NUMB to your brain by the time you've done it.

    To top it all off, most of the voice acting is bad in my opinion, and it is compounded to be worse by the fact that the databanks kinda fucking suck, honestly. They're fun to collect, but trying to piece them together - or worse, READ them through the actual fucking game as you collect them - is terrible. They're disjointed, random at best, barely relevant at worst. You read dozens and dozens of these back to back to back and then Talia will eventually meet an NPC and she'll be like "Oh, I read about you in a databank!" And I'll think to myself really, which one of the dozens? Because I sure as fuck can't remember. The game bombards you with lore that you never asked for, characters you'll never meet or see, tidbits of the world about people that are wholly fucking irrelevant and you will NOT be able to keep track of all of them because they are simply not that important and they blend together. Even if one appears as an NPC, do you remember that databank more than the other one that you read when both of them seemed so uninteresting to the story and unrelated to anything going on? I doubt it. I sure didn't.

    Compound on this the fact some scenes aren't properly put in and some dialogue borders on cringy at best and my enjoyment of this game went down the longer I stuck with it. The first phase felt great! I genuinely thought I'd give this game 4 stars, at least. By the last stage, I was torn between a 1 and a 2. Resetting for seeing different dialogue and the neverchanging gameplay paired with some incomplete parts of the game thoroughly destroyed my enjoyment of it.
  3. 1.00 star(s)

    suspiciousriceeater

    Disappointment.

    Yandere simulator 2.0, 8 years of development for this?
    Extremely anticlimactic. You need to do the same "complete route then activate (insert name for generator/vent/blah blah blah) until you pass to the next stage".

    Level design is shit, enemies are often unfair, lots of voice lines are missing.
    Not what I expected, so glad I didn't pay for this shit on steam. I want my time back.
  4. 3.00 star(s)

    ohwhatnow

    I'm not mad, just disappointed.

    I'm probably dropping it after finishing just two zones, because I'm stuck waiting on content patches for a released game having experienced incomplete content. Despite these massive problems the game has some charms. Cringy dialogue with voice acting is actually something of a rarity, adding any kind of dynamic conversation trees on top of that is a nice touch. Fullscreen makes the game a blurry nightmare that doesn't offer any kind of nice scaling on pixel art with a frame lock, but there's actually a nice little custom UI that is leaps and bounds above the standard RPG maker UI or worse, default Unity UI I see all too often. The puzzle design isn't winning any awards, but compared to how outright condescending the average porn game puzzle is... I'll take it. While there are obviously broken cutscenes and events, the experience was surprisingly bug free for the few hours I played it.

    Overall, my biggest critique of the game is that it really doesn't seem to know what it wants to be and the result is a half baked mess that will appeal to very few. The actual porn is few and far between, the story is fragmented into a confusing mess of optional logs and random npcs, and the gameplay has its pacing entirely neutered by the constant interruptions. For the all of the time spent on attempts at worldbuilding there's no actual world to explore, just a shallow series of mostly linear paths branching off of a save point. There's just too much bloat all around and no real focus to make it clear what this game should be.

    You'd think dropping $20 on a misleading "release" notification for a game would result in a more damning rage review, but Future Fragments is a shockingly average experience amid a sea of mediocre porn games.
  5. 2.00 star(s)

    LS47

    Future Fragments is a really strange game. It presents itself as a metroidvania with multiple branching storylines and levels interconnecting with each other, but doesn't operate like one. For the most part, FF functions more like the old collectathons one could find in the PS1-PS2 eras, with levels composed of several paths isolated from their neighbours, with key collectables at the end of each that unlock the final boss area. The game also has a stronger emphasis on platforming, rather than combat; the content is a good mix of both, but clearly more thought has been but in the level design rather than the combat mechanics. (Not that I find the level design here particularily good, but we'll get to that.)

    In general, the main character, Talia, feels pretty alright to control, even on a keyboard, which is what I used. She's easy to control and responsive, only bogged down by the shoddy hitboxes on some enemies and tiles that crop up from time to time. Unfortunately, she's doesn't have a very involved moveset; she can only move, jump, shoot in a straight line, and use some powerups you unlock after beating the final boss of each level. She can also gain passive attributes from collectables you get from the game; and while some have nice benefits to them, most of them don't vary up the gameplay that much. Some of them either have mediocre effects, or are just objectively better or worse versions of other passives.

    For example, there are some passives that heal you, or deal more damage, or increase your movement speed, and those are just different variants of the same passive. You will equip only three of them very early on, maybe switch to a more defensive set if some enemies get tougher, then go back to the previous set and never look back again. The combat system is just too primitive to encourage a more dynamic swapping of buffs and resistances; granted, I played this game on easy mode, but the normal mode just boils down to more enemies with bigger healthbars that deal slightly more damage. The combat never really gets more challenging or involved, as Talia never really gets a complex moveset at any point.

    And the actual moveset extensions Talia gets after beating the bosses don't change the gameplay much for the majority of the game. Unlike in metroidvanias where unlocking a new move would allow you to unlock new areas you couldn't get to before, here, the powerups are very sparsely used in very underwhelming ways; the game will ask you to use them at the start of each next level, then maybe twice of thrice to solve optional puzzles to get more collectables, some of those puzzles ranging from the insultingly simple, to the downright obnoxious (those who have played the lazer puzzle in the ice level know what I'm talking about).

    As the levels become bigger and more complex as you play, the game will progressively ask you to use them more and more in more difficult ways, like freezing enemies to create temporary platforms, then immediately switch to the dash ability to close a wide gap.

    The problem with this is, as the game never really encourages you to use them at first, you will very rarely encounter situations where you actually need them, meaning you will use them once or twice, and then forget they even exist, so when you reach a point in the level where you do actually need them, they will be the last solution to come to your mind to solve the issue at hand.

    It doesn't help the fact that the game never goes out of its way to teach you how or when to use them; in itself, that's not necesarily a bad thing, as it lets the player more room to think for himself and find ways to be creative with his powers, but some situations are so opaque that it's difficult to understand what the game expects you to do.

    I've lost quite a few minutes pacing back and forth throughout the entire factory and forest levels, trying to figure out how to get a specific item on a platform out of reach with just my powers alone. The answers to those puzzles were so obtuse they actually lowered my appreciation of the game by quite a bit. It also doesn't help that the controls, while fine for the most part, are really not adequate for some of the later platforming challenges involving using enemies as temporary platforms. Reaching the ceiling of that one room with the spiderbots you have to use as platforms was a pain in the ass and a half. Some enemies have obnoxious hitboxes and patterns; getting the helmet in the final level was an absolute nightmare. Thankfully, these moments are rare, but not being able to figure them out can lead to a very frustrating experience.

    To go back to my analogy with the PS1 era games, it seems to me many of the issues I found within the game simply come from its age. This game was in development for a long time, and it seems to me most design decisions found in it made it age not as well as the devs thought. There are many game design decisions that were popular back in the mid 2010s that have become obsolete or are just downright considered bad nowadays. The level design, being one way-corridors, induce a lot of backtracking if you happen to miss some of the collectables on your way, that isn't simplified in any way by the powerups. Some traps in the levels are the same color as the environment, turning them into unavoidable cheap shots, and the forest level even has pitch-black rooms with fast and hard-hitting enemies in it that ask you to throw away any kind of precise platforming to just rush to the end or blindly blast at the enemy as soon as it enters your range.

    Some rooms even have points of no return that ask you to keep moving forward or just die and respawn at the hub to restart the path all over again. The adult content is unlocked only on defeat or in specific cutscenes, discouraging actively looking for them as a single death sends you back to the hub, as each level only has a single save point at the start of the level, where it then branches out into many paths that get longer and longer as you progress through the game. The last levels are a absolute slog to go through, as they are hard enough to constantly ask for your attention and energy, yet never get challenging enough to be entertaining.

    But the worst level, by far, is the end level, and this level tells me the developers stopped giving a fuck halfway through development. Every single negative aspect the previous levels had, this level increases tenfold. Where the previous levels got longer and longer, some of their path seven having mini-mazes in them, the entire final level is a giant maze. Not only has it twice as much rooms and branching paths as the other, but its gimmick is an alternate dimension you have to jump through to lock and unlock different pathways to retrive the Fragments that were stolen to you in the previous level.

    Even worse, some of those rooms and alternate rooms have switches in it that activate or deactivate many platforms in the area, or even in a neighbouring node, so not only do you have to remember the path to each collectable and the hub, but you also have to remember which switch enables what, and if you screw up, you have to start that session all over again. Completing the first 4 levels took me roughtly 4 hours I would say, but this last level on his own surely took me more than four hours, not counting the shitty semi-final boss.

    The worst thing is, this level has no reason to exist; for storytelling purposes, the devs wanted to shoehorn a last area when you hunt down the fragments you lost after spending four hours getting them all... And not only do I not understand that from a gameplay perspective, from a narrative perspective, this is dumb and brings nothing of value to the story apart from padding. You spent four fucking hours gathering those stupid McGuffins, only to get them stolen at the end of the game like it's a fucking Warner Bros cartoon. Genius writing. That is one case of amateurish writing we run into multiple more times throughout the game.

    When I was playing the first two levels, I considered giving this game 4 stars, as it was a pretty alright experience with no major hiccups. By the time I reached the factory levels and cleared the forest level, I realized the entire game would be "gather X McGuffins to unlock a boss fight" with a different coat of paint on it, and I lowered it to 3 stars. After playing the final level, I lowered it to 2. It pained me to do this, but it's inexcusable to make your players go through the same shit four times in a row in progressively longer and longer levels with tedious puzzles and boring combats, only to give them a final level that boils down to a slap in the face. Ironically, this is the level that uses the character's abilities the most effectively, and it is the worst level by far.

    There's also quite a few bugs that crop up here and there. The sound settings do not work half the time, and the game seems to play its audio on a different channel than my earplugs, playing it on the PC instead. The save points can also mute the sound for no reason, forcing you to restart the game to get it back. Getting at the end of a path after already completing it can sometimes softlock you by sending you back to the previous screen rather than the hub. I think that kind of bugs was the main reason the devs added a suicide option to get back to the hub faster.

    But apart from those, Future Fragments feels, overall, quite polished. There a suprising good use of sound design thoughout the game, and the music is actually pretty good. The tracks are more atmospheric than memorable, but I did go out of my way to stop in some levels for a minute just to enjoy the soundtrack. It was pretty good.

    This game, for some reason, was the only game I recently played where I didn't mute anything while playing, even the dialogues, even though I'm not a native English speaker and don't give the slightest fuck about dubbing in porn games. Overall, all the systems and gameplay mechanics were functional and worked together relatively well without detracting from each other, which I was pleasantly surprised by, given this game's turbulent history.

    The artstyle too is very polished, with a good use of distinct color palettes for each level and gorgeous character designs and sex scenes. It never gets distracting to the point of making the levels confusing, but they did feel monotonous and overly repetitive, notably due in part to the blocky level design, but also the agressive reuse of background assets. Almost any given path of a level shares the same background assets as any other path, and the forest level, described as a dangerous zone by other characters, just looks like any average forest in any other videogame.

    If I had to complain about the pixel art, it would be because, while good-looking and detailed, it also is a bit bland-looking, with uninspired designs for the environments and the enemies. I was disappointed to see the devs never used the environment of their levels as a way to introduce background storytelling into their game, given their focus on making a story-driven game first and foremost.

    Which brings us to the actual story of the game, and the way it's conveyed. And of course, I have to talk about the databanks. And again, this is another example of what I said about this game using obsolete mechanics from an older time, as that kind of storytelling was very popular in the early 2010s, where the games just dumped optional walls of text though notes, books and whatnot (or in this case, databanks), dumping lore and story elements in a condensed way to the player to avoid taking him out of the game too much with unskippable cutscenes. I understand why the devs went this way. Unfortunately, they did it in the worst way possible.

    The first issue with the databanks, is that their purpose for existing is pointless. The game already heavily relies in unskippable cutscenes for every single tiny step of the game, especially early on in the first level of the game, where Talia will constantly stop every two seconds to start a lengthy, poorly dubbed cutscene about every tutorial mechanic, every plot point justifying mving forward, and every goal the player has to reach in the current level he's in.

    The worst part is, not only do they make databanks moot, those cutscenes are also used in contexts where nothing of value is presented to the layer in terms of story progression, character development, or even teaching new mechanics. Some cutscenes are just banter between characters, asking for annoying sidequests, or just here to tell lame jokes. Some of those cutscenes could be easily cut out of the game without any important plot point being impacted.

    For instance, in the factory level, you can run into a robot that is pissed you apparently caused his entire linup to be decommissioned, and so as revenge, threatens to blow up and kill you, destroying your fragments in the process. What could potentially lead to an interesting chase sequence afterwards, is compeletely cancelled by Vie teleporting the robot out of the facility, letting him implode without any harm and Talia resuming her quest.

    And my question is: What did this scene bring to the game? It didn't increase any of my character's stats, the play didn't learn about any specific plot point, there was no interesting lore added, it didn't affect the rest of the level, it didn't change anything about how the characters interacted with one another, and the jokes it delivered were absolutely not funny (if there were any joke to begin with, in which case the devs are terrible comedians). This cutscene was useless, plain and simple. And cutscenes like that appear all the time FF, whether it is from NPCs offering side quests or just chatting with Talia, or even between the main characters themselves. So much fat they could have trimmed down from the game, and they just didn't.

    The second issue regarding the databanks, is how many of them there are, and how little of them actually bring something relevant to the plot or the worldbuilding. In some rooms, you could find up to four or five of these databanks, where they all could have been condensed into a single one or outright removed. And most of the time, given how this game lets you explore different paths at any given moment, you can very easily get databanks that talk about the same event, but not in the correct order, meaning you get a poorly stitched storyline that makes absolutely no sense and is easily diluted by the next databank which tells a completely different story that has no link whatsoever to the previous one, or even the relevant plot point that's happening right now in the story.

    I tried, I genuinely, really tried to memorize as many names, locations and events as possible, but the game just dumps so many of them, so frequently, that is it just physically impossible to remember everything, even on multipe playthroughs. What the fuck is the Revenge? The Decline? Who the fuck is that Seeber I keep seeing in the golden databanks? He's the leader of the rebels, but what do they fight for or against? Some details are made clear enough as they are repeated often enough to stick to you, but most of the time, you just don't give a shit about what happened or what's happening, because it is simply impossible to care about so many characters. The only NPC that left a mark on me was an enemy soldier that sacrificed his life to save his squad, and respawned on a save pod with ten years of his life missing. That almost got something out of me, but it was too little, too late.

    The way this game conveys its story is the least organic way the devs could have gone with it. The cutscenes marginally help, but you will mostly just skip them or read them fast enough that the voice acting can't keep up, meaning that the main focus of the devs' efforts, the voice acting, will be completely ignored by the vast majority of players. Just writing this makes me wonder if the devs actually ran playtesting sessions themselves or with other players, because in my eyes, it's clear as fuck they didn't.

    And what's funny is, due to the game being unfinished, the final areas of the forest and end levels have their cutscenes with the characters pacing around and doing their motions as if they were talking, but with no voice acting whatsoever. Sometimes, not even the text is displayed on screen, when the very next scene could be fully voiced and subbed. It's so strange to me, like, there could be at times important cutscenes that don't deliver some crucial info because of the lack of text and/or voice acting (like Talia apparently turning against her king for no reason, or Vie turning against Talia and becoming one of the most infuriating boss fights in this game, again for no reason), but in the very next scene, you could have either a fully-animated sex scene, or a series of short cutscenes one after another boiling down to Talia making lame jokes. Seriously, what were the devs' priorities when making this game?

    Even if you do your part as a player and try to stay as involved in the story as possible, there are way to many issues that take you out of the experience almost immediately. After the ice level you will stop being immersed in the game and quickly find more entertaining to try to point out as many plot holes, inconsistences and irrelevant story details as possible, when you're not busy doing the same with the level design. The storytelling of this game is a disaster, never exploiting the strengths of this medium and doubling down on its worst aspects.

    And even if the game just told its story upfront without any databank or bad cutscene, the story itself isn't even good to begin with. You're sent to the future to retrieve a weapon to protect your kingdom. You meet Vie who guides you through the game, and rarely encounter Faye who's just here to taunt you in one screen only to be sexually humiliated in the next one. That's it.

    At no point do you have any meaningful character interaction between them, or with any NPC you meet; the best Talia will do is say "hey, I've read about you in a databank" and that gives you the opportunity to start their very short side-quest if you want to, or to anwser to a branching dialogue that only marginally changes your stats; stats that are barely used in the game, apart from powering some of your passives and determining what ending you will get.

    Because yes, for some reason this game has multiple endings, and I didn't bother to get them all. From what I understood you need to reach a certain reputation with Faye and get a certain set of stats to get the best ending, which would require to replay the game many, many times to find the correct choices and get the best endings.

    And, sorry but no. The game isn't enjoyable enough for me to do that. At its best, the game never gets very good, just some okay-ish platforming with forgettable combat and mediocre sex scenes; at its worst, it's a slow, tedious, slog with a nonsensical story, obnoxious puzzles and final level, and a final bos fight that plays nothing like the rest of the game and boils down to QTEs. So after all that, the game ends with what is essentially the worst way they could have gone with for the final boss.

    The only thing left for me to talk about is the adult content, what everyone came to this game for in the first place. And I'm gonna be honest, even though it's the most subjective part of this review, I found the sex scenes in this game to range from mediocre and forgettable, to downright repulsive at times. This has nothing to do with the artstyle, it's just that the devs have decided to go for the "ugly bastard", "rape" and "male monster/tentacles" fetishes that were popular back at the time of the game's inception (and are still popular today), but personnaly for me, very few of them are of the caliber I'd expect a game like this to have.

    Only one or two of them are genuinely alluring I would say, and the rest is just ugly bastard after ugly bastard. And being rewarded with that kind of content after suffering through this game's issues for so long sure doesn't evoke an erection of arousal from me.

    It doesn't help that very few of them are fully drawn, the rest being globs of pixels smashing into each other in the main level, and it doesn't help to see how little adult content there actually is in the game. The developers, of their own admission, wanted to make "more than a porn game", with gameplay and story being the focus of their efforts, while delegating the porn aspect to a side task.

    The result was the porn rarely intermingling with the rest of the game, feeling very contrived and shoehorned when they do work together. The main plot never even once uses porn as a motivator or as a tool to move the story forward; the only time porn is somewhat used correctly is in the factory level when milk is used to powerup their machines... For some reason, because again, storytelling is this game is wack.

    So in the end, it's a mess. The gameplay ranges from okay-ish to tedious, the level design from repetitive to abysmal, the puzzles from stupid to obnoxious, and the storytelling from bad to worse. The adult content, which should be the focus of that kind of game, is never in harmony with the story or the gameplay mechanics and is at times discouraged by them. The game looks nice, but is unfinished. It proposes neat ideas, but none are properly explored. Only one boss fight is remotely decent, with the rest being unecessarily annoying.

    It is strange to see a game with this much effort put into it, so many years of development and so much advertisement by the lead developer end like this. In the end, we'll never know what really happened behind the scenes.

    But what I will say is, I'm glad this game exists, even if it's a failure. You can very much feel the ambition with this one. This industry needs more dev teams experimenting and pushing the limits of what can be done with adult games, even if it results in failure. From what I recall, the devs were an inexperienced team and FF was their very first game, and even if some are dissapointed with the way the final product ended up to be, I'm really impressed with what they have done with their very first game, being their own engine, or the marketing, or everything else.

    I'm really sick of porn games doing the bare minimum and playing the same cliches and fetishes to reach a broader audience. I don't want more games playing safe, I want more ambitious games like FF which, even if they are failures, show we can do more if we put our mind to it. That's why I don't really hate FF or even the dev team themselves, quite the contrary. I've found a newfound respect for them, as a creator and gamedev myself. Sure, I don't agree with most of their decisions, but the fact that they finally went through it all despite all the hardships in their way show they really believed in their project. Also, they finished a game. That's more than what I can say for the majority of adult devs out there.
  6. 1.00 star(s)

    Gumbo20

    Completed game is completely unfinished. So much voice acting for lore no one cares about and not enough gameplay or scenes. Gallery should include all event scenes but instead is very bare bones. Huge potential for a great entry just none of the work feels complete. Would not fund again.
  7. 5.00 star(s)

    Stanko206

    And this is the product I'll be happy to buy on steam. Congratulations to devs , better than many AA and AAA (like POP)
    Voicing
    Acting
    Animations
    Gameplay
    Replayability
    What you need more? Love it!
    Hoping you will be improving it adding some new content and waiting for new projects.
  8. 1.00 star(s)

    wardeityjesus

    If the final two levels of this game weren't unfinished and completely incomprehensible from a level design standpoint, i'd give this a solid 4/10, the game is well designed to a point, and the animations are incredibly high quality, Apparently the dev of the game has history of drama on the forums, which isn't really that big a deal, but he probably shouldn't release a game that is straight unfinished with a level designed by a schizophrenic if he wants good scores.
  9. 1.00 star(s)

    Pidge

    I don't understand what's wrong with this game.
    Everything I say next is just my opinion. You probably have yours.
    I've played a lot of 18+ platformers, with pixel art style being my favorite. If you do too, then this game will probably disappoint you greatly.
    In 2 hours of playing, I met 4 repeating opponents, the same type of locations, a HUGE amount of dialogue, and meaningless VOICEOVER. At first, I thought that it was large for a platformer - 1.3GB, and probably quite a lot of content would fit there! But unfortunately no, apparently all the content and its weight is voice acting. Why is it needed in an 18+ platformer? I don't know. Why do I need a ton of text and an emphasis on plot in an 18+ game? I don't know. There are novellas for this, more than enough of them. Why do I need a ton of voice over text? I don't know.
    Maybe level design? For me it is not here.
    High-quality impressive animations? No.
    Maybe a good soundtrack? No.
    Or maybe enjoyable gameplay? No.

    Why can't focus on animations and their quality and quantity? By the way, about the animations, they are absolutely dry, simple, and do not evoke absolutely any emotions in me.
    This game, as far as I know, has been in development for quite a long time. And this is the result. This is a disappoint.
  10. 5.00 star(s)

    HardcoreCuddler

    The combat is weird for now, but I played on easy.
    The platforming is good, I like it. It's not over the top or hard as hell but not quite trivial either.
    I was ready to report every bug I find...but I found exactly 0, so hella great job on that.
    The choices feel like they follow me everywhere I go. Their impact wasn't large so far by any means, but I felt it, and it was nice.
    The dialogues are nice. The VA's really bring them together.
    I love that there are tons of sexual choices you can make, even this early into the game.
    The databanks voice overs feel unnecessary, I have to say. I sat around to read the first ~5 but they weren't that interesting (probably because I had mostly no idea wtf I was reading / hearing). They are optional though.
    I liked the gold databanks though, they're cool.
    The sex scenes are alright, though they do make me feel cucked most of the time. The best one is the slime imo.

    Overall I had fun playing it. I'm eager to see the scenes with all the robot dudes and all the weirder guys because those are the really interesting ones to me.
    Good job my dudes.

    Also don't judge the game based on the comments on this thread because the mods hate hw and delete any comment that isn't saying that he sucks, that the game sucks or that it's overpriced.
  11. 4.00 star(s)

    trigillass

    I've been following the game since the first Fire demo and it has come a long way. The team has fulfilled what they set out to do and completion will come eventually.

    But although the core game is polished to a decent level and the gameplay is pretty straightforward, the dialogue is still long and tedious, even with voice acting. I get that we're trying to world build but the lesson of "show, don't tell" was not followed very well.

    Unfortunately, I am judging harsher because the project has been underway for more than 8 years and although the game is good for what it is, the quality does not match an 8-year development cycle.
  12. 1.00 star(s)

    Dickard

    The gameplay is okay.
    But as far as I can tell, the sex only happens as a losing condition.
    I play porn games to jerk off, not to play a game with no sex in it. I don't really understand why so many games use this formula.
  13. 2.00 star(s)

    CocoMelo

    The game is very polished and challenging(not that hard but good gameplay). But I was here for the sex and fap. There are some good scenes, yes, but I didn't like them much. From gameplay perspective this game is not 2/5. The part that made me rate it lower was the lewd part. I did change the keys to play with one had only but couldn't fap once.
  14. 5.00 star(s)

    Rose emp

    Played the demo, and already this game is extremely the best!

    The plot?
    Kind of decent, not generic but not the best either. Not saying that it is boring, but there's a reason why this game started right?

    The gameplay?
    Oh man, very amazing. You shoot enemies while using various combinations of skills to kill them! And when you get grappled by the enemies, they will perform erotic actions on you! Same goes for the game over screen! The amount of hentai scenes are just enough that covers up everything, there is nothing missing at all!

    How hard is this game?
    Normal difficulty. I mean, wether you are pro or not at these kind of games, this game is suitable for pros and beginners! The puzzles aren't that difficult too!

    The graphics are absolutely fantastic, really immersive with the voice acting and audio! It keeps you engaged and you'll never get tired of this game!
  15. 5.00 star(s)

    Vialyn

    Future Fragments is perhaps the highest quality H-game I've ever personally played, and an exceptional action-platformer besides. Enough so for me to review an H-game that's ostensibly made for straight audiences, despite my being a lesbian. If that isn't a ringing endorsement of the game's unreasonably high standards of quality, then I'm not quite sure what will be. There's a pervasive feeling of atmosphere and polish about the whole of Future Fragments, to which very few games can attempt to compare... let alone H-games.

    There is a lot for me to say, so I'll start by breaking things down into overall scores for presentation, story, and gameplay. Beneath each will be a more detailed list of the factors that comprise the total score for each of those categories. I plan to give my full opinion on Future Fragments as both an H-game and a conventional action platformer. So, for those of you only interested in the H-related content (we've all been there), discussion of the H-content will be highlighted pink, for your convenience. It occurs to me in retrospect that this just makes my commentary on the H-content all look like intrusive thought, but, well... that's close enough to the truth. ^^;


    ===Presentation (★★★★★)===
    Above all else, Future Fragments feels distinctive. It oozes style and radiates atmosphere, in a way few games can replicate-- H or otherwise. As such, it more than earns a perfect score on presentation.

    Music (★★★★★): As the first thing you'll encounter when playing Future Fragments, the title theme quickly steals the show and sets a clear mood with a delicate, bassy beat that swells into a soaring melody. Unironically a song I've left the game open just to hear more of. Rather than stock music or utter silence, Future Fragments brings some genuinely iconic music to a genre that is almost defined by a complete lack thereof. And that's before you're even past the title screen. From there, the electric level's stage music in particular has some really nice energy with the drum beats and guitar-evocative synth, both of which have a nice fade effect to keep dialogue sounding crisp.

    Voice (★★★★★): Literally everything in Future Fragments is fully voiced, and here is where we really start to see the difference in quality shine. SilkyMilk provides a cute, cool, smooth, spunky sound to our heroine, Talia, along with a unique accent to the flirtatious Vie, while MochaBlob gives rival/deuteragonist Faye a tricky sort of softer sound that belies her competitive hostility. The girls of our main trio have solid delivery across the whole of their dialogue, with an expressive variety on offer and a bit of a sense of humor throughout, while still clearly taking their roles quite seriously. A delicate balance that sets a standard for voice work, in a genre that rarely has more than a few token efforts. As for the games' more explicit voice work, they, um... definitely set a very, very high standard for voice work in H-games. Enough so to genuinely derail this review for several minutes. I mean jeeeeeeez... It seriously hits different when you get both the normal dialogue and the, um, "efforts," all from the same sources, sounding so... OKAY. NEXT! >/~/<

    Sound (★★★★★): Another key area in which Future Fragments' unusual measure of polish really starts to shine through, as the game's sound design has far more careful consideration that one would ever think to expect. You land from a jump, and hear light little clacks on solid ground, or metallic clangs from a steel platform. You rapid fire basic attacks, and know from the rhythm and pitch how much you can fire. You get that responsive sound of "effect" from using charged attacks and utilities. All of which subtly adds to the game feel in a way that's easy to miss. Even the menu noises provide some nice feedback, and there's never a noise out of place. Here is where that distinctive feeling starts to really take shape, as the rapid attack noise and the landing from a jump and the respawn noise all start to stick with you: a sign of excellent sound work. And, of course, the more involved sounds that accompany H-content really add that little bit of flavor to things without overtaking the voice work, which is, um, very nice.

    Graphics (★★★★★): Arguably the most important factor in any H-game is the quality of its artwork. Barely functional games get a pass "because the art is decent," while those few games of any substance will rarely have much more than a few static game over CGs. It's quite conventional for us to make some allowances for the genre, that is to say. A convention that Future Fragments subverts quite handily. Absolutely stunning character designs that evoke a desire to see cosplayed, unique creature and environment designs, nice little flair for effects without overdoing it, et cetera. Expressively illustrated in-game models are really all an H-game would need to be top class, but they really go above and beyond with setting the stage, so to speak. And, well... the CGs have some serious variety, given how they're fully voiced, with descriptive narration that helps to bridge the gap from one image to the next. As someone who rarely lingers long on CGs, as I prefer animated content, I was surprised to find myself revisiting several of the electric level's robotic CGs. For no particular reason.

    Animation (★★★★★): For me, personally, the most make-or-break category for any H-game. While you can create an exceptional H-game with little to no animation, as is often seen in RPGs, I personally end up liking a game less for it, as animation really helps to "sell" the characters. A point that Future Fragments seems to have practically designed its every animation around. You have the slight swaying of Talia's idle stance, with her bust swaying to follow her shifting stance, the expressive faces that help to convey each cutscene, and, of course, the extreeeeeeeeeeeemely compelling H-animations, which have clothed and unclothed varieties for each enemy, depending on whether or not Talia was stunned or defeated, respectively. Normally, you end up with a lack of sound or low resolution sprites or just a small number of animations to hold back how much animation there is to appreciate, but... damn. My only criticism for Future Fragments' animation is that I want more, but that'd be the cast no matter how much it had, and it already has more than most! There are even some that combine multiple enemies! And boss animations! Aaaggghhh... this is what I want from every game like this!


    ===Story (★★★★★)===
    Normally of nonexistent importance to an H-game, yet Future Fragments goes above and beyond with writing that genuinely puts to shame all the garbage that passes for writing in most other games in the genre.

    Writing (★★★★★): The entire reason for my including a category for story is to highlight Future Fragments' writing. While the average H-game will have half-assed, "comedy" writing that's needlessly vulgar and misogynistic, making it unbearable to wade through the text no matter how good the "content" might be... Future Fragments is, instead, a very thoughtfully-written game with some serious storytelling chops. Dialogue is still self-aware enough to not take itself too seriously, without ever dismissively using self-awareness as an excuse to quite literally say "fuck this" every goddamned line rather than putting in even the slightest effort with--. Okay, got a bit heated there. Basically, though? H-game dialogue is almost always ABSOLUTELY AWFUL; it's just maximum cringe. And yet, Future Fragments completely reverses that, creating characters and a world that I'm genuinely invested in, and curious to find out more about. In a genre defined by the literal worst writing that exists on the planet, Future Fragments defies all standards by too many miles to count. Genuinely something special, and that's just from the demos! The CG writing is particularly worthy of mention, as the descriptive narration never feels to be lacking, and the dialogue has juuuust enough self-awareness to still feel a bit silly without totally killing the mood. It's incredibly rare, and having writing that doesn't just constantly scream sexist obscenities makes way more comfortable to read.

    Setting (★★★★★): Time-travel setup brings characters from a magic-is-real fantasy setting into a dystopian future. The environs go from a fire stage to an ice, electric, and forest stage, before reaching a mysterious "end," as the main character learns more about this twisted future on a quest to find the titular future fragments needed to return to the past. Disparate themes are very difficult to do correctly, as is time travel, but both are blended impressively well to create an exceptionally alien style of fish-out-of-water narrative, which marries those wildly different ideas into a cohesive whole. And, because of that, you end up with a very distinctive backdrop for events of the game. There's a sense of foreboding about every location, brightened up by just the right amount of character humor. Very distinctive, as mentioned about the presentation. And they even make mention of how some non-straight characters cope with the oppressive environs in a few databanks, rather than completely ignoring that people like myself exist, which is a nice touch that they totally didn't need to do, and yet did anyway, just for the sake of fully fleshing out an interesting setting. Plus, the sex-deprived dystopia also sets an excellent stage for justifying the "why" of enemies being sexually aggressive, which makes a persuasive case for the inclusion of so much H-content. It feels like a natural part of the setting, rather than something carelessly slapped onto an otherwise "normal" story, and that attention to detail does wonders for suspension of disbelief!

    Plot (★★★★★): There isn't much for me to say that wouldn't be a spoiler for someone who hasn't played all of the Patreon demos, unfortunately, and I certainly don't know the full depth and breadth of the plot myself from just a couple of demos. We have a very simple motivation for our main character: collect the fragments to return home. And that's where the plot would start and end for any other H-game. Instead, we have a mysterious story of intrigue as we learn about the WORM, how and why they came into power, what happened with the rebellion, what the rebels who remain are hoping to accomplish, how people cope with the dystopian environs, and the myriad details of how NPCs handle each respective levels' environs, all as it turns out that things weren't always as they seemed, and the big mystery of the fragments starts to unravel alongside the rebellion's whole storyline, which serves as a backdrop and a source of motivation for other characters-- it's all quite nuanced, in a way it never needed to be, and that's just from a demo. On top of all that, we've got a game that'll have dozens of true endings based on a wide variety of stats that change based on how you play the game, both in and out of cutscenes? Plus, all of the alternate endings give a very real reason to actually try and avoid "encounters," or to maximize them, or to play the game outside of its gallery mode, just to see what all there is to see! A clever bit of design to create interesting depth of play, so that it isn't just a one-and-done experience that feels completely pointless after seeing the words "gallery unlocked."

    Characters (★★★★★): Okay. Full disclosure. I absolutely adore main character Talia to bits. Her design, her chill-yet-determined personality, and just... hella cute. Super cool. 10/10 intrusive thoughts. Seriously. She feels very internally consistent in how she's written, on top of that, which combines with the voice work and animation to just be... the best. And yet she still has competition! Faye and Vie have similarly compelling designs and personalities, to the point that Talia's edge really comes from the fact that we simply see that much more of her in the demos and such, compared to the others. And yet, the NPC cast is also no slouch, as I've gotten a genuine giggle from some of the sillier characters, and felt genuine sympathy for some of the others... but I wouldn't want to spoil too much of the details, even if I knew them all myself! That all being said... the sheer variety at play when it comes to character designs is especially wonderful for H-content. Even bog-standard grunts have some interesting mechanical designs, while a variety of robots, alien creatures, and tentacles break up the H-content enough to aaaaalmost make up for the complete lack of yuri, in my book. Almost. But that's definitely lesbian bias, on my part, which isn't enough for me to lower the score! No matter how much I'm preoccupied with fantasies about involving more girls with Talia! I mean, what?


    ===Gameplay (★★★★★)===
    By far the most strict metric against which an H-game is measured, as it has to compete with more conventional games directly. An action platformer, in particular, is going up against the likes of Castlevania, Metroid, and Mega Man, albeit indirectly, which makes any failings in gameplay stand out against the context of someone's history with such games. Luckily, for Future Fragments, it takes a deliberate approach to movement and combat that keep it from evoking the all-too-common feelings of "it's like <x>, but worse," they you often see within the genre.

    Controls (★★★★☆): Extremely few games can claim to have a perfect control scheme, and fewer still can claim to have multiple. Future Fragments, however, manages to play extremely well on both keyboard and controller-- a fact that I found genuinely alarming, when playing the demos, because, like... HOW!? I've studied game development! That doesn't just happen! But anyways, you do a lot of the ol' jump and shoot, with a charge shot that's lost if you take damage, along with a new utility and variant charge shot after each level which help to mix up your tactics and platforming a bit. And the controls do exactly what they're supposed to, without any strange interactions like eating inputs. However... I can't quite call the controls perfect, as the utility abilities feel like they could really benefit from having individual buttons (on keyboard, at least, and perhaps unbound, on controller, for someone to at least assign a specific binding for flame dash). Honestly, it's an incredibly tiny nitpick, but this is also an incredibly narrow topic to rate in the first place.

    Game Feel (★★★★★): The most important feature of gameplay, and an area that Future Fragments does in somewhat of an unusual fashion. Certain actions, like jumping and shooting, are responsive and instantaneous, which makes them highly pleasant to use for hopping around and spamming shots even when you don't necessarily need to. In other ways, however, Future Fragments limits that quick responsive feeling: you have a bit of momentum to deal with, your horizontal acceleration isn't instant, the charge shot has ending lag when fired (unless you're airborne, as I recently learned!), and your utility abilities are by no means something you can mash. You're forced to play a bit more methodically than one might usually expect, and the gameplay is a bit slower to compensate. There's a bit of a weight behind bigger actions, and a feeling of consequence to how you move, but the game's pacing meshes perfectly with that little bit of "floatiness," rather than feeling like it's held back by it. Which is important when considering the difficulty.

    Difficulty (★★★★★): Extremely easy to overlook, no matter the genre, but few suffer more from wildly disparate difficulty than H-games. You either get a game with great content that could be completed with one hand, or a game that points at kaizo hacks to laugh. Future Fragments trends toward the easier end of that spectrum, in theory, but that slightly floaty game feel keeps it from ever feeling too easy. Thanks to the slower pace of gameplay compared to, say, Kurovadis, you never feel "surprised" by mistakes, and mechanical mastery is never a huge obstacle. It's a game that almost anyone can clear, and yet it still feels difficult to get through an unfamiliar area without dying a few times. If the controls felt "more responsive," then the game would be too easy unless levels were absolute chaos, which can work, to be sure (again, we can look to Kurovadis), but Future Fragments has found its own unique method for balancing difficulty that works quite well with their approach to level design.

    Level Design (★★★★★): As a quasi-metroidvania that has distinct levels, yet also gives you plenty to explore within those levels, Future Fragments has an interesting approach to the way it presents platforming. Each level has a specific gimmick that is explored throughout, like the electric demo's gravity switches or the fire level's fans. As you become more comfortable with the gimmick, you progress through rooms more quickly, and often notice interesting new routes that can lead to finding new cutscenes, power-ups, and fragments. Segmented design, in the electric demo specifically, also makes for an interesting choose-your-route situation that really ups the replayability, as well-- particularly when you consider that cutscenes will change depending on the order in which you view them, and the stats with which you encounter them, as well as the context of what you've done in the level! Making exploration feel fun and rewarding is already a high hurdle for any action platformer, so it's beyond impressive to see it accomplished with such a wide variety of rewards.

    Replayability (★★★★★): Between the level design and the upcoming cutscene modifiers, alongside game feel that never quite gets old? It's honestly pretty easy to just hop in and accidentally replay the entire game again three times when all you wanted to do was double-check how something looked before writing a review... ._. *Ahem*. Point is, it's fun to play, even the twentieth time around, as I never get tired of the little clickity clacks of the jump-landing sound, or the silky smooth voice work, or the genuinely way-too-cute character designs, or the... wait, I'm about to new game+ my entire review, at this rate. And the H-content is beyond compare, in terms of replayability, as CGs can have entirely different dialogue depending on how often you've seen them, and there are little things like multiple-enemy animations or whatever trouble Faye has gotten herself into within each level to discover, or the animated scenes that accompany each found fragment... all of which have good enough animations to want to see more than once, which then just makes it a massive time sink in the best of ways. Even as someone who is completely not even the target audience. Crazy stuff.


    ===Final Thoughts===
    It's a straight-oriented H-game so good that a hardcore lesbian is writing multi-page reviews. Seriously, just try it for yourself. It's friggin' bizarre how good this game is, even to someone like me who shouldn't have any reason to like it so much... shameless crush on Talia notwithstanding. >//~//<

    So yeah. Tl;dr? Stupidly good game, with a demo that's better than most finished H-games. Stands on its own as a solid game even without the H-content, while also having some truly superb H-content via fully-voiced CGs and animation. Something for everyone. Et cetera. GAME GOOD.
  16. 1.00 star(s)

    Magister Masquerade

    While it is not without its charms, and setting aside the utterly important context of its development team and cycle which is apparently not considered important here like it is literally everywhere else, Future Fragments feels like a slightly prettier version of the many low quality games that use prerendered engines like RPG maker to do most works and seems utterly ignorant of what it wants to be nor the genres it tries to be. Even worse, it feels like it wants to be a true game and regrets being a porn game, or vice versa--hard to tell.

    Graphics and Voice Acting: Easily the best parts of the game, though it's a bit hit and miss when it comes to animations. Some of them are a bit stiff (i.e. jumping and attack animation), but overall it's pretty good. The sex animations are, unfortunately, pretty lacklaster. I won't call them bad, but a lot of them aren't interesting and while there are a lot of variations, most of those tend to be pretty minor adjustments to the animations. Despite being western developers, so no censorship, the quality of the sprites doesn't translate well when zoomed in so everything is blurry (and there is no scaling; I was able to fix this was my own scaler). Parts like schlongs are weirdly designed too.

    As for the voice acting, it's all fantastic more or less and it's kind of bonkers to see a pron game voiced so much. Unfortunately, I actually see this as a negative. It was unneeded for about 99% of the characters, which I'll get to later. What's even worse is that all the text logs--and oh my god are there many and they are ALL long--are voiced too. That just screams wasted effort to me especially since most of them are useless.

    Gameplay: Ooooh boy. It tries to take a lot of inspiration from metrovanias and some other games but like many other first takes from inexperienced game developers, it fails to understand why these mechanics are used, why they work, or why people like them.

    The gameplay is mind-numbingly simplistic, thus becoming boring in esconds, and all the equipment seems like a mashup of stuff the devs might have seen in other games with zero themes or thought put into them. A build you will not make. The mega-man shooting itself also feels terrible, but this could have been alleviated by smarter enemy design that would force you to 'play' around them, again much like megaman and its knock-offs. 99% of the time here you can just sit back and toss shots over the barricades corralling every single enemy, though to be honest most enemy designs and their attack patterns are incredibly unimaginative.

    This is unhelped by the clunky movement, airy jumps with no weight, and locked 30 FPS.

    To be clear, I'm not actually expecting mega-man or metroid level quality, but within the context of the game's considerable development time and degree of supportive funding, any rational consumer would expect far more. What's even more hilarious is that the game still isn't complete, by admission of the devs themselves, so some animations are incomplete or missing voice work.

    Considering this is lauded as a "real, fully functional game with ero themes," all this boils down to a big problem, and that's the gameplays sucks overall (and I think I'm near the end, so I feel comfortable in saying it doesn't get much better). Normally I wouldn't waste my time on commenting on this, as ero games are notorious for being garbage games that lean heavily on ero, so when it's actually a fun game too, people take note. This game tries to market itself as a "real" game from the get-go, yet fails miserably compared to even more rudiementary pron games that also came from far humbler origins.

    Story:

    Aside from the ero content, this is the one thing I was hopeful about and ironically it's probably the best part of the game... sort of. The actual premise is terrible and the way the story is playing out is also terrible. The characterization of the lady protagonists is also pretty bad, but at least in the players' case a good amount of effort has gone into letting you decide how she turns out, so the blank slate-ish approach there isn't too bad.

    What IS great is the setting. While some of it is a bit cringey and poorly thought out, quite a bit of the worldbuilding isn't, and the data logs you find do a pretty great job at sketching a world you are genuinely curious about. Sadly, that world never actually exists in-game, and even to reach this wonderful world-building, you have to trudge through a ridiculous number of those logs. We're talking like 3 per screen, each of them very long, and most of them are completely pointless fluff. I do like how reading the logs actually influences interactions with other characters, but I mean, those characters are also barebones and so far haven't done much to justify their existence.

    This might have been a much better game wholesale like megaman or metroid/castlevania, just enemies, maybe a cutscene or two, and a few datalogs portraying the world.

    So to sum up, I guess the game is more fat than meat and the fat is also rancid.

    Ero Content:

    You would think this is the one saving grace of the game, but you'd be wrong in my opinion. I do admit this is mostly subjective, but so far the ero scenes have been nothing to call home about. Most of them are short and simple, and the way the game deals with resolution and framerates makes them pretty blurry on top of that. Not a problem if you're expecting some janky throwaway little one-man game, but I was expecting more from this, especially sicne the sprites themselves seem to be pretty decent.

    I do like that the girls don't think much of sex and and the game only sometimes 'punishes' you for what is really its only reason for existing, something many other games fail at. However, your variety isn't the greatest all things considered and the animations themselves are also pretty subpar to me. Again, as I said earlier, they are passable, but are also pretty short and simplistic, with the variations being a neat idea that is ultimately poorly implemented.

    The defeat scenes easily trump the pixel ero by leagues and the art there is pretty great even if you have to deal with some of the goofy enemy design that's hard to take seriously and are real boner-killers.

    Summary:

    Overall, Future Fragments was once one of my most anticipated ero games, and now it's in my top 10 list of dissapointments. While not the worst ero game out there, the bar isn't as low as you think when you rule out all of the lazy junk and only consider genuine attempts at a artistically complete game. Many other titles many flounder in some aspects compared to Future Fragments, they tend to excel in more more, and especially in the presentation of the ero content.

    Future Fragments is also held down rather than helped by its delusions of grandeur; make no mistake, without the ero content, this would be a very rough recommendation in any light. But under the lens of an ero game, it's not the worst, though giving how unpalatable the characters and story are, and how boring the gameplay loop is, I fear it'll mostly be regulated to animation rips...

    You know, as soon as they get around to actually finishing the gallery of this supposedly complete game...
  17. 1.00 star(s)

    TheNextOne

    (review has been edited by a moderator in order to be appropriate for me to post it)
    At some point there were a number of questionable features introduced into still to this day unfinished game such as voice acting for every single piece of dialogue or collectable lengthy texts (databanks) that go about describing minute details of the game world or characters to name a few.

    Such features are aspects of the game that are bad in my opinion since they don't add any new elements to core gameplay. They don't provide any value to a "sidescroller with lewd animations", but are quite costly and lengthy to implement as was pointed out in the progress reports. In my opinion it would have been better to focus on the core gameplay with new mechanics and actual gameplay elements.

    By modern day standards the core gameplay is quite outdated: the actual game part of FF hasn't evolved past a "sidescroller with lewd animations" and CGs.
    Many of the more modern side scrollers try to incorporate lewd elements into actual active gameplay. For example lewds having some form of impact on gameplay: impacting the player or the way the game is played through stats, new/different abilities, buffs or nerfs granted by lewds. In FF the lewd parts of the game have no impact on the character / world past deciding which CGs are shown. Those can be all seen in a gallery / gallery-video-by-third-parties when the game is finally released.

    Furthermore, many current games have some kind of RPG mechanic / character development / progression which makes the player feel like they get progressively stronger, evolve to meet greater challenges of the game, fight new enemies with new abilities, etc. FF was conceived before this was the norm and never really adapted to the change. The game has a number of items hidden in levels that the player can find that slightly alter the way the game is played but the number of said items that can be active at the same time is very limited and the effects they provide are barely noticeable. As soon as you find the most powerful ones the rest will be collecting dust in your inventory. It would be great if they could be all equipped at the same time and their effect would stack which would give that feeling of progress to the player. Or, maybe, the game could have been turned into a roguelike over the many years it is being worked on. The many items would have helped this transition. But it is not so.

    FF does provide the player with one new ability per chapter of the game, but the player is so limited in their moveset at the start of the game that these new ones feel like they should be part of the base kit and there are only 4 of them.

    This concept of "a few modifier items" and a "new ability per chapter" has been announced way back at the start of the game's lifetime. Unfortunately, FF hasn't evolved past its basic moveset and mechanics over the game's multiple years of life. There were no new systems or gameplay elements introduced past what was announced in the beginning, multiple years ago.

    There is a level editor that is being worked on that should provide some replay value to the game. However, it is used in the game's own development. So it is basically a development tool given to players. Hopefully during the remaining course of development the game also ends up having mod support since that might allow other people to introduce more gameplay elements. As far as I know there are no talks of such features, unfortunately.

    If the game keeps it's current direction - in its finished state it will not be worth playing since the gameplay will be stale by comparison to other more modern titles. The people who are there for the gameplay will play other more complex games out there. And the ones who are there for the lewds will be able to just find and watch a gallery-video-made-by-third-parties to avoid the gameplay and get straight to lewds.
  18. 5.00 star(s)

    shamedump

    Possibly the most promising side-scroller H-game. A huge amount of effort was put into this and it shows. It controls well and the mechanics all work together. Unlike most games of this genre, there is more than a passing effort paid to game design.

    I hope that the full game builds off this framework well, I have seen talk about choices actually mattering, which is promising!

    The explicit scenes are varied and interesting, a lot of these titles have very similar, predictable scenes which can absolutely kill the vibe, but here both the scenarios and the animations are imaginative and executed well.

    The voice acting is a nice touch as well.
  19. 3.00 star(s)

    NoxUberholen

    (Updated review for the latest demo) - really unfortunate how this game turned out. Almost 2 years after my last review and the game shows no real signs of being "complete"

    Pros:
    + Great platformer gameplay with decent combat mechanics
    + Good visuals and CG art
    + Level designs are exceptional, a few rooms make you think
    + Player choice and personality development system
    + Achievements and completionist collectibles
    + Voice acting

    Cons:
    - Leans more on gameplay than on hentai CG; lacks "content" if you're expecting a good balance between both
    -(updated) Leans even more on dialogue and plot for the new demo. Unskippable and absurdly long. The writing in the old demos were fine but the story dev apparently insists too much on the plot
    -(updated) Dev drama

    (old review) Overall, this game shows really great potential assuming that the devs don't rush things and the expected quality is met. (updated review) Sucks to see what happened to this game that had so much damn potential. Wait until the "full release" if that will even come before you touch the demos imo
  20. 4.00 star(s)

    Tysakasa

    Future Fragments is an action platforming game similar to MegaMan (X series in particular) with a bit of a twist. As mentioned, this is an adult game, meaning there’s not just nudity on display here and there, there’s also sexual acts on full display rather than just off screen with some noises or fade to black before anything actually happens. If Talia is going to get fondled, mating pressed or turned into a white sticky mess, players are going to see it in one way or another. However while the game does have a fair amount of adult content, it’s actually not the focus, more like the cherry on top. You could actually strip the adult content out and not much would change. Would need to rework some of the narrative so that it doesn’t seem as awkward, but even then, it’s kind of minor based on what all I’ve seen, which is quite a bit actually. For transparency sake, I will say that I’m both a backer of the game as well as one of the people doing QA for it. That said, neither elements will change the opinions I have on the game. I always do my best to give the best assessment that I can of a game and the parts that are opinion oriented are obviously my own thoughts and opinions on it and not something that’s factual. So lets get started on this shall we?


    The game uses 2D sprites for its visuals, but they are fairly well done, offering up some nice details and designs for the level assets and character models. Characters contain proper shading where needed and the animations, while not as smooth as some may like (there’s been many complaints that the game doesn’t run at 60fps, but everything is hand drawn, in order to do that, not only will it take longer to release the game, but it also require a lot of extra work from a team that really only has one person in the art department), are still good, even having some small details that aren’t always done in some games, then again, bouncing breasts in games with sprites has seen an uptick over the last decade, so maybe I just don’t play enough 2D games. Though not everything in the game is sprite based, during certain instances (most commonly seen during defeated moments), the game switches over to regular art work, showing off the characters in full detail, but these same scenes are also stills with some transitions rather than animated like the majority of the game. The artwork during these moments are, for the most part, really good, but there are some that seem a little odd to me, not sure if it’s the angle with the position they put Talia in, some inconsistencies, or just trying to mix things up a little.


    While I don’t really cover performance for games being reviewed on PC, partly because a lot of performance issues tend to be addressed by getting better hardware (and my laptop isn’t all that great), I do want to point out something that mostly affects people who play the game on a laptop that has dual graphics. As it stands, the game doesn’t seem to automatically detect the dedicated graphics card. It’s more likely to run on the integrated one. You can try and set your system to run in high performance mode in your GPU’s control panel, which is more likely to automatically use the dedicated GPU (Nvidia in my case), then just have the activity icon enabled to confirm it’s running on it, or when starting the game from its .exe file, right click on it and look for the “run with graphic processor” option and select the dedicated GPU. This will ensure smoother gameplay and also less likely for you to encounter performance issues when using the better lighting options (assuming your laptop has a good GPU in it, mine doesn’t quite cut it for use of the advanced dynamic lighting option)


    The audio in the game is kind of a bold choice given that it’s both an adult game and an indie one at that. Reason I say this is because typically such games have a limited amount of audio, particularly when it comes to voice work, usually noises of surprise, cheer, angry or enjoyment, sometimes also containing some odd words here and there because of a limited budget. But Future Fragments went the fully voiced route. All characters have their dialogue voiced and there’s plenty of voice work to be found, even during the sex scenes. The quality varies though, this mostly occurs in the databanks that you come across in the various levels. The dialogue for them hold up, but some of the voice works feels more like they’re reading the script than really acting like the character that they’re voicing. Most of the NPCs that you encounter hold up better and characters like Talia and Vie do really well (though they are voiced by the same person, but the VA does a good job at making them sound different, helps that Vie has a heavy accent while Talia does not). Faye is a bit more hit or miss, but as of the build that this review is based on (the public demo as well the QA build that is a bit dated to the public demo, but has all of the levels present), Faye doesn’t have many of her lines or cutscenes finished, so voice work is really just what’s found in the Electric level (which is what the demo on Steam contains). As for the rest of the audio found in the game, things are pretty distinctive with good audio quality, crisp and clean, can tell what kind of surface is being interacted with, the specific noise a weapon or machine makes when in operation, even some of the more sexual noises that are made during the game’s various sex scenes. Though there are some bits of audio that are still missing, but these appear to be few. One that stuck out to me the most was when travelling through the Ice level and some of the surfaces used the snow crunch audio rather than something that better fit a hard crystallized surface. Music is fairly good too, some variety that fits the theme of the level, character or the situation at hand. There’s a few others I’ve heard, but they’ve yet to be applied to the game, which while they sound alright, not sure how effective they’ll be within the game without seeing the context in which they’re to be used.


    I can’t really talk much about the story, partly due to the fact that most of the stuff I’ve gone through is more lore oriented (most of the databanks give you glimpses into the world that the future has become), so it’s mostly just scattered bits of information, some informative, explaining some of the problems that happened later in the timeline from where Talia is from, some being there purely for comedic purposes, though some do still provide some world building. The other part being that they’d spoil things (that and some of the details may change between now and release), something I’d put way down in the spoiler section that I sometimes attach at the end of a review, but I very much won’t do that for a game that’s yet to be released. What parts I can talk about though mostly boils down to some of the character elements. As hinted at in my little intro for the review, Talia and Faye have their own plans for the weapon the King sent them to retrieve. Faye intends to use the weapon to take control of the world, Talia on the other hand is a bit more varied. She’d rather not use the weapon, wanting to rather destroy it and find some other solution to the Kingdom’s problem, but also having some fear that if it fell into the wrong hands (like Faye’s), things could become worse for the Spell Kingdom. However, unlike Faye who is only a supporting character, Talia’s opinion on the weapon could change by the end of the game based on the actions that you take throughout your run.


    As for the gameplay elements, well my comparison to the MegaMan series is pretty accurate, not just because it’s an action platformer, but when you look at the design of Talia, Faye and Vie as well as the purpose that they serve, you see how similar they are to MegaMan, Zero and Dr. Light (I suppose a little bit of Dr. Wily as well given how Vie sometimes acts). Talia is the main character in Future Fragments, she uses ranged combat to battle enemies and upon defeating a boss, she gains a new ability from them to improve her capabilities. Faye is suppose to be a melee combat specialist, but since we don’t get to play as her (if I recall correctly, she was suppose to be an option, but due to work load, that was scrapped and she’s suppose to get her own game), it’s kind of hard to say how exactly her combat works, especially since in the builds I’ve played we don’t really see her do much other than constantly getting plowed by an enemy or trapped in some kind of sex device (okay, it’s really just a milking machine, apparently the future is powered by breast milk ... don’t ask). While Vie plays a supporting role, being from the future and keeping tabs on the pair, mostly Talia, but she does have her own plans, which she kind of share with Talia.

    Anyways, shifting back to actual gameplay stuff than comparisons, those who have played any of the MegaMan games will feel right at home. At the start, Talia doesn’t really have much to offer other than shooting little energy balls at enemies. As you progress and beat the bosses you will unlock elemental abilities based on the level that you just completed. These abilities do two things, one being a specific ability while the other is an elemental charged attack. The first element that you unlock is fire, which will give you the ability to perform a Fire Dash when pressing the special ability button. The charged shot for it has Talia let loose what looks to be molten pellets kind of like a shotgun. These pellets do less base damage than Talia’s regular attack, but because enemies can be hit by multiple pellets, it’s possible to outright kill some in one attack if all the pellets hit, where as Talia’s regular attack would require multiple shots to kill them. Ice is the second element that you acquire. It’s special ability allows you to freeze a target, removing them from the situation for a time. These frozen targets can also be used as a step latter if you need to get somewhere that’s outside of Talia’s jump height, something to keep in mind when running into a puzzle problem. Its charged attack changed some time ago, originally being this curved ice blade that slowly moved across the screen dealing some hefty damage to the enemy that gets hit by it, now it’s this ball of ice that gets tossed through the air and explodes into a giant ice ball upon impact, dealing more damage the further it goes and is capable of hitting multiple targets if it happens to land in a cluster. Lastly there’s the electric element (no new powers are gained from the Earth and End levels). The special ability for this one allows Talia to perform a high jump. When you activate it, there’s a small delay as she builds up power before leaping into the air. At the height of her jump, Talia lets loose an electrical blast around her, damaging anything in close proximity. This ability does allow you to get up to some areas that are out of reach of her regular jump. The charged attack that it provides fires off a medium range electric bolt, hitting every target that is within its range. Though every target that is hit will take increased damage by 50% so if the base damage of the attack is 50, the person behind the first target will receive 75 damage, the target behind them would take something like 112, etc (I’m not really a math person, so keeping it at that). It can be a rather powerful attack if enough enemies are lined up (though the odds of that happening in the game itself is pretty rare as enemies tend to be evenly spaced out).

    Both of the special attacks and charged shots do have a slight caveat; the special attacks consume mana, how much is based on the tabs that you see on the top left by Talia’s status. The Fire Dash can only be used twice in a row before a recharge is needed (mana will passively recharge right after using an ability, but it can be a little slow). Ice Shot can be used five times, though due to the delay between shots and the pace at which the recharge begins and charges at, it’s possible to get six off without really waiting. The Electric Jump can be used three times, though much like with the Ice Shot, the delay that it has between usage can get you four jumps before out of gas depending on how high you end up falling from (Talia has to be planted on the ground before the ability to work). The charged shots on the other hand have a delay as you need a moment to charge up (holding the fire button is how the charge starts and it won’t fire until you release it), but it will also be nullified if you take damage or use a special ability, forcing you to have to redo the charge up (if you were still holding the fire button at the time, it will automatically begin to charge up again). These are just some things to keep in mind when things get busy, especially during some of the more platform puzzle moments.

    Aside from those combat abilities, Talia can acquire power ups while going through the different levels. There’s fifty in total and they’re rather randomized. While the location that holds a power up is always the same, what power up it contains is randomized. Each provide different bonuses that can fall under three different categories (four if you want to add in negative power ups), offense, defense and utility and you can mix and match just about every single one of them (there’s a few that kind of cancel out what others do, like the Handcuff power up will make the Blender power up useless as the Handcuff disables the ability to use charged shots, which the Blender makes it so you can charge that up faster (at the expense of its damage). You can equip only three at a time, but are able to add and remove them at any time.

    To play into the adult nature of the game, allowing for some extra lewdness while not making things feel out of place or awkwardly inserted, Future Fragments has a stun system. Every time Talia is hit, she’ll have a tick applied to her stun indicator (a set of five orbs under her health bar), once it hits the limit, she’ll become stunned, to which you will need to hit the indicated buttons above her (what ever you have set to left and right) to recover. The number of ticks gained from enemies varies, some are able to stun her instantly while others require a couple of hits before stunning her. Boss fights are another matter though, stuns are suppose to be disabled there come release. Now, if there’s an enemy on the screen and you want to see what they will do to her while she’s stunned, you can just wait for them to wander on over and... do what ever it is they do. What enemies do to Talia while stunned varies by enemy, some may just fondle her, others have her perform oral or perform oral on her, etc. During this time she will slowly take damage as the animation plays out, taking additional damage if climax is achieved. If you’re trying not to take extra damage, hitting the indicated buttons will allow you to break free and even cause a bit of damage to the target. I actually thought that this was a good idea to handle some of the more “on the fly” sexual acts, because if enemies just manage to randomly grab her, it would have an awkward transition, while here, it adds in another layer of gameplay to (slightly) challenge players and when Talia does get grabbed, the transition works out better (some animations do require a little over looking, like how easily they manage to drop her pants or whip their dick out to introduce it to her, but this is pretty much a non-issue).

    For those who are looking for a little bit more than some foreplay, there are the KO animations. Once Talia’s health drops to zero, she’ll get knocked out and flop to the ground, losing everything but her gloves (there’s lore related reasons for this), while on the ground, if an enemy wanders over to her they’ll perform sexual acts on her, these tend to be more vaginal and anal related with a messier finish if you let the animation play out. If you try to advance back to the Save Pad, you will first be greeted by a kind of aftermath scenario based on which ever enemy last interacted with Talia (unless it was a level hazard that beat her and none of the enemies touch her after that, then you just get sent back to the Save Pad), these are the still images that aren’t sprite based I was referring to during the visuals section. They mostly consist of a couple of similar images that progress based on progress of the scenario. They act kind of like a visual novel moment as there is dialogue and little flashes that act as transitions, these can be a moment before penetration and after, then again when there’s a climax, with the image doing subtle changes to showcase this when the flash occurs. Each of them have two versions (when looking at the ones from the Electric level, the other levels really just have place holders in the full game build I’ve been testing), one is the “first time experience” while the second version there’s some changes to the dialogue, with Talia having a more “alright, let’s just get this over with so I can go back to my mission” vibe. Some of them can be entertaining, showcasing a mixture of the hornyness and in some instances the simple mindedness of some of the people of the future, others can be a little endearing (Jumper Bot being an example of this, he just wants to pleasure her). If however you tire of seeing these little events after being defeated, there’s a skip option that’s pointed out on the screen allowing you to jump right back to the Save Pad to get back to work.


    Future Fragment sports a moral value system consisting of kindness, hatred, justice, optimism, pessimism, pacifism, violence and sexuality. These values alter the way Talia views the world, which in turn affects what kind of ending the game will have. Most of the values change from actions taken from the NPCs that you talk to, but some can be changed by killing all enemies in a path or sparing them all. This also applies to instances where you allow Talia to have a full sexual encounter vs not allowing it by breaking free. However you won’t be able to see what exactly these values are during your first run of the game. You will see that a change has occurred during conversation moments, but not by how much. The reason for this is to make players accept the actions that they make (also the reason why there’s only one save slot during your first run) instead of trying to game the system for a particular outcome that comes from save scumming. While this may annoy certain people, it’s not that big of a deal as it’s only during your first run through the game, once beaten you’re suppose to have access to additional save slots so that you can mess around with things.


    Now for those wondering about the levels and enemies found in them, well the game has five levels, each of which get progressively harder, but not too hard that they become impossible, they mostly just make you put what you’ve learned in the previous level to better use. The first of the levels is the Fire level, it doesn’t really have much in the ways of challenge in its design as it’s suppose to allow you get a feel for the way the game handles. The biggest mechanic in the level stems from the air vents that you can use to navigate around certain parts, but none of them really challenge you in their usage except for one area, but that’s by design since it’s a Fragment location and those are designed to make you put a bit more effort into the game than the rest of the areas found in the level. One could argue that the pillars are a bit of the mechanic since they are a little unique to the level (Electric has its own version, but they work differently) and require you to play with the Berserker’s some in order to break them, but they don’t have as much prominence in the level, just scattered here and there and can be mostly ignored. The enemies lean towards freakish monsters due to some kind of mutagen that’s meant to improve people injected with it but, kind of turns them into freaks. Really the only normal looking enemy in the level are the Fire Grunts, though the Grunts in general are kind of the only normal enemy in the whole game. They don’t overly change much across the four levels that they’re found in. Some changes here and there, mostly with their colours and weapons (the Fire Grunt uses a flamethrower), though the Earth Grunt is the most different, but it’s fitting for the level they’re in.

    Up next is the Ice level, which introduces some puzzle solving, something that you learn just before entering the level in a rather organic way. Something the developers did was made it so that when you progress to the next level, you run through a kind of transition level, here you are subtly shown how the new ability you acquired works (the game makes you use it to advance) and what kind of mechanics the next level will have. Enemies in the Ice level are aliens known as Celodst’s, some are tall, some are short, then there’s the one in a shell with a spear. Then of course you have the Ice Grunt, which will try and hit you with some kind of ice launcher that lobs a ball of ice your way. The shelled Celodst is actually the most annoying of the bunch as he’ll try and advance towards you with the shell facing you, negating any damage you try to inflict on it. He’s also a rather persistent bastard as I’ve seen him try and clip through walls just to try and get to Talia, kind of funny really, but likely to be fixed by release. The Ice level also has a gang bang animation that can occur when stunned or knocked out and the short Celodst jumps on Talia, the animation will play differently depending on whether or not it’s just the one, two of them or all three (they tend to be seen in a trio).

    After that you move onto the Electric level, which introduces you to the wonderful world of gravity, sex robots and milking machines. Yeah this one is interesting for sure, all of the enemies here are robots (the level takes place inside of a factory that I believe produces the various sex robots, but mostly just seems to be a milking factory, not that we ever see any other females in the game besides Talia, Faye and Vie and only the former two are ever seen milked), even the Grunt is suppose to be one, though he wields some kind of electric gun that he can shoot you with at medium range or slash you with. There’s a Security Bot that requires a bit of work in order to kill since they’re kind of the only enemy in the game where shooting them doesn’t really do anything, they need to be crushed by the Gravity Pillars. The Jumper Bot is kind of invincible as well, but it’s mainly due to the legs being easy targets, hitting the core will actually damage it. The big thing on the Electric level is mixing platforming skills and gravity shifts, which can be a pain in some areas if you don’t get the timing right. In order to flip the gravity you need to shoot one of the switches nearby, but if you don’t time it right, you may switch the gravity too early, sending you back to where you started or you may end up just dropping all the way down (or up depending on things) and have to climb back to where you need to be. The boss is also a little more unique compared to the others in that you actually get to select how the sex sequence plays out to some degree. All of the other bosses just have you along for the ride rather than “playing with” Talia.

    From there, is the Earth level, where plant monsters exist, which does lead to some tentacle action for those who enjoy such things. Giant Mushrooms, a plant that reminds me of the Piranha Plant from Mario or the giant plant from the movie Little Shop of Horrors, just with more tentacling than eating of people. Some weird human-plant hybrid thing and a Grunt that just seems to be a blob controlling the armour of a Grunt (like I said, the Earth Grunt was the most different of the group), he’ll shoot what seems to be a poison cloud at you and any time you shoot him he’ll fling a blob at you which can damage you and even restore some of his health if he walks over it. As for the mechanic of the level, it’s mostly moving platforms and a day//night cycle. The latter changes enemy behaviour to some degree. The Shrooms launch these miniature versions of themselves, they won’t grow during the day, but when the area switches to night, they’ll grow and you will find yourself dealing with more of them than originally roaming around. The human plant guy will try and attack Talia with an underground tentacle attack during the day, but at night he sleeps, unless you disturb him, then here will chase after you until he’s either killed or has had his way with Talia. They’re kind of fast too, so depending on things, it’s likely a quickie will happen. The plant monster roams around and shoots little spitballs at you during the day, but at night will anchor down and try and reel you in with a vine grab to play with Talia, kind of like how Scorpion from Mortal Kombat but instead he likes to punching their head off, or cooking them with hell fire after reeling them in. The Earth Grunt to my knowledge doesn’t change between day and night, he just kind of does what he always does.

    Finally, there is the End. I hate this level. Okay that might be a little unfair to the level, I mostly blame this on the fact that there’s no clear direction in what you’re suppose to be doing there. In the previous levels you have the hub area, then the various paths that have you go and turn off, collect or destroy something at the end of, only to return to the hub and move through the next path. But in the End, it’s not so clear as to what you’re suppose to be doing or where to go as presently there’s no context to the area other than “this exists”. It’s design is kind of intentional though as it plays into the plot of things, but since said plot hasn’t been introduced into our test build just yet, it’s a level that I find myself just aimlessly wandering around, not really sure where I’m suppose to go and randomly end up at my destination. It does introduce a reality switch mechanic as there’s this tears that allow you to transition from the real world to another world (I believe it’s suppose to be some kind of spirit world), kind of like how Raziel can shift between the physical and spirit world in the Legacy of Kain series. The enemies here are also a little bizarre and their appearance and attack methods change based on which realm you’re in. They also like their gang bangs and actively seek Talia would when stunned or knocked out, something that the previous enemies don’t always do, at least not right away, sometimes they do a patrol before remembering that Talia is just waiting for some attention. However, unlike with the Celodst’s, these enemies will throw you back to the Save Pad as if you lost all of your health if they all pounce Talia together, so while the gang bang may seem like something worth doing, it does come at a bigger cost since you can’t just get stunned, watch Talia be fondled by a bunch of enemies, and kill them after, you end up getting sent back to the Save Pad instead. Though they do have a unique animation that plays when all four get her, just not entirely sure what it is as it’s kind of bugged in the test build, only saw it like once or twice, and I’m not entirely sure if it was the full thing or not.


    Something that is currently only available to those who backed at that tier, but will be available to everyone as part of the release build is a map editor. This allows people to create their own maps, either simple ones where they just show off the various sex animations with little effort on the player’s end, re-creating a level design from another game and giving it a Future Fragments spin, or creating their very own in-depth map and story that accompanies it. There’s a modest amount of creation options available, this is evident in how the game itself was designed using this same editor. I’m not going to get too deep into it, mainly because there’s elements of the editor that I’m still trying to wrap my head around (doing cutscenes I still find a little difficult, especially if I need it to make a check on something or alter some value), lots of trial and error, but much like the game itself it is still a bit of a work in progress, so things are bound to be made easier to use or at the very least better information provided for it, whether in the editor itself or a user manual put somewhere. It does offer a modest amount of creativity, but will disappoint those who were hoping to be able to import external assets. The editor doesn’t permit external assets, only what’s available in the game itself. This is mostly to avoid any problems the developers may get if someone creates something using assets or the likeness from a licensed IP who don’t like it when people use their stuff in adult games (looking at you Nintendo).

    As for using a map that someone else made, all you need is the .ffpack file and select the Custom Maps option on the title menu. From there you will need to select the Import Package option then look for the .ffpack file. At present the game looks where in the folder it’s currently located in, no default custom maps folder. Not sure if this is something that will be changed in the future, but as it is now, the easiest way to get to the map you want to play is to drop the .ffpack file into the same folder as the game. Once you open the package, it’ll load into the game and you will get a bit of information on it, such as the name, creator and a description if one was provided, then just select the Play Selected Package and you’ll be on your merry way. Slight downside, at least at the moment, is the custom maps don’t really support a save feature that I’m aware of, so any progress made in the more advanced maps won’t carry over into your next session unless the author prepared something to address this, even if it’s a bit jury rigged and rough around the edges. I believe the developers will attempt to address this for the release of the game, but I’m not 100% sure.


    Is it worth it?
    The game has a lot of promise, particularly for the adult gaming sphere as there are few games out there that (both in terms of released and in development) are ambitious titles that are looking to be taken seriously. Most of the adult games that crop up tend to be rather cheap asset flipped games that feel more like the creator was just looking for a quick buck and people were willing to spend the money to get some porn in their games. Whether or not it will be able to live up to what the creator is aiming for and those who have been following it expect remains to be seen, but credit where credit is due in that the game was created in such a way that while the porn is what originally catches people’s attention, it’s the effort that went into the game design, story and lore found within that gets people to invest in it (this has been a common topic when people have talked about why they’ve been backing it or following it all this time, came for the porn, stayed for the game). It’s also a game where if you don’t really like the adult side of things, can be played without it (there’s actually to be a safe for work option for those who want to stream it or simply play it without the porny bits) and not feel like a huge chunk of the game is suddenly missing, something few other adult games can really do. So with that said, I say yes, especially given how cheap the price of the game is to be considering how much effort was put into it (game is suppose to be 20$ and priced regionally, so while it’s 20$ American, depending on where you live, it’ll be cheaper).