Wow, a lot of replies all of a sudden! It looks like a lot of them are brand new players to the game who are understandably confused about how we do things, so let me reply to everyone.
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Before the replies though, I'd heavily suggest playing V027F if you're new to our game; it has by far the most content in a single demo, and is meant to represent a good amount of what the full game will be like.
You must be registered to see the links
However, it too is fairly outdated at this point, with a number of the features of that demo having since been altered or upgraded (for example, now you can activate cutscenes by pressing Up on characters yourself instead of having them automatically happen, so no more stop/go gameplay.)
It still though is a "complete" level of the game which you can play from start to finish, and it has exponentially more content (hours and hours of it) than any of the demos you're going to download from this point onwards.
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https://f95zone.to/threads/reclaim-reality-v0-05-public-build-hentaiwriter.19372/post-1742268 should explain all of that
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If you'd like to see all the porn the game has up to V027F, you can watch this video;
You must be registered to see the links
That said, despite the 45 minutes of porn animations and CGs and cutscenes in that video (we're up to probably an hour+ now), the porn makes up probably 5-10% of the total content of the game.
That's because while porn is
A focus, it's not
the focus of the game; the gameplay, storyline, audio, and overall game as a whole is something we care about just as much.
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The demos that are being posted here are standalone, test demos meant for Patrons; because of this, they are mainly meant to show off new features for a single level, new enemies, and so on. They're also primarily meant for bug-testing or to get feedback on new features with the assumption that the player is a Patron and thus has prior experience with prior demos (as all the demos we've ever put out are available on our Patreon, save for a few.)
So none of the demos are meant to be a "from the beginning of the game to the end" experience, they're almost entirely meant for beta-testing.
The one exception is the V027F demo, which you can find linked at the top of the post, which is a complete level demo.
We're doing this because we add new global game features or level mechanics that are unique to each level, but in doing so we're making prior levels semi-incompatible with the new features as we add and tweak them, which is why we can't link all the levels together in one large demo.
Instead of spending time fixing the levels though with each upgrade, we're waiting until we have all five base levels done; then we're going to sweep back through all the levels at once to get them all up to par and polish the game heavily, adding in hours of events, cutscenes, audio, endings, and so on, and then the game will be done.
Doing it this way results in completing the game much faster, vs taking forever to adjust things every single time across the game whenever we make the smallest adjustment.
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Speaking of the above, this is what I meant about players having experience with prior demos; the switches on the level are from the Electric Level in V027F (which you should definitely play!) as placeholders, so most Patron players knew to hit those to get something to happen.
However, this particular demo definitely confused some people on M3 with the mechanic needed to beat it, and that's good that we got that kind of feedback because it means we needed to fix a wide number of bugs relevant to this complex new level mechanic of making the level itself stretch/distort.
For the record, here's what you're supposed to do to beat M3;
View attachment 290689
It's mentioned in the changelog on the opening screens how to do this particular trick, and you were
intended to use this trick to get past the area earlier in the room (but people found a way past it which was our bad.
This is why we have throwaway maps that are only used for a single demo each, so that we can get feedback on particular things; none of these maps will be in the full game.
When you fire a shot in one realm, it's frozen in time if you switch to the other realm; this allows you to shoot, then transfer, then run to somewhere and when you go back to the other realm, the shot's effects can trigger.
There's a switch to the far left (which was bad placement with the GUI, again, our bad, but throwaway maps) which you can hit with your projectiles; if you shoot, then go back through the portal, move down to the bottom, when you go through the portal then, the projectile can continue moving and hit the switch to move the platforms back in the other realm, letting you drop down.
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In doing this demo, the feedback we got allowed us to fix a number of issues with the gameplay related to this feature that'll be present in future demos/the full game, including;
- Sound Effects and Visual Effects for platforms stretching outside of the realm you're in
- Sound Effects and Visual Effects for projectiles being frozen in time in the realm you're not in
- Platforms "splitting" from the tiles around them when they stretch, allowing us more freedom in map design/preventing being trapped by a platform
- Bugfixes so that Talia can't clip into stretchable platforms/properly moves when doing Electric Jump while standing on a moving one
- If a platform is blocking a portal, Talia won't be able to go back through it (preventing clipping into it)
- Being able to move immediately after firing a shot / Being able to go through a portal immediately after firing a shot
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I'm on this thread fairly often, so feel free to ask any questions!