Stripey Dress

Newbie
Game Developer
Jul 27, 2025
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Will we be able to color the feet/hands differently? For like Mice and Rats?
Not that same update, I think, but yeah. We need to put a bunch of work into fur patterns and multi-color character parts first and then it will allow to do any fun color things like that
 

asdfffucking

New Member
Feb 23, 2025
2
1
22
Wondering if anyone has been able to get this game working on linux with proton? This is what I see in game with the launch option PROTON_USE_WINED3D=1
 

ElectroniaTales

New Member
Jun 17, 2025
1
0
1
Wondering if anyone has been able to get this game working on linux with proton? This is what I see in game with the launch option PROTON_USE_WINED3D=1
I just use the latest wine with DXVK and it works fine for me. Not proton, just plain wine.
Edit: For non-steam games I cannot recommend stuff like Lutris enough, even if a game isn't in their database.
 

Flugelbozz

Member
Nov 12, 2018
428
400
258
Wondering if anyone has been able to get this game working on linux with proton? This is what I see in game with the launch option PROTON_USE_WINED3D=1
dont need to set any launch options, this is a unity game. it should just "work"
Amazing how far linux has come

things to try
proton experimental
custom proton flavour (proton-cachyos, etc install using ProtonPlus from flathub)
 

HomelessSoul

Newbie
Jul 6, 2017
55
86
240
Wondering if anyone has been able to get this game working on linux with proton? This is what I see in game with the launch option PROTON_USE_WINED3D=1
Works perfectly fine on my steam deck when added as a non-steam game, and using proton experimental as a compatability launch option. Steam deck is Arch-linux though, so your experience might be different.
 

Grootzang

New Member
Aug 30, 2019
2
4
38
Loving the game so far! For as early it is in development theres good enough stuff to work to get a good idea of ocs and characters. Looking forward for updates :D

One of my favourite parts so far is just the little bit of extra freedom like being able to recolor facial features, adding multiple body parts like horns and ears, and even be able to have asymmetrical features. (the vriska horns got a good laugh from me)

I'm so suprised to realise how little of a digital footprint you have from the links in your itch, assuming it's a solo project its shaping out really well. Keep up the good work and take plenty of breaks!

I am very much looking forward for when you add either patterns or be able to draw directly on these characters.

(Edit, figured out how to add additional body patterns for hands and feet by using the gloves and socks and recoloring them by copy pasting the secondary color of my ocs. atleast it's a lil closer to what I have in mind for them)
 

Stripey Dress

Newbie
Game Developer
Jul 27, 2025
90
390
53
In a sea of unoptimized and bloated 20gb porn games, the small filesize and ease of use is very welcome.
Honestly I have no idea how some games manage that without even featuring that much content or visuals (I have a guess but I'm a polite flower so I won't say)
Our filesize so far only grew a tiny bit and because of actual content/functionality additions
 
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crash.7ds

Active Member
Nov 18, 2018
959
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You'd be surprised how quickly that file size climbs when even a text game with pictures, busts, and short animation files winds up making your internet connection sweat like a whore in church. When every item has a unique image associated with it, when the player character has variations of the same image to account for character creation options, when each enemy has images or animations files for encounter/hurt/win/lose/sex1/sex2/so on and so forth. I just checked out a game with AI art and some rare GIF scenes with a cheek-clapping, chonky 26 gigs.
 

Stripey Dress

Newbie
Game Developer
Jul 27, 2025
90
390
53
any eta for next update/sneak peaks at the new dicks coming next update?
Been a little slow with it and taking good proper rest while working on it too. There are currently no new dicks yet, but we might work on a few by the time it releases. Programmer's mostly done with the difficult part of animation system rework and now there's a lot of UI work, animation and new parts for characters. No clear ETA at the moment though
 

TitleA_A

Member
Apr 27, 2020
261
450
131
Probably not yet, still thinking how to approach different head lengths for those
fair

programmer considered some form of anchor point IK that matches each head?

i couldn't begin to type how that works in code, though..
when i animate certain actions or full animations involving 2 characters, i can usually copy the entire animation set of a character's bone positions, to paste the animation set onto another model/character -

if any adjustments need to be made, sometimes only the groove bone needs to be repositioned, then everything else works without needing extensive adjustments.
though this is very relative ^

i can picture a good oral animation that works with one of the heads, also working with all of them, if something similar to a groove bone can be adjusted?
anything that leg related IKs are parented to, can usually reposition a model in such a way that it skips the need for reanimating an animation for every in-game head.

it may also just need a neck bone separate from the head bone, so only a neck adjustment value would need to be tweaked, to allow for every head to work.

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Stripey Dress

Newbie
Game Developer
Jul 27, 2025
90
390
53
fair

programmer considered some form of anchor point IK that matches each head?

i couldn't begin to type how that works in code, though..
when i animate certain actions or full animations involving 2 characters, i can usually copy the entire animation set of a character's bone positions, to paste the animation set onto another model/character -

if any adjustments need to be made, sometimes only the groove bone needs to be repositioned, then everything else works without needing extensive adjustments.
though this is very relative ^

i can picture a good oral animation that works with one of the heads, also working with all of them, if something similar to a groove bone can be adjusted?
anything that leg related IKs are parented to, can usually reposition a model in such a way that it skips the need for reanimating an animation for every in-game head.

it may also just need a neck bone separate from the head bone, so only a neck adjustment value would need to be tweaked, to allow for every head to work.

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We set up some IK tests recently, basically for torso, arms, legs, head, just need some way to save that new pose additionally to just having it work in general. I imagine it's not gonna be that hard, but other things are currently being worked on
 
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