4.20 star(s) 57 Votes

chopish

Newbie
Sep 12, 2020
62
77
183
Did they ever fix being blind allowing you to get lost for a solid three hours?
On the contrary, it's quite nice having a blindfold that *actually* does something. You have to understand that bondage counts as a niche and having game mechanics that represent it in some interactable way suddenly skyrocket the perceived value of the game for those people.

Game doesn't need new items...
I think you misunderstand how necessary it is to focus on items. These sorts of people get very particular about their preferred method of bondage being implemented.

Anyway, I have the later version because I was curious, and they swapped maps. It turns out the statues you see are actual NPCs meant to be present and alive; they're placeholders. I still have no idea what the end goal is, but given they're earning $2,200 a month, I reckon they're less worried about deadlines or conclusions.
The new update implements a heinous inventory system, a probable 80%+ performance reduction, and... palette swapping. You can now make yourself a dark-complected mouse girl by equipping the unceremoniously named "Chestnut" palette.
Mind you, that version (0.1.6) was uploaded 99 days ago.
 
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Ionenschatten

Member
Nov 7, 2017
106
55
131
Guys, patience! Normally, game studios create an idea, then go to a publisher, pitch the idea and then get funding.
This is hardly the case here. There's a total of two devs, apparently, working on this in their free time.

So be patient and if you want it to speed up, donate some money on Subscribestar or Patreon. The links you find on page 1.

But in all honesty, I'd rather wait a year with no content trickle and then a fully fledged, good game than a Early Access live service game that gets abandoned after half a year half-assed
 
Jan 31, 2025
82
37
99
Guys, patience! Normally, game studios create an idea, then go to a publisher, pitch the idea and then get funding.
This is hardly the case here. There's a total of two devs, apparently, working on this in their free time.

So be patient and if you want it to speed up, donate some money on Subscribestar or Patreon. The links you find on page 1.

But in all honesty, I'd rather wait a year with no content trickle and then a fully fledged, good game than a Early Access live service game that gets abandoned after half a year half-assed
nah bro, update the game now


bugs bunny said that btw, not me
 

Milkshake++

Newbie
Game Developer
Jul 17, 2024
34
579
161
Hey, we're gonna be releasing the preview of the 0.1.6 (its really just a new map with under the hood changes, it's a preview, not an update) to the public today, putting finishing touches on a few changes from the previous preview. Not much changed.

We have an update planned for january that makes it more of a game again.

It takes us long because we'd rather do it right now than do it later on when the game has more content in, that feels like a much healthier approach. In the meantime we worked on a lot of things, got a few pipelines nailed down.

What was limiting us in adding new scenes was because.. every character was meticulously crafted but... with different rigs, we couldn't reuse animations or use typical animation workflows beforehand. Now all the characters are humanoid, so we even invested into mocap to speed up that pipeline.
Besides that tons of things changed, especially regarding the movement (it's physics driven now), jiggle stuff (runs on the gpu now), inventory changes (still working on it, but feels slightly more intuitive to manage + has more options like hairstyles, though looks a bit bad right now), added an event log for when you encounter a problem with something, so you can easily report what action caused it (mostly for animation jank), the entire animation system got redone, we're no longer using a proprietary animation engine coded by our programmer (it caused the animation freezes unity's playables API is incomprehensibly bad), added support for facial animations, added support for traps and minigames to get out certain situations like pieces of clothing or aforementioned traps, loading new scenes correctly with transporting the player and many, many more things. Most of those things will be showcased in future updates.

Once again, thank you for understanding that it takes us time.

Edit: Before anyone asks: yes, there is support for saving coded in too, it took me an embarrassing amount of time to get it to work. Also, merry christmas everyone!
Edit2: The preview is out, I'll update the thread in a bit.
 
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chopish

Newbie
Sep 12, 2020
62
77
183
Guys, patience! Normally, game studios create an idea, then go to a publisher, pitch the idea and then get funding.
This is hardly the case here. There's a total of two devs, apparently, working on this in their free time.

So be patient and if you want it to speed up, donate some money on Subscribestar or Patreon. The links you find on page 1.

But in all honesty, I'd rather wait a year with no content trickle and then a fully fledged, good game than a Early Access live service game that gets abandoned after half a year half-assed
To address what you said specifically, it's hard to believe that you've spent 8 years here and can still write that. Maybe you lived under a rock this entire time, but every single original thought you believe you might have had has been stated and restated ad nauseam in plenty of dead games as well. I don't mean to be disrespectful, but we should be honest with ourselves.
But, for a walking simulator, I enjoyed myself. Better projects have earned less, worse projects have earned more.
 

Sjbsbshshsbs

Newbie
Apr 12, 2022
17
6
169
Hey, we're gonna be releasing the preview of the 0.1.6 (its really just a new map with under the hood changes, it's a preview, not an update) to the public today, putting finishing touches on a few changes from the previous preview. Not much changed.

We have an update planned for january that makes it more of a game again.

It takes us long because we'd rather do it right now than do it later on when the game has more content in, that feels like a much healthier approach. In the meantime we worked on a lot of things, got a few pipelines nailed down.

What was limiting us in adding new scenes was because.. every character was meticulously crafted but... with different rigs, we couldn't reuse animations or use typical animation workflows beforehand. Now all the characters are humanoid, so we even invested into mocap to speed up that pipeline.
Besides that tons of things changed, especially regarding the movement (it's physics driven now), jiggle stuff (runs on the gpu now), inventory changes (still working on it, but feels slightly more intuitive to manage + has more options like hairstyles, though looks a bit bad right now), added an event log for when you encounter a problem with something, so you can easily report what action caused it (mostly for animation jank), the entire animation system got redone, we're no longer using a proprietary animation engine coded by our programmer (it caused the animation freezes unity's playables API is incomprehensibly bad), added support for facial animations, added support for traps and minigames to get out certain situations like pieces of clothing or aforementioned traps, loading new scenes correctly with transporting the player and many, many more things. Most of those things will be showcased in future updates.

Once again, thank you for understanding that it takes us time.

Edit: Before anyone asks: yes, there is support for saving coded in too, it took me an embarrassing amount of time to get it to work. Also, merry christmas everyone!
Edit2: The preview is out, I'll update the thread in a bit.
will we have any anal sex scene in the game in the future bcs there is no anal scene yet in the game
 

Ouroborosoru

Newbie
Nov 21, 2019
42
26
192
Hey, we're gonna be releasing the preview of the 0.1.6 (its really just a new map with under the hood changes, it's a preview, not an update) to the public today, putting finishing touches on a few changes from the previous preview. Not much changed.

We have an update planned for january that makes it more of a game again.

It takes us long because we'd rather do it right now than do it later on when the game has more content in, that feels like a much healthier approach. In the meantime we worked on a lot of things, got a few pipelines nailed down.

What was limiting us in adding new scenes was because.. every character was meticulously crafted but... with different rigs, we couldn't reuse animations or use typical animation workflows beforehand. Now all the characters are humanoid, so we even invested into mocap to speed up that pipeline.
Besides that tons of things changed, especially regarding the movement (it's physics driven now), jiggle stuff (runs on the gpu now), inventory changes (still working on it, but feels slightly more intuitive to manage + has more options like hairstyles, though looks a bit bad right now), added an event log for when you encounter a problem with something, so you can easily report what action caused it (mostly for animation jank), the entire animation system got redone, we're no longer using a proprietary animation engine coded by our programmer (it caused the animation freezes unity's playables API is incomprehensibly bad), added support for facial animations, added support for traps and minigames to get out certain situations like pieces of clothing or aforementioned traps, loading new scenes correctly with transporting the player and many, many more things. Most of those things will be showcased in future updates.

Once again, thank you for understanding that it takes us time.

Edit: Before anyone asks: yes, there is support for saving coded in too, it took me an embarrassing amount of time to get it to work. Also, merry christmas everyone!
Edit2: The preview is out, I'll update the thread in a bit.

This game has soo much potential, keep the spicy stuff up!
 

Noobshoos

Newbie
Mar 30, 2018
22
20
158
Thats the neat part, you don't.
Having swiped the 16 public off Itch, really neat testing grounds map. I do like that some of the skins seem to vanish once you take them (would rather items disappear once collected personally). Really like the new equip system where you can pick what you want to equip instead of scrolling through the list. Also think the nipple piercings are missing?

Found a few bugs with it:

the equip lists for the bottom two categories seem to scroll off the screen (can use the big clunky master list on the right to circumvent),
Ballgag doesn't equip properly sometimes (re equipping fixes that, exists in 15 as well)
 
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XKafkaKoskix

New Member
Jul 17, 2024
8
0
104
The test map is really quite... quaint? Nice work overall, if I may put a suggestion forward, a variety of latex hoods to pair with the latex bodysuit would be really neat like in terms of with eyes or full covering. I do think the current hood is more akin to a blindfold/looks a bit jank to me but I really like everything else. Equip system is heaps less janky too which is great.
 

ThetsSpore

Newbie
Jun 22, 2018
15
14
91
The surreal aesthetic, no over explanation of bullshit that's not needed (lore,setting,background), tongue in cheek humor, commitment to variety of aesthetics, not constantly updating it with inane fixes, items that actually affect animations/sfx (which are much harder then skins) makes me actually hopeful this goes on to be a proper game.

Well done so far, its really good.
 

ObungaUnknown69420

New Member
Sep 21, 2024
1
0
11
I'm currently playing the 0.1.6 version of the game and I can't seem to activate the emotes using the 1 2 and 3 keys? I'm just wondering what happened to that feature because I really enjoyed using it
 
4.20 star(s) 57 Votes