Is there a way to hack the day in this game? I just want to play with unlimited days and not be limited to 20 days only. I tried the save editors online but i cant find the day variable
I tried and it doesn't work. It just breaks the game and makes it unplayable.
Plus the more you play and do stuff, the easier it gets the next run. You even unlock easier things to manage each playthrough on top of bonus content. After a few runs, just use cheats.
I got so mad about the loading times in this game's dumb engine that I blacked out for four days, and when I woke up I found myself sitting in front of a mostly-working custom-built engine for this game in particular. (Okay, fine, I didn't really black out; I actually chose to spend my time on this nonsense.)
Now if only I could figure out how to make the mp4 & webm files work. I was originally just going to make something that would let me (re)watch individual scenes -- but a lot of scenes call subscenes so I needed to deal with that, then at that point I might as well handle changing the scene, and I needed to make sure I handled labels & jumps & conditions or else everything kept breaking, then manually telling it how to evaluate each condition was way too tedious so I had to fully implement the variable stores with all that entails, then I was annoyed that Shizu's name was just "{GT:0011}" so I needed to carefully implement the text codes for when I draw strings, and to make debugging easier I wanted to implement saving & loading -- and it just kept spiraling out of control and now I have a program that can maybe let me play through the entire game (with various minor issues) but won't show me the goddamn animations!
On the bright side, it loads things fast. Very fast. Probably too fast! I should maybe find a way to make the text-skip feature slower.
Here's a list of all the collectible cards and how to unlock them, as of v0.50. If I'm not mistaken then Card #1 and Card #24 are both impossible to get due to bugs. Cards #6, #7, #12, and #13 are not yet available in this version of the game, though we can infer based on their numbering that #6 and #7 are probably for having sex with future harem members.
And here's a list of all the easter eggs. Note that easter egg completion is normally preserved across different saves, but easter egg #5 is currently bugged such that you can get it again in an earlier/different save, thus letting you infinitely increase your easter egg count.
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that was actually a really good update. enjoyed the nobu/hirai/ Shuji scene. really hope for more like that with shizu. would prefer to see him doing more aggressive stuff with the girls and walking in on them is more fun.
Is there anybody I can ask to request an Android Port for this?? I played this a couple years ago and really liked it. It was on somebody else's PC. Great renders.
Whats with having an MC with a fixed name? Why do authors do that? Makes it very jarring and unplayable especially with the name being voiced by the girls. Really weird design choice. And it's not like its Ren'Py either where you can easily just use URM to customize it.
I got so mad about the loading times in this game's dumb engine that I blacked out for four days, and when I woke up I found myself sitting in front of a mostly-working custom-built engine for this game in particular. (Okay, fine, I didn't really black out; I actually chose to spend my time on this nonsense.)
I appreciate what you've gone through here. I had the same idea while I was playing through recently, but instead of writing any computer code I just consumed more and different pornography.
The engine for this game is dumb as hell, why is there a loading screen to bring up the settings?
If it really is relatively easy to read the same data files without all the hilarious flaws I hope BBBen would be open to migrating to an different engine in the future.
I appreciate what you've gone through here. I had the same idea while I was playing through recently, but instead of writing any computer code I just consumed more and different pornography.
The engine for this game is dumb as hell, why is there a loading screen to bring up the settings?
If it really is relatively easy to read the same data files without all the hilarious flaws I hope BBBen would be open to migrating to an different engine in the future.
I have no fucking idea. The engine's javascript code seems like hell to try to understand in detail. I suspect it parses all the game's json code when it's first launched -- that part ironically being a lot faster than I'd expect, considering how many files there are -- because otherwise I'm not sure how it handles identifying parallel events like the one that constantly sets the character's name in the dialogue boxes, so I don't understand why there's so many loading screens at all. It might be doing something dumb like wasting time copying and pasting sub-scene code into the middle of the parent scenes, but even then I wonder if that's enough to explain how long the loading takes.
In my Java implementation I just load individual json files when they're first needed and keep their code in RAM until the program closes, and I push/pop (sub-)scenes on/off a stack as they start/end. (And to handle the parallel event I cheated by just setting the name variable whenever dialogue is displayed, instead, which is part of why my implementation might not work for literally any other game lol).
My engine for this game is close to the point where I think I'd feel halfway comfortable releasing it, with the biggest issue being that it still doesn't play videos (or have any other animated effects I guess, e.g. for screen transitions or slooowly zooming in, but who gives a shit). I might end up uploading it without video support, and just have it display a popup saying which video file is supposed to be playing. The videos aren't encrypted anyway, so you can just open those in an actual video player instead.
I have no fucking idea. The engine's javascript code seems like hell to try to understand in detail. I suspect it parses all the game's json code when it's first launched -- that part ironically being a lot faster than I'd expect, considering how many files there are -- because otherwise I'm not sure how it handles identifying parallel events like the one that constantly sets the character's name in the dialogue boxes, so I don't understand why there's so many loading screens at all. It might be doing something dumb like wasting time copying and pasting sub-scene code into the middle of the parent scenes, but even then I wonder if that's enough to explain how long the loading takes.
In my Java implementation I just load individual json files when they're first needed and keep their code in RAM until the program closes, and I push/pop (sub-)scenes on/off a stack as they start/end. (And to handle the parallel event I cheated by just setting the name variable whenever dialogue is displayed, instead, which is part of why my implementation might not work for literally any other game lol).
My engine for this game is close to the point where I think I'd feel halfway comfortable releasing it, with the biggest issue being that it still doesn't play videos (or have any other animated effects I guess, e.g. for screen transitions or slooowly zooming in, but who gives a shit). I might end up uploading it without video support, and just have it display a popup saying which video file is supposed to be playing. The videos aren't encrypted anyway, so you can just open those in an actual video player instead.
I haven't quite committed to pissing off the game developer by giving a how-to on decrypting the game. That's also why, when I'm ready to release my Java-based engine for it, I probably won't let users jump to scenes they haven't already seen, might not let them view & modify persistent variables, etcetera.
I haven't quite committed to pissing off the game developer by giving a how-to on decrypting the game. That's also why, when I'm ready to release my Java-based engine for it, I probably won't let users jump to scenes they haven't already seen, might not let them view & modify persistent variables, etcetera.