Unity Renegades Vault [RPG | Trainer | Resource Management | Post-Apoc] [Development threat]

What type of sex do you want in this game?

  • Real porn videos

    Votes: 5 25.0%
  • Real porn images

    Votes: 1 5.0%
  • Hand-Drawn or Illustrated

    Votes: 8 40.0%
  • Text-Based Sex

    Votes: 2 10.0%
  • Interactive Visual Novels

    Votes: 4 20.0%
  • 3D Pre-rendered (e.g., DAZ3D, Blender, HoneySelect, etc.)

    Votes: 12 60.0%

  • Total voters
    20
  • Poll closed .

DrakoProductions

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Renegades_vault_banner.jpg

Overview:
Renegades Vault is an open-world management game set in the brutal wastelands, where settlements desperately try to survive in a dangerous post-apocalyptic landscape. In this god-forsaken world, slave trading is not just a means of survival but a path to power. Competing factions fight amongst themselves for influence, while you, a former criminal, seek revenge and dominance. Master the art of slave training and trading, build relationships with powerful factions, and create your own slave trading empire.​

Thread Updated: 2025-09-25
Release Date: 2025-09-23
Developer: Drako Productions
Censored: No
Version: 0.11
OS: Windows, Unity
Language: English
Genre: Slave Management
Link to game threat: Renegades Vault

After the collapse, society didn't die. It fractured. It splintered into warlords, slave rings, and fragile camps held together by bad decisions and good intentions. In this world, the price of survival isn't measured in bullets. It's measured in people. The world of The Vault is harsh, lawless, and full of scars. Long after the fall, civilization exists only in fragments: walled-off camps, crumbling outposts, and black markets where anything can be bought if you're willing to pay enough. Or take it.

You take the role of a survivor with a goal: someone willing to lead, to build, to manipulate. Whether you're protecting your people or controlling them is up to you. Every resource counts. Every relationship has a cost. In a world where morality is negotiable, power becomes the only truth. From dusty highways to slave markets, from shattered bunkers to crumbling towns held together by violence and desperation, the world of The Vault is one that reacts to your choices. Ally with slavers. Trade with raiders. Or try, foolishly, to keep your hands clean.​

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Current Status

Development started: November 2024

Alpha 0.1 release: 23 September 2025

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Slave_overview.png World_Map.png in_game_location_1.png Slave_training.png
 
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DrakoProductions

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The Vault – Development Update (June 8, 2025)

Welcome to the first official weekly devlog for The Vault!
This week’s sprint focused on deepening our core systems and polishing player interaction.

Trade System Overhaul
  • Implemented modular trade scripts to manage item transactions and adaptive pricing.
  • Upgraded ResourceManager and ResourceType to support:
    • Flexible item categories
    • Dynamic pricing models
    • Seamless inventory updates
  • Improved TradeItemView UI for better real-time feedback during trades.
Dialogue System Expansion
  • Expanded dialogue scripts to support:
    • Branching conversations
    • Event-driven triggers
    • In-dialogue commands (e.g. updating quests, inventory, or stats)
That’s all for this week!
 
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DrakoProductions

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The Vault – Development Update (June 17, 2025)

Another sprint down! Progress is steady as we wire together more of The Vault's core systems.
This week’s sprint focused on making current systems more modular.

Relationship Manager – Affinity System Begins
  • Firstly this will affect trade prices.
  • Followed by it being a major part of when we start coding in our slave training mechanics
Trade System Upgrades – Selling Now Supported

Last week’s trade implementation continues:
  • Players can now sell items to NPCs, expanding trade from one-way bartering into a proper economy.
  • Modularized the trade scripting for easy expansion across new characters and lore
  • Added a small scavenging quest — find scrap, and trade it for survival resources.
Core Gameplay Loop running

We now have a very basic but functional gameplay loop in place:

Train → Explore → Scavenge → Trade → Repeat

This loop will serve as the core structure around which future story, Slavery, and resource management layers will grow.
 
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DrakoProductions

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The Vault – Weekly Dev Update (June 24, 2025)

This week’s update brings the biggest visual leap yet. With the core gameplay loop in place, development focused on building out one of The Vault’s most critical systems:

New UI: Slave Detail Panel

The first version of the slave status panel has been implemented. This centralized interface allows players to monitor and manage individual slaves with clarity and control.

Basic Stats & Hydration
  • Displays vital bio information: Gender, Age, Height, Weight
  • Tracks hydration via:
    • Water Type
    • Ration Size
    • Consumption Level
Hydration plays a major role in gameplay and lore — it affects not just survival, but mood shifts, training efficiency, and even obedience under stress. Water scarcity is core to the power dynamics of The Vault’s world.

Control Profile Overview

Key obedience and emotional stats are now visible:
  • Bond
  • Compliance
  • Loyalty
  • Fear Index
  • Trauma
  • Resistance
These directly influence behavior, training outcomes, resistance events, and future interactions.

Present State Monitoring

Real-time readouts for:
  • Mood
  • Health
  • Stamina
  • Escape Risk
This data will dynamically evolve with in-game time, environment, and how the NPC is treated. Future updates will sync this to routines and tasks.

Interaction Buttons

Functional UI buttons are now live:
  • Talk
  • Train
  • Reward
  • Punish
These options will soon be tied into the stat system, enabling real consequences from player input.

Carnal Data & Sexual Skill Tab

Progress continues on adult gameplay systems with the early implementation of the Body tab, focusing on anatomy, arousal mechanics, and skill tracking.

Anatomy Section
  • Placeholder fields for:
    • Body Type
    • Skin Tone
    • Breast/Ass Size
    • Vaginal/Anal State
This section will provide flavor and gameplay context for physical traits and scene variation.

Carnal Stats

Tracks internal sexual and emotional reactivity:
  • Arousal
  • Libido
  • Experience
  • Sensitivity
  • Fertility
  • Fetishes
These stats will evolve through choices, scenes, and training progress.

Sexual Skill Tree

A working list of skill proficiencies has been added, including:
  • Self-Pleasure
  • Penetration
  • Oral Pleasure
  • Toy Play
  • Bondage
  • Pain Play
  • (and more)
Each skill will affect available interactions, obedience thresholds, and scene variety over time.

Visual Style Direction – Realism Over Stylization

A decision has been made to pursue a more realistic visual style for all slave visuals moving forward. This choice intentionally sets the game apart from other games in this genre that often rely on stylized or 3d model visuals. This pushes us further in the direction of a new original Game Concept on F95Zone.

What’s Next

With the UI infrastructure now in place, upcoming development will focus on:
  • Implementing the first active training loop (starting with Self-Pleasure)
  • Laying groundwork for stat-based dialogue reactions and consequence logic
It is slowly becoming more of a real game. Aiming to have the basic slave training scripts and mechanics in place next.
Screenshot 2025-06-24 224252.png Screenshot 2025-06-24 224241.png
 
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TheCragger

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Always interested in games that explore the fantasy more savage worlds and slavery. I do hope the body types will be quite varied from both thin to quite thick. Also is there any thoughts on demihumans/mutants etc. from the apocalypse?
 

DrakoProductions

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Always interested in games that explore the fantasy more savage worlds and slavery. I do hope the body types will be quite varied from both thin to quite thick. Also is there any thoughts on demihumans/mutants etc. from the apocalypse?
Thanks for the kind words!

Body variety is absolutely part of the plan — everything from underfed survivors to well-fed, curvier slaves will be represented.

As for mutants or demihumans — it was not something that came to mind directly when writing the GDD (game design document), as the focus is on grounded, realistic post-collapse themes. That said, the systems and scripting are being built with scalability in mind. If there’s enough interest from the community, expanding into those directions should be very doable later down the line.

Appreciate the feedback
 
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DrakoProductions

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Hope you give us a playable version soon:sneaky:(y)
With the summer holiday wrapped up, development is back on track. Weekly updates will continue, and the goal remains a November release.


There’s a possibility of releasing a small proof-of-concept build sooner, but only if it reaches a stable enough state — an early release that’s too rough could hurt long-term interest, so I'm being careful with that decision.
 

DrakoProductions

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The Vault – Development Update (July 12, 2025)

Another sprint completed. This week's focus was on expanding the depth and scalability of the sexual skill training system, enabling stat-based interactions that remain reactive and immersive without overwhelming development scope.

Sexual Skill Training – Outcome Paths Defined

The framework for how NPCs respond to training has been finalized:
  • Seven emotional and behavioral training outcome paths now govern the result of each session, ranging from Complete Refusal to Eager Participation.
  • Each outcome is determined by key stats such as Compliance, Resistance, Emotional Bond, Fear Index, Loyalty, Mood, and Trauma.
  • This structure ensures consistency across different skills and NPCs, while supporting nuanced emotional progression.
Tone-Based Training Initiation – Meaningful Player Expression

Training sessions now begin with one of three selectable tones:
  • Dominant, Neutral, or Gentle — each influencing both the success of the training and its long-term impact on the NPC.
  • A Dominant approach may increase short-term compliance but raises trauma persistently. Gentle tones may lower immediate success but build trust and reduce fear over time.
  • These tone options help define the evolving dynamic between player and NPC without locking the player into a fixed trainer archetype.
Upcoming Priorities
  • Completing the modular training dialogue system to support all outcome paths across all 12 sexual skills
  • Expanding tone-specific dialogue fragments to reflect stat changes and emotional responses
  • Finalizing the full training mechanics and content for the first training skill with the first interactable NPC by the end of the coming week
 
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DrakoProductions

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The Vault – Weekly Dev Update (July 20, 2025)

Significant progress has been made on implementing a brand-new emotional tag system designed to enhance NPC dialogue and interaction depth. This system is built from the ground up to create more immersive and context-sensitive conversations based on core NPC stats.

New Emotional Tag System – Foundation for Nuanced NPC Responses
  • Each NPC is assigned a combination of primary and secondary emotional tags derived from key stats: Emotional Bond, Compliance, Loyalty, Fear, Trauma, Resistance, Mood, and Arousal.
  • This system guarantees that every NPC expresses a layered emotional state, allowing for authentic and varied reactions during player interactions.
  • The removal of previous legacy tags ensures a cleaner, more dynamic approach aligned with gameplay mechanics and narrative needs.
Dialogue Variation – Contextual NPC Replies
  • Development has begun on generating multiple unique NPC responses to fixed questions
  • A target of 5 unique replies per emotional tag combination (30 combinations total) is set, ensuring NPC answers reflect their emotional state, lore context, and current status as captured slaves.
  • This work sets the stage for a highly reactive, personalized dialogue system that deepens player immersion and narrative engagement.
Upcoming Priorities
  • Complete the full set of short and long dialogue responses across all emotional tag combinations.
  • add a variety of dialogue branches
 
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DrakoProductions

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The Vault – Development Update(August 5, 2025)

This week’s update focuses on the implementation of the RewardManager system. This system allows players to deliver verbal praise to slaves, with reactions based on the NPC’s current emotional state and recent behavior.

RewardManager System Now Functional

The full verbal reward system has been implemented, including:
  • Four tiers of praise:
    • Slave Acknowledgement
    • Slave Approval
    • Slave Recognition
    • Slave Trust
Each tier reflects a different level of approval from the player and is used to reinforce behavior or guide emotional progression.
  • Around 600 lines of dialoguehave been written and integrated.
    • Each of the 28 emotional tag combinations has 5 unique response variants per tier.
Coming Next
  • A Justification System will be developed to evaluate how deserved any reward or punishment is.
  • A PunishmentManager will be built using the same emotional logic framework.
  • Non-verbal rewards (such as rest time, treats, or gestures) will be added in a later update.
 
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DrakoProductions

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The Vault – Development Update (August 18, 2025)

This week’s update highlights the addition of the PunishmentManager, the creation of the DialogueParser, and the rollout of the new Justification Score Persistence System.

The PunishmentManager has now been implemented, mirroring the framework used for rewards. This allows players to deliver verbal punishments, with responses generated dynamically based on NPC emotional tags and their current state.
  • ~400 lines of dialogue have been written and integrated.
  • Two punishment typesare currently functional:
    • Warning – light disapproval, minimal consequence.
    • Reprimand – stronger disapproval, influencing compliance and emotional progression.
DialogueParser & Visual Trees

To support quest writing, lore-building, and speed up development, a DialogueParser tool has been created. This system automatically converts written dialogue into structured, in-game conversations.
  • Visual Dialogue Treesare now functional, making it possible to:
    • View branching conversations in real time.
    • Verify flow logic and branching consistency.
    • Test how player choices link to NPC responses.
This dramatically reduces the workload for dialogue-heavy systems, ensuring consistency and easier debugging.

Justification Score Persistence System

One of the most important systems this week is the Justification Manager, which now tracks and persists justification scores across game sessions. This ensures NPCs remember whether a reward or punishment was deserved, preventing exploits like reward spamming.
  • Persistent Storage: Justification scores are saved and reloaded with game sessions.
  • Dynamic Evaluation: Scores factor in task outcomes, NPC stats (mood, compliance, resistance), and context bonuses (fair or unfair treatment).
  • Anti-Spam System: Each reward applies a small penalty, ensuring praise cannot be exploited repeatedly.
  • Score Ranges define NPC perception of actions:
    • 5 or higher: Highly Justified
    • 0 to 4: Unjustified
    • Below 0: Unjustified
This makes reinforcement mechanics more strategic and keeps interactions grounded in believable NPC reactions.

Coming Next
  • More dialogue for main characters to deepen relationships and narrative choices.
  • Implementation of the next quest, which will introduce the first captured slave.
  • Time-based recovery and configurable penalties for the justification system.
 
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DrakoProductions

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First Public Alpha Renegades Vault v0.11 released

First public alpha is live. The core loop is playable, the UI is functional, and the opening storyline carries you through your first captured slave. After that, test the training sandbox and watch stats respond.

Link to game threat: Renegades Vault

What you can do now
  • Explore and scavenge: 2 early exploration spots/events; manage stamina while you hunt for scrap and water
  • Trade and survive: 1 trader to buy/sell across 4 resource types
  • Take quests: 3 story quests leading to your first captured slave; simple skill checks along the way
  • Recruit your first captured slave: 1 recruitment event concludes the current storyline
  • Train and manage slaves: 12 training skills; track 6 core state stats (Bond, Loyalty, Compliance, Resistance, Fear Index, Trauma)
  • Estimated gameplay length: ~30-40 minutes to first capture (reading speed/exploration dependent); optional post-capture training sandbox (no additional story content yet)
What to expect
  • Work-in-progress feel: simple UI and minimal balancing
  • Numerous features and locations are not implemented yet
  • More to come: new locations, quests, scenes, and deeper systems roll out in frequent updates.
Your feedback matters. Every bug report, balance note, and suggestion helps shape Renegades Vault into the game it’s meant to become. This alpha is rough around the edges on purpose. We need your eyes, your experiences, and your ideas to guide development. Whether you catch a broken quest, have thoughts on how the training feels, or want to pitch a feature, your input directly influences what comes next.

Jump in, experiment, break things, and let us know what you find. The wasteland will grow with you.
 
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DrakoProductions

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This update focuses on cleaning up the initial release by fixing the bugs reported in player feedback. The save and load system has been made much more robust, and several quality-of-life suggestions have been implemented. The weakest AI images have been replaced, and a basic options menu has been added to let players adjust some preferences. If feedback confirms that most major bugs have been resolved, then future updates will shift focus to adding more gameplay and expanding the game overall.

Link to threat F95zone

Full list of changes
New Features
  • Customizable Text Speed: Adjust how quickly dialogue appears.
  • Display Options: Choose between full-screen and windowed mode.
  • Bulk Trading: Buy and sell items in quantities of five for faster transactions.
  • Expanded Character Dialogue: Rheva and Karro have more conversations and interactions.
  • Daily Interaction Limits: Maximum limits for rewards and punishments make choices more meaningful.
Improvements
  • Save System Integration: Progress and stats are now saved more reliably across all systems.
  • UI Polish: Tooltips, notifications, and quest displays have been improved.
  • Character Management: Panels and stat tracking for companions have been updated.
  • Thirst System: Basic hydration functionality has been refined.
  • Enhanced Dialogue: Character name tags and conversation flow are smoother.
  • Visual Updates: Kyra’s images have been improved throughout the game.
Bug Fixes
  • Character stats now save properly between sessions.
  • Inventory display issues during training have been resolved.
  • Dialogue triggers and quest progression work reliably.
  • Scene transitions and character positioning have been corrected.
  • Menu buttons no longer double-register clicks.
  • Characters no longer disappear when reloading scenes.
Technical Improvements
  • Resource management and inventory updates are now smoother.
  • UI performance and responsiveness have been optimized.
 

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Next update target (v0.12)


This is a progress update on v0.13, which is currently in development.
The target release date is November 5th.

This update focuses on expanding the training system, improving dialogue flow, and refining overall UI and UX.

Planned focus

  • Assignments: add scavenging as a new task type
  • Skill system: 20 new non-intimate skills, expanding training depth
  • Training flow: time now passes during training.
  • Dialogue: smoother transitions between conversation segments
  • UI/UX: improved player inventory screen
  • Fixes: reprimand logic corrected, stat thresholds rebalanced, day counter display fixed