For version v0.1.8 Experimental.
Game Design:
When you take clothes off they are placed as objects in the world, which I really like, as it makes you more vulnerable the farther away you get, and it implies a risk that someone could steal them. Unfortunately sometimes you can't pick them up again because of weird collision issues. Also it takes time to put clothes back on, so you're theoretically vulnerable during the animation.
Embarassment steadily rises while you're seen exposed, and if it maxes out you restart at the start. It never decreases. People only see in front of them, and light level seems to have no impact on how far they can see. People will take photos of you, but this doesn't seem to have any different effect from merely seeing you. If you're fully undressed, there are cover animation you can use, but these don't appear to have any effect. Being seen masturbating has no different effect. There's a mask you can equip but that doesn't seem to have any effect either. Running into people will ragdoll them, which actually stops embarassment from climbing. No one chases after you or does anything except react and turn to face you. If you put your clothes back on they'll seem to forget you were ever exposing yourself.
Excitement rises while you're masturbating, and decreases rapidly while you're not. On orgasm it just resets the meter.
Content:
There's a whole town to explore, but nothing to do. A night is structured into a series of tasks that you have to complete, but the only task seems to be to take off your clothes, and nothing happens upon its completion. There are interactable around the town like cars you sit in, or vending machines you can use. Presumably a task would involve interacting with these, or taking a selfie, or flashing a certain amount of people, or masturbating to orgasm in certain ways. There's a crazy taxi arrow mechanic, but it's only used to point you to your door at the start, or to point you to waypoints that you manually set on the map.
I waited till day just to see what would happen. I got a dialogue that it was time to go to bed. Eventually the sun rose. Aside from making the pretty animated skybox visible, and generally illuminating the place, this appears to have done nothing. The bloom levels are clearly intended for night, as you couldn't see any details on the MC. And the sun either rises from the north, or the map is rotated 90 degrees. I returned to the house, and there was no option to go to bed.
I would describe this as a tech demo, not a game.
Technical:
The resolution options only go up to 1920x1080, even though I have a monitor that supports higher than that, and it defaulted to an even smaller resolution. Unity automatically creates a list of resolutions internally and allows the dev to pick the highest one programatically, so it should be an easy fix. If you select settings and then start a new game, the settings will be reset.
The camera controls terribly. It has momentum. After you stop moving your mouse the camera will continue gliding forward until it eventually makes a smooth landing. This feels worse than forced mouse acceleration. Disabling vsync made this much more acceptable. This actually helped much more than it should have, so I assume there's some issue with how the game deals with a high refresh rate monitor. There's an issue with the culling on the camera that can cause objects to pop-in if they're near the border. On the positive side though, the camera will automatically get closer or farther away from the MC based on if there's an object in the way, and it even sometimes will let minor objects pass between the camera and the MC.
First person mode completely removes the ability to control the camera with the mouse. Instead you now have tank controls, and the camera bobs a nauseating amount with the animations. Also the head is no longer rendered in the mirror.
It takes a noticeable amount of time to accelerate forward out of a stand still. I can tap a button and cause the character's legs to move quite far without getting any actual movement. It makes movement feel sluggish. I like how the game gives you a lot of freedom with what you can jump on. There's a lack of invisible walls where games would normally put them. For instance, I managed to break the game by jumping off my balcony by using the bike as a platform.
You can't rebind keys or make crouch/sprint hold instead of toggle.
You can pause the game while in the wardrobe menu, which will disable your cursor when you unpause. But, you can bring it back by opening the strip menu with 'q' or just selecting the exit wardrobe option from the pause menu. Interestingly, if you pause while the strip menu is open, and then unpause it doesn't remove your cursor. You can't undo a wardrobe option once selected.
Having the option to ragdoll whenever you want is funny. I'm not sure why you'd use it. If you fall any actual distance while using it (e.g. activating it during a jump or while on an edge) you'll fall through the world. There's no fail-safe, and you'll have to reload. The automatic ragdolling is also weird. It discourages you from running when in tight spaces by acting like a Mario bonk, but it only activates from head height collisions. Presumably to prevent immediately reragdolling, it won't trigger if there's active dialogue. Also sometimes it just won't trigger for no discernible reason.
If you reload the game by going to the menu, and then start a new game, it remembers your state of undress.
The tables and chairs at the beach are floating above the ground.