Nym85

Active Member
Dec 15, 2018
600
738
Then I would put a new roadmap out to the public, essentially laying out the schedule. Story X needs 3 more scenes, Story Y need 5 more scenes, etc. with the caveat that these numbers are estimates and that any given story may end up requiring an extra scene or two. I would also release an estimate of how long before each element is completed as well as an estimated final release date (with a decent buffer factored in because obviously nothing ever goes perfectly according to plan).
This is the part I agree the most
a) we have not had a roadmap in a fair while
b) better planning of how many scenes are in each arc and of what the content (especially the sexual content, this is an erotic game) and the point of those scenes are.

I bought the game a couple of years ago on Steam and I was subbed this entire year because they were planning to do Andras X Rowan which is my favourite content in this game. And many were added. I found that a lot of fairly long and evolved scenes had no real sexual content. But more importantly I did not understand what the direction is. All the scenes before had a focus on humiliation (and a way to avoid it and actually gain favour with Andras). And the sex was very clearly dominant. In the new scenes, the sex is nowhere near as dominant. Some are public but are not presented as particularly humiliating (fine with it personally, not my kink). While yes, the focus is on Andras' growing respect or otherwise of Rowan, the sex just gets increasingly vanilla. We went from throatfucking and a brutal anal fuck in their first scene to a vanilla blowjob that Andras pretty much asks for (and you can very much deny him) following by anal in which Rowan seems to have most of the control. I expected that even though the respect would build (because it makes sense; Andras has always been presented as able to admire people who are capable unlike Jezera) I did expect the sex to become increasingly debauched and kinkier.

I just felt the arc could have been told in 2-3 scenes less and there could have been significantly more variety to the sex than blowjob/anal. There are two group situations (and both are with a woman) and a weird blowjob scene (that is someone's weird kink I suppose).
 

Bertruger

Newbie
Jun 10, 2018
47
70
Mostly yes.

Jezera, Cliohna and Tue-San are exclusively interested in being dominant.

X'zaratl, Arzyl, and Shaya have certain elements that may be to the liking of femdom fans.

Alexia has a high variety of scene, some of them lean femdom.

Liurial, Helayna, Heartsong tend to be femsubs.
Hello Rein. Question just out of curiosity. If there is a chance of seeing Jezera, Arzyl and Tue-San strictly in a submissive roles sometime in the future?
 

Rein

Active Member
Game Developer
May 8, 2017
796
2,950
Hello Rein. Question just out of curiosity. If there is a chance of seeing Jezera, Arzyl and Tue-San strictly in a submissive roles sometime in the future?
Forcing Jezera into submission would require literally deposing her as the ruler of Bloodmeen.

Arzyl's more... Flexible.

As for Tue-San... It would be a long shot.

Then again...
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wei270

Member
Jul 29, 2020
162
47
Rein please do realized people are people and not all of them knows how to communicate. However it is clear that the progress of this game as of late is slow.

what everyone complainer s or not is wondering at this point is that will the development process gets speeded up or will it stay relative the same from here on out.
 

kaspqz

Newbie
Jun 26, 2021
66
156
Forcing Jezera into submission would require literally deposing her as the ruler of Bloodmeen.

Arzyl's more... Flexible.

As for Tue-San... It would be a long shot.

Then again...
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Guys, thanks for your work. Keep doing what you are doing, mwah.
 
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Rein

Active Member
Game Developer
May 8, 2017
796
2,950
what everyone complainer s or not is wondering at this point is that will the development process gets speeded up or will it stay relative the same from here on out.
The same for the reminder of act 1.

Act 2 will see a lot of trimming of excess fat. Does Alexia really need 5 jobs? Were Wineries a necessary addition to the map? Did it have to be that large? Were spies a necessary mechanic? What about the Forge? Was it really necessary to have so many castle NPCs basicaly detached from the main plot? And so on, and so on.

For act 1, we're neck deep in sunk costs and removing certain elements would be more time consuming than simply seeing them properly implemented.
 

| Vee |

Well-Known Member
Jun 2, 2022
1,861
4,282
A question if anyone may:), If I choose "Leave the two..." choice what is the outcome of it? Also what is optimal choice between these options?
screenshot0001.png
 

AngryBob2

Newbie
Dec 24, 2022
44
130
Scene Replay Mod

How to use

Download one of the following depending on which version of the game you are using:

0.4.01: SoC0401-windows.zip
0.3.13: SoC0313-windows.zip

Both are attached to this post.
  • Unzip to the "game" folder.
  • Launch the game and go to "Bonus" -> "Scene Replay"
  • Use the "Unlock" button in the bottom left corner to unlock all the scenes.
  • Scenes will naturally unlock as you play the game anyway.
  • To apply filters, press "Scene Filters" in the bottom left corner.
If you find any bugs, please let me know.

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¿Update?
 
Sep 17, 2020
56
65
The same for the reminder of act 1.

Act 2 will see a lot of trimming of excess fat. Does Alexia really need 5 jobs? Were Wineries a necessary addition to the map? Did it have to be that large? Were spies a necessary mechanic? What about the Forge? Was it really necessary to have so many castle NPCs basicaly detached from the main plot? And so on, and so on.

For act 1, we're neck deep in sunk costs and removing certain elements would be more time consuming than simply seeing them properly implemented.
I haven't done a full play through in quite a while. I'm pretty much just waiting for you guys to call the game done to go through it all again and actually read the content. Every time I try to pick it up (which is like maybe every 4 months) I'm just amazed at how much random content and branching storylines there are. It's too much lol. One thing I also hate personally is the dice rolling stat aspect of choices. Like.. If I'm going for a certain choice I'm just gonna save right before I make the choice anyway. It's just a hassle to make me jump through that hoop to make the choice I want to make.
When i first played the game years ago I thought the map exploration was cool. Now I just see it as another cumbersome aspect as well. I love the game overall and the world that was built, but if you guys are looking to trim the fat then.. these are my thoughts.
 

Jynx_lucky_j

Member
May 1, 2021
422
1,106
I haven't done a full play through in quite a while. I'm pretty much just waiting for you guys to call the game done to go through it all again and actually read the content. Every time I try to pick it up (which is like maybe every 4 months) I'm just amazed at how much random content and branching storylines there are. It's too much lol. One thing I also hate personally is the dice rolling stat aspect of choices. Like.. If I'm going for a certain choice I'm just gonna save right before I make the choice anyway. It's just a hassle to make me jump through that hoop to make the choice I want to make.
When i first played the game years ago I thought the map exploration was cool. Now I just see it as another cumbersome aspect as well. I love the game overall and the world that was built, but if you guys are looking to trim the fat then.. these are my thoughts.
I'm in a similar boat. I'd probably played through the game at least a couple dozen times in the past. But it has been a good while since I last played (I'm too lazy to look up how long but it was around the start of the goblin arc). But now I'm content to wait for it to finish, while lightly keeping abreast of the development and discussions.

For the random mechanic, I'm kind of two minds on it. When I have a low or medium skill in something I don't really care if I fail. Like I tried, but I knew there was a decent chance of failure. But when I have a high skill, failing a check feels extra shitty. Like this is THE thing that my character is good at, wtf!? So I'll almost always save scrum those failures.

I remember reading a post mortum on XCOM. In XCOM they show you the percentage chance of an attack succeeding. But they said that during play testing they regularly received complaints about the displayed percentages being wrong. So the devs looked into it and they found that it was working properly, yet they still received complaints about it. What they came to realize was that it was the player's perception that was off. If the game said you had an 85% chance to hit, then the character would hit 85% of the time, but it didn't FEEL like 85% of the time to the players. So what the Devs did is they just had the game lie to the player, so if the game said you had a 85% chance you would actually have something like a 95% chance. And just like that the complaints disapeared, now it felt right.

I'm not saying that I think this game should do the same or anything. But randomness does have a risk of leaving players feeling cheated when they fail what "should have been a sure thing." Personally in story based games I'm more of a fan of threshhold checks. As in if you meet or pass the threashold number you pass the check and if you are under the threshold number you fail. It saves you from feeling like you got screwed over by a bad roll, and removes the temptation to waste time save scrumming till you pass.

But it is probably too late to change the central resolution mechanic of the game at this point. Though I wouldn't mind if they at least made how excactly the mechanic works a more tranparent to the player.
 
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dkatryl

Active Member
May 26, 2018
721
1,372
I'm in a similar boat. I'd probably played through the game at least a couple dozen times in the past. But it has been a good while since I last played (I'm too lazy to look up how long but it was around the start of the goblin arc). But now I'm content to wait for it to finish, while lightly keeping abreast of the development and discussions.

For the random mechanic, I'm kind of two minds on it. When I have a low or medium skill in something I don't really care if I fail. Like I tried, but I knew there was a decent chance of failure. But when I have a high skill, failing a check feels extra shitty. Like this is THE thing that my character is good at, wtf!? So I'll almost always save scrum those failures.

I remember reading a post mortum on XCOM. In XCOM they show you the percentage chance of an attack succeeding. But they said that during play testing they regularly received complaints about the displayed percentages being wrong. So the devs looked into it and they found that it was working properly, yet they still received complaints about it. What they came to realize was that it was the player's perception that was off. If the game said you had an 85% chance to hit, then the character would hit 85% of the time, but it didn't FEEL like 85% of the time to the players. So what the Devs did is they just had the game lie to the player, so if the game said you had a 85% chance you would actually have something like a 95% chance. And just like that the complaints disapeared, now it felt right.

I'm not saying that I think this game should do the same or anything. But randomness does have a risk of leaving players feeling cheated when they fail what "should have been a sure thing." Personally in story based games I'm more of a fan of threshhold checks. As in if you meet or pass the threashold number you pass the check and if you are under the threshold number you fail. It saves you from feeling like you got screwed over by a bad roll, and removes the temptation to waste time save scrumming till you pass.

But it is probably too late to change the central resolution mechanic of the game at this point. Though I wouldn't mind if they at least made how excactly the mechanic works a more tranparent to the player.
This again is why repeatable events would work better.

RNG based outcomes are fine in a TTRPG, because the DM can always pull another one out of their ass if the party did poorly on the previous one.

But in SoC, where there are *finite* events, failing one because of shitty RNG means you dont get to see it again when you increase your stats and/or roll better RNG.

Which just leads to save-scumming.
 

Jaceo013

Newbie
Sep 4, 2017
69
80
I think that has been my biggest issue with the game and trying to spread out development to hit so many varied kinks.

Great if you like all of the kinks, but leads to feeling a bit thin if you only care about a smaller subset of them.

So incorporating 'repeat' events would definitely give more bang for the buck, especially if you can then leverage in the stat checks to trigger different versions, so that, for example, as Rowan/Alexia get more corrupted, they would trigger progressively more in each event.

Oh well, food for thought from a dirty pirate.
True. I'm only really for AlexiaxAndras, so I haven't downloaded updates in quite a while. Repeat events would definitely serve a bigger purpose as long as it adds to the corruption system and affects the story later down the line. They can also do this for other pairings that people like, not just for AlexiaxAndras.
 

MasterBlaxter

Member
Nov 10, 2017
116
364
The same for the reminder of act 1.

Act 2 will see a lot of trimming of excess fat. Does Alexia really need 5 jobs? Were Wineries a necessary addition to the map? Did it have to be that large? Were spies a necessary mechanic? What about the Forge? Was it really necessary to have so many castle NPCs basicaly detached from the main plot? And so on, and so on.

For act 1, we're neck deep in sunk costs and removing certain elements would be more time consuming than simply seeing them properly implemented.
That's understandable, but out of question, why did you decide to rework the Astarte sequence so late into development? Not just with a rewrite, but adding an entire new mechanic with the retinue system for Rowan. Seems like an entirely new cost added in for little gain when you're trying to wrap everything up. Wouldn't it have been easier to introduce that in part 2 instead of shoehorning it in now?
 
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Filipis

Well-Known Member
Nov 15, 2022
1,322
2,461
The same for the reminder of act 1.

Act 2 will see a lot of trimming of excess fat. Does Alexia really need 5 jobs? Were Wineries a necessary addition to the map? Did it have to be that large? Were spies a necessary mechanic? What about the Forge? Was it really necessary to have so many castle NPCs basicaly detached from the main plot? And so on, and so on.

For act 1, we're neck deep in sunk costs and removing certain elements would be more time consuming than simply seeing them properly implemented.
As I said, I respect the decision to "weather the storm" so to speak, and I do love what you've done with the game so far. But there absolutely needs to be some cruel fat-slimming for Act II.
 
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SpoiledPrince

Member
Apr 23, 2019
274
859
Here goes nothing: It could be nice to see one of the surviving members of Rowan's party learning about his current exploits and facing him in battle during ACT II. They could even make the Twins' forces retreat a couple of times before victory. Then after that hero/ine's fall, the rest of them would leave their retirement and unite against the new demonic menace.

Maybe they could get their own allied deadly fantasy races, just as Rowan managed to do.
 

Bmagada

Member
Dec 18, 2021
434
1,154
Here goes nothing: It could be nice to see one of the surviving members of Rowan's party learning about his current exploits and facing him in battle during ACT II. They could even make the Twins' forces retreat a couple of times before victory. Then after that hero/ine's fall, the rest of them would leave their retirement and unite against the new demonic menace.

Maybe they could get their own allied deadly fantasy races, just as Rowan managed to do.
and then he could fuck his way through them......brilliant!
 

LaVinotinto

Member
Feb 6, 2023
285
905
What storylines get axed, and which are finished, as you move the plot to act 2?
Cut:

- The Dryad and Minotaur girl plot.
- Goblin Alliance.
- Ophelia, basically all Tavern plot.
- Brothel plot.

Keep:

Helayna, Xtlara, Liurial, Goblin mommy, Heartsong, Rastedel girls and all the interactions with Andras and Jezzera anything else it's just fill.
 

kaspqz

Newbie
Jun 26, 2021
66
156
Cut:

- The Dryad and Minotaur girl plot.
- Goblin Alliance.
- Ophelia, basically all Tavern plot.
- Brothel plot.

Keep:

Helayna, Xtlara, Liurial, Goblin mommy, Heartsong, Rastedel girls and all the interactions with Andras and Jezzera anything else it's just fill.
Oi, don't touch Ophelia
 
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