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Alias#2

Newbie
Oct 23, 2025
15
26
13
Hey, thanks for the feedback! Good news — Ren'py actually has a built-in History feature! Just hit click "History" in the menu to reread any dialogue you missed. It's not a rollback, just a history viewer.

And about rollbacks being disabled — it's intentional. The game has a combat system where your choices have real consequences. If rollbacks were on, players would just rewind every bad move and win guaranteed.

I'll look into ways to better optimize dialogue scrolling and explore selective rollback disabling for combat scenes specifically.
Thanks for the reminder about the history feature. I forgot all about that entirely. I knew that the roll back was disabled for combat. I just thought that you could disable it ONLY for combat and not for everything. The combat part makes perfect sense, I agree. I will see how the history goes when I finally have a chance to play again :rolleyes:. There is never enough time.
 
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freddygonzo

Member
Apr 26, 2024
410
521
179
Testing with v0.3.2.1:

Barter
Issue #1:
when you sell something without clicking the other's MEM and press Deal, then info popup mentions you have earned a certain sum but didn't gain any MEM in the end, like NPC: "Thanks for the gift!"
Issue #2: clicking on own MEM works great now to fill the rest of the missing deal sum. Unfortunately, that feature is missing on the right side for the NPC if you like to sell something valuable.
It would also be more convenient to quickly remove any MEMs from the middle trade columns by single click or have a reset button to clear the whole deal.

Broken Crossroads
Loaded a save where you decide together with Unan which way to pass the rubble building.
Used the Int option to look around and use the sewers. Unan mentions to meet on the other side.
After passing the code door, straight and and to the right, go up the ladder.
Short sequence: "And what's this crap ahead?" No Unan is here to meet you again.
Then you enter the world map.
You select the square under Broken Crossroads, similar like climbing.
You enter the radio tower map without Unan where Kat kills you as you don't know the password.

In the end, only the Str and Dex paths are the safe way to reach the radio tower.
Sequence missing for Int sewers route: Unan: "The path's clear. Time to head for the tower."
Only the Str & Dex choices set the success flag to True that is required to safely enter the tower map.
 
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KEXBOY

Newbie
Game Developer
Oct 14, 2019
88
291
148
Testing with v0.3.2.1:

Barter
Issue #1:
when you sell something without clicking the other's MEM and press Deal, then info popup mentions you have earned a certain sum but didn't gain any MEM in the end, like NPC: "Thanks for the gift!"
Issue #2: clicking on own MEM works great now to fill the rest of the missing deal sum. Unfortunately, that feature is missing on the right side for the NPC if you like to sell something valuable.
It would also be more convenient to quickly remove any MEMs from the middle trade columns by single click or have a reset button to clear the whole deal.

Broken Crossroads
Loaded a save where you decide together with Unan which way to pass the rubble building.
Used the Int option to look around and use the sewers. Unan mentions to meet on the other side.
After passing the code door, straight and and to the right, go up the ladder.
Short sequence: "And what's this crap ahead?" No Unan is here to meet you again.
Then you enter the world map.
You select the square under Broken Crossroads, similar like climbing.
You enter the radio tower map without Unan where Kat kills you as you don't know the password.

In the end, only the Str and Dex paths are the safe way to reach the radio tower.
Sequence missing for Int sewers route: Unan: "The path's clear. Time to head for the tower."
Only the Str & Dex choices set the success flag to True that is required to safely enter the tower map.
Damn, dude, you’re a legend for catching that stuff! ❤ The quest bug’s already in the works—fix rolling out real soon, no worries.

Regarding the barter system—yeah, it's still a work-in-progress, but your suggestions are solid and'll definitely help me figure out the best way to implement this.

Seriously, thanks for being awesome and digging into all this. You rock, mate!
 
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UnDeaD_CyBorG

Well-Known Member
Apr 6, 2018
1,324
783
222
Can someone explain to me what people like about the combat system?
Because looking at the raiders now, it seems like it's mostly save scumming. :confused:
I feel like I might be missing something.
But then I seem to be stuck anyways, so I most definitely missed something. I scouted all areas adjacent to the radio tower (without cover because how), and found nothing, and I went back to the sewers and didn't find anything new there, either. Any tips?
 
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youraccount69

I'm like a karate chop
Donor
Dec 30, 2020
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Shroud-0.3.2.2
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UnDeaD_CyBorG

Well-Known Member
Apr 6, 2018
1,324
783
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Yo, you're not missing anything, just gotta learn the ropes. The game's got layers. Stuck at the radio tower? Go to grid 88. Kill the raider, get the jammer.

But prep for the fight. Get backup from KAT or UNAN. Give one of 'em 5 rounds for a +1 rep boost. I went with KAT, she's a baddie lol.
So, first, where do I get 5 rounds? I fired 1, I still have 3, no one in the game sells any. How to get 5?
Even if I exploited Rukk to get all his money.
Second, between the other raiders around where beating them will just go straight back to the map without even any loot, how is it obvious that this one inparticular is where the Jammer is? Honest question.
With the previous dialogue, I was hoping for options for a more tactical approach than "bumble into every enemy int he wasteland until one of them has a jammer" :unsure:.
And the combat ain't about save-scumming, it's all tactical.
As for combat: There seems to be no agency or way to influence it besides "buy so many of your favoured type of attack/defence that you can always click them", which isn't a particularly impressive system; It's grind. And because stat based defence still leaves you taking too much damage, you also need a few medkits, which requires more grind.
I just consider it rather unengaging. No reacting to an enemy, no considering the context, no combos.
Edit: Maybe a bug: When there's a bought defence available, and you pick another field, you still drop that bought card.
Edit2: And just like the south west one, when I kill the southern raider, I immediately get back to the map with no further interaction, and clicking on the tile again just starts the fight all over.
 
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george_hacker

New Member
May 28, 2022
1
0
35
i found molly in the sewers, went past the door with the code, now what to do? there is a locked door but it needs a key and also i talked with kat but there is no way to give the "crumpled cum-stained scribble" or tell her about the body. I also talked with Unan about Molly and she asks me to bring back a note where do i even find note?
 

AnonW123

Member
Dec 26, 2019
467
856
205
After the previous update I told the dev that he needs to get the right balance between story and gameplay elements so as to not frustrate people. This update unfortunately, really isn't the right balance.

I sucessfully completed the update and felt like I needed some Panadol. Combat is wayyyy too difficult even with the purchased cards. A lot of save scumming on my part, buying health kits and cards.

Unan? (is that her name) was pretty useless. In order to find the five bullets to recruit her help, I had to kill most of the raiders by myself anyway. Not to mention restart the game in order to locate the bullets on the roof. When she finally gets involved she misses and barely injures the guy, if at all.

She doesn't even appear in the sewer battle against the zombie.
 
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KEXBOY

Newbie
Game Developer
Oct 14, 2019
88
291
148
i found molly in the sewers, went past the door with the code, now what to do? there is a locked door but it needs a key and also i talked with kat but there is no way to give the "crumpled cum-stained scribble" or tell her about the body. I also talked with Unan about Molly and she asks me to bring back a note where do i even find note?

Hey!
To progress that line you actually need to kill the GasMad in the sewers on the left side of the area where you find Molly.

Make sure you stock up on combat cards and meds first – the fight is meant to be rough. It’s usually easier to do it after you finish the jammer quest, because by then you should have the +50 HP plate equipped, which makes the fight much more manageable.

Once you deal with that GasMad and loot the area, you’ll get what you need for KAT step and the story will continue from there.
 
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KEXBOY

Newbie
Game Developer
Oct 14, 2019
88
291
148
After the previous update I told the dev that he needs to get the right balance between story and gameplay elements so as to not frustrate people. This update unfortunately, really isn't the right balance.

I sucessfully completed the update and felt like I needed some Panadol. Combat is wayyyy too difficult even with the purchased cards. A lot of save scumming on my part, buying health kits and cards.

Unan? (is that her name) was pretty useless. In order to find the five bullets to recruit her help, I had to kill most of the raiders by myself anyway. Not to mention restart the game in order to locate the bullets on the roof. When she finally gets involved she misses and barely injures the guy, if at all.

She doesn't even appear in the sewer battle against the zombie.
Hey, thanks again for the detailed feedback and for playing through the update.

Just to clarify how this section is actually set up:
  • To complete the jammer quest, you need to explore the tiles around the radio tower on the world map.
  • On those tiles you can bring Unan or Kat as a temporary companion – they only help you for this jammer mission, they’re not meant to be permanent party members.
  • When they’re with you, you get:
    • relationship points with the girl you chose,
    • and real combat support: they one-shot every enemy on those jammer tiles.

The only exception is the raider on tile 88. There the companion does shoot him, but instead of killing him outright she drops his HP from 200 to 75. That part is intentional – you still have to finish the fight yourself, but with a big advantage thanks to her shot.

So Unan (and Kat) are not supposed to be useless; they’re designed as powerful but situational allies for that specific quest. If the game doesn’t communicate this clearly enough right now, that’s on me, and I’ll work on making these mechanics and their impact more obvious in future builds.

I really appreciate you taking the time to write all this up – comments like yours are very helpful for fine-tuning the balance and presentation.
 

KEXBOY

Newbie
Game Developer
Oct 14, 2019
88
291
148
Where? All I found was the flare, and I think I looked everywhere on that screen :unsure:
https://f95zone.to/threads/shroud-v0-3-2-2-kexboy.231518/post-18085437

I got no ammo from those guys. Only the shotgun and some money.

Right now the bullet distribution in this build looks like this:
  • 2 bullets on the rooftop screen after the fall (there are two separate pickups there).
  • 1 bullet from Unan during the quest (story-related, you can’t miss it).
  • 1 bullet on tile 78 on the world map.
  • 1 bullet on tile 98 on the world map.
So if you’re missing one, it’s usually either the second pickup on the roof or one of those two world-map tiles (78 / 98).

In the next updates I’m going to rebalance the total number of bullets and make this part a bit less strict, so it should feel smoother to play through.
 
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KEXBOY

Newbie
Game Developer
Oct 14, 2019
88
291
148
Dev disabled rollback. Attached file should fix this.

Alternatively unpacking the rpa file and then decompiling the rpyc files gives you the ability to change this in the options.rpy.
Hey!
First of all, I’m honestly happy (and a bit surprised) that SHROUD already has a couple of small mods floating around. It’s cool to see people care enough to poke around in the files and tweak things to their liking.
 

AnonW123

Member
Dec 26, 2019
467
856
205
Hey, thanks again for the detailed feedback and for playing through the update.

Just to clarify how this section is actually set up:
  • To complete the jammer quest, you need to explore the tiles around the radio tower on the world map.
  • On those tiles you can bring Unan or Kat as a temporary companion – they only help you for this jammer mission, they’re not meant to be permanent party members.
  • When they’re with you, you get:
    • relationship points with the girl you chose,
    • and real combat support: they one-shot every enemy on those jammer tiles.

The only exception is the raider on tile 88. There the companion does shoot him, but instead of killing him outright she drops his HP from 200 to 75. That part is intentional – you still have to finish the fight yourself, but with a big advantage thanks to her shot.

So Unan (and Kat) are not supposed to be useless; they’re designed as powerful but situational allies for that specific quest. If the game doesn’t communicate this clearly enough right now, that’s on me, and I’ll work on making these mechanics and their impact more obvious in future builds.

I really appreciate you taking the time to write all this up – comments like yours are very helpful for fine-tuning the balance and presentation.
Thank you for the response and the clarity. I appreciate your politeness and that you don't get defensive in response to criticism. My comments are meant to help because I find this game interesting and want to see these issues addressed.

I checked and yes you're right the Jammer raider's life drops from 200 to 75. Which is certaintly a substantial drop. I think in the future you should highlight that because the raiders all have different life levels. Some are 75, others 100 some 200, etc. They are all way more than the Mc's life bar and take a lot of time to defeat, so I honestly didn't even notice.

I don't understand the notion of Unan or Kat being a temporary companion. In real life you certainly don't send one man out like Rambo or Commando to deal with all the enemies himself. You make sure he has back up, especially if you don't know how good he is in combat. I know video games do the one man kill machine thing all the time, but in my opinion, given that there are people who can back him up, it would make more sense (and be less frustrating on the player) if they did.

Also from a relationship perspective, you want the Lis to actually care about the Mc and whether he lives or dies. Unan comes across like she cares a bit, but not that much. You want to go into the sewers? You on your own there boy, you'll probably die! You need to find our good friend Molly? good luck with that, I'm not coming along. I know it's a post apocalyptic game and characters prioritizing their own survival isn't unusual. However in order to build a bond you need more than that.

This game feels unique to me. I feel like there's an interesting story here and I don't mind gameplay mechanics that are fun and moderately challenging. It becomes a problem though if I have to use a walkthrough every update to figure out the simplest of things. I also think a lot of players (especially because this is an avn) may get turned off quickly by the combat and map confusion.

Good luck with the next update.
 
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