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fs92

New Member
Feb 17, 2019
5
6
13
I think i'm about to complete the game.. all 7 rivals enslaved (Tyrant is missing, accidentaly sold her, funny because she was the only one devoted), 784/784 bodies owned, very omnipotent and infamous. While waiting for the eye of entropy to recharge (i'm going to try to destroy all the galaxy) i'll build a very special brothel with the help of the rivals, no need to explain the image can speak for itself.

complete.png

Once you complete the warp research you simply crush everyone with few ships, it's so satisfying to see the rivals fall like that without even comprending how is that possible. Science always win.

The most fun i had was with the events and the dialogues with rivals, and therefore with the story. it was wonderful to understand the thought of the various factions sometimes even through details. The dialogues were so good, especially the ones with Speaker. i think you should focus even more in the story/plot, rivals characterization and dialogue, especially focusing on player introspection. You are a great writer and the story is not only interesting but unique.

It was strange, it is clearly a game where you are immediately much stronger than the other factions, they fear you right away, they pay you tributes right away for no reason, yet everything seems perfectly consistent with the story. I've never played a game where winning continuously with little effort always remains fun and consistent.

I played it in one breath, sincere congratulations you are a really talented game designer.
 

fs92

New Member
Feb 17, 2019
5
6
13
Oh and btw, i don't think that the yellow thing in the galaxy is a bug, and even if it were it would still be brilliant 1.png



2.png
 

Drakan47

Active Member
Dec 17, 2018
708
1,044
361
A few quirks I noticed, (I'm on .23, if that makes any difference)

On the high class hotel rooms, "who needs a bed when you can just clip into the desk":
1566691305720.png

Today I learnt aliens and species serums don't mix well, the eyes are specially... uncanny (btw are those hooves overlapping with her feet?)

1566695165877.png

Children born to dairy slaves are born lactating and with boobs (they lose both upon leaving the vat)
1566695438936.png

There seems to be research that does nothing, or more specifically the mechanics some tech descriptions imply to unlock are instead made available by other upgrades:

-Advanced psychotropics implies to unlock the fear/obedience drugs, these are made available by building the pharmaceutical fabricator (which is available from the start), though the drugged water supply policy is unlocked with the tech properly.

-Breeding implants, the description is a little vague, but I'm assuming it unlocks the fertility/sterilization implants, both of which are available as soon as the surgery is usable (by building an auto-doc iirc, which is also available from the get go)
 
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qwertysmith

Newbie
May 19, 2017
64
38
58
You need to build the military tiles on your station the. The space ships on the tiles, afterwards when you click on the planets you can conquer or raid for loot with your armada.
I've build the military tiles and the bombers, fighters, and drones but I still don't know what planets you're talking about. The galaxy tab for me is blank.
 

hre83276

Newbie
May 15, 2018
53
38
48
A few bugs I noticed after starting a new game. When turning the camera to the left there is this yellow thing.
For some reason arenas will stop spawning new fighters and leave circles that remain after you remove/rebuild them.
Research desk texture is corrupted or missing.
 

mazqaz

Well-Known Member
Feb 19, 2018
1,318
2,255
193
I've build the military tiles and the bombers, fighters, and drones but I still don't know what planets you're talking about. The galaxy tab for me is blank.
Ah you need to build you office desk first, from then on it activates galaxy map and you get your first mission to conqueor five planets/stations.
 
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pac1234

Newbie
Dec 12, 2018
29
4
13
I noticed in the rules section for implants. It has an insomnia implant, but as far I can see in the surgery center, there's mention of it. Is this a bug or has an event not happened yet.

Also it's better from the last version, but after a short while slaves still randomly walk around instead of staying at there posts. Especially the research lab
 

Keros

Member
Jun 2, 2017
311
370
288
Dude still heads to a random slaves bed and never gets out of it. I still hate that. Can't even buy a slave hanger he does the same thing.
 

pac1234

Newbie
Dec 12, 2018
29
4
13
Zoom into the center.



That's fixed as of yesterday's build, but it hasn't shown up here yet.
Great game. I did notice that in the notification bar, my slaves are paying $1000 to take the virginity of other slaves in the brothel, even though neither of them are assigned to it.
 

StationmasterDev

Member
Game Developer
Jan 14, 2018
458
1,155
205
my slaves are paying $1000 to take the virginity of other slaves in the brothel
Thanks!

HAHAHAHA "Where the fuck did you get $1000?"

There was a bug when I introduced the suite wandering that would make the bar say "You has paid you $1000 for the pleasure of taking [name]'s virginity." It looks like there was another straggler.
 

Keros

Member
Jun 2, 2017
311
370
288
Great game. I did notice that in the notification bar, my slaves are paying $1000 to take the virginity of other slaves in the brothel, even though neither of them are assigned to it.
Oh yeah? Mine wander into the fighting pits and get nicknames like "Killer'... When they're supposed to be in the brothel.
 

praxis2011

New Member
Mar 22, 2019
11
31
47
I think that, given the technology level of this universe, it's reasonable for dolls/androids to become pregnant (or, at least, reasonable enough that I don't want to prevent players who want to impregnate them from doing so). So I'm going to leave them with their prosthetic ovaries unless you explicitly remove them.
Ah, I see. Given the context you mention, it makes some sense, being as it's a highly-advanced dystopian future. I'd hardly be too embarrassed regarding the typos and assorted errors; at the least, we'll forego the flogging for now. ;) Building a game like this is a pretty complex undertaking. The attention to detail I've noted in this game, as well as the underlying ambition, is precisely why I and many others might be nitpicky and point out even small things we find; you actually give a shit about what you're doing, and we enjoy your work, so it's a symbiotic relationship. Incidentally, I have found some additional things, some of which are likely already reported and on the fix-list:


Cryo Pod event, Enslave option: Text reads "...older holy men who you jettison..." should be changed to "Whom you jettison...)

Typo, Infrastructure Event: Text reads "....expend sgnificant resources..." should be "significant."

Logical error, Male profile: Volunteer slave recruit text says "kicked out by his boyfriend" even though he is a straight heterosexual male.

Option error: Selecting "Sell slave immediately" defaults to the profile screen anyway rather than simply selling as instructed.

Animation glitch:
Xeno pit teleport animation still freezing up during sequence.

Profile error:
When reviewing a slave's current status, it says "Assignment: assignmentSchool," assignmnentSexualTraining," etc. Needs a little cleanup.

Ideas and Suggestions

These, of course, aren't meant to be 'must-haves' in the game since technical errors and glitches rightfully take precedent, but they might be useful in future development, and you're very receptive to constructive ideas, so here's a block of ideas and analysis for you to play with:

-- When 'sorting' slaves, it might be helpful to add an option to send them straight to the factory, bioreactor, etc. rather than the loop of keeping them, hunting them down on the roster, and then using the remove menu in the profile. It's not much of a problem really until you have a whole truckload of them from conquering a couple of solar systems to process for indoctrination, but it would help with expedience.

-- Military operations:
it's far too easy to overpower an enemy once you are reasonably established. I've seen others noting the same thing in previous posts. Build some capital, provide a good business model, and you can exterminate the galaxy within a couple of hours. There might be an option worth exploring that can help tilt the balance a little and make it more challenging while also offering additional gameplay styles. Now that you have the research facility in a fledgling state, perhaps you can expand its usefulness by creating a branch for training military ground forces.

Nuking everything from orbit with a dreadnaught isn't much of a challenge, not to mention a massive war on that scale would likely render a planet useless for a good long time, but MOUT and urban pacification requires logistics, funding, troops, tactics and training. Facilities can be built in the military tiles to train forces, perhaps you might need a transport ship for securing an LZ, or you can make it a little more interesting by capturing the capital and minimizing collateral damage to the planet so you don't take a bit financial hit on tribute due to reconstruction and decimated populace- plus, no one wants to move to a wasteland. Make the player's actions have consequences, and some of the game will balance itself out. At present, it's just a short matter of getting a few things in order and you have an instant "I win" button at your disposal.

Troops can subdue a population, or of course you can still use the scorched earth policy for really unruly populations which is what we have in the game now, more or less in terms of the genocide stone and entropy, but make its use come with a serious price. History has shown that it could tolerate a smut peddler with sex slaves, but genocidal maniacs never fare well in the end. Or, if the former administrator you just enslaved was "loved by her people," it seems to me that someone walking in and forcibly removing her would spark a bit of outrage here and there, and any friends she had in the solar system would be pissed off too, so you would have additional ways to handle an uprising. After all, slaves are your mainstay- it's hardly useful to murder your profit margin. That's why I liked the propaganda research branch in the lab. It's an effective option in winning over your subjects while you carry on with business. Brute force is boring when you know what the outcome will be.

Additionally,"hardened veteran" traits on a slave, or captured enemies from combat would gain an additional function if you put them to work as a proxy in the base, and with a little tweaking to the other characters, you'd have to think things through a little more in conquering a planet. Tyrant, for example, would be a tough nut to crack given her background, whereas Raza would have the best army money can buy, but most likely just conscripts and lots of expensive hardware, and so on.

The framework and model is already in place, really, just needs a little alteration. Instead of a madame, you get a hardened veteran as a base commander, add an option to send slaves to boot camp rather than sticking them in the bioreactor, build an army, train them, and use the research facility to unlock new training, advanced tactics, hardware upgrades, and off you go. Just a thought. This is a crude outline, but maybe it'll get the creative juices flowing and help you solve some of the balance issues you're working on.





 
Sep 17, 2017
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Oh yeah? Mine wander into the fighting pits and get nicknames like "Killer'... When they're supposed to be in the brothel.
That seems to be a problem with some of the nickname flags not working properly. I've occasionally had slaves for less than a week give prompts about "has killed many others in the fighting pits"... when I haven't even built an arena yet. Similarly, the age-based nicknames don't seem to check their actual age. I had one slave that was around 26 get the prompt for 'Mature' (which is supposed to be age 60+), then two months later the *exact same slave* prompted to get a new nickname of 'Teenie' (which is supposed to be age 18-20). I also get quite a few prompts for 'Fatty' type nicknames on slaves that don't appear to be fat, but I have not paid close attention to see where I can find the actual weight value assigned to slaves.

The nicknames associated with actual tags *seem* to work correctly (Insane does, at least), and *most* job associated tags that I have seen have been working as well. I can't recall seeing many, if any, of the nicknames for attributes show up yet.
 

alex2011

Conversation Conqueror
Feb 28, 2017
7,729
4,485
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I noticed in the rules section for implants. It has an insomnia implant, but as far I can see in the surgery center, there's mention of it. Is this a bug or has an event not happened yet.

Also it's better from the last version, but after a short while slaves still randomly walk around instead of staying at there posts. Especially the research lab
It comes from an event from slaves that, if I'm not mistaken, still aren't totally broken in. They'll develop insomnia themselves and you can develop an implant from that to prevent it in the future at the cost of killing the slave.
 
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