Vinny9977

New Member
Jan 26, 2023
2
1
145
How long until you release DomjoiWitch if I may ask? Thanks for everything you do unlike the Dev of this game which had a lot of potential!
 
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DomJoiDev

Newbie
Game Developer
Jul 17, 2023
67
186
185
Vinny9977 I will write the ticket for thread with all necessary data TODAY (sorry I'm not good enough with interacting with this forum to the point that I would do it on my own without help of the forum staff.). The thread should be up in 2-3 days if everything goes smooth.

EDIT: Ticket sent ^^
 
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Vinny9977

New Member
Jan 26, 2023
2
1
145
Vinny9977 Scriverò il ticket per il thread con tutti i dati necessari OGGI (mi dispiace, non sono abbastanza bravo a interagire con questo forum al punto da farlo da solo senza l'aiuto del personale del forum). Il thread dovrebbe essere attivo tra 2-3 giorni se tutto va liscio.
[/CITAZIONE]

!

Don't worry, you don't have to apologize!! Thank you for everything you do! Thank you and have a great day!!!!

By Dev, I meant the one from VS, don't apologize if you misunderstood.
 

Billerboob

New Member
Nov 5, 2018
13
34
171
I tried it and it did not work on v0.38, if you check the releasenotes and find out if the menu even exists at v0.38 im gonna decompile the project again and check for a passcode
Bit late, but I'm quite certain the cheat menu did exist in that version. It has existed since wayyyy earlier, just the method of accessing it has changed a bunch of times. You used to have to tap the upper corner of the screen 7 times to bring it up instead of entering a code. There seems to be no leaked info of how to access it in the versions released around that time, I'd be very appreciative if you did decompile it and figure it out. I also prefer these older versions
 

Skippero_

Newbie
Jul 22, 2020
15
19
57
Bit late, but I'm quite certain the cheat menu did exist in that version. It has existed since wayyyy earlier, just the method of accessing it has changed a bunch of times. You used to have to tap the upper corner of the screen 7 times to bring it up instead of entering a code. There seems to be no leaked info of how to access it in the versions released around that time, I'd be very appreciative if you did decompile it and figure it out. I also prefer these older versions
Hey, I checked it myself and it’s true that the debug menu has existed for a very long time. I tested multiple builds and even found it in the very first public release (0.01).

Unfortunately, in the limited time I spent inspecting the earlier versions, I didn’t find an option as simple as entering a code. The most reliable method I found was force opening the menu using UnityExplorer together with BepInEx.

Since the game logic is largely driven by PlayMaker state machines rather than conventional C# scripts, the decompiled project offers very little readable logic to work with. Without access to the PlayMaker editor to view or inspect those state graphs, most of the behavior remains opaque. Given the amount of effort this would take under these conditions, I don’t really want to continue investigating it on my own.

One more thing: in version 0.38, I did find a code: 55122. It’s labeled as Tester Bypass, so maybe this could be a useful lead.
 

ewgwe2

New Member
Jul 3, 2018
1
2
163
Hey, I checked it myself and it’s true that the debug menu has existed for a very long time. I tested multiple builds and even found it in the very first public release (0.01).

Unfortunately, in the limited time I spent inspecting the earlier versions, I didn’t find an option as simple as entering a code. The most reliable method I found was force opening the menu using UnityExplorer together with BepInEx.

Since the game logic is largely driven by PlayMaker state machines rather than conventional C# scripts, the decompiled project offers very little readable logic to work with. Without access to the PlayMaker editor to view or inspect those state graphs, most of the behavior remains opaque. Given the amount of effort this would take under these conditions, I don’t really want to continue investigating it on my own.

One more thing: in version 0.38, I did find a code: 55122. It’s labeled as Tester Bypass, so maybe this could be a useful lead.
In the current version of the game entering the code 7177135 before entering your own personal code allows you to activate cheats in the contract menu, debug menu included. If you then go into a session you can click the gear icon at the top left to open the cheat menu and enable debug info. It also has console access but I don't really get how it works since none of the commands I've tried have worked at all
 

CREWCREWCREW

Newbie
Jul 12, 2024
95
55
122
In the current version of the game entering the code 7177135 before entering your own personal code allows you to activate cheats in the contract menu, debug menu included. If you then go into a session you can click the gear icon at the top left to open the cheat menu and enable debug info. It also has console access but I don't really get how it works since none of the commands I've tried have worked at all
Is this also for the mobile version? I put in the code and it said that the cheat menu was activated but whenever I begin a session the gear icon doesn't display anywhere.
 

Skippero_

Newbie
Jul 22, 2020
15
19
57
Is this also for the mobile version? I put in the code and it said that the cheat menu was activated but whenever I begin a session the gear icon doesn't display anywhere.
You have to enable the cheat menu first, in the post below i explained how


You have to enable the cheat menu in the contract settings, once you have done that you get a button on the top-left of the screen when you are in a session. The options only appear after you have typed the number on the start screen. Since there is an option to remove the "login" make sure to have it enabled.

Code: 7177135 (Info from 03.05.2024)

After entering the code, go to contract > systems> scroll to the bottom.

View attachment 4422032
 

Tyrpf

New Member
Mar 16, 2025
1
1
12
Why is it abandoned? Fuck, you just need to tweak the interface a little and add AI, and it will be the best game ever.
 
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Skippero_

Newbie
Jul 22, 2020
15
19
57
From what I can see, the best approach would be to take the game and remaster it from the ground up. Using everything learned throughout its development, starting over would likely be far more effective than continuing to patch the current state. As it stands, the situation feels similar to the issues we’ve seen with each new release, things only seem to get worse over time.

That said, this is probably unlikely to happen, since a full remaster or restart wouldn’t generate much revenue for the developer.

I’m still looking forward to “DomJoi Witch” and hoping that game gets things right from the start.
 

dreadmaxxing_

New Member
Aug 18, 2018
3
1
64
This one's a real shame. I can easily see how it could've gotten incredibly hard to maintain, my morbid curiosity really wants to get a peek at the codebase. I think I recall them saying that it was a bit of a "visual scripting nightmare"
 

Nakkub

Member
Feb 9, 2018
119
142
175
This game is obviously hard to maintain because of all the optional content and settings, but holy shit this game probably has some of the most obvious unmaintainable spaghetti code bloat I have ever witnessed. For what this game is doing compared to how long the loading is, I shiver at the thought of having to refactor this.
 
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Skippero_

Newbie
Jul 22, 2020
15
19
57
This one's a real shame. I can easily see how it could've gotten incredibly hard to maintain, my morbid curiosity really wants to get a peek at the codebase. I think I recall them saying that it was a bit of a "visual scripting nightmare"
I could provide you with the code I decompiled lol, but you wouldn’t actually see any self-written code. It’s just a nightmare of visual scripting using PlayMaker FSMs combined with a ton of extra libraries. I also wonder why the game takes so long to load, there shouldn’t be anything that takes that long with just the contract and visual settings. I just hope it’s not loading all the assets for no reason at game start.
 

Nakkub

Member
Feb 9, 2018
119
142
175
I could provide you with the code I decompiled lol, but you wouldn’t actually see any self-written code. It’s just a nightmare of visual scripting using PlayMaker FSMs combined with a ton of extra libraries. I also wonder why the game takes so long to load, there shouldn’t be anything that takes that long with just the contract and visual settings. I just hope it’s not loading all the assets for no reason at game start.
I figured lmfao.

I assumed the loading was due to some complex compilation of all the settings you selected, but that doesn't even make any sense. All this game needs to do is a bunch of rng calculations and save shit in a JSON. Literally everything takes so damn long. I recently made a huge settings system in Godot, and it was tedious but there was virtually no overhead.

I sincerely think this game has all its animation and 3d assets just sitting inside that succubus at all damn times.
 
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