disdain18

Newbie
Feb 7, 2018
47
45
I am sorry if this has been mentioned before but I haven't found anything. I 'm enjoying the game so far (will probably support on patreon) and quite like the puzzles as well. However I wouldn't mind a walkthrough at least on how to get the scenes
 

Cursed Atelier

Creator Team of VoidBound
Donor
Game Developer
Jul 9, 2017
708
1,009
I am sorry if this has been mentioned before but I haven't found anything. I 'm enjoying the game so far (will probably support on patreon) and quite like the puzzles as well. However I wouldn't mind a walkthrough at least on how to get the scenes
Glad you enjoy the game so far!

Currently there isn't a written walkthrough for the game yet, but we are working on it and try to have it ready for the next release in december!

We also started a poll for the quest log which will have all quests and H scenes/points of interest in there, we will try to have in the game as soon as we can, but we don't think it will make it for the december release quite yet.

If you want to know any specific scenes, don't hesitate to ask here or on our discord.
 
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disdain18

Newbie
Feb 7, 2018
47
45
Glad you enjoy the game so far!

Currently there isn't a written walkthrough for the game yet, but we are working on it and try to have it ready for the next release in december!

We also started a poll for the quest log which will have all quests and H scenes/points of interest in there, we will try to have in the game as soon as we can, but we don't think it will make it for the december release quite yet.

If you want to know any specific scenes, don't hesitate to ask here or on our discord.
Thank you for the reply. Will do! Cheers!
 

bebroeater

Newbie
May 7, 2022
75
149
so i'm kinda stuck at this door, passed the conveyor th
ing and killed all enemies expect this one, which doesn't wanna fight me for some reason

1668475977575.png
 

Cursed Atelier

Creator Team of VoidBound
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Jul 9, 2017
708
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You have to interact with the panels at the wall, just south of that door.
 

ZeroWitch

Newbie
May 20, 2019
31
9
Bought candy flip and now not sure what its for... but i have it. Anyways, the first area getting out of the storage area leaves me with no fps and the game uses so much memory
 

Cursed Atelier

Creator Team of VoidBound
Donor
Game Developer
Jul 9, 2017
708
1,009
Bought candy flip and now not sure what its for... but i have it. Anyways, the first area getting out of the storage area leaves me with no fps and the game uses so much memory
You can try to disable the lighting and that should help with the performance.
For the candy, someone in the Deep Crimson is looking for it.
 
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iamnuff

Well-Known Member
Sep 2, 2017
1,818
1,369
Combat is weird because... I want to do fights so that I can get materials to build mods, but fighting is kind of a chore and the mods don't really seem to do anything.

Like, you have a lot of stats but none of them seem to raelly do anything.
You can raise or lower your accuracy, but you can't really feel it because you don't exactly have an xcom-style %-to-hit readout before shooting.
Your handgun kinda sucks, tbh. Not because it's damage is bad, but because it's range is so awful that it's huge pain to actually get close to an enemy to use it.
If there was a pistol mod that added +2 tiles of range, I'd never remove it.

The 'place turrets, shields and mines down, and so long as they don't get destroyed, you get them back after the fight" idea is actually great. Consumable items except they're not consumable unless you overuse them.
Except the turret is extremely slow and does less damage than a single handgun shot, the shield doesn't seem to do anything (enemies move around every turn so blocking a single tile is worthless) and presumably the mine explodes when used so you don't get it back.
If you replaced it with something reusable like an electrical ground trap, or something, maybe it'd be cool.

So your only really useful way to kill enemies is with the shotgun, which costs ammo.
That's not a dealbreaker, so long as you can make more, but...

Granted, i'm talking about the first enemies on the first planet, but if those robots came alone instead of in batches of 1 or 2, instead of 3 every time, it might be more interesting to fight them each time. As is, it's a bit of a chore.
Or if they had more h-moves. (separated between robot-types?)

Also, i'm not sure why both me and the robots seem to start with no energy. Is it intended that we both spam Rest for like five turns before the fight even starts?
Because that's what's happening.

Edit: So most of this has been said before, but... yeah. Robot speed might play a part of it. They zip around and they seem programmed to always move every turn, even if they're not really... doing anything.
Even when they're surrounding the MC and are just using sex attacks on her while she's bound, then always choose to move before attacking.
Something weird with their AI?
Anyway, this tendency kinda mkaes it hard to get close enough to hurt them.
Caly only being able to walk a couple of tiles or shoot once, but not both, is an issue.
If i'm giving up my ability to shoot this round, I should be able to sprint from one side of the battlefield to the other.
If i'm standing still, I should be able to double-tap.
Anyway, as for resources, I said before but i feel like you should be able to get them by sneak-attacking the robots.

Oh, and unrelated, but I think I prefered the coilgun when it was an AOE attack. That was neat for killing groups.
If it's a straight-line attack like it is now, then it should at least reach from one side of the map to the other.
Maybe reduce it's damage based on distance, so it only does 500+ damage at short ranged but still hits at long-ranges?
 
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Cursed Atelier

Creator Team of VoidBound
Donor
Game Developer
Jul 9, 2017
708
1,009
Combat is weird because... I want to do fights so that I can get materials to build mods, but fighting is kind of a chore and the mods don't really seem to do anything.

Like, you have a lot of stats but none of them seem to raelly do anything.
You can raise or lower your accuracy, but you can't really feel it because you don't exactly have an xcom-style %-to-hit readout before shooting.
Your handgun kinda sucks, tbh. Not because it's damage is bad, but because it's range is so awful that it's huge pain to actually get close to an enemy to use it.
If there was a pistol mod that added +2 tiles of range, I'd never remove it.

The 'place turrets, shields and mines down, and so long as they don't get destroyed, you get them back after the fight" idea is actually great. Consumable items except they're not consumable unless you overuse them.
Except the turret is extremely slow and does less damage than a single handgun shot, the shield doesn't seem to do anything (enemies move around every turn so blocking a single tile is worthless) and presumably the mine explodes when used so you don't get it back.
If you replaced it with something reusable like an electrical ground trap, or something, maybe it'd be cool.

So your only really useful way to kill enemies is with the shotgun, which costs ammo.
That's not a dealbreaker, so long as you can make more, but...

Granted, i'm talking about the first enemies on the first planet, but if those robots came alone instead of in batches of 1 or 2, instead of 3 every time, it might be more interesting to fight them each time. As is, it's a bit of a chore.
Or if they had more h-moves. (separated between robot-types?)

Also, i'm not sure why both me and the robots seem to start with no energy. Is it intended that we both spam Rest for like five turns before the fight even starts?
Because that's what's happening.

Edit: So most of this has been said before, but... yeah. Robot speed might play a part of it. They zip around and they seem programmed to always move every turn, even if they're not really... doing anything.
Even when they're surrounding the MC and are just using sex attacks on her while she's bound, then always choose to move before attacking.
Something weird with their AI?
Anyway, this tendency kinda mkaes it hard to get close enough to hurt them.
Caly only being able to walk a couple of tiles or shoot once, but not both, is an issue.
If i'm giving up my ability to shoot this round, I should be able to sprint from one side of the battlefield to the other.
If i'm standing still, I should be able to double-tap.
Anyway, as for resources, I said before but i feel like you should be able to get them by sneak-attacking the robots.

Oh, and unrelated, but I think I prefered the coilgun when it was an AOE attack. That was neat for killing groups.
If it's a straight-line attack like it is now, then it should at least reach from one side of the map to the other.
Maybe reduce it's damage based on distance, so it only does 500+ damage at short ranged but still hits at long-ranges?
Thank you very much for the detailed feedback.
Most of the points that you have made have been adressed internally and we are working on it. We hope we can deliver a patch/Build the moment we have corrected these issues.
 
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HoneyLibido

Active Member
Dec 14, 2020
664
525
Hmm thought a nicely drawn game like this would have a bigger thread, how much content is there in this? (Story wise and all the sex stuff).
 

Cursed Atelier

Creator Team of VoidBound
Donor
Game Developer
Jul 9, 2017
708
1,009
Hmm thought a nicely drawn game like this would have a bigger thread, how much content is there in this? (Story wise and all the sex stuff).
Do you mean in play time or the amount of scenes, CG count, combat areas?


Edit:
Put a rough content estimate in the spoiler
You don't have permission to view the spoiler content. Log in or register now.
 
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Porn_Jesus

Forum Fanatic
Jun 21, 2017
5,743
5,699
Cursed Atelier Interesting game so far. Hopefully you will make use of the wide range of fantasy stuff and offer many different enemies. =3 I'm also a sucker for pregnancy, good to see you already have some of it in the game and not only game over scenes but also in a romantic way. <3

I also love the sex stats status screen but sadly there is no back view of the MC. Would it be possible to add that at some point, maybe a button to switch between front and rear view?
 

Cursed Atelier

Creator Team of VoidBound
Donor
Game Developer
Jul 9, 2017
708
1,009
Cursed Atelier Interesting game so far. Hopefully you will make use of the wide range of fantasy stuff and offer many different enemies. =3 I'm also a sucker for pregnancy, good to see you already have some of it in the game and not only game over scenes but also in a romantic way. <3

I also love the sex stats status screen but sadly there is no back view of the MC. Would it be possible to add that at some point, maybe a button to switch between front and rear view?
Thank you for the message first of all!

We see no issue with adding a back view button there at one point, we will add it to the to-do list!
Yeah, we like pregnancy as well, but while we would like to add it as a gameplay aspect, it doesn't really fit with what Caly's job/tasks are and we want to keep it realistic to some degree at least, but adding it to any kind of outcome, will always be something we aim to add if it fits.

Towards the enemies, you are in luck, because we have started to concept new sub types for the enemies.
Meaning, all existing enemies will be getting new enemies (still the same type, meaning sub types of robots, will still be robots) but they will get new sets restraint and combat cut ins, maybe a new H scene too but that is still in discussion. As well as our newest enemies that will be "slime" based and more humanoid evil doers that will populate Henosis and other areas in the future!
 

Majere40

Member
Jan 19, 2018
252
121
Thank you for the message first of all!

We see no issue with adding a back view button there at one point, we will add it to the to-do list!
Yeah, we like pregnancy as well, but while we would like to add it as a gameplay aspect, it doesn't really fit with what Caly's job/tasks are and we want to keep it realistic to some degree at least, but adding it to any kind of outcome, will always be something we aim to add if it fits.

Towards the enemies, you are in luck, because we have started to concept new sub types for the enemies.
Meaning, all existing enemies will be getting new enemies (still the same type, meaning sub types of robots, will still be robots) but they will get new sets restraint and combat cut ins, maybe a new H scene too but that is still in discussion. As well as our newest enemies that will be "slime" based and more humanoid evil doers that will populate Henosis and other areas in the future!
Do you have any plans to make versions for Linux or MacOs?
 

Cursed Atelier

Creator Team of VoidBound
Donor
Game Developer
Jul 9, 2017
708
1,009
Do you have any plans to make versions for Linux or MacOs?
Yes, we plan to support Linux and Mac in the future, but we first need to have all systems full finished and ready.
The moment that has happen, then we will work on restructuring of all plugins and how they call files so they are supported by other operating systems.
 

DEVENTION

New Member
Oct 2, 2021
3
0
Um OP/GD, Mega upload has a nwjs.exe trojan. Are you aware of this?
Most likely false alarm, program is self contained per Task Manager.
 
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