Cursed Atelier

Creator Team of VoidBound
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Game Developer
Jul 9, 2017
628
867
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
1,487
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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
628
867
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
628
508
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
628
867
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
5,538
5,446
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
628
867
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
218
88
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
628
867
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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Cursed Atelier

Creator Team of VoidBound
Donor
Game Developer
Jul 9, 2017
628
867
Um OP/GD, Mega upload has a nwjs.exe trojan. Are you aware of this?
I am not aware that it gets flagged like that, my antivirus and checks haven't resulted in that.
Thanks for bringing it up, I will try to get into contact with NWJS directly about it.
All I can say is we are using the official NWJS version to pack the game, so most likely it's a false positive.

Do you know if only Mega Upload has it as that?
 
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DEVENTION

New Member
Oct 2, 2021
3
0
I'm using a VM to play it, though it likely is a false positive. I was looking for any crumbs and the program seems self contained to the origin. (no random seeding of NWJS files for the time being).

Ngl: anytime I see the nwjs logo I get hella spooked since I had trojans on main PC accidentally with their logo.
Gofile looks to be the same as MEGA, so false alarm. Sorry for the alarm!!!
 

Cursed Atelier

Creator Team of VoidBound
Donor
Game Developer
Jul 9, 2017
628
867
I'm using a VM to play it, though it likely is a false positive. I was looking for any crumbs and the program seems self contained to the origin. (no random seeding of NWJS files for the time being).

Ngl: anytime I see the nwjs logo I get hella spooked since I had trojans on main PC accidentally with their logo.
Gofile looks to be the same as MEGA, so false alarm. Sorry for the alarm!!!
All is good, it never hurts to be extra careful about things like that.
I will still contact NWJS to see why it could be causing a false alarm.
 

Laharl98

New Member
Jul 17, 2021
5
2
Can someone help me please, this happens every time i enter the pleasure district, i can still move an interact with npc but the error doesn't go away
 

Cursed Atelier

Creator Team of VoidBound
Donor
Game Developer
Jul 9, 2017
628
867
Can someone help me please, this happens every time i enter the pleasure district, i can still move an interact with npc but the error doesn't go away
Hello, can you give me a few of your system specs, like graphics card, operating system?
Are you on the newest drivers?
 

Kisaki123

New Member
May 27, 2020
11
12
Game is amazing in all. Playing with wife from version 0.3. Great atmosphere and a wonderful soundtrack, only the lack of a quest log is depressing, it’s hard to navigate sometimes
 

Cursed Atelier

Creator Team of VoidBound
Donor
Game Developer
Jul 9, 2017
628
867
Game is amazing in all. Playing with wife from version 0.3. Great atmosphere and a wonderful soundtrack, only the lack of a quest log is depressing, it’s hard to navigate sometimes
Take a read at this:

It's coming!
 

Cursed Atelier

Creator Team of VoidBound
Donor
Game Developer
Jul 9, 2017
628
867
I don't know if this will help, and yes, i am in the newest drivers
Thank you, we will look into it, is it only happening in the pleasure district?
And did you try to turn off the lighting to see if that helps?

From what we can see in the report, it seems to be an issue that is related with loading textures to your graphics card.
 

Laharl98

New Member
Jul 17, 2021
5
2
Thank you, we will look into it, is it only happening in the pleasure district?
And did you try to turn off the lighting to see if that helps?

From what we can see in the report, it seems to be an issue that is related with loading textures to your graphics card.
So far it had only happen in the pleasure district no matter if I enter from the top or left, I tried with the lighting off and the same problem happens
 
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