2.50 star(s) 2 Votes

DaVinci+

New Member
Dec 30, 2025
7
3
54
That said, I really liked the main character model in the game.
Overall, the visuals are pleasant and well done.
I wish the developer and his wife the best of luck with this project :)

P.S. You might also want to look into reducing the game size by using compression tools.
 
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KN Studio

New Member
Jan 10, 2026
13
42
0
That said, I really liked the main character model in the game.
Overall, the visuals are pleasant and well done.
I wish the developer and his wife the best of luck with this project :)

P.S. You might also want to look into reducing the game size by using compression tools.

Hi DaVinci+,

We’re really glad you came away with a positive impression of our small prologue.

Noted regarding the game size, we’ll definitely look to improve that in the future!

Cheers!
 
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Poche45

Newbie
Jul 22, 2022
18
7
13
View attachment 5633209

Overview:
Life was simple. Maybe even perfect. A disciplined Navy SEAL father. A strong mother holding the family together. And you, on the edge of adulthood, lost in your final year of school, convinced you still had time. Then everything changes. A sudden move across the country forces you to leave your entire life behind. Friends. Comfort. Familiarity. In their place waits a new town, new rules, and a growing tension you can’t ignore. As your family settles into this unfamiliar world, cracks begin to form. Relationships shift. Boundaries blur. Temptation grows stronger, and every choice starts to matter. This is a story about pressure, desire, and consequences. About losing control. And about discovering what it takes when nothing feels safe anymore.​

Thread Updated: 2026-01-17
Release Date: 2026-01-17
Developer: KN Studio -
Censored: No
Version: Prologue
OS: Windows, Linux, Mac
Language: English
Genre:
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Installation:
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Changelog:
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Developer Notes:
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DOWNLOAD
Win/Linux: - - - PIXELDRAIN -
Mac: - - - PIXELDRAIN -


View attachment 5633240 View attachment 5633241 View attachment 5633242 View attachment 5633243 View attachment 5633244 View attachment 5633246 View attachment 5633248 View attachment 5633249 View attachment 5633481 View attachment 5633482 View attachment 5633483
Thanks to have make it available for Mac users !!
 
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klipso101

New Member
Dec 13, 2025
4
18
3
Thank you for your explanation, but I honestly wasn’t able to see where anyone specifically asked about the “bukkake” or “group sex” tags, perhaps I missed it.

Also, I’m not sure how, in a small prologue (as mentioned in the Patreon post), the MC catching his parents having sex is supposed to imply that the MC will watch other people have sex or be passive. That connection seems a bit strange, doesn’t it?

In any case, the “bukkake” tag exists because the MC will definitely have a choice, or multiple choices, to participate in that type of scene, and no, it will not involve his parents. The same goes for “group sex.” In our story, the MC is not passive and will not become passive, simple as that.

Again, this is just a prologue with 130 renders. We wanted to gather feedback and hear your opinions. Version 0.1 will be much larger, and you’ll clearly see how the MC develops.
I get that it’s just a prologue, but feedback is based on what’s shown and on the planned tags. In the prologue, the MC has no sexual agency while other men do, which creates a passive first impression.


Also, bukkake and group sex aren’t neutral tags. If group sex involves other men, then the game should clearly include sharing/swinging tags as well. If it doesn’t, that needs to be explained upfront. Until version 0.1 clearly shows otherwise, skepticism is justified.
 

Swiver

Well-Known Member
Sep 13, 2020
1,085
1,100
357
This is not any discussion: we know the reason for the debacle in undestanding:
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I'm not sure how this answers my question.

I also feel I gotta point out that both sets of comments mine is listed with differ radically in perspective and tone. From the screens and OP my impression is generally good (aside from the icky but not central soldier thing) and I just wanted to clarify what to expect irrespective of its being already there or prospective.
 

winterwolf200

Active Member
Jun 24, 2017
512
1,042
429
"What it Takes" - Well, they say that "it takes a village...". That's a lot of potential love interests right there. Ore just one, extremely well made (and sexy) model OF a village. To scale?
 
Nov 8, 2020
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I am sure Dev will wonder why the 2 stars, maybe this will give you a hint:
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For a gay orientated game, sure great, but for a straight game with no way to skip this, it felt like a direct insult.
Like I said I will update the rating if it gets better, I wish you all the best in the future.
kamimed, dude, regarding what you wrote in your review: two caucasian parents with black or brown eyes can have children with blue eyes if there is an individual with light eyes in their lineage. It is even possible, although rare, among negroid individuals.
 
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marvelfreak3000

Well-Known Member
Sep 27, 2023
1,061
1,036
338
Well, I dont mind voyeurism as long as it isnt with a main or side LI BUT just some random people having sex. Will the MC have it What it takes to steal his "landlady" from his "landlord"? ;)
 
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ViralRivalz

Member
Game Developer
Aug 30, 2025
139
607
154
I like the introduction and the visuals. The game definitely has promise.

I've written a lot of suggestions below, but I don't mean to insult or overwhelm you with advice. Quite the opposite: if a game sucks, I don't make any suggestions at all. I'm writing this much because I think your game is off to a great start and so I want to help improve it.

Dialogue:
- ALL CAPS MAKES CHARACTERS SOUND LIKE THEY'RE SHOUTING ALL THE TIME! (It also makes it hard to tell when they're actually shouting.)
- Check flow between dialogue. If the characters switch topics, make sure there's a smooth transition that bridges the different subjects. This also ties into storytelling 'pacing' which I talk about below.

Models:
- I like the models. Their appearance all reflects their inner personalities, which really helps reinforce who they are. So I only have a couple of suggestions:
- The eyes are supernaturally colored, especially the MC. For me it's quite distracting and breaks immersion.
- Dial down the expressions. I would say that the vast majority of Daz3D facial expressions look ridiculous when set to 100%. Player's brains are naturally drawn to the face and the subtleties of expressions, so you can safely rely on players to pick up the character's emotions with much smaller changes.

Storytelling:
- I think you have the same problem as me: trouble with pacing. In the context of visual novels, I've discovered that when players talk about pacing, what they mean is the rate at which new information is introduced. I've found that it helps to linger on a subject for longer than I think, and to make sure there's clean transitions between topics.
- Conflict is the engine which drives the story forward. This is the prologue, so you have a 'grace period' by players in which they'll continue playing to see what happens... but make sure that real conflict is being introduced soon. A common mistake for new developers, especially with college-aged games, is that the bulk of the introduction is the MC going around meeting different characters. That's not a story -- that's a series of events. Meeting characters must be simultaneous to setting up the story conflicts, otherwise players will get bored. Maybe you already know this, but I'm mentioning it on the off-chance you fall into the same trap.

Visuals:

- I really like the visuals, and in many cases your visuals are better than mine. However, there's a bunch of small improvements you can make to keep people from complaining:
- Be careful with sharpening (both in post-production, but also in setting your Pixel Filter Radius too low). Yes, it brings out details, but when overdone it creates "anti-aliasing" with jagged lines around edges. This is especially noticeable around the hair. I often have the same problem.
- Be careful with contrast and saturation. The bursting of colors gives it a "summertime" look which I love, but if exaggerated it can create unintended side effects: our eyes are drawn to the brightest spots on renders. For example, when Mom says "Hey, honey. Nothing special. Just for tomorrow", the render is of the MC. Our eyes are drawn to his almost-glowing blue eyes, but also that red plant in the background is now very red, and is now attracting our focus. It shouldn't be a focal point to the image.
- Be careful with highlights and overexposure. The unfortunate thing about Genesis 8 is that the skin textures reflect light a lot. Not just from your light sources directly, but also when the light bounces off walls. This has the consequence of making some parts of your image "blown-out" with white. For example, the MC's shirt is insanely white when he's standing in front of the bathroom. It annihilates all details. In Daz3D, either 'burn highlights' a bit in render settings, darken the white textures of the problematic area (make MC's shirt for example a little more gray), or move the lights further away from the subject.
- Be careful with varying color temperatures with multiple light sources. Emission lights from lamps, for example, often come loaded with their own setting for their color temperature, for example 5000K (warm). But when you set up your own scene lights like a spotlight, it can be default 6000K. This means that some parts of your render will appear orange from lamps and ceiling lights, but then other parts will appear white. This difference gets exaggerated with increasing saturation and contrast during post-work.
- 90% of your visuals are well-framed. The subject is a good spot. However, don't forget that even though we can move the camera from all sorts of angles in Daz3D, the expectations of camera angles in Daz3D are often defined by movies and TV shows. When MC and the Dad are moving to the garage, the camera is high and pointed down. Because we're unconsciously trained since birth to expect the scene to be viewed from somewhere between chest and the top of the head, anytime that camera moves to an unexpected angle, it draws our attention. This can be a good thing when you want to illuminate a particular object or create a specific feeling for the player, but if it's just people standing around talking, it's a good idea to make sure your camera is not angled too far down or too far up.

Process:
- The hardest part of all the suggestions I've made so far is doing it while maintaining speed and scale. I've nitpicked your renders a lot, but the flip side of making renders too perfect is that it starts to take a lot of time. Some games that shall not be named have been around for 8+ years and only update once a year because they're too damn busy making each render look like Jesus coming down from the heavens. However, you can strike a balance by optimizing your workflow for both quality and speed. Use Daz3D third-party tools, group similar tasks together, and create your production process to be like a factory where the update is a product that moves from one station to the next.

Other:

- Be very, very careful about the sexy "familial" relationships between the MILF and the MC. Patreon is watching this site, and it has nuked many creators' pages for breaking their TOS. If you insist on proceeding, consider making a SubscribeStar where rules are not as strictly enforced... for now. There are many other games that use particular tricks to try and avoid getting in trouble.
- This is F95. Once you post a few updates, you'll see the 'review nukers' who give everything 1 or 2 stars just because they're miserable, the 'tough guys', the 'everything is NTR!' lunatics, the 'y no sex yet' people. I'm happy you're taking suggestions since many developers don't -- but give less merit to each individuals' complaint as opposed to complaints that arise over and over!

Anyways, that's all. Happy developing, and I'm looking forward to playing your next update!
 

KN Studio

New Member
Jan 10, 2026
13
42
0
I like the introduction and the visuals. The game definitely has promise.

I've written a lot of suggestions below, but I don't mean to insult or overwhelm you with advice. Quite the opposite: if a game sucks, I don't make any suggestions at all. I'm writing this much because I think your game is off to a great start and so I want to help improve it.

Dialogue:
- ALL CAPS MAKES CHARACTERS SOUND LIKE THEY'RE SHOUTING ALL THE TIME! (It also makes it hard to tell when they're actually shouting.)
- Check flow between dialogue. If the characters switch topics, make sure there's a smooth transition that bridges the different subjects. This also ties into storytelling 'pacing' which I talk about below.

Models:
- I like the models. Their appearance all reflects their inner personalities, which really helps reinforce who they are. So I only have a couple of suggestions:
- The eyes are supernaturally colored, especially the MC. For me it's quite distracting and breaks immersion.
- Dial down the expressions. I would say that the vast majority of Daz3D facial expressions look ridiculous when set to 100%. Player's brains are naturally drawn to the face and the subtleties of expressions, so you can safely rely on players to pick up the character's emotions with much smaller changes.

Storytelling:
- I think you have the same problem as me: trouble with pacing. In the context of visual novels, I've discovered that when players talk about pacing, what they mean is the rate at which new information is introduced. I've found that it helps to linger on a subject for longer than I think, and to make sure there's clean transitions between topics.
- Conflict is the engine which drives the story forward. This is the prologue, so you have a 'grace period' by players in which they'll continue playing to see what happens... but make sure that real conflict is being introduced soon. A common mistake for new developers, especially with college-aged games, is that the bulk of the introduction is the MC going around meeting different characters. That's not a story -- that's a series of events. Meeting characters must be simultaneous to setting up the story conflicts, otherwise players will get bored. Maybe you already know this, but I'm mentioning it on the off-chance you fall into the same trap.

Visuals:
- I really like the visuals, and in many cases your visuals are better than mine. However, there's a bunch of small improvements you can make to keep people from complaining:
- Be careful with sharpening (both in post-production, but also in setting your Pixel Filter Radius too low). Yes, it brings out details, but when overdone it creates "anti-aliasing" with jagged lines around edges. This is especially noticeable around the hair. I often have the same problem.
- Be careful with contrast and saturation. The bursting of colors gives it a "summertime" look which I love, but if exaggerated it can create unintended side effects: our eyes are drawn to the brightest spots on renders. For example, when Mom says "Hey, honey. Nothing special. Just for tomorrow", the render is of the MC. Our eyes are drawn to his almost-glowing blue eyes, but also that red plant in the background is now very red, and is now attracting our focus. It shouldn't be a focal point to the image.
- Be careful with highlights and overexposure. The unfortunate thing about Genesis 8 is that the skin textures reflect light a lot. Not just from your light sources directly, but also when the light bounces off walls. This has the consequence of making some parts of your image "blown-out" with white. For example, the MC's shirt is insanely white when he's standing in front of the bathroom. It annihilates all details. In Daz3D, either 'burn highlights' a bit in render settings, darken the white textures of the problematic area (make MC's shirt for example a little more gray), or move the lights further away from the subject.
- Be careful with varying color temperatures with multiple light sources. Emission lights from lamps, for example, often come loaded with their own setting for their color temperature, for example 5000K (warm). But when you set up your own scene lights like a spotlight, it can be default 6000K. This means that some parts of your render will appear orange from lamps and ceiling lights, but then other parts will appear white. This difference gets exaggerated with increasing saturation and contrast during post-work.
- 90% of your visuals are well-framed. The subject is a good spot. However, don't forget that even though we can move the camera from all sorts of angles in Daz3D, the expectations of camera angles in Daz3D are often defined by movies and TV shows. When MC and the Dad are moving to the garage, the camera is high and pointed down. Because we're unconsciously trained since birth to expect the scene to be viewed from somewhere between chest and the top of the head, anytime that camera moves to an unexpected angle, it draws our attention. This can be a good thing when you want to illuminate a particular object or create a specific feeling for the player, but if it's just people standing around talking, it's a good idea to make sure your camera is not angled too far down or too far up.

Process:
- The hardest part of all the suggestions I've made so far is doing it while maintaining speed and scale. I've nitpicked your renders a lot, but the flip side of making renders too perfect is that it starts to take a lot of time. Some games that shall not be named have been around for 8+ years and only update once a year because they're too damn busy making each render look like Jesus coming down from the heavens. However, you can strike a balance by optimizing your workflow for both quality and speed. Use Daz3D third-party tools, group similar tasks together, and create your production process to be like a factory where the update is a product that moves from one station to the next.

Other:
- Be very, very careful about the sexy "familial" relationships between the MILF and the MC. Patreon is watching this site, and it has nuked many creators' pages for breaking their TOS. If you insist on proceeding, consider making a SubscribeStar where rules are not as strictly enforced... for now. There are many other games that use particular tricks to try and avoid getting in trouble.
- This is F95. Once you post a few updates, you'll see the 'review nukers' who give everything 1 or 2 stars just because they're miserable, the 'tough guys', the 'everything is NTR!' lunatics, the 'y no sex yet' people. I'm happy you're taking suggestions since many developers don't -- but give less merit to each individuals' complaint as opposed to complaints that arise over and over!

Anyways, that's all. Happy developing, and I'm looking forward to playing your next update!
Hi ViralRivalz,

Thank you very much for taking the time to write such a detailed and thoughtful review. We truly appreciate the advice, and please don’t worry, we definitely don’t take any of it as an insult.

For most of the points you mentioned, you’re absolutely right, and for some others… we simply didn’t notice at the time . That’s exactly why feedback like this is valuable. We believe developers should help each other improve, not tear each other down.

Thanks again for the encouragement and constructive suggestions. We’ll be taking them into account going forward, and we’ll be sure to check out your game as well!

Happy developing, and cheers!
 
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2.50 star(s) 2 Votes