.16c is the online I believe or should be shortly.
There is a 0.16c pre-release which is starting to go live but there are still a couple game-breaking bugs I am working through today and maybe tomorrow. For those interested in trying it out you can do so at
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. If you do find bugs, please report them on the Discord rather than here if possible, there is a dedicated channel #bug-reports on the Discord.
I'll post the update here as soon as it is clear of game-breaking bugs.
For anyone else infuriated by the chores mini-game interrupting your RNG re-roll attempts as you blast through the days, you can edit the .html file to prevent the step-dad from ever bothering you. I opened this in Notepad++, ctrl+f to find this line:
set:$request to "chores"
Replace it in the entire doc with this:
set:$request to "nothing"
Save and close, you'll never see or hear about chores again.
Upon consideration... to allow for day-blasting, I'll add chore reminder disabling as a cheat. For those wanting a more RP friendly reduction of chores, there's also a robot vacuum you can buy in 0.16c to make chore requests much more infrequent. And if you help out with household expenses at least $50 a week, you will not be asked as well.
Also, Dev, the game would benefit tremendously from a forward/back button like those found in almost all sugarcube projects. Ideally the RNG assignment would happen based on your clock time or some other non-calculated value so that going back and forward would effectively re-roll the RNG and possibly give you that event you're hunting for. Reloading the day and/or blitzing through them over and over to try to get the step-sister to request a trip to the mall where she's short on cash so that the security guard event procs is very irritating. Attempting to acquire the "increased sensitivity in submissive positions" side-effect on the New-U machine would be much more irritating as the process to re-roll takes quite some time, but at least that's easy to fix by editing the html.
The game does not track variable history throughout "turns" like most Twine games can, since most Twine games have much fewer variables being tracked. If I turned variable history back on the saves for the game would quickly exceed browser storage unfortunately.
BTW, I'm also adding the ability to add and remove specific side effects in the cheats menu, I'm hoping to eliminate the need for RNG'ing for those who just want to try out different game aspects.
Excellent game.
Question: I remember something that was said previously about relationships being added in the future potentially, so I'm wondering: how are they going to work out, exactly?
0.16c now includes the beginnings of the relationship system. Basically its pretty simple, for each tracked NPC the game just keeps track of 1. friendship level, 2. attraction level, 3. how submissive or dominant they feel toward you (to support future multi-route relationships), and 4. how much they respect you.
The game then has an ability for me to make a relationship check, checking any combination of those 4 variables, to branch interactions. You will be seeing some examples of it in the pregnancy interactions.
Edit: one more thing on relationships - 0.16d, which is my next release, is going to focus on "fuck buddy" type relationships with NPCs, where you can set up recurring encounters with your favorite NPC. I'm mainly doing this as a proof of concept for how more complex relationships can work in future - I want to make it system-based so that it doesn't have to all be specifically and linearly written.