Overview:
An open world fantasy RPG for adults.
(The game is in active development and currently a pre-alpha state. Expect bugs and placeholder assets. )
Thread Updated: 2024-06-04
Release Date: 2024-05-31
Developer: slaen Patreon
Censored: No
Version: 1.15.03
OS: Windows
Language: English
Genre:
Installation:
Changelog:
New in this build:
Rough pass on the transformation potions (found on NPC creatures or at the goblin alchemist a bit north of Redtree)
Height slider in character creation
3 rough scenes if you talk to the employees standing around in the Redtree tavern
Placeholder interior spaces for some buildings in Redtree
Mushroom placeholders added to swamp – no animations yet!
Environment work and detail added around the roads by Redtree
Bug fixes: doors should no longer be destroyable in object placement mode
Spawn frequency of NPCs should be a lot higher
v1.15.02
New in this build:
- Imp dude sound fx added to scene content
- Imp dude has a grapple scene trigger and animation hooked up
- Goblins now have animations for their grapple scene
- Redtree is roughed in!
- The main vendors in Redtree are hanging out in town with a chest for their inventories next to them for easy testing purposes
- Added a player test house (location in the screenshot) with external save location. Dropped items on the overworld but within hedge circle surrounding the house should save and load. This needs a lot of polish and I’ll most likely need to add a visual effect so the player can see the outline of the save area. Probably something similar to Fallou4 how they show the edge of the buildable settlement areas.
- Fast travel carriages between Redtree and Swamp Town
- Critters! Sheep, chickens, and pigs will spawn and slide around in some of the fields (they don’t have animations yet though!)
- Fixed a handful of bugs (and probably created some more) Feel free to drop me a message if you run into any that are particularly annoying!
v1.14.8
Rough update list – may contain spoilers!
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Goblin AI changes
based on distance to player will perform random actions and switch between ranged and melee attacks
NPC grappling now has a progress bar. When the progress bar is full it will trigger character dependant scenes. Only the goblin has scene support so far.
Resting in unsecure locations can now trigger random encounters. Currently only the goblin encounter is implemented and is set to always trigger.
Reeve quest line is in game.
Reeve has 2 reward scenes if the player progresses far enough through his quest line.
Xandra, the tavern owner, has a quest line.
She has 2 reward scenes if the player progresses far enough through her quest line.
Farm girl, spawns at one of the farms outside the north gate of town, has the beginning of her romance path and associated quests
Farm boy, spawns at the other farm outside the north gate of town, has the beginning of his romance path and associated quests
Resource gathering has had some updates. Now resource nodes can trigger animations, take time to gather, spawn props like mining picks, have differing amounts, and have variable respawn rates.
Quest triggers are now supported on interactive objects, dialogues, inventory checks, and other quest triggers.
Lesser Incubus has 3 new scene animations depending on player anatomy.
He has placeholder animations and AI for everything else.
Random loot containers have been updated and added to a lot more locations around the map.
The barn south of town has a Slime girl narrative encounter inside
Added a new abandoned cabin a bit north of the tutorial cave. There’s a few placeable objects blueprints lying around to test the placement system and the new growable crops items.
Added placeable object blueprints and pre-placed objects to the test house inside the north gate.
Began blocking out path south out of the valley. Eventually this will be a swamp area and small coastal village.
Solo animations and lust system. After taking enough lust damage the player will now randomly be stunned and start playing the solo lust animation for their current anatomy.
Players can also reduce lust at any time they choose by pressing a hotkey (currently the 8 key) and letting the animation finish.
v1.14
- Updated all scene animations to use the new systems. This was to fix alignment issues between characters and should fix those issues going forward.
- 5 new armor sets / outfits
- Lighting and environment updates to the tavern and alchemist’s hut.
- Tutorial revamp work in progress. Completely new environment and flow to the tutorial. The next step is to add specific scripting to the AI characters.
- Sky time of day lighting fixes and tweaks. Lots of behind the scenes work to make this work with multiple environments.
- Scene position and rotation controls
- HUD toggle button
- Attribute assignment during character creation. Not implemented into gameplay yet.
- Character creation screen lighting updates and slider to control time of day.
- New inventory screen displays player character.
- Slime girl rig updates
- Slime girl new animations, new melee attacks, new grapple, new vfx, polished face ride scene.
- Updated succubus hair mesh
- Narrative scene first pass. This is all the basic systems and a test scene to go along with them. Triggered by player losing to an imp.
- Imp grapple
- Goblin grapple
- Slime grapple
- Camera shake and visual fx added to some scenes and I’ll continue polishing scenes up as I get the time.
- 1st person view got some polish. Screen shake, a few animation tweaks, screen flash.
- 1st person melee had some hit detection issues which should be fixed now. The most noticeable was collision with destructible environment assets like barrels.
- Fixed AI to handle grapple and scene animations a little better. There are still some camera issues when the player gets mobbed by enemies but there shouldn’t be as many bugs
- Fixed the bug where if the player was swinging their weapon and then sheathed it mid-swing it would still think it was doing damage. The sword would be on the player’s back and if an NPC walked behind them they would take damage.
- Bow and arrow test weapon got a really rough update – now an arrow spawns in 1st person and 3rd person views, follows the animations, and disappears at the appropriate time. Still needs proper animations and tweaks plus ammo counts and the ability to equip arrows.
- Stability and bug fixes
Feedback on the imp’s narrative scene would be really helpful. Narrative scenes are setup with the dialogue system and support animations, visual fx, sound fx, and multiple branches. The plan is to add role playing and skill checks into scenes or have specific scenes trigger based upon the player’s previous actions. But let me know if you like the narrative mode compared to the standard animation viewer mode. Should I add a back/previous button to the narrative scenes? That way if someone wanted to replay a section or missed a section they could go back and view it again?
There’s a few issues with the new interior environments for the tutorial, the tavern, and the alchemist’s hut. Objects and characters will reset when the player leaves and re-enters. These new areas are separate levels and so are destroyed and reloaded when the player leaves. I’ll write something that keeps track of what happens in these areas similar to the dynamic NPC spawners. Just need to find the time.
What’s next?
I’m not really sure yet. The gameplay needs a ton of balancing. There are lots of animations that need polishing. The tutorial encounters need to be scripted and animated. I want to start adding the magic system. There’s the lockpicking system. The minotaur needs some love his animations and textures need a polish pass. There’s always more weapons and armor to be added. Those are just the first things that come to mind. Anything else people want to see? Maybe I’ll put up a poll asking people what they want to see in the next build?
v1.12
- Grapple, Lust, Stun System
- This is the first full version of these systems and will be refined over time. If you have any feedback or ideas on how to improve things let me know!
- There’s 3 new bars in the player’s HUD.
- The stun bar fills up based upon the weapon type the player is hit with. When it is full the player will be stunned for a few seconds during which time they will be vulnerable to damage or grapples.
- The lust bar takes damage from some attacks and some grapples. When it is full the player will lose their clothing and then any lust damage will go into the climax bar. When the climax bar fills up then the player will climax and be stunned and if they are in a grapple they will be defeated by their opponent.
- Grapples are triggered on the player when the player is in a stunned state. There’s 2 ways to break grapples, mostly for testing. Alternately pressing ‘q’ and ‘e’ will break the hold but takes a few keypresses. Or to skip the grapple entirely press the spacebar.
- The goblin girl and the succubus are the NPCs that currently have grapple scenes and AI hooked up.
- Also of note if the player doesn’t have a weapon readied the succubus and goblin will also automatically trigger a grapple. This is hooked up for testing and an easy way to see the content quickly. Grapples are also different depending on if the player is wearing clothing or not.
- Quick note – there’s a bug with the grapple character alignments that I thought I had fixed but it looks like I missed something. It seems to happen more often on uneven terrain. I’ll keep digging into this but I didn’t want to hold up the build any longer.
- The initial version of the succubus is in game and ready to go. She has a basic set of scenes and basic combat AI. Her ranged attack is a placeholder right now and she needs a proper visual FX pass to really sell a lot of her actions. She has a spawn point on the road south of town.
- Early game dialogue and quests are now in the game. These are mostly quests to lead the player around town and introduce the important NPCs they will be interacting with. I’m getting more comfortable with the dialogue system and scripting and will start adding more complexity to this stuff over time. But if you have any thoughts or feedback please share!
- I’m fried right now after bug fixing, testing, and doing technical stuff the last few weeks. I’m going to take it easy for a day or two and recharge then get right back to work.
- And again feedback, thoughts, bugs, or anything you want to share drop me a line in a message or in the comments!
v1.10
- Character creation and customization
- First person to third person camera switch. Most animations and character actions during gameplay support camera switching at any time.
- Melee combat with swing cycles and blocking. Melee weapons each have individual hit areas based upon the current animation and the shape of the weapon.
- Branching dialogue system
- Saving and loading
- Open world gameplay
- Day / Night cycle
- Dynamic spawn system for NPCs supports schedules with custom time of day actions
- Animation scene system that can be initiated through dialogue or combat. Scene selection takes into account the participants’ current anatomy.
- Inventory system
- Customization / transformation system for human player and NPCs
- Player housing with object placement system
- Clothing / Armor system not limited by gender. If it is armor made for humans the player can wear it. Supports all different player body types and shapes.
- Multiple equipment slots for human characters. Head, body, hands, horns, ears, tail.
v1.9
Changed scene control to instantly jump to the next section when the button is pressed
Added Goblin Cowgirl2 scene
Added Human x Human Doggystyle scene
Tutorial Level is roughed in and needs playtesting
Fixed a few bugs in the alchemist questline – she should now add potions to her store’s chest after each part of the quest is finished
Prop placement is in game and partially working – P will open the placement menu or V while hovering over and object in the inventory (the keys, controls, and physics of almost everything will change this is just the first test version)
NPCs can now use props during animations
Inventory items have an information panel that appears while hovering over the corresponding inventory button, the layout and details are still temporary and the 3d object display hasn’t been implemented in some menus
v1.8
Alchemist’s hut building exterior
Alchemist’s hut building interior with props
Consumeable potions for health, mana, and stamina
New shader for potions + glass potion bottles
Narrative branching scenes tied in with dialogue
Tooltips added to dialogue screen
More hotkeys and ways to exit dialogue
Ingredient plants and similar actors will respawn after a specified amount of time – default is roughly one day
Testing new goblin jiggle system and animations
Idle animation markers have been added for AI – currently only the alchemist has these – a few known bugs during dialogue and facing direction while playing these animations
New skin shader updates for NPCs
v1.7
- Minotaur animations walk, idle, combat idle, melee swing, cowgirl, doggy.
- Jizztech 1.0 – fx triggered by pressing ‘v’ while testing – implemented in some scenes, requires relevant anatomy to be present.
- 2 Dedicated spawn points along the main road for minotaurs only (temporary)
- 2 handed axe is in the game and textured
- 1 handed axe in the game and textured
- Stick weapon in the game and textured
- Woodsman’s Tunic
- Destructible objects initial implementation (barrels, pumpkins)
- Slimegirl material update
- 2 rough new building models in town – general goods store, and misc NPC home
v1.6
- The minotaur is roughly in the game. He needs a full set of new animations still. The retargeting on his placeholder animations didn’t go so well and his feet have trouble touching the ground.
- Dynamic spawners are in the game and should be working properly now. Enemies that are dynamically spawned and then defeated will respawn at that same location after a day or two of ingame time has passed. This is the most basic gameplay loop. The player can leave town, defeat enemies, take their gold, then return to town to heal and wait for the enemies to respawn, and then repeat the entire process.
- Lots of environment work. The rough blockout for an old mine has been started and gets progressively rougher the deeper into the mine you go.
- The first quest has been started. To try testing it out for yourself speak to the bartender in the tavern. Only two solution paths are currently implemented – the player can solve the quest through dialogue or through violence. The quest ends when the girl teleports back to the tavern. I still need to do the after effects, faction relation changes, quest rewards, and all that sort of stuff.
- Quests have dialogue hooks, separate quest stages, a new functional tab on the players’ inventory screen, plus some other stuff I’m sure to be forgetting.
- Factions have gotten a bit of love and for testing purposes in this build attacking ANY character will decrease standing with that character’s faction. When the faction reaches a negative enough level members of that faction will attack on sight.
- Imps have facial expressions ready but still need sex animations and scenes.
- Title screen should display the character from the most recent saved game.
- Saves still don’t work between versions – yet! I’m working on a character export/ import system that should work in the short term so people won’t have to keep recreating characters each new build. Then hopefully I can figure out how to make the saves carry over without to much hardcoding stuff.
- The narrative sex scenes aren’t completely ready yet. They tie in with so many other triggers and character behaviors that I disabled them to not completely break the current sex scene functionality.
- Adjusted running speed, sprint speed, and ducking movement speed. I’ll keep tweaking these numbers to find something that feels “right” plus at some point I’ll give them proper animations. There still isn’t a cap on stamina use though – just to save people some time running around and looking at the new content.
- Trading systems and UI should all be working. Items will cost gold and can be sold for gold.
v1.5
- Tease/Stun attacks initial testing version
- Grapple System initial testing version
- AI has a basic concept of if the player has a weapon equipped and readied
- Slime girl full animation scenes
- Slime girl texture polish
- Implemented a few sounds
- Dialogue option to skip directly to sex scenes
- Vendor system was updated so that vendors will pull inventory from an actual container – the blacksmith is currently the only one with this setup. Gold isn’t being charged yet so that testing is easier.
- Character creation polish – new color preset options for some categories and UI layout tweaks
- Tavern has blockout temporary assets for interior props
- Spawning after being defeated in combat should work now
- Hotkeys for speeding up time (insert), slowing down time (delete), pause (end), reset timescale to normal (home). Also added an unlock camera with a weapon readied (equals), and toggle HUD(backspace).
v1.4
- 5 new face shape presets in character creation
- Blacksmith outfit
- AI now understands and uses objects in the world based upon time of day
- AI will dynamically follow assigned waypoint pathing
- The system is in place for dialogue barks (short one sentence lines “you know what’s wrong with Skyrim these days?” sort of thing) Still need to write and implement them though
- Map Optimization and detailing
- Post Process updates – depth of field and color grading
- Resting / Waiting bug fixes
- Flowers
- Misc. fixes to environment collisions and textures
v1.3
- Male imps are in the game. Still an early implementation and the animations are placeholder until I can get the time to figure out how to handle that tail.
- The tavern has gotten a layout pass and was the test bed for the new modular interior building assets. The visuals haven’t changed a whole lot but everything on the interior has been reworked with the new modular assets.
- New waiting mechanic to quickly pass time. Currently set to the ‘T’ hotkey.
- Dynamic spawn points. Singular spawns for one off encounters as well as larger group spawners are in and working. Take the road out of town into the green fields and walk towards the 2nd tower. Stay on the road and the spawns will trigger. The distance is kept small so it’s very noticeable when the player triggers the spawn. There are still more features to implement to handle going from the exterior world to interior spaces but this is the basic foundation.
- Hotkeys can now be changed in the options menu.
- A few bugs were fixed. First person view was previously losing the body morphs while playing scenes. That should be fixed now.
- Eyelashes now have an intensity slider in the character creator.
- The 2nd tower heading out of town is also where I’m testing a lot of things and why the artwork is all placeholder for it. It’s the blockout version for figuring out a basic multi level encounter, the minimum spaces required for that encounter, how the AI should handle the encounter, and planning out different playstyle solutions to the encounter.
- AI also has a basic understanding of useable objects in the game world. If an AI notices one of the street lights is out they will walk over and turn it on then go back to what they were doing. Nothing complicated but it’s the beginning implementation for idle behaviors for AI.
- The most basic gameplay loop is implemented. Start in town, travel to the 2nd guard tower, clear and loot the tower, travel back to town to heal at the tavern.
v1.2
- Placeholder footstep sounds. They were free on the marketplace and I wanted to see what the process for hooking them up was.
- Slime girl. First pass on her assets. She has basic functionality but no combat or scene animations.
- 3 new outfits. There’s two sets of bandit armor and a tavern keeper outfit. I’m testing out cloth solutions with these armor sets. Bandit armor 1 has a dynamic cloth sim applied to it but there are a few issues with it. Bandit armor 2 the loincloth is static right now and I want to test dynamic joint chains which means a quick rigging pass. The same with the tavern keeper apron is static until I resolve how I want to handle cloth.
- Combat I’m trying to slow down the pace of combat just a little. When a character has a weapon ready their movement speed will slow down a little. I also lowered the damage from melee strikes it should take 7 or 8 melee hits to knock someone down. Then I wanted to differentiate the difference between the knockdown state and the ragdoll state more. Now after a character is knocked down it will take 4 melee hits to make them ragdoll and completely inactive. Once this gets a bit more finalized I’ll add in hit reactions and fx, right now it’s difficult to tell if the melee hits are landing on a knocked down opponent.
- AI perception has been updated to included hearing events. AI will now hear other characters in a small radius around them. The player will make noise when they are running or walking but they can sneak (ctrl key to toggle) and remain unheard. The sneak skill, speed, animations, will all be updated in the future this is just the initial functionality pass.
- Pickpocketing is also roughly implemented. While the player is sneaking they can access other character inventories. Skill and detection checks will come in a future update but for now the player will always be successful while pickpocketing.
- Starting a dialogue with a character will now pause their AI so they won’t keep walking while in a conversation. They will also turn to face the player and after dialogue is finished go back to what they were doing.
- The trading UI can also be opened through a placeholder dialogue. It should open the player and NPC inventories and allow the player to trade items back and forth. The next step is to add gold values to objects and then add or subtract gold when trading items.
- Lots of little environment updates and assets. Did an LOD pass for most existing assets and updated the lighting. Should bring the framerate back up a bit.
v1.1
- Title screen added
- Ranged weapons with windup time
- Players can block while a melee weapon is equipped (hold the right mouse button)
- 6 new hairstyles
- 8 eyebrow options
- 2 new face complexions
- NPC on NPC auto scenes (testing)
- Day-night dynamic lighting cycle lighting tweaked
- Added dynamic fog
- Goblin girl
- 2 victory scenes
- 2 loss scenes
- melee functionality
- ranged weapon functionality
- basic ai
- Early faction implementation and related ai
- World map basic functionality
- Trees, grass, and foliage updates and optimization
- Collision added to most trees
- Test areas for the evergreen forest, and green fields
- Interactive street lamps
v1.0