v12
- When traveling from Lab to Manor, the lift door is automatically unlocked. Removed redundant key card.
- Ghost effects are not permanent again.
- Console in Woods accepts Lv 3 cards, where possible.
- Added a Lv 3 card to Jessica's room.
v11
Difficulty and exploit adjustments. The ability to perpetually loop the maps was not intended.
- Certain chest keys are removed upon use.
- Moved Lv 4 card from Jessica's room. It's now appropriately difficult to obtain. Hint: you can paint both keys now.
- Staff is no longer obtainable without True Sight. After picking it up for the first time, True Sight won't be necessary anymore.
- Safely traversing between Woods and Lab without protective suit now costs 90 points of Mind. This should make it almost impossible without significant preparation.
- Fully expelling cum cannot be done anymore. I'm fine with clever exploits but when they become common knowledge and de facto solutions they will get removed.
- Moving through dreams no longer resets stamina.
Bug fixes
- Crash if you interact with the painting after the puzzle has been complete.
- Fragile Key stack doesn't get removed when only one is used.
- Fixed Lab restricted logs moving to restricted after viewing one.
- Changed some restricted logs in the Lab to better fit the narrative.
v10
Manor and Site Z console entries were swapped.
Fixed EGR Suit configuration, added sparkles to the consoles.
Fixed Clay Figure usage crash
v9
Lets not talk about that
v8
Fixed unable to finish the school painting
Fixed Nightmares with Yuri dialogue doesn't trigger if you find her in the basement before talking to her.
v7
There was a wall blocking the new door in the lab. Can't believe I missed that.
Fixed crash where Yuri shows up while you're reading the diary
v2
- fixed crash on leaving the intro room before unwidow disappears.
- fixed vial disappearing in the tutorial if you mash the action key like an ape.
- removed "Project Chimera" and "Project Aphrodite" from lab console as they were causing crashes. These are redundant entries from older version.
- fixed softlock if you remove clothes on story day 1. You can still interact with the wardrobe.
v3
fixed crash when attempting to load "naked" clothes from the wardrobe
fixed crash when going to bed with suidrabbit effect
fixed crash on first day at cat-cat cafe
v4
- fixed crash for a specific book/page combination in Woods' basement
v5
- Holding cycle pose key for 1 second resets the pose.
v6
- Fixed crash when initiating Cafe sequence during night time. The cafe is supposed to be "closed" at night.
Thank you for your patience. Full notes are below. Also, Merry Christmas.
New Content
-New story event - Nightmares with Yuri. Requirements: Sleepover finished. (Future versions will require you to find Yuri in the dreamworld as well)
https://mega.nz/folder/g3oRzRLA#vhSJ99eV4Xrrz0r1ouJyxw
-New dream area - Looping Woods.
Larger and more complex than the previous areas. The core design is different as well: most of the gameplay element consists of finding information and processing it into useful instructions, then successfully executing them. There are no corridors or walls to restrict movement. Of course, as any student of the Histories knows, the Mansus has no walls. :)
-New exploration may involve mechanics that previously did not exist. ( i.e holding items, switching poses, utilizing sound). There are some changes from the previous test release as well: 2 more pages, an extra broodmaiden, painted key is back, ethereal potion is now craftable.
-The real world is now more intertwined with the dream world for the purpose of gameplay.
There are a few things that you can do while awake that will have an effect on something, somewhere. There are items that you can find in the real world that can help solve puzzles in the dream world.
-The Woods, the Lab and the Manor are now connected in a loop. Provided you and the PC posses sufficient in-game knowledge, it's possible to navigate from A to B to C to A again, or reverse, in ONE DIRECTION.
-A few new secrets and puzzles have been added to the Lab and Manor. Some of the existing ones have been tweaked. Console logs in the Lab and Woods expand lore.
-You can now select the dream you would like to spawn in. This is a temporary set up until the hub is ready. Initial 2 dreams are always the Lab and Manor, for story purposes(Kari runs off, needle acquired, etc).
-Added a Diary that tracks what you can do to progress the story. Accessed on day 3 at your Computer Desk, where you save.
Story segments will now be interchangeable or optional if possible. Notably the Cafe sequence and Sleepover. Future story segments will hold this structure.
Unfortunately your saves might get messed up if you haven't completed all sequences. I always recommend starting a new game for major releases.
-Cafe minigame has been implemented.
-Another small tutorial has been added to the intro area.
-Pose 4 has full clothing support and has been added to the cycle-able poses.
Nightmare changes:
-Nightmares have been disabled until triggered in game.
-For the most part, this means you should unlock them organically, just by exploring and solving (failing) puzzles or through the story.
-After getting them for the first time, they are added to the pool.
-Nightmares collected throughout the game:
1. Tentacle Jungle: pick up a lilyth
2. Flesh Wall: traversing between Lab and Woods, without wearing a protective suit and failing a Mind check (-75%).
3. Huggers: Walk into the Manor basement without light.
4. Squid Tube: added to the pool after getting Squidrabbit tf.
5. Slug Tube: Base nightmare, always in the pool.
6. TSF Sludge: currently not present in the pool, unique for gender swap route for now.
Monster changes:
-Monsters that were previously missing or not yet introduced are now added in.
-These are Brood Maiden, Harbinger, Malice and Slime. (Harlequin is currently missing)
-You can now tear off the Unwidow, if male.
Mechanical changes:
-xrays are re-enabled again. It's still messy, and will likely not show something it should, or worse - show something it shouldn't.
-All pregnancy states are voided upon waking up, but otherwise is unrestricted in dreams. Will review this when the narrative allows this in the waking world.
-Changed how doors now display their lock names.
-Added key binding to force a sparkle on unhidden items and interaction points. Increased distance they can sparkle at. Reduced regular sparkle frequency to 10 + ~3 seconds.
-Everything that can sparkle, does so after 3 seconds (standard speed) when a room loads. This is to display interactables within immediate vicinity.
-Added some generic shop interactables to the mall.
-Changed location change time unit cost to 3. This is to insure a returning back to the same location advances the period.
-Redone how hips and bust changes occur:
Both reset to the original size on waking up, plus(or minus) 1 point of difference. Prioritizes the largest difference delta. If the same, then hips are prioritized over bust. Real sizes are then saved over the dream sizes.
There are now minimum and maximum size thresholds for both breasts and hips.
They trigger only upon waking up.
The total value consists of various flags you collect through the game. These flags are not stackable.
In general, maximum threshold is fairly easy to max out by just playing the game, while the minimum is more involved, and requires more complicated sets of actions.
Current list of flags will likely change as more content is added. Some of them are obviously temporary.
Jessica, Squidrabbit and Malice transformations function differently.
-Jessica: Swaps out the real version entirely, and disables all thresholds. Then it functions like normal. (Original version is "stored" for future use.)
-Squidrabbit: Forces second highest hip size at the start of a dream. Any body proportion changes that happen to PC while in this form are voided if removed.
-Malice: Forces original Malice look at the start of the dream.
These changes were done for a number of reason:
-to compensate for it getting easier to alter the body through dreams
-sizes are now used in puzzles.
-a slow burn for the narrative.
-encourage and reward (discourage and punish?) exploring and trying out new things.
-Hips minimum threshold flags:
Finish intro sequence (free in freeplay) - 2 points
Genderswap route or Venus scene as male - 1 point
Spend 3 nights as Squidrabbit TF - 2 points
Complete Festival of Life ritual - 1 point
-Hips maximum threshold flags:
Finish intro sequence (free in freeplay) - 3 points
Genderswap route or Venus scene as male (free in freeplay) - 1 point
Squidrabbit TF - 1 point
Harbinger TF - 1 point
Broodmaiden scene - 1 point
Flesh Wall Nightmare - 1 point
-Breasts minimum threshold flags:
Finish intro sequence (free in freeplay) - 1 points
Genderswap route - 1 point
Max out milkroot usage - 1 point
Complete Festival of Life ritual - 1 point
-Breasts maximum threshold flags:
Finish intro sequence (free in freeplay) - 2 points
Genderswap route (free in freeplay) - 2 points
Use milkroot - 1 point
Drink coffee 5 times - 1 point
Mimic Chest - 1 point
Cursed Dress - 1 point
What's next?
-A dream area that will function as a hub. This is a necessity for gameplay to advance any further.
Colored orbs that have been spread over some of the dreams will be utilized.
The idea is to encourage player redoing some of the puzzles, or trying to solve them through alternative solution. Not the ideal gameplay loop, but for a puzzle game that has no combat this is the best I can come up with.
Orbs will be used in customizing the player and NPCs, "experiencing encounter" in a "safe environment", cultivating helpful items and preselecting dreams.
The hub will also function as a conversation location with Rin.
-The revision of other areas was very much stripped down. I really wanted to get this out before Christmas. Notably the Hedge Maze expansion and an Infirmary Ward in the Lab. I'm also not sure where this stands currently on the priority list. The majority of you think the current puzzle mechanics are to difficult, so I'll have to rethink how to handle this. Maybe after the aforementioned hint system is implemented I can have another go. Then again, it might be better to focus on making other, smaller areas instead.
-I think it's time to create a "quest" log of some sort. Or a hint system. I am legitimately concerned that some of the current content will never be discovered otherwise. Will work nicely with the hub area.
-Spritework progress is slow because around half of the work gets done in the office, while I'm "working". While I can get away with coding and writing, drawing pixel titties isn't as easy. My "free time" also competes with stuff I can only do in the IDE, like implementing the aforementioned code and dialog, amongst other things. Sorry.
I have a week off. Maybe I can push another nightmare out.
-Ukuzala didn't perform well enough for me to prioritize another route or extra content. I'll still be working on it eventually, since I do like the concept, but right now it's not high on my priority list.
-Kari is probably ready to start her route, thanks to the new narrative structure. Just needs a reveal event. I've got a beach episode prewritten for that. She will have a variant route for "male" MC and gender swapped MC. Her story kinda writes itself. I'm sure most of you can figure out how it's gonna go.
Roman Jenkins
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