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World of Sopho - A Pups Adventure

A topic by ThyGuyX created 32 days ago Views: 279 Replies: 6
Viewing posts 1 to 7

Hello, I’m the developer of TWOS - A Pups Adventure.

For the past decade, I’ve been building the Sopho universe, but for most of that time I only had the ability to put it down on paper. Over the last year, that started to change. I’ve been learning multiple programming languages and seriously considering how to turn one of my novels into a game.


TWOS - A Pups Adventure is a text-based RPG set in the world of Sopho. It’s being developed in VS Code using HTML, CSS, and JavaScript. That keeps the coding simple enough for me to manage while still giving me the flexibility and control I want for a text-based RPG.

The story centers on Central (the player), Zenas, and the rest of the party. As you explore the world, fight enemies, do chores, work jobs, complete quests, and progress through the main story, you’ll also need to manage the party’s needs. But something is wrong with the world, and it becomes Central’s job to uncover the truth.

The game includes many of the RPG elements players would expect, along with a few systems meant to make the world feel more reactive and personal.

There is a party system that allows you to use items, equipment, magic, and skills in battle.


The battle system is meant to have variety. Some encounters will be fairly straightforward, but others will require the player to think carefully in order to win. Boss battles in particular are meant to challenge the player to keep the party alive and use strategy instead of simply overpowering the enemy.

There is also a crafting system that includes cooking, slaughtering, armor making, enchanting, and more.

The game will feature a large number of side quests and main missions, and how you handle them will affect how the game progresses.

There is also a relationship system that changes how NPCs and party members respond to you. Building friendships can open up new dialogue and opportunities, while bullying or threatening others may also get results, though not without consequences. Whether you play Central as kind or cruel is up to you.

As the story unfolds, you learn that this world is something far stranger than it first appears. The game becomes increasingly darker over time, and Central will have to decide whether to shield Zenas from that truth or not. Those choices will have lasting consequences.

I also want to be upfront about something: I’m using AI to help develop this game.

I think people should be honest about that, so I want every potential player to know it plainly. I’m not an artist or a musician, and I do not have the money to hire a full team from the start. I’m also not interested in begging people for free work. I’ve been down that road before while trying to get my novels published, and I’m not doing that again.

What I am going to do is make the best game I can. I work on this project for long hours every day, and when the time is right, I plan to release it in early development on Steam and here on itch.io. Any money the game makes will go toward hiring an artist and musician to replace the AI-generated concept art and music with fully human-made work.

If you have any questions, suggestions etc, I'm usually hanging out in my discord during development. Sometimes I will hang out in the living room to chat but there will be times where I have to hide in Orion's study focus on game development if I'm working on something difficult.

I hope you will join me for this adventure!

https://discord.gg/ZZX9TH72HQ

(1 edit)

Version 0.0.288

This update adds new combat mechanics, enemy behavior, quality-of-life improvements, and a few useful system changes.

System and UI Changes

Status, Inventory, Equipment, and similar screens are now full-screen windows instead of being crammed into the center panel. The center panel is now intended to function as a log only.

Before:



After:


The main log now auto-scrolls after battles end.

The battle log also now displays its write-up in separate, neat lines instead of one giant paragraph.

Party Changes

You can now invite the entire party at once by using the Party button on the party panel. Everyone must be in the same room, so the easiest times to do this are during meals, baths, or school.


If you want to disband the party, click the Party button again. You’ll get a prompt, and the party will disband.

Combat and Battle Changes

Central’s window has been added to battles. He will now provide information about enemies or warn you when things are about to go badly.

During sparring and training, Orion uses this window instead.

Central now uses Zenas’ stats in battle instead of his own. Telekinetic Storm was already overpowered enough.

An elemental system has been added. Every element except Void now has a weakness and is also strong against itself.

Void elemental damage cannot be mitigated, but it can never crit.

Bite and Telekinetic Storm are now classified as non-elemental skills.

Enemies also no longer alert their entire party when they see someone use Sneak. Each enemy now has its own chance to notice it. If an enemy spots a party member using Sneak, it may attack that character or redirect its current attack toward them.

New Content

Jackalopes have been added to the North Plains. Watch out, because they can use Sneak and Sneak Attack.

Zenas can now learn to slaughter enemies from Maxwell for 100 selca.

Zack is finally back to actually selling items instead of just obsessing over how much money he has in the shop. He now also sells jackalope materials.

You can now make jackalope broth. In battle, it restores 5 HP per round. Outside of battle, it restores 5 HP per turn on the field. It also restores 20 Hunger.

NPC and Interaction Changes

You no longer need to ask an NPC separately to do things like shop or slaughter. These options are now part of the main Talk menu.

You can no longer kiss or hug movers. You can, however, play a video on Max once per day to reduce boredom to 0 for everyone.

Other Notes

Central refuses to be summoned during sparring or training. Orion will notice Zenas trying and respond with concern.

Max’s tutorial guide has been updated. Don’t worry, I’m sure I’ll manage to make it outdated again within a week.

There’s more to come. Stay tuned.

Play it here:

https://thyguyx.itch.io/world-of-sopho-a-pups-adventure

Version 0.0.289

This update pushes the main story forward, improves sparring difficulty, and reworks Defender so it’s no longer completely busted.

Main Story

The first day of the main storyline has been added.

Most of the first day is automated as part of the story, and during it, you will not be able to leave the pup section.

Schedule Changes

Fauna, Faxan, Hagen, Maya, and Rin now hang out in the living room every night from 7–9 PM.

Combat Changes

Defender has been reworked. It now protects a single ally, costs 5 MP per round, and has a 1-round cooldown.

Absolutely no fun allowed!!!

The shadows’ AI in sparring and training has also been adjusted. They are now much more dangerous and will work together to defeat the party.

Orion has also been improved during sparring. He is no longer a wet paper bag, now has actual defense, and must be reduced to 0 HP to win.

Training and Progression

Maxwell will now teach you how to slaughter on your own once you meet the requirements, for the low, low price of 500 selca.

There’s more to come. Stay tuned.

Play it here:

https://thyguyx.itch.io/world-of-sopho-a-pups-adventure

Please enjoy this awkward video of me testing today's release. Don't worry, the issues you see in the video were resolved before I released it today.

Version 0.0.290

This update expands the main story, adds more progression systems, introduces seasonal difficulty settings, and adds a few new rooms and passes.

Main Story

Objective Two has been added, expanding the main story by a few more days.

An incomplete version of Objective Three has also been added. I needed to release this version rather than hold everything back longer.

Progression and Systems

Creating a party now requires a trait earned by defeating Orion in both training and sparring at least once.

Jobs now award 1 Responsibility per hour in addition to selca.

Guards now sell a guard pass that can be purchased using Responsibility. It can be bought each day from the guard at either the north or south gate between 6 AM and 6 PM. Be careful, though, because the pass can be revoked if you get caught breaking rules.

A hunting pass has also been added. It is issued by the Tiato guard once everyone in a full party has at least a weapon equipped.

Rooms and World Changes

Zenas’ room has been added, though it remains under construction for the first three months of the game.

The food bank room has also been added. You can donate to it so everyone does not starve during the winter years.

Items that can be taken now appear first in the room items list on the NPC panel.

Alaric also no longer sells salad bowls as helmets. If you discard the salad bowl, it will return to the kitchen where it belongs.

Seasons and Difficulty

Seasons have been added and now act as difficulty settings.

Summer is Easy.
Autumn is Normal.
Spring is Hard.
Winter is Nightmare.

Save Compatibility

Saves made before objectives were added will reset to Day 1, but you will keep everything you have collected.

Saves made before seasons and difficulty were added will default to Summer.

Play it here:

https://thyguyx.itch.io/world-of-sopho-a-pups-adventure

Version 0.0.291

This update adds a new difficulty mode, expands cooking in a big way, introduces more polish and customization, and fixes some important progression issues.

Difficulty and Balance

Difficulty has been balanced further.

A new Hell difficulty has been added. Now you can play in Winter and worry about society collapsing while trying to save the world.

Character stats have been adjusted so they are not quite so overpowered. They are still overpowered.

Telekinetic Storm has also been debuffed. Its damage is now based on Zenas’ highest derived stat.

Progression and Systems

Cinnamon will now teach Zenas how to make a party, which is kind of important if you want to save the world.

The dev button has been added. Have fun figuring out the password.

A bug has also been fixed where seasons other than Summer were being treated as Year 10+, which caused some very strange code issues. The game now correctly understands that every season exists within the same ten-year gameplay session.

An instant game over has also been added if you reach Year 11 and enter a new season.

Cooking and Gathering

The majority of level 0–10 cooking recipes have now been added.

Zenas must now learn how to use a knife before he will chop or cut ingredients while cooking. He is 10, so give him a break.

Sugar, flour, seasoning, and butter have all been added.

Sugar highs have also been added, which can happen if you eat enough sugar to either stop being so tired or puke.

Food in the game now follows formulas for price, HP restoration, and hunger reduction instead of relying on random values.

The party now enjoys cooking, and cooking lowers boredom.

Gathering will still grant Gathering EXP even if you fail. Play Hell mode and you’ll understand why.

World Additions

The farmers market has been added. You just have to fight your way through the plains to reach it.

The home economics classroom has also been added and teaches skills. Talk to Mary.

Customization and Polish

A color system has been added that lets you adjust the game’s colors. You can find it in the Options menu.
You can choose between 6 prebuilt color themes like blue.


Green.


Or customize a theme all by yourself


The color possibilities are endless.

Buttons now make sounds when clicked.

Successful cooking now has a sound effect.

Successful gathering now has a sound effect.

There is also now an option in Settings that prevents Zenas from using elegant materials in cooking and wasting them.
More to come!

Play it here:

https://thyguyx.itch.io/world-of-sopho-a-pups-adventure

Alpha Version 0.0.292 — UI, Battle Presentation, Crafting, and Pebble Mischief

Alpha Version 0.0.292 is now available.

This is one of the bigger system-focused updates so far. A lot of this patch was about cleaning up old foundations, making the UI more consistent, and expanding the crafting/food systems into something closer to their final shape.

I was originally considering getting the Steam page started soon, but that will have to wait until next month because of the $100 Steam Direct fee. For now, the itch.io alpha will continue to be the main place to follow and play the game.

Battle Presentation Updates

Battle visuals received a major redesign.

Enemies now appear as free-standing battlefield sprites instead of being boxed into a rigid display. Enemy formations are more flexible, defeated enemies now vanish from the visible battlefield, and magic enemy targets can be selected by clicking enemy avatars directly.

This should make battles feel more like actual encounters and less like fighting a spreadsheet.

This update also fixes several battle display issues, including enemy names flashing during quick target clicks and enemy avatars flickering when the target display refreshes.

UI and Screen Redesigns

A lot of UI work happened in this version.

All window and overlay surfaces have been aligned with the Settings-managed UI theme system. This means the game’s windows should now follow the selected theme more consistently.

The Status, Inventory, and Equipment screens were also redesigned.

The Status screen now uses a cleaner RPG-style selected-character panel. Current Condition has been changed from large progress bars into compact stat rows, and the Current Condition, Base Stats, and Combat / Derived Stats sections now stack vertically in a cleaner single-column layout.

The Inventory screen now has clearer owner selection, category tabs, separated quantities, structured item details, and equipment actions.

The Equipment screen now has clearer party selection, slot details, stat summaries, and item comparisons.

Central’s avatar has also been added to objective cutscenes.

Cooking, Fullness, and Meal Buffs

Cooking has expanded heavily in this update.

New Cooking Level 12–16 recipes have been added, including seasoned meat, meat flatbread, seasoned flatbread, seasoned cheese, prepared meat, mayonnaise, croutons, syrup, fruit juice, flavored syrup, and pancake breakfasts.

Eggs, olive oil, and leavening have also been added as cooking ingredients through item-shop stock and daily kitchen pickups.

Bethia can now teach Juicing etiquette, which unlocks fruit juice and flavored syrup cooking recipes.

This version also adds a new fullness system. Food now manages hunger more properly without replacing medicine or MP recovery items. Characters can become Stuffed, which blocks additional cooked food use until fullness drops. Puke events now clear the affected character’s fullness.

Food hunger restoration has also been normalized so formula-priced food restores hunger based on its HP and MP restoration values. Authored food item stats were updated to match this formula.

Pancake-line meals now have internal meal-buff tracking with generic status display, expiration, vomiting cleanup, and save/load support.

Crafting Expansion

Several major crafting systems were expanded or added.

Long Grass gathering has been added, along with Weaving recipes, grass equipment, and Deconstruction crafting.

Elemental crystal inventory items have been added, including natural room spawning and battle-area movement spawning support.

Enchanting has also been added. Players can craft runes using focus materials, apply runes to equipped gear, remove enchantments, and deconstruct enchanted gear.

Alchemy has been added with Bitter Root gathering, salve refinement recipes, alchemy level persistence, Cellulose Gum, Healing Tonic Vials, and Regeneration Tonic Vials.

Regeneration now follows source-aware overwrite rules, so item, trait, enchantment, and magic regeneration effects can be handled more cleanly.

Tom and Mickey also now react when Zenas crafts Healing Tonic Vials, including Central log reactions when they reject selling Zenas’s tonics.

Shared Inventory Migration

The game has been migrated to one shared party inventory.

Items now stack up to 99, and version 3 save migration has been added. Legacy party-member inventory leftovers were cleaned up so active gameplay now uses the shared inventory system consistently.

This was a major structural change, but it should make inventory management much cleaner going forward.

Dev Mode Tools

Dev mode received two new party actions.

There is now a dev action for joining eligible companions from anywhere, and another dev action for leveling all party-capable members through the normal leveling pipeline.

Automatic need increases are also suppressed in dev mode.

These tools should make testing much easier as the game keeps growing.

Pebble Mischief

Pebbles have been added as a common outdoor gathering item.

They can be used as reusable thrown items in battle with their own damage behavior, so any character can throw them with roughly similar results.

Outside battle, Pebbles now have Inventory choices for playing with them, tossing them, or being mean and throwing them at a target. Mean throws have small responsibility and corruption consequences.

Throwing a Pebble at a guard has a much harsher reaction, including guard-pass revocation and short grounding.

In other words: yes, the game now lets Zenas get in trouble for throwing rocks at guards.

Fixes

Objective One’s sturdy-stick permission flow has been fixed so Zenas is not forced into the south gate before asking Orion or Bethia.

Battle item screen layering has also been fixed so enemy sprites stay behind the item panel.

Closing Notes

Alpha 0.0.292 is a big foundation update.

The UI is cleaner, battle presentation is more readable, food has a clearer role, crafting has expanded, and the inventory system is now much closer to the structure I want for the rest of development.

The next major goal is still building toward the level 10 areas and boss while continuing to clean up the systems that support the rest of the game

Play it here:

https://thyguyx.itch.io/world-of-sopho-a-pups-adventure

# Alpha 0.0.293 / 0.0.294 — Systems, Story, Combat, and Cleanup

This update became much larger than expected.

Versions **0.0.293** and **0.0.294** are mostly about strengthening the foundation of *TWOS: A Pups Adventure*. There are new story scenes, new mountain areas, new Ask dialogue, new combat rules, new ailments, new equipment, better shops, stronger battle sound timing, and the first major pass toward the future stat-growth rework.

This is still alpha, so some systems are still being built out, but the game should now feel more consistent in several major areas.

---

## New Mountain Route and Palace Ruins

The first version of the **Mountain base route** has been added, starting from the **Northern Path** and leading toward the old **Tiato Palace Ruins**.

The old single palace room has been replaced with a connected multi-room abandoned route, including weather-aware room descriptions, inspection objects, and the **Palace Workshop** side room.

The Palace Workshop introduces **Brannic**, a melancholy ghost NPC haunting the ruins.

Brannic also introduces the first version of **Smithing**, including:

- An eight-hour Smithing lesson.

- Delayed charcoal kiln processing.

- Copper Ore gathering support.

- Mountain Geodes.

- A geode-breaking Smithing process.

Copper Ore can now be found at **Mountain Stream** as a level 12 gathering material. This is mostly foundation work for future Smithing recipes.

---

## Craft Unlocks and Recipe Learning

Several crafts now follow a cleaner unlock structure.

Instead of automatically giving every recipe when a craft is unlocked, the game now separates:

- Learning the craft itself.

- Learning individual recipes afterward.

This now applies to:

- **Cooking**, taught by Bethia.

- **Weaving**, taught by Alaric.

- **Enchanting**, taught by Orion.

- **Alchemy**, taught by Tontian.

Bethia now unlocks Cooking after Objective 2, and Mary now requires Zenas to learn Cooking from Bethia before starting Home Economics class.

Dev mode also now unlocks Cooking and visible cooking recipes for testing.

---

## Elemental Boss Encounters

A reusable **Elemental enemy system** has been added.

The **Fire Elemental** was added first as a visible boss encounter in North Plains, then the system was expanded to support Fire, Ice, Wind, Electric, Earth, Light, and Dark elemental encounters.

Only one elemental can appear per day.

Elemental boss battles now preserve post-battle HP and MP instead of restoring the party afterward.

Elementals have special behavior:

- They appear visibly in the room.

- They are neutral until engaged.

- They act as boss encounters.

- They absorb or resist their own element.

- They drop elemental crystals and elemental essence.

This is a big step toward making special room encounters feel different from normal random battles.

---

## Alcohol, Drunk, and Fermentation

A new **Drunk** condition has been added.

Alcohol now has actual gameplay consequences instead of behaving like a normal recovery item. Higher drunkenness can cause battle turn failures, and hangover or alcohol sickness cannot simply be cured with Cure.

New drink-related items and recipes include:

- Wine.

- Orange Juice.

- Kitten’s Delight.

Wine now ferments in the kitchen for three in-game days before it can be collected. Only one Wine fermentation batch can occupy the kitchen slot at a time.

---

## Physical Defense and Magic Defense

Defense has been split into two separate stats:

- **Physical Defense**

- **Magic Defense**

Physical attacks now use Physical Defense.

Magic attacks now use Magic Defense and elemental rules.

This is one of the bigger combat foundation changes because it lets mages, tanks, healers, and physical fighters become more distinct.

---

## Central Summon Rework

Central’s battle summon has been redesigned.

Instead of using the old summon behavior, Central now becomes a temporary solo battlefield unit with:

- Shared Zenas MP.

- Separate temporary summon HP.

- Upkeep behavior.

- Withdrawal support.

- Battle-owned summon state.

Central is not added to the normal party array. This should make the summon system cleaner and safer long-term.

---

## KO, Injury, Revival, and Hospital Support

KO handling has changed significantly.

KO party members no longer block normal movement by default, including KO Zenas, because Central is the player/controller. However, moving with unconscious party members now takes extra time.

Fast Travel is disabled if active party members are unconscious or critically injured.

Normal healing can no longer revive KO characters.

Proper revival now requires:

- **ERI-KIT**

- **Revive**, a new level 15 Light spell.

Repeated KOs now build hidden **Injury**. At 100 Injury, the character requires hospital care.

The hospital now has a public waiting room, receptionist, nurses, doctors, and surgeon NPCs. The receptionist can provide paid treatment for active-party HP damage, KOs, and removable ailments.

---

## Persistent Ailments and New Status Effects

Poison, Confusion, Petrified, Blind, and Silence have all received major updates.

Poison now deals 5% of max HP:

- In battle.

- On successful room movement.

- During Fast Travel, once per room passed through.

- During North Plains grid movement.

Poison, Confusion, and Petrified now persist after battle and through save/load.

New or updated ailment support includes:

- Poison icons.

- Confusion icons.

- Petrified icons.

- Blind icons.

- Silence icons.

- Party Members screen ailment indicators.

- Battle card ailment indicators.

Silence is now a tier 1 Dark spell. Silenced combatants cannot cast magic or use skills, and Silenced Zenas cannot call Central.

Confusion and Esuna were added to Light magic. Smelling Salts now cure Confusion, and Chisel cures fully Petrified party members.

---

## Stat Growth Rework: First Foundation Pass

The stat system has started moving away from old random/derived behavior.

Max HP and max MP are now decoupled from VIT and INT. HP and MP are direct resources while the new growth system is being built.

Party members now have deterministic identity-focused stat curves:

- **Zenas**: Summoner/support, stronger MP and intelligence growth.

- **Fauna**: Fragile healer/support, high MP and better Magic Defense.

- **Faxan**: Scout/ranged striker, strong Dexterity, Agility, and Luck.

- **Rin**: Destructive mage, low HP, very high MP, strong Magic.

- **Maya**: Fast physical brawler with high speed, accuracy, evasion, and critical potential.

- **Hagen**: Physical tank with very high HP growth and strong Vitality.

Level-up stat points and Woolcott stat training were removed. Level-ups now grant remaining rewards, such as skill points, without the old stat-point spending system.

---

## Enemy Balance and Battle Behavior

Several early enemy types were reworked.

Feral wolf pups now scale properly for Plains swarm balance and prefer Bite when they have enough MP.

Adult Feral Wolves now have better scaling and smarter Defender behavior. They protect pups when appropriate, but otherwise prioritize Bite before basic attacks.

Feral Alpha Wolves now act more like pack leaders. Wolves and pups can intercept attacks aimed at the alpha, while the alpha commands the pack and uses Maul and Bite.

Jackalopes are now fragile glass-cannon ambushers with higher evasion and dangerous Sneak Attack behavior.

Bite is no longer void damage. It is now plain physical damage at 2x power.

---

## Equipment and Shop Updates

Zenas can no longer equip gear meant for other party members, while generic equipment remains shared.

New equipment and shop additions include:

- Zenas’ level 1 Trainee Focus equipment set.

- Shared starter clothing.

- Level 6 leather armor upgrades.

- Level 12 reinforced leather armor.

- Hagen’s level 1, 6, and 12 shield progression.

- Level 6 character-specific weapons.

- Level 12 character-specific weapons.

- Zack’s daily found-accessory stock.

Merchant storefronts have also been modernized with:

- Full-screen layouts.

- Buy/sell tabs.

- Category filters.

- Better item details.

- Ownership counts.

- Equipment eligibility.

- Comparison notes.

- Clearer disabled-action reasons.

---

## Battle Audio and Timing Cleanup

Battle sound timing has received a major pass.

Battle result messages now stay visible for at least **0.75 seconds** after fully appearing, even on fast text speed.

Battle actions now wait for required sound effects before showing result text or advancing turns.

This applies to:

- Basic attacks.

- Physical skills.

- Thrown battle items.

- Poison ticks.

- Battle damage reactions.

- Party spell casts.

- Enemy spell casts.

- Cure.

- Elemental spells.

- Critical hits.

- Misses.

- Character-specific weapon attacks.

Party members now also play hurt reactions when damaged and KO reactions when knocked out.

Battle command buttons now use the standard UI click sound.

---

## Party Members Screen Improvements

The Party Members screen now hides empty party slots and compacts active members in the intended display order:

**Zenas, Fauna, Faxan, Rin, Hagen, Maya**

Party cards now show:

- HP warning colors.

- Danger states.

- KO badge/tint.

- Persistent ailment icons.

- Drunk condition support within the two-row card layout.

This should make party condition much easier to read at a glance.

---

## Talk and Ask Improvements

The Talk screen has been redesigned so it focuses on the selected NPC with their portrait and name.

Ask topics now open in a right-side panel with vertical topic buttons instead of crowding the bottom action row.

Ask topics now show an **“(asked)”** marker after Zenas has already selected them, while still staying available for rereading.

A large amount of family-history Ask dialogue was added for characters including Orion, Bethia, Veda, Fern, Cinnamon, Maya, Woolcott, and others.

Bethia also now has Winter Hell-specific Ask dialogue for family, caretaker, and cooking topics.

---

## Objective Updates

Objective 3 and Objective 4 received major story and progression additions.

Objective 3 now includes:

- Central’s betrothed-assistance cutscene.

- Cinnamon’s temporary iron-wolf Ask topic.

- Party training guidance.

- Tiato guard hunting-pass progression.

- Central’s departure cutscene after Zenas earns the Hunting pass.

- The CDS dream contact scene after sleeping at night.

Objective 4 now includes:

- Central coming back online after the CDS dream.

- Central Ask topics for Fauna, Faxan, Rin, Hagen, and Maya.

- Zenas’s bathroom cutscene.

- Alba’s school lesson cutscene.

- A requirement for all six party members to reach level 5.

- The level 5 quake cutscene.

- Repair time skip.

- Objective 5 placeholder handoff.

Several objective soft-locks were also fixed, including Objective One’s duplicate Wooden Ring requirement and Objective 2’s guard-job wait issue.

---

## Removed Generic “Bad” Actions

Generic Bad actions are no longer available from Talk or Pebble use.

Max’s tutorial now explains Talk and Ask without advertising Bad actions.

This is part of a larger cleanup to keep Zenas’ behavior and the story direction more consistent.

---

## Other Fixes and Improvements

Other changes include:

- Food now plays an eating sound when successfully eaten.

- Drinks stay silent.

- Soft Drink pickup messaging was fixed.

- Kitchen Soft Drinks are blocked from merchant sell lists.

- Fast Travel now refreshes destination room audio correctly.

- Loading a save now says, “Welcome back, Central.”

- Loading a save now plays the welcome-back sound once.

- Gameplay confirmations and dev prompts now use in-game modals instead of browser popups.

- Max now has Objective and Quest reminder buttons.

- Dev-mode Fast Travel now lists every explorable room for testing.

---

## Final Note

This was one of those updates where the game’s foundation changed almost as much as the visible content.

The short version is:

**More story. More systems. Better battle pacing. Better shops. Better Talk UI. Better ailment handling. Better objective flow. Better party identity. Less chaos.**

Still alpha. Still messy in places. But the game is becoming much more stable under the hood.