Ok, Thanks.
Amurobird
Creator of
Recent community posts
A few words about daily updates. I like this development pace because the game gets just a little bit better with every update. There’s power in small steps. But when I tackle big features, it feels more like procrastination. Don’t worry—if I need more time, I’ll take a break from updates. Just like with the quest system—it took me a few days before I had a working version.
Later, we’ll add different piercing colors (silver, gold, black, and gem-studded). We’ll also add different shapes (ball, star, heart, thorn, composite, rings, and half-rings). By the way, I learned a lot about intimate piercings for women and men. I’m not including them right now because the characters in the game are too small and they wouldn’t be visible.
I haven't decided yet whether to give bonuses for the clothing, piercing, and tattoo collections at all. I want to create a lot of them; I enjoy drawing the details. However, a single character can’t wear every item of clothing from the wardrobe at once. If I were to give bonuses for a character choosing specific clothing (like a favorite color or a maid’s outfit giving a bonus to cleaning), that would involve micromanaging each character’s outfit (which I’d like to avoid). On the other hand, there needs to be some gameplay value to this—right now it’s just Luck that affects random rolls. So you need to fill out the clothing collection, but this doesn’t limit the player’s choice of clothes for their favorite characters. It’ll be the same with piercings and tattoos.
I’ve left out the piercing bonuses and installation costs for now, because I know how to implement them in the code, but I don’t have an economic model to determine how much they should cost or what bonuses to offer. That’s why, for example, there isn’t a shop in the game yet where you can buy books or resources.
About piercings and tattoos. My first task is to ensure the feature works technically (code). This includes the ability to select which piercings a character has, saving and loading, rendering piercings on other characters, and icons setup. My second task is to assess the complexity of drawing and configuring this in Spine2d. I need to ensure the images are in the correct layers, that their size can be adjusted, and that they participate in animations. I just need to test the tongue and nipple piercings to write the code and understand how much time the art will take when adding content. Each of these features increases the demands on character images. I want to gather all these requirements before updating the character images —because the higher the quality of the characters I create, the more time-consuming it will be to fix them later.
A few ideas for updating the combat system. I plan to remove the hero’s fixed classes (Warrior, Archer, Healer, Mage). Available actions in combat will depend on the selected weapon, armor, equipment, and the hero’s skill. In other words, if you give the hero a bow and arrows, different actions will become available depending on their Archer skill level. During combat, the player levels up the archer skill, which unlocks new actions. The characteristics of these actions will depend on the quality of the equipment, the hero’s stats, and their skills. If this hero is given a different weapon, they will use a different skill. Magic will be a separate skill tier available to all characters.
To encourage players to level up different heroes, I’m planning the following features:
- Heroes can be sent on autonomous missions that don’t require manual control—such as guarding villages, scouting, or escorting merchant
- Quests will have combat leveling requirements
- Enemies in different territories are vulnerable to different combat squad builds
- More heroes participate in battle
- Heroes lose health during missions and must wait for it to regenerate
This is just an idea. Everything may change later.
About the feedback form in the settings window. It’s designed for direct communication with me, so please feel free to use it. The maximum message length is 500 characters, so if you have a lot to say, please send multiple messages. I’ll respond in the game comments. If you include your nick, you’ll receive a personal reply.
Thank you for your feedback. I’ll be implementing the following soon:
- A toggle in quests to “Hide Favorited Characters” (v0.2.37)
- Several variations of the favorite icon (star) so you can mark different groups of characters.
- The ability to reorder characters in the collection (v0.2.37)
- RGB hair and skin color selection (v0.2.37)
- Add a variety of rewards to quests (books, rare resources).
The game balance for the city and combat is still in a rough state. I’ll be reworking them starting with version 0.3. Before that, I still need to work on the character market, tattoos, piercings, hero weight and height, and cum during dates. If you have any ideas, let me know. I try to release updates every day.
Thank you for pointing out the issue. It’s hard for me to notice things like this because I know how the system works.
The tutorial will be added once the city and battles have been updated. Right now, I'm focused on adding new features. I'll polish them up later.
The boundaries may become clearer after the start dating window is updated, where the characters’ stats will be clearly displayed.
Characters have sexual boundaries. These reduce the chances of performing some actions. If you attempt to perform this action, there is a chance to lower the boundary, regardless of whether the attempt succeeds or fails. The chance depends on the character’s skill. For example, if a girl doesn’t want to kiss, the chance of lowering the boundary will depend on the Oral skill. If you see two numbers, for example, -12 (-14), this means that at the start of the date it was -14, and now it has already dropped to -12. I’ll think about how to make this mechanic more transparent.
Uploaded v0.1.29:
- added smooth transitions between buttons for date actions (WIP)
- added simple animations when Archer take off clothes
Known issues:
- story missions #5, #6, #7 are too difficult, so you need level up heroes by playing second missions (thank you to everyone who allowed us to collect anonymous statistics)



