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anon54645

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A member registered Feb 19, 2025

Recent community posts

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5.4.78, browser version. The model used to be a pair of metal ankle cuffs, now it's mismatched from the description and goddesses.


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I'm talking about the permanent sidequest given by the Elemental Slave starting perk. Rather than spawning Elemental Slavers once on a level, it seems to keep respawning them periodically, with a cooldown that can't exactly be called long. Going back and forth between levels, I fought them in the same spot about 5 times. As far as I know, the enemies spawned by these kind of quests should appear once per level, or at least, that's my experience with the Hogtied! and Wolf Trainee starts. Whether intentional or not, the unlimited respawns these enemies get makes them extremely frustrating to deal with, and even more so because of the AoE spam that Earth, Ice, and Water Elementals are capable of.

By the way, it'd be nice if in the furue there was a way to get rid of the sidequests given by these starting perks. Their novelty wears off after a while and they become tedious to deal with. Perhaps an optional bossfight located in the quest faction's jail?

Huh? Isn't 5.4.77 the latest version?

Doing sidequests gives hefty reputation bonuses with the associated goddesses. Also, once per level, accepting a bondage offer raises your reputation with both the faction who offered it and the goddess associated with the restraint, but only slightly.

Very nice! The bandits asking the player for consent for the auction would inevitably feel like 4th wall breaking, though. Rather than a dialouge, allowing auctions or not should be decided at the start of the playthrough, like other restraint and NPC limiting options.

Let's see. Blackhole items IIRC are applied by the demon miniboss accessible from Orrery levels. You may also find them in the shadow chests in the same place. Invisible gag, armbinder, and legbinder are applied by both ghosts and by having a high distraction level while you have the dark desires status effect, gained from either a negative perk, or from being attacked by the demon miniboss mentioned earlier. Shadow restraints (jackets etc) are applied by shadow dragon girls. Crystal cuffs, armbinder, and gag are applied by crystal dragon girls. Divine cuffs and celestial rope bindings are applied by angels and holy constructs. If you piss off the gods faction by breaking orbs and not doing sidequests, they will start spawning as regular enemies. Comfy straitjacket is applied by ghosts and sometimes by the handmaid knights. Living collars you get either by playing with a certain perk and getting jailed, or by reaching the lowest reputation with a goddess. Shadow chains you get by pissing off a goddess as before. Besides the living collar being put on you, shadow ghost thingies will also spawn, and try to bind you with those. Ectoplasmic chains, I think you get by being bound by the wraiths that spawn when you use the maximum level time stopping skills. Ancient restraints you get by looting Ancient Vaults. Those are about all the rare restraints, I think.

Being like a brick is probably the simplest way to "git gud": that is, being hard, simple, and dumb. Warrior class, melee focus, get the perks that give you more bondage resist, struggle power, and less stamina consumption on swinging your weapon. Stack your WP and stamina when you get extra points from green stone obelisks. Keep your distraction low, use frigid potions or just let go if you must. Get accuracy bonuses so you can smack elves without them dodging your hits. Get armor pieces that give the most bondage resist. Avoid having the trapped furniture perk, it is the most obnoxious think in the game right now, and it is unfortunately included in the kinky mode by default. Kinky Dungeon is an RPG, at the end of the day. Getting to know each perk and skill and theoricrafting a build then implementing it is key to your success.

Use consumables.  Flashbangs are extremely useful as an opener during quests, where the entire horde of enemies is bunched up. It is also good against bosses to keep them stunned and blind. If you are not using the Pacifist perk, then dropping half a dozen bombs underneath yourself as a sort of suicide bomber can also be a good last resort move. You will only lose WP, but your enemies will disappear. Bomb spam also works wonders on bosses, again, only without Pacifist in play.

Even as warrior, you can spec into at least one bondage magic category. I tend to get all leather binding spells. Flashbang into bondage magic spam into melee attacks with enchanted rope or another binding tool can tie up even bosses very quickly.  Even if you don't want to capture them, having them helpless allows you to get free hits on them.

That said, both captures and "kills" have their benefit. "Kills" restore your WP and don't require much micro. Captured enemies can be ransomed, brainwashed, and releasing them without a ransom yields a much much smaller reputation penalty than "killing" them. The ransom is very small for trashmobs, but more elite enemies tend to fetch a nice price. Generally speaking, you should "kill" trashmobs of factions you hate, capture and ransom elite enemies of factions you hate, and capture and release without ransom members of factions you want to befriend but are hostile to you. Keep in mind that enemies spawned by quests do not belong to their proper factions, doing anything to them won't damage your reputation and you can't ransom them. You also can't ransom enemies that  belong to a faction which does not have a reputation meter, such as Witches' Coven.

If you want to play the summit game, capturing the most powerful enemies and turning them to your side is both a fun challenge and a good goal. You can even do it to all bosses! But it takes a very long time. But at the end of the day, the summit is the solution to its own problems, but you can play the game entirely while ignoring it. Its main functionality right now is to allow the manufacturing of low to mid-level restraints. For that you need raw materials, for which you need to dismantle restraints you have collected, for which you need serveants to work on the machine... And why do you need restraints? To capture and bind more enemies to be brainwashed to be your serveants, of course. Preventing the escape of enemies is only really an issue with bosses, Alron makes it sound a lot worse than it really is. Any other character will stay perfectly put if you wrap them completely even low-tier restraints. You don't have to be in the summit to properly bind captured enemies, you can do it from the collection menu at any time. Even bosses can be bound in such a way that they can never escape, but it requires specific combinations of high-level restraints.

There are already 2 skills in the game that have a similar purpose as this. One is Swap, which allows you to instantly switch places with an enemy nearby. The other is Blink, which allows you to teleport to a nearby cell.

If you get inprisoned, there is a chance that an allied faction will try to break you out. If your standing with a faction is high enough, you will get an offer to join them, which gives you their uniform. Allied faction members are much more willing to help you out of bondage.

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Should the player reach "Wanted" reputation with a faction, any normal floor should have a small chance to spawn a faction leader miniboss. She would not be a named character with a set appearance, but rather, a dynamically generated one, like normal mobs.  She could be a roaming NPC as well. The faction leader, with her minions, would seek to confront the player, going out of their way to hunt them down. 

Capturing the faction leader could yield a very high ransom, or a very powerful ally if they are cuddled for long enough. If the player defeats her, there should be a cooldown of several levels until a new faction leader can appear. If the player defeats the faction leader, a special envoy NPC should appear later on in the game, perhaps in the next intermission level (the one with the heavenly pacts and guaranteed Shrine of Commerce). 

The envoy, when interacted with, would offer the player a ceasefire. The player should have the option to accept it, raising their reputation with the faction to be just outside the "Hostile" range (perhaps 1% or so more to account for minuscule losses coming from releasing prisoners without ransom and such), while at the same time minimally raising their reputation with the faction's allies and lowering it with their enemies. The player should have the option to refuse the ceasefire, resulting in no change. Finally, the player should have the option to attack the enovy, resulting in a reputation loss with the faction and its allies, and more importantly, no more envoys of the faction appearing in the playthrough, even if more leaders are defeated.

Encountering a faction leader would be a rare occurrance that could not be counted on. It would be a matter of chance,  so that seeking them out and taking the ceasefire offer after defeating them could never become a consistently viable strategy to avoid the consequences of antagonizing a faction.  The idea is meant to add flavor to the game with both risks and rewards, but it is not meant to fundamentally alter how the player handles factions. 

Envoys would not appear if the "Wrong Neighbourhood" perk is active. The Angels and Demons factions should not have leaders (or envoys).  Some other factions that are not affected by the reputation system, such as the Witches' Coven, could also have leader-like NPCs that could appear in the later levels, but not envoys.

I think it's related to the Cuddle Lounge.  Prisoners assigned to it get displayed in its cages. Even if they were locked in other furniture by the player.  This can happen while the player is looking, resulting in the apparent despawning of the prisoner from its player-assigned place.

As the title says. Elementals and Dragon Girls leave trash all over the place, whether they are captive in bondage furtniture of roam free as serveants/guests. Characters with High Profile modifier leave bear traps all over, although this only happens if they are roaming. The former is an unpleasant sight and a fire hazard (for example, Poison Dragon Girl leaves vines, Fire Elemental sets them on fire), the later causes severe lag somehow, I suspect the bear traps might force pathfinding recalculations for every serveant around. 

NPC characters, whether they are captive enemies or free roaming guests or serveants, should not litter in the Summit. 

Ada, it would seem that the hogtie can not be created from the raw material, unlike the rest of the chain bindings.

I checked this in debug mode now, and I couldn't get the chain hogtie to appear from raw material no matter what. It's not on your list, either. Is it really missing or am I doing something wrong?

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Wait, they are? I must confess, I've only seen magic chain bindings in the game since the raw material rework, I just assumed the regular ones worked in the same way.

As the title says. It doesn't make sense that a simple belt can ONLY be put on the ankles, or on the arms. The belts in the game should be raw materials. As for the chains, we already have the raw material in the game, which can be used to link cuffs. The various chain bindings should be integrated with it, they too, should be based on this raw material.

Interesting. The corruption stat is already in the game, IIRC, but I couldn't figure out what it does exactly or what affects it.  Can't wait to see what you do to the prison system, though. Any new restraints, enemies, or poses, by the way?

It's been a while, I am really curious, and I'm probably not alone with it. Throw us a bone.

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They can and they will, but that's why you get rid of the enemies first. The adventage of telling your allies to stay put is that once you cleared the area around the cell, they won't seek out farther enemies on their own.  In contrast, if they follow you, clearing one path will not suffice, because your allies will happily take detours to confront otherwise perfectly avoidable enemies on sidetracks. Ideally you clear the area around the cell or furniture BEFORE you free them. Then you just fight your way out of the jail, and your allies will be right next to you once you get back to the main level.

Hello! As stated earlier, the only place enemies respawn are faction prisons, and boss floors can spawn prisons. For example, Fuuka will drag you into the shiny new Witches' Coven prison that spawns on her floor if she defeats you. Except, the thing about respawning only in prisons is not really true. Time and time again I noticed that enemies can respawn on the main floor, coming out of faction prison enteraces. And, when you go back and forth between floors, main and jail alike, sometimes, enemies spawn next to you. Most of the time they have 0 HP and disappear even if you don't hit them in the next turn, but sometimes... well, let's just say, going between floors while you are tied up tight carries a certain risk with it.

Now, two tips for breaking allies out of prison:

-You can tell your ally to stay right where they are after you freed them. Then, they won't follow you, and provided that you carve a way through the enemies all the way to the exit, they are unlikely to be found. When you get back to the main floor, the freed ally will appear next to you.

-You can use the Light Orb (or whatever the name) spell to place a light orb right on top of the enterace of the faction jail. It will stop respawning enemies altogether. Just be careful, the light orb can and will shoot at enemies in its line of sight, and they might aggro on it and destroy it in turn. For this reason it is not suitable for stealth, but if you intend to clean house, it will suffice. When you want to exit the jail, attacking the light orb yourself will make it disappear instantly, allowing you to pass. Other barricade type spells might work the same way, but IDK, I didn't test them.

Nurses most of the time offer generic Dressup Co. restraints such as scarves or binding dresses through dialouge, which gave me this thought. Why not have an entirely separate medfetish/asylum-themed faction? There is more than enough material. There are tons of medical restraints that could be added to the game, such as isolation hoods, humane restraints, padded mittens, segufix etc. Willpower-sapping VR blindfold or earphones. A collar to administer various "medicine" to the wearer, such as a sedative if they struggle too much. A capture device that is a facehugging rebreather with ether gas, forcing the target to either remove it quickly or get knocked out for a few turns. A wheelchair or a gurney that would work as an encasement restraint, while also allowing to move the captive. Various NPCs besides the already existing Nurses, such as Assistant Nurses, Orderlies, Doctors etc. Various abilities for them, following the theme of the Nurse's tranqulizer, focused on debuffing the target in various ways (numbing agents, muscle relaxants, sedatives etc).  Dressup Co. should get some new NPCs in place of the nurses to not leave it depleted, either. Bunny girls, for example.

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Sorry, but I don't have that save anymore.  But the issue is really simple to reproduce, and it seems consistent. It happens when you either try to put a link in the "Harness / Link" slot while either the belt or the arm cuffs are missing, or you try to put a link in the "Link" slot while either the belt or the thigh cuffs are missing. Trying to do this using raw materials consumes the raw material without adding anything. Trying to use an already formed waist or thigh link just tells in the text log that I have applied it, without doing anything. All of this was done using reinforced links.

-You can absolutely tie up animated masterwork restraints. This defies all sorts of logic, and I assume it is a bug.

-You can attack absolutely anyone with the right click context menu, and many times, it is without consequences. You can, for example, attack the various shopkeepers in the inn, and they won't even fight back, unlike when you attack them with the dialouge option. You can even attack THE shopkeeper, although she won't take any damage.

-You can also attack Ada Lovelock like this. You can't capture Ada, though, which I assume is not a bug in itself.

-Ada Lovelock ha not character image during interactions.

-The Latex Kitty has no character portrait during interactions.

-Some of the text messages about the Latex Kitty seem to be incomplete.

-Chain (for linking cuffs) raw material sometimes stays in the inventory with a quantity of 0.

-Under certain circumstances, when you try to put links on NPCs that would connect their waistbelt with their thigh cuffs, but it is impossible, the link won't appear but the action will consume the raw material nonetheless.

-Sometimes, raiding a jail results in neutral NPCs spawning to replace the defeated guards. For example, raiding a Witches' Coven prison regularly results in neutral Witches Apprentices spawning in.

-Sometimes, the NPC replacements get completely messed up. There was a point where I was raiding a Bandit's Prison, and the replacement guards, though they were bandits, belonged to the Dragonheart Order faction, making them neutral.

-Sometimes, Dawn Carver's hair and eyes get added to random NPCs, usually prisoners in the collection. Reloading the save or going to the NPC's outfit and reverting it removes these, but it's annoying nonetheless.

-Journal Entries do not persist between (code-based) saves

Not bugs but I did not want to make a separate thread for these:

Please, add a way to hide specific restraints worn by the player. The Belt of Privilege, and Fuuka's Pet Collar, useful as they are, completely ruin fashion.

Speaking of Fuuka's collar, it is absurdly OP and basically makes the game play itself. Not only Revenants are unkillable by enemies, do respectable damage, block their movement, distract them, but they also appear after the player destroys inanimate objects, such as doors, statues, or barricades. I'm fairly sure enemies defeated by Revenants also spawn more Revenants, and each enemy defeated by them still gives WP.

Please add frogtie restraints to the game. The character pose for them is already in it.

I understand that multi-layer bondage is a fetish in and of itself, but in the game it goes way too far, to the detriment of common sense, visuals, and ejoyment. In other words, the sheer amount of restraints that can be stacked on top of each other are completely detatched from reality, all the different colors will make the player look like a rainbow clown, and these two together are completely immersion-breaking. Multiple straitjackets, armbinders, boxbinders stacking on top of each other AND with cuffs and ropes and slime and whatnot is just silly.

The solution would be rather simple, and Daent's The bondage of Eliza has a similar system already, restraints have layers and slots, no two restraints can occupy the same layer and slot at the same time. I'd add to this the shape of the restraint, which has to match between restraints that occupy the same slot but different layers.

I propose there to be the following layers:

-Underlayer: things that are either completely skin-tight or go inside the body. Latex stockings, catsuits, mouth stuffings, earplugs, plugs, tape mittens etc.

-Heavy garment layer: corsets and boots of various sorts, also ball gags. These are things that are almost completely skin-tight or partially go inside the body.

-Normal restraint layer: cuffs, ropes, OTM and OTN gags , muzzle gags, leather mittens, straitjackets.

-Cover restraints: stuff that has room inside to plausibly fit other restraints while still being tight itself. Box binders, armbinders, legbinders, sensory deprivation hoods.

-Cover restraint harnesses: armbinder harnesses

-Encasement: slime, rubber spray, etc. These should never be things that are applied by actual human beings, but the inevitable consequence of environmental hazard and creatures that try to cover you completely.

Some examples of what would and what would not be possible:

Being box-tied with rope, having tape mittens, leather mittens, and wearing a box-binder: possible. The two mittens occupy the same slots (hands) but different layers, and the same goes for the box-tie rope and the binder. The box-tie and the binder have matching shapes, and the mittens themselves don't have a shape in and of themselves to conflict.

Wearing a latex legbinder and a high-sexurity legbinder: not possible, they occupy the same slot.

Wearing 3 different body harnesses (a big issue right now, as harnesses are very abundant): not possible, they occupy the same slot.

Multi layer-gag: stuffing, ball gag, muzzle: possible.

In particular cases, it might be desireble to allow restraints to occupy more than one layers. For example, maybe we want to make OTN cloth gags mutually exclusive with leather hoods.

If enemies want to re-bind the player with more secure restraints, they might have to remove existing ones first. This would open up new avenues of gameplay, for example, the player could use the opportunity to try to break free, or the enemy might have to work strategically, maybe use some sort of bondage furniture to keep the player in place, only freeing as little of the player as possible at once, re-binding them in steps.

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Ow, the edge.


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Belt of Privilege or Fuuka's Pet Collar, specifically. I'd like to use the belt but it ruins my fashion. And they can't be taken off for free, either. Is there a way to have these, or at least the belt equipped, but not visible on my character?

I bought a set of divine restraints from an angel in NG+, hoping to use them to contain one pissed off Catherine Willows without having to resort to 8 layers of restraints and encasement on her. Sadly, it would appear that none of them can be used to bind an NPC.

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Much useful info on escaping and avoiding bondage, but your mention of Telekinesis 101 is limited to its 0% accuracy, even though it's one of the most powerful late-game escape tools you can have, since it allows you to wield a bolt cutter and use it to aid in cutting restraints even if you are fully bound. Sometimes however, you will drop the cutter as you are trying to use it. If you are in a cage or a display stand, the Retreival telekinesis spell can help getting it back. Of course it also allows less potent cutting tools, if you don't have a cutter. Also not a single mention of bondage resist stat on armor? Stack in sky high and you will never be bound.

Or use raw materials on myself, for that matter. Is there a way to do any of these?

My issue is not that bondage in the game is disempowering or that it makes me unable to fight. I was not the one who brought up bound fighter builds. My issue is that once you are full bound and captured, it's gg.  Getting bound and captured should be something the player would try to avoid, but IMHO it should not be the end of the world (the game). That's why I said that there should be a way the player could earn their freedom back. Integrate being captive into the gameplay, rather than having it as an interactive game over screen. You have other preferences, and I respect that, but let's agree to disagree.

Amazing, thank you.

The problem is that getting bound is not part of the gameplay loop, it is a threat that ends it. So we have a game centered around bondage but the gameplay itself is about doing all you can to avoid bondage. Even just a little can snowball out of control real fast. Got your ankles tied? Whoops, now you can't dodge the 5+ bondage spells that are about to hit you. But at the same time, avoiding getting bound at all as your character becomes more and more powerful becomes trivially easy. And what do we have at that point? A bondage game without bondage. Playing whack-a-mole with NPCs that you defeat in 1-3 hits and they are powerless to to anything against you, because the alternative would be to risk a game over, and there is hardly any inbetween. If this was a 3d game with much more immersive bondage simulation, I'd understand the appeal of getting stuck indefinitely, but it's not.

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Hello, I have played through the game and NG+, and had a number of half-finished playthroughs. I enjoy it a great deal. It's probably one of the best bondage-themed titles out there. However, there are some things that I think could be improved. Allow me to share my thoughts.

NO FROGTIES?

Probably my biggest disappointment and also the easiest to fix, since the pose is already in the game. Why are there no frogties? Come on. I accidentally got into one when I opened all the shadow chests at the edge of reality, and one applied a petsuit, while another one added a boxbinder, which normally could not go with the petsuit. Frogtie ropes, belts, leg irons, and legbinders would be nice to have. And leather binder for the arms which locks them in the same position as a pet suit, but without affecting the legs.

Excessive and silly layering

It should not be possible to wear multiple sets of ankle or thigh cuffs, multiple armbinders, straitjackets etc. Some layring is OK, but it should be kept realistic. Less excessive layering would also help with the issue of just too many colors appearing on the character, which is visually unappealing. Maybe make individual restraints more punishing to compensate.

Faction relationships are a mess that inevitably draw the player towards a murder hobo playstyle

The most serious offenders are probably the Nevermore Trainers. They LOVE the Bandits, and they are LOVED by other factions, such as the Bounty Hunters, who HATE the Bandits. So when you demolish the Bandits and antagonize their Nevermore allies, you will easily get into conflict with Bounty Hunters. If you take any three factions, chances are that two will hate each other, and two will love each other, and there will be an overlap. You can't kick the ass of any faction without indirectly drawing the ire of another faction who nominally hates them, because there is a common ally inbetween. I think factions should be groupped into cliques with less overlap.

Power scaling is off

The game starts quite hard, but with the right build, you can become invincible real fast. By the last third of my first playthrough, I was almost invincible. Then I put on Fuuka's collar in the NG+, and things got even more broken. I think the game should become harder, rather than easier, as you progress.

The game discourages getting into bondage...

Getting jailed usually results in a soft lock. Sometimes you get broken out, once. Sometimes your would-be rescuers get massacred in 5 seconds and your ass gets hauled straight back to your cell, and apparently, no second rescue attempt will happen. And getting restrained in a fight very often results in a snowball effect that you can't get out of. This encourages the player to do all they can to avoid bondage, which isn't hard at all, because of the power scaling issue. It removes the fun from the game, though. I think jails should never be indefinite, there should be a guaranteed way to either work your way out somehow or get released if certain conditions are met. Perhaps, there should be a way to improve your relationship with the jail's owning faction, and get released once you erased your reputation debt.

BUGS

In the itch.io version of the game, collected journal entities don't persist with code-based saves. The chosen palette for restraints and armors don't persist if they are unequipped. Many of the palettes with certain restraints look completely broken, such as making the item completely black. There was one time on a witches' coven map where an exit stair did not generate. The Warden and Fuuka can't put their custom restraints on you if you capture them, make them serveants, and flirt with them. They can't give you their reward collar and belt, either, once they are serveants. There is also a rather nasty bug that just randomly replaces a weapon in the hot bar with another one in the hotbar. For example, you have unarmed and a torch and rope in your hotbar, the next moment you have twice unarmed and rope, with the torch gone. It's really annoying.