Hello there, thanks for playing! What do you mean by "operation"? I suppose "hit enemies and dodge attacks" would not be a great explanation from me, so here are the controls you've skipped in the tutorial, let me know if you meant something else by that.
BCSM
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Hello there and thanks for playing!
Our web build does run on mobile devices and is optimized to perform fine even on devices way more modest than an IPhone, so it should run on your IPhone with no issue! There's a chance our game couldn't properly detect you were playing a web build from a phone, in this case all you have to do is go to settings and turn the Touchscreen Layout on! Hope this solves your problem, sorry if you already did that and I wasn't helpful.
Have a nice day!
Hey there! It's cool how you mention it, as we've discussed African Wild Dogs quite a bunch on our Discord server, specifically in that context. That said, we're planning on adding a bunch of different patterns in the future (we already have them designed), which is why I just refer to them as "legionares" in those posts as opposed to dropping any specific species. It's a lucky accident how close hyenas are to canines (not just visually, but with all the "pack" behaviour), so we've figured we should really use that for more variety in our game!
Hey there! So sorry for the late response! I was very certain I did answer your question, but apparently I didn't.
First of all, yep, we're planning one more update in 2025.
Secondly, we aren't planning any (fuckable) male characters in the game.
Thank you for playing our game and thanks a lot for your patience!
Just checked your code and yeah, it doesn't even go past HMAC verification, so, doesn't look good for anyone meaning to repair that string...
Not sure how much you did have, but I've made a save that should make some of the pain go away (by applying upgrades and cash benefits where it hurts):
3lhW3O/6OP5ZEN/wQUFcUChz2b61DX8EmwU6NkVh31Z5BdKGnARRD4YM3UUhJvn+i0mqdW/rt9nDkTCmE5JNHjYxDraDrH0qXQToPgVxlC2pKJscyBn5NQbwx5Co4qT+gCXHnNmTUQO0FYMu0WhWORjzGjR+e/cLT0ToseHVLFCHBzDmjDJg+nMmGRw+wuHE43S/Jt16Nl9Y3gdFNbI3k0oIjdLCaa15qeBSGNPL10J8Xssk0Fv/afS2cGjZHuAzZy0xA/QzU+ml4FDwaZEQD5pzpJRpwFi5Gi3fFsX3nEETAhyv1wXbYhposvk56U5LF+cLHHYMpleu7YZcs3B56IQYmM+QUQYffvSFzlucP/x03j3zALVLcC77YAXE+oNnhLTmboZc5596x375wAnORp1NKNJyKBe2FueEReqG+BGRrpnghNcACa+uMk2JubTrJIR2j+3FtAPf3Qllmg9AVBHpipas8GaPINEGcuXZd332bFE5SYxX9Bag7+Z+12VoUmHEOOEYQC6azkQmHyrP9Z6DStuuZHQrS0kEdh4De9lvKJGJAA7Tk4y6PCmlHR9QDAp4eIstvjr0bIhr5QvSnWbtBRt2AqbcoC2i8Evk7UmoXDYS7nGnq20L3B2/j4RMUth2gz5Q9L8fqCsuLEunbeOinAwIVudE72u3C57PtcJu5wmMqN9CZlmZHZ7+iQexPZKJMYpTSO4zG+IP2e2spUqjhh2gCqanx8Sfk/d/LUIX+z0srCYEAiUv6HcWnpebpHKoVNqytUm70uIALyg76UFqmghHkJNEzN2nETC5UwtWY88WrO+TNg5R3jBbC14s2zy1Ij3JbAiiYUYFuurWHfl2nfHKSVCp+mgbvkqClMeBQIgbHpidrjfoRqWG/ayClhlgtNOUlXZE33gSRdKJ5x6Hr0RmVTRiq9ViIFfsyLIY7LUFTmbBl9NiJXnM0mmE93MYxvKLXGGNeO4k7MJ0F77KSTG9JNvJb9y2RBLElXrB35RL3HHbnnROeAb1Hm8fNZ5sK2I55HxsdDfSm6vxBAa35BlepV2mWP6s9N/qpMwK6VO002nVYgddxk/VA/gQuVR8ReQ8icer+1VjhylO1ISVWghn6F/LkW07vi/bsi7sRVO8OoXxdMDOhQjngUlrCZVsfAKjRBhV1xWFgd14bTDryjHOJDLBhZeXKapQLQ6YxiSlD5rBqpTSzGaDoBPi7oHmhII7wLjN3RLCb57c6tbE07v290KLHS0aQRMj4xu93ZZQtplhWpQxCoxZLu315Iv01JDTD/39+MgpaoU3PA==
Hey there! Thanks, I'm glad you liked the writing!
Sorry, I guess we forgot to put it in the patchnote, but we've already made it so that if the game loads the saves made in previous versions, it automatically resets your progress on the last scene (the one that was the last one in the previous updates) so that you could view the new, updated and expanded version that actually introduced the new characters without losing any of your other progress. If the issue you're experiencing is loading the save and it still thinks you haven't beaten Fin, that's what it is.
If that's not what you were referring to and there's some actual jam up with your save, I would recommend opening the 0.2.3 version and using the import feature there. When you go back to 0.2.4, it should pick it up automatically.
If you still want to nuke your progress (and, I mean, people can have their reasons, right?), it's in C:\Users\%USERNAME%\AppData\LocalLow\Tiger Roll Games\The After Hours Office Predators
Hello there! Thanks, we will look into it! Tell us if it happens again, it would be useful to know how reliably this bug appears. If both the joystick and action buttons disappeared, something must have happened that turned off touchscreen controls, in that case you can fix that in the game's settings
Hey there! Sorry for the late reply! We do have a Discord server, but it's currently Discord-locked as Patreon is very sensitive to what is posted on a game's Discord server, so we figured we won't be able to properly moderate the server with a link to it available publicly. (Somehow, even with this Patreon-wall we still managed to get a scammer in there!). This sucks for us as much as it does for you guys as I'd love to have a huge community like that.
Hey there once again! I'm sorry, I think I did a poor job explaining our stance on it, it's not planned, unfortunately. The thing is, we would like that a lot and it's been a matter of internal discussion, yes, but as I've said, "I don't see a way to do that" due to how much all our H-Scenes are dependent on the main character having a penis. (I don't think any of the poses we have right now work without it, to be honest). Making a sequel is a joke about how much stuff there is to do, to a point it's comparable to making a new game. Sorry if my previous response was confusing.
P.S: Happy midsommar!
Hey there! Thank you so much for your suggestion! I would absolutely love to see female Minnow myself, to be honest! However, all H-Scenes are built around the MC having male genitalia, so I don't see a way to do that as much as I like the idea. We actually did discuss that idea and our artist (who also likes the idea) made a joke that we might as well make The After Hours: Office Predators 2, featuring a female protagonist
Hey there! This is a great (and super knowledgeable) point and we'll add that option in the upcoming update. Player movement should be scaled to framerate, but ig with lower initial speed and extremely high fps (due to the hub scene being super simple) ig rounding errors could start coming into play.
Thanks for your feedback!
Hey there! Thanks so much for the feedback, we'll look into your reference! Yep, Hades is the main inspiration atm, the old description did say something along the lines of "we're doing anthro Hades". I try to tweak the combat system constantly and every new version (except 0.2.1 which was more like a 0.2.0 hotfix) gets a significant bunch of improvements in that regard.
Woah, thanks for all the feedback! That's a lot to unpack and surely was a lot to reflect on and put into words, so, sincerely, thanks a ton for such commitment! I will try to answer all of it to the best of my ability.
> Will realms have unique/exclusive upgrades?
Yep, I was thinking on maybe creating a menu that opens before going to sleep that affects what goes to the pill slot. E.g. we beat Lupina (or, rather, her mini-boss), she gives us the puppy plushie IRL (ignore the nonsense, I'm making those examples up as I go), now the options are to take a pill or to fall sleep hugging a plushie. That probably means that those items won't give you a plain second life, but will each have their own quirks. This idea isn't carved in strone, though, like any that I speculate on but haven't had time to test in the actual game, obviously the ideas that end up not working well gameplay-wise won't get included.
> Is a training room/dojo planned? It could be part of the in-game web, a "dream simulator" website.
Yep, we have a slightly different idea on how exactly that will work, but we do have a very clear idea of what the dojo is going to be like. It will come with different weapon options, though (I mean, 90% of what it does is lets you get the feel of a new moveset), which is not coming terribly soon.
Thanks for the feedback on the Lupina into scene, as you can see it currently cuts halfway, so yep, we will see where that same day goes. We most likely need to introduce Lupina's miniboss in the same "day".
>The player's basic M1 attack is still a bit off IMO...
Never considered alternating sequences and it's probably a little too confusing, but I do agree that stripping away the control for too long is annoying. We might lower the time of that, but the third hit deals x1.5 damage (applied after boons, stacks), so I believe there is still an incentive to use that, you just have to keep in mind that it is very committing (eg don't use on Fin or the Orca since you can't interrupt their attacks, do use it against the Shrimp since you wan't the largest damage per hit and she knockback is huge on her anyway).
Yep, AoE is also weapon-dependent.
I agree that the moan does not replace the smack, we need to add that.
When additional weapons are introduced the katana's AOE might end up migrating to a different weapon and in this case katana would get a different one.
> The way enemies react to hits with knockback is a step in the right direction, but right now feels a bit too floaty IMO and seems kind of like they're on ice.
Yep, I feel like the knockback was too choppy before and now it's a little too smooth. Have to balance that.
A second attack for an orca sounds very interesting, never considered that.
>Enemies popping into reality is also something that might need a visual additional to counter. Like them either walking through the map gateways, or appearing through a cloud of bubbles.
Yep, you can even see an attempt at that, but it doesn't do the main thing (consealing the moment of spawning) as it's been in this fetal state since the jam version. I feel like I do have a vision of how it should be, though, so it just needs time.
We probably should tweak the visibility, yeah. I went super generous on their vision since the previous versions since it was a little too easy to pick them out one-by-one, but sure the balance is yet to be found here as well.
Thanks for the gameplay recording! Sort of my experience with Shrimpie too, the main concern previously was that she could be no-skill shoved in a corner and brutalized there, now both my experience and your recording sort of just shows a player that plays well against an easy early-game boss and wins, which, yep, sounds right.
Fin's moveset is definitely to be changed as significantly as Shrimpie's was. The current idea is stupidly simple: tail swing = run away, not perpendicularly, trident throw = run perpendicularly, not away. I mean, I did see many people panic and try to run away from the tridents, but sure, the gameplay is super simple compared to the current incarnation of Shrimpie.
Thanks for the tail swing recording, it does look like the tail swing reaches a little too far and for too long, this will get fixed.
>As a few others have said, It would be interesting if we can later interact with the characters outside of dreams, like taking them out on a date. Obviously you might have your own plans on how this progresses with the story, but it'll be nice to see how that goes.
One thing I will confirm is that the office is planned to become a playable location but that is probably the furthest of the plans discussed in this exchange.
Once again, huge thanks for a thorough overview, lots of superficial reviews are very important for a more general understanding of what more-works-than-not, but they can't replace a super deep dive like that!
Woah, this is pretty crazy. Surreal to read all those ideas right after working on implementing so many of them :D
(By which I mean legit alt-tabbing from a fake "website" layout in Unity to Itch and reading this)
You're up for a surprise once the next update is out, I'll say this much. I think I may have said a little too much already, but you've pretty much guessed those updates yourself at this point, so kinda fair!

