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ItemAce

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A member registered Jun 08, 2025 · View creator page →

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The last version is 0.6.3.1 The main part of the next update is already completed, but more features will be included in it before I post it.

For the time being I don't plan to expand existing creature's gameplay besides a few appropriate mechanics whenever necessary. Maybe in the future, but we are talking about a really long time, not the foreseeable future. 

Of course they will continue to be relevant in distant parts of the facility and to receive new thought bubbles regardless of all that. At least to the best of my ability.

That's probably the longest comment I got so far! Thanks for a detailed feedback (And your other comments!)

There's no level 3 keycard in the game yet, or 2 for that matter. The thing you pick up as a slime is something else! It's a pendrive. It even has a use! Goo puddles are always visible, unless your monitor's color range is limited, which has been an issue and I am planning a solution that isn't just changing sprites. 

Goo wolves are under a rework. A solution has been implemented and will be available in the next patch. It's a fun one, but I will keep it a secret for now.

Inanimate TFs are an extension of slime gameplay, so they aren't treated like other major TFs. At the same time, they aren't finished at all, just the Goo-Mat mechanic is implemented so far. Intended and emergent pooltoy softlocks are intended, as well as the scripted pig dronification outcomes. Blocking your path with goo leading to a type of emergent softlock is an intended feature.  Also Goo-Mat along credits get sped up by 20% in next patch too! I don't plan any indicator for reaching these states for various reasons. Avoiding these states while retaining the fun bits of your form is the main gameplay element. More interactions are coming for existing creatures in the far future, including progression paths to certain softlocks. 

The trap pooltoy room is intended to trap you regardless of your form unless you are lightweight slime. The spray is far in the demo, but it's meant to be early in the game as a whole. There will be more copies of this item in the future. Yes, you can use forms to bypass puzzles or to have different fun issues in them! The one major exception here is that enemies don't react to non-intended forms yet, at least not all of them. A few more combinations will be added to prevent cases where it would seem like they should interact but don't yet.

I hope I didn't miss anything!

Thanks! I am glad you like it! 

As the story and map expand there will be more ways to interact with the facility and other creatures in meaningful ways. It's mostly about growing large enough map to spread around certain mechanics and interactions first.

Also Some female oriented TFs are planned, ex. maid drone, but most creatures, including them, will still have nullges. There are great many new major TFs planned so probably eventually there will be some true m2f as well, but we will see.

Which would trivialise the game and would make people ask for items to be manually dropped instead of destroying them. The macro gameplay is based on RE where there's a reason for these mechanics so I won't simplify them, but a solution of a long-term solution will be worked out eventually. It's just not very pressing right now.

I'll look into it then!

It is there. Use blue medkit when below the default inflation level. it won't pop you and will revert you.

It's not TF, it's the horny/drone state that prevents it. It's triggered per form differently. You can temporarily use animation speed up to overcome this bug, just use interaction key 5 or "b". The servitor is purposefully large. If you really don't want to spend ammo you can lure them into a loop.

That's alright! I love answering questions. It's just that sometimes I either don't have answers yet or can't share to avoid spoilers.

I've shared all I am willing to share publicly on this matter at the moment. 

I will not spoil you the story. Quite a few people expressed they are interested in it and/or the lore, so I can't really share much, but I can say more characters will be added to the game, their NPC mechanics expanded (including more for Dr. Agon) and of course some of them will be evil. 

Humour wise I can tell you I'd lean more towards deadpan or Kojima. You can see most of my style on thought bubbles, especially those earlier ones.

I agree some sort of more practical solution has to be created than just some items not being destroyed here or there.  It would work for conveyor where I imagine mechanical arms take away your items. Slime TF could drop them on the ground instead of melting with you. 

Overall, it's a lot of new mechanics so I think it's best to keep them for the eventually inventory rework. Some mechanics also only start making sense once the map becomes sufficiently large and that will take more updates, regardless of what areas they will be adding. 

I don't think the company wants their critters to have such abilities! Gotta keep them manageable, though, clearly it didn't prevent the lab breach!

Hmm I suppose that's the limitation of merging Resident Evil gameplay with TFs, you can just lose core items. And that's exact issues popped in the past with keys so I think I made it that they don't get destroyed if I remember correctly.

The combat itself has a rework planned with better aiming, and new items (ex. fire extinguisher that has charges and just stuns enemies) or indications that you hit them etc. so probably a long term solution will be delayed until then, but I think you are right. 

I'll look into adding gun into excluded items list so it doesn't get destroyed or maybe also make it respawn, that should be helpful for time being. Good call.

Well they both work. The spray can be used on new goo puddles for now, so only those left behind by enemies or you, not default ones. The yellow medkit is going to be reworked, but it works by removing the horny/drone state i.e. the thing that prevents you from using a blue medkit and changes your thought bubbles.

I actually had the same idea with shooting that tank, but much like with everything else run out of the time before the release. It's still early in development so I will probably add it one day. Cool to see someone else thought of it!

So I checked and no you can't auto-update it because every version is a separate file.  Look, my priority is making the game, it is downloadable and store page looks clean so it seems good enough for me for now. Sorry for any inconveniences. 

I do not know how the app works, I don't use it. I can only say the browser works.

As for your suggestion, more animations aren't the priority right now. 

That would not be easier for me, that would be a lot of extra work with no guarantee of actually working. It's not a priority. 

All files could be saved as player prefs in Unity and then they would persist, but if you deleted the game, they would also persist. I consider that bloatware and most games do this. Instead, json offers accessibility and doesn't persist after deletion of the game. It's a tradeoff.

You can still bark and howl! So there's no ending. But yeah, rework for them is planned.

The next major update is the skunk one and I hope to finish it entirely this year. A few other TFs might get added sooner like VAC interactions or through steam vents. I also plan variants of existing TFs, but right now I need to experiment with meta progression. 

No, you have to download the new version. The game does not have access to the internet. You will also have to transfer .json files inside if you want settings etc. to carry over.

Yes rework for goo wolf is planned.

Thanks! Much more is coming!

Eventually I plan to, but not anytime soon.

A lot of problems come with the puddles being integrated into the title map, so I'd have to move them out of this first to do anything meaningful with them. And the second problem is that puddles appear perfectly fine on my monitor and my laptop and it's just an issue on some displays where color range doesn't capture it at all and they blend almost completely. Regardless, any solution that visibly modifies what a player sees would be disabled by default. 

I encourage modding!

You will find a lot of older sprites to be simpler than new ones (ex. protagonist vs. shark or kangaroo pooltoys) so I understand people may find older ones subpar, to some degree. Personally I am happy to improve my pixelart over time and to keep older sprites mostly unchanged, so I don't take any offence. I am just happy when people like playing the game. 

FYI most character sprites in the game are 48x80 or some multiples of either or both dimensions. Have fun!

Save system is planned!

Soft locks are intended. Some are less constraining than others like pig drone or pooltoy. But would it be a true post-tf experience if it couldn't lead to a life-altering events? That's why transformations don't give you a game-over, and why you can still do as much as your form would allow after a softlock, even if it's just making sound. But also a line has to be drawn after reasonable amount of interactions, though like with the goo wolf, not always it will click with players and reworks will be needed. Toodles! 

I thought you meant the slime, not wolf. That behaviour is intended, but a rework is planned.

The pooltoy needs to be deflated to below the default level to use medkit without popping. I can't seem to replicate your issue with keypad., but if it is due to alt tab as you say I will look into it, eventually.

I found a bug where if you got TFed by another slime you'd have an extra flag set, but this prevents using pheromones and thus the call for the other white goo altogether. There's no code in the game to call it otherwise.

I am unsure if this was the cause of this bug, but it seems to make sense as slimes look for this and another flag on player to prevent from triggering animation while another is playing. After fixing that bug I don't have any issues so this will be included in a small patch soon.

Thanks for playing! Which version are you playing on?

With medkits you have to be more precise about which form and while doing what.

The conveyor bug is known. For now you can use use interaction button 5 to skip animation as a workaround.

I don't think servitors can grab you through a wall unless you are playing on older versions and alt tabbed while they were detecting you. Otherwise some rare physics bug that can't be solved as I can't replicate this.

The puddles have low visibility only on some monitors. I don't like changing its hue, so I am still considering my solutions to this.

Whole combat will get a rework and there will be more items for it one day. Tracking mouse could be interesting!

The keycard access is now visible on the doors with the light indicator. I believe it's sufficient. I have a script for opening doors, but I don't like how it behaves so I'll keep it like this for a little big longer to gather more data.

Yes, as in the patch notes, the setting to tweak transformation speed will be there. I suppose multipler for the overal transformation could be added as well.

I don't plan any easy mode for after the demo. It's just a temporary endpoint.

I see. I simply add that new flag check to most stuff, but it should be an easy fix.

The mounting scenario will be reworked eventually, I just didn't settle on an idea I like enough yet.  There are also plans to make medkits more versatile to let players play with horny/drone state, among other related new features. 

I like your nick!

Meanwhile here I was worrying it was way too long since last update. The game is fresh, but was released earlier than I wanted so these patches are necessary to address bugs, and QoL while I am at it.

Once I start working on a major update, new changes will compound into a large update that will be released in a few months instead. But it's hard to estimate how long it will actually take given I want to try to improve quality instead of being forced to rush. Most likely that will be followed by another burst of bugfixes and then it should settle into a rythm. 

Also speaking of which, medkits overhaul, and a save system, are both planned. It could be a while though, maybe even included in the major update instead.

The code can be found in the pooltoy warehouse  near bottom.

Inanimate objects are unfinished transformations that will each get a bit of gameplay in the future. Level 2 keycards aren't in the game yet as it is under the development still.

Thanks for playing! The amount of combination would be rather insane, but some extra inter-creature interactions are planned for the existing and future creatures eventually.

There is an anti-goo spray in the game which you can use use to clean newly created puddles. Popping is planned to be fixable, but it will lead to another open ended bad end, but there's not ETA on that.

At the end of the day it's a question of scope. One could make a whole game about just a single creature. I plan to revisit older TFs in the future and add more interactions to them so some of these things are planned.

For the more immediate future, Dr. Agon will revisit a fully transformed pig drone, and the pooltoy is planned both to access the packing machine and for scrap to be remade. But these things compete with incomplete VAC and steam vents, missing sounds, as well as their relation to major patches and more. 


Eventually most likely yes, but not anytime soon.

It's the blue thing in the lockeroom to he left of the pig calibration room. If you pick it up you can just walk through the marked doors.

Not directly through, but you can find alternative paths. If you mean sparks that spawn under the conveyor belt, you can simply walk through the blue level 1 door next to them. Following that path will also take you to the other end of sparks near the pooltoy room.

As I mentioned, it is a planned feature.