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Yeah, we'll definitely implement a tutorial / stat and skill descriptions soon to make the battle system less opaque (also using our own font so that the combat log is actually legible) - and preventing stalemates will be a matter of implementing some systems, like armor sundering, that aren't currently in place - so that it's not possible to have enough defense that neither combatant can harm the other. Thanks for the feedback!

Posted in Animations

Yeah, we will!  Right now none of them are complete, and we need to figure out the best way to make high fidelity gifs out of them.

Alright, I'll break up the replies by category:

Catamite Perk

Right now a lot is gated behind this, and ultimately what "Catamite" will likely do is provide rank 1 Anal Lover, among a few other "bad" perks.  This implementation of the perk is definitely a stopgap.


This is the intent - we haven't put too much focus on the actual experience/leveling mechanics, but ultimately you'll be able to get just as much if not more "experience" just from getting plowed as you would from felling your opponents.


Currently, there's not much to explore - although we may just continue to bump up starting food and potential food gains as we add more encounters.  The food economy, including conserving food while travelling (it will not always take 4 food per tile, especially not when traversing known areas) will come as part of our world map overhaul, which we're hoping to start soon.

Load Button

Hit Escape to return to the main menu from most screens.  We'll have more indications about what key presses do what eventually.  (Escape quits to menu, space/enter traverse text, left shift toggles X-ray views, and tab hides/unhides the UI)

Random Element

This is a good idea, and we will eventually add randomness - right now there's still some confusion about how attribute checks work, so introducing randomness would make it more confusing, but once that's settled and clear we may include randomness to the checks.  In addition, you'll be able to choose to fail checks as well.

Thanks for the feedback! This is all stuff we've been thinking about, but it helps to hear it and to give us an opportunity to talk through it.

Hey there - we'll be looking into translation options.  We've had a few people offer to do translation work, which we'd be willing to pay for.   I don't know if we'd put a machine translation in, but we'll consider it.  :D

Hey there - the android version isn't public yet.  We'll release the first APK file sometime next month.

Yes, this is definitely true, although this isn't the error we've seen on rigs that lack OpenGL 2.0 support in the past.

Hrm, thanks, not sure what the issue is.  :(

Posted in campaign

When the game is done!

If it's having issues writing files, try running the game as Admin.  You might have the game in a folder that the game doesn't have write access to.

Yep, it's fixed n, which is up now.  :D

1. Yep, this is mostly fixed in this month's version, in that only Trudy tries to ride you - the actual mechanics of it aren't fully fleshed out.

2. This is something that will be addressed - overall the arousal mechanics are unfinished (see point 1).

3. Yeah, getting opponents into position is going to be easier; in particular, they won't always be able to immediately stand up (and that'll be true for the player character as well).

Thanks, got the typo and the Goblin Male now has the right pronouns - we did add mouse scrolling with the new weekly patron build, although it's still a little wonky.  

That's the idea - although now that you mention it, it wouldn't be too hard to implement, since most encounters don't require that you have use of your pocket rocket.

We've thought about it - we definitely have the capability of changing the character's pronouns - and for encounters that presume the MC is male e could write some alternative text if the MC is female instead, and lock out options that require the MC have a penis - those are pretty rare anyway ;).  Basically everything would still be going in the butt, though - we don't have plans to have alternate scenes for vaginal.

Posted in Good ends?

Yeah, we want to have more consensual endings as well - none of the existing characters are done in terms of branches and scenes. 

Thanks!  We'll definitely have bad ends where the player character transforms into a werewolf/succubus etc.  Right now we've got the beginnings of corruption with the goblin encounter and the magical chastity belt might have some of that as well.

So if you get into combat you'll be able to see what's modifying your agility by highlighting over your character portrait - probably low health. You can also see your actual unmodified agility on the character screen viewable from the world map.

We have a Dropbox that you gain access to while you're a patron - if you pledge at the monthly tier you 'll get 1.19, then 1.20 etc. each month, and if you pledge at the weekly then you'll get the weekly updates (which are versioned 1.19.1, 1.19.2, etc.) as they become available. We keep the monthlies separate so you can always pick which version to play, and the weeklies are just the most up to date version.

Posted in Sex Skills

Oh wow, totally missed that - the patch notes in the change log were for the next version - I've added the patch notes for the current version on itch ( to that changelog.

Thanks, we'll fix the >10 error. Definitely need scrolling or pagination for a lot of things, still working out the best approach for it. Noted the continuity error with Urka - originally all her defeats were game overs, so there was no way to get to her repeatable encounter without defeating her.

Posted in Changelog


  • New features:
    • Implemented conditional bonuses for techniques!
      • The description of each technique's conditional bonuses appear when you highlight over them in the skill selection screen or in battle
      • Current conditions include being faster (higher agility) than the enemy, which stacks the faster you are, the enemy being on the ground, the enemy in "low" stability, or based on skill level
      • Current bonuses include parry, block, and evade bonuses, priority (when two characters use priority skills, like force stance skills, only one succeeds), reduced stamina and stability cost, increased armor sundering, knockdown, tripping and disarming
    • As the previous point shows, we've implemented parrying, blocking, evading, tripping, and disarming - including during the Goblin encounter. The Goblin and Brigand both use weapons, as does the Centaur, but she cannot be disarmed.
    • Implemented lewd stat tracking - game internally tracks how many times you've received anal or oral, received a creampie or swallowed, or ejaculated while penetrated
      • The aggregate result of this appears as an icon in battle and during encounters
      • If these events happen often enough, you gain perks that will impact subsequent battles and encounters, like "Creampie Addict"
      • These perk gains will appear both in battle and during encounters if you receive them
    • Added a weapon shop to normal mode in town
    • Implemented multiple battle outcomes, rather than simply "victory" and "defeat" - an example is the werewolf, who now has four endings - "victory", "defeat", "satisfied", and "knotted"
    • Added current armor score display in battle, making it easier to understand
    • Added victory and defeat text to battles so that they don't end so abruptly and you can read the final round text
    • Currently equipped weapon now displays and can be changed on character screen
    • Pressing tab will remove some of the UI in battle and encounters, giving you a better view of the action
    • Space bar now works like enter in most circumstances - skipping text
    • New Linux build!
  • New content:
    • Gadgeteer encounter!
      • New shop with discounted items
      • Encounter varies depending on your perks
    • Added a few "satisfied" endings for enemies - note that satisfying the centaur results in a failure!
    • Centaur is now animated
    • Updated Goblin face-sitting image to its final state!
    • General Store in town now sells delicious meat
    • Added a few new battle sounds, including blocking and parrying
    • Added several new learnable skills to showcase some of the new mechanics, although old techniques also have some of them
    • Beefed up the UI for character creation, skill selection, and character customization. These aren't their final forms, but they're easier on the eyes and display more information
    • Updated character portrait in battle
  • Bug fixes:
    • Fixed unicorn horn
    • Fixed the "seam" that appeared in world map screen
    • Updated credits screen
    • Fixed a few issues where an enemy tripped or changed stances when they shouldn't
    • Fixed a bug that allowed purchasing skills without using skill points
    • Failing to purchase an item no longer plays a sound
    • Minor rewrites and typo fixes


  • Story Mode first battle, and a few new encounters! (Patron version)
  • Various bugfixes
  • Added Linux64 build

Version: - It's dangerous to go alone - take this!

  • Story Mode updates (Patron version)
    • New story mode encounters
    • New assets for story mode intro sequence as well
    • Story mode character customization
  • Goblin encounter!
    • This features a few new modules for encounters, like events that can impact later events in the same encounter, including a battle
    • It's also the largest encounter yet - previous character encounters like the harpy or brigand need a lot of work, and no encounters are fully done yet
  • Face sitting and 69 stances introduced - unique art for the Goblin as well
  • Tweaks to combat to make it easier for now as systems are implemented - lowered base defense of enemies and increased it for player character
  • Added weapons - bonuses depend on attributes, but more weapon differentiators to come in the next update
  • Added shops and the inventory - shop in skirmish mode sells healing potions as well as buff potions that can be used on the character screen - story mode shop has weapons
  • Updated harpy battle animation
  • Displayed harpy animation during defeat encounter
  • Health/stamina/stability/mana now display numerically in battle
  • Added forced camping and starvation encounters - dropping to 0 health outside of a battle will now have your character react appropriately, taking time to rest
  • Added basic combat ending screen
  • Added a bunch more sounds in combat
  • Added a few sounds to encounters
  • Space bar will now also play cutscene text
  • Additional text displays in battle during fun time activities
  • Numerous color tweaks and typo fixes


Minor fixes


  • Story Mode intro sequence! (Patron version)
  • Centaur/Unicorn encounter!
  • Battle UI overhaul
    • New battle skin
    • On hover tooltips in a readable font
    • Fill bars for health/stamina/balance/mana with condition icons
    • Resulting stance icon affixed to every skill
    • Text warnings for when using a skill will cause collapse or tripping
    • Battle console text can scroll and is saved, so on reload the last turn still displays
    • Battle text is now more consistent with what's occuring; missed attacks because of height now say so, some descriptions were altered
  • Game now tracks virginity status and built out a framework for having attributes like that affect encounters (Centaur encounter showcases this)
  • Lots of new music, replacing some of the old tracks
  • World map is now considerably smoother, should no longer be significant slowdown
  • Animated character on world map screen
  • Improved the options screen UI
  • If the game fails to save (your save file is locked, for instance by dropbox) it will no longer crash
  • Load times should be shorter
  • Changed game icon
  • Added some sounds and music (more to come next update)
  • Revamp so that position system is now based on true pixels at the default resolution
  • Some bug fixes like harpy crashing to the ground because you grabbed her junk


  • Title update! Tales of Androgyny has been reforged!
  • Implemented battle animations
    • Added harpy animations, idle and being hit
  • Added handjob, full nelson and standing stances
  • Added tooltip box for in-battle skill tooltips
  • Added new game over image
  • Added new Brigand fellatio image
  • Added more diverse erotic in-battle text
  • Displayed booty factor based on character customization in battle
  • Created initial town - not much to do there currently except see the shopkeep. Town is visible on the world map
  • Added video options
  • Various bug fixes and typos
    • Certain buttons now respect sound preferences
    • Fixed bug where being well rounded made you an improper catamite
    • Numerous typos should be fixed


  • Fixed issue with music not being played until you set your music settings
  • Fixed crash bug when you get to the fort, still a placeholder encounter
  • Fixed typos in encounters and battle


Second major battle overhaul version

  • Initial implementation of options screen - sound and music volume sliders
  • Initial implementation of pervert screen - can see enemies that you've unlocked, currently image viewer only, will later include replay functionality
  • Battle improvements
    • "Sit on It" ability added for when the enemy is erect and supine and you're in an offensive or balanced stance (Catamite Only)
    • Implemented cowgirl stance
    • Implemented some battle sounds - attacking, hitting, "pounding", popping, etc.
    • "Stay Knelt" ability added to continue kneeling
  • Added stat descriptions on hover when allocating your stats on character creation- Implemented music! For now, it's only royalty free music, with attributions in the credit screen. Almost all screens have music now
  • Added a credits screen
  • Added intro sound and splash screen
  • Implemented loading bars
  • Added attack animation
  • Added error handling - crashes should now display an error to aide in debugging
  • Added basic camping and starvation
  • Implemented fade-in effect on certain screens
  • Slight tweak of initial resolution
  • Disabled story mode button - will be patron only for the forseeable future as it's implemented


First major battle overhaul version

  • Implemented leveling - experience is gained through encounters, both combat and non-combat.
    • In general, the more "adventurous" options will lead to greater experience rewards. Level-Ups provide skill, magic, and perk points that can be allocated on the level up screen accessible via the character screen
  • Skills and perks may be leveled up - different skills and perks have different caps. Upgraded skills are more powerful, and upgraded perks have increased bonuses. Higher ranks cost additional points
  • Added negative perks - Warrior begins with one
  • Added Blitz stance and a few associated skills - a highly offensive stance that's incredibly unstable but provides solid, diverse offensive maneuvers. Currently only Warrior has access - will be unlockable in town and via encounters
  • Added a gutcheck attack that currently only enemies use - lowers stamina, causes you to fall prone if it exhausts the last of your breath
  • Added "missionary" stance
  • Implemented armor sundering on generic attacks and added an Armor Sunder skill as an optional learnable skill
  • Implemented buff skills - first one is Titan Strength, which increase your Strength dependent on your Magic score and degrades over time. "I cast fist!"
  • Implemented "low" attacks that can hit enemies on the ground
  • Made spells ignore defense
  • New Harpy texture - still not finished, but closer to final version
  • Implemented stances reflected in the visual display of an enemy - for now, only visible when Tea the Slime puts you in a Doggy stance
  • Slime "Love Dart" scene visual
  • Made numerous battle UI improvements as part of the battle overhaul
  • Health and Stamina degradation indications, both color and descriptors
  • Skill and perk descriptions on hover over in both the skill selection screen and the battle screen
  • Resulting stance visual on hover over of a skill in battle
  • Keyboard interface in battle and main menu screen that lets you select a button with the up and down arrow keys and confirm selection with the enter key
  • Added textures for stat displays
  • Fixed numerous typos
  • After erotic battle moves complete, character is forced into one of the ground stances, and must recover from there


  • Hopefully fixed OpenGL issue that was causing crash on load - if you're still receiving on load errors, please let us know - if you can, run the game through the command line / terminal with java -jar "TrapRPG.jar" and let us know what error pops up, thanks!
  • Health degradation - lower health now lowers your attributes for both character and enemies
  • Fixed typos in Brigand encounter
  • Added "Block" skill to get to defensive stance from Balanced
  • Attacks now cause knockdown if they have enough force behind them, Knockdown Attack deals extra knockdown
  • Gave a font color distinction for techniques that will leave you at low stability / stamina or that will cause you to fall over
  • Techniques will still go through even if you trip or falldown after using them
  • Added hover text for stance names
  • Lewd liquids flow out slowly
  • Improved enemy AI slightly - should fall over and end up in loops less often
  • Fixed soft locks on character creation screens
  • Increased starting HP temporarily to make it easier to explore


  • Implemented graphical roads
  • Implemented world map UI
  • Implemented character screen and button/hotkey(Enter) on world map to get to it
  • Implemented sight radius based on perception/scounting score
  • Implemented "zones" so we can expand world map with checkpoints
  • Arrow animation for active tiles
  • Added a "fort" image for checkpoint tiles
  • Refactor of paths to improve rendering performance
  • Implemented scaling font so there should be less blurriness now
  • Fleshed out Brigand and Dryad encounters
  • Various tweaks/fixes


  • Hotfix


  • Gave a description for what each stat does in the intro
  • Character class selection now affects more than just stat description - certain classes get extra skills or starting resources
  • Implemented initial character perks
  • Added a few new skills, including one (Hit the Deck) that lets you drop into a prone position
  • Implemented selecting your name
  • Implemented the initial character appearance customization
  • Wrote out the harpy game over
  • Wrote out the various slimegirl scenes
  • Implemented our own font and UI textures
  • Spruced up the world map so that it looks more like a map
  • Various tweaks/fixes like lowering the volume, fixing the location of UI elements, adjusting the behavior of enemies (especially the slime), slime ends are not all game overs now, and the werewolf won't get "soft" visibly when she knots you.

Hrm, about to drop a new version, don't know if it'll fix it; you can change the resolution from the options menu if you can reach it, if not, you can change it in the preferences file, which on windows is on Users/<YourUser>/.prefs/tales-of-androgyny-preferences. Open it up with a text editor like notepad, then change the value next to width from 1920 to 960 and height from 1080 to 540. When you launch the game it should be a much smaller window.

If it's not the window size, but the game is literally "zoomed in", that's probably a video card driver issue.

Yep, that's the idea - we'll try to make it as dynamic as possible. Right now it's a bit tricky to differ the text in too many different permutations, but eventually we'll be able to.

As with every java bug in existence, someone has run into it while playing Minecraft:


It seems like the most likely issue is with User Account Control (UAC). The other possibility is that you're getting this while trying to run the game in full screen mode and there's an issue with the graphics card driver.

Hey - actually, we have already (in the patron version of the game) implemented a quick save option, so you can save at character gen, although that will also save your map seed, so you'll end up with the same map each time you load. We'll definitely add the ability to use the last character configuration, and eventually let you save character creation.

The tutorial is just a placeholder; the game is very unfinished, as we only started dev a few months ago. As we fill out the combat system, we'll start to introduce tutorials - right now we're trying to make sure things are explorable, for instance giving info on hover, although things like when it's possible to use contextual moves like "Sit on It" or "Grab It" are still opaque.

We've increased the amount of starting food, and there are a few other ways to get food, including spending time at the inn, which is somewhat "free" if you run out of gold in the latest patron build, defeating the Centaur in combat, or camping with the Orc after defeating her in combat.

Eventually you'll run out of food as is - since there's no end goal (or even the first in-game milestone goal!), we haven't added the ability to play infinitely. We might create that option in the patron version for messing around.

Posted in Help

Not yet - we're going to try to have an android/iOS build. The framework we're using supports it but we need to do some work to get it up and running.

Can you try running the 64-bit version in the command line (command prompt)? Have you fully extracted the rar to a folder that you have write permission to?

Healing spells and items are still just as effective at low health - Magic is unaffected by low health, and similarly so are items.

If a Paladin doesn't increase their perception or Agility, they will be bopped on the head by the Goblin, but their high endurance will mean they're left unfazed. Mages and Enchantresses with unmodified agility and Perception will be knocked out.

As your health is lowered, your endurance lowers as well - since the only way to see that scene currently is to get to 0 HP against the Goblin, most characters will have 0 END during it. In the current build the checks are 3-2-1, meaning high END characters like Paladins will be able to succeed at them.

Posted in Golden cage

That's the goal, yeah - we're going to have chastity devices and butt plugs and all that, and it'll fluidly alter combat and the like.

Yeah, we'll expand more on the various battle endings - it won't necessarily just be "satisfied", but also other conditions like anal/oral/the PC ejaculating/etc. Some of those endings will have have negative consequences up to and including Game Over, and those would be the... "unwise" choices.

Hm, looks like a save file incompatibility - we've got that handled in the next build but in this one it'll cause a crash - if you delete your save.json in the data folder it should run again.

Seems like it gunks up when you trip at the same time. The whole force-stance switching and enemy tripping routine needs some love so that it'll be bug-free; right now it's a little hacky, so it's no surprise there's a few kinks in it.

Enemies will sit on your face currently if they're not a centaur (of either type), you're Supine, and they're not already erect.

It's not actually a .txt file; it has no extension, and it seems it's being defaulted to opening with your text editor. You might want to try launching either the jar or that file from the terminal. Alternatively if you try right-clicking on them you might get another option to launch them.

Ah, no, don't open TalesOfAndrogyny.jar, just run it. And now that you have the Resources folder, you should also be able to run the TalesOfAndrogyny file in the MacOS folder.

Posted in Gaming on mac

If Resources is empty, something went wrong with the download or the extraction process - there should be a jre folder, a config.json, and TalesOfAndrogyny.jar - which you should be able to run, but also that TalesOfAndrogyny file should be runnable as long as the jar exists.

Yep! That's actually in the version going up at the end of this month - several enemies now have "satisfied" endings if they climax enough, and there will be other end battle conditions other than KO.

Hrm, I'll redeploy it. Might have gotten the wires crossed at some point - the previous build definitely worked on linux, but maybe this one is messed up.