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MaskedMammal

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A member registered Sep 16, 2025 · View creator page →

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Haha, I may have been dreaming a little bit in the devlog more about the possibilities I saw than the current reality XD

I appreciate your thorough and thoughtful review, and I think I agree with everything you said. I'm working on an update which I *hope* will address some of the major issues and bring the game into a more cohesive state, but it will still be a little while before it's ready.

At the moment I'm not planning on adding more scenes past 163, I would rather think about a sequel focused on a different character :)

If there is a large content update for this game in the future I think it would probably be focused on refining some of the existing images and adding more animated scenes. That said, if people are really interested in continuing the story with this succubus I would consider a future expansion to this game which adds more levels (need to get through a couple of other projects in my backlog first, though).

Any major update will be announced both on Patreon and here, so it should be easy to find if it ever happens :)

You're nearly there! The last stage is 163 :)

I'm currently preparing the 1.2.1 builds for Patreon and should have it uploaded in just a little bit if you prefer to wait :)

To answer your questions though:

  • Save files are compatible across all versions, you should not lose progress. If I ever make a change which is expected to break saves I will make sure that fact is mentioned in big bold letters to warn people about it. Also, if you ever do run into an issue with saves due to an update please let me know and I'll do what I can to fix it!
  • The only difference between the Patreon and Itch builds is the Itch builds will verify your Patreon subscription status past Stage 50, while the Patreon builds do not contain this check. The content and everything else is the same.
    • Originally the Itch and Patreon builds were identical, but due to some bugs around the subscription-checking logic which were preventing Patreon subscribers from accessing the full game, the Patreon builds currently have that subscription check disabled (so they will never ask you to sign in to progress to the later stages). 1.2.1 fixes this issue, so the Itch builds still contain this check. As a subscriber the only difference this should mean for you is that playing the Itch build is slightly less convenient (since it will verify your sub status past stage 50), but both versions will give you access to the complete game.
    • I think adding that check back into the Patreon builds now feels a bit unfair to subscribers, so I plan to keep it disabled in Patreon builds for the time being (hence why I'm waiting for a second batch of builds to finish now, hah). If there is a large content update to the game in the future I might re-enable it then, but I'm not 100% sure, I might just do an early release on Patreon and a later release on Itch instead. If I ever do plan to re-enable the subscription check in the Patreon builds I'll make sure it's mentioned in an announcement ahead of time so everyone has a chance to download the previous version without the check.

Also, normally I will upload new versions to Patreon first :) This one went to Itch first since the largest fix in this build is for the subscription-checking logic which only affects the Itch version.

The current version was made in a rush for a game jam and is a little... anti-climactic XD

I'm working on an update and hope to address that (among other things), but at the moment once the pilot is so...distracted that she completely abandons the ship controls and the mission you are doomed. In the future it should be possible to go further with her and then resume flying while she recovers.

I agree, the combat is definitely more brutal than I intended, haha. I didn't start working on the enemies until the last day which didn't leave room for much balance, haha. In a panic at the last minute I started secretly increasing the player's max health every time they play, but I think everything around the enemies probably needs a bit more attention to actually feel good.

And I don't blame you for your feelings about AI art. I'm also not super into it to be honest XD

I've been experimenting with it recently, and there are definitely ways in which it saves me time but this often comes at the cost of taking away the fun parts of creating the art assets and leaving me with just the tedious cleanup work. Over time I've found myself reaching for it less and less as a result.

It's a bit more brutal than I intended, haha. I started working on the enemy code very late so didn't have much time before the deadline to balance it. To try to compensate for this the current build will (secretly) increase your maximum health every time you retry, so it gets easier over time. 

I'm planning to at least release an update adding some sound to the game and will probably try to rework the combat a bit at the same time to be a bit more manageable.

I love the artwork! The character designs are so cute :)

It could be the codec you've used for the videos. I've had issues with H264 in Unity on some platforms. It seems using .webm with the VP8 codec has the broadest compatibility (at least it gave me the least issues the last time I was adding video to a Unity project).