you can get shredded tires at the concrete highway -- that's the place with the description "The desert here is shaped by an ancient roadway, with crumbling concrete overpasses forming hills or hollows, and long sinuous curves of highway now cliffs and arches in their ruined state. Giant chunks of ancient masonry dot the landscape, as natural as a rock bluff to the insects and birds that live here."
xax
Creator of
Recent community posts
thank you! yeah the material accumulation part of the whole 'crafting mechanic' could use some work; it's kind of fiddly to actually use.
there's a weird little ASCII-art diagram of the world map in the walkthrough section. prior to 1.1, the world map was a 7x7 square with the corners missing; the 1.1 patch added three more rooms in the southeast, so now it's kind of lopsided.
unfortunately twine doesn't really have any built-in internationalization/translation support, so any kind of translation would basically have to be a completely parallel game. like, i'm not opposed to coding it, that's the easy part, but it would be translating something like 300k words, so it's not super practical
IIRC, i lowered the threshold by a point or two, and i no longer know if it's still possible to get a 'perfect hand' of everybody staying + everybody else available as exiles. part of this was because there's actually more content for exiling characters than having them stay in the village, since raven and max also have their own exile recruitment sidequests, whereas generally once somebody stays they just kind of vanish from the game. plus a bunch of people complained about it being very difficult to 'win' at all.
(the ideal solution would just be to add in more village content for all the characters, but, well, that's a lot of content.)
no, it's just tracking currently. i had considered letting the player retrigger sex scenes, but since a lot of them depend on a whole host of variables (not just pc transform state, but all sorts of other gameplay variables) it would be kind of a mess to actually replicate the sex scene as you saw it.
there uh, is something like a way to revisit any scene in the game though, but it's more of an easter egg/debug option: on the title screen, there's a nearly-invisible pi symbol at the bottom, just to the right of the left margin bar (hitting ctrl+a to select all text will make it show up easier). click on that to get to the debug options, and then click on the EVERY PASSAGE IN THE GAME link. from there you can ctrl+f to the passage title (or character name or w/e else) for any given sex scene, most of which are the same as the text for the sex scene in the sex scene list. but since that doesn't track pc tf state, some things might be different than when you actually triggered that scene ingame
okay so i finally got around to fixing this one! 1.1c should fix it (at the cost of slowing down overworld movement, since you have to wait for the transition to finish now)
fun fact if you go out of bounds directly north from the town, you can reach all the cut content that originally made up the latter half of the game. i was not expecting my hyperlink text adventure game to have OOB glitch to access cut content but that's gamedev! :V
huhh, yeah, i see what you mean. it seems to be timing-based, where if you move during the scene transition it uses the prior cell's directional state instead of the current cell's. presumably while twine is doing the transition both passages are loaded and so my code grabs the wrong copy, or something.
well thanks for the bug report; i'll see if i can fix this one!
yeah mechanics balance is... complicated. since crafting ended up being useless, i ended up adding some stuff you can do with it in 1.1, but that means that... you have to do some crafting to unlock a few sex scenes, which feels very weird since it's the only thing in the game that's gated in that kind of way -- even though for crafting to be "not useless" it would need to gate something, since that's how mechanics work. it makes things feel more transactional in a way & i'm not entirely sure if i like it, but, w/e.
also ohhh, yeah okay i dug into the ophion encounter code and figured some things out, & now backing out will let you rerun the initial exchange
anyway 1.1 will be releasing on the 12th! that's the totally arbitrary date i decided on two weeks ago when i had more-or-less finalized everything.
wow, ty! i'm glad you enjoyed the game, and thanks for the big comment! it's always nice to her people's thoughts on my game stuff.
yeah, when i wrote this game i really wanted something that was much more... lateral in its progression, rather than having content gated behind, like, mechanical puzzles. i've definitely had more than enough of rpg-lite sex battle systems, or w/e. i've actually thought a lot about the process of balancing porn with mechanics for porn games, since for future projects i'd like to have some mechanics, but like you say it's really difficult to balance just because game mechanics generally aren't, y'know, fun to interact with if you're looking for a bunch of porn. at the same time, i do think some more gradual pacing could help there be more of a buildup for the actual sex. but it's a difficult thing to work out.
pc-focused prostate milking scenes are a good idea -- i don't think there's any in the game, but that's something i'll keep in mind for later versions when i try to flesh out the sex scenes list even more. ultimately, a lot of tfs don't have as much impact in the game as i'd like, just because of the enormous amount of writing filling out all the different permutations takes. i'm glad you enjoyed what was there, though! (actually originally there was a mutation, 'wide hips', that determined whether you could actually take some of the biggest dicks, but then i never ended up writing all the various branches in the various sex scenes that would've used it, since it turns out taking a huge dick is generally more interesting than not taking a huge dick. :V 1.1 adds a single scene that changes slightly if you have it, but that's still it.)
also yeah, i'm just now finishing up the final new scene for the 1.1 version! so expect that after not much longer, & hopefully you enjoy all the new scenes.
with ophion -- there was some code that was supposed to slowly regenerate his lightrot supply over time, but it was bugged and only triggered the first time you visited him, instead of every time. so in the current version, you'd have to manually bring him lightrot crystals to get more injection scenes, i think (and the option for that doesn't even show up unless you already have some on you, so it's difficult to even tell that that's an option available). anyway i fixed the bug, and made his dialog options reflect some of that, so it should be way clearer in the soon-upcoming 1.1 release. also i fixed the issue with djen, too.
unfortunately, probably not. there is already a downloadable .html file, if you can run that locally, and the direct url to itch.io's hosting server is https://v6p9d9t4.ssl.hwcdn.net/html/2199005/index.html?v=1591301839, if either of those help. but it's not super practical for me to make a whole electron wrapper for the game and try to support that across a bunch of platforms.
hah, that's a blast from the past. the thing with that fic is that i've actually written something like 100,000 words of it, but it's all in fragmentary half-finished chapters, so the reason why i never posted any more of it is because i never finished enough of 'chapter 2'.
that being said, i've linked the wip a few times and it's currently uploaded on my server if you feel like wading through a whole lot of disconnected gears of war porn.
the hell game newsposts are probably a better place, even if they're months/years old.
but anyway it's a little non-obvious. when you start a game, you start next to an obelisk called DEMO SHOP where you can buy bodyparts. at the bottom of that page, there's a button labeled 'EDIT BODY'. in there, clicking on a colored square and then on an unequipped bodypart slots that into your body at that location. some people on 4chan actually made a video of how to use the interface; it's really not my proudest moment as a game developer :V
hey! thank you for the long comment! it's always good to get feedback on my stuff, and i'm glad you enjoyed my writing. it's definitely true it can sometimes be a little bit wordy, but at this point, yeah, that's just part of my style.
yeah, as you may have noticed, 'deep within the forest' in general is heavily based off of jade cocoon, it's just that i never got it finished to the point of fully removing all the jade cocoon names i was using as reference. it's definitely one of the old PS1 games i think back to fondly.
actually really early on in development i had plans for something like that -- a monster tf for each of the initial body options, including one that was an ovipositor -- but i had to cut all of them except for the dog dick, since each one is a huge amount of extra work. having that dog dick tf was maybe the single most labor-intensive design decision i made for the entire game, since it meant having to write totally different variants for about half the sex scenes in the game, plus entirely different interaction branches sometimes, plus a bunch of NPC dialog about it. doing that over again would mean writing, like, 100k more content easily. it's kind of unfortunate, since originally i had planned for a bunch more dick-tf options, but ultimately the sheer amount of work required made it pretty infeasible to do it
well, in the 1.1 update i've been working on there are a few more impregnation scenes -- one with khru, but only under fairly specific circumstances (start with a dog dick + bring him to astau + fuck him afterward), and another with a new great beast npc -- but i haven't actually coded up the pregnancy progression there yet. i've actually kind of written myself into a corner with impregnation scenes due to how i've said reproduction works, since there needs to be somebody around to provide the eggs and there are only like, three characters in the game that can do that.
Thanks! Djen's quest does require you to visit multiple locations; I think three in total? The survey event should say either 'head further along the coast for more' or 'now we can head back to town' as you visit locations, and if you still can't return to town after getting that second message then that's a bug.
(Probably not? I do some non-text, 3D gamedev stuff, but that's a whole other kettle of fish in terms of production that would mean I'd basically have to redo the entire game.)
well, that was definitely the plan originally -- there's actually a bunch of cut content still in the game's files about the trip to the hive -- but given the amount of writing that would be (yeah, it would be a whole other game; one that's even bigger) i don't think i'll ever realistically get around to writing it all.
hey, thank you! i'm glad you enjoyed the game, and it's always nice to get a big substantive comment on a thing.
1. whoops, i'll fix that. apparently that one scene is the only place where that specific typo exists, but who can really say what other misspellings are lurking around. also it's spar! as in 'a stout rounded usually wood or metal piece', like a piece of rigging. it's got connotations of like, jutting out and being pointy, so, you know, dicks.
2. whoops, i'll try to fix that. a few of the exile encounters were bugged out in various ways, and i think i've managed to fix most of them while working on 1.1, but it's been a while since i worked on that bit so i don't remember if i already fixed that one.
3. yeah, one of the things that i never really got finished before the release was having the various human squad characters meaningfully stay around in the town. once you complete each character's little 'sidequest', they just show up in town once and then vanish, since i never finished writing their dedicated town appearance sections. (a lot of town interaction got cut -- other npcs, more interaction between gheist in town, being able to talk to the gheist characters in town and redo most/all of their sex scenes if desired, etc)
4. yeah, it's an issue. the problem with adding extra moves at this point is that a bunch of content is structured assuming that there will be at least one camp between the village and the destination -- for example, the lightrot caves are four steps away from the village, which means if i bumped up the moves limit by just one then it'd be possible (and likely) to totally skip jinn's camping sequence during his survey, or the pregnancy trip pre-birth and post-birth scenes, or a bunch of other scenes. so i'd also have to move around a bunch of things to make them further away from each other, which would just make the world map seem even more big and empty. it's definitely not ideal, and if i was redoing things from scratch i'd try to avoid the issue, but at this point too much stuff is paced around there being a camp sequence or two between events for me to change it.
5. nope! they will be in the 1.1 patch, whenever i finish that, but currently there's not really any scenes locked behind scavenging and crafting stuff.
6. oh yeah, it's like... that would be nice, but that would be an _enormous_ amount of content -- having the wolf dick tf was bar none the biggest content addition to the game, since it required not only a bunch of totally unique sex scenes / large content splices for other sex scenes, but also there's a whole bunch of custom dialog: all the city human sex scenes have branches for having a human dick / gheist dick / wolf dick, as well as several for other gheist tfs, and some of them get pretty elaborate. like, adding a wolf head tf would mean i'd have to go back to add a custom branch for every kissing / oral scene to change the blocking for having a muzzle, plus whatever custom branches i'd need to add in generally (like, custom dialog for basically every interaction with a city human). actually in the various drafting stages of writing this, i had outlined like five dick tfs and three more great beasts, each with an associated bodily tf, (...and an entire other half of the game's story) and i pretty much immediately had to cut all of that just because it would have easily quadrupled, quintupled, the amount of writing in the game.
7. yeah in retrospect i could've added a lot more... dialog, to the game. for a while i was using the same dialog toy you see in the human siege section with the gheist, and there's no reason why that couldn't work with astau / brulvundojn / dante & malsatante / ophion, it was just at the time i was looking at writing another six-or-seven dialog topics, with multiple responses based on game state, for all the gheist characters _too_ and i just cut it. but something like that with custom topics for all the great beasts would probably help a lot towards actually fleshing them out as characters; one of the weirder aspects of the game is that you only ever get to talk in-depth to the city humans and not to any of the other characters (well, astau, once) even though the city humans are the characters you're most antagonistic with.
8. yeah, like i mentioned a few points above, at one point the plan was to just be able to talk to the gheist in the town, and after you'd done their survey section you'd be able to rerun their sex scenes, or get threesomes. that might make it into 1.1; it's partially focused on adding stuff to the town so there's a bit more stuff there. about sex scenes being non-repeatable, i was actually a little surprised myself -- one of the things i've added already in 1.1 is a big chart of sex scenes that gets tracked as you play the game, and something i realized is that i don't think it's possible to get even half of them in a single playthrough, since so much of the content is mutually-exclusive or single-change. i feel like there's a balancing act between every sex scene being repeatable (and thus kind of contextless and unmoored in the current story beat) vs. every sex scene being really tightly written into its story context but being a one-time missable sequence; there's definitely a lot of the latter in this, which is kind of unusual for a somewhat 'sandboxy' game, but that's how it is i guess.
you might notice a general theme here is "oh yeah this was planned but i ended up cutting it"; when i was like a year-and-change into writing this i really buckled down and made a list of everything left to write (and it was a really long list), tried to realistically look at my writing pace (slow), and started ruthlessly cutting stuff down in the hopes of finally being able to release the game. most of 1.1 is just gonna be re-adding in cut content that was never finished, and fleshing out some of the bits of the game that are noticeably barren and empty right now.