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The After Hours: Office Predators

An awesome adult furry roguelike game about one man's struggle to survive in a sexy zoo of a corporate world. · By BCSM, Doomerboychik, Koshhata, Wyq

Questions about future updates

A topic by My territory,My rules created Mar 02, 2025 Views: 607 Replies: 8
Viewing posts 1 to 5
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I tried this game, and I felt that the experience was pretty good, and I wanted to know where the game would be updated in the future, such as how many new characters or new skills there would be in the future, and... Can I add a gallery to the next update? I don't want to fight it again and again...

Hey there! Sure, we're working on a post outlining a vision we have for our game going forward. The scale is going to depend on the traction the game will get from the community, but we will try our best to communicate the direction we're headed in. The team is pretty worn after the crunch in the final days of the jam, but I will try to get my swiss rolls up and writing/discussing the outline post soon enough. 

Will post here and on our Patreon, we will also look into adding an info button somewhere in the game's main menu for those who don't really lurk all those community pages that are admittedly niche.

Thank you for staying tuned!

Yes, it's me again, I played the new version of your update, let's talk about the advantages first: support for controllers, increase the gallery, save migration, update the character attack animations and attack effects. Then there are the disadvantages: the direction of the keyboard and mouse continuous basic attack is a mess, there is no A sense of impact, and the controller does not have any feedback (vibration) As a combat game, this is a very bad experience. But this update is still very good, but can you solve the shortcomings I mentioned in the next update? Even only one solution, it's fine. I'm really bullish on your game! Please improve a lot!

Thanks for the feedback and thanks for staying tuned!

We're writing notes on your feedback, although it's not exactly clear to me what "the direction of the keyboard and mouse continuous basic attack is a mess" means. The direction of the main attack is defined by the mouse position relative to the player, I don't think I ever saw this work otherwise (or somewhat messily) and the concept itself is usually picked up instantly by our testers. You might've meant a different thing though

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That's right, it's me again, and this update is great! I can't find anything wrong with it, but I still think... The sense of blow is a little weaker, can you strengthen it in the next update? Or add sense of blow strength option?

moved this topic to Discussion
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will there a free update for the non yet accesible H-Scenes aka where you loose to the shrimp and where you win against the Shark? i forgot the names

Hello! Yes~
We are going to add new H-scenes, which will be available on Patreon, and eventually open the old ones to everyone

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Can you please add an option to limit the fps?
I do have a rather good GPU that can render stuff rather fast, but alsouses a lot of power.
I would like to limit it to 144 fps, because I get over 1000 fps  right now, which is a lot of wasted power.
I think that also breaks the walking speed in the room.
The character walks *very* slowly.

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!