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Hello everyone!

Yes, it's time for this. I've been up all night polishing the edges off of the content here so I'm just going to go ahead and get on with the change log so I can get myself in bed!

NEW ENDINGS

- The polled ending from last month - specifically, the wolf mawplay/sheathy thing - has been added to the game. It can be found by heading into a grassy patch in the wolf's area on Oscar's route.

- A new ending has been added to the weird watch, wherein you transform into Miles' paws.

- Rachel's ending has been expanded upon slightly. On the very good romantic route, you can now choose to be squeezed (very gently) between her boobs instead of being sat on (very gently)

- All of these endings can be jumped to immediately by using the 'Newest Endings' option under 'Patreon Cheats' on the main menu.

- All of these scenes are 4000 words long, so, pretty chunky!

NEW ROOM/CHARACTER (sorta)

I have gone ahead and integrated Bellus into the game properly.

- His room - or, the event room - is at the bottom of the East Wing Corridor, north of the library. I was going to add him to the West Wing initially, but after considering things I decided that I actually haven't added anything new to the East Wing in a while, so... yep!

- There's no new scenes with him, but there will be soon.

ANOTHER NEW CHARACTER (big sorta)

- I have added a janitor to the college. The janitor doesn't have a specific room, but, like a janitor does, they will instead patrol the college's various rooms and corridors looking for any messes to clean.

- They do not have any endings or scenes at the moment. Infact, they don't even have a species or a gender or even anything resembling a proper description yet. I mostly worked on their code, making sure that their patrol route wouldn't glitch out or be annoying to the player. Getting this done now means that I can focus on getting content added to them without worrying about shit glitching out.

- They currently patrol the entire east wing corridor, the lab, the library, the lecture hall, the lobby, and the west wing corridor. When they're fully fleshed out (which will obviously be by the end of v1.2) they will have one or two endings unique to each of these areas. They'll probably have interactions with the characters in said areas, too. Over time, they might be able to visit even more areas! Who knows?

- When they are fully implemented, bumping into them won't lead to an annoying lose condition/scene. You will have to directly interact with them/do something else in order to trigger whatever the scene may be - I don't want people to walk down corridors/into rooms to be met with their deaths immediately.

- I'll also be adding a command that lets you summon/wait for the janitor to arrive so that you don't have to rely on RNG to get the scenes you want from them. I'll also add an option to turn them off entirely, probably, since it'll be easy enough to do so.

- Their species/gender/general disposition will be decided in a series of polls next month. Look forward to that!

- I might add one or two more characters like this to the game in future - I think it would be fun to have people patrolling around. It'd make the college feel a little less abandoned and a touch more dynamic I think.

OTHER THINGS

- I've completely overhauled how the in-game map looks. I needed to add Bellus' room to it and the last one wasn't especially modular, so it was in need of a redesign anyway.

- The images on the room will eventually be replaced with little character portraits - kind of like emojis, I suppose. Or maybe I'll just add the character portraits alongside the cliparty images, who knows. I know that most people know where these characters are but it'll be easier to tell for new people where they are at a glance. Also, it'll look cute I think. A little Aimee in the library, a bunny in the lecture hall, whatever the hell Bellus looks like in the Event Room.

- I went ahead and updated the guide with all of the content that I added from v1.1.

- Changed the color of the logo for v1.2. It's orange this time. Very refreshing.

That's it!

There was a lot of maintenance to do this patch - more than I expected - but with how much I've been working on The Hungry House and this giant vore novella that I've been working on all month (one of my commissions - a big one) I'm pretty proud of myself for getting all of this done regardless.

Anyway! I hope you all had a lovely weekend! I will be back later on today with a poll for everyone. I'll also have a commission later this week!

Happy playing!

Comments

CuttleScuttle

Little icons will be a fantastic game design decision. Not only is it fun for the current fans, but any new fans checking out the game for the first time will be like "oh, there's a bunny here. I like bunnies. Lets go to bunny." Which can be a great first impression. Even simple objects will be great, because people can tell where things are at a glance. Each icon method has its own advantages.

Anonymous

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