Changelog
### 0.3.6 Public Update
- v0.3.6 Public Update
- GloryHole system
- - new interactive lewd system which allows for (at the moment of release) 3 different animation families with smooth transitions between them.
- Poledance Minigame
- - New minigame graces the game, by means of which I am testing new possibilities with my brand-new Aseprite -> Unity workflow. About 400 frames of animations, all the moves as flashy as I could make em
- New location and NPC's
- - Dienerkammer district is home to not only hardship but some joy as well, "Die Schlangenliebkoser", in which mysterious Elise reigns.
- - New Quests
- - New defeat artset for Goblin vagrants and Beastmen Scavengers enemy types
- - New main menu and loading screens
### 0.3.3 Public Update
- v0.3.3 Public Update
- (in case anyone asks 0.3.2 was closed and was not released as a public ver)
- - A new quest ("A Damsel in Distress", available at the Korporal's office)
- - New boss (The Minotaur), with a h animation (to restart, go there after a quest)
- - First implementation of Unity Timelines solution, allowing for some nifty cutscenes (you will see what I mean ^^)
- - New artset with 2 variations (One of the guards is more corrupt than he should be)
- - New preg type
- - Dialogue system rework
- (upgrade of visuals, logic change for dialogue choices and new icons)
- - Menu System rework
- - menu choices are now centralized, meaning that inventory, journal and character tab will now be "less hidden" and easier to use
- - Character Menu rework
- - addition of mood descriptions, new visuals and logic for the seed queue
- - Quest Journal rework
- - addition of quest tracking logic, quest giver details as well as insights into quest rewards and quest step history.
- - Inventory system rework
- - addition of stack splitting (for when we sell/buy and give/take from stash) so that item stacks can finally be usable, new graphics and addition of buttons for basic inventory tasks, a description side with basic data concerning the chosen item was added as well
- - Redesign of the in-game health and stamina bars
- alongside the supporting elements like the lust gauge
- - adding segments, animated effects for when health is gained/lost as well as different icon animations based off Wegild's status.
- - Crafting System Rework
- - You will now be able to choose the amount of items you want to craft, as well as add them to a queue (maximum size for the queue now is 4 items). Obviously visuals got changed as well as the logic behind the system.
- - Shopping system rework
- - I can now safely proclaim that the game can now support more than 1 merchant
- :p
- (so keep an eye out for addition of new merchants soon). The newly created system should be a lot more... flavourful and personal, with better visuals and some dialogue here and there ^^
- - New h scene with Fritz
- - a newly drawn scene has been added for Fritz, unlockable with enough lewdness, of course ^^
- - Bugfixes and QOL changes, including:
- Cut the RAM usage of the game by half by implementing addressables, so now the art is properly loaded and unloaded when it is needed
- - Reworked the loading screens (they should no longer bug out and stop working after certain actions are taken)
- - Fixed issues concerning exiting the controls rebinding window as well as other UI problems
### 0.3.1 Public Update
- v0.3.1 Public Update
- - Beastman Bulker
- repeatable quest + sex animation added
- - Bridges are no more
- , platforms are the way to go (new environment traversal methods)
- - Quest system rework
- - Now all the deliveries happen in dialogue, support for multiple-item fetch and deliver quests added, new visuals aaaand should be more reliable
- :)
- - Compass Auxiliary system
- implementation - When you are lost and don't know where to go during a quest, you can now use the compass (beware for its usage has a price)
- - Bugfixes and QOL changes, including:
- - Created a game setting system, making the key rebinds and sound levels global and not save specific
- - Fixed the rebinding system, allowing you to rebind your keys on a gamepad and keyboard/mouse configs
- - Quests are now grouped under a "quest group" choice in dialogues, allowing for better navigation (in the future the button will be inactive if there are no new quests/ quest steps to do)
- - Abandonment of the old story variable system and fully implementing the new one, allowing for better management of what happens in the game (world states)
- - Made the Quest system backend leaner, which should positively affect Android performance
- - Temporary fix for Android (lower spec phones) downscaled the defeat art on Android release (no worries, 0.3.2 update has the issue all resolved properly)
- - Fixed player deaths from falls disrupting the camera movement
- - Projectiles and falling hazards (like rocks) should behave more naturally now
- - UI bugs unique to controllers, which caused the inability to navigate the UI should now be fixed
- - Added a teleporter to the Mutated Spawnie repeatable quest location
- - Many, many other, smaller fixes.
### 0.3.0 Public Update
- v0.3.0 Public Update
- - Unity revealed a vulnerability in it's engine
- CVE-2025-59489
- while the game was not particularly affected by it (since it's not multi) I've opted to patch it regardless
### 0.3.0 Public Update
- v0.3.0 Public Update
- - New environment
- (Dienerkammer district of Döbeldorf, a hideout and streets)
- - 2 new enemies
- ( along with their respective h animations)
- - New NPC h animation
- - New pregnancy types
- - Slime defeat scene
- - 4 new quests
- - A bunch of new NPC's
- (guards, a rogue and a certain wolf lady ^^)
- - First implementation of background NPC system
- (it's a city after all, let's make it lively!)
- - Bugfixes and QOL changes, including:
- - Rework of the interaction system
- → picking up multiple items close together is no longer a hassle; interactables during animations should now appear correctly.
- - Experimental new Dialogue-based item delivery system
- → first used in the rogue’s quest. Please let me know if you run into any issues, as it passed internal testing and may become the new standard.
- - Rework of the quest-dependent building and blocker states
- → now far more efficient, giving a noticeable performance boost on Android.
- - Fixed some animations in the gallery being too small
### 0.2.9 Public Update
- v0.2.9 Public Update
- - New level (Sewers under the city)
- - 2 new enemies (with respective h animations)
- - Remade spawnie defeat artset
- - Animation and defeat scene gallery added to the game
- - Water hazard logic changed
- - New items and crafting recipes
- - 3 new quests
- - Changes to ground hazard logic (replacing old solution with a state machine)
- - Bugfixes
- , among which
- - Quest state indicators (icons above npc's) fixed, so that the appropriate priority is set and followed
- - Changes to spikes so they are more visible
- - Added visual indicators so it is easier to determine if a jump will be deadly or not
- - Fixed on-death camera transitions
- - Changes to the aggro icons (red exclamation marks above enemy heads and spawners) new visuals + better logic
- - Infinity fall bug - added logic counting how many deaths caused by a fall we have and, in case of exceeding a certain number, player is returned to the last campfire
- - Campfires can now be re-lit
### 0.2.8 Public Update
- v0.2.8 Public Update
- - H attack support for bosses (Spawnie Boss atm only)
- - New Spawnie Boss defeat artset + h animation
- - More unique preg statuses with visual representation
- - Structure tileset remade + added variants for transitions between building tiles and "normal" tiles for a biome
- - H attack system rework, when Wegild is vulnerable (low hp, appropriate status) enemies make a guaranteed h attack attempt instead of the old system where the animation was being initiated straight away
- - Bugfixes
- , among which
- - Bug resetting the inventory and quest upon saving the game while stunned/restrained
- - H animations persisting after the attempt was finished should be way less common now
- - Bosses and enemies having their death state initiated several times (laggy death bug) should be solved
### 0.2.7 Hotfix 1 (Android)
- v0.2.7 Hotfix 1 (Android)
- - moved the movement stick to the bottom left
- - possibly fixed the softlock during the powering pillar quest in Glitterwald Forest
### 0.2.7 Public Update
- v0.2.7 Public Update
- - New Portraits for Wegild + portrait frame emotive animations
- - Remade spawnie H Animation
- - New Quick Time Event system, replacing the plain old boring "Mash E" system
- - UI QOL Improvements, such as
- - Zoom during scenes with art
- - Ability to switch the UI side by clicking on it
- - Bigger buttons/icons
- - Android Build
- - Lots (and I mean lots) of bugfixes, dealing with popular issues concerning clipping, softlocks UI overresponsiveness etc
### 0.2.6 Public Update
- v0.2.6 Public Update
- - New story quests
- - A Mutated Spawnie makes his reappearance
- - Double-Jump ability (after a certain quest)
- - Reworked the regular beastman lewd anim + defeat scene
- - Lewd
- animations no longer go to the next stage unprompted
- -After losing the button-mash challenge, animations no longer auto-progress. You can now advance them at your own pace with a button press, so you can enjoy them without rush. ^^
- - New nurseries
- - New offspring and seed types
- - Various bugfixes, backend updates (including a new system for tracking player progress), and other behind-the-scenes changes that you might not see—but they matter!
### 0.2.5 Public Update
- v0.2.5 Public Update
- - A new NPC and quests (a priestess who won the last vote)
- - A new enemy, Beastman Centaur, along with a defeat scene and h-anim
- - Temple containing an early version of the nursery (not all races supported yet)
- - Expanded the "Beastmen Thicket" level
- - Extended dialogue system (mostly backend, allowing me to easily play animations, reorder objects etc during the dialogue)
- - QOL changes
- -Quest log now shows available quests, not only started ones
- -Icons in dialogue choices now have a tooltip
- -As per the usual, bugfixes
### 0.2.4 Public Update
- v0.2.4 Public Update
- - Item Recovery after death (a sack spawns where you died)
- - Most enemies now have an H attack (percentage chance dependent on player lust)
- - Lust System implementation (early stage), including
- - New Statuses
- - Visual representation of lust level
- - Higher % chance to get grabbed with higher lust
- - An old, previously unused h animation added to a certain beastman's repertoire ^^
- - Smaller changes and bugfixes, including graphical, typo and enemy behavior fixes
### 0.2.3 Public Update
- v0.2.3 Public Update
- - Pregnancy system expansion, including
- -Early pregnancy stage added
- -Buffs/Debuffs when pregnant (1st stage only at the moment)
- -Multiple fetuses support
- - Offspring system rework (in code mostly, you will not notice much change in this version but underneath, a lot more offspring stats and values are now tracked)
- - Censorship remade for certain scenes (relaxing the hard-line approach on the b animations)
- - Bugfixes to the conception system, other smaller changes
### 0.2.2 Public Update
- v0.2.2 Public Update
- - Conception system rework
- - Added Sperm variants with different attributes
- - Character Status menu rework (moved the offspring count to it as well, it is available when switching the page)
- - Hitstop effect during combat
- - Smaller bugfixes and changes
### 0.2.1 Public Update
- v0.2.1 Public Update
- - Better mouse support (+ a custom mouse cursor ^^)
- - New Defeat art for the Lurker enemy
- - Settings menu now available from the pause menu in-game
- - Overhaul of the quest indicators system (icons above the NPC's)
- - Various smaller bugfixes, dialogue changes and other QOL features
### 0.2.0 Public Update Hotfix2
- v0.2.0 Public Update Hotfix2
- - Fixed issues concerning enemy collisions (along with projectiles)
- - Fixed new level not loading issue
### 0.2.0 Public Update
- v0.2.0 Public Update
- - New level, "Beastmen Thicket" (in a very early stage, it will be expanded)
- - A new enemy and a new boss, for the first a new h anim, for the other a new artset
- - A delivery animation system reworked
- - A completely remade intro sequence (with less "yap" and more sprites )
- - A keybind remap option with smart keybind display for events
- - Added a block cooldown indicator
- - Many other bugfixes and smaller changes
### 0.1.9 Public Update
- v0.1.9 Public Update
- - Total Audio Overhaul,
- thanks to FOMOD
- - Adaptive sound/track effects implemented
- - A delivery animation system reworked
- - Cosmetic and functional changes to Boss encounters
- - A helpful (hopefully) map was added to the level selection screen, (an idea from one of the players)
- - Many other, smaller or bigger, bugfixes/rebalances
### 0.1.8 Public Update
- v0.1.8 Public Update
- - Enemy AI + collision overhaul
- - Riposte mechanic (perform a perfect parry and then attack immediately, while still holding the block button)
- - New H animation with Urist + pregnancy animation variants
- - Stability changes concerning quest dependent objects (blue chestbox for tools quest, teleport pylon etc)
- - Quest steps requiring items should now display items together with the amount of them in the Quest Log
### 0.1.7 Public Update
- v0.1.7 Public Update
- - 2 new defeat artsets (Beastman Grunt)
- - 2 new NPC's
- - Lewdness system (each h action "rewards" you lewdness points, which can be used for... certain dialogue options ^^)
- - Extensions to the dialogue system, supporting requirements checks (at the moment currency and lewdness checks)
- - New quests and story content
### 0.1.6 Public Update
- v0.1.6 Public Update
- - Stamina System added
- - New parry/block mechanics
- - Certain enemies overhauled
- - Traps and anti spawnkilling measures added
- - New drider defeat artset
- - Addition of x-ray animations to the character screen
- - Many more smaller graphical/balance changes
### 0.1.5 Major Update
- v0.1.5 Major Update
- - New Enemy (Drider Acolyte)
- - Status System (Implementing restraining and technical statuses, like preg)
- - 2 New Art sets (Spawnies and Buschers)
- - New Quests (Help out in gathering materials for Krebsstein's clients)
- - Expanded Spider level (available at the bottom of Spawnie Area in Glitterwald Forest)
- - New gatherable items and recipes (Like a conception potion)
- - Bugfixes and QOL Features (eg. Teleporter to the boss, dealt with various softlocks, graphical bugs concerning quest tags and many many more)
### 0.1.3
- v0.1.3
- - New struggle system, replacing the old one
- - New intro and outro animation for sexual encounters (in total about 9 new animations)
- - New enemy, Buscher, with the whole set of new animations
- - New art set for driders
- - Numerous bugfixes, including:
- * soft locks
- * item stacks counts/usability
- * save file compatibility
- * quest softlocks (invisible wall fixes and quest item fixes)
- * many many more
### 0.1.2
- v0.1.2
- - Standardized menus to follow a certain standard, revamped level selector menu (You can now exit most menus by clicking ESC)
- - Added a crafting mechanic, along with a quest unlocking it (after quest completion, go on an adventure or reload a game to access the function) and first 2 recipes
- - QOL Features such as text skip and tutorial skip functionality added
- - Lots of bugfixes that deal with sexual encounters and soft locks
### 0.1.1 hotfix 2
- v0.1.1 hotfix 2
- - fixed the demo spider area not loading correctly
### 0.1.1 hotfix 1
- v0.1.1 hotfix 1
- - fixed the dreaded Interact/E button not working in dialogue/on chests etc.
### 0.1.1
- v0.1.1
- - new mechanic, ovum, expanding the pregnancy system
- - new demo area accessible after the merchant quest + 1 new enemy
- - new artwork (loosing the first bossfight)
- - gamepad support (key rebinding will come in the future)
- - all menu's should now work with mouse input
- - numerous bugfixes and small changes (thanks a ton to my most dedicated tester Soul for helping in catching them)
### 0.1 Hotfix 1
- v0.1 Hotfix 1
- - Fixed enemy pathing
- - Boss should no longer go underground (and if he does, he should reappear)
- - Fixed tentacle encounters
- - Spiders now have fangs
- - AutoSave system doesn't save in inappropriate moments (boss fights)
- - Implemented a few player soft locks (invisible walls) to prevent omitting important quests
- - Fixed defeat scenes on death from environment
- - Silenced the acid pools, now they should be more pleasant
- - Possibly fixed the "E" button is inactive on start (not 100% sure cause I was not able to reproduce that problem)
- - Many more minor fixes
### 0.1
- v0.1
- Initial Release