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Wicked Island - Open world 3D adult game, Free Demo available


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Posted

Hello! Would it be possible to add some pubic hair options in the character customizations? Also, after pressing B to end the sex scene, before the screen goes dark and the game returns to normal, would it be possible to implement the scene of the creature ejaculating inside the character? Thx!

Posted
11 hours ago, GuiRush said:

Hello! Would it be possible to add some pubic hair options in the character customizations? Also, after pressing B to end the sex scene, before the screen goes dark and the game returns to normal, would it be possible to implement the scene of the creature ejaculating inside the character? Thx!

I'm hoping to be able to implement both of these features in the future. Thanks for the suggestions :)

Posted
This article was written with a translator. Please forgive me if there are rude expressions due to the stupid translator.

Recently, due to an anime called Goblin Slayer, the monster called Goblin was re-evaluated, and adult games such as Goblin's Lair became a hit. However, there is still no adult 3D RPG game with a goblin theme.

I think If the game have various goblins as the main creatures, like the goblin slayer, it will be of commercial interest from the public.

However, goblins alone are not enough to compete with Skyrim. In my opinion, just as Skyrim took the Nordic snowfield as a motif, if this game take a certain region as a motif, it will not be a game similar to Skyrim with mods, but a game that is equal to or higher than Skyrim.

So, I would recommend making a game based on the jungle of the Aztec civilization. It would be pretty fun if a character like Princess Mia from the Aztecs in Civilization Online was defeated by a goblin.
Posted
On 6/18/2022 at 3:58 AM, RawDarkness said:

Really like the idea of players getting to chose how they spend their defeats. I agree a simple cooldown is a bit boring.

After reading your suggestions I came up with the following, please feel free to criticise if it's a bad idea.

At lvl 1 player has 1 defeat point. When defeated the point is removed and regenerates over several minutes (5-10). If they get to 0 health without a point they die.

For every 5 or so the player levels up they get an additional point, indicating their character can take a bigger beating before death. This gives the player an incentive to get stronger to get more control over the amount of defeats but still keeps a check on infinite defeat.
Instead of checking comparative level higher level enemies could cost more points. Early ones cost 1, mid game 2, late game 3, bosses 4 or something. In effect gating higher content both by level but also gives the player some agency over their spending of points.

 

First idea in to my head, might be really bad so feel free to come with counter ideas :)

 

Very much appreciate your input by the way, extremely valuable!

 

This Idea looks cool.

 

The point might be called sanity or will to fight.

 

I think when Player is defeated by an enemy, it would be nice to reduce the points and play the sex scene on the spot or after being dragged into the enemy's lair.

 

If the points are not zero, it would be nice to give them a chance to escape after playing the scene or before being dragged into the enemy's lair.

 

If the points are zero, it would be nice to playing infinite sex scene and show game over.

 

And when the scene is replayed, it would be nice to be able to select the desired position from point of view of the aggressor like monster.

Posted
On 7/18/2022 at 12:19 PM, agatha2238 said:

 

This Idea looks cool.

 

The point might be called sanity or will to fight.

 

I think when Player is defeated by an enemy, it would be nice to reduce the points and play the sex scene on the spot or after being dragged into the enemy's lair.

 

If the points are not zero, it would be nice to give them a chance to escape after playing the scene or before being dragged into the enemy's lair.

 

If the points are zero, it would be nice to playing infinite sex scene and show game over.

 

And when the scene is replayed, it would be nice to be able to select the desired position from point of view of the aggressor like monster.

The point system is in the latest couple of builds (grit points). There is a downed system where the player get incapacitated in stages before defeat/death as well. They allow for attempting escape.

Feel free to check it out :)

Posted

Mega download would be appreciated. Cuz the one from google drive crashes midway through ( my own problem, slow net )

  • 2 weeks later...
Posted

Wicked Island Alpha v0.7 released
Building Update!

Get it at https://rawdarkness.itch.io/wicked-island (it's free)

The first version of a player building system is now in the game! In addition the Monster summon system is implemented as well, allowing you to craft your own friendly monsters and interact with them.

In addition to this lots of minor features, fixes and improvements as well as a refactoring of most of the game code.


 

 
Image





Craft able paintings included! 

 
Image




Since I'm developing this alone I have had limited time to test this out. New features means new ways of things breaking. If you find anything please report it either here or on Discord.

Available to wishlist on steam https://store.steampowered.com/app/1943730/Wicked_Island/

Join the discord https://discord.gg/v5uJxVJYvy



Change notes:

Added
 

  • Automatic enemy locking in combat, making the player move towards and rotate towards enemies when attacking them (optional in settings, disabled by default)
  • Ability to spawn coins in cheat menu
  • Craftable summons that can be placed in the world/talked with/have sex with (might be misaligned)
  • player building, will get improved over time
  • Ground Pound ability for player. Unlockable in skill tree, key remappable
  • Added dash to key inputs (forgot it before)
  • Added version to main menu
  • Added links to steam/discord on main menu
  • Ability to craft workbench, research table, furnace, storage chest, bed, wall/standing torches
  • Ability to craft several paintings that can be put on constructed walls
  • Some lights to starting village
  • Feedback when trying to jump/dash/ground pound without energy
  • Added ability to control speed of animations during scenes (num +/- by default)
  • Time dilation to cheat menu
  • Screenshot button (default f12)
  • Added more iron ore nodes to troll forrest
  • Death animations for all enemies
  • Breast milk particle effect during pregnancy advance
  • Visual indicator for place of death
  • New animation for wildling male/futa that replace old broken one



Changed
 

  • Made grass pop-in less noticeable as well as added distance grass
  • Increased snow weather chance to top of "mountain"
  • Randomization of Wildling appearances (shape, armor, hair)
  • Hid some unused UI elements
  • More noticeable camera shakes on block/critical hit/attack
  • Loot bag model
  • Furnace model
  • Crafting gives more exp in general
  • Models for several minor things
  • Text in sex widget
  • Structured input menu better
  • Increased size of skills/inventory buttons
  • Reduced skillpoint cost for all passive skills
  • Enemies that can have sex now has a heart icon in additon to pink name tag
  • Cheat menu can now be opened during scenes (some things might work very weirdly though)
  • Reduced hp regen gain from Determination
  • Added armor reduction debuff to injured/downed

Performance
 

  • Optimized landscape material shader drawing
  • Reduced start-up/loading time by reducing stupidity in code
  • Refactored a lot of the game code to prepare for ue5 upgrade in a few months. This could have performance gain impacts as well.

Fixed
 

  • Made waypoints indestructible
  • Char customization sliders didn't reset on default and didn't randomize properly
  • Ni more Breasts jiggling when wearing armor
  • Yellow flowers giving blue flowers
  • AI running away backwards/not running away
  • Player flying in the air after scenes end
  • Reworked how sex scenes align, might fix some small issues and make adding new animations easier
  • Too big Collison on tents
  • Movement remapping not applying to freecam
  • Quest no longer broken
  • Aligned some unaligned animations

Known issues
 

  • Destroying building objects results in the wrong model showing
  • UI close/open problem for containers
  • Player name not being saved
  • Issue with monster summon dialogue
  • Corpses sometimes fly away after death animation ¯\_(ツ)_/¯
  • 3 months later...
Posted
On 3/27/2022 at 2:50 PM, RawDarkness said:

Im working on an open world adult game in Unreal Engine. Monster vs heroine with defeat system.

Many of the gameplay features are inspired by Skyrim mods built by this very excellent community.

 

Free Demo download link

https://rawdarkness.itch.io/wicked-island

 

Now available to wishlist on steam!

https://store.steampowered.com/app/1943730/Wicked_Island/

 

Subescribestar for earlier access to builds and in the future, access to the full island and all content

https://subscribestar.adult/rawdarkness

 

Join the community on discord, lots of information, question answered etc.

 

https://discord.gg/v5uJxVJYvy

 

Some in-game previews:

Wicked_Island_Alpha_footage-high.gif?t=1649969843

Werewolf_doggystyle_Wicked_Island-high__1_.gif?t=1649969843

Pregnancy_system_Wicked_Island-high.gif?t=1649969843

Wicked_Island_Defeat_mechanic-high.gif?t=1649969843

 

First ever demo build is live!

Don't expect too much, scope is severely limited (single small demo dungeon) and only a few mechanics and enemies are being shown off.
This is mainly to get something out there for you to try out and give feedback on.


Feel free to share the link with whoever you like.

 

Instructions on how to unpack/play
1. download from above linke
2. right click and extract zip file (extract all should work)
3. open extracted folder Wicked-Island, open subfolder WindowsNoEditor
4. run Wicked-Island.exe
5. play game 

 

Nice game, but it's missing content.  For one, it's just the one animation for the sex scene; you're definitely missing the creampie, but you can add even more than that.  It's just thrusting and then I can press the cum button but that's it.  I would like to see more.  

  • 3 weeks later...
Posted
Wicked Island 0.8 alpha 7
 
 
This upgrade took a lot longer than expected and there are still several critical bugs. I wanted to release a decently working build for the public version but i feel i can't put off releasing something any longer.

Also please note this release is publicly available on Itch.io. I wanted to get something out before christmas.
 
The amount of changes is huge and i think the game is a much better experience than the 0.7 version but some critical bugs still exists. I have rewritten a majority of the code for UE5 which is why it took so long.
 
Whenever fixed I will post an updated version to address them. Once 0.8 is in a good state I will begin working on the full version of the island and make that available for Subscribestar subscribers. I will keep updating the demo version with features going forward but not with more content.
 
Brace yourself, change notes are coming!
 
Added
 
  • foot IK (feet adapting to underlaying surface height)
  • Thigh jiggle
  • Player expressions based on circumstances (injured = hurt expression, combat = angry etc)
  • Ability to lock framerate in settings
  • 17 new hairstyles
  • New color picking system to pick hair, makeup or skin color
  • Added mushroom collectibles
  • Added ambient birds (for immersion!)
  • Added keys and lockpicks as well as locked chests
  • Added copper ore + recipes (will add more to this tier in future updates)
  • Added toggle for lumen in graphic settings
  • Added spears as weapons for player (wood, bronze, iron, steel, hardened steel)
  • Added loading screen tips and images (sorry for all the image diffusion stuff on there..)
  • Added new demon
  • Ability to toggle walking (alt key by default)
  • Ability to sit down/stand up (§ by default), increase hp/stamina regen
  • Added several new building pieces for more creative freedom
  • Added more sex sounds (credits to JennyDX for sound effects!)
  • Added bronze armor
  • Added bronze nails, a requirement for hanging paintings
  • Added out of breath animation/sound when stamina runs out
  • Added some new music
  • Added hitstop effect on player hit
  • Added short video on game startup
  • Added character blinking periodically
  • Added subscribestar link in main menu
  • Player will look in direction of camera when camera behind player
  • Unstuck key (default p), remappable in input settings
  • Added toggle to enable HDR if hardware supports it
  • All enemies now head track the player
  • Added breathing to all animations, breath rate will increase in combat or when running as well as play breathing sound
  • Pressing delete when building will now delete the structure the player points at with a full reimbursement of resources.
  • Characters now receive visible wounds when hit
  • Friendly NPC's protest when attacked
  • Wildlings defend themself if attacked
  • Player can now ask summons to follow them as well as give them orders, default keys for orders are
  • Follower player: C
  • Hold postion: V
  • Move to location/follow target: X
  • Attack target: Ctrl + X
  • Added POV camera during scenes, keys can be changed under input settings
  • Added more blood everywhere
Changed
 
  • Migrated to unreal engine 5.1
  • Increased spoil timer for meat (3x)
  • Redone code for attack traces to use weapon based tracing
  • Replaced some icons in UI
  • Changed texture of several cock materials
  • Tweaked min/max values of some morph sliders
  • Made forest rocks minable (for stone)
  • Made smaller trees less durable and drop less wood.
  • Increased exp gain from cutting trees
  • Redid conifer and leaf forest biomes to feel more like a true forest
  • Change the desert biome to be less empty
  • Changed ore node locations, models and sizes
  • Increased nr of player inventory slots
  • Simplified char creation menu
  • Had to redo a lot of animation setups, some might look better than before
  • Removed old demons from game (the ones in dungeon)
  • Reworked the backend for pregnancy, pregnancy should now resume when loading a saved game, pregnancy length and belly/breast size differ based on father
  • All enemies now use death animations instead of ragdoll
  • Enemy bodies can now be looted (instead of dropping loot bags)
  • Changed Isabell's dress
  • All spawn locations changed
  • Decreased size of status effects and added name text
  • Changed default key for cheat menu to Num /
  • Changed Unarmed movement animations to be more feminine
  • Changed fast travel system to use the normal player map, requires player to be close to waystone for fast travel
  • Changed wildling female appearance to be more lore friendly 
  • Done some changes to the map to make it more useful
  • Added map icons for discovered points of interest
  • Changed physics system for breast, butt and thighs. Should be more realistic
  • Rebalanced armor, lighter armor now gets stamina boost in addition to armor while heavier armor gets hp boost in addition to armor. Also significantly boosted armor, increased weight and tweaked crafting costs
  • Changed leather armor models, replaced steel panties with loincloth
  • Removed support checks for ceiling and wall items, allowing for larger buildings
  • Reworked how sleep works. Instead of a debuff when tired the player gets buffs from being rested in the form of hp/stamina regen. Sleeping in a tent gives better buffs, as well as sleeping in a player built house.
  • Reworked hunger system to give buffs depending on food consumed. The more well cooked, the better the and longer the buff. Meat gives + max hp, vegetables gives + max stamina
  • Destroying placed buildings now break properly
  • Adjusted the look of iron armor
  • Swimming no longer consume oxygen and instead consumes stamina
  • Mule attribute now adds carry weight instead of inventory slots
  • Freecamera will toggle whenever the player stands still and disable when player starts moving, removed old ways of toggling free camera
  • Pregnancy settings slider is now a multiplier due to pregnancy durations varying for different creatures
  • Game saves are now named with date, this will avoid overwriting old saves and from values from previous characters be loaded into new saves
  • Steel now uses iron + brimstone, Hardened steel has been replaced by black steel, which is made by combining steel and deep iron. Added deep iron as a new material (found in caves).
  • Changed te edefault input keys, jump is now f, dodge is space. Can be changed back under input settings.
  • Sex stats are now recorded in the journal instead of having its own key to print.
  • Increased radius of automatic pickups when cutting trees/mining.
  • Changed some armor descriptions.
  • Replaced the dialogue system (backend) with a new one allowing for quicker setups of NPC dialogues. Also replaced the UI for dialogue.
  • Added Nightmare as a summon as well as added nightmare dicks as a drop from killing nightmares.
  • Using runestones will now teleport rather than re-load the level
  • Constructing buildings should now prevent enemies from spawning nearby.
  • Isabell will no longer walk around randomly in a strange way
  • Werebeasts summon dialogue is now different from humanoids that has the ability to talk
Performance 
 
  • Optimized grass shadows to improve performance
  • Locked framerate to 60 in main menu
  • Redid the main menu to use a dummy character instead of the player. This should speed up start-up times considerably.
  • Optimized landscape LOD's
  • Optimized some materials
  • Optimized some code to run less frequently
  • Enabled nanite on several assets, might increase performance somewhat
  • Optimized some armor meshes
  • Optimized wildling armors
  • Almost halved disk useage of game files
  • Optimized werewolf/werebear fur shaders as well as added wind effect to the fur
Fixed
 
  • Softlock rotating towards dead enemies
  • Reduced clipping on panties
  • Possibly fixed a bunch of issues be redoing large portion of the code (or added new issues)
  • Inverted mouse now only inverts y axis
  • More detailed collision on desert rocks
  • Trees should be easier to cut
  • Screenshot key not binding properly
  • Fixed makup not working on one skin texture
  • Grit potions no longer spoil into rotten meat
  • Dlss settings not reflecting current settings in menu
  • Can no longer jump while swimming
  • Weapon sounds should now respect volume sliders
Known issues
 
  • Loading/saving/level transitioning breaks several enemies/npcs and makes them into small cubes. Still working on solving this. This might also affect runestones.
  • Softlock not working
  • No loot from player
  • No loot from enemies
  • Sharp stone not working to equip
  • Female/Futa Wildlings dont wear clothes properly
  • Fiber/flowers/plants might not respawn properly
  • quests don't start
  • attacks register multiple times
  • some dialogues can not initiate sex
  • steel loin cloth physics not working
  • higher difficulty enemies are overpowered (watch out for the drake!)
  • death animations does not always play correctly
  • red marks sometimes appear above enemies briefly
  • Ground pound not working
  • Dying twice in a row sometimes don't display "you died" menu
  • Downed debuff text sometimes remain while no longer downed
  • Leather skirt clips a lot
And a LOT more i have forgotten to write down...
 
  • 1 month later...
  • 3 weeks later...
Posted

Wicked Island Demo 0.8.2 released

 

Get it at Wicked Island 0.8.2 released! - Wicked Island Demo 0.8.2 by RawDarkness (itch.io)

 

Change notes

 

Added

  • 27 new morphs, mainly for face shaping
  • Character Customization preset saving/loading to json files, values can be tweaked in files easily as well
  • Lipstick color and opacity sliders
  • 3 new eye colors
  • Pubic hair options
  • 1 New skin texture
  • Grass/foliage interaction for player and npc's
  • Automatic resolution scaling option under graphical settings
  • New water material (not the one posted earlier, it was too heavy on performance :( )
  • Added Wolf pets throughout the full map, they can be added as companions and will grow up and get stronger the longer they remain with the player, can be named
  • Added dragons that can be ridden after completing a quest for them, can also breath fire on enemies (OP as of now as they cant be damaged while flying)
  • Added more idle animations for all enemies
  • Added tattoo system
  • Added pickable rocks and branches
  • Grass will be hidden below player during scenes
  • added water interaction for lakes (not for ocean as of yet)
  • added censor option in settings, enables for posting to youtube/streaming
  • Added ink station as craftable object, used to add tattoos
  • Caves are now inhabited by a new enemy, vampires/bats!
  • Added wereboar enemies
  • Added tutorial messages based on what the player is doing
  • Temperature system depending on weather/location with corresponding debuffs
  • Added tutorial messages for rage, pregnancy, birth 
  •  World coordinates as an option to toggle (settings) 
  •  Masturbating close to enemies will now trigger sex scenes


Changed

  • Removed 10 hairstyles that was of lower quality
  • Changed hair material to work better with hair tip/root color options
  • Enabling Nvidia DLSS will not automatically set the resolution scaling to the recommended percentage
  • Heavily optimized NPC code and disabled most code from running when far from player/outside of player view
  • Player wont move around as much when zooming in during character creation
  • Lots of optimization of foliage and environment
  • Improved werewolf ragdolling on death
  • Rescaled some smaller enemies to make them easier to hit
  • Tools/spears now use branches instead of wood for crafting
  • Grass will be hidden around/under building pieces (some pieces might still poke through but most should dissapear)
  • Tweaked animations for running with tools
  • reduced blood decal brightness
  • Added bigger stat boost for food
  • Reduced camera lag when dashing forward
  • Tweaked skin shaders for all humanoid creatures
  • Optimized shadow distance of the sun/moon
  • Loot containers now simulate physics
  • Added mage light to starter chest at the beach
  • Increased time before AI turns aggressive after scene to 30s from 10s
  • Increased size of grass hidden during scenes 
  •  replaced compass and aligned it correctly towards north/south 
  •  Replaced carrot model 
  •  Changed distance some foliage appears at to prevent it easily fading in 
  •  Increased Pet max move speed 
  •  Added branches to Conifer biome 
  •  Added dragon input remapping 
  • Replaced all ore models


Fixed

  • Dying twice in a row sometimes don't display "you died" menu
  • Fixed hair not having materials
  • Isabell's quest should now work
  • Making steel and black steel should now work
  • Tents can be placed
  • Death sounds of some enemies not respecting volume sliders
  • Bronze armor no longer hide nipples
  • Breast vounce disabled for metal armors
  • Music in main menu now respect volume sliders
  • Fixed interaction text too far to the left
  • Clock/compass now starts as hidden by default like they should and can be toggled in settings
  • Wolf no longer rubberbands when moving
  • Cum no longer in incorrect spot
  • Durability of weapon should not go down for unarmed attacks
  • Critical attacks on non organics should no longer lead to blood splashes
  • Character morphs transferring over from previous characters hopefully fixed for the 5th time..
  • Buffs/debuffs not giving the proper effect
  • Dash not always moving the same distance
  • Ground pound now working
  • Player character showing up randomly in the world as "Survivor"
  • Buildings should no longer disable spawning of NPC's/friendlies/wildlings
  • Werewolf painting reference issue (painting 3 resulted in painting 2)
  • Grit potion now adds 1 grit point
  • Regret potion now terminates pregnancy
  • Demons should no longer slaughter all other factions/eachother
  • Sex journal now works correctly
  • Status effects not being removed
  • Ability to crawl super fast after scenes end 
  •  Wereboars dropping incorrect dicks 
  •  Enemy should turn aggressive more quickly when approached 
  •  Loading preset morphs 
  •  Desert material now sounds like sand and produce footprints 
  • Iron now spawns on conifer biome as intended 
  •  Leaving the mage tower will now put the player next to the portal 
  • Line going through lake 
  •  No longer needs to go through finish quest before mounting dragon 
  • Should no longer fall through ground in cellar below castle 
  •  Lockpicks should now be craftable at workbench 
  • Points of interest should no longer trigger multiple times 
  • Waystone discoveries should be kept on game load 
  • Foundations can now be stacked again (as in v0.7), same for triangle foundations
  • Followers turning aggressive after load


Known issues

  • Mining stone works inconsistently, sometimes damage numbers show but no rocks are given to player/damage not applied to rock. Try hitting from a different angle as a workaround (for now)
  • Swimming animation is dorky
  • Swimming in the ocean does not use the waves height to determine player location/water level
  • Leather skirt clips a lot
  • steel loin cloth physics not working
  • Sharp stone not working to equip
  • attacks register multiple times (spear is way OP)
  • red marks sometimes appear above enemies briefly
  • Softlock not working
  • Fiber/flowers/plants might not respawn properly
  • Pubic hair color picker not working
  • Teleporting bears?
  • 4 weeks later...
Posted (edited)

Hi there,

 

i tried the new build, but i can´t get into the game. After character creation when pressing "continue" i recieve the loading screen and it´s loading forever.

Any ideas beside my own of having a shitty computer? (which a doubt honestly)

 

Maybe i can provide a log file or something similar.

 

---------------------------------------------

*Edit:*

 

Proble solved. The first ever created save file after character creation when entering the game did mess up the loading process for whatver reason.

I deleted the file, then loaded my preset and entered the game which worked. Will play around a while and the will give a feedback of the good, the bad and the ugly. :)


 

 

Edited by Mart0206
  • 10 months later...
Posted (edited)

alrighty gave this game a go, its pretty good, much better character customization than most games out there which is a BIG plus, the building system reminds me of fallout but feels slightly better made, but still needs a feature maybe to be able to pick up things you already made and placed, like for example the furnace or workbench, as soon as i placed it, i had to destroy it which is a major ick since its a waste of resources

 

ive noticed the trees dont respawn but everything else does,like the stone and copper. i dont know if thats intentional but its certainly taxing after youve cleared that starting zone

 

the enemies have a great design - HOWEVER i think what this needs is a way to submit without having to get your character completely obliterated in the process, again, thats a major waste of resources and is completely unecessary, ive also noticed that only monsters can rustle your jimmies but theres animal enemies that cant, for example theres werewolves and werebears that can smash your back doors in but the wolves and bears cant, that makes zero sense, aswell as the fact you can get a wolf as a pet but it doesnt really do anything, that could be used as a way to give your character a way out of playing with themselves......... gnomesaying!!! ;) you could also use a body offering system, kindve like submitting to the enemy, with monsters youve already spawned, that would make companion aquisition much easier instead of having to specifically travel and hunt for specific monsters, thats a lot of work just to bend over, get pounded then go home

 

resource pickup is good but theres a problem with stone gathering, you can get them from the big rocks but you cant pick up the smaller ones as they are, considering your attacked PRETTY FREQUENTLY by monsters that can practically one shot you and take multiple spears to kill, thats a BIG problem, and you dont wanna be jumped on while your punching a boulder

 

theres no way to repair gear such as stone tools which is practically just a replace the broken part job, no forging required instead you need to completely build a brand new one, thats an issue

 

as for progression, i understand completely this is only a demo but your given the option to play the game as its intended, getting inpregnated by a wereolf for example, and you can give birth to it, but then its just dead wieght in your inventory with nowhere to put it, and no options on growing it up, this part might still be a work in progress but atleast give us a way to raise them without being deadbeat parents and thinking the only place to put them is in a wooden chest with all the random crap we accumulate

 

all in all apart from these few things this games pretty well made and you should be proud of yourself, well done my guy!!!

 

 EDIT: i forgot to mention naming the wolf was janky as heck, i tried to type, nothing happened, i tried to click the box and ended up punching the poor thing

 

ahh and you might wanna make this somewhere other than steam, its a bit awkward explaining it to people on your friends list

 

SECOND EDIT: just gave it another pop and noticed that the MC has the thing shes holding stolen on death but everything else goes into the floating player loot chest

 

if you go into the dungeon and get un-alived your entire base gets deleted (this happened in both saves)

 

it would be better to make the collected resources instantly picked up just like the smaller things as it doesnt make much sense that wood for example has two different modes of 'pickup'. by cutting the tree you get random logs flying everywhere,  yet you hit a stump and you get smaller pieces of wood going straight into your inventory

 

id also advise changing the values of the things collected, resource gathering is not sufficient, the bigger the thing your mining is the more you should get and 7 stones from a boulder thats about as big as the player is just math that aint mathing, a log again the same size as your character is the same in value as a piece of wood no bigger than a shoe...what?

 

while were on the topic of trees, if your going to leave the enemies in the first dungeon as well as some of the enemies you randomly encounter in the starting area strong enough to practically one shot a lvl 10 player then your going to have to add a respawn on those trees, it makes no sense that everything else comes back brand new as soon as you leave a certain radius, but trees dont with branches being your only option and with wood being one of the vital things needed to build workbenches, and dying in the dungeon deleting your ENTIRE base, thats a major issue

i didnt play long enough to get through the first dungeon since they one shotted me all the way upto lvl 15 so i stopped trying and focused on building, but where the heck do you find iron ore? thats the ONLY thing that i cant seem to find

and the way things go in and out of the campfire and furnace makes zero sense, its doable and its understandable, but i cant see putting fuel, the input (raw ingredient like copper) and the output (finished ingots) into the same boxes being widely accepted as a 'thing', these should probably be done seperately to make aquisition of finished products much easier than constantly 'accidentally' taking EVERYTHING out a the same time

 

as a oldschool gamer these are just some points ive come up with that might help you, they are in NO way intended to change the game in ANY way from what you already have, it just makes whats already implemented in the game more believable and player friendly, however as always the choice to use these observations is completely up to you

i will advise though that because this game isnt that old, focus on how the game WORKS!! NOT on how it looks, visuals can be enhanced later. youll get ALOT more happy players playing a game that works like a dream over a beautiful patch of scenery as thats as unusable as a fireguard made of chocolate, as a good example, theres more people likely to play the original donkey kong on sega than play the grotesque mutant that has become of Hunt: Showdown

so far though, again, very well done

Edited by DiddyBeatz
extras
  • 1 year later...
Posted

Mindblowing job you did all by your lonesome, keep it up!  This is exactly what is missing (as someone said already, FO4+mod is the only game getting close to it) and there is a substantial player base keen on a game like that.  Exploration/combat with gathering//crafting and, most important (at least for me), building and sexual encounters are features you hardly find in other games.

Your landscaping, weather, water and these beatiful colors are breathtaking!

Ofc the demo still has some hickups like paintings not attaching to anything (they fall down just disappear), bare feet clipping through the leg armor during sex sceens, some dicks are not errected during fuck sceens etc.. but that just WIP and minor stuff at this stage.

 

I really hope you continue the project and are soon in the position for an early realease and then just ptach/update in the years to come.

 

Well done!

Posted (edited)

Can't find carrots nor crystals, or do I miss something?? Btw.. the pregnancy//birth anims are really beatiful. If she need to pee ((again)  please let her peee.. 😉

 

Edit: Nvm, found the cheat menu and added carrot seeds and crystals.

Edited by dilcue
  • 1 month later...
Posted

Hello RawDarkness,

would it be possible to add the 0.8.6 alpha to itch.io with the 10 $ sub-fee since the whole payment stuff on subscribestar don´t work for me and steam is useless, the game is blocked here in my country. So itch.io is the only option currently :)

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