My Pretty Toy
by Nanney Teasford
This is a stealth game set in an open fantasy world. The basis of the gameplay is bondage and an extensive system of interaction with everything around. You can capture naughty girls and punish them, or you can take the role of a captive yourself, who knows what they will do to you.
Screenshots
Extras
v0.7.11
Shibari Techniques :
The "Frogtie" tying technique has been added.
Content:
Over 10 new wrestling animations have been added.
An animation for transitioning to the "On Your Back" position from the "Kneeling" position has been added if the character is tied using this technique.
Additional animation blending resources have been added.
How to use:
This technique is available when using ropes designated as "Frogtie" (contrary to common sense, the technique still uses a single rope; I can't resolve this issue yet...).
This technique can be used if the target is in the following positions:
On Knees
Side-Lying
Lying On Spine
Lying On Stomach
Release:
Wrestling is available in all positions available for this technique, except "Prone."
The most effective way to untie a character's hands is to kneel, after which they can be released using their hands (100% effective).
If you release your hands while lying on your side, back, or stomach, your character will automatically enter the "Kneeling" pose.
Limitations:
You cannot enter the "Kneeling" pose if you fall to the ground and your hands are tied.
You cannot use the "Struggle Legs" command while in the "Kneeling" pose.
Compatibility:
This technique is compatible with "Fiddle" only while in the "Kneeling" pose.
Context Actions:
Additional hostage commands have been added to the context menu for moving hostages while tied using the "Frogtie" technique.
Added a return transition to "Kneeling" from any position while lying on the floor.
Bondage Assets :
Technical changes to the web. Spidergirls now display a web ball in the radial menu, containing all available assignments (previously, only a cocoon).
Minor changes to the appearance of web mummification.
Added Headbag (Spider Web).
Added Tape Gag (Spider Web).
Added Muzzle Gag Advanced.
Added Chastity Belt.
AI :
An AI module responsible for applying Captive Place directly to the player character has been added to test mode.
How it works:
The AI checks with the solver within the Behavior Tree and randomly applies the module (if this module is enabled in the game settings).
The AI applies basic bondage and leads the player on a leash to the nearest available captive spot.
This module applies to all participants in the scene (Slave, Player, Assistant).
If you experience difficulties, you can disable the module in the game settings.
Help Me :
The ability to call for help has been added to test mode (Yes, it's a bit early for this, but it was part of a quest chain involving being tied to furniture). This can be performed by pressing the assistant call key (Q or Right Shoulder). The player character will create a noise that will attract attention within a certain radius.
Action dependencies:
If you have an assistant standing in the shadows, she will come to your aid.
If your assistant is standing next to you for some reason while you're tied up, she will come to free you.
Neutral NPCs no longer untie you automatically. If you want to, simply call for help.
Spies in the safehouse now react to your pleas in the same way as neutral NPCs.
If you're wearing a simple gag, it's best not to irritate the enemy by calling for help, otherwise they'll put on a more complex gag.
If you call for help without a gag, an enemy who hears you will be forced to gag you.
Action dependencies (the player character is bound to furniture):
If you have an assistant standing in the shadows, she will come to your aid.
If your assistant is standing next to you for some reason while you are bound, she will come to free you.
Even if the player character is bound to furniture with a simple gag, if you free yourself and scream, you will be gagged and no one else will come to your aid.
Efficiency:
If you call for help while gagged or with a bag over your head, the effective range within which you can be heard is 600 units (6 meters).
If you call for help while gagged and wearing a bag, the effective range within which you can be heard is 250 units (2.5 meters). No one will hear your pleas, lol.
If you call for help without a gag, the effective range within which you can be heard is 2000 units (20 meters).
Effective Range Dependencies:
If you are wearing a gag, a bag, or both, only NPCs within the effective range can hear you. The Shadow Assistant will also ignore your calls for help until you remove the gag.
Native Aid:
The effective range within which you can be heard is displayed in real time as an outgoing wave, reflecting the actual limits of audibility.
Workbench :
Added the Muzzle Gag Advanced blueprint.
Added the Chastity Belt blueprint.
Added the Bamboo Gag blueprint.
Settings Dashboard :
The noise isolation SFX effect (cutting off low frequencies of voices under thick fabric or a hood) is no longer in test mode and is enabled by default. It can no longer be disabled in the game settings.
Warning widgets have been added next to test features or features in Early Access. The widgets are located next to switches and contain customized messages.
The leash chance toggle has been removed from the in-game settings. Since NPCs were able to place players in furniture in Early Access, the punishment priority is now controlled by a custom component. Each time an NPC completes a punishment, it changes its priority and checks this value within the Behavior Tree solver.
Added a toggle for AI "Can Put You In Captive Devices."
Utility :
An override has been added to the "I'm Stuck" utility. It now also unpacks if the player's character is bound to furniture.
Two access decorators have been added to the Selfbondage Menu:
Disables use when the player is bound to furniture.
Disables use when an external agent is performing a specific action on you.
Selfbondage Tool :
A feature called "Captive Place" has been added to the "Selfbondage Tool" developer utility. When opened, the panel adds an additional group containing the devices found.
Purpose:
Creating a "Captive Place" object group is used to debug the function of packing the player character into a captive device. This function is designed for clean packing, and if you don't know what you're doing, conflicts are likely to occur, as the captive device and the character's restraints use mutually exclusive functions and cannot automatically negotiate conditions.
Casting conditions:
The panel detects all devices within a 500-unit radius (5 meters).
The panel excludes devices that contain a hostage.
Navigation:
The panel creates a group at the top of the list, storing all found devices within it.
When you click a device button in the group, the panel automatically packs the player character into the device.
Packing conditions:
The panel uses native packing functions (as for hostages at the start of a level), meaning the device automatically manages the resources required for packing (item replacement or overlap is possible).
Notes:
When using the "Nearest Captive Devices" group, remember that independent release is impossible, and freeing the player character by other non-player pawns does not cover all options. If you experience problems, use the "I'm Stuck" utility.
Data :
Terms of use have been updated ( Disclaimer ).
v0.7.10.1
Bug Fix :
Debug: Added menu item: Settings > Rendering > Enable Highlight Interactive Objects. This disables the post-process flickering effect for all interactive objects (since some users with older PC configurations experience entire screen flickering, disabling this option should resolve the issue).
In Selfbondage mode, it was still possible to use two tying techniques simultaneously (Ball Tie + Hogtie) - fixed.
The player character and NPCs could still attempt to remove restraints from the torso while wearing the Fiddle - fixed.
Idle pose issues when using the Fiddle + Mittens have been fixed.
Issue with unpacking hostages in cages while standing in carts have been resolved.
Duplicate starting clothing items were given to hired assistants.
Fixed issues with equipping starting clothing to hired assistants.
After the player was tied up at wanted level 3, they were unable to move - fixed.
IKRig configuration for the wooden and steel fiddles has been fixed (during bunny hops, the violin did not follow the bone roll, forcing it to remain in a fixed position along the Y axis).
Stacked weapons did not display their number - fixed. Fixed scene boundary collisions on the Blacksmith Village map.
Fixed collisions for some static objects on the Wild Forest map.
Fixed false triggers for the kneeling function when losing balance (sometimes when the player freed themselves from the ropes, time would slow down and a falling sound would play while moving).
Fixed: The Dummy Weapon would appear on the player's back after exiting first-person mode even if the "Show Dummy Weapon" option was disabled.
The Dummy Weapon could appear behind the player's back after actually transferring the weapon to another character or when moving it to another storage location.
The Dummy Weapon would appear when using the Carrying Device.
Optimization :
Now, only animation blueprints call math calculations in the component responsible for balancing during bunny hops. This significantly reduces resource consumption, as any math operations will only be called when necessary.
Optimized the animation blueprint responsible for bunny hop animation overrides (balance).
Disable animation overrides for LOD 2 and higher.
Disable calculations for LOD 2 and higher.
Disable calculations if the "Bunny Hops Balance" parameter is disabled.
Other :
The Settings > Game > Plug X-Ray option has been moved to Settings > Rendering > Plug X-Ray.
v0.7.10
New Items :
Added a Steel Fiddle. A more modern version (Not Cannonical).
Added a Wooden Fiddle (Cannonical).
Added Kitty Mittens.
Added a Leather Harness.
Added a Bone Gag.
Ball Tie :
The Ball Tie technique has been added, or more precisely, the ability to tie the legs above the knees to the neck using a tight knot. Usage:
This technique can be applied by creating a knot from jute rope.
The character must be in the "Sit" or "Lying Down" position.
The character must be wearing a "Thighs" bondage (the knot is formed by connecting the loop around the neck and the loop on the ropes above the knees).
Restrictions:
Transition to the "Standing" position is blocked.
Transition to the "On Your Back" position is blocked.
Transition to the "On Your Stomach" position is blocked.
Transition to the "Sit" position is blocked until you release your arms (if you decide to fall on your side or were tied in the "On Your Side" position).
You cannot remove a "Thighs" bondage until the knot for the Ball Tie technique is removed (if your arms are tied, you can try, but it will be ineffective).
Release:
The Ball Tie technique knot is a torso bondage, so use the "Struggle Torso" action.
The Ball Tie technique knot takes precedence over other torso bondage and will be removed first.
Fiddle :
The hostage conditions for using the Fiddle have been updated.
Restrictions:
The item can only be equipped in the "Stand," "On Knees," and "Sit" poses.
Moving to the "Lying Down" and "Lying On Spine" poses while using the Fiddle is temporarily blocked (will be added later).
The hostage cannot stand up from the "Sit" pose on their own (temporary limitation. You can still get the hostage to their feet using the context command).
The Fiddle also prevents the removal of a secure and advanced gag (similar to ropes and mittens).
Bunny Hops :
A balance mechanic has been added to bunny hops. Each time you move using a hop, your character's body will tilt in a random direction. To balance, use the Left/Right Mouse Button or Left/Right Trigger when using a gamepad. Main functions:
If you lean while moving, your movement direction shifts in the direction of the tilt.
If you lose your balance, your character falls to her knees.
Falling to her knees is also accompanied by a change in Global Time Dilation and sound effects.
Controls have been added to the game settings for the new balance mechanic during bunny hops.
Settings > Sandbox > Balancing Behavior For PC - for player characters only:
Disabled - completely disables this behavior.
Imitation - the character will lean and attempt to maintain balance independently (the player does not need to make balance adjustments).
Simulation - the character will lean in a random direction and may fall if they lose balance (the player must make balance adjustments using the appropriate control keys).
Settings > Sandbox > Balancing Behavior For PC - for NPCs only:
Disabled - completely disables this behavior.
Imitation - the character will lean and attempt to maintain balance independently (the character cannot fall under any circumstances).
Settings > GUI > Display Balance Widget - Show the balance bar (this is optional and can be disabled based on which direction the character is leaning).
Noises :
When losing balance during bunny hops, the player character will use new sound assets from the in-game "Struggle Noises" system. When the character falls, it emits noises tied to the gag type, as well as the voice actress selected in the game settings.
Bondage Priority Filtering :
A filter for items usable by NPCs has been added. It can be found at Game Settings > Sandbox > Bondage Device Filtering. The button in the field opens the classic window with a grid of all items available in the game.
Status flags:
Forbidden - NPCs will not use the item under any circumstances.
Allowed - NPCs will use the item if the task they are performing requires it. This means that if a task an NPC is performing requires equipping, for example, a Sleepbag Leather, the NPC will select a canonical alternative (if available) or skip the item entirely unless it is absolutely necessary.
Canonical items are structurally important items integrated into the game's narrative, as well as items whose use is expected in most situations. Such items have a white check mark, and their flag cannot be changed.
AI ( Player Threat Level ) :
The task fabricators for enemy NPCs responsible for bondage have been changed.
Normal Configuration:
Level 1:
Random item (hands) x1.
Random item (legs) x1.
Random simple gag.
Random simple blindfold (currently only Fabric).
Random simple collar (currently only Jute Rope).
Level 2:
Fiddle.
Random item (legs) x1.
Random Reliable Gag.
Level 3:
Ropes (hands) x3.
Ropes (legs) x3.
Rope (Pussy).
Random Reliable Gag.
Random Reliable Blindfold.
Random Reliable Collar.
Random Mittens.
Level 4:
Ropes (arms) x3.
Ropes (legs) x3.
Ropes (chest + waist + pussy).
Random advanced gag.
Random head sack.
Hogtie Technique.
Random mittens.
Level 5 and above:
Random sleeping bag.
Random advanced gag.
Random head sack.
Random secure collar.
Leash configuration:
Level 1:
Random item (arms) x1.
Random simple gag.
Random simple blindfold (currently only Fabric).
Random simple collar (currently only Jute Rope).
Level 2:
Fiddle.
Random secure gag.
Level 3:
Ropes (hands) x3.
Rope (pussy).
Random reliable gag.
Random reliable blindfold.
Random reliable collar.
The remaining levels remain unchanged.
Of course, the selection of reliable items also relies on the new preference settings (Bondage Device Filtering), and all items can be replaced with standard ones if the random item dropped doesn't meet the rules of the user-defined filter...
Workbench :
Added the "Leather Harness" blueprint.
Added the "Wooden Fiddle" blueprint.
Added the "Steel Fiddle" blueprint.
Added the "Bone Gag" blueprint.
Added the "Kitty Mittens" blueprint.
Player Panel :
The "Pick up" action has been assigned as the primary action for clicking on a cell with an item from the inventory in the player panel (in the previous update there were problems with the display of some items in the radial menu and this action is a small workaround in case similar problems arise again).
Model View :
Invoking a trade task no longer requires a timeout (the trade panel opens immediately after invoking it).
Some rules for using bondage items have been updated (taking into account the new, fundamentally different items and bondage techniques added in the current update).
Some error descriptions for using bondage items have been updated.
The icons for some assignments have been updated.
The "Hogtie" assignment has been removed from the "Unbound" action, as the "Arms" and "Legs" assignments also remove the knot.
The "Unbound" action with the "Torso" assignment also removes the knot from the "Ball Tie" technique.
The "Unbound" action with the "Torso" assignment also removes items with the "Harness" assignment.
The "Unbound" action with the "Arms" assignment also removes items with the "Fiddle" assignment.
The "Unbound" actions with the "Breast," "Waist," and "Pussy" assignments also remove items with the "Harness" assignment first.
Captive Place :
Added Arrow component to Captive Place placeholders (for objects whose front side direction is not entirely obvious).
Key Binding :
Camera zoom in Rescue Mode has been remapped to the Spacebar / Left Gamepad Shoulder keys.
Bug Fix :
The Scene Statistics category fields have been removed from the game settings (they are no longer used).
Leather Cuffs were not displayed in the radial menu - fixed.
The bokeh effect when zooming in Rescue Mode did not respond correctly to the "Bokeh Effect When Zooming In" setting in the game settings - fixed.
Fixed an exploit affecting the default number of bolts in a single object (bolts in a single instance inherited the logic of bolt boxes, and even a bolt fired from a crossbow could have a random number).
Fixed an exploit affecting player-placed objects and items with the "Duplicate" ability (the player could place traps, anchors, and other items, then pick them up, resulting in two copies of that item).
After loading a session, clothing was unloaded from memory without the "Stack" property, leading to incorrect cell filling - fixed. (ATTENTION* This fix applies to new saves; clothing will also be damaged in older saves.)
Duplicate default clothing could be added to the inventory after loading a session - fixed.
Added an additional ray check to the "Stack Solution" script. This should theoretically resolve issues with teleporting outside the playable area. Since hostages packed in Captive Places use the same script, this should work for them as well.
The Captive Place hostage packing requirement panel could remain visible after dismantling - fixed.
The Captive Place hostage packing requirement panel could remain visible after successfully packing a hostage - fixed.
Slot overlapping sounds, as well as page turning sounds in the radial menu, ignored the sound sliders in the game settings - fixed.
Slot overlapping sounds, as well as page turning sounds in the player panel, ignored the sound sliders in the game settings - fixed. The sounds for opening and closing the radial menu ignored sound classes and did not respond to volume sliders - fixed.
Morph Keys could fail to be overwritten when switching roles with an assistant if the player's character had a hood on (ear shape would reset to human-like, regardless of race).
Components of additional skeletal meshes assigned to certain races could be displayed after switching roles, ignoring visibility flags - fixed (cat ears could be visible under the hood when switching roles with an assistant).
The check conditions for the NPC self-release module have been fixed (before sitting down and untying the NPC's legs, the NPC had to remove all other items on the body, which they could choose not to do).
The "Stand" context action could fail to display if the NPC had only their legs bound and was in the "Sit" pose - fixed.
v0.7.9.2
Bug Fix :
A session timer, which was present in earlier GUIs, has been added to the Intelligence Data tab (sorry, I completely forgot about it).
Clicking non-navigational elements in the player panel and resource exchange panel could cause focus loss, blocking keyboard controls (impossible to exit the panel) - fixed.
NPCs ignored item use permissions when performing leash-related behavior patterns - fixed.
On the "Slaver Camp" map, NPCs were inactive during an alert, even though they should be searching for the player - fixed.
The Carrying Device was not displayed in the radial menu, making it impossible to free a passenger - fixed. An emergency action has also been added: if you are carrying a passenger, an additional action, "Extract Passenger," appears in the radial menu. It calls a child class of the Carrying Device object and will function similarly.
The rope trap only applied ropes to ankles, causing them to overlap - fixed.
Fixed a math error when using the "Rescue" action (when freeing NPCs, ropes or other items could increase their quantity exponentially).
Fixed a bug where required items in chests could be randomized (some items that were required to be stored in chests could be missing due to random selection).
Operations to load a previously saved session did not upload data about items in chests (except for personal storage), causing them to become empty - fixed. *Note - UE5 has forgotten how to cast component classes, so the method for saving items in storage has been changed, which means old saves will not be able to upload data (this should only work with new saves).
Items stored in a special storage after a robbery could be "broken" - fixed.
B
alance :
The rope trap's conditions have been slightly adjusted :
If its owner has the "Hunter & Prey" ability, the person caught in the trap will be completely bound with ropes (Leg x3, Arms x3, Torso x3, Collar, Gag).
Rope traps now also request permission from User Preferences regarding torso bondage. Therefore, if you set the trap, it will request the "Auto Solution Cloth Interference" option to apply torso bondage. If someone else sets the trap, it will request the "Undress During Bondage" option.
There is now a 50% chance of finding clothes in storage.
The probability of an item from the list appearing in chests at the start of the game has been slightly reduced (from 30% to 25%).
The chance that some items will be guaranteed to be in chests at the start of the game has been slightly increased (from 50% to 65%).
v0.7.9.0
Player Panel :
The player panel has been completely rebuilt and adds several new mechanical changes.
The inventory item browser window has been updated.
Added a sorting panel by category.
The clothing browser panel has been updated.
All in-game clothing now has a Stack property (identical clothing will be stacked; this feature was previously unavailable due to GUI limitations).
The behavior of locked clothing slots has been improved due to interference with bondage. Widget navigation now works in all cases, and when focusing, the slot will turn red. The locked slot icon will move to the lower left corner.
All Pretty Toys now occupy the corresponding clothing layer (you can only equip/activate one doll at a time).
Information about the player's character and his assistant has been moved to one common tab.
Intelligence widgets have been moved to a separate tab and display the current status of all character classes in the game.
Context Actions :
I'm working a bit on simplifying character management. The ability to trade with a character has been added as an option in the context menu (lower-right panel when hovering the camera over a character). Available options:
Item exchange.
Clothing exchange.
Remove/equip clothing.
Added a redirect for the "Exchange" action in all CaptivePlace classes. You can now exchange items and clothing with a hostage attached to a captive device.
Added the "Prepare Metal Tools" context action. When you point the camera at a hostage device, this option calls a function that equips metal tools to dismantle the device. Requirements:
You must have Metal Tools in your inventory.
There is no hostage attached to the device.
You are not holding the hostage on a leash.
Storages :
"Personal Storage" has been added. New chests with the corresponding decal can be found on all active maps and modes. Once you place items in one such storage, you can retrieve them from any other similar chest.
It's worth understanding that this works within the same scene (you can't move things into the sandbox and back).
An item exchange mode has been added. When using the exchange panel, the current mode will be displayed in the tooltips at the bottom of the screen.
One By One - move one item.
In By Stack - move an entire stack of items.
The number of items in a stack is displayed only if the item has more than one stack and the stack property.
Slots associated with storage are filled adaptively to form a row (no problems with losing navigation between slots when using a gamepad).
Model View :
The "Cloth Manager" action has been removed from the radial menu (as there is now a full-fledged exchange panel, making this action unnecessary).
The "Undress Target" action has been changed. The speed of the action now depends on the number of clothes on the target (0.5 seconds per item of clothing). The action also launches a series of sequential tasks, meaning that clothing will be removed one item at a time.
When using Metal Tools, a drop-down panel will now display that will tell you what resources you will receive after dismantling an object.
Assistant :
Your assistant now stores the items they find in their personal inventory. This means that when they return from a personal quest to find the target items, you must use the "Exchange" action to retrieve the items.
Workbench :
The workbench panel design has been slightly adjusted to the updated GUI visuals.
Widgets :
The aspect ratio of the race selection panel has been adjusted to 16:9.
The race selection panel widget has been adapted to the new GUI design.
The race column is now divided into two groups: "Canon" and "Non-Canon" races.
The overall design of the radial menu has been slightly redesigned.
Opening and closing the radial menu panel is now accompanied by a sound effect.
(Cosmetic Change) The affiliation symbol in the radial menu changes depending on the role you selected in Sandbox mode.
(Cosmetic Change) Adaptive fill has been added to the resource panel in the radial menu (right column in the radial menu).
The adaptive fill conditions in the radial menu have been changed. The maximum number of slots per page is now 15. If there are more items in a given category, additional pages (tabs) will also be created.
The list of tabs in the radial menu has been moved to the left column. They now display the current names associated with a specific item cluster.
Scrolling through radial menu tabs is now done with the mouse wheel when using a keyboard and mouse, and with D-pad Up / D-pad Down when using a gamepad.
The ability to add items to favorites in the radial menu has been removed.
Removed preference settings related to the previous sorting system for the radial menu (in the game settings).
The recruitment panel widget now displays your included abilities (left column), as well as the included abilities of the slave you're hiring as an assistant (right column).
The general controls on the main screen have been slightly modified (item in hand, context actions column, item assignment selector).
The sandbox session widget panel has been partially updated to reflect the new design.
Shading has been added to Common Input widgets to improve readability.
Settings :
All options affecting nudity preferences have been moved to the "Nude Preferences" category in the "Game" tab.
The Nude Preferences category settings are enabled by default (for new players).
Added a "A chance to end up on a leash" setting - this determines how often NPCs will use a leash (default: 50%).
Two sliders have been added to the preferences settings to control the chance of being undressed when an enemy NPC ties up another character. These sliders control the chance of this action happening for PCs and NPCs (similar to the "AI Can Undress" switches). The sliders are inactive if the higher-priority switches are disabled.
Added a "Undress During Bondage" switch. This option controls whether NPCs can use torso bondage, which, as you know, removes clothing to resolve interference conflicts. This option works independently of the "AI Can Undress PC/NPC" option. The option was added because torso bondage and nudity preferences conflicted with each other.
The active Pretty Toy can now be displayed on your belt as a keychain. This is enabled by default and can be disabled in the game settings (Settings > Game > Display Pretty Toy).
Scenes :
Clothes stored in chests have been moved to baskets (near these chests).
The intro scene for the Refugee role on the Wild Forest map has been slightly changed.
Optimization :
Initialization of storage components at scene startup has been optimized.
The storage component no longer uses permanent slots, which speeds up the construction of widgets related to slots, filtering, and other data iterations, as well as searches and some mathematical operations.
Storing and moving data arrays between storages has been accelerated.
Bug Fix :
The binocular marker became visible and took an odd position in world space if the character was a passenger (Carrying Device) and the player had previously engaged in first-person mode. This has been fixed.
The binocular marker is now attached to the "spine_02" bone during assembly. This eliminates issues with the marker being incorrectly positioned and intersecting with other widgets attached to the body.
The frame widget (the white dot on the character) is now attached to the "Pelvis" bone during assembly. (Previously, the widget was attached to the capsule, and its position could differ significantly from the character's position in the scene.)
The frame widget (the white dot on the character) could become visible if the character it was attached to was a passenger (Carrying Device) and the player had previously engaged in first-person mode.
When using the "Undress Target" action, the task could be in progress even if the target was completely naked. This has been fixed.
Fixed navigation paths near the old town hall (NPCs could get stuck in the wall passage while patrolling).
Objects placed in the scene (traps, anchors, captive places, etc.) were using interaction volumes as surface collision, causing objects to be placed in mid-air. This has been fixed.
Captive Place object meshes now use their own colliders for collisions instead of interaction volumes (this prevents fired bolts from remaining in mid-air and also eliminates incorrect placement of scene objects on device surfaces).
Using the "I'm Stuck" macro allowed the player to teleport outside the playable area in the Spy Hideout map.
NPCs did not use the undress function on other characters, regardless of preference settings. This has been fixed.
NPCs ignored the "AI Can Use Headbag" permission when linking. This has been fixed. NPCs ignoring the "AI Can Use Blindfold" permission when tied up - fixed.
NPCs ignoring the "AI Can Use Mittens" permission when tied up - fixed.
Interference layers for some clothing have been fixed (some clothing could be worn over other clothing, although this should obviously be impossible).
Removed the previously cut cast iron collar from the Slaver Camp map.
Corrected the task name in the Mittens progress bar.
The player was able to put a sleeping bag on a target on all fours - fixed.
Collision of some rock formations in the Blacksmith Village map has been fixed.
Simplified colliders have been added to the stairs in the Blacksmith Village map. Hopefully, the AI will no longer get stuck on them.
If the Scarlet Countess caught the player, it would cause the game to enter an infinite loop of the punishment scene - fixed.
Stuffed Gag caused subsurface rendering (Plug X-Ray) for NPCs - fixed.
Adaptive morph keys on some gags did not work due to Nanite enabled (changing the position of straps and gag fastenings when used simultaneously with blindfolds) - fixed.
Traders would freeze when seeing an ally placed in Captive Place - fixed.
Sometimes, traders could not build a path to a comrade to free them - fixed.
An assistant in the shadows could be detected by other NPCs, who could tie her up and disrupt her functionality - fixed.
After loading a game session, the assistant would enter a strange state (only clothes in Pose A would be displayed) - fixed. I've implemented a workaround by applying the "Stay Close" state by default when loading a session. Since clothing initialization occurs later than the assistant's "Stay Put" state and becomes invisible, the clothing simply overlays the inactive component, becomes visible, and assumes the A pose.
The Scarlet Countess wasn't using patrol routes - fixed.
The Scarlet Countess didn't return to patrol routes after catching you - fixed.
The AMD Fidelity FX plugin stopped working every time you transitioned between scenes - fixed.
Conflicts with some clothing have been fixed.
v0.7.8.0
AI Bondage Patterns :
AI now use all available gags (except tar, of course).
AI now use all classic restraints.
AI can now use all available collars.
AI can now use sleepbags at wanted level 5 and above.
Restraints :
The resin shader has been reworked. It now uses a thin translucent material, coloring the surface the same color as slime, and also uses light refraction, creating a subtle "liquid glass" effect.
The cloth gag has been slightly modified with OTN functionality.
The materials for cloth gags and blindfolds have been reworked (the material has been adjusted to a consistent style).
Added a Kettlebell (currently just an alternative to the anchor).
Added a Bit Gag (Advanced).
Added a Ball Gag (Advanced).
Added a Leather Collar.
Added a Kitty Collar (a collar with a rattle that creates a noise heard by enemies and others).
Added a Cow Collar (similar functionality).
Added a "Muzzle" gag (covers the mouth and nose, a leather version of the OTN gag).
Added the "Dog Mask" headbag (Type A) - a hood shaped like a dog's muzzle that impairs vision.
Added the "Dog Mask" headbag (Type B) - the same form factor, but with a cutout for the eyes (if you want your target to see you).
Added a Stuffed Gag (Fabric).
Added a Dildo Gag. A panel with an attached dildo (includes an X-ray penetration effect).
Added a Bamboo Gag (similar to the one Nezuko wears).
Added a Latex Blindfold.
Added a Leather Blindfold (more durable).
Rescue Mode :
Added the ability to hide the interface in Rescue Mode (a similar feature was available in the very first builds, but was removed due to widget limitations). Pressing TAB / Left Special Button switches the interface between translucent and fully transparent modes.
Abilities :
The "Lamb" ability's functionality has been updated. The potential reduction in primary stamina consumption has now been increased to 0.3 (from 0.1). If primary stamina is depleted, secondary stamina will be consumed at 1.5 times the rate (from 1 to 1.5).
Morph Target :
Added automatic morph corrections for item meshes when using Gag + Blindfold.
Wanted Level :
The maximum wanted level has been increased to six stars. AI now uses a full set of bondage patterns, regardless of which modules are enabled in the game settings.
By default, at a wanted level of six stars, the behavior is based on a fifth star (as there are currently no other configurations). If the "AI Can Put You Jail" setting is enabled, you are sent to jail.
Sub Live ( AI Framework ) :
A module from the new Sub Live library family has been added, which will be used in more advanced AI in the near future. This module is responsible for the functions used by the AI to bind PCs and NPCs, but it does so in a more sophisticated way.
Item removal functions used by NPCs have been sped up. Previously, they would wait until the task was completed, regardless of whether certain body parts needed to be freed. Now, the check occurs before the task is started, allowing them to quickly determine whether the function is worth running and skip similar tasks if necessary. Essentially, they now do this seamlessly, and it doesn't look like they're just wasting your time, lol.
Subtasks for removing items incompatible with your current wanted level have been added to bondage task groups. This means that NPCs will always remove items that don't match your current wanted level. Of course, after removing the items, they will replace them with ones that do.
Smart shuffling of bondage patterns has been added. Since the NPC now selects one of the presented task groups at a given wanted level, they choose a random one, marking it as previously used. This forces them to use a random task group from the same list next time, but only one they haven't used before. After the NPC has used all the tasks, they clear the list and start over.
This means that NPCs won't use the same binding pattern for a given wanted level again, at least until it has completed a full cycle.
For example:
First use: + Bind hands + Bind feet + Remove gag + Put on cloth cleave gag.
Second use: + Bind hands + Bind feet + Remove gag + Put on OTN gag.
And so on until all options are exhausted.
Added moderation for preferred items for use. Previously, NPCs selected one of the available items from a list based on the desired purpose, which limited the use of some items. Now NPCs create their own task based on your wanted level. Here's a quick example:
Wanted Level 1:
Using cloth gags (Cleave Gag, Stuffed Gag, OTM Gag, OTN Gag).
Sometimes using blindfolds (Fabric).
Using ropes.
Wanted Level 2:
Using classic gags (Ball Gag / Bit Gag / Bamboo Gag).
Using more complex restraints (Leather Cuffs / Shackles).
Wanted Level 3:
Using more complex gags (Ball Gag Advanced / Bit Gag Advanced / Panel Gag / Muzzle / Dildo Gag).
Using more rope.
Torso bondage (Ropes).
Using a blindfold (Latex / Leather).
Wanted Level 4:
Tight bondage (Hogtie).
Using more complex gags (Ball Gag Advanced / Bit Gag Advanced / Panel Gag / Muzzle / Dildo Gag).
Using a blindfold (Latex / Leather).
Wanted Level 5
Mummification (Leather Sleepbag / Fabric Sleepbag).
Using a headbag (Fabric / Leather / Dence / Dog Mask Type A / Dog Mask Type B).
Using decorative collars (Leather Collar / Kitty Collar / Cow Collar).
Animation :
Added draft animations for the Rescue Mode idle state. For now, all addictive animations for "Stand Pose," "On Knees Pose," and "Sit Pose" have been added; the rest will come later.
Visual :
X-Ray mode has been added for gags, plugs, and other devices that penetrate the character's body. Currently, this feature is available for Dildo Gag and Fabric (Stuffed Gag). You can enable this feature in the game settings (Settings > Game > Plug X-Ray Effect).
Camera :
Several adaptive camera subsystems have been updated. These changes are primarily aimed at improving the readability of the player character in Rescue Mode, as well as updating the behavior of existing systems.
Rescue Mode now controls the lens's additive focal length. When additive focal length is active, depth of field is enabled to separate the player character from the background. Optionally, you can disable it (Settings > Camera > Bokeh Effect When Zooming In).
The camera's FOV blending parameter in Rescue Mode is now set to Replace instead of Add. This means that regardless of the FOV value you set in the game settings, the camera in Rescue Mode will always blend that value with the reference value (70). This was done to achieve consistent results using the new camera zoom features and updated camera shoulder correction (the custom FOV value essentially left no way to achieve an average result, so it now works like this...).
The camera zoom is now available in Rescue Mode. Depending on the pose, the camera will try to focus on the upper body or the average value of the base position to simply zoom in on the character while still keeping them centered on the screen.
Zoom is controlled by LMB / Left Trigger Axis. You can optionally change the key behavior in the game settings (hold/press to toggle).
The key behavior can be changed by following the path: Settings > Input > Zoom Key Behavior in Rescue Mode.
The camera pitch parameters for basic camera presets (default camera, holding an item, holding a weapon, building, etc.) have been updated.
The Spring Arm Correction property has been added. It controls the length of the camera's arm relative to its rotation along the Y axis. This property is used when you need to move the camera as close to or farther away from the character as possible if the camera is too high or too low.
The Pitch Correction property has been added. This property controls the additional pitch of the camera relative to its current rotation along the Y axis. This can be clearly seen in 'Rescue Mode' - when you raise the camera above your head, it tries to capture the full shot so that the character always remains close to the center of the screen.
Audio :
The audio assets and audio work associated with the girls' noises (Captive Struggle Voices) have been migrated to MetaSound.
An "Isolation" effect based on MetaSound instruments has been added. When wearing a Headbag or OTN Gag, the effect rolls off high frequencies, simulating a dull sound through thick fabric, just as it would sound in real life. This effect can be disabled (Settings > Audio > Isolation Effect).
A rapid heartbeat effect has been added during Struggle. This effect takes effect when the secondary power bar (red bar) begins to deplete. This effect can be disabled (Settings > Audio > Rapid Heartbeat Effect).
Workbench :
Added the Blindfold and Collar categories to the Blueprints panel.
Added two Ball Gag (Advanced) blueprints.
Added two Bit Gag (Advanced) blueprints.
Added a Dildo Gag blueprint.
Added a Muzzle blueprint.
Added a Blindfold Latex blueprint.
Added a Blindfold Leather blueprint.
Added a Leather Collar blueprint.
Added a Kitty Collar blueprint.
Added a Cow Collar blueprint.
Added a Dog Mask (Type A) blueprint.
Added a Dog Mask (Type B) blueprint.
Added a Kettlebell blueprint.
Post Processing :
The post-processing material has been modified for sonar use in cats.
The post-processing blending type for the sonar material has been changed (the transition is now seamless and less jarring).
Spy Hideout :
The arsenal has been slightly changed (I'm still working on it).
Engine Configs :
The Post Process setting in the game settings no longer controls Bloom Quality (as a separate setting was added under "Settings > Graphics > Bloom Quality" – this could cause configuration conflicts).
The Post Process setting in the game settings no longer controls Motion Blur quality (as a separate setting was added under "Settings > Graphics > Motion Blur Quality" – this could cause configuration conflicts).
Bug Fix :
Eye Correction has been added to the post-processing process, addressing the perpetually haughty look in girls.
Struggle animations could use curves for relevant Sight Tracking animations, causing bones to shift toward the target (camera/character), making the animation appear odd. This has been fixed.
When holding down movement keys while playing Struggle animations, the character would treat the movement animations as relevant, triggering the Sight Tracking system, making the animations appear odd. (This also applies to NPCs, who could literally break in certain poses like Lying Down, On Spine, and Hogtie.) This has been fixed.
A workaround has been added: delaying the start of the next task in the NPC task tree. This resolves some issues with animation montages restarting, contextual animation freezing during task execution, animation sequence events starting, behavioral component deletions and bindings, and other issues with functions that are initialized at the start of a task and terminate upon task completion (at least, tests have shown this to be the case, but it's not certain...).
The "Gifted" ability has been fixed (secondary stamina consumption was equal to primary stamina, which shouldn't be the case).
The "Lamb" ability has been fixed (secondary stamina consumption was dependent on primary stamina, which ultimately resulted in secondary stamina becoming infinite).
The "Sonar" ability projected not only characters but also interactive objects - fixed.
The "Shy" passive effect, which significantly increased stamina consumption when the character is naked, now also checks for "Whole Body" items (if the character is mummified, this will count as clothing).
The effect attached to the "Liana Mason" doll was not working - fixed.
A height limitation has been added when using the "I'm Stuck" macro (the character could be teleported to a higher or lower level, which should not have happened).
NPC navigation using ladders in the Wild Forest map has been fixed.
While tethered, the player could still change the camera angle, which could lead to an incorrect shot due to the change in camera angle.
The player could use the struggle function after exiting photo mode, even though the key designated for this was not held down - fixed.
Fixed the ability to enter Crouch mode while tethered (this could affect the camera angle, as well as trigger effects like Sonar for cats).
v0.7.7.1
Actions :
Fixed missing "Remove Sleepbag" assignment when using the "Unbound" action.
Cloth :
Fixed shaders for field agent clothing on the Wild Forest map.
Fixed shader for stockings on spies in the hideout.
LOD :
The "Panel Gag" mesh had low detail at LOD level 0 - fixed.
The "Leather Cuffs" mesh had no LOD - fixed.
The "Revealing Bra" outfit had low detail at LOD level 0 - fixed.
Leather Mittens had low detail at LOD level 0 - fixed.
Steel Collar had low detail at LOD level 0 - fixed.
Field Agent Crop-Top had missing LODs - fixed.
LOD Settings :
Jute Rope (Hands) inherited unnecessary bones - fixed.
Jute Rope (Lowerarms) inherited unnecessary bones - fixed.
Jute Rope (Upperarms) inherited unnecessary bones - fixed.
Jute Rope (Ankles) inherited unnecessary bones - fixed.
Jute Rope (Calf Knees) inherited unnecessary bones - fixed.
Jute Rope (Thigh Knees) inherited unnecessary bones - fixed.
Jute Rope (Breast) inherited unnecessary bones - fixed.
Jute Rope (Waist) inherited unnecessary bones - fixed.
Jute Rope (Pussy) inherited unnecessary bones - fixed.
The LOD parameters for Mittens Leather inherited unnecessary bones - fixed.
LOD parameters for Collar Steel were inheriting unnecessary bones - fixed.
Widgets :
Fixed a slot preview display issue (the preview image might not match the slot). If the image is missing, the preview will be hidden.
Visual :
Environment materials on the Wild Forest map have been fixed (some objects on the map had debug mesh materials due to a shader error).
The simplified shader for low-detail character LOD levels has been fixed (characters became gray when moving away from the camera due to a shader compilation error).
Diffuse, Opacity, and Normal hair maps did not respond to Mipmap shifts, resulting in flickering (visual noise) at medium and long distances from the camera - fixed.
Basic Diffuse skin textures have been fixed (changing the Mipmap could cause black seams to appear on characters' bodies where the UV mesh was cut).
Dithering of hair transparency maps has been disabled. This doesn't make hair more appealing, but it eliminates issues with constant flickering due to overdraw, and also slightly reduces unwanted artifacts when using FSR antialiasing.
The lighting in the Pretty Toys presentation panel (when you pick up the doll) has been fixed.
An issue with brightly glowing characters in the race selection panel has been fixed.
Systems :
The anchor ropes of hostage devices could fail to detect node components, preventing them from being attached. This has been fixed.
"Double Struggle" mode could consume maximum stamina when the "Player Can Self Rescue" game setting was disabled.
The "Curtain" widget was missing when packing a target into a captive location. This has been fixed.
An NPC placed in a hostage device could change rotation or position during assembly if they were moving when the script was activated. This has been fixed.
An outdated description for the "Black Widow" ability has been fixed.
The web was in the wrong category in the radial menu, allowing it to be removed by scripts. This has been fixed.
Characters :
When playing as an Arachnid, the Mana Bar and its associated components could transfer to the assistant when switching roles - fixed.
The character skin shader could appear too smooth (wet) - fixed.
NPCs could be missing their lower row of teeth - fixed.
NPC teeth could have strange shading - fixed.
The cat ear shader has been fixed.
Fixed an interruption in the Struggle Arms animation (lying on the left side with unbound legs).
Fixed an issue where NPCs could not free themselves regardless of preference settings.
Fixed the A pose when removing items from arms and legs, as well as the whole body in the "On Back" pose (when items remain on the head or neck).
Fixed the A pose when removing items from arms and legs, as well as the whole body in the "On Side" pose (when items remain on the head or neck).
Fixed the A pose when removing items from the arms and legs, as well as the whole body in the "On the stomach" pose (when items remain on the head or neck).
Fixed a bug preventing NPCs from entering Doggy Pose when forced.
Scripts :
The wanted level on the Blacksmith Village map does not reset after the player character is jailed - fixed.
The wanted level on the Wild Forest map does not reset after the player character is jailed - fixed.
The "To Spine" action was missing in the "Context Action" panel when the hostage was in the "On Your Side" position - fixed.
A forcibly unpacked passenger (when you were captured) could teleport to zero coordinates if they couldn't find a drop-off location - fixed.
Fixed a target release error from the hostage device (the hostage could be teleported to zero coordinates if they couldn't find a drop-off location).
Fixed a hostage release error from captivity devices (hostages could end up on elevated surfaces, meaning they were out of reach).
Engine Config :
The Foliage Density parameter has been fixed; the slider in the settings now works properly.
Save Game :
Hostage/passenger not appearing on back after loading save - fixed.
Game Scene :
Vegetation on the Slaver Camp map did not respond to the "Foliage Density" parameter - fixed.
AI :
When an NPC imprisons a player, resetting the wanted level progress could result in an additional wanted level star being awarded.
NPCs could get stuck in a loop if the player's wanted level was at maximum and the "AI Can Use Leash" and "AI Can Put You Jail" options were disabled. This has been fixed (there was no pattern for the maximum wanted level for this parameter configuration. For now, AIs will use the same leash pattern as at maximum wanted level).
In the Wild Forest map, the AI could get stuck if the player's wanted level was at maximum and the "AI Can Put You Jail" option was disabled.
Scarlet Countess could catch the player if they attempted to leash her while facing her while asleep. This has been fixed.
Minor Changes :
Changed the Foliage Density parameter for the minimum value from 0 to 0.2. This prevents a complete lack of foliage on minimum settings.
Voice actress settings are set to Random by default for all character classes.
VSync is disabled by default.
AAMethod is set to TSR by default.
FSR Quality is set to NativeAA by default.
FSR Sharpness is set to 0.2 by default.
The Texture Quality parameter now also controls the Mip Map offset. High, Epic, and Cinematic settings retain the original texture resolution; the other settings reduce the resolution exponentially.
Camila Core's default materials (used for playable characters) now support Virtual Texture Streaming for all enabled textures.
Hair materials now support Virtual Texture Streaming.
Added an additional blueprint for crafting the "Dence Headbag" from the standard "Headbag Leather."
The "Metal Tools" blueprint for "Disassemble" mode has been removed. The item removal limit for this mode is always 1, and tools are crafted in quantities of 10. In short, this is literally a hard exploit.
The rope mesh now uses Nanite.
The steel collar has been slightly modified (its size has been increased, additional physics bones have been added, and physics behavior has been added, including roll and pitch along the YZ axes and offset relative to the neck along the XYZ axes).
The Base Struggle Force variable has been set to 0.5 by default for all NPCs inheriting from the CoreAICharacter class, meaning all AI-controlled NPCs (previously it was 0.5 for slavers, 0.25 for slaves, 0.15 for agents, and 0.65 for bosses). The value for the player character is also set to 1.
v0.7.7.0
v0.7.6.10
v0.7.6.8
GUI :
Fixed widgets for functions included in sandbox mode.
Fixed ability display for some races on the race selection panel.
The position of the "Apply race" button was moved under the race selection grid (navigation could fail to detect the transition to the button when using a gamepad).
AI:
Fixed a bug where AI could incorrectly determine the distance to the player character if he was outside the navigation grid, or in a place where it is impossible to plot a direct route (if the player character was standing on balconies, narrow spaces or other places where the AI could not go - they took the last point reachable to him as his final coordinate, which allowed them to tie him at any distance).
Fixed a bug in the behavior of the NPC class "Slaver" causing the leash to break.
Fixed some bugs related to task performers (in some configurations, control of the player character could not be blocked during the execution of NPC tasks).
System :
Fixed the leash usage behavior pattern (AI in some configurations could continue to perform the leash behavior after putting the player character in jail).
Fixed the "AI Can Put You Jail" behavior pattern (NPCs could not perform the behavior pattern due to unrelated disabled options in the game settings).
Fixed a bug where the player could save himself with the "Player Can Self Rescue" option disabled on the Slaver Camp map.
Context Actions :
For context actions related to changing pose, a cooldown is set for the duration of the animation (The player could set the desired pose for the npc before it makes the transition and takes on a new state).
Restraints :
The cable component responsible for the "Hogtie" connection could be displayed when packing an NPC into a carrying device - fixed.
Audio :
Fixed a bug with the detection of sound banks of voice actresses (the noises emitted by characters in reality may not correspond to the selected options in the settings menu).
Game Settings :
Removed the Low option in the View Distance parameter ( Game Settings ), as it could significantly affect the performance of post-process animations (gags, clothing, and other skeletal meshes that use the character's pose as a basis could exclude some bones and transform space components from processing, which led to either no animations or visual artifacts).
Physics :
Fixed breast simulation overload when using the pose change function in "Stand" mode.
Fixed breast simulation overload when unpacking a carrying device (npc breasts could be deformed when unpacking).
Fixed breast simulation overload when teleporting to a carrying device (breast physics simulation could be overloaded when moving an npc to a carrying device).
Items :
Some items in the character's hands have been fixed (resin, torches, etc. could remain in the hands after changing the item).
Player :
Disabled Sight Tracking when using a weapon (while aiming, the player's character could look at another character, which would throw off the aim).
Weaponment :
Fixed aiming animation for Crossbow
Fixed aiming animation for Semi Auto Boltgun
v0.7.6.7
Assistant System :
Assistant System - replacement of the previously known "Team Manager" system. Now the recruited character will follow you around, carry out your direct commands and personal tasks.
The complete replacement of the previously existing system is that it introduced significant problems in the structuring and further design of systems, namely everything related to the player character. Since NPCs cannot act as AI and Player Character at the same time, both at the project level and at the level of the UE5 structure, it was decided to rework some functionality and bring it to a more sane direction.
Recruitment still happens through the "Recruit" action in the radial menu. You just need to find any character who is neutral towards you and release him.
Click to expand...
Target Commands :
You can call up a special panel with which you can point the camera at a target and get an available list of tasks that your assistant can perform. This is almost a direct sequence of "
Context Actions
" for the player character, except that the assistant's tasks directly depend on "resources". Here is a list of available commands:
Personal Task - opens the personal tasks menu.
Change Role - You change roles with the assistant (a kind of alternative to switching the game character).
Tie me up - the assistant will tie up the game character according to the rules of the fifth wanted level.
Give out ammunition - the assistant will give out the missing ammunition (bolts) in exchange for resources.
Rescue from furniture - free the specified target tied to the furniture.
Rescue - remove all restraining devices from the specified target. In this case, the resources will be returned to the assistant (1 unit of resource for each removed item).
Apply leash - create / remove a node for applying a leash. Creating a chain from leashes is also available. The function is available only if there is a collar on the target.
Put on collar - Put a collar on the selected target.
Neutralize target - sneak up on the target, tie their hands and gag them.
Behavior Control :
There are also several functions that you can use to control the assistant's behavior:
You can order to hide in the shadows. In this case, the assistant will disappear from the game scene until you call him.
You can order to stay close. In this case, the assistant will stay at a medium distance from you.
Assistant Resources :
To make the management of the necessary items for the assistant's tasks less problematic, the assistant uses resources that are displayed both on the main panel and on the target command panel. The assistant's resources do not depend on the class of items that he intends to use, the progress of the tasks depends on only one indicator.
Personal tasks :
You can give your assistant a personal task that will be completed within a certain period of time. During the task, the assistant will be absent from the playing field, and upon completion of the task, he will wait for you in one of the safe places nearby. List of available personal tasks :
You can send your assistant to extract resources that he uses to complete "target instructions".
You can send your assistant to find resources needed for crafting. The list of extracted resources may vary in quantity and type.
You can send your assistant to search for items not related to crafting.
You can send your assistant to search for storages (chests, boxes, barrels) that contain items. After completing the task, the storages will be marked with special markers.
You can order your assistant to identify enemy forces nearby. After completing the task, all negatively disposed characters nearby will be marked with special markers.
You can order your assistant to go in search of weapons and mark their coordinates.
Context Actions :
New features for the context menu that make interactivity a little easier.
Functions from the context action menu related to changing the target's pose - now interrupt his current tasks (if any). Now the character finishes resisting and immediately goes into the specified pose.
Added an additional action "To Stand" to the context actions panel. The action can be called if the target is sitting on his butt and his arms and legs are free.
Added an additional action "To Stand" to the context actions panel. It appears in cases when the target is sitting on his butt or in other poses lower in level. *There are no tools for paired animations yet - everything happens through the curtain.
Added the action "To Stomach" to the context actions panel.
Added the action "To Lying Down" to the context actions panel.
Added the action "To Sit" to the context actions panel.
Actions :
Added the "Search Target" action, which allows you to take all items from the target.
The action pops up automatically (in the context actions menu) only if the character has items.
The action is applicable to the "Slave Trader" class with the condition that they will be helpless.
The action is applicable to the "Slaves" class without individual conditions.
A decorator has been added to the rotation of the character's capsule during the use of an item or action - The character will not rotate in any poses except "Standing".
The function of applying a bondage item now automatically takes the performer out of the "Crouch" mode.
Scene Storage :
The index of the selected item in the item collection panel will be reset to the first one when reopening the scene storage.
Scene storages (chests, barrels, boxes, backpacks) are now automatically closed after the camera stops overlapping the object's interaction area.
Ability :
All classes of player character assistants are given a full list of abilities included in the race.
Components :
The "Slave" and "Slave Trader" classes have a "Starter Items" component attached to them - with a 30% chance of giving out some game items randomly when starting a level.
AI :
Restored the functionality of Self Bounds components (characters move apart when colliding with each other).
Experimental feature: Increased responsiveness of capsule rotation by using an individual component without threshold limits. This eliminates the unpleasant effect when NPCs matched their own movement and the capsule rotation, which resulted in too "oversized" (long) a turn.
Player Capabilities :
Added the ability to do a slide. Another way to fix the movement a little, making moving to cover less painful.
The slide can be performed during a sprint.
The game character automatically switches to "Crouch" mode after the animation is complete.
During the slide, you can press the key responsible for sprint to seamlessly switch to sprint after the animation is complete.
Added the ability to hold your breath while shooting a crossbow.
The action can be performed while aiming.
The action slows down the game time by 70%.
The action reduces the FOV by 10 units.
The action has a separate resource scale, which is displayed during the action call.
The action is available to all races without restrictions.
Hairs :
I'm mastering the new plugin for Hair Cards. Don't judge me too harshly, there will be a bunch of new hairstyles later....
Important information: The key for applying hair color to the game character's profile has been changed. If the hair color in the salon does not change, change or select the same race in your personal dossier.
All old hairstyles have been replaced with new ones, with a more optimal grid and support for visualization based on Nanite.
Added hairstyle "Short 1".
Added hairstyle "Short 2".
Added hairstyle "Short 3".
Added hairstyle "Very Short".
Added hairstyle "Wild".
Added hairstyle "Iroquois".
Added hairstyle "Hunter".
Added hairstyle "Fiona".
The salon in the spy hideout has been fully restored to normal operation.
Added mixing of colors into the hair material. This does not allow them to go beyond the permissible limits of pastel shades (Previously, it was possible to make them too saturated or too dark, which overlapped the main texture).
Changed the basic hair shader.
Disabled synchronization of the character mesh complexity and the hair attached to it. This makes the calculation of the hair LOD independent of the character LOD, which improves performance.
GUI :
Added assistant statistics widget on the stage.
Added the "Assistant" tab to the player panel. It displays all the properties of the character hired by you as an assistant (similar to the tab with the properties of the game character). If the assistant has not been hired, additional information will be displayed.
Added a hint for the "Assistant Control" control to the base Canvas.
Added an assistant profile widget. It displays the current race and status, the widget becomes visible after hiring an assistant.
Added a game character profile widget. For now, it only displays the current race and status, in the future it will be used together with the pumping indicators.
Game Settings :
Added "Headbag Animation" switch - this parameter enables/disables the animation of the head bag, as well as the accompanying sounds of labored breathing.
Added "Assistant Can Self Rescue" switch to the Sandbox tab
Added the ability to select the sorting of in-game notifications (In turn / only the last).
Added the ability to disable the display of assistant statistics on the stage (in the player panel).
Bug Fix :
Fixed a bug that would return resin to the inventory when using the "Rescue" action.
Fixed a bug causing a T-pose when the character goes into a sitting pose from a standing position if only their hands are tied.
Fixed memory leaks in the Gameplay Task Tree System (failed tasks could remain in the background and not be removed).
Headbag heavy breathing sounds could continue to play even after the bag was removed - fixed.
Fixed a bug causing sound assets to fail to spawn with a headbag (heavy breathing sounds could respawn).
Fixed the inability to reapply the Rope Bolt hit effect.
v0.7.6.5
Bondage System :
Rescue Mode
- You can now switch between normal mode and rescue mode. Prerequisites:
Nothing should impede movement (legs free).
Nothing should impede interaction (arms free).
The transition can be done from the default pose (standing pose).
Added "
Doggy Walk
" state. Additional conditions:
Entry is performed via the "On Knee" pose.
Entry is only possible if the hands are free ( Mittens are an exception ).
You cannot use items with the "Arms", "Legs", "Knees", "Thigh" assignment while the target is in the "Doggy Walk" pose.
Struggle head is banned in Lying Down Left / Right pose.
Struggle head is banned in On Stomach pose.
Struggle head is banned in On Spine pose.
Struggle arms is banned in On Spine pose.
Added animation for exiting "Rescue" mode from the "On Knees" pose.
Added animation for exiting "Rescue" mode from the "Doggy" pose.
Added animation for exiting "Rescue" mode from the "On Sit" pose.
Added animation for exiting "Rescue" mode from the "On Spine" pose.
Added animation for exiting "Rescue" mode from the "On Lying Down Left" and "Lying Down Right" poses.
Added animation for exiting "Rescue" mode from the "On Stomach" pose.
Added animation for exiting "Rescue" mode from the "Hogtie Left / Right Side" pose.
Added Struggle Legs animation in On Stomach position with "Tied Arms + Tied Calf Knee and/or Tied Thigh Knee" combo
Added Struggle Legs animation in On Stomach position with "Tied Arms + Tied Legs" combo
Added Struggle Legs animation in On Lying Left Side and On Lying Right Side position with "Tied Arms + Tied Legs" combo
The power bar will not be consumed when the "Player Can Self Rescue" option is disabled.
Aid items will not be consumed when the "Player Can Self Rescue" option is disabled.
Items used by the "
Resource bar
" fall under the "
Non-returnable
" category, which means that regardless of whether the item was removed from an NPC or a player character, it will not return to the inventory.
Added the "
Resin
" component. The component is available when playing as "Chrysalis". List of available assignments:
Hands
Lowerarm Elbows
Upperarm Elbows
Ankles
Calf Knees
Thigh Knees
Gag
Collar
Mittens
During the struggle, the active element attached to the item will play an animation.
Equipped items displayed on the screen in "Rescue Mode" will also display which aid items affect their removal (icons are displayed in the upper right corner of each item).
Added a component that tracks the resource of a unique item for bondage (mana bar).
All unique items like "
Resin
" or "
Web
" will act as actions that consume a "resource bar" when used, instead of the usual items with N-quantity.
The resource bar is replenished automatically, and the replenishment rate may depend on external factors.
The resource bar is displayed in the upper left corner of the screen.
AI :
The number of cycles of iteration of a potential target in rage mode has been increased from 3 to infinity. This means that an NPC under the effect of a rage bolt will perform a behavior pattern until the effect ends or is interrupted.
AI will automatically switch to the "On Knees" pose from the "Doggy Walk" pose if it was previously in the corresponding pose and the leash was removed or destroyed when too far away from the target.
AI on a leash will use the "Doggy Walk" behavior if it was previously in the "On Knee" pose and the distance between the owner is more than 200 units (2 meters).
Context Actions :
Added "To Knees" context menu option if the target is previously in the "Doggy Walk" pose.
Sight Tracking System :
A major rework of the system structure has been carried out, significantly reducing the consumption of GPU resources.
Animation override scheme call reduced from 23 to 1 (Animation scheme moved to a more efficient solution).
Added "Look at camera" option in game settings (Player character will try to look at the camera when in Rescue Mode).
The system is forcibly disabled if the character is far from the camera or outside its visibility range.
Sight Tracking Update Rate option in game settings - removed, due to the transition to a more optimal execution scheme.
Visual contact field radius for slavers changed from 350 units to 650 units (6.5 meters).
Updated the conditions of the target detection decorator for slavers. Now they will establish visual contact with the player character only if he was defined as a "target" in the AI incentive registry (was seen or heard).
Optimized the target selection method based on priority (Selecting the closest character from the priority list during the target search call, instead of constantly detecting every game tick).
The gaze tracking component is now attached to a socket, instead of tracking coordinates (performance improvement).
Added an external target search manager, now processing occurs once per second instead of constantly searching at a lower frequency.
Game Settings :
New game settings option "Item Popup Type" - compact or detailed popup of interactive items.
New game settings option "Show Blindfold Effect" - enable / disable the blindfold effect (Only works in Sandbox mode and personal hub).
New game settings option "Auto Rescue Mode" - enable / disable automatic entry into Rescue Mode. If disabled - the player's character will enter Rescue Mode only in cases where something objectively limits movement or the ability to interact with objects.
Actions :
The "Sit / Stand" action has been removed from the radial menu and from the context menu as a possible option. Instead, the actions are split into "To Knee" and "To Stand", which appear as possible actions in the context actions panel.
Game User Interface :
Added a hint about changing the type of projectile for weapons (reload offer).
Added a hint on input, when exactly you can switch to liberation mode and vice versa.
Added a hint widget, informing about the disabled option "Player Can Self Rescue". You can disable the widget in the game settings in the "GUI" tab.
Radial Menu :
Added hovering over an item relative to the cursor direction when using the keyboard and mouse. Now there is no need to hover over an item completely to select it.
There is no longer a need to hover over an item completely to add it to favorites.
Context Actions Panel :
Added animations of elements when updating the list of available actions in the context actions panel
Workbench :
A simplified assembly instruction for a semi-automatic crossbow from a regular crossbow and several components has been added to the workbench panel.
Default Cloth :
Storage areas with basic clothing for all character classes have been added to the Spy Shelter.
Weaponment :
Changed animations for holding weapons while sprinting.
Ability :
Removed the "Mule" ability for the "Refugee" mode on the "Wild Forest" map.
Added the "Taboo" effect for the Fallen race (Using non-magical bondage items also costs mana).
Added the "Martyr" ability for the Fallen race (The more items you have on your character, the less energy you spend when trying to remove them).
Added the "Stone Bonds" ability for the Chrysalis race (You generate resin that can be used to disable targets).
Added the "No Limit" ability for the Chrysalis race (When using sprint, you use flight).
Added the "Thorn" ability for the "Dragonid" race (Items you have on your character consume their durability twice as fast).
Added ability "Warm-up" for the race "Dragonid" (You do not spend stamina while running).
Added ability "Mule" for the race "Dragonid" (You can use sprint while carrying a passenger on your back).
Added ability "Inner Kernel" for the race "Dragonid" (The strength scale is spent half as much during the struggle if you exceeded the main strength limit).
Fixes :
AI :
Fixed a bug due to which some NPCs could not walk or execute commands.
Fixed a bug with native movement (NPCs used native acceleration if they were outside the camera area, which gave a significant increase to their speed).
Removed irrelevant items from the starter sets for NPCs of the "Slave" class.
Fixed some errors in the assignment of items in the set of starting restraints.
Removed irrelevant clothing from the starter sets for NPCs of the "Spy" and "Slave" classes.
Fixed navigation locations that created problems when unpacking NPCs from hostage furniture.
Fixed a bug due to which an NPC could get stuck in the ground during an emergency unpacking from a carrying device.
Fixed a bug with the "Horn" item function (AI could use Horn by starting an animation in the game character, which broke the controls and animation).
Fixed a bug causing accelerated sliding for some NPC classes in rage mode.
Fixed a bug due to which NPCs after the end of rage could only move by running for no apparent reason.
Added a decorator to the AI behavior in "Rage" mode. Now the AI will check for paths to the character and exclude it from the list of potential targets in case of failure (A common problem associated with this - NPCs could perceive the closest position to the player character as the actual one, which did not prevent them from tying it, even out of reach).
Fixed a bug where tied NPCs after being hit by a rage bolt could slide and tie the target.
Audio :
Removed obsolete audio assets when applying the "Rescue" action.
Game User Interface
Fixed display of abilities for some races on the player panel.
Slaver Camp :
Post-processing global illumination in single-person cameras has been replaced with Lumen (Unnatural shading of characters).
Increased threshold for auto exposure compensation in single-person cameras (some characters could be difficult to read in a too-dark room).
Post-processing global illumination in all underground complexes has been replaced with Lumen (Unnatural shading of characters).
Systems :
Fixed navigation through the pop-up menu of context actions (when using a gamepad - the keys for scrolling through the list were mixed up).
Fixed an error in the state of aid items (Knives and lockpicks could have a full state of durability, even if these items were not in the inventory).
Fixed an error that provided the ability to free yourself using pocket knives and lockpicks when the "Player Can Self Rescue" option was enabled.
Fixed icons of items removed from the body that were not displayed.
Fixed the problem with stacking clothing items (You could only have one copy of clothing and any manipulations with its movement could cause a stack and loss of this very clothing).
Fixed an error where the game character could sometimes fall under a collision when using the "I'm stuck" function.
Bondage :
Fixed navigation assistance for some poses (when using a gamepad, some keys were swapped).
Fixed a bug related to incorrect determination of the force expenditure during struggle for some abilities.
Fixed the condition for applying shackles (the item decorator did not allow it to be applied if the legs were tied only at the knees).
Fixed the displacement of the skeletal mesh during playback of the Struggle animation in the Hogtie pose (On Stomach)
Fixed the displacement of the skeletal mesh during playback of the Struggle animation in the Hogtie (Left Side) and On Hogtie (Right Side) poses
Fixed the blending of the animation transition (From the pose "On Knees + hands tied" to the pose "Standing + Hands tied".)
Fixed the bug causing T-Pose when moving the character to the "On Knees" pose without objects on the arms and legs.
Fixed a bug with the "Sit / Stand" context option (the option did not appear in the context menu if the target's legs were tied).
Fixed the skeletal mesh offset during the Struggle animation in the On Stomach pose.
Fixed the skeletal mesh offset during the Struggle animation in the On Spine pose.
Fixed the skeletal mesh offset during the Struggle animation in the On Lying Right Side and On Lying Left Side poses.
Fixed the transition from Sit to Lying Left Side and Lying Right Side not working with the "Tied Arms + Tied Calf Knee and / or Tied Thigh Knee" combo.
Fixed a bug causing T-Pose in the On Stomach + Tied Arms + Calf Knees and / or Thigh Knees combo.
Sight Tracking :
Fixed a bug due to which the character's eyes could set several transformations per frame, which led to excessive rotation.
Fixed a bug due to which the character's eyes incorrectly determined the point to which they should be directed.
Fixed an animation error due to which the eyes could only rotate horizontally.
The Sight Tracking system could not follow the parameters specified in the game settings - fixed.
Settings :
Fixed navigation errors for some menu items.
Fixed a bug causing the wrong type of scrolling of the ribbon when using a gamepad.
Fixed a bug causing a failure in navigation through tabs when using a gamepad.
Fixed a bug causing a failure in navigation when using a gamepad.
Animation :
Fixed blending of weapon holding animations during montage playback (weapons in hands could take unnatural positions in hands when the player character played animation montages).
Fixed a bug with blending of leash holding animations for some character classes.
Fixed a bug with blending of leash holding animations with weapons in hands (Blend could be ignored).
Fixed bugs causing weapon reload animations to be missing.
Scenes :
Fixed collision of watchtower supports on the "Wild Forest" map.
Fixed decals on the "Blacksmith Village" level.
Captive :
Fixed a bug that caused hair to be rendered with a bag on the head after the NPC was unpacked from the carrying device.
Movement :
Fixed a bug due to which it was possible to use sprint in a bound state (the method of rotation of the character's capsule could change, which caused control problems).
Fixed incorrect animation mixing when switching from sprint to walking or running mode.
v0.7.6.1
Game :
Theoretically fixed a critical error that caused the game to close when launched.
Systems :
Fixed a bug causing repeated instantiation of the hooded breathing sound.
Fixed a bug that did not stop the hooded breathing sound from playing.
Fixed a bug causing strange behavior of the leash.
Fixed the display of the "Sit / Stand" function on the context action panel (Previously it was displayed only when the target's legs were tied).
Removed irrelevant assignments for the "Unbound" action.
Removed irrelevant sounds when using the "Untie" action.
Fixed animation retargeting when trying to undress a character using the "Undress All" action.
Fixed a bug giving NPCs a full list of abilities.
Fixed a bug due to which traps set by wood elves put outdated items on the target.
Fixed icons of necessary items not displaying on the hostage pose selection panel.
Fixed zero gravity for hostages in furniture (Hair could float in the air).
Fixed a bug where hostage places could use outdated items.
Fixed the position of the nodes on the leashes used in hostage furniture.
Fixed character animations for the "Chair" (The character could shake or jump).
Fixed a script error for forcibly unpacking a hostage from a carrying device (The game character could not remove the device when he was caught).
Fixed a bug for forcibly unpacking the carrying device (Unpacking could fail to determine the landing site, as a result of which the hostage was teleported to zero coordinates on the map).
Fixed a bug where the carrying device could not hide equipped items.
Characters :
Fixed animation retargeting in danger mode (animation typical for slaves who see traders).
Fixed animation retargeting in rage mode.
Fixed montage playing when applying an action or item to an object (montage could end before the task was completed).
Removed retargeting of outdated AI animations after the scenario was completed.
Fixed animation retargeting error (the character raises his hands up indicating that he surrenders).
Fixed animation retargeting in sleep state.
Fixed incorrect retargeting of idle animation when opening the "Captive Place" panel.
Fixed a script malfunction that issued starting clothes in "Spy" mode on the Slaver Camp map (the character was naked).
Fixed a bug causing some hairstyles to disappear depending on the character's position.
Fixed temporal anti-aliasing of hair shader and other hair surfaces (Hair or other elements containing hair could be transparent in some graphics configurations).
Fixed temporal anti-aliasing of character eyebrow shader (eyebrows could be transparent).
Fixed compilation error of simplified character skin shader (Character's body was not displayed at medium and long distances).
Game Settings :
Fixed a bug due to which AMD settings items did not apply their values when starting the game.
Fixed a bug where Fidelity FX Super Resolution was enabled by default (only applies to the first launch).
Fixed a bug where Frame Generation was enabled by default (only applies to the first launch).
Fixed a bug with a non-working "Player Can Self Rescue" switch
Fixed a bug with a non-working "Fixed Shoulder" slider in the game settings.
Fixed a bug with a non-working "Field of View" slider in the game settings.
Fixed bugs related to non-working switches responsible for the screen shaking effect.
Fixed a bug displaying the control layout on the Key Mapping tab
Maps :
Fixed a bug that caused characters to freeze on the "Kuznetsov Village" map (Characters did not follow the route or did not move at all).
Removed the remaining obsolete items from the "Kuznetsov Village" map.
Fixed the starting outfit for hostage spies on the "Kuznetsov Village" map in "Slaver" mode.
AI :
Fixed a bug where AI could use a leash if the player character was in an inaccessible pose.
Fixed a critical error related to the removal of performer keys (AI could not complete the task for various reasons, after which the player character became uninteresting to other AI).
Fixed a bug where AI exited rage mode after completing the first cycle of tasks (AI stopped searching for targets and automatically exited rage mode).
Fixed a bug where AI under the effect of rage could get a soft lock after the effect ended during the execution of tasks.
Fixed a bug where AI did not exit rage mode when they were grabbed.
Fixed a bug with determining the target in a rage state (AI under the effect of rage could not determine the target).
Fixed a bug in the task sequence for AI in rage mode (AI could get a soft lock after one of the tasks in the sequence failed).
Fixed a bug with deleting context keys (the trader could remember where the game character was and follow his location after exiting sleep).
Fixed a critical error blocking the input of the game character if the trader for some reason could not complete the binding sequence.
Fixed a bug where the trader could continue performing tasks after going into sleep mode.
Small Changes :
The "I'm stuck" utility in the main menu now frees you from all restrictions, restores the player character's default values, and also moves you to an accessible location within a 50 meter radius.
The task performer key recording has been moved to the gameplay task execution flow, which ensures safe information exchange between the performer and the target (A common error in recording keys was that the key might not be deleted for some reason, which made the player character unavailable for using items or actions).
Since native input blocking is now used - blocking is carried out only for the duration of the task application to the character, this ensures safe enabling and disabling of user input (A common error in input blocking was that the AI might not complete the task sequence between turning off and on the input, which could ultimately lead to a soft lock of the game character).
v0.7.6.0
v0.7.2.0
New map for sandbox mode, its size is 2/3 of the size of the map "Slaver Camp".
The map was inspired by medieval Transylvania and a couple of similar places, shrouded in dark fog and mysticism. The map was significantly reworked in visual terms and is very different from what was originally conceived and shown earlier, but I tried to preserve the spirit of the mystical medieval forest with its old ruins on the surrounding roads.
Click to expand...
The map is built on the same principle as the slaver camp, and contains several key points and branches with points of interest, as well as game resources. I wanted to make a one-way location that runs along a long road in the forest, which made it a little easier to master and explore.
The map supports all the basic mechanics that are currently in place and has key points, like a prison in a camp, only here the old crypt is responsible for this room. This is probably the darkest room on the map.
The map does not support default bosses in all modes yet, as I did not have time to add a sufficiently developed boss in the short time frame.
The map contains 3 modes, 2 of which are new.
Field Agent :
You start the game as a special forces agent.
Team manager is available.
Bosses are unavailable.
Default character relationships.
Your recruits can recruit other recruits.
Bondage use speed is increased by 2 times. The effect can be combined with other skills that affect this parameter.
You start the game with advanced weapons.
Click to expand...
Refugee :
You start the game as a refugee.
Team manager is unavailable.
Bosses are unavailable.
Default character relationships.
You ignore all negative effects associated with carrying heavy weight.
Each item you pick up is doubled (Does not apply to clothing).
Click to expand...
Slaver :
Classic slaver mode (No changes)
Click to expand...
v0.7.1.1
List of fixes
Restored the elevator use decorator (You cannot use the elevator or fast travel when you are being chased by an enemy).
The character could fall under the play area if you switch to another team member while you are being tied up - fixed.
Fixed the decorator when moving to another character (You cannot switch characters while you are being chased).
Fixed the decorator when moving to another character (You cannot change characters while an action is being applied to you).
AI moves in a circle if it follows a leash with tied legs - fixed.
A slaver who lost sight of you could trigger an alarm despite the fact that the player character had already been caught by the boss - fixed.
Slavers could continue searching for the player character after he was caught by the boss - fixed.
Fixed the bug where slavers could trigger an alarm even when the player character had already been caught - fixed.
Sometimes slavers could not help their comrades to free themselves - fixed.
Slavers could ignore freed slaves - fixed.
A slaver could switch to searching for a player character in their last location after the player character had already been caught - fixed.
Slavers could stop attacking you after they caught you - fixed.
Fixed an error in determining Z coordinates when chasing (AI could tie you up, ignoring your altitude position).
Fixed pathfinding for AI in places inaccessible to them. Slavers considered the closest valid point from the player as his actual position, which allowed them to tie him up (A slaver could tie up a player character when he was standing on a tower or after going down into a dungeon).
Slavers could stop attacking you after the boss caught you - fixed.
Slaves could stop helping you to free yourself - fixed.
Slaves could stop doing anything after helping you - fixed.
Slaves could stop helping each other - fixed.
Enemy NPCs could stop attacking after you were freed by one of the slaves - fixed.
The player could disrupt the work of the game character if the NPC began to bind the game character with the open radial menu. Now in such a situation the panel closes automatically.
The player could open the radial menu at the time when an action was applied to the game character ( While you were bound, you could equip an item, which could lead to animation breakage or freezing of the radial menu itself ) - fixed.
The player could open the radial menu during playback of animation montages. Using equipment could cause animation breakage ( Bug with freezing the position in the bound state when equipping a crossbow ) - fixed.
Fixed glowing skin material in character preview in Cloth Palette panel.
Changes
Storage optimization was performed, the project weight was reduced by half.
v0.7.1.0
In this update, a lot of work has been done on the AI, new characters have been added, gameplay expansion and much more have become available.
Game Mode panel
After selecting a game map, a menu will become available that is responsible for additional gameplay settings. The changes only affect the game in Sandbox mode*
There are a total of 3 game modes, 2 of which change the gameplay to some extent and determine the starting point.
Click to expand...
All game modes inherit the logic of the classic mode, and also add new or redefine it. Depending on the mode you choose, you can find something new for yourself, as well as items, Easter eggs, etc., since the game mode can partially modify the map.
Click to expand...
Game Mode "Spy"
Classic game mode: You start as an agency spy on the edge of the map near the location of all the necessary items.
Bosses are available.
Team manager is available.
Enemies will attack you anyway.
Your recruits gain the "Special Powers" ability (As a recruit you can recruit other recruits).
Game Mode "Sleeper Agent"
New game mode. You start the game as a sleeper agent, who is in captivity at the time of the game.
Bosses are available.
Team manager is available.
Enemies will attack you anyway.
You gain the "Lamb" ability (The lower your stamina level during struggle, the slower it is consumed).
Game Mode "Slaver"
New game mode. You start the game as one of the slavers operating in the area. You can enjoy your impunity...
Bosses are disabled.
Team manager is disabled.
You gain the passive effect "Threat Root" (Other slavers perceive you as an ally).
Game Mode Addition Settings
Also, in addition to choosing a game mode, new preferences are available.
Slaver Population %
- Determines the population of slavers on the map as a percentage of the maximum available population. Increasing the value may affect performance*
Slave Population %
- Determines the population of slaves on the map as a percentage of the maximum available population. Increasing the value may affect performance*
Include Bosses
- The option determines whether a boss will appear at the start of the game. It is important to note that the option will only make sense if the game mode you have selected supports bosses.
Scarlet Countess
The first boss in the game, don't judge too harshly...
The Scarlet Countess was intended to be the main administrator in the slavers' camp, appearing in case of disruption of work or when she needs to do important work herself.
Depending on the chosen preferences of the game mode, the Scarlet Countess appears near one of the watchtowers and will follow the route.
You can decide for yourself whether to engage in open combat or strike from under the sly, in any case, the boss will not give up as easily as her minions.
The Countess will dodge arrows and ignore other means of subduing her when she clearly expects it. The best tactic is to hide from sight to attack from behind, or shoot from a very long distance.
The fight will last until you subdue the boss. After her health bar drops to zero - you can deliver the final blow! With the help of ropes or handcuffs of course...
Scenes Of Punishment
Basically, it's a massive set of systems I've been working on for the last couple of months that can be used to broadcast controlled cinematic cutscenes with a slight break from the main gameplay. For now, they're only used as punishment scenes, but there will be more expansions based on this later...
There is currently one scene available. By default, they are triggered when you fall into the clutches of a boss.
New AI Perception Service
I understand that I've gotten on everyone's nerves by redoing the same thing several times, but here we go again...
The perception system and stimulus detection modules for AI have been completely rewritten.
Click to expand...
Processing of stimulus update requests
- Requests for detection, removal, modification of stimuli, updating of attitudes and threat level are performed automatically by delegating related components. This significantly reduces the load on the processor, since it is no longer necessary to constantly update the information in the Behavior Tree about which stimuli contain sense components.
Vision
- Updated the way the vision module detects stimuli. Now any AI will stop perceiving stimuli emitted by another character if that character is out of sight for a few seconds. If you're wondering if this solves the problem of enemies seeing you from miles away through the ground and many obstacles - Yes, it does...
Hearing
- Updated the way the Hearing module detects stimuli. Now any AI will stop perceiving noise stimuli emitted by another character if that character does not make any sounds for three seconds.
Visibility Range
- AI visibility range increased to 1500 units (150 in meters).
Field of View
- AI's field of view is set to 80 degrees (160 degrees in literal terms).
Vision Component
- The vision component responsible for determining stimuli has been moved to a separate graph and attached to the head. Now the field of view directly depends on which direction the character is looking (This fixes the problem when the enemy did not see you while looking around, although his gaze was obviously directed at you).
Enemy Indication
The enemy indication scheme has been completely redesigned, or, more simply put, the display of the fact that something (or someone) is threatening you.
Instead of a light bulb above your head in the form of an eye or ear, a field with a pointer has been added that automatically appears when the enemy has seen you and disappears when you are no longer in danger. The indicator also points in the direction of the enemy, so the more enemies see you, the more pointers. Don't worry, the pointers are not displayed if the enemy is helpless.
Added additional danger indication. An aggressively-minded character will create a special widget in the form of an exclamation mark, indicating that he has spotted you. This allows you to accurately understand the location of the enemy who has spotted you, even if he is out of your field of vision.
If you are spotted by an enemy, an animation will play that slows down time slightly.
Save Game Screen
Updated progress window.
The game mode will be displayed in the progress cell.
Added a "Delete all saves" button - this will erase progress in all cells and automatically delete the save cache.
New Items & Blueprints
The following items won the last poll and were added to the game.
Added armbinder for forearms.
Added armbinder for forearms ( White Color ).
Added headbag with nose hole.
Added headbag with nose hole ( White Color ).
Added "Dog Mask".
Added "Dog Mask" ( White Color ).
The following drawings have been added:
Added Blueprint ( armbinder for forearms ).
Added Blueprint ( armbinder for forearms ( White Color )).
Added Blueprint ( headbag with nose hole ).
Added Blueprint ( headbag with nose hole ( White Color )).
Added Blueprint ( "Dog Mask" ).
Added Blueprint ( "Dog Mask" ( White Color )).
Experimental features
Overrides AI threat assessment. The player character remains in the Pay Attention state as long as their hands are tied. When their hands are completely freed, the threat state changes to Dangerous.
Your wanted level will reset after being sent to jail.
Removed area in prisons that prevented the use of team manager.
When using Carrying Device - the task of unpacking the character requires specifying the exact landing location. If the character is packed - the indicator will appear automatically when selecting the device.
When using the Carrying Device, unpacking will be the main action if you are carrying the character.
The "Pack into Carrying Device" task is available in the special actions panel. To use it, the target must be linked.
Bug Fix
Mouth Gag type gags were not overlapping other gags - fixed.
The overlap layers of some types of clothing were indicated incorrectly, due to which it was possible to wear them repeatedly or with incompatible layers - fixed.
The action key bar when using an item was not displayed after exiting photo mode - fixed.
Fixed gaze tracking in the standby pose for slaves (only the eyes followed the target while the head remained motionless).
Fixed bug with wrong head direction (Characters could look to the side or to the sky, which looked strange...)
When loading progress, characters in cocoons could display enabled items that should obviously be hidden - fixed.
Some items might not appear on the character after loading progress - fixed.
Items in chests and barrels could be duplicated after loading progress - fixed.
A mummified hostage could fall into the ground after loading progress (Only applies to mummification under the ceiling) - fixed.
The hostage may not be in the captivity location after loading progress - fixed.
Items might not be returned to inventory when using the "Rescue" action - fixed.
The carrying device could unpack the character with an error if there was no suitable place nearby (Glitch with characters getting stuck in each other) - fixed.
The hair band might not be hidden during mummification - fixed.
v0.7.0.5
I processed quite a lot of feedback regarding interaction with items, their use and general navigation through the GUI, somehow related to items or actions, and came to the conclusion that their implementation is not entirely successful, and sometimes inconvenient.
I did not reinvent the wheel and moved on to more obvious things that had already been invented for me, which ultimately greatly simplified some things that previously seemed complex, incomprehensible and clumsy...
Radial quick access panel :
The model of communication between the game character and the items and their use has been completely redesigned. The previous quick access panel had good expandability and functionality, but was too inconvenient in terms of its use. A solution was needed that would fix this problem... Let me introduce you to the new quick access panel:
It is a classic radial menu that contains items, objects and actions. The panel is automatically completed and all you need is to simply hover the cursor over the desired item to pick it up.
The panel automatically divides items into tabs, for example, first comes the "Devices" category, which contains weapons, traps, hooks, a device for carrying, furniture for the hostage, etc. Next come bondage items, and then the action tab. Since there may be too many items, the panel creates additional tabs with items if the others are already full.
Item Usage Context Slider :
Added a slider panel that clearly displays a list of available contexts for using an item. The panel is automatically displayed when changing the context, and also closes when you have made your choice. The panel will not be displayed if the item has only one context of use.
Special Actions Panel :
Added a special actions panel. This panel is an extension of the gameplay tasks on which all items and actions are built. The panel provides quick access to the execution of logic embedded in a certain item or action, which usually require that you hold them in your hands.
For example, you can create a knot on a hook by pressing one button, without using a leash. In the same way, you can take an item immediately in your hands, without unnecessary actions.
Available actions are displayed in the lower right panel when you point the camera at a character, item or object that supports these actions. Depending on the conditions, the available actions in the panel can change dynamically.
Installation Rules Panel :
The panel with rules for building or installing objects has been updated. The control help panel has been moved to the bottom context menu, and the rules panel has been moved to the right corner in the center.
Common Item Action :
The field with context actions of the item in hand has been updated. Now the field displays all available actions for managing the item or action, and not just "Apply" and "Remove".
Items with nested construction :
The sonar is activated automatically when you select this action in the radial menu.
The crossbow no longer requires additional activation to be picked up. It is called automatically when you select it in the radial menu or pick it up through the special actions panel.
Buildings and installations :
Re-installation or construction of objects is called automatically after placement. This allows for continuity when installing multiple objects of the same type (No more need to re-select an object in the menu after installing it).
Additional logic components of prepared items :
An item picked up creates a component that performs additional logic if required.
Decoy's effect displays the radius over which the effect extends.
Notification center :
The notification center has been updated. It is now located just above the context panel and its maximum capacity has been reduced to 1 element. This freed up a lot of screen space, and now notifications are always in front of your eyes.
Fonts :
Updated base font in all widgets.
Updated the font of all "Common" elements (Keyboard Input Hints).
Visual :
Added HDRi maps for all available scenes. This improves global illumination, as real-time environment capture does not provide an accurate result.
Camera State Machine :
Changed default camera angle.
Changed angle while using an item.
Changed angle while sprinting.
Added angle for standing while bound.
Added angle for kneeling while bound.
Added angle for sitting while bound.
Added angle for lying while bound.
Dummy weapon :
The new component displays a dummy weapon on the back if it is in the inventory.
The dummy is automatically hidden when the weapon is equipped or in other situations when it is obviously in the way.
Other changes :
Descriptions of some items have been changed.
Descriptions of items have been added where they were not there.
Crossbow stacks in the inventory and radial menu.
Binoculars stack in the inventory and radial menu.
Carrying device stacks in the inventory and radial menu.
The "Devices" section has been added to the player panel in the storage tab. It contains all basic items, as well as furniture for hostages.
The "Consumables" section has been added to the player panel in the storage tab.
The "Actions" tab has been removed from the player panel.
The "Emotions" tab has been removed from the player panel.
Cosmetic update to the action execution progress field.
Cosmetic update to the panel in weapon mode.
The notification panel is now available on the CaptiveHUD canvas.
The "Turn Around" and "Turn Around (Half)" actions have been removed from the plan.
The "Sit / Stand" action included in the "Crouch" action has been added to the special actions panel. The action can be applied if the character's legs are tied.
The "Create / Delete Knot" action included in the "Leash" action has been added to the special actions panel. When hovering over the character, the action will be added automatically if the character has a collar. Stationary and dynamic hooks for tying have built-in support for this action.
The "Put In Hand" action has been added to the special actions panel. To quickly access the action, point the camera at an item or object that supports this action.
Emotions have been removed from the plan.
Bug Fix (AI):
AI sometimes holds the last used item in its hands after completing or interrupting its tasks - fixed.
AI could freeze if you used an item on it during the idle animation - fixed.
AI could start tying you up when you use an item while facing it - fixed.
Enemy AI could ignore the use of bondage if you used it while facing it - fixed.
Bug Fix (Others):
Mittens could be used after arm binder - fixed.
When deleting a save slot, information in other slots could stop being displayed - fixed.
Progress could fail to save in some cells - fixed.
Leather belts could be used beyond the allowed context, which led to a breakdown in AI behavior - fixed.
Leather handcuffs could be used beyond the allowed context, which led to a breakdown in AI behavior - fixed.
After placing an object, an empty object could remain in the hands, which led to a control failure - fixed.
The object could not be removed from the hands when switching the camera, which could lead to a control failure - fixed.
Some usage context items are missing thumbnails - fixed.
Notifications about the inability to resist were not displayed properly - fixed.
The position of objects in the hands is not always correct - fixed.
The character does not hold an object in his hand when he is in a prepared state - fixed.
Fixed hair material so it doesn't have subsurface scattering properties (Hair doesn't change color in the sun).
v0.7.0.0
v0.6.4.1
List of fixes
Particles tied to the Dryad race did not disappear when changing races (Fixed).
Agents in the shelter did not create eye contact with the player when they were tied (Fixed).
The game character did not create eye contact with the shelter agents (Fixed).
When switching to another team member, they took the appearance and race of the game character (Fixed).
Fixed an error in the name of the action when using stockings (Fixed).
Traders went to zero coordinates of the scene when checking the player's location during an alarm (Fixed).
Traders were inactive after the game character reached the maximum wanted level (Fixed).
Fixed a critical error that caused the sequence to freeze when performing a gameplay task.
Fixed a critical error where traders could not pursue the game character until the waiting animation at the patrol point ended.
Traders could become idle when tying up slaves when they saw the player (Fixed).
Traders could become idle after being hit by a Sleep Bolt (Fixed).
Traders could sometimes not trigger the alarm in camp (Fixed).
Traders could tie up a buddy underground while standing on the surface while under the effect of a Fury Bolt (Fixed).
Fixed pathing to the hook (Traders could approach the hook from the opposite side).
Traders did not respond to gameplay preferences when tying up a player character (Fixed).
Traders sometimes did not complete the action sequence when tying up a player character (Fixed).
Fixed a critical bug where AI did not respect the conditions of an item's decorator before applying it (AI could not continue the action sequence when stuck on checking).
Fury Bolt did not work on agents in the hideout (Fixed).
There was no armbinder on the main map in sandbox mode (Fixed).
Fixed masks for the simulation of the game character's hair physics.
Fixed shading of hair roots on short hairstyles.
Fixed UV maps of some hairstyle LODs.
The field distance effect was removed from the main camera, it was displayed incorrectly.
No sound for buttons on the race selector panel (Fixed).
No sound for buttons on the color picker panel (Fixed).
No sound for switches in photo mode (Fixed).
Optimization
Fixed hairstyle meshes to be less detailed without losing quality.
Added a rendering distance for the hairstyle material overlay.
Added a larger number of hairstyle LODs.
Disabled hairstyle physics simulation for LODs (for game characters).
Other
Added an observer that can interrupt the sequence when traders get stuck while they are leading the player character on a leash (You can use the "I'm stuck" button in the main menu - it will also end the trader's task and teleport you to the hook she was moving to).
v0.6.4.0
As my skills develop, I try to update and improve game assets, as well as add various tools to make them more complex. In this update, I seriously worked on the spy hideout.
Let me start with the fact that the main hub that you have seen for a year looked boring and had terrible lighting, although the main map in sandbox mode looks pretty good, something had to be done about it.
Initially, I was inspired by old creaky wooden buildings on the edge of the world, which are illuminated only by the light coming through the window of a dusty room. I did not abandon this idea.
I completely reworked all the assets of this map, and also improved the lighting and post-processing to achieve an acceptable picture.
Also, after making numerous changes to the AI systems, I decided not to leave them idle. Now the shelter has agents who are doing their own thing. I threw out the wooden mannequins, because who needs them if there are a bunch of girls to experiment on.
In addition to visual innovations, I worked on expanding the functional rooms. The game needs customization systems and I wanted the player to explore the rooms and learn about new possibilities, and not just poke at the interface to do something.
The first thing I changed was changing hairstyles, now there is a room available in which you can do this. You just need to go to the mannequin to choose the one you need.
I replaced the old unsightly hair with new models, and I was also helped by a good shader that draws the base of the hair, cutting off the edges of the tips, making them less like tubes, and also draws a small volume of hair on top of the main model, which gives them a little roughness and dishevelment.
This is a pretty good option since I can't afford photorealistic hair with simulation due to the large number of characters on the map.
I tried to put an end to the issue of asset randomization and worked on a new tool that returns the selected color to all systems working with colors. This is what the "Color Dropper" became, for now it is used only for coloring hair, but in the future it will appear in all systems that redefine the color of assets, be it clothes, gags, etc.
You can choose the main color as well as the detailed shade. After choosing a color, it is saved at the top of the panel so that you can use it without manually selecting the color.
Among other things, I started working on the vault card index and personal dossier, which controls the appearance of the game character, as well as everything related to it. The card index can also be found in one of the rooms of the vault.
From the toolbox you have access to a personal dossier, for now it only has a choice of the race of the game character and tells a little about the race you have chosen. Later, all the settings of the characteristics and skills of the character will be available in this panel.
In addition to the functional rooms, a room with all the necessary equipment for hostages was also added.
And also a small interrogation room, for those who like a closer acquaintance...
Another major innovation was a complete rework of the photo mode: - Updated appearance of the photo mode.
If you use a keyboard, you can now enter the photo mode directly from the game by pressing "P", no need to go to the menu.
Control of transitions between camera modes has been slightly changed.
Now the "ESC" and "Face Button Right" keys on the gamepad are responsible for the back button, which allows you to exit the interface transparency mode, camera settings mode and photo mode with just one button.
Settings are distributed in the corresponding tabs.
Added the "Lens settings" tab, where you can adjust the focusing distance, as well as enable depth of field.
Added a separate tab for post-process effects with new effects.
I also didn't forget about your wishes. Added an armbinder in two colors (Black/White). It has a purpose for the hands, like regular ropes, but you can't put it on over the ropes on your hands, and also put other restrictions on your hands while the armbinder is on.
Nipple clamps won the vote, but they had to be temporarily excluded from the build, I will add them in the next fixes, sorry.
Fixes:
Fixed collisions of some assets.
Fixed a bug in the grass shader. Sometimes grass could be displayed without a material.
Fixed camera exposure in the hostage location preview.
Fixed registration of gags with new assignments in the hostage location preview. Gags with some assignments could not include themselves in the assembly for no reason.
Fixed gag sounds. Some types of gags could not make a sound when resisting.
v0.6.3.1
Fixes :
Fixed a behavior pattern when tying up a player character, using mittens would cause a glitch, preventing the AI from continuing the sequence and others from tying up the player character.
Fixed a bug that would cause traders to become inactive towards the player character when they should have tied her up.
Fixed all scenarios where traders could not use a leash. They can now...
Fixed "Sleep Bolt". The character will now wake up from sleep if disturbed or the effect ends.
Fixed in-game task failure notifications. They should now only be triggered if the player is the player.
Fixed facing target. AIs will now turn to face the target before playing the animation.
Improvements :
Changed "Fury Bolt". It now triggers a separate behavior tree where the trader pounces on a friendly character within a certain radius. The effect is removed when it ends, when the trader sees the player while the trader was tied up under the effect.
AIs start using chest rope starting at wanted level 3.
AIs start using gauntlets starting at wanted level 4.
Added random animations that play when AI interrupts a task if someone else is already doing it.
v0.6.3.0
Systems:
AI Route: new route system. Now AI can perform tasks attached to a specific route point, such as playing an animation, or waiting, and also change it dynamically.
Services:
Threat Search Service: Searches for potential threats based on a condition. The search is performed on all characters that the AI sees or remembers, so they will choose a target depending on who they saw or heard the last time. The advantage of this service is that it determines the target from the entire list of stimuli, so if they interrupt another task during the first one, they will return to it later.
Behavior Executor Service: Automatically sets a character as an executor at the beginning of work on a task and also removes it after completion. This brings a little order to the work of the AI, now the character interrupts its behavior (for example, tie up a player) if someone else is performing a similar task. This eliminates the mixing of behavior of several AIs, as well as the breakdown of their logic.
AI Dynamic Relationship: Adjusts the priority of the AI in relation to the game character based on a real-time condition. Now the feeling icons above the AI's head will be colored yellow if the AI has noticed you, but you do not pose a threat at the moment, and red if you pose a threat and the AI intends to attack.
AI Item Preferences: Now AI can set their own preferences when tying up. For example, if the task is to put on a gag, then it will choose a random item from the list of gags that it prefers.
Optimization:
AI Subordinate: The component records stimuli and the character who caused them. The component has replaced the old threat recognition system and works much faster.
Trader behavior:
Due to changes in the AI route system, additional tasks have been added that traders will perform while on patrol. For example, a trader may pause to approach a table and craft items, check if captives are tied up securely, check equipment, or search a chest. This adds more variability to their behavior and also provides additional windows for attack.
Traders can now have multiple routes that they can use. Routes change dynamically in real time after the patrol time has expired.
Traders will sound an alarm if you have disappeared from their sight and they have failed to find you. In the event of an alarm, all AI on the scene will check checkpoints where the player is likely to be hiding. The time that the alarm lasts is indicated on the main panel. If you managed to avoid capture during the alarm, the traders will return to basic tasks.
Increased downtime timings at AI route points. Now they use random long animations instead of standing still.
Traders can now use a leash. If there is a hook on the wall nearby, the trader will choose a random one, then take you to it and tie you up. Then the trader returns to basic tasks.
If the trader cannot determine the position of the hook to tie you up, he will switch to classic bondage. It still works on the principle of increasing the level. If the character has reached the maximum level, he will be placed in prison.
Also, traders will not be able to use a leash if you are lying on the ground or in any position except standing. This will be finalized later.
Slave Behavior:
Slaves can now free other slaves in line of sight.
Slaves can now free a player character or non-player agent in line of sight.
Slaves will interrupt someone's freeing if a threat or player appears in their line of sight.
Slaves now have identical behavior to slavers when bound. They can attempt to free themselves, but with a much longer timeout.
Added contextual animations when slaves are idle or see a threat.
General Behavior:
All NPCs on a leash may begin to struggle if the leash master or leash chain leader is inactive.
When attempting to free themselves, NPCs will randomly choose to sit on their butt to untie their legs, or go prone and then kneel if their legs are still bound.
Experimental features:
Added generation of collision events. Now when several characters collide with each other - they automatically try to move away in opposite directions, this will presumably reduce the risk of getting stuck because of other characters. For slaves and game characters, events are generated constantly, for slavers - only when they are tied.
Added a switch to hide all GUI elements in the photo mode.
Added a modifier for the consumption of the bondage item state. For a game character it is 1f (by default), for traders 0.5f, for slaves 0.25f
Improvements:
Added a "Take all items" button to the storage widget.
Traders can use gloves.
Added modifiers to the navigation mesh in places where AI got stuck most often.
Removed collision from dynamic debris constructors (stones, small blocks, bricks, construction waste).
Fixes:
Fixed being attacked again in prison immediately after being arrested.
Fixed a bug where your items would disappear from your chest if you were imprisoned.
Removed messages about returned items from NPCs in the notification panel.
Fixed navigation in widgets related to scene storage.
Fixed dungeon-related sound classes, now their volume is consistent with the settings.
Fixed overlapping glasses on your head if you put on a headband or hood.
Fixed overlapping hair if you use a hood.
Fixed the darkening effect when using multiple items at once that block your view.
v0.6.2.0
Innovations
Restraints:
Added cast iron collar.
Added magnetic handcuffs (level 1/standard bondage technique).
Added magnetic leg shackles (Level 1/Standard Bondage Technique).
Added worn underwear for use as containment items. Linen can be found in the laundry basket.
Characters:
Add new race "Dryads"
Map:
Added a compartment for temporary prisoners. It's down the road away from the council house.
The first (of two) underground prison complexes has been added. You can get into it through a hatch in three places on the map. You can also get there against your will if you behave too badly...
Improved navigation
Added new details to the environment
Some old buildings have been changed
Added several points of interest
Added viewing spots
System:
Added objects/storages. You can now open chests, cabinets and other places where items can be stored.
Added interactive movement points. They will allow you to move between two points. For example, with the help of them you can climb onto the roof using a rope or enter the underground complex through a hatch using a ladder.
Scenario:
Added a scenario for the arrest of a player character. The AI will now place the player character in the underground prison complex upon reaching the maximum bond level.
All captured prisoner items and clothing will be confiscated and moved to storage on the surface.
All prisoners receive slave clothing by default.
Prisoners are moved to a random cell.
The state of the AI located in the underground complex, as well as their route, will be reset after the player character is captured.
Captured prisoners within the underground complex will be tied up and returned to their cell.
GUI:
The interaction plate on "Captive Place" objects has been replaced with a more compact one and no longer blocks the view.
Added project version to the top of the main menu.
Starting from version 0.6.2.0, a Change Log window has been added with information about innovations and bug fixes in the current and previous versions.
Utility:
The ability to remove items in the Self Bondage panel in the main game menu has been removed.
Interactable:
Added a wooden horse as a place for captivity. There is one pose available for use.
Game Mode:
Added “Character Team Manager” exclusion zone. Once in the underground prison complex, you cannot switch characters or recruit characters.
Bug Fix
Fixed captive place. Now the ropes with which they are attached are in their places.
v0.6.0.0 Alpha
Main innovations:
Character Team Service
The service allows you to hire recruits from characters neutral to you and take control of them.
8Direction Movement System
The player character and all AI now move relative to the direction of the camera.
Sprint System
Now you can switch to fast running.
First Person View
First person viewing mode. This is not a full-fledged first-person view, it is needed to inspect the area, objects, or to admire on your captive without interfering GUI elements.
Crossbow
You can now use a modified crossbow that shoots darts with a special effect.
Binocular
Inspect the area, reconnoiter the situation from a safe place, mark enemies or prisoners.
Emotion (Alpha Mode)
A tab with emotions has been added to the player panel, which can be tied to slots and used in game mode.
--------------------------------
Maps:
Spy Hideout
Added shooting range.
Slaver Camp
Added buildings with safe places for recruits to spawn.
--------------------------------
Changes under the hood:
Weaponment System Library
Adds a new library of weapons-related systems. Currently based on this system
The crossbow is working. In the future there will be more weapons and items that can be used.
Advance in Stimulus Sense Registry
New service for recording and storing data about detected stimuli. Now AI adequately processes information about what they see and hear.
New Captive Movement States
New poses for the prisoner. Now you can sit on your knees, lie on your back and roll over.
Movement in some poses is also available.
Stimulus Viewer
New widget above the AI's head that signals that it sees or hears you. Navigating when escaping has become much easier.
Affect Viewer
Displays a widget on the character if an effect is applied to him. Shows the time during which the effect will be active.
Cine Camera Setup System
The new system provides a smooth transition between camera angles, as well as its position and focal length, which gives stunning results and makes the camera behave more cinematically.
External State Machine
New object states service. Ensures the operation of dynamic states, with its help it works changing the camera angle, as well as changing the pose of the hostage.
Cloth Pallete Runtime Instance
Slavers now use random clothing based on a cut and sew system.
--------------------------------
New actions:
Action "Release"
Completely free the target. The execution time will depend on the number of items on it.
Action "Undress completely"
Quickly undress the target. Removed clothing remains with the target.
Action "Change outfit"
Put on all the things of your goal. (analogous to dressing up from Hitman)
Action "Hire"
Recruit a target into your squad.
--------------------------------
New recipes:
Recipe for "Sleep Bolt"
Causes severe fatigue and sleep (temporary effect).
Recipe "Bolt of Rabies"
Causes an attack of aggression, the target can lash out and tie up a friendly character.
--------------------------------
Fixes and improvements:
Base Input
Due to the introduction of new features, the control scheme for some actions has been updated.
To switch to easy running, press Shift. To sprint, press Shift while running.
Changing the shoulder and squatting is now done on Left Ctrl. (Press to change the shoulder, hold to sit down/stand up).
Captive Place System
The sight tracking service has been added to the pose preview panel. Now the girl looks at the camera when demonstrating the pose.
Fixed release. Now, when leaving the place of detention, the character checks the available position matrix,
instead of randomly selecting a position, which prevents false positives.
Fixed release when objects are nearby. When released, the character checks the available position based on the height of his own position, which prevents moments when a hostage could spawn on a box and be blocked.
The implementation of animations associated with this system now uses an overlay. This should clear all errors associated with mittens, gags, etc., as well as related mistakes when freeing a hostage.
Captive Component
The main component that controls objects on the body has been completely rewritten. This was necessary due to with updated moving poses, as well as new bondage techniques.
Now the component allows you to check whether items can be installed and report this in the notification panel.
Captive Panel
Removed the hiding and translucency of the panel.
Added a column with input prompts (change of pose).
Updated handling of struggle states.
Game Menu
Added buttons to go to social networks and other sites related to the game.
v0.5.2.2
Initial F95 release
The short version: There is decent potential here for a fun bondage game in the vein of stuff like Didnapper or Kinky Dungeon. But the current version is rough, and I have doubts as to whether the game can realize its potential. Something to keep an eye on, but maybe wait right now. The long version: Performance and Technical: Contrary to some discussion I haven't had much in terms of actual performance issues. I have a middle of the road machine and certainly on first booting the game up with the default graphics settings the frames were bad. But there are a plethora of graphics settings so its relatively easy to adjust it down, and after some tinkering I got it running smooth. Some players have been complaining about technical issues beyond just performance, like a red screen or missing textures, all I can say is that it works on my machine. Its also worth noting that the game looks much better than the screenshots provided here, there was apparently a graphics update a while back and its pretty good now. I do have two technical complaints. First off is that the game has a file size of over 6gb. Given this is an alpha/pre-alpha I am willing to excuse it somewhat as theres a possibility that some assets can be optimized but as it stands I think 6gb is a bit ridiculous for what you are getting: three sandbox maps, some character models, and a bunch of bondage items. The second technical complaint is that there is a rather obnoxious flashing effect that happens in game. I am relatively sure this is a result of the game adjusting brightness to try to match what room you are in (eg increasing brightness in dark areas, decreasing in light areas) but the current implementation means that if you're in a bright/sunlit area and walk near shadows you will get very abrupt and obnoxious brightness shifts. Darker interiors seem to be fine on the other hand. Gameplay As this is very much alpha/pre-alpha material I won't linger here too much. The basic framework of many mechanics exists, but the game functionally is just a sandbox to try out those basics. Still there are some notable things that I think do merit discussion. First, this game belongs to the modern trend of animation-centric games. In that, the character's animation takes priority over the literal input you are pressing. This is most noticeable in the player's movement, as she has a "turn radius" that makes movement especially fine positioning extremely difficult. This is not a new problem in games, Geralt can't look in a specific direction to save his life in the witcher 3, but it is especially pronounced in this game and leads to some clunk. Then the controls. There are several rather baffling decisions at least when playing on mouse and keyboard. First off is that ctrl switches shoulders instead of crouching, to toggle crouch you have to hold control. This is awkward especially in a stealth game. And this kind of poor control design carries into much of the rest of the game. Most character actions (pulling out a crossbow, equipping bindings, performing specific actions like accessing a captive's clothing inventory) are all "equipped" from a radial menu. Its not actually that clunky when you get used to it, but I do have to wonder why there aren't also hotkeys to just do certain things. As for what you do in game... there's little to do but I think some players seem to have misconceptions so I'll outline some basics here. Its a sandbox where you can tie up 'slavers' and get tied up by those same slavers if you get caught. Getting caught basically just means if a slaver runs up to you and touches you, you auto-surrender and let them bind you. Catching slavers can be done in a few ways, if you manage to avoid their line of sight you can sneak up with bondage items and force them to surrender just like they do to you, or you can use sleep darts from the crossbow. Once you have a captive you can leash them, edit their clothes, put them in different bondage furniture, etc. There's also a NPC assistant system where you can recruit a freed slave via a very dramatic cult initiation screen, but I haven't played with it too much. The basic systems exist, they need refinement, but overall it functions fine. Kink/Erotic Content What we are all really here for. I compared the game to stuff like Didnapper and Kinky Dungeon before and that I think captures the current content fairly well. Its just bondage. If you're a bondage lover like me and aren't as interested in sex animations or such, you'll probably enjoy the end product. If you do need something else to do it for you, you definitely won't like the game as it currently is... but you might like it later down the line. There's supposedly some sex animations in game if you get caught by the slaver boss in the desert map, but I haven't done so and either way that is only one scene from what I understand. Still, it seems like there may be more scenes in the future. For my fellow bondage enthusiasts though, what exists now is promising but limited. On the dominant end of things you have a lot of freedom to lead captives around, put them in furniture like cages, stocks, wooden horses, or just leash them to a wall. The leashes are some of the best I have seen in games, they use actual non-elastic rope physics and it looks and feels great. Leash points can exist in the level design, or can be added using player-made anchors. On the submissive end, getting caught leads to a different outcome depending on which map you are playing and what your wanted level is. Higher wanted level means more severe restraints, and each map has a different set of restraints (eg on the desert map slavers will bind your arms and leash you to a leash point, on the forest map slavers will bind your arms and legs and leave you be). My large complaint on the submissive end just comes from the fact that it seems that once you are bound the slavers don't do anything. Despite an abundance of cages, wooden horses, etc the player character will never be put in any bondage furniture from what I can find and once you are caught you're just ignored until you escape. Escaping itself is a very basic "hold key to struggle" system with some rather annoying nuances (like not being able to remove your leash once your hands are free, even if its just a rope tied to an anchor. You have to struggle out of your gag then your collar first). There's still some interesting mechanics nested in here, like to struggle out of leg bindings you need to be sitting, and standing up from sitting while bound is a bit complicated, but its very barebones. Conclusions I am going to be watching this carefully. I think it has the bones of a really good project, but still needs a lot of work. This is to be expected, its very early in development, but I do have some questions about if it will ever actually resolve many of the issues or if it's going to be in indie game/new developer hell until its inevitably abandoned. I've seen enough indie devs rack up stupid amounts of technical debt, never optimizing the games assets so the file size balloons out of control while it gets increasingly difficult to address core systems issues. It remains to be seen if this game will follow that trend, or manage the impossible. I really hope it pulls it off.
The short version: There is decent potential here for a fun bondage game in the vein of stuff like Didnapper or Kinky Dungeon. But the current version is rough, and I have doubts as to whether the game can realize its potential. Something to keep an eye on, but maybe wait right now. The long version: Performance and Technical: Contrary to some discussion I haven't had much in terms of actual performance issues. I have a middle of the road machine and certainly on first booting the game up with the default graphics settings the frames were bad. But there are a plethora of graphics settings so its relatively easy to adjust it down, and after some tinkering I got it running smooth. Some players have been complaining about technical issues beyond just performance, like a red screen or missing textures, all I can say is that it works on my machine. Its also worth noting that the game looks much better than the screenshots provided here, there was apparently a graphics update a while back and its pretty good now. I do have two technical complaints. First off is that the game has a file size of over 6gb. Given this is an alpha/pre-alpha I am willing to excuse it somewhat as theres a possibility that some assets can be optimized but as it stands I think 6gb is a bit ridiculous for what you are getting: three sandbox maps, some character models, and a bunch of bondage items. The second technical complaint is that there is a rather obnoxious flashing effect that happens in game. I am relatively sure this is a result of the game adjusting brightness to try to match what room you are in (eg increasing brightness in dark areas, decreasing in light areas) but the current implementation means that if you're in a bright/sunlit area and walk near shadows you will get very abrupt and obnoxious brightness shifts. Darker interiors seem to be fine on the other hand. Gameplay As this is very much alpha/pre-alpha material I won't linger here too much. The basic framework of many mechanics exists, but the game functionally is just a sandbox to try out those basics. Still there are some notable things that I think do merit discussion. First, this game belongs to the modern trend of animation-centric games. In that, the character's animation takes priority over the literal input you are pressing. This is most noticeable in the player's movement, as she has a "turn radius" that makes movement especially fine positioning extremely difficult. This is not a new problem in games, Geralt can't look in a specific direction to save his life in the witcher 3, but it is especially pronounced in this game and leads to some clunk. Then the controls. There are several rather baffling decisions at least when playing on mouse and keyboard. First off is that ctrl switches shoulders instead of crouching, to toggle crouch you have to hold control. This is awkward especially in a stealth game. And this kind of poor control design carries into much of the rest of the game. Most character actions (pulling out a crossbow, equipping bindings, performing specific actions like accessing a captive's clothing inventory) are all "equipped" from a radial menu. Its not actually that clunky when you get used to it, but I do have to wonder why there aren't also hotkeys to just do certain things. As for what you do in game... there's little to do but I think some players seem to have misconceptions so I'll outline some basics here. Its a sandbox where you can tie up 'slavers' and get tied up by those same slavers if you get caught. Getting caught basically just means if a slaver runs up to you and touches you, you auto-surrender and let them bind you. Catching slavers can be done in a few ways, if you manage to avoid their line of sight you can sneak up with bondage items and force them to surrender just like they do to you, or you can use sleep darts from the crossbow. Once you have a captive you can leash them, edit their clothes, put them in different bondage furniture, etc. There's also a NPC assistant system where you can recruit a freed slave via a very dramatic cult initiation screen, but I haven't played with it too much. The basic systems exist, they need refinement, but overall it functions fine. Kink/Erotic Content What we are all really here for. I compared the game to stuff like Didnapper and Kinky Dungeon before and that I think captures the current content fairly well. Its just bondage. If you're a bondage lover like me and aren't as interested in sex animations or such, you'll probably enjoy the end product. If you do need something else to do it for you, you definitely won't like the game as it currently is... but you might like it later down the line. There's supposedly some sex animations in game if you get caught by the slaver boss in the desert map, but I haven't done so and either way that is only one scene from what I understand. Still, it seems like there may be more scenes in the future. For my fellow bondage enthusiasts though, what exists now is promising but limited. On the dominant end of things you have a lot of freedom to lead captives around, put them in furniture like cages, stocks, wooden horses, or just leash them to a wall. The leashes are some of the best I have seen in games, they use actual non-elastic rope physics and it looks and feels great. Leash points can exist in the level design, or can be added using player-made anchors. On the submissive end, getting caught leads to a different outcome depending on which map you are playing and what your wanted level is. Higher wanted level means more severe restraints, and each map has a different set of restraints (eg on the desert map slavers will bind your arms and leash you to a leash point, on the forest map slavers will bind your arms and legs and leave you be). My large complaint on the submissive end just comes from the fact that it seems that once you are bound the slavers don't do anything. Despite an abundance of cages, wooden horses, etc the player character will never be put in any bondage furniture from what I can find and once you are caught you're just ignored until you escape. Escaping itself is a very basic "hold key to struggle" system with some rather annoying nuances (like not being able to remove your leash once your hands are free, even if its just a rope tied to an anchor. You have to struggle out of your gag then your collar first). There's still some interesting mechanics nested in here, like to struggle out of leg bindings you need to be sitting, and standing up from sitting while bound is a bit complicated, but its very barebones. Conclusions I am going to be watching this carefully. I think it has the bones of a really good project, but still needs a lot of work. This is to be expected, its very early in development, but I do have some questions about if it will ever actually resolve many of the issues or if it's going to be in indie game/new developer hell until its inevitably abandoned. I've seen enough indie devs rack up stupid amounts of technical debt, never optimizing the games assets so the file size balloons out of control while it gets increasingly difficult to address core systems issues. It remains to be seen if this game will follow that trend, or manage the impossible. I really hope it pulls it off.
Can't even leave the tutorial room to open world. The preview images are from before graphics update, and they look better than what is currently in the tutorial room. Models have some serious sameface going on that is frankly a bit unsettling (and not an attractive one). Controls are sluggish. I'd rate it a 1 with the bug of not being able to go to open world, but like the idea/theme - so an added star based on hope for improvement.
For what it is, I believe it's a decent game. The graphics are good, map design is great, bondage mechanics are good, the performance is kinda iffy, even on a decent pc. The game is still bare bones, but for what it is I think the game might deserve a 5 star rating once they add in sex scenes. PROS: -Graphics -Map design -Bondage CONS: -Poor performance even on decent pcs -Lack of content outside of bondage (as of v0.7.6.5)
Good concept and decent gameplay. Reminds of some oldschool show where good guys catch baddies and they escape and then baddies catch guys and so on . Pros: interesting stealth mechanics, different playstyles depending on PC race, interesting bondage system, good environment graphics thanks to unreal engine 5 Cons are lack of any sex scenes and body meshes aren't that great, its unreal 5 soit has TAA
i love this kind of games. it's very promising. but it's only based on bondage. there are no sex or punishment mechanics at all. as the characters and skills change, it will come to a good point in the game. especially i'm patiently waiting for add-ons like the whip.
It could have some potential at some point but that is proberly years from now. At the moment theres 0 story, no real quests, no sex that i could find, if this is all about BDSM meaning robes and shit without any action then i just dont see any point in it. Gameplay seems buggy, you shoot with sleep errors and it does nothing? dosent matter if its from a distance or up close it simply just dident do a thing? Also you dont really have any kind of clue as to whats going on or what your supposed to do, since theres no story or any quest log to follow, so you just run around trying to do shit and i got bored very fast with that. Graphics/Girls are a little below average like everything else in the game right now. Maybe it can become something at some point but right now i wouldent waste any time on this.
Maybe not worthy of 5 stars right now, but the potential is absolutely HUGE!!! I can't wait for new updates for this one, the gameplay and everything is great, just hope there will be more content where you're the slave.
My thoughts on v0.6.2.0 This is first and foremost appears to be more of an v0.2 rather than v0.6+ which I would expect then for the basic mechanics of the game to be in place. Why? Many things are still appearing to be sorted out or put in place like you getting captured easily results in a loop of just being re-captured since it doesn't reset your "bound" level that results in being sent back to prison. Enemy AI has flaws in it like seeing you through a door (and I'm not meaning the bars bit) or instantly running to re-tie an captive that you just released which they claim to be theirs. Stealth is very much a game of wait for the right opportunity and travel distance for you to catch up to the enemy and tie a collar onto them. Oh and there is no save system in place yet alongside fatal error crashes being randomly triggered. There is no sex scenes nor torture in this and using bondage furniture is only done by yourself and never the AI.....you can't tied yourself up and then use an recruited captive to put yourself into the bondage furniture. Also despite crotch ropes there is no pleasure system in place either. The only thing that feels fleshed out a fair bit is the bondage appearance and such which is still being actively added to it seems. Although roadmap on Trello appears to be outdated as it doesn't have latest update stuff ticked off on it, so seems to be purely a publicity thing. However struggling to escape is horrible since once you start to struggle while not having moved far far away it seems from the AI that tied you up results in them running to you to add on another round of restraints. There is no way to initially resist them putting on restraints as well, it's just "Oh you got me" which can happen even though your attempting to restrain them first. My recommendation is to shelve this and come back when it's far more fleshed out unless you like girls hopping around. PS Only female characters in place despite writing suggesting male protagonists.
A very interesting take on the Unreal Engine demo, where the initial focus is for once on core mechanics rather than making a massive dead world where any will is drained from the player from sight alone. Salt aside, a very promising project on the underutilised idea of just tying up people however you want in a semi-open environment. Going to stay tuned for this one.
super bad there is no gaoal or good gameplay or story just shiiting on stupid map with ugly mc hurting same avatars .... there no real stealth no real open fantasy world just shit and bad gameplay no real goal or point of this game at all,
I am truly intrigued by this game and I appreciate the level of detail included in the bondage system. It seems like the game is already getting regularly updated, so keep up the good work. Some of the audio is a little repetitive, so you might need a bit more content there.
Make a Tutorial ingame how to open the dor, or make the teleporter work. But you have an idea, i stay tune. Have fun with unreal Engine, and make or buy more poly main Char. If you make it playable 4-5 stars. But now it´s for me not playable.
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