Changelog 1

(Originally posted on 06/06/2025 in the Discord server's updates-and-releases channel. The publishing date for this blog post has been modified to match.)

Hello all of you beasts, furries, the rare humans, and other folk! It’s been a long time since we’ve posted anything in this channel, but fret not we’ve been working on things in the background! The changelog below will cover some of the recent work that has been done since my recent graduation, many of which are technical but have been simplified for your ease of reading. Some parts have been replaced with [redacted] to signify something related to the story, events that are still very likely to change, or information that’s hidden for the sake of preventing the spoiling of things.

  • Deprecated usage of im.MatrixColor in the game’s code has been replaced with the better supported TintMatrix for future proofing. The usage of im.flip and LiveComposite have also been changed for the same reason.
  • Altered the internal logic for the date and time tracking system.
  • Improved the game’s overall file size efficiency by converting its audio files to .flac. By sticking to this filetype the game should take up much less space once it reaches all of your claws.
  • Internal variables have been tweaked to allow for checking if the player has an asshole/tailhole. This will serve as early groundwork for triggering scenarios involving the lack of this hole that can be used to lead into new scenes or description personalization. Especially for hyper dom top players that manage to remove this body part through magic or [redacted].
  • Combat now plays a thump sound when the enemy is first displayed onto the screen to mark the start of a fight.
  • Expanded enemy resistance/weakness logic to include the major category. Now there are three levels for these two individual characteristic types. Example: minor fire resistance (10% fire damage reduction), fire resistance (30% fire damage reduction), major fire resistance (50% fire damage reduction) (Note, this might be changed for balancing down the line.)
  • The fireball spell now has sound in combat.
  • Our early implementation of the combat reward system has been streamlined. Gone are the days of multiple text boxes, the exp and item rewards are now all in a single notification that appears and disappears in the upper right corner of the game.
  • The combat rewards notification now plays a chime.
  • Some of the groundwork for playing combat music during battles is complete.
  • Added notifications for failing/passing stat checks in [redacted] area.
  • Added impact audio for the [redacted] scene. A weaker variant of this audio plays when failing the stat check.
  • Consuming items plays a healing chime.
  • Increasing a stat or choosing a perk from the level-up screen now plays a chime.
  • Stat or perk acquisition from outside of level ups have a variant chime that plays when they happen.
  • The endings of certain books have been tweaked to play a small animation to signify the passage of time and made less redundant as a result.
  • A new comment is now made after character creation when players picks a species with more than one head.
  • Fixed a typo found by Obso during developer testing.
  • Fixed a bug discovered by Obso involving enemies missing their lust attacks that terminated combat too early.
  • The stat selection menu when leveling up has been moved lower to improve the readability of large notifications when they are both on the screen.
  • The internal logic for the quest log has been changed.
  • Changed some words in the player data menus to bold to help separate categories better at a glance.
  • Tweaked the visual asset of a magic [redacted] for a future event.
  • Some new background placeholders have been drawn.
  • A dissolve animation has been added to loading a save file, reaching an ending, and returning to the main menu.
  • A new splash screen when the game is started now plays.
  • Resized the main menu’s buttons to be larger.
  • Tweaked the positioning logic for the return button in the game menu so it aligns with the rest.
  • A rough placeholder for the dancing [redacted] has been drawn.
  • Added logic that can be used in the future to gatekeep the occurrence of certain day or night specific events.
  • Set up the dialogue style for [redacted].
  • Redid GUI icons for disabled buttons.
  • Hunger descriptions have been expanded slightly.