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Daviot

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A member registered Oct 23, 2019 · View creator page →

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The ghost specifically needs the water in the manor back garden as opposed to from the fey forest.

(4 edits)

Bugs as of Version .410:
[As found using a fresh save rather than importing old data]

-Succubus Magic Extracts (bought from the succubus in the Royal City sewers) no longer function properly.
-Removing seed growth in the Overgrown Temple at >=400 does not remove the slower movement speed.  Only getting sent back by having >500 growth or exiting through the front passage restores movement speed.
-The temple of Rivith found in the mansion basement and the Royal City sewers (access given by the clown's rune) instead teleport to the Demon Nursery's temple site.  If the player has not yet completed the "special demon egg" bounty for the Lakeview Adventurer's Guild, they are softlocked from leaving by the egg sprite itself.
-The Overgrown Blueberries given by the blueberry girl in the garden do nothing (presumably inherited by earlier versions).
-Penelope (The royal princess)'s sprite clips through her bookcases after being given enough divine seeds.
-Once recruited, Sapphire (the casino bunnygirl) has an initial introduction scene in the manor and then vanishes.
-Riley (the Lakeview guild receptionist) lacks any portraits in the Crystal Room.  Talking with her mannequin only brings up a "Never mind" dialogue box.
-Despite her text referring to freeing the Dragon Isles, Ruby neither shows up in that story arc nor reacts to it being completed.
-Completing Bastet's Pyramid after defeating Toreth in the Royal City will still bring up dialogue with the party referring to their need to "clear their names" in the Royal City and will bring up a quest notification (even if the quest in question has been completed).

[April 2024 additions]

-Many equippable crystals are never properly added to the merchant in the Silent Temple when starting a save on .410, even when their first/original copies are obtained and the game is played through the Dragon Isles content.  Their triggers might be bugged.  This includes:

  • Labor Training
  • Seduction
  • Seedbed
  • Passive Growth
  • Matriarch

-Many Brasswall NPCs are entirely missing dialogue or otherwise cannot properly be interacted with.
-The basement clinic in Brasswall talks about a "hotfix" that hasn't happened yet?
-"Seeds Birthed" achievements incorrectly count number of birth sessions, not the seeds (bug inherited from .400).
-Giving birth or using power-gaining items may cause gab messages to randomly revert to early unvoiced variants after a character has given birth 20 times, regardless of settings.
-Frye's mannequin in the Crystal Room does not update after the Brasswall arc.

Spelling/Grammar:
-The battle text description for the Overgrown Temple's plant girls lacks a space or punctuation, causing the letter of the enemy to run together with the attack flavor text, e.g. "Aintensely" "Bintensely"
-Numerous homophone-heterograph typos, including to/too/two, there/their/they're, and your/you're, especially in Brasswall and Dragon Isles chapters.

Sorry, had to replay the game to make sure:

Complete the Cowgirl Dungeon (NE of Royal City) and then give Lactaid to the rescued cowgirls.  Each dose will upgrade the potency of their milk.  The last upgrade using regular Lactaid will yield "+Ultra Enhanced Milk". on milking.

1. The fisherman thing is weird/misleading, but it's in the cabin at the fork in the road that leads to both the Overgrown Temple and the Queen Bee's hive.

2. Complete Brasswall's storyline and then go to the igloo northwest of Brasswall.  Characters there will smuggle you into the Dragon Isles to start that story arc.

3. You are correct.  Both the quest journal and the "advice" function at waygates are very out of date.

It is.  Go into the "www" subfolder and copy the "save" subfolder to the identical location within the new update's "www" subfolder.

Head to the mountain pass that allows overland travel from the Lakeview Area to the Royal City area.

The sealed silver chests are used to upgrade the manor once you complete it and acquire its deed.  By nature, you're intended to backtrack to a lot of the sealed chests.

Complete Brasswall's storyline and then go to the igloo northwest of Brasswall.  Characters there will smuggle you into the Dragon Isles to start that story arc.

I finished a full playthrough on 1.0 with no issues, but now the "No Pause Menu" bug has hit me as well.  In my case, it doesn't seem to be tied to a specific stage, but once it crops up, it persists even after closing/restarting the game, but is "fixed" by starting a new game (and overwriting your old save).  I've had it had me as early as stage 4.

This would likely seem to indicate that something in the save file data is bugged or corrupted.

Thank you for all the hard work. :)

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Just finished a new/clean save run of the .12 demo and noticed a few things (Minor Spoilers).

Save Disabling Bug: Rarely, after purchasing an upgrade or finishing a sex animation, save notebooks may become disabled.  They'll still have a text line, but cannot be used; and thus far, the only fix I've found is resetting to the main menu and loading the autosave.  This bug was in .10 and appears to be around in .12; across two playthroughs of .10 and one of .12, it happened only three times.

Psychic Orb(?) Emitters: In the boss fights that feature them, they are not disabled after the boss is defeated (unlike other enemies).

Fast-disappearing Bosses: While fast-vanishing defeated enemies does help framerates, defeated bosses vanishing quickly means your character often cannot heal off them or see the related animation.

Seedbed+Walker Animation Bug (Not present in .10): Most often seen in boss rooms are the Worm Seedbed+Walker enemies that start passive.  Previously, when attacked, the attached Walker would detach and attack the player.  As of this update, on being attacked, the Walker will disappear, causing the seedbed's worm body to reappear, and an additional hit will cause the Walker enemy to reappear, already defeated.

Exploitable Fly Nests: The coral-like nests that spawn the giant fly enemies are disabled and turn grey when defeated...but can kicked or shot repeatedly afterwards for potentially unlimited drops and/or to charge the player's lust gauge.

Werewolf Enemy Health: After the boss fight featuring a werewolf, werewolves appear as regular enemies, similar to many previous enemy types.  However, the non-boss werewolves appear to have the boss version's health, and thus can tank >1200 damage.  This is probably unintended.

Adjusted Material Drop Rates Feedback: As mentioned in the update notes, materials drop much more frequently in .12.  Gold can now (rarely) drop from crates as well as bosses.  However, metal appears to be slightly more common than wood; it is also less used in upgrades, meaning it was often the limiting factor in upgrading the character's weapon.  I finished the demo with 5 gold, <10 wood, and >100 metal to spare.

Beyond that, it was a nice update.  No crashes or progress-breaking bugs. :)

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I can confirm this; using the reset lever makes the Hugger-girl boss unkillable (she takes damage but can't be defeated).

Edit: The above only holds for the 0.10 build.  I just now saw the .12 update and will test it out there.

Edit #2: The .12 update appears to fix this on multiple bosses.  Special attack openings may not show up, but bosses are killable, even on reset.

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It takes a little bit of setup, but the game even works via Proton on a Linux OS Steam Deck.

1. Download the Standalone version of the game.
2. Add Player.exe to Steam via Games->Add a Non-Steam Game to Steam
3. Force Compatibility Tool (Proton Experimental)
4. Set in-game control method to mouse and keyboard (via F1 key)
5. Set controller buttons to emulate keyboard buttons:
My Layout:

D-Pad: Arrow Keys
X Button: Z Key
A Button: X Key
B Button: C Key
Y Button: V Key
R1: Space
L1: Shift
R2: A
L2: D
R4: S
R5: F (used to pick up NPCs)
Start: M
Select: F1

After rescuing and recruiting Christy in galaxy 3, she (quickly) takes clothing damage but the repair item doesn't affect her, only fixing Sasha's sprite.  Am I missing something or is this a known bug?

Yes, but apparently I didn't do it enough times past the point where she tells you to stop.  orz

How do I advance Alissa's storyline?  She's agreed to relax a bit, and the options for inviting Cassie to bed or to shower are greyed out, Cassie has no specific topics to discuss, and from what I've read Alissa is supposed to return to banditry in the Abandoned Town...yet after disarming eight or so female bandits I've yet to see it trigger.  Am I missing a flag somewhere?

I wonder if it's a race condition or something bugged about the game's condition/status ticks.  I didn't have any problems with multiple Passive Growth crystals, and even tried equipping them in similar (first crystal slot only) and different (first slot Leah-second slot Valorie-third slot Sanu) equipment slots to see if I could get the bug to occur on my copy.

The "spirit guardian" character is a kitsune, but appears to be an entirely different character than Hiyokuna, the blonde fox-girl in previous builds, with different character art.  The only similarity I've found is that they both occupy the same mansion bedroom (second from the bottom-left) once recruited.   She might be intended as a replacement, but with the fortune-teller still pointly towards Hiyokuna's dummied-out location, it's hard to tell.

To my knowledge, you don't.  It's a dead-end path meant to get you the recipe, followed by you jumping down the hole to eventually get back to the first room of the dungeon.  This held true even on revisiting the dungeon once cleared with Leah having the tentacle sword equipped.  I think the blocked-off room is just meant to make the terrain look interesting.

(v.400) Cindy will eventually start selling them for 5000g; you might have to complete the cowgirl dungeon (which has been moved up to be completable much earlier.

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Just finished a complete playthrough of .400 after doing a playthrough of .362, and while I didn't encounter anything game-breaking or progress-halting, I did find some bugs:


.400 bugs:
Crystal Room Green Achievements section:
-Number of [enemies] purified does not seem to match the number of enemies defeated via Fertile Blessing skill.  Do encounters with multiple enemies count double or triple?
-"NPC Pregnancy Growths" crystal will not advance in number after unlocking the achievement.
-"[Character] Seeds Birthed" crystals count the total number of birth sequences (as shown in the save screen), not the number of seeds as implied in the text. (This may be a regression; it was accurate in .362)
-Pregnancy "Gab" Messages will automatically revert to older, unvoiced lines after a character uses the Birth skill 20 times.
-Pregnancy "Gab" Messages stone text does not reflect what the current status of a character's gab messages is set to; it's thus rather confusing.
-After resetting "Gab" Messages to newer/voiced lines, the gab messages stone cannot further change the options.

Leah: Leah's new gab messages for Power >300 to 400 are unvoiced.

Quest Log: "Fertile Overgrowth" is the last main quest to update the quest log.  The Bee Queen, Amazon/Lamia Island, Witch Academy, and Brasswall episodes do not update the quest log or Damia's Quest Advice when speaking with a Waystone.

Combat: If all enemies in an encounter are defeated with Leah's "Fertile Blessing", the combat will sometimes give no EXP/gold reward.  This appears to be linked to the enemy type.

Hiyokuna the Kitsune: Hiyokuna the Kitsune appears to be missing from the .400 build.  Nimune the fortune-teller still points to her location on the outskirts of Royal City, but she will not appear.  (Presumably she was dummied out to the lost spirits now being used for rebuilding the mansion).

Silent Temple:
-Once the temple is restored, the green-haired angel-merchant's inventory does not accurately/fully reflect the variety of crystals unlocked.

Leah's Mansion (Restored):
-After being fed enough fertilizer, the Blueberry Plant-Girl will give you Oversized Blueberries.  These items have no description and while they can be consumed, appear to have no function.
-After giving Celia all the artifacts, her demi-goddess sprite will sometimes get stuck and loop the same teleport animation, making things very bright and noisy, especially in the southeast quadrant of the mansion.
-Sapphire the Bunny Girl can be recruited and will have an initial cutscene in the upstairs wing of the mansion, but will then disappear from the area.

Royal City: The pompous innkeeper will never prompt to show proof of admission to the Witch Academy.  (This appears to be a regression from version .362 where this interaction worked).

Brasswall: Most NPCs do not have idle conversation; some merchants are not enabled.  The basement tunnels are not highlighted/marked as to which ladders/doors are functional.

She's present in the camp in .36 build (as the lost spirits from grey chests were tied to her) but appears to have been dummied out/removed in the .400 build, possibly due to the lost spirits now being tied to rebuilding the mansion.