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MUGENlink Works

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A member registered Oct 30, 2023 · View creator page →

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Sol Drive is explained in the help menu after you've acquired the ability.


As for transferring your save files to a new version of the game, you need to manually copy the 'save' folder from your current version to the same location in the new version of the game.

The game itself is also in a zip file though? 🤔

The save folder indeed gets created after you save your game for the first time. I wonder if maybe you are downloading the game through an itchio app? In that case maybe it’s deleting the save folder after each update?

I would suggest to back up your save folder in a different location before updating, and then copy it back after the update. I hope that might solve your problem for future updates. 

The Bonding Time event is not accessible in this public alpha demo as it has not been fully integrated in the game yet.
However, an early-access demo that contains only the Bonding Time event and minigame is available on Patreon and Unifans for Crimson Moon supporters.


The event that can be triggered by filling the heart in the Ego menu will be added in the early access demo for supporters in November.
Save files from the public alpha will be compatible with this early access demo.

When downloading and unzipping the new version, you can copy the save folder from the previous version there to transfer your save data.

(Note that this only works with the alpha demo.)

The error seems to be coming from a file that is not part of the game's code (JoiMZ.js) This is probably coming from JoiPlay, which you might be using to load the game on phone?

Although we do not officially support smartphone versions, I have seen screenshots of people successfully using an emulator. Maybe someone else might be able to answer your question. 🤔(If no one answers here, maybe you can try asking on our Discord server.)

I have just pushed an update which fixes this bug. 😉

You can just copy your entire save folder into the new version and the bug should be fixed for your save as well.

Having a separate page is mainly to discourage people using save files of the pre-alpha because it's completely incompatible (although it seems some people still tried 😅). Additionally, version numbering (internally in the game as well), has restarted from 0.1.0 and I feel it would've been confusing since both the pre-alpha demo and each early-access demo had their own numbering.
I'm not sure how obvious it is (it seems you've noticed at least a few of the changes), but a LOT of the underlying systems code has changed.  RPG Maker itself is slightly more than a glorified map editor at this point. 😆

Going forward though, this Itchio page will indeed be reused for future public alpha (and later beta) versions, especially since some mechanisms have been added to upgrade save files starting from this version. Basically, all future versions of the game will now stick to this numbering scheme.

By the way, it is actually possible to win in that event depending on your choices/actions. 😉 (Just like many other events there are various possible branching paths and outcomes.)

As for the escape sequences, my main advice would be to lower the difficulty if escaping proves to be too difficult (for example on easy after a certain number of turns it becomes incredibly easy to escape the tent). After clearing a sequence once, it's possible to skip it the next time.
You also receive an item after clearing each escape sequence for the first time. Later in the (full) game, you may even find that you want to collect these. 👀

It will be possible to meet requirements as the player progresses through the game.

Thank you for noticing. This will be fixed in version 0.1.1 👍

If it's what I think you're referring to, you might want to warp back to the save point closest to the event. A path may have appeared... 👀

The save is intended mainly for people who are used to overwriting RPG Maker save files as they were to reuse save files of the previous demo to skip the first boss. (however, using those old save files will cause problems in the game 😅)

The map screen shows locations of interest in the current zone. The new outfit is rather hard to miss as it's fully hinted at (red exclamation mark, and after the quest a treasure chest icon will be at the location).

This game is about someone who rejected her kinky desires after certain events in her life, but now she gets confronted with them again one by one. In such a context, it would not make sense to immediately encounter the deepest depths of her desires. 😅

It will mainly depend on the player how far things will go. For example, the Bonding Time early-access demo gives a taste of a scenario when desire level 1 is unlocked.

I'd say the highest desire level will at least be similar to Kinky Dungeon.
One limitation that I set in stone for this game though is: "no on-screen penetration by male humanoids".

Did you explore all areas? In this demo, you acquire the 'Blue Orb', which allows you to use the blue elevators. The blue elevator in the northwest of the deep forest should be usable this way, leading you back to a previously inaccessible section of the first stratum. There you'll find an elevator to Secunda's workshop.

It will be a separate demo. The differences in the underlying code would be too large to simply update this demo.

According to the current plan, nudity may be present in events that require all hearts in the Ego screen to be unlocked. Also, when the middle heart is unlocked and certain conditions have been met, it may become possible for the player to remove all of Lily's clothes.

Note that plans may always change, but the main intention is that people who like full nudity will encounter it, while people who prefer to not have full nudity will be able to clear the game without encountering it.

We hope to release another public demo by the end of summer 2024.

There is another place where you can end up with a crotch rope: in the first escape sequence in the room with the shadows and the printer. Get caught and  keep choosing the dialogue option of trying to escape. The rope will get removed after completing the escape sequence though.

There are no plans to provide further updates for this demo.
Also, you mention you're playing on the web itself, which is not an officially supported way for playing this game. That might explain why you are experiencing bugs with save files.

To properly run the game, you need to download the file on this itchio page, unzip it (right-click on the file and choose "Extract all..."), and then in the extracted folder you can open "Game.exe".

This game will definitely not work with touch screen since I have overwritten all logic related to controls and menus. Currently a proper Android version is not planned since it would probably greatly increase design and implementation work, but I do note there is a lot of interest. If I have time I might at least try to estimate in more detail how much extra work it will require. 🤔

This is indeed a bug. I will write it down in my list of bugs to fix for future demos. Thanks for reporting! :D

Some people have succeeded in running the game on Android phones by using joiplay. However, this is not officially supported.

You're not really meant to beat it.
However, it can technically still be beaten (although it's extremely hard). There is a short scene where the difficulty increases even further and enemies will keep spawning endlessly until you're captured.

I cannot make any promises right now since plans may always change, but in the future there might be a replayable event that you might like. ;)

Since both items on the right table are gags, it's not possible to use both at the same time.

Have you extracted the zip file? In Windows you can just right-click the zip-file and then choose "Extract All..." to extract the game to a folder.

The music was composed specifically for this game by Arvin. (Twitter: https://twitter.com/yourvinished , Youtube: https://www.youtube.com/@YourVinished).

In the future, unlocking the hearts will unlock events and more escape scenarios. Also, the events that require more hearts are more lewd.

In the pre-alpha demo such events are not yet implemented. It is possible to slightly raise the value, but not enough to fill even the first heart. Events that will raise the value faster are planned for future parts of the game.

Thank you for your support! ^_^

For Patreon backers of the Crimson Moon tier, there are indeed plans to release a special demo early December. As mentioned in the Patreon post, this demo will show the escape sequence "XI: Justice".

We indeed hope to include the other languages besides English as well when we release this escape sequence.

Pressing CTRL opens the menu, which contains the functions of the Ego Terminal.

After acquiring the Ego Terminal (and when you are not in an area with purple gas), you’ll notice that the ‘equip’ and ‘ego’ menus are now selectable. In areas with a save point you will now also be able to adjust the difficulty in the ‘settings’ menu.

(In a later version of the game the menus will look different after acquiring the Ego Terminal to make this clearer.)

There will indeed be other ways to get tied up in the future (the final game will have much more events, restraints, enemies and traps than seen in this pre-alpha demo).

These paths are indeed inaccessible. In the full game they will be accessible by using certain abilities acquired later in the game (basically like the games in the Metroid and Zelda series).

Since the game is still heavily under development, we have not determined the exact stores yet where we will release the game. However, Steam is one of the stores that will be considered.

This is intended. That path has been locked after you escape from the cell. But there’s another path that is now open. ;)

(In the save room there is a hint: an arrow on the floor points to the right)

This room is found by going left before you reach the first purple button.

That store is indeed being considered. When development has progressed far enough, we will gradually announce the stores where we plan to offer the game.

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Correct. The Elite Shadow is extremely hard because you're not supposed to defeat it in the beginning of the demo. Actually, just reaching the Elite Shadow is quite difficult on purpose (and if you managed to reach it, a scene later in the demo will be very slightly different).

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That's unfortunate. My recommendation would be to lower the difficulty to easy.

This is possible in rooms with save points, after acquiring the 'Ego Terminal'. In easy mode, enemies can be defeated with 2 punches or 1 kick (and other subtle adjustments have been made to make the game easier, including changes in enemy placement and less hazards).

(Also note that in the part before the first escape scenario, you are expected to lose.)

A release date of the full version has not been decided yet since there is still a very large amount of work to be done.

Currently, no Korean version is planned, but the game is easily extendible with fan translations. Also, if there is a high demand and sufficient budget for a Korean translation, an official translation might be considered. in the future

Only two cards are available in this demo. (More cards will be available in the full game and possible future demos.)

Since the demo was relatively short, I did not include the map menu yet. But don't worry, this is indeed planned. ^_^