Bound Town Project is an Unreal Engine prototype from Ryuu01. It is a 3D exploration and stealth game with BDSM themes, sex toys, and no nudes. You control a woman who has moved to Boundtown, a settlement populated only by women, and the story begins when she is kidnapped. The build supports character creation.
The current release is Alpha v0.1.10, dated June 20, 2026, for Windows in English and without censorship. Development is still in an alpha prototype stage. The listed minimum system requirements are an Intel i5-9400F, a GTX 1050 Ti at lower resolution scaling, and 16 GB RAM. The provided changelog says escaping restraints now gives the matching restraint, except tape bind; adds an armbinder usable on NPCs, obtainable only by escaping it with an escape device; and makes higher-level armbinder escapes yield straps by color. It also describes a new tying interface with a central HUD and pause, plus melee NPC behavior changes.
Developer's description
Prototype
it's a mild. . . well not really mild BDSM themed exploration/stealth game with no nudes where the player starts as just a random woman who just moved in to a town called Boundtown, where there's only female residents inside. Player will somehow get kidnapped and the journey starts there
BDSM, here's what's the minimum spec
- CPU | intel(R) Core (TM) i5-9400F 2.90GHz
- GPU | NVIDIA GTX 1050 Ti (prepare to use lower scale resolution)
- 16 Gb of RAM
No more changelog shared
Prototype 34
- escaping restraints now will grant player restraints according to which restraint is broken
- only tape bind will not yield restraints if escaped
- added armbinder for players to use on NPCs
- the only way to get armbinder is to escape from it, which can only be done with the escape device
- escaping lvl 3 and 4 armbinder will not yield armbinder but straps instead (which type depends on the color)
Prototype 33.1
- implemented new function for players to tie up NPCs
- whem in middle of tying, a smaller HUD will pop in the middle of the screen showing which location to tie and which restraints can be use for the selected location
- the game will be paused while player is choosing inbetween location and restraints
- changes on melee NPC behavior, NPC will not instantly react after out of range but instead they will always finish their attack combo first if not interrupted
Prototype 33
- control changes with reload on keyboard specificly
- added few sound settings, only works on player's footsteps / restraint sound and player moans atm
Prototype 32.1
- NPC AI overall behavior fixes
- Melee oriented NPCs now have different weapons, with slightly different behavior
- black & red catsuited dominant will have a stick
- purple suited guards will have one handed tonfa
Prototype 32
- player can now have checkpoint after getting to room with blue colored card key
- when player get their checkpoint, player no longer spawns in cell but in safe room
- if player is captured at any point, checkpoint should be reverted and spawn back to cell
- there's a keycard in the cell in order to test the green colored key card
Prototype 31.1
- small changes to character customization HUD
- some doors now have Devices which is a locked door
- in order to open locked doors, players need to find a keycard for the specific door
- added Game Start Screen
Prototype 31
- changes to wetsuit and Combat Suit
- added lockers, top open the locker player have to be close to the device implanted, to close either from inside or interact with the device again with E key on keyboard or Triangle / Y on controller
- if bound, the hitbox to open lockers are located on the hands so player need to align they hands to the device to open and close the lockers
- lockers will block visibility so it's a completely safe hiding place even when bound, and when player's inside it, the door will go transparent
- changes to gear/inventory HUD for further developments
Prototype 30.2
- added counter desk prop, it has sharp corner on a very specific spot, it's quite small
- adjustment to crouch walking animation and crouch hitbox
- now in order to avoid sight, ducking under the cover is recommended, if your head is still visible to the NPCs, they will still see you and shoot you on the head
- implemented hearing sense to NPCs that can be hostile to player, NPC will be alerted once it heard player's noise if it constantly hear the player
- once alerted, the next noise that NPC heard will make her stop for a second and move into the source of the noise, until it stopped moving, it will follow the last noise that is produced by the player, so if player is trying to run away instead of crouching to somewhere, it will backfire instead
- tweaked the overhead HUD when NPC is alerted, when NPC starts to hear player ((( ))), when it's alerted but not yet see the player (?), when it fully sight player (!)
- added Alarm Trap, if triggered it will pop out a loud noise alerting nearby NPCs
Prototype28p1
N/A
Prototype28
- added fashion loadout, to access simply press the + button on the right after opening character customization page, the option will pop on the left side
- players are given 10 slots to save their loadouts
- to save, simply press which slot, it will be highlighted indicating which slot u wan to save into, give it a name and save, if successful, the name should be changed on the list
- to load simply press the loadout slot and then press load on the bottom
- added 1 "new" hair
- just tweaks on Catsuit 2
- security level now gets autosaved
- re-take on Voice 4 specificly on fully gagged moans
Prototype27
- Temporary Security system is added
- security level will increase every time player gets send back to cell by being captured by head guard, armed guard or dominant
- added temporary Bail out system
- bail out button will give player the option to "reset" the game with selected security level (selecting sec level will be removed in the future)
- bail out will spawn the player back to cell (for now) with all restraints broken, basicly a safeword
- changes to head guard patrol path
- box prop distribution
Voices shoutout to
- Voice 1 shoutout to QuetzalyVerde,
- Voice 2 shoutout to Aife_thedarkelf
- Voice 3 shoutout to Tsuma-AMSR
- Voice 4 shoutout to ErisVox
- Voice 5 shoutout to Bashful_Echo
- Voice 6 shoutout to Rhaena
Prototype26
- Implemented automatic sliding doors
- doors will always be opened when a character is near it and will close when there's no longer any characters near it, use it as an advantage
- players now can be apprehended even if their arms is free, as long their legs is bound
- player/dummy-chan's arms will be tucked to the back as long they are apprehended
Prototype20
Prototype18
N/A
Prototype17p1
N/A
Prototype14
N/A
Prototype13
Prototype12
- changed room color
- handgun now actually shoot shock bullets and deal damage to dummy-chan
- after enough shots, dummy-chan will be knocked down and can be restrained as usual
- player no longer need to crouch in order to do chloforom takedown
- dummy-chan now do not crouch when player is in range, and will chloroform player if their back is shown in range
- bullets will still make moans on tied dummy-chan
- the game is forced to run at 60 fps now, so if specs are lower than minimum, sometimes u can still run, but the game speed will not decrease like before, but plays in lower frame rate instead
Prototype11p2
Prototype10p2
Initial Release
Player reviews
Player rating3.0 / 5 · 8 ratings
Written reviews8 · avg 3.3★
Positive (4–5★)50%
Latest review2024-11-26
What players say
Reviews are mixed: some praise visuals and concept, while others find gameplay clunky, shallow, and unfinished.
5★3
4★1
3★0
2★3
1★1
Players like
Graphics and cartoonish art are praised.
Rope bondage and restraint variety are appreciated.
Interesting proof of concept with potential.
Realistic movement and varied struggling animations.
Common complaints
Gameplay feels shallow and not fun.
Controls are clunky and poorly mapped.
Stealth, camera, and enemy systems feel incomplete.
Best for players who enjoy early bondage prototypes with cartoonish visuals.
Summarised from 8 written player reviews.
Snak1082024-11-26★★★★★
It's not fun. Seemingly pointless. Kind of a cool idea, but not seeing the point. Controls are wack (most keys are unbound on keyboard, but looks like gamepad is properly mapped). It could be enjoyable if there was a point…
Oshagakagaa2024-09-24★★★★★
This game is so good and it can have more things to deal with in game including harder escape levels or like being kept in different places depends on the level or number of the time you get captured and…
Rat-attack2024-09-18★★★★★
[Based on Prototype 28.1] My rating as this being an fun bondage stealth escape game is 1/5, my rating of this as an in depth bondage escape system is a bit better of 3/5, why? Because As a game it…