Bound Town Project

by Ryuu01

Uncensored Windows
Versionv44
Released2026-01-01
Updated2026-04-09
LanguageEnglish

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 39 N/A 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
Snak108 2024-11-26
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 other than rope patterns (are there different restraint systems? Or just ropes / no ropes?) and different color bindings. I feel mislead by the aggregate rating.
Oshagakagaa 2024-09-24
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 needs more tools to get your self free
Rat-attack 2024-09-18
[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 just isn't fun due to the bondage escape system currently alongside combat not being designed for the game's currently small corridors, bad camera and overly big moves...plus AI Enemies clearly not having an stamina system. Stealth feels still very incomplete or buggy too since I've no idea where I'm allowed and not allowed alongside confusing enemies since I've had one set of guard right beside me be chill....then another guard walks through a door and is suddenly and instantly moving to attack me. Knocking out enemies or anyone from behind is just an short animation too with them looking like they are fighting back. Tying them up after them being knocked out while not explained becomes clear that each tying animation is one kit usage...and tying someone to the max is 4 kit usages which seems to be the most you get from one pickup.....which doesn't respawn if they escape from it via you getting knocked out or them escaping over time. So the game needs a lot more explanation and guidance given in the future if not an tutorial/sandbox level with it all explained as all you got is the main level where if you mess up you do have an button to get out of jail...but it doesn't reset pick-ups nor enemy AI it seems. For the Bondage escape system side it is painfully tedious that only if you are looking for something that is going next to as realistic as possible will it be fun. Since you need to have the specific restraint your trying to undo (if it's legs you are always undoing the top most one first) you have to have it touching the hook/sharp edge for it to assist you. (which do get Icon'ed when close enough unlike sharp edges it seems) As a result of that alongside the stamina system requiring you to wait 5 full-ish bars to go from one corner to the other of the room makes it painful to get yourself positioned so it assists you in undoing that restraint.....probably enough time in most cases then to just do it without the hook/sharp edge. But that's not all as well since the controls aren't fully displayed or mentioned anywhere currently it seems. Got an crotch rope on? Your meant to use Shift+R to remove it. Want to undo your leg restraints first? Hold your heavy attack button and then start holding the struggle key. Oh yeah I haven't mentioned yet that the act of struggling is honestly monotonous since after getting into position you are then just going through a loop of: hold struggle key --> wait for stamina to run out --> wait for stamina. You get to watch the struggle animation and if a crotch rope is added you maybe will see an orgasm one...but there's nothing else other than that. A button mashing mini-game would be more entertaining than just hold button to do action. So while this game is high up there in terms of being bondage complexity, there are at least two games that do the escape system aspect itself that are better which I've played recently. PS No nudity has been confirmed and makes me feel then that having distractions other than an crotch rope to make the game fappable are much less likely.
mariuszkahr 2024-07-28
Early stage and there is still a lot missing, but good graphics, largely realistic movements, (for the time being) a sufficient number of different restraints. A game that hopefully won't be abandoned!
CoruscantGuardFox 2024-07-20
As of now, this is a nice concept on paper, but it's utterly bland, with superficial mechanics to make it seem like a promised game. As of now, the game is "Enemies rush at you, you get captured, and then you spend the next 10-15 minutes holding down and releasing left click, before realizing the meter is stuck on all restraints and you have to delete the save file from %appdata%" Character customization is okay. Graphics are okay. Sound design and bondage is nice, but the game stops here. Everything else there is a placeholder, too weak to be a proof of concept.
smurflover 2023-12-16
Have been following this for some time and I am enjoying it for what it is. So far this is a great proof of concept. I am looking forward to further updates of this project . Thank you , and keep up the good work .
Suale1986 2023-04-25
This is a nice little proof of concept for what seems to be a light-hearted spy fantasy game. It has no sexual content at all, going instead for tight outfits, lots of rope, and a clear damsel-in-distress flavour. The art is cartoonish but works well, and the struggling animations are varied and reasonably well made. The author seems to have given quite a bit of attention to the characters' facial expressions, which are just exaggerated enough to give the game a cute dramatic flair. The voiceovers follow the same aesthetic, and there's slightly different effects with different gags, which is a nice touch. The struggling mechanics are simplistic but effective: once you know the controls, there's no need to fight chance or the physics model and the player can do what they intend to do. It seems evident that it's not meant to be the core of the game, and it doesn't offer much in its current state, but it feels more than adequate as part of a stealth action game, which seems to be the objective. The customization options are not bad for a prototype either, although if the author doesn't include a wider range of body types, hairstyles and faces, all characters will end up looking pretty samey. Of course, it's early to tell. All in all, it's rough around the edges and lacking content, but it was never advertised otherwise; what's there works well, and fills the underserved niche of tongue-in-cheek light bondage games. One to watch and support if this is your kind of thing.
El Presidente 2023-04-03
It was a good Prototype, then they add the gameplay and it's what you typically expect from a action bounding game made in unreal. The control are still clunky, no tutorial, tranky enemies and it's heavily dark. Not reccomanded

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