Delivery Pilot Dreams and Debts
by AcacGames - NewGrounds Itch.io
2D Game
2DCG
Creampie
Female Protagonist
Groping
Handjob
Oral Sex
Sci-Fi
Sexual Harassment
Stripping
Text Based
Vaginal Sex
She's a private pilot for hire. But she also has a massive debt. Help her clear her debt and become a free woman. Delivery Pilot is a reverse dating-sim, where the protagonist must offer lewd favours to build relationships and thus make money. Each week, she has to repay part of her loan, and amount grows each time. Can she make money fast enough to clear her debt?
Screenshots
Version 0.8:
Artwork:
Added 3rd and final doll art view, focused on her legs.
Artwork:
Added 4 new silhouettes for new scenes.
Scenes:
Added 9 new scenes for the sleazy male officers. These are a range of scenes that are unlocked from relationship levels 2 through 8, culminating in sexual intercourse. Relationship level 10 does not unlock new scenes, but it does add variations to the scenes being added.
Mechanics:
You can now only have a relationship level 10 with one officer. After that is agreed upon, all other officers are capped to relationship level 9.
Minor UI and balance adjustments.
Version 0.7:
Scenes:
Add 3 new scenes, when transporting VIP passengers.
Artwork:
Added a second view angle for the doll art.
Gameplay:
Added a new "New Game" panel. You can now play in custom mode, where you can change many of the settings. You can also play in endless mode, where there is no debt.
Version 0.6:
Scenes:
Add 3 new scenes, when loading and unloading passengers, with new artwork.
Scenes:
Updated 8 scenes, when 4 officer types inspect the main character's undergarments, with new artwork, text generation, and mechanics.
UI:
Updated how the game tracks sexual history of the main character and the different stations and officers.
UI:
Added a small "Switch" button above the doll art. This has the same function as the switch button in the menu screen, but you don't have to go to the menu screen to press it.
Game Balance:
Added a new mechanic that I call "Captains are always busy". Basically, if all captains on the current station don't have a mission available, then all captains on that station will roll once more that day, to see if they generate missions. This makes it much more likely that you will have at least 1 mission available. This is mainly to make hard mode more fair, but medium mode benefits from this, as well.
Version 0.5:
Added a new Doll. Currently, it only has 1 view, but we will add 2 more over time. Also, the "Flip" button is now relabeled as "Switch". In addition to changing between different views, it will also show the main character with and without her outer layer of clothing.
Rewrote the Cargo bay scenes and included 2 new silhouettes. Please let me know what you think of this writing style!
Added a confirmation check, when ending the early by having enough credits to pay off the debt. Now if you click on the button by accident, you can still go back by saying 'no'.
Added text to the 'self' section in the main menu, which shows your total incomes for the last few weeks, and your best week. This can help you judge if you are keeping up with debt payments.
Rebalanced the harassment chance, such that officer personalities don't impact it as much (down from 3% base to 2% base).
Updated some obligation text, to reflect the new doll art.
Updated some morning scene text too, to generally make them less dark.
Added extra weight to makeup obligations, so they are a bit more likely to occur.
Nerfed base pay for missions from 1,000 to 800, to see if it's more fun or not. I played up to day 100 on medium, and it felt challenging but exciting. I'm willing to update this again if it is too hard, though.
Version 0.4:
Added a morning scene, where the main character feels ogled by the people around her. This event will get worse as the main character picks up more obligations on a station. This acts as an extra sink for morale, making it harder to balance income against keeping morale up.
Added the ability to finish the game early, if you have enough credits to pay off the remaining debt.
Added a new mechanism to calculate if a scene will occur. The chance of harassment occurring will depend on the personalities of the officers on that station, and also what obligations are on that station. A panel will explain on each station how this chance is calculated. The result is that some stations is more harassment prone than others, and a station becomes more harassment prone as new obligations are picked up there.
Added extra weight to late game obligations, so that they are more likely to appear (if requirements are met).
Tidied up how the station page shows you what obligations are on that station.
Version 0.3:
Bug Fix:
If 2 obligations apply to the same slot, then the lesser obligation was applied, instead of the greater one.
Game Balance:
The subordinate bonus only looks 1 rank down, instead of all the way down. This makes the colonel and general rank payout to be smaller.
Game Balance:
Relationship levels 3 and above only take 3 relationship points to level up. This will let the main character build a relationship with an officer faster.
UI:
When an officer offers an obligation, the player will be notified if the obligation can be re-rolled, or not.
UI:
Added a skip button for the story segments. This should make the game flow much faster.
UI:
The officer and station information panels will now give the player more information about officers. In particular, the panels will now state an officer or subordinate's personality, and also state if the officer can offer jobs or not.
Version 0.2:
Added morning scenes in the first few days, to help explain the gameplay.
Added a new bonus system, which add more strategy and thought to the game.
Added difficulty levels, which impact how often officers have missions and how much time you have to repay the debt.
Displayed morale cost for missions.
Displayed officer personalities, which impact missions, obligations and events.
Unlocked almost all obligations for the main character's outfit. The new obligations require a relationship level of 3 or 5 (or above).
Added a new sci-fi themed UI and some sound effects.
Added an option and panel to break down how a mission's pay is calculated.
Added some shortcuts, such as when you enter the plane with a mission, the game will take you straight to the cargo bay.
Note
: There is a bug in 0.2, where if you have two obligations for the same slot, the game displays the lesser obligation, not the greater one. It's not game breaking, but definitely un-fun. I plan to fix it for 0.3.
Version 0.1
Basic gameplay complete.
Roughly 9 short scenes (3 cargo room, 5 officer, 1 date).
So much clicking for nothing...just some harassment scene there and there, need to do the same action again and again and again to put less dress on the station or have some makeup...this game feel like working, if it was the intention, good job but not really enjoyable on the other hand. Did i talk about the clicking ?
Most of the other reviews have felt the same way, but their rating left me thinking that there was enough of a game to be enjoyed here anyway. There is not. It's a shame, because the game description made it seem like it could be interesting. There's no real player engagement, no challenge, no satisfying game loops. Just clicking. I found myself not even looking at the rest of the screen, just focusing on how to efficiently move my mouse from where I click "Skip dialogue" (because the dialogue never changes) and "finish dialogue". It's the kind of game you'd expect someone to make as a high school project; It's functional, but not enjoyable.
So, a longer commentary: There's the seed of a really good game here, but unfortunately it's being dragged under by a lot of the design choices. The dev has noted that he wants players to "feel the tedium". This is not a laudable goal, but it is achieved. The problem is that tedium is the exact opposite of excitement/arousal. I should note that I really like the concept, and some of the scenes that happen are hot--the problem is that they're spaced out between a lot of drudgery that kills any sort of momentum or build. The basic premise: You are a new ship captain who, as is traditional, has started with an amount of debt that might be considered unwise. Thankfully, your respectable lending institution loan shark is pretty chill, and will allow you two missed payments before repo'ing your ship and causing a gameover. Fairly standard debt mechanics there. So, your standard gameplay loop: 1. Wake up in your ship. 2. Go to the officer's quarters. * 3. Introduce yourself to any you haven't yet. This step has no actual purpose, and is really annoying. 4. Ask them if they have jobs for you. * 5. Decide if you want to do any of those jobs. 6. If you decided you want to do a job, go to the cargo hold to make sure your cargo gets loaded. * 7. Fly to the destination. 8. Check to make sure your cargo gets unloaded. * 9. Go to the living quarters afterwards to do something to regain morale. * 10. Sleep. * points note areas where you may get harassed. Now, the interface for this is clunky to the point where it seems to be intentionally so. In fact, the Dev suggests a couple of times that this is in fact intentional. If so, this is a very bad decision by the dev. A couple of the key interface pain points: 1. You have to click 'next' through dialog until the end, but then you have to click 'finish' to get through it. If it's going to make me take 50 clicks to get through each day cycle (and a game is like 300 days long), it could at least have me able to click through them without having to click multiple places. 2. A ton of unnecessary 'stops' and false choices. After you land with cargo, you can wander a bunch of places--but you can't do anything in any of them except get reminded to go unload the cargo. The game would be much improved by having just a "mission sequence" that takes you through loading, flying to the next destination, and unloading. The game is based around a bunch of virtual 'locations', but each of these locations is single-purpose and basically used for little parts of the gameplay loop. Streamlining here would be incredibly useful. 3. A ton of unnecessary clicking. To get your work for the day you have to cycle through each officer present at the base (four), and go through the 'ask for work' sequence. In part this is so they can harass you, but it introduces a huge volume of clicking through and menus. This could easily be reworked to have it bring up their work options when you highlight them (and trigger any harassment at the same time), but that's not how it works now. The graphics are decent. They won't necessarily wow you, but they're enough to convey things, and they don't detract. Another major gameplay element is having to accept obligations in order to move up and get better deals, access to better officers, and so forth. There is no way around doing this, because otherwise you will just straight up lose in the face of the debt obligations. Music and sound effect options are on/off. No volume controls. This should be fixed too. Progression of the obligations (which is the source of the increasing kink content in the game) is a slow burn--agonizingly slow. In fact, only a fraction of the apparently planned obligations are in the game right now, but you can quite easily finish the game before hitting all of them in _any_ station. Balancing is basically a tension between two factors--you need to make money, and you need to not run out of morale and decide that you'd rather space yourself or live in the woods growing turnips than continue your adventures as a starship captain/sexual harassment victim. This is actually pretty well balanced, overall. As you start to make more money you face the countervailing issue of having to do more stuff that stresses you out, requiring you to take more days off. All in all, it's a really good concept and the acorn of a really good game. What really holds it back is all the inertia that impedes the actual gameplay. If the dev doesn't fix that, someone should absolutely poach this concept to make a better version.
Delivery Pilot Dreams and Debts is a time management game in which you play as a delivery pilot seeking to pay off her cargo ship. It's a cool game in theory. You basically interact with officers to pick up shipments and then take them to their locations. Not sexy on the cover, sure, but as you get to know the officers better you can make deals with them for better pay. These deals generally involve the protagonist losing clothes or allowing a little groping while she's at their station. The art is good enough, but currently the game is both too repetitive and shallow to be worthwhile. Currently deliveries and time off are the only mechanics in the game, and both involve clicking rather than thinking. You generally just choose the largest number while playing to your traits. That said, I actually like the core loop and I feel like the game is salvageable with further patches. Either the game needs to accelerate with fewer, larger payments and quicker corruption, or you need the option to spend your money for better quality of life while risking missing your debt deadline. For instance, the player could buy better ship amenities for passive morale gain or purchase a guild license at each port to make more money per delivery. I feel like more choices would improve the game. Also, I'd personally like to see more of a corruption arc. The current game is really just a sexual harassment simulator rather than a sex game really. While the protagonist slowly loses clothes and allows some groping, she never enjoys it. While this makes perfect sense, it's not really sexy. I'd like to see the protagonist come to enjoy the harassment over time, changing her responses to be less repulsed and more aroused or at least unimpressed. Anyway, while I generally enjoyed the game, Delivery Pilot Dreams and Debts is currently grindy and not very sexy at all. However, it's a very cool concept that could really end up fun if the patches push it in the right direction.
This game is kinda neat, nice idea with good execution, but there are some issues that prevents it from being enjoyable: - grind, your goal is to get missions from higher ranked officers, for that you need to do 3 missions each for two of his underlings, the issue is that they are randomly spread across the stations and it would be completely fine if there were 5-6 of them, but there was 10 of them that I've found and who knows how many more on the map - grind, you have to click 5-10 times to do anything and at least 50% of these clicks are just the dev oversight on not removing them, example: in the evening you go to the entertainment district, you can select the location inside it, but you can't avoid it so why not put the player already in that district? Going there manually every in-game day is tiring and there are many things like this. - grind, after playing this game for quite some time the only events I've seen were groping and cat calls, the progression was minimal The core idea and framework looks really good, but the issues I've mentioned ealier make the whole experience just tiring after some time. If the amount of clicks was fixed I would rate it 4/5, if it was fixed and the game was full of content I would rate it 5/5, but for now it is what it is.
Pro: I enjoyed the art style and the game feels as though it is made by a professional programmer. This has a professional polish despite the genre. Con: The game quickly falls into repetitive mechanical action. The game does not have an antagonist, acts, or otherwise any plot points that are meaningful to the player. This may be intentional as part of the genre. Overall 4/5. Version 0.6 game feels complete as it is and is one of the better games on the site in its current state.
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