Divelocked

by lossyloss

Uncensored Windows Linux Mac
Versionv2.2.0
EngineHTML
Released2026-07-17
Updated2026-07-17
LanguageEnglish

Divelocked is a semi-roguelike adult game built with Twine/Sugarcube. In Divelocked, you play as a gamer who has become stuck in a full-immersion VR game. When you're separated from your guild in a dangerous dungeon, you'll have to rely on determination, strategy, and luck to escape with your mind and body intact, because seemingly everything and everyone in the dungeon wants to transform you into a submissive, desirable plaything.​

v2.2.0 is now live: Huge thanks to the collaborators who have helped continue to push this project forward while I've been very limited in what I've contributed. Thanks to them, we have an update to share with new features, new content, and a QoL change that I'm very excited about. Changelog" Keyboard navigation: Zoom through the game faster than ever with customizable keybindings Secondary stats that grow with use; Ego, Allure, Empathy New skill tree: the Battle Dancer The game tracks more of the player character's transformation history, giving NPCs and the character themselves more opportunities to comment and react More art assets for the player image (including face and body types) Your appearance is now visible during character selection, so you can make tweaks more easily Toggle back and forth between clothed and naked versions (rather than stacking) New warning and punishment actions when you are enslaved Automatically updates save files from older versions upon loading them New visual presentation for shops Hypno attacks now reduce willpower instead of dignity, and have a chance to have no effect with higher Ego The player's appearance is now handled by the Allure stat It is now possible to voluntarily trigger hair and makeup traps if dignity is low enough v2.1.2 Divelocked's biggest update so far, certainly from a code perspective if not in terms of content. I took a break from working on the game this year, and didn't work on anything for several months. However, a group of dedicated contributors have revitalized the game and have pushed it further than I would have ever been able to take it on my own. With their help, the game has been torn down and rebuilt completely. Much of this work will be invisible, but it has given us the ability to create new combat and new mechanics more flexibly, efficiently, and sustainably. Note that previous save files will be incompatible with this version. Visually, the presentation of the player avatar and the text has been overhauled. We're moving away from using AI-generated content in the game, although there are still AI assets that haven't been replaced yet. As noted above, a complete code overhaul. This included a rework of the combat system, which should still function similarly but is now able to handle many more types of custom interactions. New character art, with customizable eye color, hair color, and skin tone Multiple hairstyles, with traps and items that can change your hair length Traps that add makeup Text presentation changes for outfits, weapons, potions (and other consumable items), the skill upgrade screen, and player stat changes. New colors and bold font should make mechanically-important text more noticeable. Outfits and weapons now have clickable popover tooltips and better link coloring to not confuse them with a link to the next passage. Line breaks have been standardized and random whitespace has been heavily reduced. New encounters and scenes, including new characters Famil the witch and Pinky the demon New slaver faction focused on ponygirl training: kobolds New slavery content after gaining the Master's trust Implement and fix skills (Uncursing ritual, Hex Sense check, Reservoir of Witchcraft, Curse-fueled rage) New descriptions for reverse transformations v1.04 1.04a Relatively large update with new mechanics, new art, and new scenes. Biggest gameplay change is the skill progression system, which replaces the grind of hoping for a lucky run with great weapons with a more predictable, gradual growth in power. New area with 15 new encounters Group battles added (PC vs multiple enemies) Small art updates Name change option scene Created Skill Tree, giving more choice over progression and more gradual, linear progress Balance changes for weapons, outfits, and monsters: success is less dependent on finding a heroic-rarity weapon. All cursed outfits now provide the same (bad) stats. Outfit stats are visible with a button on the sidebar. 18 new outfits added Passed the 1000 passage mark (round of applause for spaghetti code) Text updates to fix typos and improve readability, especially in trapped clothing passages Tweaked stat effects of outfits. Non-sexy clothes now reduce how attractive you appear to monsters, affecting their behavior in some cases (sexy clothes already increased this, but now your armor can cover you up a bit more). 1.04b Small update to fix "Improved Bloodymindedness" and "linkappend" bugs. v1.03 First more-substantial update since I've been back: it's the weapon update. Significant update to how weapons and enemies work; Critical hits are now possible, and different weapons are rated C, B, A, or S depending on their chance to land a crit. You can carry two weapons, and can swap between which is active in and out of combat. Enemies have different attributes that interact with attack type and weapon type (positively or negatively) Weapon attributes and details are visible within buttons on the sidebar Weapons can have special effects There are a few new story-related passages to find as well. 1.03a Fix problems causing error messages in passages where you get fucked Fix an issue where there was no option to continue when a captor approached you for sex Corrected some places where outfit descriptions didn’t match images Bugfixes for the epic weapons you can get from the forge lockbox Confirmed fix for iOS issue with sidebar Reduced the pride hit that happens when you’re put in bondage by a master, making it slightly easier to repeatedly struggle. 1.03b No more pixels! See what you're packing (or not packing, as the case may be). Fix error that occurred if you tried to sneak away from a bandit in the 3rd area. Fix error that let you select two auras if one of them was the Crow aura. Fix error where the continue button in a scene just read “3000.” Fix typo fixes in several passages v1.02 In the sidebar, the outfit image is now always visible Outfit image now updates one passage earlier (so that you don’t have to click to the next passage to see changes) Layered images are now possible, so certain body modification changes will be visible on the player’s avatar Note: this is currently slightly bugged, such that the image is displaying several pixels too far down the page Future uses of this tool would include makeup, hairstyles, jewelry, and more Added a button to explain icons and stats on the sidebar Redrew some player images to make the player look slightly more masculine when not transformed Redrew the outfit images where the player is heavily made-up EP (energy) is now MP (mana) You now start with 5 MP instead of 3 EP; uou can choose to recover 2 MP on respawn The Monk class starts with 7 MP instead of 5 EP Added scrolls, which are items that can be used mid-combat Added several new encounters Added 5 new outfits Introduced the first character who creates a status effect (but the status effect doesn’t do anything yet… hehe) The rookie class now has the added feature to retain your weapon when you die Some enemies have had HP slightly buffed; I’ll keep tweaking difficulty as I test Added the “Auras” feature, which allow players to pick a different effect for their special attack (previously called “all-out attack”) When captured, your captor can freely add bondage whenever they wish; you’re their property, after all. However, I’ve set a new requirement where your captor won’t add bondage if he’s very happy with the PC. This should somewhat prevent the “add bondage, remove bondage” deathloop that can sometimes happen. If sufficiently depraved, you can regain some pride if you give your captor a particularly enthusiastic blowjob. Slightly reduced the lockpick difficulty for Goblin and Gnoll captors. 1.02a You grew them, you deserve to see them - players with a significant rack will see those changes reflected in the outfit image, not just the player avatar The single-stat-boost outfits you can purchase are a little stronger Very slight toughness boost to the first boss New enemies Captor loop: Fixed bugged “rest” passage Exploration loop: Fixed bugged passage where you try to sneak away from a certain encounter v1.01 1.01a First quick patch for the game; no new content, just fixing several bugs involving playability. Note: I'm prioritizing patches based on user feedback, so please let me know if you find an issue! The "quiet reflection" scene that prompts a name change was causing issues. I've removed the scene until I can fix it. A shortcut to a boss fight was pointing to the wrong boss. It's been fixed. The final submission scene when enslaved by the goblin chief had an error that prevented the scene from being displayed. It's been fixed. When a player is stuck in an "un-strugglable" bondage situation, I've tweaked the likelihood that the captor will be merciful and remove them from the situation 1.01b As I work on developing the big new stuff (a new area, a new captor, the next events of the story), I've made a few smaller updates worth sharing now. Weapons should all now display their attack bonus before you must choose whether or not to pick them up Fixed an error where some of the final submission scenes when captured prevented you from continuing Slightly increased the chances of escaping bondage when struggling. The goblin potion vendor now sells two items that give you a bit more control over how you're transformed Added a Scroll of Healing item that can be used mid-combat Fixed an error where the player could be given additional nose rings and tramp stamps if captured by the orc multiple times All WORKUPLOAD
God of Debauchery 2026-06-21
This is for v2.1.2 So like, I got to the end of current content in no time at all (only turn 250) with almost no challenge or issue or transformations or levels whatsoever. Did I just get a good run or is the game just easy sauce? Because I also didn't ever get knocked out either and the "boss" battles literally were just one quick cycle of each basic attack before they were won, with the hardest battle being against a horde of Kobolds, who were the only thing that actually almost beat me. As for the AI assets, I can't tell if the writing is generated because I kinda started just ignoring it with how repetitious the combat and exploration was, and the art is just a blatant parody of other games methods and styles, but that's no surprise since it is AI slop in that regard. I can only speak to the transformation scenes and one sex scene to a small degree because in the entire run that is all I was able to encounter before I hit the endless loop at the end. The one sex scene was...lackluster to be honest as it was with Sprout the Goblin girl, and it literally took more text just to get to the sex scene than it did actually on the sex, and the climax, which is supposed to be the high point, was literally over in basically just one sentence of, "She cums, and so do you." As for the transformation scenes, they were...meh. You drink a potion, you maybe get transformed in one way or another, or maybe it's a safe potion, but the game will not track what potions you have encountered, so you have to remember the difference between "Suspicious", "Mysterious", and "Unknown" potions all on your own, which isn't too bad and you can honestly just ignore it for the most part like I did and still succeed easily, but it is interesting that the player character puts literally no effort into remembering anything. Then there are some forced scenes from traps and cursed equipment, but they are easily avoidable once you recognize them, but again, even falling victim doesn't hold much consequence. From what I can surmise, this is a lose-to-win type game where your goal isn't to actually get out of the dungeon, it is to spend as much time on each level as humanly possible, no matter how bad it goes because that is just how you have to play the game if you want to see any meaningful content. You want to lose, you have to lose, but unfortunately, losing is a conscious choice you have to make by not using weapons, intentionally attacking poorly repeatedly, and willfully walking into dangerous situations. Overall, for an AI slop game that is based on several different better games that it even references and links (which is actually admirable), it's not terrible, but it falls into the hole of being lose-to-win slop that uses AI assets and is over far too quickly for it to be calling itself v2 when realistically it is more like v0.0.2 given how little there actually is unless you lose and it has absolutely no actual ending, which is kind of the basis for something being at v1.0
MereObserver 2026-06-12
It's a good game, pretty simple right now though. You start out as a male, fall into a dungeon you need to escape, get changed along the way. There's a simple corruption system, outfit system, and appearance system all tied to the roguelite elements. There's a lot of games that can be said to have potential, and this is one of them, but once you hit the wall of STILL IN DEVELOPMENT twenty minutes in, you quickly run out of things to do. The only art appears to be your character model, a separate character model for your outfits, and the very occasional cut-in of something happening in the main story. I'd say let it cook for a while longer before trying to put any serious attention here.

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