Feign

by slaen

Uncensored Windows
Versionv1.15.12b
Released2025-12-20
Updated2026-04-09
LanguageEnglish

An open world fantasy RPG for adults. (The game is in active development and currently a pre-alpha state. Expect bugs and placeholder assets. )​

v1.15.12b Spawn system update NPCs in the monastery shouldn't disappear now when entering scene animations Imp girl's hair mesh has been updated Trespassing NPC behavior has been updated to be less bug prone NPC spawns + idles should spawn correctly based on quest flags General goods store should have the correct stock now - this flag was getting reset too soon in the last build v1.15.12 Made the jump to Unreal engine 5.4 (this should hopefully be the last engine version change!) New save system!!! HLODs for exterior world should help framerate and load times New monastery environment + tutorial area Trespassing AI updates New interior / exterior transition system Crop system update and 2 crops for testing Skeletons! Fem Shrooms! Fem imp animations + narrative scenes Updated NPC spawn systems Updated crafting systems Updated containers Updated day / night cycle and lighting presets Updated skydome New script triggers and fx during dialogues Unarmed animations + damage logic Furniture interaction updates Monk robes armor set Furniture assets for the monastery Dungeon/monastery environment tileset Basic cheat menu system Placeable spawn points for player housing - check general good store in Redtree All sorts of other little bits I'm forgetting!!! v1.15.11 Dive bar interior Abandoned house redtree interior Imp cave interior + lighting North road watchtower interior + lighting Bow and Arrow test asset New quest flag system to keep track of misc quest related info Quest system polish and updates Containers and props can update quest flags Imp cave main quest Slime hood "armor" Imp armor sets x4 Imp scene animations x3 Human imp helmet variants Sneaking basic implementation - doubles damage dealt while crouching, no visibility check yet! Alarm basic system a cave imp being attacked will set the other imps to hostile Plus probably more that I'm forgetting! v1.15.03 Rough pass on the transformation potions (found on NPC creatures or at the goblin alchemist a bit north of Redtree) Height slider in character creation 3 rough scenes if you talk to the employees standing around in the Redtree tavern Placeholder interior spaces for some buildings in Redtree Mushroom placeholders added to swamp - no animations yet! Environment work and detail added around the roads by Redtree Bug fixes: doors should no longer be destroyable in object placement mode Spawn frequency of NPCs should be a lot higher v1.15.02 Imp dude sound fx added to scene content Imp dude has a grapple scene trigger and animation hooked up Goblins now have animations for their grapple scene Redtree is roughed in! The main vendors in Redtree are hanging out in town with a chest for their inventories next to them for easy testing purposes Added a player test house (location in the screenshot) with external save location. Dropped items on the overworld but within hedge circle surrounding the house should save and load. This needs a lot of polish and I'll most likely need to add a visual effect so the player can see the outline of the save area. Probably something similar to Fallou4 how they show the edge of the buildable settlement areas. Fast travel carriages between Redtree and Swamp Town Critters! Sheep, chickens, and pigs will spawn and slide around in some of the fields (they don't have animations yet though!) Fixed a handful of bugs (and probably created some more) Feel free to drop me a message if you run into any that are particularly annoying! v1.14.8 ---- Goblin AI changes based on distance to player will perform random actions and switch between ranged and melee attacks NPC grappling now has a progress bar. When the progress bar is full it will trigger character dependant scenes. Only the goblin has scene support so far. Resting in unsecure locations can now trigger random encounters. Currently only the goblin encounter is implemented and is set to always trigger. Reeve quest line is in game. Reeve has 2 reward scenes if the player progresses far enough through his quest line. Xandra, the tavern owner, has a quest line. She has 2 reward scenes if the player progresses far enough through her quest line. Farm girl, spawns at one of the farms outside the north gate of town, has the beginning of her romance path and associated quests Farm boy, spawns at the other farm outside the north gate of town, has the beginning of his romance path and associated quests Resource gathering has had some updates. Now resource nodes can trigger animations, take time to gather, spawn props like mining picks, have differing amounts, and have variable respawn rates. Quest triggers are now supported on interactive objects, dialogues, inventory checks, and other quest triggers. Lesser Incubus has 3 new scene animations depending on player anatomy. He has placeholder animations and AI for everything else. Random loot containers have been updated and added to a lot more locations around the map. The barn south of town has a Slime girl narrative encounter inside Added a new abandoned cabin a bit north of the tutorial cave. There's a few placeable objects blueprints lying around to test the placement system and the new growable crops items. Added placeable object blueprints and pre-placed objects to the test house inside the north gate. Began blocking out path south out of the valley. Eventually this will be a swamp area and small coastal village. Solo animations and lust system. After taking enough lust damage the player will now randomly be stunned and start playing the solo lust animation for their current anatomy. Players can also reduce lust at any time they choose by pressing a hotkey (currently the 8 key) and letting the animation finish. v1.14 Updated all scene animations to use the new systems. This was to fix alignment issues between characters and should fix those issues going forward. 5 new armor sets / outfits Lighting and environment updates to the tavern and alchemist's hut. Tutorial revamp work in progress. Completely new environment and flow to the tutorial. The next step is to add specific scripting to the AI characters. Sky time of day lighting fixes and tweaks. Lots of behind the scenes work to make this work with multiple environments. Scene position and rotation controls HUD toggle button Attribute assignment during character creation. Not implemented into gameplay yet. Character creation screen lighting updates and slider to control time of day. New inventory screen displays player character. Slime girl rig updates Slime girl new animations, new melee attacks, new grapple, new vfx, polished face ride scene. Updated succubus hair mesh Narrative scene first pass. This is all the basic systems and a test scene to go along with them. Triggered by player losing to an imp . Imp grapple Goblin grapple Slime grapple Camera shake and visual fx added to some scenes and I'll continue polishing scenes up as I get the time. 1st person view got some polish. Screen shake, a few animation tweaks, screen flash. 1st person melee had some hit detection issues which should be fixed now. The most noticeable was collision with destructible environment assets like barrels. Fixed AI to handle grapple and scene animations a little better. There are still some camera issues when the player gets mobbed by enemies but there shouldn't be as many bugs Fixed the bug where if the player was swinging their weapon and then sheathed it mid-swing it would still think it was doing damage. The sword would be on the player's back and if an NPC walked behind them they would take damage. Bow and arrow test weapon got a really rough update - now an arrow spawns in 1st person and 3rd person views, follows the animations, and disappears at the appropriate time. Still needs proper animations and tweaks plus ammo counts and the ability to equip arrows. Stability and bug fixes Feedback on the imp's narrative scene would be really helpful. Narrative scenes are setup with the dialogue system and support animations, visual fx, sound fx, and multiple branches. The plan is to add role playing and skill checks into scenes or have specific scenes trigger based upon the player's previous actions. But let me know if you like the narrative mode compared to the standard animation viewer mode. Should I add a back/previous button to the narrative scenes? That way if someone wanted to replay a section or missed a section they could go back and view it again? There's a few issues with the new interior environments for the tutorial, the tavern, and the alchemist's hut. Objects and characters will reset when the player leaves and re-enters. These new areas are separate levels and so are destroyed and reloaded when the player leaves. I'll write something that keeps track of what happens in these areas similar to the dynamic NPC spawners. Just need to find the time. What's next? I'm not really sure yet. The gameplay needs a ton of balancing. There are lots of animations that need polishing. The tutorial encounters need to be scripted and animated. I want to start adding the magic system. There's the lockpicking system. The minotaur needs some love his animations and textures need a polish pass. There's always more weapons and armor to be added. Those are just the first things that come to mind. Anything else people want to see? Maybe I'll put up a poll asking people what they want to see in the next build? v1.12 Grapple, Lust, Stun System This is the first full version of these systems and will be refined over time. If you have any feedback or ideas on how to improve things let me know! There's 3 new bars in the player's HUD. The stun bar fills up based upon the weapon type the player is hit with. When it is full the player will be stunned for a few seconds during which time they will be vulnerable to damage or grapples. The lust bar takes damage from some attacks and some grapples. When it is full the player will lose their clothing and then any lust damage will go into the climax bar . When the climax bar fills up then the player will climax and be stunned and if they are in a grapple they will be defeated by their opponent. Grapples are triggered on the player when the player is in a stunned state. There's 2 ways to break grapples, mostly for testing. Alternately pressing 'q' and 'e' will break the hold but takes a few keypresses. Or to skip the grapple entirely press the spacebar. The goblin girl and the succubus are the NPCs that currently have grapple scenes and AI hooked up. Also of note if the player doesn't have a weapon readied the succubus and goblin will also automatically trigger a grapple. This is hooked up for testing and an easy way to see the content quickly. Grapples are also different depending on if the player is wearing clothing or not. Quick note - there's a bug with the grapple character alignments that I thought I had fixed but it looks like I missed something. It seems to happen more often on uneven terrain. I'll keep digging into this but I didn't want to hold up the build any longer. The initial version of the succubus is in game and ready to go. She has a basic set of scenes and basic combat AI. Her ranged attack is a placeholder right now and she needs a proper visual FX pass to really sell a lot of her actions. She has a spawn point on the road south of town. Early game dialogue and quests are now in the game. These are mostly quests to lead the player around town and introduce the important NPCs they will be interacting with. I'm getting more comfortable with the dialogue system and scripting and will start adding more complexity to this stuff over time. But if you have any thoughts or feedback please share! I'm fried right now after bug fixing, testing, and doing technical stuff the last few weeks. I'm going to take it easy for a day or two and recharge then get right back to work. And again feedback, thoughts, bugs, or anything you want to share drop me a line in a message or in the comments! v1.10 Character creation and customization First person to third person camera switch. Most animations and character actions during gameplay support camera switching at any time. Melee combat with swing cycles and blocking. Melee weapons each have individual hit areas based upon the current animation and the shape of the weapon. Branching dialogue system Saving and loading Open world gameplay Day / Night cycle Dynamic spawn system for NPCs supports schedules with custom time of day actions Animation scene system that can be initiated through dialogue or combat. Scene selection takes into account the participants' current anatomy. Inventory system Customization / transformation system for human player and NPCs Player housing with object placement system Clothing / Armor system not limited by gender. If it is armor made for humans the player can wear it. Supports all different player body types and shapes. Multiple equipment slots for human characters. Head, body, hands, horns, ears, tail. v1.9 Updated the engine version to Unreal 4.25 Changed scene control to instantly jump to the next section when the button is pressed Added Goblin Cowgirl2 scene Added Human x Human Doggystyle scene Tutorial Level is roughed in and needs playtesting Fixed a few bugs in the alchemist questline - she should now add potions to her store's chest after each part of the quest is finished Prop placement is in game and partially working - P will open the placement menu or V while hovering over and object in the inventory (the keys, controls, and physics of almost everything will change this is just the first test version) NPCs can now use props during animations Inventory items have an information panel that appears while hovering over the corresponding inventory button, the layout and details are still temporary and the 3d object display hasn't been implemented in some menus v1.8 Alchemist Goblin character with oufit and hairstyle Alchemist's hut building exterior Alchemist's hut building interior with props Consumeable potions for health, mana, and stamina New shader for potions + glass potion bottles Narrative branching scenes tied in with dialogue Tooltips added to dialogue screen More hotkeys and ways to exit dialogue Ingredient plants and similar actors will respawn after a specified amount of time - default is roughly one day Testing new goblin jiggle system and animations Idle animation markers have been added for AI - currently only the alchemist has these - a few known bugs during dialogue and facing direction while playing these animations New skin shader updates for NPCs v1.7 Minotaur animations walk, idle, combat idle, melee swing, cowgirl, doggy. Jizztech 1.0 - fx triggered by pressing 'v' while testing - implemented in some scenes, requires relevant anatomy to be present. 2 Dedicated spawn points along the main road for minotaurs only (temporary) 2 handed axe is in the game and textured 1 handed axe in the game and textured Stick weapon in the game and textured Woodsman's Tunic Destructible objects initial implementation (barrels, pumpkins) Slimegirl material update 2 rough new building models in town - general goods store, and misc NPC home v1.6 The minotaur is roughly in the game. He needs a full set of new animations still. The retargeting on his placeholder animations didn't go so well and his feet have trouble touching the ground. Dynamic spawners are in the game and should be working properly now. Enemies that are dynamically spawned and then defeated will respawn at that same location after a day or two of ingame time has passed. This is the most basic gameplay loop. The player can leave town, defeat enemies, take their gold, then return to town to heal and wait for the enemies to respawn, and then repeat the entire process. Lots of environment work. The rough blockout for an old mine has been started and gets progressively rougher the deeper into the mine you go. The first quest has been started. To try testing it out for yourself speak to the bartender in the tavern. Only two solution paths are currently implemented - the player can solve the quest through dialogue or through violence. The quest ends when the girl teleports back to the tavern. I still need to do the after effects, faction relation changes, quest rewards, and all that sort of stuff. Quests have dialogue hooks, separate quest stages, a new functional tab on the players' inventory screen, plus some other stuff I'm sure to be forgetting. Factions have gotten a bit of love and for testing purposes in this build attacking ANY character will decrease standing with that character's faction. When the faction reaches a negative enough level members of that faction will attack on sight. Imps have facial expressions ready but still need sex animations and scenes. Title screen should display the character from the most recent saved game. Saves still don't work between versions - yet! I'm working on a character export/ import system that should work in the short term so people won't have to keep recreating characters each new build. Then hopefully I can figure out how to make the saves carry over without to much hardcoding stuff. The narrative sex scenes aren't completely ready yet. They tie in with so many other triggers and character behaviors that I disabled them to not completely break the current sex scene functionality. Adjusted running speed, sprint speed, and ducking movement speed. I'll keep tweaking these numbers to find something that feels "right" plus at some point I'll give them proper animations. There still isn't a cap on stamina use though - just to save people some time running around and looking at the new content. Trading systems and UI should all be working. Items will cost gold and can be sold for gold. v1.5 Tease/Stun attacks initial testing version Grapple System initial testing version AI has a basic concept of if the player has a weapon equipped and readied Slime girl full animation scenes Slime girl texture polish Implemented a few sounds Dialogue option to skip directly to sex scenes Vendor system was updated so that vendors will pull inventory from an actual container - the blacksmith is currently the only one with this setup. Gold isn't being charged yet so that testing is easier. Character creation polish - new color preset options for some categories and UI layout tweaks Tavern has blockout temporary assets for interior props Spawning after being defeated in combat should work now Hotkeys for speeding up time (insert), slowing down time (delete), pause (end), reset timescale to normal (home). Also added an unlock camera with a weapon readied (equals), and toggle HUD(backspace). v1.4 5 new face shape presets in character creation Blacksmith outfit AI now understands and uses objects in the world based upon time of day AI will dynamically follow assigned waypoint pathing The system is in place for dialogue barks (short one sentence lines "you know what's wrong with Skyrim these days?" sort of thing) Still need to write and implement them though Map Optimization and detailing Post Process updates - depth of field and color grading Resting / Waiting bug fixes Flowers Misc. fixes to environment collisions and textures v1.3 Male imps are in the game. Still an early implementation and the animations are placeholder until I can get the time to figure out how to handle that tail. The tavern has gotten a layout pass and was the test bed for the new modular interior building assets. The visuals haven't changed a whole lot but everything on the interior has been reworked with the new modular assets. New waiting mechanic to quickly pass time. Currently set to the 'T' hotkey. Dynamic spawn points. Singular spawns for one off encounters as well as larger group spawners are in and working. Take the road out of town into the green fields and walk towards the 2nd tower. Stay on the road and the spawns will trigger. The distance is kept small so it's very noticeable when the player triggers the spawn. There are still more features to implement to handle going from the exterior world to interior spaces but this is the basic foundation. Hotkeys can now be changed in the options menu. A few bugs were fixed. First person view was previously losing the body morphs while playing scenes. That should be fixed now. Eyelashes now have an intensity slider in the character creator. The 2nd tower heading out of town is also where I'm testing a lot of things and why the artwork is all placeholder for it. It's the blockout version for figuring out a basic multi level encounter, the minimum spaces required for that encounter, how the AI should handle the encounter, and planning out different playstyle solutions to the encounter. AI also has a basic understanding of useable objects in the game world. If an AI notices one of the street lights is out they will walk over and turn it on then go back to what they were doing. Nothing complicated but it's the beginning implementation for idle behaviors for AI. The most basic gameplay loop is implemented. Start in town, travel to the 2nd guard tower, clear and loot the tower, travel back to town to heal at the tavern. v1.2 Placeholder footstep sounds. They were free on the marketplace and I wanted to see what the process for hooking them up was. Slime girl. First pass on her assets. She has basic functionality but no combat or scene animations. 3 new outfits. There's two sets of bandit armor and a tavern keeper outfit. I'm testing out cloth solutions with these armor sets. Bandit armor 1 has a dynamic cloth sim applied to it but there are a few issues with it. Bandit armor 2 the loincloth is static right now and I want to test dynamic joint chains which means a quick rigging pass. The same with the tavern keeper apron is static until I resolve how I want to handle cloth. Combat I'm trying to slow down the pace of combat just a little. When a character has a weapon ready their movement speed will slow down a little. I also lowered the damage from melee strikes it should take 7 or 8 melee hits to knock someone down. Then I wanted to differentiate the difference between the knockdown state and the ragdoll state more. Now after a character is knocked down it will take 4 melee hits to make them ragdoll and completely inactive. Once this gets a bit more finalized I'll add in hit reactions and fx, right now it's difficult to tell if the melee hits are landing on a knocked down opponent. AI perception has been updated to included hearing events. AI will now hear other characters in a small radius around them. The player will make noise when they are running or walking but they can sneak (ctrl key to toggle) and remain unheard. The sneak skill, speed, animations, will all be updated in the future this is just the initial functionality pass. Pickpocketing is also roughly implemented. While the player is sneaking they can access other character inventories. Skill and detection checks will come in a future update but for now the player will always be successful while pickpocketing. Starting a dialogue with a character will now pause their AI so they won't keep walking while in a conversation. They will also turn to face the player and after dialogue is finished go back to what they were doing. The trading UI can also be opened through a placeholder dialogue. It should open the player and NPC inventories and allow the player to trade items back and forth. The next step is to add gold values to objects and then add or subtract gold when trading items. Lots of little environment updates and assets. Did an LOD pass for most existing assets and updated the lighting. Should bring the framerate back up a bit. v1.1 Title screen added Ranged weapons with windup time Players can block while a melee weapon is equipped (hold the right mouse button) 6 new hairstyles 8 eyebrow options 2 new face complexions NPC on NPC auto scenes (testing) Day-night dynamic lighting cycle lighting tweaked Added dynamic fog Goblin girl 2 victory scenes 2 loss scenes melee functionality ranged weapon functionality basic ai Early faction implementation and related ai World map basic functionality Trees, grass, and foliage updates and optimization Collision added to most trees Test areas for the evergreen forest, and green fields Interactive street lamps v1.0 Initial release
sgb3 2026-04-03
The map is gigantic and the player moves around it very slowly, but there's nothing to actually do on said map. There are a few sparse encounters on it, assuming you can even see anything since night time is near total darkness, and that's it. There aren't even 'survival craft' elements as one would expect from this sort of set up. If this was 3 months into development, sure. 'It has potential ™ ' But it's been over 6 years since this project started now and there's been little improvement over those early prototype versions, and there's still just nothing to do. How this is still getting funded, I really don't understand.
handyforearm 2026-01-03
v1.15.12 The game is very buggy and feels very pre-alpha despite being in development for quite a few years at this point. - Character creator has fairly limited options and feels clunky to use. - Menus all use placeholder buttons and are messy - Dialog is slow, but skippable, which makes reading it a pain - The world is large and you have a terrible stamina system that fills very slowly which makes exploration tedious - Not much as far as clear objectives, but perhaps this is hidden in the clunky menus or dialog? - Controls feel floaty and funky with weird collisions in the world which makes moving around very weird - Combat is pretty mediocre - Lots of bugs with interactions The only thing this sort of has going for it is that the assets themselves look decent, and the H animations are alright but nothing to write home about. You can sort of move the camera around during animations, but it's super clunky. TL;DR - Game feels far too clunky and buggy for it having been in development for 6 years? Animation is okay, but gameplay is very rough.
dhffasd 2025-06-21
Random creature sex here. Make sure you create your character with genitals or no sex for you. The game is built ok, but I'd want to see more traditional sexy human females. you're better off creating your character as a sexy female and running around trying to get some action. the character models are kind basic and need more butt and boobs. A sandbox mode would probably be best for the people only interested in the sex.
DrakeWasHere2 2025-05-08
[v1.15.11 Probably would enjoy it more if I wasn't playing fucking Where's Waldo looking for Enemy Encounters on a huge fucking map that feels just as fucking soulless as the present state of the game. A better direction would be limiting the size of an area or, I don't know, maybe increasing enemy spawns to allow players to feel like they are actually encountering something, other than running around huge open fields in hopes of, wait for it, fucking finding something. Not only that, the stamina is autrious. Check this out, run for around 10-15 seconds. Now wait, sit around for five+ minutes waiting for the stamina to naturally regenerate. I don't remember putting on extra weight for my character to have a stamina recovery of some obese person who never exercised.
Ruer27 2025-05-07
First of all, I had remember that this game had low rating before, so after reading new reviews I became curious and downloaded it. Character creation menu is a complete disaster you cannot create a female character even if you try: sholder to hip ratio is male like and cannot be changed, butt is non existant and is connected to the fat of thighs (not in the butt favour), yet youcan make commicaly muscular gay guy like in some gay furry games which are occasionaly appear in the latest realises here. So you can see that this is a very nishe game just from creation menu, but I still tryed to play some more, the result - camera break and goes into the middle of the chest when crouching and you can easily fall into textures. Like seriosly this is a complite trash and all positive reviews are fake - 100%
The Jester 2025-03-06
Absolute Rock-Hard Gold... Even as a Pre-Alpha, this game has more to it than 99% of porn "Games" out there. Not only that, but it is also very approachable (Once you understand the controls which are admittedly a little clunky) and has LOTS to enjoy no matter which type of R34 Aficionado you claim to be.
Golden Idiot 2025-02-11
V1.15.03 I have caught this game early in its development so i want to preface that this game in its current form is very barebones. Thus i base my review on the potential that it has, rather than what it is now. Ill start off with the positives. Currently there is no real sort of story or progression. But from what i can tell, the devs are making a foundation for that. So i do hope that this game is going to be story focused. And even if it is not, then i can also see a foundation for a combat focused game being set up here as well. I will also say that the character creation is well done, especially so when paired with the well made animations. The two main criticisms i have for this game is that the map is enormous, yet is almost completely barren. It would work far better from the perspective of the player if the map was more restricted and then opened up as more content is added to that part of the game. Because i just ended up wandering around looking for things to do and see, yet almost never receiving that wish. Secondly, although a bit of a personal problem, but the shadows are simply too strong and harsh for me. The light sources barely help to cast out the shadows. The game became more enjoyable when i turned off the shadows. Overall has potential to develop into an interesting game if given time. Keep up the good work dev(s).
Tacopetey 2024-06-05
Been following this game for a couple years it seems like. Shows a lot of promise, updates are solid. My only gripe is that the map has way too much empty space and nothing to intuitively point you in the direction of your next discovery/adventure/monster/quest. I presume this empty space is nothing but potential atm, but it's hard to enjoy/explore a world when it's mostly running through empty space.
Vanguhl 2024-06-05
1. very good work and respectful to dare to do something so big 2. an error in the representation after a sex-sensible character is no longer shown 3. more languages if possible (German, Spanish, Russian...) 4. shorter cooldown time between attack and block (0.5 - 0.8 seconds less) for better handling 5. full respect again and good luck and donations for the project I think if you stick with it, it has the potential to become a real gold mine because it would finally be something that is actually worth buying (finally a decent game with a concept with good gameplay and S-stuff)
The UnHolyOne 2024-06-04
Lack luster scenes. the animation quality (models in scenes, parts jiggling etc) could be added. sound effects for sex (slamming against eachother ect) need to be added. the gameplay, theres not really much to do. its boring to travel the world and its a chore too. the sexual options are extremely lacking. and it leaves much to be desired. i like the fact that you can be a guy, girl or trans, though if you have a dick it adds a vagina under your balls regardless.. meh. needs more time to cook
muscleloverguy 2023-11-05
Great start, can't wait for me! The details on the muscular girl bod is nice, I really hope the outfits start to fit better and we get to see a full fledged sexy RPG as a big muscular hottie! Really need more sexy buff girl representation in games!
Onefiftyone 2023-02-05
It's a shame this game starts you in third person. Zoom in. You'll see things from first person. It feels like Skyrim. You can see animations in the first and third person. Interact with characters, steal from them, attack them and fuck them. I don't think many people understand the difficulty with making a Skyrim or Witcher style game. Skyrim took a team of 100 people to produce. If you want the adult AAA experience, everything you want out of skyrim with adult content is here in it's bones. I have been watching Feign evolve from concept to proof of concept over the past couple years and it's in a really promising state in this proof of concept. I hope this concept helps it secure some funding to get it where it needs to go.
Romusfps 2023-01-30
I'm sorry but from what i saw it was really not interresting. MANY BUGS. Just for start the game, when u load u loose your appareance. Sex scene didnt work (only leave button worked). Creation is interresting but i admit, quest and dialogue was .. slow
reilynn 2023-01-27
I'm very perplexed by all the engative reviews. I just spent an hour with the game and enjoyed myself. It's a very good looking 3D game. It allows you to play male, female or futa. Lots of things to, um, interact with. I mean you can't fuck everything with 2 legs, but there's no shortage either. I mean there's still plenty of rough edges for how old this game is. Never did find a settings, would love to cap FPS so my computer doesnt turn into a space heater. Not even CP2027 makes my computer run so hard. Menus are rough and need some polish by a UI designer. It's at least worth trying and I'm mainly writing the review because I feel this is in no way a 1 star game. Even with many valid criticism, it's at minimum two. I mean there are shit tons worse games here. This one at least ahs some good thing going on and it's a permanent addition to my collection (which I'm picky about). It honestly feel like playing WOW in a way, due to the visual style. I played a futa and I loved that with many people and creates I could both fuck or be fucked. Kinda rare.
controversial_op 2022-10-01
Very empty feeling game, things dont always render right, also makes my system fans spin weird, not sure whats up with that. Also from the description, the game seems abandoned, so make what you want of that.
DKOC 2022-02-04
First tried out the game in V1.12. Left a whole lot of feedback for the developer here, and recently tried out V1.14. None of my feedback was implemented and the game actually plays worse than V1.12, hence the 1 star review. 1. There is no physics of any kind. 2. Character creation is quite limited. There are few hairstyles, very little body customization (ie a separate butt slider, instead of making hips massive and slightly increasing butt), and penis/balls can not be increased in size. 3. You can easily get stuck on terrain, constantly. You cannot move, but enemies can still hit you. 4. There is no ingame list of keybindings or key rebinding. So if you forget the controls, you are boned. 5. Combat is very barebones and heavily in the AIs favor. 6. There is insufficient berry bushes to complete one of the quests. 7. There is no falling damage, no falling animation, and you can sprint for forever. But, you cannot swing for forever with a weapon, but these is a separate meter for weapon stamina and running stamina and they are different colors. 8. It is not paused when in the Menu or the Inventory. 9. There are very few animations for each entity. 10. If you are defeated, you respawn outside of the city. So, if you were really far, at the edge of the map, and it took you 10 minutes to run there, well, looks like you get to run back. Reminds me of dying in World of Warcraft and having to retrieve my corpse, in all the worst ways. 11. There is no crafting, even though you find ingredients and ores around the place. 12. Ingredients don't respawn, but enemies do. 13. Performance wise, it is much worse than 1.12. But, at least it isn't always sunny anymore. 14. You cannot have sex with random humanoid NPCs. 15. Enemies will pounce on you and grapple you, even mid-swing, and even if you are blocking. There is no defense against this, and once they decide to try to grapple you, they make constant attempts to do so, if you somehow manage to dodge out of the way of the grapple. 16. You cannot grapple enemies and you cannot "lustify" them. But they can "lustify" you. If they successfully grapple or "lustify" you, it is the same thing as being killed and thus you respawn at the town. 17. There is no roleplaying here and interactions with NPCs is extremely barebones. Quests usually lack quest text and after completing a quest, the NPCs are totally unresponsive. 18. Sex is very barebones, with no sound effects, limited visual effects, and no orgasming. No cum textures or decals or anything. 19. Loot is nonexistent, and finding upgrades is a major chore. Overall, not worthwhile to play at the moment. It is a nice technical demo showcasing off what it "could be". But I review and play the game, for what it is "currently", and what it is, is so barebones and unplayable and unfun, that I'd wait for several releases before trying it out.
dxhawk 2022-01-24
Cant wait for more! Really beautiful models and outfits. To have the ability to customize the mc with gender/proportions is gold (it is hard to come with a blueprint in unreal engine with your own fbx/objects). Def going to see more on patreon, this has great future! good luck
Voltanis 2021-05-28
+Graphics are beautiful. Models are nice. Though I wish there was some way to customize NPCs because the character creator is pretty decent. +I like the elements of open world and battling monsters/monster girls to have sex with. +The sex animations that are there are actually pretty good. -Combat in it's current state feels completely irrelevant. Though I'm not playing for the combat anyways. Main cons I would say would be that there could be more animations and more monster girls! Though let's be honest you can never have enough of those.
iton 2020-09-01
This game has great potential. Fine animation and enemy types, like minotaurs, goblins, succubes and so on. Great character creation with different features combinable. Nice shader/graphics with slightly cartoonish style. What else to add? More gameplay elements (like horse ride, quests) and monster types - with such cool goblins would be great to see some halflings and orcs, centaurs and so on.
GiantSquid 2020-08-21
I really like the idea: create you own character(male or female...futa) , explore an open world, get your dick sucked, collect/trade stoff, lots of potential there. Animation were alright, though they clipped a lot. Glitchly here and there but not game breaking. Lots of potential for this game.

You might also like