Hell-Strain
by Finchly Games
2DCG
AI CG
Anal Sex
BDSM
Big Ass
Big Tits
Creampie
Female Domination
Furry
Groping
Handjob
Horror
Internal View
Male Protagonist
Masturbation
Monster
Monster Girl
Oral Sex
RPG
Simulator
Teasing
Titfuck
Turn Based Combat
Vaginal Sex
Struggle to survive in a post-apocalyptic world, where mutated, sex-obsessed women hound you at every corner. Gather supplies, enhance your body and develop your Safe House to try and make a life out of the end of the world.
Screenshots
v0.1.5 Demo
Changes:
Added Ariana's Parlour in Westview Park, just southeast of the player's Safe House.
Here, you can partake in 'servicing' semi-anonymous clients in exchange for a new currency, that in-turn can be used to acquire supplies and a small selection of upgrades. To sign up, speak to Arianna outside of her 'parlour', and agree to one of her conditions.
The Parlour features 22 semi-anonymous 'patrons' to encounter, with 10 of those being more fleshed out and involved, as well as one bonus 'patron'.
(
After partnering with Arianna, seek out a certain dumpster-diving raccoon on the streets of the Westview Suburbs
.)
Added 'Service EXP' and its accompanying traits, which is increased by willingly performing sexual service on others.
(
Currently, it can only be raised by working at Arianna's Parlour.
)
You can no longer Scavenge if you are Exhausted.
As regaining Energy by relaxing is always available, this should limit being able to Scavenge indefinitely without softlocking people out of supplies.
When purchasing items using a token currency, your total available amount of that currency will be displayed in the shop, instead of credits.
You can now auto-advance text by pressing the A key.
There is currently no visual display to show that it's on, but it will make a click sound to denote whether it is on or off. (It will persist between dialogue events, even if you press confirm, currently. Might change in the future.)
Holding Ctrl now rapidly advances text at a much faster rate.
Please let me know if this breaks anything, as I have not yet tested it with every single line of text and event in the game.
Bug Fixes:
Fixed being able to go into the negative on Needs values when consuming multiple items in the inventory.
I will no longer be including a 'Save' folder with a config save with each release, as with some setups, this can cause people to lose their saves when copying over the files. If you're playing for the first time, make sure to check the options menu before you begin and set things to your preferences.
v0.1.4 Demo
Changes:
Added a new specialization, Occultist, for those that want to more specifically focus on Psionic abilities, or just focus-costing skills in general.
(
Gives 15 Focus at the start of every battle, including Struggle Games, as well as a tiny increase to Libido. Hedonist is still effective for raising Libido, but will be more of a choice for people who just want to bang everyone and everything they encounter.
)
Added tutorials to explain how grabs and struggling works.
Evading grabs when at very high Arousal is now a tiny bit easier, and the overall difficulty of the input is slightly reduced by the player's Agility.
When performing a Struggle QTE, Enter and Spacebar are now disabled, and you are locked into whichever input you make first
(
Either Z-key or mouse click/screen tap
),
which effectively means you can no longer 'cheat' the system.
Removed the burst of Stamina you get at the start of battle, now that Stealth no longer consumes any.
(
Note: Balancing Stamina usage is still a work-in-progress, but I want to convey that using lots of Stamina, unless you're focusing on improving it, should leave you at some kind of disadvantage. This, with the Agility bonus for evading grabs, should hopefully also make Stamina-focused specializations more appealing. Let me know what you think.
)
Lowered the Focus cost of the Deep Breath skill from 30 to 20.
Bug Fixes:
Fixed the X-Ray cut-in when sleeping with STCP-1471-a not resetting when you sleep with her two times in succession.
Fixed the post-backrooms scene with Oracle replaying if you go back there and escape again.
Fixed being able to press 'Cancel' to avoid being forced to select Gabby Mk.II's services when at maximum Arousal.
Fixed the Relax command in safe areas reducing Satiation and Thirst as if you'd slept and passed two segments of time, instead of one.
Fixed ST Fenris Droid losing her basic grab attack after an accidental reversion of a previous change.
Fixed being transferred to an inaccessible part of the world map when pressing Cancel at a Transit Terminal.
Fixed the first Masturbation Trait not giving the Masturbate skill.
v0.1.3 Demo
Changes:
Added a small new area, Westview Park, southeast of the Safe House.
Features two new enemies and will be the location of an upcoming repeatable minigame.
Implemented a simple enemy aggression system.
If you don't deal damage to a regular enemy for several turns, they will become Curious, then eventually will stop attacking you altogether. If you hurt them at any point, this effect is lost and cannot be regained. Does not work in the Sim-Mate system or against strong enemies, such as bosses. (May be re-worked/expanded later.)
Made the arrow input keys for the grab evade sequence larger and much easier to read.
Removed the Stamina drain when using Stealth.
Out of battle Stamina Regen has been reduced slightly to compensate. (This is an experimental change. Let me know what you think.)
Added a small description in the Sim-Mate Database notes section when hovering over a category, to explain the (V), (A) and (T) next to certain scenes.
Added a Tutorial section to the Safe House library, allowing you to re-view any previously read tutorials.
New & improved sprite for Catalogue, made by the amazingly talented FishNeedWata!
Added a number display for Vitality, Stamina and Focus on the HUD. (Numbers are a little small. Might tweak after some feedback.)
The ST-A2 'Dominatrix' Assault Rifle now only uses 3 rounds per burst fire, but its damage has been slightly reduced.
Bug Fixes:
Fixed Masturbation EXP not triggering level ups, which prevented the acquisition of Masturbation-related Traits. (Basically a new feature, because it wasn't working before.)
Fixed ST Patrol Droid's Thighjob images not displaying correctly.
The STCP-1471-a Datachip now adds the correct data to the Sim-Mate Database.
Fixed the Exercise Sweatband, which now actually reduces the cost of the Charge, Retreat and Escape skills by 10, instead of just showing a reduced cost.
Fixed the M-110 Hunting Rifle skill giving the incorrect type of EXP.
Added the missing Robot type to Lori Mk.II and Gabby Mk.II.
Fixed the Strength Training perks not providing the stated boost to Strength.
Fixed the Liquidator boss battle not giving the player the Overwhelming Presence state, which prevents escape.
Fixed the post-battle defeat 'Wounded' event not triggering correctly and messing up the player sprite after losing to the Liquidator boss. (If you had this bug, please return to 1F of the Safe House at least once to correct the error.) - Special thanks to lucaspl9o for helping me nail down and fix this one!
v0.1.2 Demo Hotfix
Changes:
Implemented basic Impregnation functionality:
- Ejaculating inside of an enemy has a chance to impregnate them, increasing with the number of times you've ejaculated inside them that battle.
- At the moment, there is a visual cue and some lines of dialogue, as well as an Impregnation kink/fetish you can acquire and level up by repeatedly impregnating foes.
- You cannot impregnate foes in the Sim Chair virtual environment.
- I plan to add more consequences and functionality to this in the future.
Penetrating an enemy when simulating them via the Sim Chair no longer causes you to lose your virginity.
The 'Wait' skill now also increases your Evasion Rate by 25% for the rest of the turn.
Added a marker to more clearly designate where you can read skill books in the Safe House library.
Bug Fixes:
Fixed The Smiler's Game Over sequence not triggering correctly.
Psi-Pulse Upgrade Node no longer can be removed indefinitely, providing infinite EXP.
Fixed Exercise Perks not applying their appropriate stat bonuses.
A few minor tiling and spelling errors.
v0.1.1 Demo Hotfix
Removed a trigger I left in for testing add-on content, because I'm an idiot. If you enabled this trigger and consequently saved, please avoid using the yellow portal that appears, as it will crash your game due to missing files.
At the start of each battle, you now gain a burst of Stamina equal to a quarter of your maximum. This should allow you to at least reposition, even when out of Stamina due to sneaking. I might adjust this value in the future.
Slightly lowered encounter rates in most areas.
Added the 'Scalie' tag to the Sewer Frog enemy. I hope to fill out the less-represented enemy types going forward, both in WIP game builds and free updates to this demo. Apologies for the oversight!
v0.1 Demo Release
Couldn't stop and felt sad reaching the end of the demo + having every scan. Enough said Going throught all the content felt good, 0 frustration, maybe I was lucky with the build I tried, was really happy each time I saw a new monster. gonna keep a close watch on this one ! Good luck and again thanks for the work on this game !
Guys I'm way too dumb and I need help. I'm currently stuck and I don't know what to do. I have a fuse but I don't know where to put it, I can't find level 2 card, I can't find out how to open the door in the place with animatronics, I don't know how to get past that goat lady if I'm basically fucking everything that I encounter and I have no level to fight her. What do I do? Edited: I found how to open the door in the basement but now I don't know how to open that explosion withstanding door
TLDR - Promising AI rpgm game with some good ideas and a wide array of fetishes If you are a hardline anti-AI gooner, this game will hold zero value to you. An interesting game with some good aspects that put it a cut above your average AI slop, I'll give a quick rundown of the pros/cons that this game has going for it. Pros The AI usage isnt done haphazardly, there is some effort made to keep different images of the same character mostly congruent. (Follow-up in Cons) Combat isnt the bare-minimum RPGM fight, there are a couple elements that actually make you consider different weaponry beyond having higher numbers. The Encounter system being a visible meter helps to manage when you get into a fight, can exploit doors to reset the meter at will. AI use has allowed the dev to approach H-content in a "shotgun" method, a wide array of vastly different enemies are available ranging from regular women to wolf-taur robots. Losing a fight doesnt reset you to a checkpoint or save game, you continue with minor stat losses that can be easily recovered. (Follow-up in Cons) Cons (Follow-up 1) While the AI images stay relevant to the same character, this is probably due to the fact that the majority of characters have only 1 scene with a possible minor variation and sometimes a single additional teasing image. (Follow-up 2) While losing a fight isnt a major setback, it would be nice if Sex wasnt always a net negative action. The ability to "Win" a sexual encounter by outlasting your opponent would be huge, similarly to the system in Karryn's Prison. (There is an existing mechanic within the game that definitely feels like it could be retooled to work in standard H grapples.) The Skills learning process is interesting, but a bit cumbersome. I really would prefer just a menu to open instead of a walkable Skill hub. While not a very important aspect, I feel as if the starting traits are a bit imbalanced and could probably be condensed and reworked a bit. For example you can choose a critical weakness of a sexual act or type of opponent. If you know the roster there is a clear winner that pretty much negates the mechanic, combining several of the enemy-type weaknesses could be a valid way to circumvent this. (ex. Furry/Scalie/ect could be combined to Animalistic Lover, Demon/Monstrous could be combined to Danger Seeker and so on so forth...) If this project keeps chugging along and makes progress then this could be one of the best AI RPGM games. Dev, if you actully read this far, please understand that a 3/5 is very high praise for an AI game. If you keep at it I'd definitely say a 4/5 is possible, but I honestly cannot in good faith glaze the game with a 5/5 rating that would compare it to stellar games like Karryn's Prison or Hard Stuck.
Game is great so far! the AI art looks really good in my opinion, a lot of games that use AI come out looking iffy but this one really does it well, along with the style, I am a sucker for post apoc styled games, and with it looking this good on release is great, I have high hopes for future releases !
The game is actually really good, only held back by the fact that it uses AI art. The gameplay is solid, similar to something like shrift but a bit more sandboxy. My only issues with gameplay would be that exp takes a bit too long to get, you need to beat like 10-20 enemies just 1 upgrade (though it does depend on the difficulty of the enemy and cost of the upgrade). And the other issue is that those upgrades are incredibly insubstantial. You'll kill 10 enemies to get 5% more health or 10% more damage that equates in combat to just about nothing. Basically, if an actual artist is somehow put onboard with this game and if level ups are re-balanced a bit I think the game honestly would be a 5 star.
And here we are trying out my favorite genre again, (monster girl, survival horror, post-apoc) . Remember to add a lobby when the world expands, a place to convince enemies to join, It's always good to players be busy with goals (in addition to hoarding monstergirls it's always great xD) If they generate resources weekly, it will solve the self-sustainability in long-term problem that will arise when long distances need to be covered in the future with finite resources (In open worlds, what attracts people like me is exploring secondary locations and searching for secrets, not being forced to go in a straight line with a whip). The combat mechanics are excellent, i personally hate quick time events in video games bt some people like it, so no objection (I wish they were optional ) Beware of censorship by the mentally retarded who unfortunately have decision-making power (for now). I hig recommend you use Discord so you can share unofficial patches and communicate migrations from one donation page to another when it happens, until the gamers solve the problems like debanking (It seems they're busy with that) I will definitely follow your project, good luck
5 stars for the demo but -1 star for the stamina/sneak mechanic. having to stand still and do nothing for a minute when your light turns red so you aren't at zero stamina for the next fight is hella unfun. After a while you get your speed up and regain a good ammount of stamina during the fights. Let's go cardio! Cool game. Cool mechanics. Hot enemies. Praise be to the gallery chair.
Definitely one of the more tasteful uses of AI i've seen. There are some quirks here and there, but overall the visuals are great. Some mechanics could use a "go-over" particularly the antiquated and pointless save system, but on the whole. it's still a nice experience.
For a demo, this game is quite nice. Its got boss areas and a nice variety of enemies. The ai nature of the art doesnt get too distracting and the actual combat itself isnt dreadful as one would expect from an rpgmaker game.
revie of Demo v 0.1.1. The story is kind of a parody of Resident Evil, but instead of targeting the living, it targets nanomachines. (Let's hope the developer won't add Senator Armstrong.) I like the survival aspects of the game and its mechanics. Unlike other AI slops, this game has more than just one PNG of an enemy, and even while fighting the enemy, it keeps a consistent look for both the PC character and the enemy. (What I mean by that is when you fight a white robo sheep, you will fight white robo sheep until one of you falls.) One of the things is, while looking at the AI enemies, I did not see any artifacts or weird abstractions, e.g., extra appendages, abnormal number of fingers, or mesh melting. Plus, the developer said he/she will add pregnancy, which I am into. With that said, I wish the developer luck, and I hope we will see the full product soon. If any one asks, yes this is just copy/paste of my message. I run out of word,ok.
[Demo 0.1] The generated art is pretty solid, and the survival style gameplay loop is enjoyable- I like the idea of the skill tree unlock thing too, sorta reminds me of Evil Within with getting in the chair to spend your xp. World is also interesting enough, there's some lore sprinkled in here and there to make it more than a lifeless map to explore. I do hope we get a few 'heroine' type characters that we can have consensual relations with/move into the base- the simulator system to view the loss scenes is nice, but I'd have kept that phone with SCP 1471 Y'know? Hint hint. Honestly, the only reason I'm not giving it a 5 star off the bat is simply due to balancing issues. The game has a big problem with the difficulty of the QTE's, the arrow inputs are impossible 80% of the time and the mashing one pretty much begs you to click and mash Z to actually succeed- and even then you might have to try more than once. Atop this, the combat is wildly annoying when the enemy can choose to move away before you attack after you spent your previous turn moving into melee range- and if they move first and decide to grab (which is virtually impossible to dodge) you lose your attack and do nothing for that turn... oh, and when you break free? They get a free action before you get to do anything.
Classes? Horror/Battle Fuck? An actually reasonable amount of content. Paired with that sense of Loot goblin-ing for survival if you prefer. I'm sold. Its right up my alley for preferences. Perhaps one thing that could be improved is to have a second method of grapple for each enemy to add just a little more variety.
Such a well-crafted game. Yes, there is ai. However. It's a really fucking hot game. Could use some permanent defeat penalties imo (and accompanying dialogue for re-encountering the enemy that defeated you). Still, give it a shot. Love it.
Played for a couple hrs. Ran around the floors trying to find objectives, enjoyed the story telling and the ability to recall some of the information from terminals. Fought scary monsters, lost my v card to a rat. Enjoyed it. Looking forward to new updates. If hints could be introduced immersivity that would be great.
This demo was quite a surprise. Usually when browsing through early demos of nsfw games, it's usually a rough concept with ideas, along with an accompanied description of what future ideas they plan to add later down the line. Seeing the wide of mechanics hinted in the images, I got curious and tried it. And wow, it's rich with a LOT of mechanics and gameplay for several hours with a whole town to explore with several themed dungeons in it, and it's only V0.1! Kudos to the creator for holding back until now to release their large demo of a game. Inspired me enough to give a rating, which is a rare feat. Gameplay The systems for survival are really solid and well thought out as one has to balance food, water, and sleep to stay in fighting condition. There's also stamina for use in combat or sneaking to avoid combat encounters, but it's a strange idea to have stamina recover by standing still and doing nothing. Originally thought the point was to balance it by smartly sneaking when appropriate and breaking out of stealth to make sure we're not too low on stamina when a fight is about to start, until a comment elsewhere pointed out the waiting method. Another annoyance is the lack of ability to punch with a melee weapon equipped, especially when some melee weapons require stamina to attack with. It doesn't feel good to run out of stamina with an enemy in close range as you need to wait to recharge stamina in order to attack or give distance. Also, maybe it's my mistake, but missed the room on the right in the player base (the one where we spend exp), which might be a problem for other players who might also easily miss it, as opposed to the more obvious stairs. Difficulty I lean on easier difficulty when it comes nsfw games. This definitely feels on the harder side, which is the point since it is survival horror, but it does feel like difficulty pushes too hard at the start when you're barely getting your bearings. The QTE in order to avoid a grab, or get out of one, is also unusually difficult. The avoid QTE is especially hard with how small the shown arrows are for the eyes, even in fullscreen. I also have a confession too. I cheated in supplies in the middle of the game because it felt like there was little chance to get enough healing items to combat the really high encounter rate, especially with how much stamina is required to escape. I'm a filthy cheater, so I definitely can't speak on how the latter half of the game is difficulty and balance wise, but this is just my experience starting out at the beginning, so the creator should keep an ear out on other's feedback to balance the experience accurately. Art Personally don't mind AI art. Getting art drawn by hand is difficult to obtain (as someone who tried the hobby, it takes more a LOT more time and effort than people realize), and creator's skills clearly lean more on other things to make this game happen. That being said, it's AI art some people have come to expect. It doesn't really do enough to stylize or stand out too much compared to other AI art personally. However, the variety in body types in enemies, situations, and species, is greatly appreciated. Furries, demons, humanoid, etc., there's something for everyone here, especially for those with wide tastes. Misc The wide net also somewhat hamper things as well. If you enjoy a particular enemy or npc, they'll only really have one scene to accompany them (except Mal0 as far as I know). It feels like bosses, npcs, or threatening enemies should have two scenes along with them at the very least, especially with AI to make things easier (besides the writing required). Wished that enemies teased in more variety of ways too, as they mostly either do a simple grope or do the same tease. Also wished that fetishes acquired did something more than gain debuffs for combat, perhaps enemies who specialize in it realizing and honing in on it while teasing you for example. Again, this multiplies the work required (and it's one creator as far as we know), and maybe it's too much, but these are just nitpicks I had. Overall, it was difficult on whether to rate the game 4 or 5 stars, but given all the issues currently had, I'm forced to give it a 4. That being said, with enough find tuning it's getting close to reaching 5 stars. This is definitely worthy of keeping a watch on for those who like what's currently available.
[Demo v0.1] I gave the game a good couple of hours of play (I wasn't trying to go particularly fast) and I must say this is really impressive. On every corner I see some kind of system / mechanic that sets this apart from all the other poorly made AI-RPGM games. You can see that the devs were actually trying to make the game coherent and not just reuse the same systems RPGM provides by default. In the art department, its pretty good. I dislike most AI games, but this is one of the few where the art is decent and enjoyable. (I love the x-ray view of MCs dick in whatever he's penetrating, nice touch) One thing I especially love, is that unlike 99% of "get caught / lose to see porn" games, this one doesn't actually punish you for doing so. Yes, there's consequences like losing some hydration etc, but that's not a lose condition - you get up afterwards and you can keep playing I think the most important thing for me is that the devs delivered a good amount of content for the first release. Too many times have I seen promising games with 90 seconds of content to start off. Here, you actually get something to base your opinion off-of and that is highly appreciated. A couple of grievances (mind you, this doesn't make the game bad - this is just what I think could be improved): - The flashbang effect on orgasm is really unnecessary and considering the rest of the game is, by design, dark - it really hurts your eyes that adjusted to a darker theme - I wish the select menu while fighting wasn't covering the girl sprite. I understand why you would put it there, but if I'm fighting a naked enemy, I would rather see her body and have the menu somewhere else - The enemy encounter rate seems a bit too high - The "resist getting caught" sequence with arrows completely crushed me. Aside from being able to resist capture from the first enemy I encountered, I wasn't able to click the arrows nearly fast enough ever again. I'm either the worst arrow masher on the planet or they don't give you enough time (edit: One extra thing I wish was handled better is the monster scanning. From a logical perspective, it makes perfect sense that you have to start scanning monsters from the moment you get the item, and the ones you've encountered before can't be added "retroactively"; but from a player perspective it leaves a frustrating feeling to get that item after you encountered like 20 already and now you have to get all of them again for scanning. I don't have any concrete solutions to this problem because the way its handled right now is logically sound and in the grand scheme of things, I presume (and hope) that the first town is just a preamble to the rest of the content that will be added in the future, so in the grand scheme of things it won't feel like a lot of backtracking; but for now it feels frustrating)
Review of the first beta: Generally , I hate AI slop , but in this case, I might actually be looking forward to this game. Gameplay : Overall, the gameplay is simple and easy to understand — explore locations, look for supplies, and just survive. We have a choice of 'class' at the beginning of the game, as well as weaknesses. You have hunger and thirst meters that you manage with food, and there are experience points you invest into leveling up. Overall, the gameplay can be pretty engaging. Locations : I was quite surprised by the locations — specifically, that each location has its own enemy, which makes exploring them really interesting. In the beta, we essentially have access to just one city with a few points of interest — Freddy Fazbear's Pizza, a gym, etc. Graphics/Art : As I said at the beginning — I hate AI, but whether it's because of the gameplay or the variety of enemies, I don’t feel outright disgusted by it. Overall, after playing for an hour, my impressions are mostly positive — though I'm giving it only 3 stars because of the AI That's not bad at all. And honestly, many worthy hand-made games have 4 out of 5 stars on this site.
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