THEg is a third-person 3D action-adventure bondage game made with Godot by nargacu83. It is set in a fictional dystopian city during the present day, where an economic crisis lets major companies impose unpopular work-for-debt rules. The government tests these laws in selected cities, and the story begins just after their announcement. You play a female protagonist navigating a sandbox-style city where new businesses emerge from the legal gray areas. Its adult themes include bondage, female domination, and exhibitionism.
The current build is v0.1.6.7 Hotfix, released on October 2, 2026, for Windows and Linux. Development is ongoing. The English version is uncensored. This update added an fps setting to the debug command, while controls settings now include cycling the debug HUD, toggling the HUD, and enabling dev console input. It also improved the blindfold effect, investigation checks, sitting interactions, leash handling, and patrol movement through doors.
Developer's description
THEg is an third-person action-adventure bondage game taking place in a fictive dystopian world set in the current time in a small city.
An economic crysis will make the biggest companies enforce new laws against public opinion to force people into work to pay their debts.
The government decided to do an experiment in a few small cities to monitor how effective it would be. Naturally your city is one of the first ones.
These laws were blurry enough to allow a new kind of businesses to appear. You start right after the annoucement of these laws.
v0.1.6.7 Hotfix
Additions
- Added "fps" parameter to "debug" dev command to manually set maximum fps limit
- Added cycle debug hud, toggle HUD and toggle dev console input in controls settings menu
Improvements
- Improved blindfold effect to make the effect distance shorter
- Improved investigate state to ignore an OK object/character after checking the source
- Improve sitting interaction and sitting state should now immediately kick the character trying to sit over another
- Improved and Fixed create leash / take leash interactions sometimes were not creating or taking the leash but cancelling it instead corrupting links data too
- Improved how patrol state was handling access points between areas resulting in having NPCs go through doors properly instead of using stuck callback
- Improved how NPCs were getting door targets in order to move through them
- Improved sound check when an NPC heard a sound coming from an OK character
Fixes
- Fixed NPC was colliding with the captive while placing them in hogtie resulting in having them on top of the captive
- Fixed character wasn't fully checking if they were the one leading the follow group in a goto task
- Fixed character wasn't checking the held leash correctly
- Fixed NPCs now won't leash their captives after capturing them if they need to take the elevator
- Fixed NPCs could watch and ask a captive struggle when it wasn't supposed to
- Fixed NPCs wasn't checking if an hostile character was already lead with a leash correctly by a friendly character
- Fixed Goto task should now properly detect and handle doors
- Fixed updating state wasn't checking if the character was sitting
- Fixed and improved how NPCs were applying the wanted position to a captive when placing them
- Fixed chair in break room was causing NPCs to walk to it forever instead of sitting on it
- Fixed crash caused by stack overflow issue when a character attempts a chase and is checking the wrong one
- Fixed get_reachable_position wasn't getting the movement state of control states for checking resulting in wrong targets for NPCs
- Fixed goto task wasn't getting the correct target position if the target was a character
- Fixed hogtied state wasn't updating breathing
- Fixed laying camera offset was too close to the ground
- Fixed ongoing missions from saves weren't always checked properly resulting in restarting game start dialogue sometimes
- Fixed sitting state was removing sitting character reference on the chairs while a character was still seated on it making it possible to have multiple characters sitting
- Fixed spanking state not setting position correctly
- Fixed tooltip, context menu, drag holder and character hud speeds weren't scaled properly and could go crazy when the game was lower than around 10 fps
- Fixed the suspended state in the main menu somehow breaking depending on the engine's animation system mood
- Fixed temporarily goto task alerted signal was still getting processed despite it's parent state not being active
v0.1.6.7
Additions
- Added locker hit interaction and sound.
- Added willpower that affects the stamina regeneration rate, the lower the willpower, the longer stamina will regenerate.
- Added Captive control for groping breasts, crotch and spanking captives. Interaction available for the player while grabbing a bound character, available in when the character is standing and in strappado.
- Added NPCs will now either carry or leash a captive to bring them where they need them depending if the captive has a collar or not.
- Added new self interaction so the player can leash themselves to anchor points
- Added leash pulling interaction for both the player and NPCs full. (won't fall for now)
- Added CharacterAction that will be used for different purpose. Right now used for Grope and Spank action.
- Added Fetch item order to make a character fetch a specific item.
- Added FollowGroup to have a common logic for multiple characters to go somewhere in group, knowing when they are being followed, when they need to wait for one character and other behaviors that might be useful with it.
- Added face order when a character watches a captive
- Added NPCs can now grope the breast or the crotch depending on it's satisfaction from the captive
- Added NPCs will say something when spanking and groping a character and will depend on how many times they caught them or been satisfied
- Added ReplySpeechData for cases when a character is waiting for another to answer with a positive, negative or neutral answer
- Added a character without enough willpower won't struggle their restraints
- Added a state to resume directly in the character's brain data in case they need to finish a specific AI State
- Added ability to hear speech from other characters or possible actors such as speakers
- Added an NPC checking the player after a while will now spank the player character if they don't follow orders after watching them
- Added breathing, edging, orgasm, pain, spanking finally hiting sounds
- Added different save version warning for last save continue button in main menu
- Added distance condition that requires a character to be at a specific distance
- Added GameAction, TwoCharacterAction to streamline the process of making and reusing actions data for multiple purposes.
- Added give, impatient, good and fail order text speech for better feedback from NPCs when giving another character such as the player character an order and reacting to them
- Added heard speech default reaction to relaxing state and goto task for now
- Added hitting container multiple times animation
- Added interaction HUD is now showing possible inputs from the current state
- Added max follow distance on a leash to have an offset from the real max length to avoid mainly the player to get stuck in corners
- Added more pulled animations depending if being pulled from the neck or crotch
- Added waiting for other characters, the character can get impatient and say something
- Added what the player character is saying on the HUD in case any speech is spoken by the player character.
- Added yes and no mode for confirmation screen in case it fits better
- Added information request screen
- Added short animation to popups appearing and disappearing
- Adding ChangeRestraintsTask to allow NPCs to change restraints of a character anywhere and anytime when needed
- Added "wrists", "arms", "legs", "head", "hips" as a parameter for the restraints remove dev command
- Added new game icon for stable and a variant for RC versions
- Added NPCs should execute pending orders after completing a scheduled task. (unused in this update)
- Added controller default button for the (currently unused) secondary action
Improvements
- Upgraded to Godot 4.7.1
- Added occupiable_changed signal on CharacterController to know when the character has changed occupiable (chair, locker, etc...)
- Added default heard speech process in BrainAI
- Added pause_task directly on the state to avoid boilerplate code
- Added paused on AI tasks to be able to pause a task in the middle of it without cancelling it
- Added small delay when an NPC doesn't find a chair to sit on for relaxing
- Added ability to start a mission from it's object instead of it's id, in case it's not registered for custom ones
- Added SpeechData and Improved SpeechComponent to use it to have more informations about what a character is saying and to whom
- Improved main character collision shape to avoid using multiple ones and trigger unwillingly area triggers and other collision checks
- Ensuring that containers in inventory nodes are correctly listened and handled
- Fetch item order should only fetch the item and not bring it to the asked character, unsure about that, might need some experimentation around that particular scenario
- Improved VoiceComponent so it can be disabled in case voice sounds needs to be disabled
- Improved AI States to allow dynamically created tasks
- Improved BaseAIState to now have a simpler and more customized way for AI tasks to block it's process
- Improved Game scene management by making it more explicit and potentially used for future mod support
- Improved Goto task to not recall the task enter function if it's already active in case the goto needs to be updated
- Improved HUD Action to have a short animation when executing the action & Improved it's code and added disabled state for it
- Improved HUDAction to better update it's data and animate it's display
- Improved HUDActions in order to work in different configuration and clear it's actions easily
- Improved Investigate state will start a chase in case the character gets alerted by a another character
- Improved Investigation to be able it's save and load data
- Improved LayeredProgressBar to allow it to hide completely to avoid having it taking space
- Improved LayeredProgressBar value animation when the bar becomes visible
- Improved LookAtComponent for better control on eyes and head influence
- Improved NPCs alert speeds are now much faster (let's be honest, they were a little slow as fuck to react, they still are but less!)
- Improved NPCs hearing a speech from a character won't investigate it if they are tied up and the character is their captor
- Improved NPCs placing captives will now manage leashes and order the captive to come close when they are too far away and punish them caught enough times
- Improved NPCs will no longer ignore characters that have restraints but don't have arms or legs restraints and will ignore them when they are leading them somewhere
- Improved Place and check captive should now reward (untie and grope) and punish (spank for now) a character after checking and watching them struggle
- Improved PlaceCaptive state to place the captive at the target position to avoid issues
- Improved PlaceCharacterAction to have the bring method (for now only carrying and leashing) and information about where to put the captive
- Improved Seek state that should now ask other friendly characters in the vision for the seeking item
- Improved SoundEffect to allow interruption of the sound or respect a given delay before replaying
- Improved SpeechData to know if the speech is gag speak and if the speech is replying to another
- Improved UIManager fading a screen could make them blink if called too quickly
- Improved UserAction to ensure it gets updated when it's text and input action are changed
- Improved ValueComponent to emit a signal when it's regenerating changed
- Improved VoiceComponent to have sound priorities (orgasm > edging > moan > breathing) and different minimum silence times depending on the sound type
- Improved WatchCaptive to be now a Task instead of a full state to be used anytime, anywhere and allow different behavior when satisfied or not
- Improved and Fixed character smooth turning to a direction was wrong or could turn around 180° (classic mistake with tweens)
- Improved animation state machines
- Improved base ai state to always check their owner and if it's ready to avoid pointless awaits and potential issues
- Improved body controls animations updating and blending
- Improved camera get forward direction
- Improved character listening to nearby characters speech should only listen for characters sharing the same root area
- Improved character speech hud to allow different ways of being shown
- Improved character speech say functions
- Improved checking a captive will properly wait a short time to check the captive's state and orders and will give feedback when there were followed or failed given orders
- Improved dialogue character to be able to ignore state changes from restrained positions
- Improved don't disable aiming interactions when the player character has their arms bound
- Improved drag and dropping or transfering items with more than 1 amount in their slot from different inventories will now ask the player how much they want to move
- Improved forced_direction so it applies to both the holding and the held character
- Improved goto task to make NPCs leave doors open if they are currently leading a group
- Improved handled character checks
- Improved how area "roots" are set in the scene to easily get what area makes sense like a building, floor, etc...
- Improved how characters were resuming a state after seeking, ensuring they resume their scheduled tasks if they weren't doing anything
- Improved how game scenes are loaded and checked. This should also make loading a save a lot quicker if you already have loaded the scene in the same session.
- Improved how previous focus was applied from popups and context menus to hopefully keep the focus at all times for controllers or keyboard centric players
- Improved how the game gets characters in specified areas and added a way to filter them using groups
- Improved input icon holding logic and progress bar
- Improved interaction hud to instantly display instead of forcing a constant display duration
- Improved inventory to avoid keeping old references
- Improved legs control animation nodes for better management
- Improved seek AI state now asks any friendly character for the seeking item and take the item from another character or stop the search if not found
- Improved seeking state to make sure they continue the search after asking and failing to have a reply or have a negative reply
- Improved significantly LayeredProgressBar updating and value animations
- Improved state dev command to show the name of the task the current ai state is doing
- Improved state machine to allow dynamically added states to be registered correctly but also stop the madness of not knowing exactly when a state machine is started
- Improved tutorial notification to allow showing a defined duration instead of automatically getting the average reading speed duration
- Improved vision controller to emit signals when characters are entering/leaving the view
- Improved voice component to better play/handle voice specific sounds
- Improved voice sounds to have a type instead for priority checking
- Improved willpower will regenerate faster on powerful personalities such as brave and dominant
- Improving interaction HUD to automatically clear it's previous action when being hidden
- Improving suspended state to hopefully fix random getting in the ceiling bugs
- Suspicious characters will get alerted faster if the target they are watching is running
- Investigate state should now be able to save and restore it's data
- Make sure that a paused task is unpaused when exiting
- Replaced GagRestraintInfluence by a stamina modifier instead to allow more control over how a gag or anything else on the character affects the stamina regeneration
- Replaced Say node with direct calls to speech component
- Replaced progress bar used in InteractionHUD by the LayeredProgressBar for animations
- Reworked request screens to finally get rid of the old method that was limiting
- Tweaked NPCs alert speeds
- Attempt at improving input prompts size updates
Fixes
- Fixed pending self-bondage restraints was cancelling some movement states that the player isn't in control of
- Fixed NPCs wasn't alerted if their captive was out the container they put them in but was still in the same room
- Fixed AI States weren't changing the process mode of their tasks resulting in some stuff not working properly
- Fixed LinkRestraint (leash) wasn't assigned properly if the holder did not have any equiped item
- Fixed NPC placing a captive could place to the previous container/sittable
- Fixed NPCs weren't checking if their target was handled by someone
- Fixed NPCs weren't groping or spanking a character in strappado
- Fixed SpeechComponent was making character say empty string when no translation were found for it
- Fixed Utils get facing value function wasn't returning the right value
- Fixed a character grabbing another sometime could stay without doing anything or crash the game
- Fixed amount request screen slider wasn't updating correctly it's slider label
- Fixed an NPC dropping items in a container was sometimes stuck doing nothing right after reaching the container
- Fixed an oopsie, pause menu wasn't loading the main menu anymore since the scene manager improvements
- Fixed awful same root area check, what the hell was wrong with me
- Fixed being restrained and undressed states weren't setting character handler correctly
- Fixed being restrained state wasn't resetting the restrained animation states if the character is not in a position to avoid weird poses for now
- Fixed body control interaction was still possible while being controlled (groped)
- Fixed breast physics enabling/disabling wasn't updating correctly
- Fixed camera was still in aiming mode when posing the game while holding the aiming button
- Fixed quick access menu wasn't going away when pausing the game
- Fixed drag and drop or restraints settings menu were immediately locking the restraint and without removing the required item as well
- Fixed drag and drop sometimes wasn't working
- Fixed requests screens were not restoring the last focus owner correctly depending if it was called from a context menu or not
- Fixed restraint settings menu to better handle lock items and harnesses with the recently added restraints actions
- Fixed restraints button was allowing locking and adding a restraint that wasn't supposed to be allowed to be added and locked
- Fixed restraints panel not clearing restraints actions from previously inspected character
- Fixed item button item icon was not in it's right color when not focused, hovered or pressed
- Fixed interaction hud was still showing the progress bar even if the progress bar is supposed to be hidden
- Fixed carried, grabbed and hiding states character area was changing too early triggering optimisations wrongly (e.g making characters invisible)
- Fixed carrying states handling target
- Fixed character could sometimes get stuck when capturing a character if somehow it's target wasn't set properly
- Fixed characters weren't going to the correct area to drop their captive properly if they weren't in the vacinity of a captive area
- Fixed create leash/link interaction wasn't checking if the character was aiming
- Fixed dialogue scene character could have a rare null reference if their in-world versions were not found
- Fixed entering a task wasn't exiting the previous one
- Fixed face order wasn't being unset and the character was not getting moving at all when the order wasn't satisfied
- Fixed forgotten inverter in getting characters of a given area which resulted in always returning none
- Fixed goto task wasn't checking it's stuck callable correctly
- Fixed goto was ending earlier because it wasn't checking if it was moving through door
- Fixed groping cancel input prompt showing when it wasn't allowed
- Fixed groping interaction and groping ai state location sometimes wasn't set correctly
- Fixed groping state animations weren't all imported correctly
- Fixed groping/spanking an NPC will leave them in Idle state
- Fixed hiding in a container was hiding characters in the same area
- Fixed laying collision shape applying using the wrong height resulting having a floating laying character
- Fixed leaving a grabbed character could have end up clearing their grabbed state data check
- Fixed loading a save where the player was in a container was hiding NPCs in the same area
- Fixed lock items were not given back when unlocking restraints
- Fixed lockpicking restraints wasn't working as it should
- Fixed look at target wasn't removed when getting out of control state
- Fixed not all states had their names instance name set
- Fixed placing a captive was using the old giving order method
- Fixed player character was getting out of a locker after closing the inventory
- Fixed player could change the focus in the dev console using focus next and prev inputs
- Fixed putting on sex toys on characters are now consumed when it's supposed to
- Fixed rare null reference while getting a parent area too early when loading a save
- Fixed rare null value when saving and a character is investigating a subject
- Fixed relaxing state was forcing a movement state update without checking if it was needed resulting in characer immediately getting out of a grab
- Fixed restoring previous state from pulled was trying to restore states that couldn't be restored such as sitting, hiding, carried and grabbing
- Fixed tired, sitting, being restrained, being undressed states not updating arousal and breathing
- Fixed speech component not getting the translated lines
- Fixed starting missions using the wrong function
- Fixed state machine changing by name wasn't checking if the state was valid correctly
- Fixed state machine previous state was set too early
- Fixed suspended animations weren't looping
- Fixed update the state from current stance when a grabbed character is being controlled
- Fixed updating state from current stance wasn't working anymore due to recent is being handled value being correctly set
- Fixed waiting time in GotoTask wasn't reset properly
- Fixed while hiding the hit interaction was still possible if the character had her arms bound
- Fixed temporarily characters could go through a door in a loop when closing a room
- Fixed temporarily optimisation for characters inside the warehouse ground floor were disappearing when the player goes outside the warehouse
- Fixed incredibly stupid forgotten value assignment
- Fixed potential crashes
- Attempt at fixing character disabling alarm can sometimes and somehow end up doing an infinite recursion causing a crash
- Attempt at fixing characters being restrained kept their previous animation state
- Hopefully finally fucking fixed that main menu preview character of the last save should now behave correctly
- Hopefully fucking fixed again the character going through the ground in main menu
v0.1.6.6
Additions
- Items will now be added or removed from character inventory when using them for restraining
- Leashes will now consume or give the leash item when creating or removing a leash
- Struggling out of recoverable restraints will add them in inventory
- Characters can now have a separate groups data set by their appearance if their clothes matches close enough to any outfit of a groups data
- The player can now dress like guards to make the identification harder and slower
- Reworked how characters alert level is updated, it now takes into account when facing character or not, if the guard is visible on the screen and if the character is disguised
- Reworked restraints selection screen and pending restraints actions
- Added loading a saved outfit will load it's material properties into the available items
- Added material customization are now saved in clothing items and display the colors on the items buttons in inventory
- Added "consume" argument for items dev command to toggle items consumption until the game is closed
- Added "inf" argument value to dev command argument "items capacity" shorthand for infinite inventory size
- Added low process mode in UIScreen to dynamically reduce the game's consumption when in menus
- Added auto pausing the game when the game window is not focused or when a controller gets disconnected
Improvements
- Changed the amount of the items that can be found in-world to deal with the item consumption
- Improved restraints selection screen and added restraints and locks amount in inventory for items consumption
- Improved how the data was handled for pending actions to keep using the same reference for all menus and avoid creating new ones when it wasn't necessary
- Improved adding lock/unlock quick action from secondary button in the restraints selection screen
- Improved alert speed should always be at least on medium alert speed when the character is half alerted to make more sense
- Improved guards will stop and look at their suspicious target only when they are highly suspicious
- Improved display infinite character instead of inventory amount when items consumption is disabled in restraints selection screen
- Improved getting the required restraints of a given restraint
- Improved how the character's outfit reference and data gets updated
- Improved how the current outfit data of a character is updated
- Improved inventory save to avoid saving empty slots and save it's max size if the container is limited
- Improved restraints panel to block actions when the player is already in the process of restraining
- Improved restraints selection will not update the used items value if items consumption is disabled
- Improved untying an NPC will take the item of the restraint if recoverable and not cut
Fixes
- Fixed leather heels model and texture
- Fixed transparency value on saved outfits and game saves wasn't loaded properly
- Fixed underground collision of a wall of two cells was too far behind the mesh for some reason
- Fixed characters that has locked a captive in a locker will always be able to open it even if they don't have the key to avoid leaving the player locked forever
- Fixed game saves to properly check for the presence of the required data before attempting deserializing it
- Fixed material properties not resetting properly and keeping old material reference
- Fixed loading a save with naked characters will reset their outfit to the original
- Fixed opening inventory and closing was skipping the apply time when the player was already restraining
- Fixed player couldn't create a leash when they create the leash with the last item they have
- Fixed restraints and sex toys variants couldn't be dropped
- Fixed restraints panel could still hold invalid references to restraints after loading a save
- Fixed tooltip could sometimes block the mouse detection from other UI elements
v0.1.6.5
Additions
- NPCs can now be locked in lockers and they won't be able to come out.
- NPCs now understands when a character is in a vent and will check the vent when they hear a sound coming from it
- NPCs chasing a target that goes into a vent will make them try to intimidate them
- Added vent doors that allows the player and NPCs to interact with and lock them.
- Added stuck and intimidation state for the NPCs when they are stuck in lockers and when they find a character hiding in a vent
- Added a way the AI can ignore something for a little bit of time in case it can continuously make them investigate it
- Added ground level warehouse specific patrolling path and separate with the docks one
- Added vent lockable door and improved doors re-usability
Improvements
- NPCs that can't unlock a locker a character is in, won't unlock it.
- Added attempts to chase state to avoid having a character trying an infinite amount of time to recalculate it's goto target path
- Added current occupiable reference on the character directly to have an easy way to access it's occupiable (chair, locker, bed, etc...)
- Reworked how NPCs know they are stuck and allow customizable stuck behavior when needed
- Added required stance on doors so characters know when they should change their stance in order to go through a door
- Improved Goto Task to allow custom behaviors code when the character get stuck depending on the state using it
- Added a laying interaction collision shape for better interactions
- Improved NavigationStuck component have a customizable max stuck amount to allow more reactive behavior depending on the state used in
- Improved and fixed character hud disappearing too fast when two speech lines are displaying with a short amount of time in between them
- Improved and fixed gags weight painting
- Improved and mostly fixed guards random walking sometimes on upper floor
- Improved character knee placement to reduce the calves size & Increased feet size + reimported relevant clothes and restraints
- Improved follow state
- Improved goto task to get the correct door position in case they need to specifically go to a door
- Improved goto task to implement stance change for doors and update their path in case their target changes area while chasing
- Improved how doors worked and specifically separated hinged doors from sliding doors
- Improved how the character was updating their state based on their stance
- Improved ignore object function for character to be able to ignore something for a given amount of time instead of a fixed one
- Improved lightmap probes for underground level to avoid weird sudden darkening of dynamic objects
- Improved new vent model
- Improved office chairs collisions and interaction trigger
- Improved restraints incompatibility checks and avoid unnecessary updates
- Locked restraints are now impossible to struggle out of for NPCs and very fucking slow for the player to avoid having them completely stuck.
- Reduced default text reading time display value down to 50 words per minute
- Reworking area references and fixing NPCs navigation being broken on docks
- Tweaked glow effect
- Upgraded to Godot 4.6.3
Fixes
- Clothes UI in wardrobe, should stop transfering the clothes of the previous character to the new possessed one
- Fixed brightness setting slider not showing decimals
- Fixed carried control state root position changing
- Fixed characters should no longer chase and get stuck on doors and should also always catch their target at the intended distance
- Fixed characters were not always in the correct state when loading a save if the save was created when using body control
- Fixed clothes UI keeping it's old references after going back to main menu
- Fixed control state when carried wasn't disabling the character navigation obstacle correctly
- Fixed crouching state heeled pose
- Fixed dialogue screen not processing pause menu input
- Fixed door area access did not have it's from area reference setup correctly on start
- Fixed game should now save the game settings only when the setting have changed when unpausing the game instead when closing the game, making it crash
- Fixed incompatible gags not referenced properly on tape and panel gags
- Fixed inventory arrays references still being shared, thanks Godot
- Fixed making sure an NPC doesn't get stuck if they don't find the character after intimidating them and getting out of the vent
- Fixed outfits ui for character without data
- Fixed pantyhose model for new feet size
- Fixed patrolling state was making character walk into doors instead of actually using doors correctly when updating the path or starting the state
- Fixed potential occasional crash when going back to main menu
- Fixed quick menu screen was blocking pausing the HUD
- Fixed restraints selection wasn't allowing the player to lockpick them
- Fixed vent doors couldn't be locked the same way lockers would and cause confusion
- Fixed vibrator intensity always was on low when NPCs put vibrators on caught captives
v0.1.6.4
Additions
Added new female model
Added two new hairstyles
Added skin, nipples, eyes and lips makeup and nails customization
Added photo mode
Container occupiables now have See Through Modes to allow the player to set how they want to be able to see characters inside
Added screenshot feature for photo mode and in-game
Added ShareCharacterMesh to be able to have multiple mesh sharing the same materials properties
Added SkinShaderMaterial and TransparentShaderMaterial types
Added a button tooltip node to easy add tooltips for specific buttons
Added a reset button for each action in controls settings and reduced the assignment size
Added a warning popup when loading a save from a different game version
Added back camisole/tank top model lost from around the 0.1.1 version
Added blindfolds to different NPCs restraints preferences
Added camera FOV, Tilt and Depth of Field and Exposure setting for photo mode
Added camisole item to underground room and added related restraints in NPC’s inventory
Added popup for the player to confirm that they are an adult (i know, i know…)
Added popup to let the player confirm when the game is about to open an external link
Added screenshot render scale option in photo mode settings tab
Added setting color to give the ability to select a color from the color picker
Added support for the screenshot function to set a given render scale
Added “nudity” command to control nudity display of crotch area
Added “help” command hint message default message when opening the dev console
Added “leash” parameter to restraints dev command to be able to create a leash from a dev command (i know you wanted to)
Added “restraint leashable” dev command to list objects that can have a leash
Improvements
Improved “position set vec” dev command parameter to allow “~” to keep the current axis value
Improved ColorPickerUI to only be a color picker popup menu reusable everywhere
Improved Material Customization Screen readability
Improved Quick equip screen to handle inputs the same way the controller input are managed in the hope to ensure every item is selectable
Improved UI uniform look in several screens
Improved and finally got shared material properties references between in-world character and character previews
Improved and fixed sweaters, dresses armbinder blend shapes
Improved button tooltip and added support and social buttons tooltips
Improved camera vertical movements to allow a slower vertical speed while the horizontal one is faster to improve the general feeling of the game
Improved character body code
Improved character meshes to handle their own material properties
Improved dev console by allowing text selection in the console for easier copy/pasting of IDs
Improved dialogue character code
Improved game settings to not save default engine UI keybinds
Improved how setting indicators are handled and displayed
Improved how the game referenced it’s version internally
Improved input type identifier
Improved item selection in button list and improved hair customization action
Improved occupiable interactable to have a signal when the character is changed
Improved screenshot function to handle the render scale and UI visibility
Improved setting slider to be able to display decimals or not and have a suffix
Increased walk and run speed
Removed dev photo mode scene
Removed old female model files
Removed prototype warehouse ground floor
Rename old game settings file to avoid confusions
Renamed “group” dev command to “groups”
Replaced branding icons for Discord and SubscribeStar and added pixiv
Replaced how gags blend shapes were applied on the character by animations instead
Reworked blindfold effect and replaced blindfold effect setting with blindfold intensity setting (Thanks to @alexofp for the base shader code)
Support older saves by resetting the body properties with the default one but keep the player saved hair settings
The active mission title is now shown in the save list
Upgrade to Godot 4.6.2
Upgraded every single file of the project to make sure it’s updated for the latest engine version
Attempt to fix game settings not saving correctly sometimes by waiting before closing the game
Attempt to fix random ugly/blinding reflection probe issue by setting maximum reflection probes distance
Better handle character body properties
Character Mesh and Material Properties overall with massive changes to add be easier to maintain in the future, support multiple meshes per object and support for transparent material properties.
Disabled autowrap on item button’s amount label
Disabled bloom
Experimenting with shader baker for exports
Fixes
Fixed LookAtComponent sometimes trying to remove an invalid lookat target
Fixed UI ordering
Fixed animation importing wrong rootpath
Fixed animations blend shapes wrong value and throwing animation and action fixed
Fixed blend shapes utils functions could crash the game
Fixed breast animation filter
Fixed chairs mesh apparently not having their mesh assigned properly
Fixed customization changes being unsynced and called too many times between previews and in-world
Fixed customization options being shared between characters sometimes
Fixed hud action sometimes could crash the game
Fixed interactions UI random access to a null value when going back to main menu
Fixed leash not destroying itself properly
Fixed look at component trying to remove a null reference resulting in a character keeping their head locked in a direction
Fixed main menu scene reflection probe max distance
Fixed material customization potential crash
Fixed reset keybind text
Fixed setting options not automatically translating when changing language
Fixed signals connection and removed unused script
Fixed tie/untie menu appearing even if there’s nothing to do
Fixed tie/untie menu translations not applied on some tooltips
Fixed tooltip still being shown when it has no target while it is doing it’s displaying animation
Fixed upper face expression still playing when blindfolded resulting in skin clipping through the blindfold
v0.1.6.3
Additions
Added WIP docks/harbor area of the city
Added props models
Added WorldArea specific visibility triggers to only show/hide it’s children
Added bills item to database
Reworked ground floor of the warehouse
Allow player to regenerate stamina if they are not struggling their restraints
Improvements
Improved character should now try to move on to the next waypoint or instantly finish their path if they get stuck somewhere
Improved a lot of models of props the game had and materials
Replaced placeholder textures with the game’s own textures
Improved how scenes paths are retreived in SaveManager
Improved import settings on some models
Improved performances and general lighting of the underground level
Improved reflections probes being too intense underground
Interactable industrial shelves can now be able to display up to 40 items
Reduced ceiling lights range
Reducing texture mipmap bias to hopefully reduce leaks of textures seams
Removed old stuff and unused textures
Fixes
Added temporary fix for outfit preview skin mask not having enough time to generate
Attempt at fixing stack overflow on getting the parent area
Attempt at fixing weird root motion not being frame independent despite using the delta value
Character UI reset on game reset, hopefully this should clear any UI issues
Fixed AI not finding path when the area is not shown and fixed grabbing area change
Fixed UV2 not unwrapped for some objects
Fixed alarm lights not blinking correctly
Fixed clothes and toys not equipped to the correct character when browsing an inventory
Fixed visibility layers for occluders
v0.1.6.2
Additions
Added the new dialogue system
Added three new dialogues triggered in the game scene
Added new posters to warehouse
Added joypad/controller vibrations setting
Experimenting with controller vibrations when struggling and with arousal
Added dialogues to game saves
Added fade in/out effect
Added support for inventory container changes (increasing/decreasing inventory capacity)
Adding items command “capacity” parameter to change inventory size or allow infinity size
Added dev command to enable/disable an alarm
Improvements
Improved how UI bluring and game pausing is handled
Improved how missions are handled
Improved databases and simplified how they are updated
Improved how character in lockers are restored from a save
Improved look_at target reference from character body
Added lockers data in game save
Removed early prototype scene
Fixes
Make sure the character that restrained a captive disable the alarm
Attempt at fixing AI trying to help others while they are already handling a character
Attempt at fixing NPCs stuck in a grabbing/chasing loop slowing down the game
Fixed going back to main menu wasn’t clearing current game data
Fixed AI sometimes stuck in SeekHelpAIState
Fixed HidingState triggering an area change on the character hiding
Fixed MultipleMissionTask not saving and loading it’s values
Fixed NPCs not interactable when restraining/untying another
Fixed TriggerArea triggering when the a character changed stance
Fixed UI nodes fade effect tweening on the same object were overriding their values
Fixed active mission loaded from save didn’t have it’s state to active
Fixed NPCs was re-capturing a captive even if they are tied up and in a room they are supposed to be
Fixed character not resuming it’s schedule after dropping items
Fixed character still checking a captive’s cell after they saw them outside of it
Fixed character still trying to help others even if their are already busy
Fixed character trying to enable the alarm when arms restrained or blindfolded
Fixed hiding and sitting state not resetting the character’s velocity, making them go through the floor sometimes
Fixed droppable variants items weren’t properly checked as droppable
Fixed dev console not fully blocking mouse and other inputs from other screens
Fixed dev console showing behind the pause menu
Fixed locker padlocks not saved
Fixed unusual missions data not properly loaded from game save
Fixed tooltip description colored list not correctly displaying the list
Fixed tweens were not relative to the node using them resulting in weird behaviors in some cases
Fixing some minor errors and animation values
Fixed Jolt error spamming with workaround
Fixed crash when releasing a captive from lockers or chairs at the same time as another character
Fixed crash when switching tabs in character menu
Fixed disabling alarm causing crash
Fixed NearbyDetector null reference
Fixed null reference on current dialogue when stopping
Fixed possible crash when creating a new ItemContainer
v0.1.6.1
v0.1.6
Additions
Added dildo, vibrator and buttblug sex toys
Added sex toys color variants items
Added basic arousal and orgasm with HUD effects
Added Sex toys panel in inventory screens
Added ability for NPCs to have sex toys preferences and use add them to the captured captives, if the captive is the player, it needs sexual content and sex toys enabled
Added temporary hide crotch sex toys when wearing clothes that covers the bottom including skirts until new model is implemented
Added face orgasm animation
Added FSR 2.2 Description to settings
Added sex toys to the game SexToy panel to inventory
Added drop lock and key items support on restraints buttons in the restraints panel
Added toys to character preferences
Added clothes, restraints and sex toys panel are now highlighted when dragging an appropriate item
Added crotch restraints and crotch toys will inscrease arousal while doing body control
Added dev console use warning
Added “toys” dev command
Added CameraAdjustments for brightness, contrast and saturation
Added brightness setting and moved field of view setting to Video settings page
Improvements
Improved Health and Stamina components to use a common ValueComponent
Improved NPCs will only lock the cell doors if the captive has been capturd more than two times
Improved UserAction
Improved ValueComponent to support different ways to set it’s value
Improved ValueComponent to support increase and decrease regen values
Improved and moved orgasm effect handling to character controller
Improved body control sex toy will only affect arousal when controlling the relevant area (e.g vigina/anal toys when controlling legs)
Improved how game settings are handled
Improved make sure that dropped items from a locker will be dropped in front of the locker
Improved orgasm by adding a recovery time waiting for the arousal to go down
Improved translations for unable to manipulate texts for a global use
Improved crotch restraint is now the the last to be struggled
Fixes
Fixed mouth sounds not detectable by NPCs (Now they should check the locker you are hiding in if they heard you!)
Fixed inspection screen not updating clothes, restraints and sex toys panels
Fixed doors occluding environment
Fixed save screenshot camera not applying main camera environment
Fixed NPCs won’t check the locker they locked a captive after chasing them and having a check to do for this captive already
Fixed guards getting stuck in a loop of opening a door
Fixed restrained crouch movements not moving
Fixed ballgags and dildo gags clipping through each other
Fixed restraining an NPC from the inspection screen wasn’t using the correct being restrained state resulting in disabled collisions and gravity
Fixed separate threads not being processed when the game is paused
Fixed grabbing state not clearing struggle data and handling character reference when finished
Fixed restraint item type name
0.1.5.8.hotfix
Additions
Added “Tie” context menu action for restraint items when inspecting a character
Added NPCs won’t be able to see when wearing a blindfold
Added armbinders to warehouse ground floor
Added colored square to indicate the color of the restraint in the restraints panel and selection
Added gag stamina influence making the struggle harder when being grabbed
Added physics interpolation to improve the game’s overall feeling when having more than 60 fps
Added custom logger to be able to display errors and debug messages in the dev console for debug builds
Added new “state” parameter to the debug command
Improvements
Upgraded project to Godot 4.5-stable
Improved catsuit now has a body mask to hide the skin under it
Improved elevator can now handle multiple calls
Improved hearing controller to have a minimum delay to acknowledge sounds
Improved how arms and legs animations are applied
Improved body alpha mask should now only update once when multiple clothes or restraints are worn at the same time
Improved restraints panel won’t cover the buttons anymore and will disable the buttons if the character is unable to manipulate the restraints
Improved tooltip size updating speed
Improved character HUD nows updates it’s position and angle each process frame instead of physics frame
Fixes
Fixed animations weird offset by waiting for the blend node to be finish before startng a restrained animation state
Fixed hopefully fixed characters getting stuck inside elevator after restraining a captive
Fixed NPCs should now react correctly when doing a goto task
Fixed characters not noticing captives and sounds when relaxing
Fixed characters not stopping and looking at their targets when in goto task and getting suspicious
Fixed previous state not being set when loading a save with sitting and hiding control states
Fixed restraints not being tied with variant item when it’s immediately tied from the restraints panel
Fixed sound detection not working for some sounds
Fixed state machine sending state_changed signal too early
Fixed LODs bias for cloth gag and blindfold
Fixed arms and legs animation update in character preview
Fixed catsuit clipping by adding blend shape for armbinder
Fixed animations transitions and getting stuck
Fixed character preview animation reset and de-sync with restraints
Fixed character preview restraints colors not shown
Fixed dildo ballgag classic id (will break in previous saves)
Fixed disabled restraint button image visibility
Fixed hide HUD and notification with F4 key not working
Fixed tooltip appearing when it’s not supposed to
Fixed weird ponytail physics interpolation behavior
Fixed missing translations for armbinder color variants
v0.1.5.8
New restraints:
Armbinders will prevent characters, including yours to take items, is a lot more stronger, i know we needed more secure restraints right? Have i mentionned that you can leash them?
Gag/head harnesses: chin and blindfold-gag link to make gags and blinfolds extra secure and sexy.
Cloth OTN and Blindfold because i saw some of you asking for it and it was pretty quick to implement, so why not!
NPCs now have schedules, meaning they can do different things, they are not stuck on the same loop anymore! For now it is really simple but it opens the door to so much interactions the NPCs can have and actions they can do. For this update they will patrol like before but they will also change floors and sit on chairs to relax a little bit.
The restraints panel has been reworked to show individual restraint instead of the items of the restraints the character is wearing. This was made to implement a new menu that allows to set options on the restraint of characters. You can get this menu by right-clicking the restraint.
This is the new way of locking the restraints from now on, it feels like a downgrade, i know, due to the fact that it’s not as simple as it was before to lock them. I’m going to work on improving that later.
Speaking of new options, harnesses! Ballgags, ring gag, dildo gags and panel gags, with the leather blindfold can now have harnesses attached to them, you can freely put them on with the new restraint menu, you don’t need items at the moment, this will be improved in the future.
Please take a look at the change logs for the details!
I hope you will enjoy it. See you in the next devlog!
Additions
Added armbinder classic and armbinder zipper
Added cloth OTN gag and cloth blindfold
Added gag chin harness and gag blindfold link making the struggle a little harder
Added restraints now requires the restraint actions menu to be locked
Added AI schedules making the AI do tasks defined by their schedule, allowing NPCs to do different things
Added body skin masking system to mask parts of the body when wearing clothes and restraints to avoid unnecessary clipping
Added relax state for NPCs where they sit and wait (more animations and content with be added later on)
Added Dildo gags now makes the stamina slower to regenerate
Added struggle input mode setting Move to struggle, Hold to struggle and auto-struggle for body control
Added game setting to allow or not NPCs to undress regular clothes
Added “Secure” to Resistance level of Restraint used by the armbinder making it very slow to struggle out of, for now.
Added one column to restraint selection screen
Added panel gag, armbinder and locks use in leather and ropes restraints preferences of NPCs
Added tape restraints preferences to Ava and set default ropes preferences to Madison
Improvements
Attempt at fixing this damn animations breaking for some reasons, i will try to fix those animations issues for the next update, this is getting out of hand and really annoying to know exactly why it happens.
Equip, Take, Cut, Lockpick interactions not possible when the hands of a character are restrained (e.g tied with armbinder)
Improved applies the restraint instantly instead of showing the selection when there’s only one choice for self-bondage or tie in menus
Improved goto task when travelling through access points
Improved locking a restraint now assign the lock item to the lock
Improved patrol behavior by only making an NPC react to sounds only if they are not suspicious of a character already
Improved restraint button locked state
Improved saves list performance when it has a lot of saves
Restraints are now sorted from head to legs in the restraints panel of a character
Reworking restraints panel to display individual restraints instead of items
Testing unpausing game 0.5 seconds before finishing the loading of a new game or a save
Replaced lock feature from restraints selection screen by restraint menu from the restraints panel
Fixes
Fixed character getting stuck inside a closed elevator when carrying a character (can still happens when patrolling, after chasing a character for example)
Fixed NPCs getting behind the anchor point’s wall
Fixed AI starting their states before their area is assigned
Fixed blend shapes on clothes and restraints applied on themselves
Fixed character area changed signal being too quick
Fixed character getting stuck in case their target is seated but the seat reference is undefined
Fixed chasing character sometimes gets stuck running against their target
Fixed getting the closest chair from the character
Fixed goto area task when the character is already in the target area
Fixed goto character waiting indefinitely sometimes
Fixed harnesses displaying in the restraints panel
Fixed incompatible restraints for tape, cloth, leather and panel gags
Fixed leash/link of a position (hogtie/strappado/suspension rope) not being prioritized
Fixed patrol state getting path too early
Fixed patrolling transitioning of areas
Fixed restraints panel not updating on showing inventory page
Fixed restraits panel horizontal minimum size
Fixed restraints lockpick interaction appearing without the lockpick
Fixed take interaction not checking if hands are restrained first
Fixed wardrobe outfits list loosing focus after applying an outfit
v0.1.4.6
Additions
Added strappado and ankles suspension positions (not saved in game saves yet.)
Added specific arms control animations for strappado
Added the ability for the AI to tie characters in Strappado and Suspension positions
Improvements
Upgrade to Godot 4.4.1-stable (This should improve the very slow game start introduced by the previous upgrade)
Implemented apply restrained position (strappado, etc…) if conditions are met after equip and unequip link restraints
Improved arms control animations handling to allow animations for specific positions
Improved strappado animation state
Removed anchor points close to beds, they will be implemented later for a specific positions
Fixes
Fixed restrained AI not acknowledging when restraints are struggled out
Fixed all of the leashes being destroyed when any character unequips an item
Fixed character not standing up after being restrained
Fixed link creation from and to the same anchor point
Fixed outfits list not being at the beggining
Fixed reflections probe in ground floor
Fixed restrained position animation state being reset when legs aren’t tied up anymore
Fixed restraints cutting with leashes
Fixed self-bondage by dragging item over character
Fixed occasional crashes
v0.1.3
You can now can be grabbed by the AI, new warehouse look, new vents you can use, new blindfold effects, lockpicking and much more.
Additions
Added grab struggle mini-game
Added guards can now untie each other
Added captor and captives now remembers each others and restraints
Added blindfold effect
Added guards can apply leather straps and ring gag
Added characters can be knocked out when a rock is thrown to their head
Added characters tired after a struggle
Added new warehouse models and layout
Added vents
Added lockpicking interaction while wearing locked restraints
Added placeholder ungagged moans sounds
Added characters can now identify each other
Added barefeet sounds
Added basic knock out
Added ability to lock lockers (not really useful on it's own)
Added camera collisions in elevator
Added concrete, tiles and metal textures
Added basic lockpick item
Added padlock item
Added padlock Key item
Added more accurate sized mattress
Added more rocks in underground level
Added new key model for lock keys
Added notification when trying to take item and inventory is full
Added Open in File Manager for save files
Added PhysicalCharacterMesh and disable physics automatically
Added restraints settings
Added scissors cutting sound
Added secondary heels sounds for AI
Added translations for blindfold effect settings
Added body control while being carried
Added separated gags and locks
Added separated leather straps and locks
Added missing translations
Imported new hits animation in struggles (not used at the moment)
Improvements
Replaced Arms and Legs Control action with Body Control
Removed player default items in inventory
Improved body control feeling and movement detection
Improved character memory for restraining characters
Improved locker opacity and disable shadows only when player is inside
Improved Hitbox throwable detection
Improved how camera effects are handled
Improved how graphics settings are applied and stays
Improved input icons handling
Improved Occupiable Interactables
Improved post processing and lighting
Improved render scale of the character preview
Improved restrained crouching animation speed
Reduced character crouched and laying / prone collider
Reduced guard vision width
Reduced simple blindfold effect color
Tweaked footsteps sound emitter and reduce volume when crouched
Updated level lighting
Improved woodfloor texture (not used at the moment)
Improved follow state (not used at the moment)
Don't make the vision cone follow the head for now
Fixes
Fixed kneeling state not applying gravity and collisions
Fixed player able to body control while being grabbed
Fixed player can read notes while blindfolded
Fixed master volume not updated on game start
Fixed crash in color picker
Fixed elevator stopping speed
Fixed AI Avoidance, it should be better now, mostly
Fixed AI alert on being restrained
Disabled light baking for items and character meshes
Fixed AI grabbing as carried character
Fixed AI stuck staring at the target
Fixed AI tries to grab already grabbed character
Fixed alert indicator not hiding on disable
Fixed blindfold flag not set
Fixed character getting stuck inside locker or chair
Fixed crouching legs control animations
Fixed disabled state machine running states
Fixed drag holder still processing even if it's not used
Fixed footsteps sounds not playing correctly
Fixed gravity still being applied when character on floor
Fixed guard not triggered by changed restraints
Fixed hiding and sitting state physics
Fixed inverted body control movement
Fixed investigating object
Fixed metal material not being metallic lol
Fixed Quick access menu crashing if there's no equippable items in the inventory
Fixed restraining state updating progress bar even if the player isn't involved
Fixed sitting and hiding character position
Fixed state machine stuck if state use await
Fixed struggling flag in body control state
Fixed tongue wasn't applying restraint blend shapes
Fixed vision target not updating correctly
Fixed QTE Action sometimes not being shown correctly (not used at the moment)
Attempt to fix character stuck in carrying or being restrained state
Ignore thrown item if the character is already suspicious of another character
Prevent changing the stance when the character can't move
v0.1.2
Additions
Added ability to change camera profile while holding the Change camera input
Added FOV slider to game settings
Added body customization screen with breast customization and hair selection
Added body customization to game save
Added current camera profile to game save
Added catsuit
Added facial expressions in different stats
Added hair materials in game save
Added hair previews
Added new boots
Added heels
Added leather blindfold restraints
Added leather straps restraints previews
Added new short side and ponytail hairstyles
Added new ring gag
Added new ballgag
Added new sweaters
Added outfit version compatibility
Added new elevator panel and button models
Added two more lore "notes" in basement
Improvements
Improved character body and clothes models
Upgraded game engine
Improved High quality shadows
Restraints should now correctly fits visible clothes
Basic fix for ropes, straps and zipties (legs rig needs work)
Changed movement behavior when grabbing or carrying
A character now chase you after you let go of her without tying her
Lowered camera speed
Tweaked CharacterUI
Updated AI outfits
Fixes
Fixed active camera profile reset when changing state
Fixed body control while hiding
Fixed restrained animation while hiding
Fixed color picker staying open after changing tab in CharacterUI
Fixed crash if missing clothing from outfit
Fixed crash when loading the game
Fixed disabled physics breast position not reset
Fixed elevator not restoring it's last level after loaded game save
Fixed footsteps sounds not updating on start if character doesn't have shoes
Fixed grabbed character height not same height as grabbing character
Fixed gravity not applied to AI
Fixed multiple AI restraining one character
Fixed outfits list
Fixed player could apply restraints not present in inventory
Fixed preview hair materials not synced with in-game
Fixed random rotation when dropping character from carry or grab
Fixed restrained movements while aiming
Fixed sweaters and dresses breast ropes blend shapes
v0.1.1
Additions
Added ability to view outfits files for sharing
Added default maximum length of 100 characters for the outfit name
Added default outfits for NPCs
Added sitting legs control state with animations
Added folding chair
Added force update function for clothes and restraints
Breast physics are now disabled by default for NPCs
Added occlusion culling
Added a notification that shows an error when an outfit wasn't saved
Added new and missing translations
Added camera collision to wooden crates
Improvements
Improved clothes clipping
Improved reading ui
Improved underground light
Fixes
Fixed character preview not refreshing the clothes and restraints after save load
Fixed seated body control
Fixed camera transition on a null camera
Fixed NPCs getting stuck when walking into each other
Fixed character carrying or grabbing more than one character
Fixed carrying state not allowing save after exiting it
Fixed breast customization
Fixed crash when cancelling restraining character state
Fixed Voices and Music settings not working
Fixed Wardrobe page not removing incompatible clothes
Fixed clothing and restraint button icons colors
Fixed character running on it's own if you crouch while running
Fixed clothes not hidden by mask of already wearing clothes
Fixed AI stuck on start
Attempt to fix occasional restrained character is sometimes stuck
Prototype
Initial release
Player reviews
Player rating5.0 / 5 · 5 ratings
Written reviews5 · avg 4.6★
Positive (4–5★)80%
Latest review2026-03-22
What players say
Most players give five stars, citing strong potential and bondage appeal despite limited content.
5★4
4★0
3★1
2★0
1★0
Players like
Strong potential as an early bondage game
Bondage-focused tie-up gameplay
Promising mechanics and polished presentation
Common complaints
Limited current content and early-stage scope
Best for players who enjoy bondage-focused stealth action and customization
Summarised from 5 written player reviews.
Mitomo7272026-03-22★★★★★
5 stars because of the potential it offers. Right now it's about an hour of enjoyment watching yourself and other girls get tied up, but you'll quickly bottom out of the content it offers. But the foundation is solid, and…
zy1332025-08-14★★★★★
It is such a great game tbh tho still in its early stage. Really looking forward to see the updates and more tools of bondage. By the way, I am also wondering if there is anyway to support the developer.
j54jtjrztktrek2025-07-20★★★★★
THEg really seems like an impressive project. The way everything is implemented can be a stealth action bondage game, with easily implementable sandbox later on. The production quality really is high (menuing and ux, controller support, gameplay mechanics) It really…