Thirstchasm
by Carpetwurm
2D Game
2DCG
Adventure
Ahegao
Anal Sex
Animated
Combat
Creampie
Exhibitionism
Furry
Gay
Humiliation
Internal View
Male Domination
Male Protagonist
Masturbation
Mind Control
Oral Sex
Rape
Stripping
Tentacles
Rumor has it that lewd things have been going down in an abandoned testing facility, known as the Chasm. Many thrill seekers and exhibitionists have gone missing though, so it may be dangerous to go alone... Explore procedurally generated dungeons and fuck your way to the top in this lewd action-adventure game, inspired by The Legend of Zelda: Link's Awakening and various other sources. Meet (and possibly, fuck) multiple Monsters, NPCs, and bosses! Thirstchasm solely features Male on Male content, with over 20 unique animated sex scenes!
Screenshots
v3.2:
The Finale
Additions:
-Added ending cinematic after reaching the end of the game.
Changes:
-Removed crashdumper
v3.1:
Lonely Rolling Mask
Changes:
-Removed Ko-Fi splash screen
-Made level sizes 5x5 and 7x7
-Added another custom control cheatcode.
-Replaced Ko-Fi link with an itch.io link
-Buffed every enemy and boss.
Fixes:
>Fixed issue with accessing non-existent rooms
>Fixed issue with the game trying to fade non-existent music
>Fixed an issue with map generation, that sometimes causes crashing
>Fixed an issue with Gelly and RFB animations
>Fixed issue with RowFlicker flickering non-existent entities.
>Fixed issue with Ashley's death crashing the game sometimes.
v3.0:
Thirstchasm: Final Chung Edition
Additions:
-New splash screen thanking Ko-Fi supports for getting TC this far.
-New Wolf Pack ambush room.
-Props that spawn on the ground
-Know-it-All and Monstermind skills
-Naughtilis Boss Fight
-New NPC mechanic, with NPC negotiation and dialogue.
-Bryan and Ashley (NPCs)
Changes:
-Made the Tentacle ambush exclusive to the Factory level.
-Blunt Blows now topples enemies for a longer time.
-Balanced the Alpha Wolf boss fight.
-Secondary levels are now 8x8, instead of 9x9
-Killing toppled/stunned enemies rewards the player with 1 EXP.
-Defeating bosses rewards the player with 3 EXP.
-First time being hit in a new room will topple the player.
-There is now text telling whether an enemy is toppled or stunned.
-Distinct sound when an enemy is about to attack.
-Boss rooms now spawn adjacent to the ending room, and no longer spawn on the main path.
-Passive enemies now have a chance of walking around aimlessly.
-Minor improvements to map generation.
-Keeping your clothes on doubles the EXP you earn.
Bugfixes:
-Fixed the problem with ambush room QTEs allowing you to press RIGHT and not lose.
-Fixed a problem with pressing the action button when prompted, and causing the player to use their active ability at the same time.
-Fixed issue with destroying two enemies with one dom.
-Fixed an issue with leaving a room not returning the player's sword
-Fixed an issue with being knocked out of the room while out of HP.
-Fixed garbage collection issue. (Finally.)
_____________________________________________________
v2.1:
Off of hiatus - a small update to clean up for v3.0
Additions:
-Custom controls
Changes:
-Changed the QTE in ambush rooms, it now shows general direction arrows rather than telling you which key to press. (In order to be less confusing)
-Made unobtainable enemy animations more apparent in the Gallery menu.
-The game is now Flash-friendly again, meaning it's e621 compatible!
Bugfixes:
-Fixed the loop point on the main BGM (was looping incorrectly before, according to Dino.)
-Fixed the memory issue when doing multiple runs within a single session.
-Fixed the notification text getting stuck when pausing the game.
_____________________________________________________
v2.0:
Solidifying the game's design
Additions:
-Added a more procedural cumsplatter system, that randomly spawns small cumsplatters on the ground. Big cumsplatters now spawn under the player after fucking an enemy. If the player walks over a big cum splatter, they trail cum for a little while.
-Added passive enemies in trap rooms, attacking them makes them aggressive.
-Added EXP points, earned by either dominating enemies or winning ambush rooms.
-Added a skill system.
-Added 8 new passive skills, and 3 new active skills.
-Added a boss battle system.
-Added the Alpha Wolf boss fight.
-Added the Factory level
-Added a new ambush room
-Added the Gallery (accessible from the main menu)
-Added sound effects
-Added a new OST (composed by A Dinosaur,
)
Changes:
-Winning an ambush room no longer rewards the player with Energy.
-Losing an ambush room now rewards the player with Energy instead.
-Removed static cumstains baked directly into the tilemap
-Special rooms (Such as ambushes, the start room, boss rooms, etc.) now connect to all adjacent rooms. (Before they had a chance of walling themselves off from eachother, like how empty rooms do.
-Optimized the map generation code
-Ambush rooms are now completely optional, and no longer spawn on the main path between the start and exit.
-Game overs now play the submissive loop of the last enemy to attack the player. (Which means the original game over loop has been removed from the game - it isn't that good anyway, trust me.)
Bugfixes:
-Fixed a bug where when walking out of a room, if you turn around quick enough it causes the game to load the incorrect room.
-Fixed a minor bug where if you held up and down on a menu it'd cause some pretty funky animation problems
-Fixed a bug where the player was invulnrable while swinging their sword
_____________________________________________________
v1.1:
Fixing up the game for v2.0
Changes:
-Changed the hitboxes on the player's sword, making combat more "realistic" (rather than being able to hit enemies that are nowhere close to your sword)
-Shortened how long enemies stay toppled/stunned for.
-Changed the Kobold's attack hitbox, making it able to hit the player without needing to actually be overlapping the player.
Bugfixes:
-Fixed bug where enemies despawn when touching a toppled player, despite not triggering a scene.
-Fixed bug where ambush room quicktime events would generate the same keypress twice in a row, making it so that there were less actual keypresses needed. (Aka when you would get ambushes that'd only need 2 or 3 presses)
-Fixed bug where starting a new game too quickly would cause the game to softlock
-Enemies no longer stay toppled/stunned (among other things) when leaving and re-entering rooms
-Fixed bug where the player would continue to see ambush loops that they've already fully seen
-Fixed issue that caused everyone's antivirus to flip out. (a.k.a. I had to remove the exit button from the start menu)
Fun little game, but some frustrations build up overtime. It has the same problem with combat as tailbound, the sword having a weird hitbox, and on top of that, it's way too easy to get stuck in a loop where you get damaged as soon as you get up leading to game over, so it's just better to stay there and get fucked than to get up cause that doesn't even drain your energy, but then you're stuck looking at the same animation again. I had my 20 minutes of fun with it, but it can't really hold me for longer.
The major issue here is just lack of depth--you're better off just dowloading the art (there isn't that much of it), if you're curious to see it. There's only 4 levels, but truthfully speaking there is only about 2 levels of true content (floors 1 and 2, have the same enemies, and floors 3 and 4 also have the same enemies). The other issue is the fact that the game is counter-intuitive as fuck. Typically when you get knocked down in a game, you want to get up as soon as possible, but in this game it's best to let the enemy rape you after getting toppled because it refills some of your energy (you only game over if you run out of energy). "Ambush" rooms are a joke, if you fail the ambush (which you'll basically only fail if you decide you want to, because its stupid easy to pass) then you get some energy back (passing the ambush gains 2 exp). Ultimately, I'd skip this if you're thinking about downloading, but if you do download it, download it for the music.
A very, very good game, if you don't mind a bit of a challange. The bosses are anoying and powerful, but with experience or just a flying sword perk it becomes easy. The H-scenes are good, I quite liked their style.
Thirstcasm is a decent, almost good, rogue-like Zelda clone that really holds itself back with really s!@#$y and sometimes unfair enemy attack patterns and cooldowns. You get a good taste of that with the first area, The Tunnels, because the wolves there can hit you three times in a row with their absurdly fast dash attack.
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