UNFORTUNATE ADVENTURE is a sandbox harem game with frequent updates, it is currently under heavy development and has a distinctive art style. We are hoping you are interested in supporting the development of the game.
UNFORTUNATE ADVENTURE is an adult Visual Novel with light RPG elements. The RPG there is no pointless grinding for stats. The stats merely affect the flavor of the text and the narrative flow.
Spoiler
The sex is also optional (so if someone does not appeal, you don't have to get close to them), and there is planned wide range of girls to pick from, so there should be someone for everyone eventually!
You are applying for a trip through a portal into another world. The ultimate adventure! But things don't go to plan, the portal activates, and you are dragged through into a new world before you had even fully agreed. You end up in a bizarre house, meet a Vampire Sorceress who calls you the 'Great One' and pledges herself as your first 'Anchor'. Just what the hell is going on?
There will be a lot more women to meet, so don't let them wait!
v0.0.14 Public
2026-01
CODE:
Added a minor change that fixes “skip dialogue” bug that would make it possible to skip loading backgrounds, music or other things if you were too eager with skipping dialogue button when starting a new piece of dialogue.
Version 0.0.14.2
Hotfix
2026-01
CODE:
Made minor adjustment to Encounter detection, sort of belt-and-suspenders approach to making sure there’s no further bugs with it.
Version 0.0.14.1
Hotfix
2026-01
BUG:
TV Show was not playing on Day 3. Dialogue was grabbing the input handling and not letting the TV Show progress.
BUG:
Bed on day 3 understood only “evening” everything else was an “error” to it, when interacting with it during any other time, you’d get error message instead of proper dialogue. Not fatal, just oversight.
BUG:
When iteracting with Donna’s bookshelf, the book selector should pop up, but it was behind the bookshelf graphics, and thus impossible to interact with, and locked the game. Simple fix.
Version 0.0.14
Going Outside + Some More Story, Savegame Fixes, Autosaves, Load of Bugfixes
2025-12
KNOWN ISSUES listed at the bottom of the Changelog.
WARNING! SAVE GAMES WILL BE INCOMPATIBLE WITH NEXT VERSION. 0.0.15 WILL BREAK SAVEGAME COMPATIBILITY.
WARNING! While savegames will load fine,
I cannot guarantee that things will work properly!
There might be some random shit in your savegame that will make the game completely give up and do nonsensical things or soft-lock you out of things.
FEATURE:
Due to request from a patron, I have added an autosave feature. The game will autosave after most “significant” events, and on top of that you get a save-slot at the start/end of each day. As a bonus, you don’t NEED to select a slot to save, now, either.
LOCATION:
Added outside scene with multiple interactive areas, it is actually my most complex scene in some ways, as it is the first one that uses Spine2D. The rest of the scenes will probably follow this pattern.
Note: Not sure when I will refactor the old scenes to use the same system, but it’s not critical, so very slowly.
RETCON:
When you start a new game, or load an old savegame, there is only three doors in the living room. All art has been updated to reflect this. Reason for this will become apparent in the fourth day. Welcome to the life in the alpha train!
GUI:
Save/Load menus have now different button colors to make it obvious in which menu you’re actually in. Save menu is red, and load menu is blue. I also made the SAVE GAME/LOAD GAME text bigger and more obvious.
GUI:
Added option to continue without saving when you get the save menu prompt at the end of each day.
CODE:
Refactored the Quest system into its own separate module, making it easier to maintain and expand. Code didn’t change, however.
CODE:
I first did DynamicDoor, then renamed it to DynamicInteractive to better reflect its broader use cases (not just doors). It’s a system that allows doors to change their hover text based on game state. For example, a door might show “Door” on Day 1, then “Sonja’s Room” once you learn who lives there.
CODE:
Rooms now have zone assignments (HOME, ISLAND, OUTSIDE, etc..) that ZoneManager uses for intelligent memory management. They did this since 0.0.12, but the room itself wasn’t aware what Zone it belonged to. So I refactored exactly who is aware of what and who handles what within the code.
CODE: Tooltip management is now centralized better. It’s still not
fully
centralized, but at least it’s no longer that every scene handles them in its own way.
SOUND:
Added sound effects to the outside_island_yard scene. Which meant I had to actually add some new sounds effects for what feels like ages.
AMBIENT:
This is somewhere between ambient music/ambient soundscape, but I added a new ambient soundscape for the Outside view, and while I consider it more of an ambient soundscape, it does feature musical harmony and notes (C harmonic minor, f or those who care).
ART:
Did the art for the new location, it was quite the complex project since it features potential for animation and a lot of layering because of this. There’s 20+ layers in the scene to add “depth” and variety to the future animations.
ART:
Related to the above note, I have added shader(s) to the scene to create a fog that squirrels itself between different layers, adding depth and movement to the scene before I have even gotten to animating it in the first place.
WRITING:
Added descriptive & reactive text to the outside scene hotspots. 814 Words/77 Lines of text, for now.
WRITING:
Wrote the Day 4 scenes. Morning, living room, and outside. This is 5962 Words/523 Lines of text with branches and reactive content. As in, your previous decisions matter as far what exact text you see.
SCRIPTING:
From now on all check_skill checks and such are done in relation to your personal investment in your character. That is to say, I will keep on writing check_skill("composure", 7) forever. As the game progresses the skill checks get more difficult the more points you invest in your character. However, from a dialogue writing perspective I don’t need to care about that – I’ll just use the 1 to 10 scale forever. As a bonus, this gives an easy way to add difficulty levels to the game, if Patrons want me to add such thing to the game.
CODE:
Refactored the character panel display system, squashing the last few bugs from it (this is the system you see when the game looks like a traditional VN and you’re not in “small talk”. Small talk uses its own system. For now.)
CODE:
Saving games is now its own subsystem, instead of being just hidden somewhere in the state management and general game state code. Not strictly necessary, but I like to keep my code neat and separated from each other.
CODE:
The game now validates save file versions and will refuse to load incompatible saves, preventing potential corruption or weird bugs from old save files.
CODE:
When loading game, selecting an empty slot will now empty the “info box” so you won’t get the previous slot’s information and get confused by that.
CODE:
Fixed how locations were referred internally. Made it more scalable, so from now on locations can scale to 100+ rooms with no maintenance from me.
CODE:
My “complex_condition” check that I use all over now supports “player has visited X” kind of requirements, just for convenience’s sake.
CODE:
Removed a “synchronous loading” option from config (but it was never enabled). Players never saw this, because it felt bad. - Note: Practically how it worked was this: every two rooms game would stop to have a longer load, and then it would work fast the next few rooms. The current system gives a consistent shorter loading times, but every time you switch rooms. It feels much nicer than long load times every few rooms.
ART:
Added initial work on the Outside/Island scene (still rough, work in progress).
BUG:
You could have either “bookshelf” or the “vanity” background on top everything when entering Donna’s room, if things did not get set properly.
BUG:
There was a bug in dialogue with Donna during Day 2. A missing colon
) made the whole line not work.
BUG:
Save files could get corrupted when certain race conditions happened, so now the brand spankin’ new save system does some validation of the data it is loading and recovers from these race conditions gracefully.
BUG:
In the Save/Load menu, slot 4 actually was 3, so you could not actually even access slot 4.
BUG:
The indulgence checks (which are invisible to player) with Donna were bugged (using wrong values) so you always saw the “high indulgence” text option, regardless if you’ve ‘indulged’ or not.
BUG:
Sonja’s initial bathroom scene could crash, and in fact WOULD crash, if Sonja’s pose was somehow set as something before this scene. I don’t think that’s actually possible? But if it was, the scene would 100% crash. Now it’s actually working like it should.
BUG:
You would get the old save screen when passing time.
BUG:
It was possible to skip seeing the animated sexy shot of Donna if you pressed CTRL down when going into the room and starting the dialogue.
BUG:
The Character Creation screen was totally not working on Linux. The fonts are not playing nice crossplatform, for some reason. An emergency fix was applied to make it actually readable, but I’ll need to investigate this further.
Known Issue:
There are lots of locations that the girls might be at, or are in, that you will not be able to have small-talk dialogue with them. This is because there’s just no graphics to show for that location. When the location becomes more relevant, I will add it into the game. Don’t worry, you are not missing anything critical. All plot relevant discussions are unskippable, you can’t miss them.
Known Issue:
If you are loading an old save from version
0.0.12 or earlier, the quest “I’m an Eldritch Monster?” may display the incorrect stage description. This is a cosmetic issue only and does not affect gameplay. The quest will function normally, and the stage will update correctly as you progress. New games are unaffected.
v0.0.13
KNOWN ISSUES listed at the bottom of the Changelog.
GODOT:
CHANGED BACK TO COMPATIBILITY renderer. The game should work identically as before, but I’ve gotten bunch of reports that it doesn’t start at all. And I’ve found out since that Godot 4.5 has an issue in falling back to the compatibility layer. I’m not using the Forward+ fully, so might as well go back to compatibility mode. Hopefully this will fix all the issues people have had with the game.
GODOT:
Updated the game to run on Godot 4.5.1. Basically just some stability and bugfixing updates. Should not show up to the player as anything. It barely did anything for me either, to be fair. Just figured I should try to work in the bug fixes whenever possible.
FEATURE:
Now you can browse any book that is within the user:// folder. Right now your bedroom bookshelf contains ALL the books in the folder, whereas Donaciana’s bookshelf contains only some of them. The books each have their own generated covers.
FEATURE:
Quest log is now more than skin deep static piece of text. From now on quests have names, descriptions of them, several stages (and associated hints for Patrons), and in general can be marked completed, or active.
GUI:
Touched up the “starting new game” screen a bit, very minor changes.
GUI:
Added new Save/Load screen.
ART:
Did the art for the Save/Load screen, which was a major project, considering it is ready for animation and isn’t typical piece of art for me.
ART:
Added a shader to make the lights pulse in to the Kitchen Background Scene. So that it mirrors the rest of the house.
ART:
Added generative book cover art elements into the game. There’s 4 borders, 10 cover patterns, 4 ‘center’ illustrative elements, 3 top illustrative elements, 3 bottom illustrative elements, and of course book cover color. Some of the elements also have the option of
not
having the element at all. Additionally there’s a separate small possibility of each of the border, top, center, and the bottom elements being of gold-foil variety. So some ultra rare books might have all of the four elements be gold foil.
ART:
Created a gold-foil shader. It’s kind of hacky, but it looks good enough? It was created by cribbing together code from a bunch of guys who
actually
know how to work GLSL. Which I really don’t. I can just about barely read it.
ANIMATION:
A work-in-progress animation added to the background figure of the Save/Load screen, basically it should look like she’s breathing. I’ll add more movement later on. Should be easy now that the SpineSprite is integrated into the game and the animation is already playing. Just need to change the animation and export.
WRITING:
Rewrote and added some bits to the Nalara introduction, mostly just clarified her characterization and other small details.
WRITING:
Added new topics to her small talk scenes, mostly to clarify that the shifting slang and style is a feature and not a bug. Still not certain if it is really working, so I might have to do some more rewrites of her later on.
WRITING:
Nalara Smalltalk is now up to 3923 Words/358 lines.
WRITING:
Revised and rewrote a lot of the older interactions with the world. Nothing anyone will notice, however. Primary goal of the rewrite was to hide the “meta-fiction” layer (if you’ve noticed it, that’s great, if you haven’t it’s not that important) from those with 5 or lower Mind.
GUI:
Added a bunch of additional fonts that are mostly used in the Quest Log, but will probably propagate to rest of the game some day.
GUI:
Added a book browsing interface for the books. This is still unfinished and kind of rough around some edges, but it is 90% where it needs to be. The book reading interface is still unchanged, for now.
MUSIC:
Composed and added one (1) new song, which plays when you’re in the Save/Load screen.
CODE:
Created a generative book cover system for the books, they all now use the few basic elements I have added to generate an “unique” book cover depending on what the name + author of the book is.
CODE:
Rewrote the Book system, although reused most of the reader stuff. Now the whole thing is decoupled the book system from the game logic and state, it is basically a plug-in now.
CODE:
Refactored the skill check and relationship success/failure message injection system to be more consistent between the two. This is in preparation for some distant future day of making it into its own global system, rather than just be distributed across the codebase.
CODE:
Refactored how Smalltalk system works. Technically it’s much more performant, but more importantly it is now future proof. In theory the old system could have started to lag on slower computers, as it was relying on DialogueManager’s parser – now loading of correct dialogue files is implemented within GDScript as an intermediate step.
CODE:
Added start of a system that each girl will have their own Font in their own name, to give some extra personality. First just need to find right fonts for them.
BUG:
Wall art was not working, as in 0.0.12 I changed the root CharacterPanel class, and I always forget that “Wall Art” is a character, at least from the perspective of the game.
BUG:
The option “that’s not an answer” to Nalara didn’t work.
BUG:
Because of the above bug, there was an unseen bug in Sonja’s posing when that line of conversation was happening. The whole branch works now as intended.
BUG:
There was a chance that the game could get stuck after saving a game, because of race-conditions, this should be fixed. Cross your fingers.
BUG:
There was a visual bug with Sonja’s Warpaint/tribal outfit, in some poses the upper body was not
quite
attached to her lower body.
Known Issue:
There are lots of locations that the girls might be at, or are in, that you will not be able to have small-talk dialogue with them. This is because there’s just no graphics to show for that location. When the location becomes more relevant, I will add it into the game. Don’t worry, you are not missing anything critical. All plot relevant discussions are unskippable, you can’t miss them.
Known Issue:
If you are loading an old save from version 0.0.12 or earlier, the quest “I’m an Eldritch Monster?” may display the incorrect stage description. This is a cosmetic issue only and does not affect gameplay. The quest will function normally, and the stage will update correctly as you progress. New games are unaffected.
v0.0.12 Public
KNOWN ISSUES Listed at the bottom of the Changelog.
FOR PATRONS:
From now on Patrons can skip the intro whether they have played the game previously on the computer or not. As long as we’re in Tech Demo phase public players can also skip the intro – if they’ve played through it at least once before on the computer they are playing on.
FOR PATRONS:
Because Attributes/Skills DO NOT actually matter as far as the plot goes, Patrons now have +2 extra points when creating their character. This only truly matters in that now having a 10 in one score is actually viable without totally crippling your character in at least one attribute.
MAJOR CHANGE:
Redid the Character Creation screen with new graphics, UI and everything. It’s much clearer, better layout, and easier to use. God, I forgot how much work redoing UI is. Took forever.
MAJOR TECHNICAL CHANGE:
I have implemented the loading/zone manager that I was planning on – albeit only on half-strength. What it does it caches every Room you’ve been to into memory. Now the game does NOT work on a computer with less than 2GB of VRAM (it used to use sub 1GB VRAM), but in return once you’ve been in a room at least once it’s VERY snappy when going back and forth.
Note: This is a halfway solution. It does
not
preload the rooms until you go into them, only makes them load really fast when you have visited them at least once. I did this because it was very easy to implement, and risk of bugs are minimal. I’ll expand on this foundation if needed.
GAME:
Related to the ZoneManager, I added a small loading screen that pops up every time you load a room. In many cases it blinks by so fast that you’ll never see it, but especially when loading the game, or going into rooms for the first time it might pop up briefly.
ANIMATION:
Added a minor nude scene/animation for Donaciana on day 3.
WRITING:
Wrote/Added a brief scene with Donaciana on day 3, in which she is nude in. 1351 Words/101 Lines.
WRITING:
Fixed some minor syntactic errors, few typos, and other minor tweaks that no one will ever notice.
TV SHOWS:
Added fade in/out and black screen effects to the scripting language. I think this is as far as I’ll work on the scripting language for now.
TV SHOWS:
It has a new Metadata field ‘version’ which is just an integer (just a single regular number) that will let me overwrite intelligently new versions of any script/TV show I might include with the game.
TV SHOWS:
TV shows launched through dialogue (e.g. ‘plot relevant’, at least to some extent) will from now on require you to go through the
whole
TV show for the first time. Once you have the tag (you finish watching it) you can shut down the TV whenever while watching the show. Any other TV shows will be possible to shut down whenever.
TV SHOWS:
Now you can browse up to 4 shows in the TV Menu. Theoretically there’s no coded upper limit how many TV shows can be in the User:// folder and shown on screen. It’s just going to take some time to browse through them, with only 4 per page. I’ll add some better sorting (categories?) in the distant future when it is actually useful feature. Right now, this works.
ANIMATION:
Made minor modifications to the Sonja bathroom scene, because it is easy and quick to do minor changes with Spine2D animations that are already inside the game. Her left leg was moving way too much.
ART:
Posed, Painted, and converted to Spine2D a nude sprite set for Donaciana with 16 poses.
ART:
Modeled, painted, and added the new art for the new character creation UI.
ART:
Added minor GUI art for the TV screen in the form of buttons to use the damn thing, also to close the TV.
BUG:
Fixed the formatting of the Sherlock book. It was hard cut at 80 characters, which is not how my Book system likes to deal with text.
BUG:
Less of a bug and more of an oversight & stupidity. I forgot to enable that you can save at Day 3 start. Oops. Sorry about that, this was supposed to be here since 0.0.11 already.
BUG:
Because I fixed the position system in posing characters (left, center, right) in the previous update, it started showing “Wall Art” way too much to the right, because that is technically a ‘character’ as far as the game works. Had to fix that issue.
BUG:
There were SO many bugs in the small talk sections for everyone on day 3 that it was not even funny. Had to completely rewrite some parts. I mean, rewrite the logic, not the text. Content should stay the same and be fine, now.
Known Issue:
There’s lots of locations that the Girls might be at, or are in, that you will not be able to have the small-talk dialogue with them. This is because there’s just no graphics to show for that location. When the location becomes more relevant, I will add it into the game. Don’t worry you are not missing anything critical. All plot relevant discussions are unskippable, you can’t miss them.
v0.0.11
KNOWN ISSUES Listed at the bottom of the Changelog.
SWITCHED TO GODOT 4.5:
There was fairly little work on this, but there were few features that I thought were useful, and thought that upgrading was pretty worthwhile investment. Especially since the work was pretty minimal to migrate from 4.4.1 to 4.5.
Note: This means that Godot will compile all shaders when you first start the game. This will freeze the game for a long moment only for the first time you start the game. But it should in theory make the game a bit snappier, might be noticeable when you move from room to room?
MAJOR FEATURE:
Added a Moddable TV Shows system. Now you can launch and play “Kinetic Novels” (e.g. Visual Novels without choices) within the game dressed as TV shows. Furthermore, this is fully moddable. Anyone can add their own “TV Shows” into the game easily. You can find the example project I did in the User:// folder (there is a button to open the folder within the game).
Note: The system supports “Characters:” to display character names, just plain text, images (jpg, webp, png), playing sound effects (.ogg, .mp3, .wav) and playing music (.ogg, mp3, .wav). There is currently no effects implemented, but I will probably add at some point a fade in/out to black as an option. Currently also there is no ability to launch these fan-made KN’s.
ART:
Finally finished turning all old art assets into Spine2D. Turned the last sprite set (Sonja’s Panties set) into Spine2D. So I don’t have to touch the old art assets any longer. Yay! Finally don’t have to redo old stuff any longer.
SCRIPTING:
Because of the last sprite set being turned into a SpineSprite, I had to go and redo all the posing for that particular sprite set. Wasn’t too bad since it was only used in two scenes (Sonja’s Room and Nalara Introduction). But please tell me if Sonja disappears for no reason in mid conversation while wearing panties, that’s a telltale sign that the posing has a typo or some old code in it.
ANIMATION:
Added to, and improved, the initial animation at bathroom with Sonja.
WRITING:
Fixed some inconsistent formatting with choices.
WRITING:
Nalara Smalltalk is now at 1669 words/173 lines.
WRITING:
Sonja Smalltalk is now at 3146 words/257 lines.
WRITING:
Donaciana Smalltalk is now at 3806 words/365 lines.
WRITING:
Added episode 1 of the TV Show “The Private Dick”. A bit over 2k words. Still unfinished, but good enough for now. I’ll add some minor bells & whistles later on. It’s just a side-show, anyway, and only the first episode.
EVENT:
TV Show is watchable at Day 3. You can also have a conversation about it later on Day 3.
ART:
Added art for the “The Private Dick”, 74 images renders, give or take.
MUSIC:
Added 5 songs for “The Private Dick”. All public domain, not really going to bother to compose for this. Not yet, anyway.
BOOKS:
Added Sherlock Holmes “Scandal In Bohemia”. Felt that having only few stories from H.P. Lovecraft was a teensy bit monotonous. If someone could recommend good PUBLIC DOMAIN SHORT stories to add, that’d be great. I can only think of Lovecraft and Poe. And of course A.C. Doyle.
ART:
Added Night Time scene for Bedroom Diorama view, including changing the gradient color.
ART:
Added Night Time gradient to Donna’s Room, Hallway, Bathroom, Living Room, and Sonja’s Room.
ART/CODE:
Made a new shader for the TV screen. Sort of a slight bloom and “film grain”. I just want it to stand out from the rest of the game. It’s not too hardcore, as I don’t want it to ruin the images, if someone else does some TV-Shows for the TV in the future.
CODE:
Made it so that if a book exists in the game PCK file, it
will
overwrite the old books.
CODE:
Made it so that the bedroom now reacts to night time scenes. It is also theoretically ready for a girl to BE in the room, just like they’re in the other rooms. But there’s no graphics for that shot yet, nor a script that calls for it.
CODE:
Added Night Time logic to all rooms that were missing it. Donna’s, Sonja’s, Bathroom, and Bedroom.
CODE:
Started sketching the Loading Zones system. It’s nowhere near implementation, but the first thoughts and code are in place now. Although not plugged into anything.
CODE:
Fixed Schedule Manager to default everyone to “casual” outfit, so I don’t have to manually set it every damn time in schedule.
CODE:
Made it so that you can start TV shows in middle of a dialogue and then just continue the dialogue. This is useful for predetermined scenes.
BUG:
There was material-displaying bug when talking with someone in the “garden” of the living room, with anyone really. It was looking for a missing material. Not a huge issue, outside of the material not being applied and the excessive number of error messages (60fps, anyone?).
BUG:
For some reason, and I don’t know when this has happened, the Character screen for the player got displaced by something like 30px to the left.
BUG:
Fixed the changelog popping up on screen on every startup of the game. Now it only happens if it’s the first start of the game, and your previous started game version was older.
BUG:
Several bugs in Sonja’s Smalltalk were fixed. Both posing, and logic related.
BUG:
The position thing with all Sprites was buggy as hell. I’ve been having minor issues with it since almost from the start. I think it’s finally fixed and should work as expect from now on. Knock on wood.
BUG:
Fixed bunch of issues with the art on Sonja’s panties set when I converted it into Spine2D.
BUG:
Bug that I left in “intentionally” (had no time to fix it), you could ask Sonja her opinion about Nalara before Nalara even arrived.
BUG:
Bunch of small talk related bugs for Donna and Sonja, because the small talk was not written with 3rd day in mind, and because of all the delays with the previous update, I never managed to fix those issues. They were kind of known, though, just not very important.
BUG:
Nalara would not appear in the girl’s stats screen. Now you can view her stats of you, as well.
BUG:
It was really easy to click both Sonja and the “outside” view when talking with her in the Front Yard when she was on the right side of the screen. That made for weird dialogues without any graphics.
BUG:
There was a possibility of crashing the game when game was saving persistent data (not save games, but unlock/etc data). This was highly dependent on specific circumstances and the previous game version that had been tried. I did not receive any bug reports reporting this issue, but if you experienced this, it is fixed.
Known Issue:
There’s lots of locations that the Girls might be at, or are in, that you will not be able to have the small-talk dialogue with them. This is because there’s just no graphics to show for that location. When the location becomes more relevant, I will add it into the game. Don’t worry you are not missing anything critical. All plot relevant discussions are unskippable, you can’t miss them.
Known Issue:
Loading times when moving between rooms might be a bit long, especially when going into Sonja’s room. I will add loading zones/loading screens or some other solution. But it’s a non-trivial architecture change, so please have patience as I implement it.
v0.0.10
KNOWN ISSUES Are identical to previous version except one is solved, and one new one added.
NEW CHARACTER ADDED:
With the most poses of all Sprite Sets, ~4000 word intro with branching narrative, and with the other girls also joining in the scene as well. Plus some music.
FEATURE:
Added ability to add books into the game, as well as read books in-game. Whenever you interact with the Bookshelf at your bedroom, you get a random pick of all the books that are in your User folder. You can find the folder where to drop the books via the in-game button that will open it.
Note: Each book starts with three lines: Title, Author, Publisher. So you can’t really drop the books without any modification, but it is
mostly
modification free. That said, this is not a finished implementation, but it is good enough to read some short stories and short form smut.
ART:
Added Nalara’s “Casual” sprite set into the game. It is by far the biggest Art addition to the game so far.
Note: She has ~90 unique pose/facial expression combinations. Compared to the next biggest one, Donaciana’s “Casual” set, is around ~30. Three times bigger. In fact, it is probably almost equal to every other set I’ve done so far combined. This is why it took forever to do. You can read the progress report published on “25/09/5”, for details of what took me so long.
WRITING:
Added Nalara’s introduction scene. 4001 words/268 lines.
Note: having multiple girls in a scene really slows down things, as you then need to pose all three. Writing the dialogue itself wasn’t too bad, but then I had to pose them, too.
ART:
Painted the background for the living room “Garden” background art, which is the location where the Nalara introduction happens.
ART:
Added 3 new paintings you can view on the walls. If you’re a Patron, you’ve seen higher resolution versions of these already.
MUSIC:
Added one new song, themed for Nalara.
ART:
Fixed some minor transparency issues with shadows on Sonja’s “Warpaint” sprite set. Also optimized the packing of the assets, the whole set now fits into a single 4K texture.
ART:
Fixed some minor transparency issues with shadows on Donaciana’s “Casual” sprite set.
ART:
Fixed some minor transparency issues with shadows on Donaciana’s “Jacket” sprite set.
ART:
Added a slight “glow” shader to the living room, including each of the subscenes (kitchen & garden), to make it slightly less static. I’ll probably add it to other rooms that require it later on.
ANIMATION:
Added a small animation to Sonja’s peeping scene in the bathroom. This animation is not final or finished, but it is something. This is just to make it so that it can be fixed/changed without having to actually do any code or work within Godot in the future.
CODE:
Tweaked the time system a little.
CODE:
Moved “unlocked art” folder to User folder.
CODE:
Made it so that with a button press you can open file explorer of the folder where the unlocked art is, without having to go hunt your user data folders. Currently, you can only access the button in Debug builds since the folder is currently just an empty folder anyway.
CODE:
Made it so that Nalara’s address of the player changes according to how she feels about them.
CODE:
Moved some functions about Tyranny, Indulgence and Vulnerability, as well as all sexual preference stuff, from the global script to another. This, hopefully, should not break anything. As I am pretty sure I fixed all the wrong references… but please report instantly if you see any issues!
WRITING:
Fixed some typos that I found and were reported to me. But considering the amount of text I added, probably added more new ones than I fixed.
GUI:
Reworked the “Warning” page, to emphasize to people that the game is still VERY much in progress, since apparently “tech demo” is too uncertain a term.
BUG:
When passing time from “Night” to next “Morning”, time progressed twice (e.g. you never got “Morning”, you went straight to “Noon”.) Always remember to use else clauses when using “if”. Just in case, people. Kind of an embarrassing bug, really. Especially since it took me so long to find.
BUG:
The “advance time” button did not update properly. So you could, if you spammed the button, get into real trouble with it and bork the whole game. But considering that you can’t save except when I tell you to (usually at the end of a day), this will luckily ruin zero savegames.
BUG:
When advancing time, the auto triggering encounters did not spawn until you moved from a room to another. So if you were in a room where there was an auto-encounter, the only way to get it trigger is to leave the room and come back.
ISSUE:
“Fixed” the issue of seeing daytime graphics for the kitchen and the bathroom door scene by just… not going into those places when it is night. Whoop. Yay.
Known Issue:
The quests list is not updating. It is still just a static page. This will be fixed soon, but it does require some work.
Known Issue:
A lot of the smalltalk is just plain weird when you do it in the 3rd day, so… maybe just ignore the nonsense. Also few lines are weird on Day 2 as well.
v0.0.9
KNOWN ISSUES Listed at the bottom of the Changelog.
FEATURE:
Added a functionality to skip time. Yes, I know, sounds so minor. But it has to make sure that there is no story event, or any other important event to be happening before it allows you to progress time manually – otherwise things could go… uh, badly.
FEATURE:
Decided to automatically spawn the Changelog when you start the game, IF the game is of different version than what’s in the Persistent Data file in the same folder. Added a small X button to close it, since it’s now being presented to the player unbidden, so there’s now two ways to close it.
FEATURE:
I moved the “persistent.data” (unlocks/achievements/skipping intro) and “settings.cfg” (audio settings, etc) from the game folder into the UserData folder, which on Windows is in the AppData/Roaming “unfortunate_adventure” folder. This should make life hassle free from now on when moving from version to version.
CODE:
Now the room names when hovering on the door are dynamic, depending on the state of the game and the door in question.
CODE:
Moved lots of dialogue helpers/syntactic sugar functions into a new global, and started building a new way to do complex conditional statements to supplement the simplified if/elif/else logic the Dialogue already supports. This is to ease the burden of writing
reactive
dialogue, with the help of basically a new DSL.
CODE:
Started move some of the generic (not plot relevant) events & interactions into the new DSL. It will simplify my life a lot as I won’t have the JSON middleman meddling with this new system.
CODE:
Reworked the Time management System & Screen and how the time transitions. This was prone to bugs before now. Hopefully no longer. It should run more smoothly regardless because I fixed a related bug.
CODE:
Separated the Spine2D Sprites into their own class, which is soon almost as feature rich as the old flat image sprite system. It’s way more efficient, naturally, because of Spine2D.
CODE:
Added some minor optimizations here and there. Some groundwork for potential to change graphics settings to “high”, “mid” or “low”. But there’s so few places that I can do anything about, without redoing the whole game, that this is still a big question whether I will bother or not. But right now the “Dream” with Sonja and “Sonja’s Room” have performance modes. But you can’t set them right now, they’re just in the code. DO YOU HAVE LOW FPS? If you do, report that to me. Until someone says they need this, I will not prioritize it.
CODE:
Minor feature, but from now on, the “Tech Demo is Done” screen ALSO comes up based on the Day/Time combination, and not something that I explicitly launch. This should, to a player, feel more or less equal – except the demo won’t end until you skip time, or you try to got to sleep.
PERFORMANCE:
Optimized the portrait display stuff, for some fucking reason it was clearing/updating the Portraits at steady 20fps. A bit of an oversight. Now it does only when it needs to.
MUSIC:
Added room playlist system. Right now, all rooms play same music all the time, except when overridden by a scene or dialogue. But in the future, the rooms will have individual playlists of music.
ART:
Deleted the old flat image sprite sets of Sonja’s Casual & Warpaint, Donaciana’s Casual and Jacket sets. Leaving only Sonja’s Panty outfit, and the single naked sprite, to be converted into Spine2D.
This took forever, but it’s almost all done. I can see the end now.
SCRIPTING:
Lowered some of the skill checks, even though most of them are not that high. The game is designed so that your choices actually matter, so I can’t lower them too much. But I dropped the single 9 skill requirement to 8, and lowered most of the 8 checks to 7. Still enough that you have to sacrifice something to get it there.
Note: The reason I don’t want to lower them even more is because these small changes in dialogue and interactions are the most common
reward
for sacrificing some of the other stats. You have to get a reward for not being the Joe Average with 6 in everything. Min-maxing in this game might not give you bazillion damage, but it sure as hell will show what kind of dialogue you will see, regardless of which dialog options you pick.
SCRIPTING:
Moved Bedroom, Hallway, Bathroom, Donaciana’s Room, and Living Room Interactions to the new DSL. Despite this sounding such a small task, this felt like it took forever. But it’s done now, and makes life so much easier from now on.
WRITING:
Fixed typos (& grammar). All around. Sonja & Donaciana’s dialogues. Especially the small-talk stuff was prone to this (the results of ‘hurry up and ship it’ in effect).
WRITING:
Sonja will now refer to you differently depending on how she feels about you. She won’t always just say “Chief” now. Well, assuming she feels strongly enough to switch.
WRITING:
Donaciana’s “Small-talk Hub” is now completely revamped. I actually increased the amount of text and reduced redundant stuff so the ratio is better now. It’s 2525 words/243 lines of highly reactive/branching stuff. As with Sonja, I will keep on adding to this small-talk hub as updates roll on.
WRITING:
Sonja’s “Small-talk Hub” also got a revamp and I also added to her new highly reactive content: 1612 words/153 lines of highly reactive/branching stuff. I will keep on adding to this small-talk hub as updates roll on.
BUG:
There was a bug in the time-transition animation that made it hiccup. Fixed.
BUG:
Time transition screen was not always at the top when it was running. Sometimes this looked pretty cool, but it was not intended behavior.
BUG:
The minimal small-talk dialogue that Sonja had was checking values wrong way around. Luckily, neither option was anything too specific. But if player had less preference, they got the high preference dialogue, and vice versa. Fixed.
BUG:
One choice that added love to Sonja had a typo, so it did not go through. So, that’s fixed now. Clearly, she’s
much
easier to please than Donaciana is.
BUG:
Probably(?) not something that many players encountered. I can’t quite remember if this was even possible to encounter on the previous 0.0.8 version which introduced this bug. If right after having automatically triggered dialogue with someone, and without leaving the room, if you then enter a location where someone
should
be standing, the background would not load and things would go weird, unless you leave and re-enter the room. It’s fixed now.
BUG:
A subtle bug that no one could see, but Sonja’s Room wasn’t actually considered a valid location, it was more akin to a menu screen or something. Not an issue for anyone playing the game, but definitely would have bit my ass later on.
BUG:
Fixed some pose issues with both Donaciana and Sonja, leftover issues from switching to Spine2D. Disappearing poses should be gone now. I think. If the character disappears for a moment while changing pose please tell me so I can fix it.
BUG:
Fixed another of those annoying shader issues. The shader that blends characters with the background for some fucking reason did not, by default, use screen UV coordinates as a default. Not an issue, except
now
. I am using Spine2D, so each piece of a character has their own UV coordinates, and in some rooms this appears as a visual glitch (e.g. lower body is darker than top). So now all shaders are default “screen UV”.
BUG:
The “room shader” might have not always been applied correctly. This depended on variety of factors, but sometimes it just did not get applied, or a wrong one did. This is fixed now.
BUG:
If you quit the game while muted, when you started the game again, toggling mute off did not restore music (only SFX), unless you touched the volume slider. Fixed, it restores music volume instantly now.
BUG:
Fixed some logic errors, typos, and one unfinished sentence in Donaciana’s small-talk set.
BUG:
If you viewed artwork on the walls, and kept skipping text via CTRL, the artwork might not close and the only way to close it, would be to click artwork again. Should be fixed now.
BUG:
Sometimes the character’s portrait is shown in a place, but when you enter the location, they’re not there. Leave the room and come back, this would fix the situation. It is now fixed.
Known Issue:
If you pass time and go to the kitchen, or any other specific location, during night - the graphics are of the daytime version. This is because currently the night time graphics
do not exist
.
Known Issue:
There’s lots of locations that the Girls might be at, or are in, that you will not be able to have the small-talk dialogue with them. This is because there’s just no graphics to show for that location. When the location becomes more relevant, I will add it into the game. Don’t worry you are not missing anything critical. All plot relevant discussions are unskippable, you can’t miss them.
Known Issue:
Loading times when moving between rooms might be a bit long, especially when going into Sonja’s room. I will add loading zones/loading screens or some other solution. But it’s a non-trivial architecture change, so please have patience as I implement it.
Known Issue:
The lack of loading screens when loading game is kind of annoying, but they will all be hopefully settled once I get the zone/loading screen system in place.
v0.0.8 Public
FEATURE:
Added “skip dialogue” by holding CTRL down due to some feedback. You could always skip dialogue via spacebar, but it was per line and not something you could keep holding. I hope nothing unexpected happens, but so far in testing it has seemed stable.
FEATURE:
Character
Portraits
now appear in the location they are in, when you are in the ‘diorama’ view of the room.
FEATURE:
Character
Sprites
now appear in the location they are in when you enter the exact spot they inhabit. You can interact with them outside of story events and have ‘small-talk’ with them.
FEATURE:
Characters now have
schedules
and they move around the world according to their schedule and story events.
ART:
Converted Sonja’s Casual sprite set from flat images into a Spine2D atlas. This makes game smaller, and increases performance as well. Now about half of the ingame sprites are converted into Spine2D.
WRITING:
Clarified the rules/mechanics in the character creations screen, so that players know that Skills/Attributes
change
what dialogue you see and the messages reflect what stats mattered and where. Still very much a to-be-done page, overall.
WRITING:
Did a whooole bunch of typo fixing. For some reason I had forgotten to do a spell-check/second pass of anything I wrote in the last update. Oops.
WRITING:
Rewrote the intro background details so that it won’t say “skill failed”, when all it is doing is detailing the main character’s exact background. Now it will just say the skill name in green to inform you that you got this background detail because you have high enough skill.
WRITING:
Removed “failed” text from the skill checks. Now the skill/attribute will just show in green or red, depending on the status. This hopefully communicates that the skill mattered for this piece of dialogue, but doesn’t outright say you ‘failed’ at something – more that you got a different experience than with a higher skill.
WRITING:
Now Donaciana will refer you in subtly different ways depending on how she feels about you. This is not a huge difference, but should be noticeable if you pay attention, maybe. Maybe when there’s more time to move her opinion of you one way or another.
WRITING & SCRIPTING:
1300 Words/131 lines, the initial set of Donaciana’s small-talk. All branches are related to your relationship with her, so choices are not really that meaningful here as you can go through these dialogues as many times as you want.
WRITING & SCRIPTING:
220 Words/26 lines, barely worth mentioning, this is the minimal small-talk set for Sonja.
CODE:
The mechanics of Obsession are now decided, and it is in effect right now. Of course, since no one has any Obsession so nothing happens (yet).
CODE:
Modified the DialogueManager plugin so that now when you have smalltalk with Donaciana (or Sonja in future), you get a number of random options to choose from a set pool. This isn’t something the system supports natively, so I had to do some modifications.
BUG:
Encounters were triggering wrong when
not
in Debug mode. Uhh… I don’t think anything terrible happened, but without testing I estimate that you could re-do certain scenes over and over. Which wasn’t what was supposed to happen.
BUG:
Because of the added CTRL text skipping, you could easily crash the game with race conditions of various types. I did some mitigation on the many issues, here’s hoping it is enough.
v0.0.7 Public
2025-06
RENDERER CHANGE:
I changed from explicitly using Compatiblity to Forward+, which will still default to Compatibility for those whose systems can’t support the better renderer. This should have absolutely zero changes for anything, but… yell at me if something did break.
Note: I also now explicitly cap the max FPS at 60fps. Because it’s a fucking VN.
MAJOR CHANGE:
I am in process of changing sprites into Spine2D sprites instead of just flat images. With this change the game uses less memory, is smaller and runs faster. But I have currently only changed Donaciana’s Casual outfit to work in Spine2D. It’s a lot of work to switch from flat images to assembled sprites so I am doing it in pieces.
Note: The fundamental reason to switching to using Spine2D is the plan to animate sexy scenes. But not the standard poses because that’d be ridiculous amount of work for a single developer. I’m closer to 100 sprites than not, already.
SCRIPTING:
I had to go through all the Donaciana’s dialogue in her Casual outfit to fix the posing, since I changed her pose system fundamentally. There might be now new typos/errors there, but I hope not.
ART:
Added a shader, and parallax clouds, to Sonja’s room’s outside view. Now it looks a bit more like being outside.
ART:
Painted Sonja’s room interior scene.
LOCATION:
Sonja’s Room is now open for business.
WRITING:
700 words/48 lines (no branching) of text describing the items in Sonja’s Room.
LOCATION:
Sonja’s front-yard is open for visiting, as well.
LOCATION:
Kitchen is now open for visiting, even without being in dialogue.
WRITING:
240 words/36 lines (no branching) of text describing the items in the Kitchen.
LOCATION:
You also now go to the bathroom door before you enter the actual bathroom.
LOCATION:
You also can go and see the shower closer than before.
LOCATION:
You can see Donaciana’s Vanity close up.
LOCATION:
You can see Donaciana’s Bookshelf close up. To which I added one interaction just for fun. I’ll populate these scenes with stuff later on.
CODE:
Reworked the way the encounters will be triggered. Just like with the sprites, the two systems are side by side, right now. But, for example, the Kitchen scene is working via the new system and pretty much everywhere else is by the old system. I will be moving to this new system, but as time permits.
CODE:
Made some radical changes in how you experience the “freeroam” of the world. There are more features to be done that will change how the game is experienced. It’s not absolutely different game, but in the code it is basically a rewrite of some systems.
Note: Basically, now when you click an area in the “diorama” view of the room some area/item, you
might
be taken into a closer view of the area. This is the same background that you would have if you were having dialogue in that location. As I finish painting those backgrounds, they become more common. Right now only ones that are visible in the game are the ones I have finished painting.
CODE:
Made optimizations, processes/updates do not run in the background when not needed, so in theory the game uses less CPU. In practice, I was pretty conscious of trying to keep memory/cpu low, that I doubt you’ll notice anything.
GUI:
Added a slight flicker “animation” to the main menu, that now switches between the (so far) only two pieces of art that are shown on the main menu. When there’s more art, it’ll make the main menu a slightly nicer. I think.
GUI:
Reworked the Anchor page a bit. Did some technical changes, and removed the book background which was there just to have something on the screen. It’s still nothing permanent, but at least it’s dynamically changing gradient so it’s not completely blank. Also added some explanations on the page for future content under work.
GUI:
Added some visual flair to the Anchor page, because it’s so plain. For example, I added, of all things a pie-chart to show you your relationship with them. I also renamed the stats (internally they’re still like, love, and hate) to make more sense. They’re now Friend, Lover, and Enemy. Should make things more obvious from the outset on what they represent, along with the pie-chart as a visual guide.
GUI:
Made the character sheet/screen slightly bigger, made it so there is a teensy bit more space. It’s exactly the same as before, just bigger by single digit percentages.
GUI:
Snazzed up the History panel for a bit better look with some graphics. Basically leftover UI elements I painted, and will probably re-use in some other panel, also added a subtle shader.
BUG:
When you first open Anchor screen, you will not actually see the selected girl’s stats, not until you come back to the screen. This wasn’t ‘bug’, more of a ‘mistake’. I just didn’t think about it when I did the page. It’s fixed now.
BUG:
There was a minor bug in Sonja’s dialogue in the kitchen. If your composure failed, there was a missing line of dialogue. Considering that the check was 7 (now 8), I assume at least half of the people failed it. Although I guess people might prefer social skills in a VN? So maybe not half.
v0.0.6.1 Public
A Minor cosmetic update to remove temp-art for the eventual public release.
2025-06
Art:
Finished the background at Donaciana's room with the bookshelf.
Art:
Painted the background for living room kitchen.
v0.0.6
Due to unavoidable trip, I could not work as much on this update as I wanted to, but I got things done, regardless.
2025-06
Patreon/SS:
Changed how the ending screen looks like to them, also changed the music there into something a bit more energetic for everyone.
SAVEGAMES:
Are now officially not compatible with previous versions. You should get a warning message when trying to load them. Let's hope this is the last time the saves are incompatible, but... yeah, game development. No promises.
Feature:
You can now skip the intro, if you have played the intro through at least once on version 0.0.5+.
WRITING:
Wrote an interaction with Donaciana in her room at Day 2 Morning after meeting Sonja. 77 lines/1500 words.
WRITING:
Wrote an interaction with Sonja in the Kitchen at Day 2 Noon. 87 lines/1500 words.
WRITING:
Wrote an interaction with Donna in her room at Day 2 Noon. 160 lines/1900 words.
SCRIPTING:
Implemented the three new interactions.
WRITING:
Reworked some of Donaciana's dialogue in her room. Nothing changed in the content, merely the phrasing. Want to bet I introduced new typos? I hope not. All the dialogue in the game is open season for rewrites, I am perfectly ready to rewrite things if I feel the need to.
WRITING & SCRIPTING:
Reworked some of the dialogue all over, especially how the choices are presented. Nothing major, and no changes to the substance, just making sure the presentation is consistent.
GUI:
Tooltips are now working in the Character Screen. You can finally hover over things and get proper explanation of what all the skills represent, what those "Power", "Tyranny" and "Vulnerability" things even mean.
GUI:
Temporary Quests list and description. It's dynamic, and in theory can be updated, but right now there is no code to update quests or show new ones. So in practical terms it is 'static' as far as player is concerned. I'll add the dynamic features later on when they become relevant.
GUI:
Temporary tooltips also now working in Anchor screen so you can see explanations of their stats.
GUI:
Added a way to see the player's influence on the MC's sexual preferences, so you know what your decisions have 'done'. I might add some extraneous and non-essential detail just for Patrons, as a curiosity. It doesn't really serve any purpose. Or not, we'll see.
GUI:
Adjusted the elements in the character screen, made things bigger and easier to read. Man, I should design these interfaces on low-quality tiny laptop screen at 1080p, because the interface looked fine on my 32" 4K monitor even as a small window, but working on laptop screen for a few days really showed me where I went wrong.
GUI:
Rewrote the text in the Character Creation screen with extra text to explain the mechanics of the game. But only insofar as they stand at this moment. There's a fairly big chance that they will be reworked at some point as we get further into the game and I see design issues with the approach. This is a temporary explanation text, until I get the proper character creation screen done.
Note: It'd be pretty trivial to add dice rolls to the checks for example, but I am not sure if it would add any value. My thinking is that it might just encourage save-scumming instead.
ART:
Made it so that the save checkpoint art is now randomized. Not that there is much to show, yet.
ART:
Added 7 new sprites to Sonja's Casual set, now it's up to 23 sprites.
ART:
Added 6 new sprites to Donaciana's Casual set, now it's up to 30 sprites.
ART:
Added the Itch.io art into the game.
ART:
Painted 1 savescreen art with Sonja and added the Itch.io art into the rotation. So now on the save menu there is 6 different pieces of art that can be shown.
ART:
Randomized the main menu pin-up art. Now the main menu has 50/50 chance of showing the itch.io art, versus the old group picture of them all nude.
TEMP ART:
The bookshelf background in Donaciana's room needs some more work.
TEMP ART:
The Kitchen scene background with Sonja is pure 3D render straight from Blender. I did not have time for more for this deadline.
CODE:
Added some functions in preparation for dialogue choices that check, and depend on Dispositions (Tyranny, Indulgence, Vulnerability) so that they will gate you out of some dialogue choices. I'll keep these fairly rare occurrences, but they will have consequences over time.
CODE:
Added a system to hopefully keep savegames silently updated in the future with new features. It would not have worked for the issue that forced me to make saves incompatible with previous versions. But hopefully it will keep things somewhat up to date for a while.
CODE:
Added some debug functions for myself, also a potential for adding cheats for high-paying patrons. I am not too keen on adding it as an option, because I think it would ruin the game. But I suppose I will add the cheats as an option some day to those who pay over 20 bucks, if they really want to cheat. Maybe. It's still just a debug feature.
MASSIVE BUG:
No one reported this, and it seemed to work before as far as I can tell with testing. But at least with the fresh new save file, some encounters could not trigger as the encounter manager had a bug in the logic that checked for valid encounters.
BUG:
Fixed minor issue. If Tyranny increased, even when out of dialogue, you would get notification of this -- but only when you started a new fresh dialogue, so you could (in theory) get a notification that your Tyranny increased when you examined a flower pot. This was less than ideal behavior. Fixed.
BUG:
A few of Donaciana's last added Sprites did not respect the "Room Shader" which colors the shaders to fit with the background.
BUG:
The dream scene Background Art wasn't visible on Linux. I didn't realize this, and I guess the scene is so abstract that no one bothered to report any issues. Yes, it should have had more than just the blue procedural shader as a background.
BUG:
The changelog was NOT in fact packaged with the game, you needed to have internet connection to see the changelog at all. It is now packaged with the game, and should work offline too.
BUG:
There was a edge-case bug with the time transition screen. It should work now?
v0.0.5 Public
SAVEGAMES:Will work, for now, but version 0.0.6 onward the savegames will break with previous versions.
Note:
You can hold on to your pants, because until Tech Demo is done, this can happen at any time. I
will
try to avoid it, but you never know. I didn't foresee this current issue either. I will add a feature to skip the intro once I make the older savegames unable to be loaded. It
might
require you to start a new game at least once with a 0.0.5+ to get the 'skip intro' option visible, though.
MAJOR FEATURE: Added Character Screen and Anchor Screen where you can look at your and the girls stats. If you don't think this is major feature, you clearly have not ever spent a week painting custom GUI elements. Never again. Except that I'll need to at least add to them later on, since neither screen is not even fully done.
PATREON/SS:Now you can witness my changelog change in real-time...ish. Whenever I do something, I update the changelog which Patrons can see in-game.
Note:
This is very much a work in progress changelog and not a binding contract. I give no guarantees that it is accurate representation of the next release for patrons! I can't imagine it
not
being accurate, but I am just covering my ass here. So, anyway, this will now update in the game whenever I update it locally, so you have as close to 'realtime' feed of what I have added to the new version as possible.
PATREON/SS: Added system so that you can save to your hard drive anything you unlock and find worth looking at. If you're a patron. So, if you unlock a wallpaper, you can save it to your hard-drive an use it outside of the game. Of course, at this point in the development, there is zero things you can save right now.
PATREON/SS: The "Warning, this is Tech Demo and Adult Stuff Ahead!" page you see when you start the game, is now 4 times faster for Patrons.
CODE: Now savegames have versions. Technically, they had them before, but it was completely unused. If you load the save now, the loaded save version is incompatible with the Anchor stats screen, but I made a hacky workaround which will be removed in the next version.
MECHANICS:Added a system that has the Main Character's sexual preferences (fetishes), and the impact of the player's choices have had on those.
Note:
This will gradually move the character's preferences towards those of the Player's choice. This is a sort of "ludo-narrative" way to filter fetishes, instead of clicking check-boxes, if you allow me to slightly misuse the term.
BUGS: Fixed a potential bug for Dialogue History showing up randomly on screen. Unlikely, but possible. But no longer.
BUGS: Made the sound that I mentioned previously
actually
play when you press the changelog button. Oops.
WRITING & SCRIPTING: Fixed a few typos I found, one or two of them quite funny in retrospect. That's what you get for hurrying.
WRITING & SCRIPTING: Also fixed typos & missing words that were reported to me by players. Thank you all!
AUDIO: Added click sounds to several actions, such as hiding the Dialogue text, both when you do it with a button or press the shortcut key.
GUI: Whenever I mention button below, 9 times out of 10, it is a temporary button that will be eventually replaced with a prettier one!
GUI: Added the error message dialog to show you that you can't load incompatible version of a game, instead of just nothing happening. Not yet relevant.
GUI: Changed where the button to show History is, also added button to hide the UI, so you don't need to press 'h' to hide it. As I am too lazy to refactor how the old system works, the keyboard shortcut uses different way to hide the UI than the button does.
GUI: Also added the buttons to see the Character screen and the Anchor Stats, both while in dialogue and out of dialogue.
GUI: Added Character Screen for player. It has most of the relevant stats in there, it is very much a work in progress, but it's a good base to build on.
GUI: Added Anchor Stats Screen for the girls. It is VERY MUCH a work in progress, which should be patiently obvious when you look at it. But you should see the important stats of your chosen girl, so at least functionally it gives you something.
ART: Did the painting for Character Screen & Anchor screen. So much work for so little gain... I don't think most who play these types of games gives a shit.
V0.0.4
Adding dialogue history, and bedrock for exclusive Patron content.
2025-05
MAJOR FEATURE:
Added Dialogue History. Finally! Now you can see what text you might've missed. Unfortunately, I cannot support rollback, as that would require a fundamental shift in the codebase of the game.
GUI:
Added GUI elements to access the Dialogue History outside of Dialogue.
GUI:
Adjusted some of the existing GUI elements.
GUI:
Added begging for support in the bottom of the main screen. Because I would like to keep this update speed going forwards. Each penny extends the time I can work before I need to find a new job.
BUGS:
Fixed bedroom window not being interactible on noon, but otherwise yes. Interesting bug, for some reason that interaction had additional conditions for time period, which was missing the noon? That's some weird addition to conditions, but alright past me, you do you.
BUGS:
Fixed some other small issues and warnings.
CODE:
Removed some random ".to_lower" and then ".capitalize" being done in succession. Why do twice the work? Just use the goddamn capitalize.
CODE:
Added the framework for adding possible exclusive patron content into the game, that is then not part of the public release.
CODE:
Added the framework for adding persistent data/unlocks to the game. Future Achievements/Unlocks/etc are now possible, and easily transferrable between versions (the save data is in the root folder of the game).
WRITING & SCRIPTING:
Fixed some typos & phrasing here and there.
WRITING & SCRIPTING:
Did some work on the Intro text. Mostly removed the excessive text speed variation and unnecessary pauses that were left over traces from my experimentation phase.
ART:
Replaced the "overview" of Sonja's room art with the finished art. I love nature, but hate painting it.
ART:
Replaced the "front yard" background of Sonja's with the finished art.
ART:
Finally added a proper shader for Sonja's room, so now the sprites should blend in better.
v0.0.3
BUGS: Fixed the missing interactions in Donaciana’s room
BUGS: Fixed issues with the sprites of Sonja (not visible to player)
BUGS: Fixed issues with being able to freeze dialogue by clicking at invisible interactable areas.
CODE: Added some backend stuff. Ability to automatically override the default music of the rooms on predetermined days. Just adding options for future situations.
CODE: Added the Changelog to the menu, so it’s easier to see what’s going on with the game. Added small fade-in animation and sound because I can’t help myself?
CODE: The changelog is fetched from internet, so it’s the latest version no matter what version of the game you’re running. But there’s a local backup bundled with the game.
CODE: Added version number of the game you’re playing to the main menu.
ART: Added 27 Sonja’s ‘Panties’ Outfit Sprites. This took a lot of the development time, to be honest.
ART: Added 4 Sprites to Donna’s Casual Outfit sprite set, it’s now up to 24.
ART: Rendered overview of Sonja’s ‘room’ and put it into the game.
PLACEHOLDER ART: Did a very quick ugly job on top of the Overview to make it fit. This is very much a placeholder.
ART: Rendered Background for the Discussion with Sonja & Donna, this might not be final location.
PLACEHOLDER ART: Did a very quick ugly job on top of the Background to make it fit. This is very much a placeholder.
WRITING & SCRIPTING: Added the scene with Sonja and Donna at Sonja’s Room, about 1400 words. Lots of branching stuff, so you won’t see probably more than half of anything I write, because different stats and different things… well, yeah.
Tech demo
initial zone release
forgetmaster2025-07-11★★★★★
Unfortunate Adventure [v0.0.5 Public] [NoMoCo] "Dystopian Isekai world shaped by your desires" Your travel to a mysterious world which is filled with various creatures, maybe made up of your own subconscious fever dream in this mysterious world covered with a shroud of secrets. The story is heavily dependent on your unique character traits and points and turns in the direction that your stats point you to. Gameplay and Mechanics Point and click game where the whole screen is your playground, click on random books or lights to understand the depth of the world. There is a stat check for every interaction and dialogue, locking you or allowing you to have certain choices, depending on your build. These choices will have a further branching as the story evolves, but in the current state, it's very limited Story Story seems like a straight up adaptation of a Japanese Anime storyline and tropes, where you are teleported to another dimensional world, where you basically restart you life with a newly gained traits and powers. Strong emphasis on balance of existential loneliness and finding a place in the clockwork of the world and carnal desire of animalistic male gaze which is further contrasted in choices depending on your submissive mind in a society with no power in indiviuals hand. You find new unique characters in a magical, house which seems to be made by progressive map of your own brain, these roommates have their own goals and traits which evolve over your interactions, but currently very limited. Characters You select your characters various traits, 12 in total which are interlinked and shape your interactions. 2 "roommates" who are contrast in their behavior, with more promised in the future Graphics and Sound Amazing unique art style, expanding the emphasis on the current interaction and state of mind of the MC. Isometric world with detailed environment, and each character have a unique extension of their dimension which reflects thier mental state too. Replay Value Potentially a lot of paths based of the stats based interaction and the branching paths. but currently, not much. Personal Opinion Something unique in a while, with great art and emphasis on art that reflects mental state of the mc, from a dystopian factory like world to a tranquil inner rooms of the fantasy house. But personally I have a feeling the full potential of the concept wont be fulfilled as its too ambitious but I wont but against it either. Pros: amazing art style unique adaption of an isekai Concept of every interaction based of various stats. Cons: reworking the stats system, as most dialogues are skill locked No sex, only orc tits No Dialogue rollback no saves in between episodes clusterfuck of stats, can be too complex Potential Additions: More sex more characters
LionInDarkness2025-05-10★★★★★
Must admit, if you play this demo you will hate yourself because you will be mad its just a tech demo. This is yet another game with interesting potential that is slightly scratching the dnd/fallout itch where you have stats that come into play during dialogue. I truly wish there was more to this than it is because this is really playing with my emotions. As of right now... I like the conversation and the way things are highlighted. Love that there is a muscle mommy orc already. Love that the mc isnt a twink or manlet Mc while looking for sex or thinks about it at times, isn't just looking to fuck everything instantly issues... Dialogue can be a bit wordy No rolling back in case you accidently speed pass dialogue Dislike the incremental dialogue (starts than stops to start again in the same text box) Speaking of the text box, i dislike where its placed Sometimes the dialogue is too slow and sometimes too fast which has you skipping some text by accident Not a spec of sex in the demo No character creator (hoping that is a possible added feature) IT ENDS ABRUPTLY AGAIN I STRESS..regardless of my gripes, this is interesting and I hope something comes of this...
Klaptrap2025-05-10★★★★★
Review of the [tech demo] version. Isekai; Unfortunate Adventures certainly comes out swinging, even if the concept is not super original. You are a random nobody, transferred under mysterious circumstances to another dimension we know very little about. The act of doing so has made you powerful in a way that simultaneously limits you to a handful of the same rooms. The story has some minors elements of Lovecraft present, although our character doesn't seem to notice these direct references. The rest has a melancholic tint to it, talking a lot about their lack of structure and struggles with loneliness, but so far not to the point that it becomes depressing. At the very least, I'm interested in knowing what is going to happen next. The main mechanic, so far, seems to be a stat system similar to a popular indie game from some years ago. It automatically rolls checks and allows you to make a few choices that, at this point, seem to only lead to slightly rephrased version of what you'd already say. I hope this continues to be expanded upon, but it's only a question if the result will be worth the effort or if the whole thing will be quietly scaled back in later updates. No sex scenes so far, but the characters shown and promised look distinct enough that I'm looking forward to what may come.
TheCragger2025-05-09★★★★★
Very interesting tech demo. The lovecraftian nature is quite intriguing to me. I enjoyed a lot where the developer went with the characters having a non standard orc design and the future anthromorphic lion character. My only advice to the developer is stick to your passions and vision. Don't let patreons sway you into making another generic game to add to the pile.