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RegulusNSFW

RegulusNSFW

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RegulusNSFW posts

Wataponno’s crosspromo and bonus pics!

Hello folks,

Our friends at Wataponno are excited to share their games with us, so we’re teaming up for a cross-promo! They’re showcasing three main games, along with a variety of bonus minigames, comics, and even books available on their Patreon.

Patreon  Game bundle!  Discord  Website

Their first RELEASED game is Magical Waifus Academy. In this fantasy RPG, you play as a male student in a monstergirls-only magical academy. As the only human, what else is there to do but fuck everyone while learning magic?

The game is a dozen hours long to complete, or there are cheat codes if you want to get right to the smut!

It includes 29 monstergirls, all of which are fully animated and fully voiced, and a dozen CGs.

The sequel, Magical Monstergirls Academy, (also fully released) lets you play as both male and female, and lets you switch on the fly. There is 35 monstergirls to fuck as male and female, for 70 fully voiced animations total! And every animation has multiple loops! On top of that, there's 12 fully animated CGs!

Explore Lewdomains, dungeons filled to the brim with monstergirls longing for a bit of fun.

Switch gender on the fly, and collect them all!

Help your friends along the way, and surely you will get rewarded nicely.

  • Explore the Academy, meet, customize and romance your friends.

  • Explore 7 unique dungeons filled with monstergirls to fight and fuck.

  • Solve puzzles and play minigames

  • Unlock powerful spells and items that change the way you play

  • Unlock over 70 fully animated, fully voiced scenes!

  • Play on PC, Android or Linux.

All their games are available on PC, Linux and Android, and they all play one-handed, for obvious reasons.

And finally, their latest game: Magical Hellhound Lust!

In Magical Hellhound Lust you play as Saki, the Magebane Hellhound. Hack, slash and fuck succubi and their lewdemons army to reclaim the Black Fire… and your past.

The game is currently in development and can be played now.

Fight and fuck hordes of Lewdemons

Customize your build with endless possibilities!

Patreon  Game bundle!  Discord  Website

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Wataponno’s crosspromo!

Hello folks,

Our friends at Wataponno are excited to share their games with us, so we’re teaming up for a cross-promo! They’re showcasing three main games, along with a variety of bonus minigames, comics, and even books available on their Patreon.

Patreon  Game bundle!  Discord  Website

Their first RELEASED game is Magical Waifus Academy. In this fantasy RPG, you play as a male student in a monstergirls-only magical academy. As the only human, what else is there to do but “meet” everyone while learning magic?

Main features:

  • Fantasy RPG

  • One hand gameplay

  • Cheat codes

  • 29 monstergirls

  • Fully animated and voiced combat scenes

  • 12 CGs

  • Play on PC, Android or Linux.

The sequel, Magical Monstergirls Academy, (also fully released) lets you play as both male and female, and lets you switch on the fly. There is 35 monstergirls to “meet” as male and female, for 70 fully voiced animations total! On top of that, there's 12 fully animated CGs!

Main features:

  • Fantasy RPG

  • One hand gameplay

  • Play as male or female

  • Cheat codes

  • 35 monstergirls

  • Fully animated and voiced combat scenes

  • 12 CGs

  • Explore the Academy, meet, customize and romance your friends.

  • Explore 7 unique dungeons filled with monstergirls to fight and fuck.

  • Solve puzzles and play minigames

  • Unlock powerful spells and items that change the way you play

  • Unlock over 70 fully animated, fully voiced scenes!

  • Play on PC, Android or Linux.

All their games are available on PC, Linux and Android, and they all play one-handed, for obvious reasons.

And finally, their latest game: Magical Hellhound Lust!

In Magical Hellhound Lust you play as Saki, the Magebane Hellhound. Hack, slash and “meet” powerful demons and their army to reclaim the Black Fire… and your past.

The game is currently in development and can be played now.

Main features:

  • Fully voiced and animated scenes

  • One handed gameplay

  • 20 monsters to come

  • Infinite build possibilities

  • In active development

Patreon  Game bundle!  Discord  Website

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Nova's 1st End Hscene animation.

Heyo everyone! This will be a fairly brief post, but I will be showing off Nova's first ending Hscene.

To start off, I broke things up, and imported them into their atlases.

Next up was rigging, control params, as always... but let's check out the animations.

Idle:

Main Loop:

Fast Loop:

From here you will have a branch of going even faster under "Dominate" or retire, and let her take control under "Submit"

Even Faster:

Nova Control:

Those are the 4 main loop variants available. The climax animations aren't quite finished yet, but the states are in place, and ready.

A bit reminiscent of Samga's Thighjob scene in Spunkstock I suppose :P.

With that, this week will be wrapping up. Next week will either be focusing on Nova's 2nd ending Hscene, or the Finale1 boss fight depending on the state of assets. Thanks again everyone! I'll catch you all then!

-Regulus

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Finale Level layout! How it will work, and full breakdown + Nova Hscene Sneak Peek.

Heyo everyone! It's been an interesting week putting together the core of this level. I've shown you a couple small bits along with some of my plans for it. Let's check out how this level will work. There will be a lot of gifs/images here because the level can vary quite a bit.

At a base level, the finale will be quite a bit more difficult in comparison to other levels. This is because for every planet you fully clear (Meaning you have beaten the 2nd level of the planet), you will get a perk in this level.

----------------------------------------

CATIYA2 not complete:

You are faced with a large fleet flying with you and against you. Various enemies and turret are here.

CATIYA2 Complete:

The remnants of the Catiyan forces will aid you against this first wave.

You will then face an onslaught of grunts unlike you've encountered before. If you completed Catiya2, your grunt friend (who is now a sergeant) will help you against this.

  • -----------------------------------

Weeble in RAPTURA2 NOT killed:

This example is a bit half-baked right now, as the enemies will be a more spread apart, and be a bit more threatening.

Essentially if you failed to kill Weeble in Raptura2, or have not done Raptura2, these enemies will be contaminated, and will spawn contamination on death like in Raptura2. If he was killed, then the enemies in here will be less plentiful, and not contaminated.

-----------------------------------

MOLBON2 not completed:

Weapons throughout the level will have Molbon's ancient laser tech.

MOLBON2 Complete:

These weapons will instead just be basic lasers.

--------------------------------------

PEARLUS2 not complete:

This is an additional group that you will need to defeat.

PEARLUS2 Complete:

Freya, and her preservers will strike them down.

--------------------------------------

TITAS2 not complete:

You will have to face an onslaught of these medium ships on your own. This part is very threatening without completing Titas2.

TITAS2 Complete:

Tanya will offer a hefty sum to your former adversary, Coyote, for his support in the coming fight.

-----------------------------------

NEOS2 Complete:

Simply put: Pom will drop health packs for you a few times through the level.

NEOS2 not complete:

There will be no health packs in the whole level.

----------------------------------

ZOL'GAN2 not complete:

You must fight Pigman....... again, but this time he has support from the neighbouring carriers.

ZOL'GAN2 Complete:

Guess who comes back... well, if you read Rooster's event after completing Zol'gan2 you will see than in exchange for Rooster's help with Zol'gan Brisk will help you in the final fight.

  • ---------------------------------------

That sums up the level variations.

To close out the level you will need to weave through a flank from the enemy.

Once you make it through, a familiar face resurfaces, except not on your side.

A wall of enemies will block your path. The reinforcements supplied by Nova.

With the wall in front, Pix will divebomb them, causing them to scatter.

The rest of your crewmates make swift entrance to occupy the enemy. With final quotes, you will lose access to all allied abilities, as they are busy with enemy forces.

You are then free to face off with the traitor General in a 1v1. You will have no allied support abilities to help in this boss fight.

----------------------------

With that... this week is concluded. I would like to actually make a toggle option at the start of the level to "accept support" or not. This way, if you have completed some, or all of the levels, you can still experience the level with no support if you are interested in a larger challenge. (It's possible there will be more score potential as well)

Next week I will be focusing on Nova's 1st "ending" Hscene. As mentioned, in this build it will not be presented as an ending, as the context is not there yet, but the Hscene will be animated, and put in as a temporary event.

This will likely be an ending related to a "love route" of sorts with Nova. Resulting in Nova joining your crew.

Thanks again everyone! I'll catch you all next week with some motion for this!

-Regulus

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Important Post: Changes in the final year of development, and Progress Report.

Heyo everyone! With this, we begin the development of v0.15, the first Finale level. This means some things will be changing with how aspects of the Patreon will run.

I'll just start by saying weekly progress reports will still be here, and consistent as ever. Polls, however will likely be ending at this point, as there isn't much to determine in that manner. Due to this the $10 tier will technically have no additional perks from the $5 tier.

One other thing that I will stress is that v0.15 will be the last build to release to supporters on Patreon and SubscribeStar. It will come on August 1st. From there, development will still continue until around Q2 of 2026. The Patreon and SubscribeStar will stay open with progress reports and Hi Res uploads until release. Support will still very much be appreciated, as there will still be a lot to cover! Upon full release, the goal is to give a copy to all those who contribute at least the price of the game before the deadline. (price, and deadline are TBD, so there is still plenty of time). The deadline is likely to be very close to v1.0 launch.

---------------------------------------------------

Now with that, let's take a look at the progress report, and what to expect in v0.15!

This week was focusing on Lana's Extra Hscene. I was a bit behind this week due to some circumstances, but I got enough done to show off the base animations.

Here's the Idle

Lana is not too thrilled to be playing the part of maid.

On to the main loop.

And the fast

There will likely be a couple other loops to come during the wrap up week, but this is where I'm at for now.

So considering v0.15 is the finale, what will it look like, and what can we expect from the level, who's in the Hscenes, etc.

v0.15 will take place on a battlefront in space. The ultimate confrontation with Nova's forces.

There is a good chance you will see some familiar faces throughout this level depending on how you performed on previous levels. I would like to add some things like, certain characters coming to your support, like Freya, Brisk, Coyote, if you completed their levels, or have certain enemies be contaminated/stronger if you failed to stop Weeble's escape in Raptura 2, etc. By default you will be supported by Catiya's armada, but it will be your job to slip through and confront Nova. (The confrontation with Nova, herself will be Finale2, however, which need to wait until full release).

The Hscenes to come along with this build will be featuring none other than Nova herself. The context of these Hscenes will be a bit lost here, as they are likely to represent potential endings.

With that, I hope you all enjoyed v0.14, and are looking forward to this final level! In the coming week I will be focusing on setting up the enemy layout for Finale1.

Thanks again everyone!

-Regulus

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Nika Lights Things Up! v0.14 Out Now!

Okay, here we are! v0.14's launch! As always be sure to post any bugs/issues to come across, and I'll get to them as soon as possible if need be.

There a lot of new things, so I kind of expect there to be a few issues out the gate, especially with a new save system introduced. Anyways! Let's check the Changelog!

v0.14 Changelog:

MAJOR:
-New level: Neos2
-2 new Hscenes for Nika
-new Hscene with Siren/Freya
-Voice acting for all current levels except Titas2 and Neos2.
-Voice acting for most of the Hscenes.
-Impreg trials: You can now impregnate characters once you reach 100 Affinity.
-Impreg unlocks an upgraded passive for the character.
-Data Chips: There is a hidden data chip in each level.
-Data Chip rewards: Get extra Pom related content for collecting the data chips. (Including a few pixel Hscene animations)
-Implemented a new Save System. Things should be saved in a file again.
-Options for windowed mode: 1920x1080 and 1280x720

Minor:
-Added alternate hair for Nika
-2 new dialogues for Nika
-Made it so Assertion raises Thrust recharge rate instead of max Thrust.
-Added "Settings" button to Main Menu
-Added new pinup
-Added function to Tanya's upgraded active ability
-Added Nika's upgraded active ability.
-Rearranged some timings for dialogue, and Pom's Power Cells.

Bugfixes:
-Fixed a bug with Nika's 2nd conversation where it didn't flag, and could be farmed for affinity.
-Fixed a bug where ally abilities didn't show when pausing the game.

Balance:
-Made Lana's active cost less
-Made Tanya's barrier cost significantly less.
-Reduced Nika's yarn cost.

--------------------------------------------

Initial Release:

v0.14 - June 1st 2025

---------------------------------------------

Hotfix:

v0.14.1 June 1st 2025:
-Nova's intro cutscene and Hscene are now re-viewable.
-Made it so "New Game" doesn't break the new "Continue" button.
-Made Settings button work in Main Menu in cases where it wouldn't
-Made Main menu UI scale differently for certain aspect ratios
-Starting a New game after loading a save would cause the New Game to not actually wipe the currently loaded data. It should now properly wipe the data.

-----------------------------------------

Hotfix:

v0.14.2 June 5th 2025:
-Rearranged Siren's event dialogue so that you will no longer get soft-locked by choosing "Skip"

------------------------------

Download Link:

PC: https://mega.nz/file/RelFFLxC#urGuj8I8VjmrzhyQk_a_bZvmz1Hewy6LZgvGT6_DFzU

Linux: https://mega.nz/file/sTtCHBKK#zGb6JhtahOFCTNE-bPMSHziTjWOMQ9j2UkZbp9YhMVk

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Final Report before v0.14. Windowed Resolutions + Changelog.

Heyo everyone! There aren't too many specifics to really dive into on this report, as it was mostly just the final testing and fixes. There were a few things though, so let's get into it!

I made it so when a crewmate hits 100 Affinity their prompts will change. Instead of displaying "Affinity: 100" in conversations, it will now show their impreg state, medal, and score of their trial.

(In your game, the "0" will show an actual score ahah)

If the character is not pregnant, but has 100 Affinity, it will show "Not Pregnant"

On top of this, allies will have these markers show up in the hub.

If the character has not yet reached 100 Affinity, it will still display as you are familiar with it before.

Next up, I added a couple Windowed Resolutions for those who have monitor resolutions that hinder their ability to play.

I also added a "Settings" button to the Main Menu.

Next, I found some issues with the Pause menu's display. It seemed ally abilities weren't showing anymore. I'm not sure if this was from a bug in this build, or if this has been the case for the last couple builds, but it should be fixed now.

Next was adding icons for the Data chips in the menus, then we put in the animated talking portrait for the Neos2 boss which I have named "Raph"

Next, I also implemented Nika's alternate hair.

Anyways! The final thing was AbsurdRes whipped up the remaining "Victory Stills". I won't show them all, but here's Tanya.

With that, v0.14 launch is in just a couple days. I will likely be making some important posts in the weeks coming breaking down how the final phases of the game will look in terms of development, and what to expect as a Patron/Subscriber.

For now let me just post the full Changelog of what to expect in v0.14!

-------------------------------

v0.14 Changelog:

MAJOR:
-New level: Neos2
-2 new Hscenes for Nika
-new Hscene with Siren/Freya
-Voice acting for all current levels except Titas2 and Neos2.
-Voice acting for most of the Hscenes.
-Impreg trials: You can now impregnate characters once you reach 100 Affinity.
-Impreg unlocks an upgraded passive for the character.
-Data Chips: There is a hidden data chip in each level.
-Data Chip rewards: Get extra Pom related content for collecting the data chips. (Including a few pixel Hscene animations)
-Implemented a new Save System. Things should be saved in a file again.
-Options for windowed mode: 1920x1080 and 1280x720

Minor:
-Added alternate hair for Nika
-2 new dialogues for Nika
-Made it so Assertion raises Thrust recharge rate instead of max Thrust.
-Added "Settings" button to Main Menu
-Added new pinup
-Added function to Tanya's upgraded active ability
-Added Nika's upgraded active ability.
-Rearranged some timings for dialogue, and Pom's Power Cells.

Bugfixes:
-Fixed a bug with Nika's 2nd conversation where it didn't flag, and could be farmed for affinity.
-Fixed a bug where ally abilities didn't show when pausing the game.

Balance:
-Made Lana's active cost less
-Made Tanya's barrier cost significantly less.
-Reduced Nika's yarn cost.

---------------------------------------

Catch you all on the 1st! Thanks again everyone for the continued support!

-Regulus

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v0.14 Build Wrap Up!

Heyo everyone! Another busy week, but I knocked off everything on the list! Let's start from the top!

------------------------------------------
Monday:

1- I'm not sure if I really talked about this before, but upon completing the "Impreg Trials", and impregnating a character, on the scorescreen will have a "Victory Still" very reminiscent of SpunkStock's Scorescreen. At the moment we only have 2 victory stills: Nika and Pix, here's a look at what they look like.

The actual UI surrounding will probably change at some point to fit the mood a little more, but this is it for now.

2- I made a change to Power Cells. Now when you destroy the supply crate, the power cell doesn't remain where you destroyed it, instead regardless of when the crate is destroyed, the power cell well go to the center of the screen.

3- Added some variants to Pom's voice lines when she says "Incoming Power Cell"

4- I made some changes to Power Cells in regard to the new Data Chip system. Out the gate, Pom will drop a Green Power Cell.

This Cell acts exactly the same as a Health Pickup.

Upon unlocking the Golden Power Cell, the crates will drop the power cell you are all familiar with

So what is a Super Cell?

The Super Power Cell has the same effects as the gold, but for the duration, the player will also fire all primary weapons for the duration. (Power, Flame, and MITES)

5- I added Conversation events for all characters when they hit 100 Affinity that leads into the Impreg Trials

6- Added a Data Chip for Catiya2. The requirement for it is to defeat Nova in less than 60 seconds.

-------------------------------------------------------------------------

Tuesday:

1- Fixed some bugs with some character's new EX passives

2- Wrote transmission dialogue for Neos2

3- Added final components to Neos2 (Like intro cutscenes, boss outros, etc.)

---------------------------------------------------------------------

Wednesday:

-Finished Animations and climax animations for FreyaxSiren

climax animations for Nika3


climax animations for Nika4


Then I added SFX to them

--------------------------------------------------

Thursday:

1- Wrote Nika's hub dialogue

2- Added new Hscenes to Hscene Room

3- Wrote event dialogues

4- Fixed several bugs/remaining issues with the new content

----------------------------------

Friday(Today):

Before writing this post, I did some final testing, and came up with several more small things that need to be touched up. This is pretty standard, but they are all very small adjustments that need to be made. Once they are done, the build will be all raring to go for launch on June 1st.

--------------------------------

That pretty much sums up this week. So what's the next week coming up? Well...

As mentioned there still is some stuff to address with this build. If I manage to wrap this up in a timely manner I may get a head start on some components for the next build, but we'll see. I'll be sure to report about everything done on Friday though!

Thanks again everyone! I'll catch you all then.

-Regulus

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Voice Work, New Save system, and Pom's Data Chips

Hello everyone! As mentioned, this week was focused on implementing the VA work for Starbreed up until Zol'gan2. There's a good amount more I managed to get done. I put in a lot of extra time to knock off a few more things on the list. This includes a new save system using json, and Pom's Data Chips feature. I'll elaborate on what all this means in a few here!

Starting from the top! Let's talk about the new voice work. The casting is as follows:'

Returning:

>Lana ---------------------- KumBomb
>Pigman ------------------- McNorsk
>Pix ------------------------ Gina Galore
>Siren ---------------------- JellyfishJubilee
>Weeble -------------------- McNorsk

New:

>Female Aether ----------- Mimi Hung
>Male Aether -------------- LuckyLucas
>Brisk ---------------------- PhosphorusVA
>Coyote -------------------- PhosphorusVA
>Freya ---------------------- InvaderNoodles
>Nika ----------------------- PixieWillow
>Nova ---------------------- EndymionVA
>Other --------------------- JellyfishJubilee
>Pom ----------------------- InvaderNoodles
>Rooster ------------------- Sorry
>Tanya --------------------- BordeauxBlack
>Tiger ---------------------- BordeauxBlack

Levels that have had VA added are:

>Titas
>Neos
>Zol'gan
>Catiya2
>Raptura2
>Molbon2
>Pearlus2
>Zol'gan2

Along with most of the new Hscenes, and various conversation intros.

Due to a few reasons I did cut a few lines in the text dialogue, but the impact should still be a massive improvement!

Considering I don't have too much to show, I won't go into too much more details about the specifics of the process of it, but I crunched a bit hard to get this all implemented in a timely manner to open up time for what I wanted to do next:

-----------------------------------------------------------

Pom's Data Chip system.

I touched upon this before as a plan, but now I managed to get the assets together, and write up the core scripts for it all. In case you missed the explanation: In every level there will be a hidden "Data Chip". This chip will contribute to various perks related to Pom depending on your total gained chips. The collected data, and hints can be viewed in the Hscene room.

(The grey squares are just placeholders atm, but they will display a highlighted data chip icon, or greyed out depending on if you've received the chip or not.)

To start, the hints are very vague, but once you hit 5, and unlock "Expanded Hints" they be come much more detailed.

The rest of the rewards will likely be filled out at a later build, but I implemented what I could.

"Gold Power Cells" are what you are familiar with. This essentially means Pom will no longer drop these right away, and will instead only drop them once enough data chips are acquired.

Likewise, the "VR Hscene" is the Hscene you have had access to right away previously, but now it will be a later stage of Pom's development.

As for the Low, Med, and High Res animations, they will be available when going to the pod.

Each animation will have a few different speeds

Along with a climax animation

As for the Data chips themselves, they are achieved by essentially doing what the hints point at.

Upon revealing, it will home into the player, just to ensure the player doesn't miss picking it up or something (The only exception to this is when the data chip is preexisting in the world like in Titas2.

Anyways! If you read the hints you'd likely see that the objectives vary quite a bit, from killing "x" enemies, to killing hidden enemies, to not getting hit by things, to just finding where it is placed, and even destroying props.

You will be able to collect all these data chips in the next build, but there will only be the rewards that show. I do have rewards planned for the blank slots, but I haven't started requesting the assets for them. The ones in there now are likely the most important ones anyways.

------------------------------------------------

Next up was.... actually something totally random I felt like trying while eating some lunch. There's not much reason for me to add this to the post because you cannot actually do this in the coming build, but whatever.. it's fun enough to show.

I wanted to see how easy it would be to just swap out Aether for a flying model of Nova, with her own weapon set that was super OP.

As I said.. this won't actually be available in-game, but may be a fun easter egg or reward for beating the game in the future.

--------------------------------------------------

This leads to our final point. A new save system. I am HOPING this new save system will be the new permanent one. PlayerPrefs was temporary, as the original binary save system caused issues for a small margin of people. The save system will be similar to the binary one, except it will just use json instead. I am hoping this was the source of the issue, and it won't come up anymore, but we will see as new versions come.

As with last time, if you currently have a save, it should transfer over to the new save system (hopefully) seamlessly.

-------------------------------------------------

With that, the week comes to a close! It was definitely a bit of a grind, but this knocks off a lot I was concerned about finding the time for. Next week is going to be all about Build Wrap Up. There is quite a bit to actually wrap up here, so it will likely be another busy week. Thanks again everyone! I'll catch you all next week for the breakdown!

-Regulus

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Neos2 Boss, Poll results, and other progress.

Heyo everyone! As most of you know, this week was focusing on the boss of Neos2. I don't believe I have even shown off concepts for it, but now it's all done up. Before I get into it I want to go over a few other things here.

I want to announce is the winner of the poll!

The clear winner was "Maid Outfit/Sex". Due to the content, it is very likely this means the maid outfit and HScene will be with Lana.

Also, an update on the new batch of voice work. All the retakes and lines are in, and have all been processed as well. This means that next week will be implementation. You can expect the new batch of VA work to be live in the upcoming update!

Finally, I'm a bit behind on it, but alongside this post, I will be posting the high res images for the Groupies tier.

----------------------

Alright! So let's take a look at the boss. For now he is unnamed, but the premise is that a jealous ex boyfriend of Pom has taken up the reigns where Pom's virus left off.

This fight will be quite a bit different from the Pom fight, but have some similarities.

So what are the attacks like, and how does the fight pan out?

You will essentially be doing a sort of figure 8 loop around this boss. You will come down the entrance shaft, go left or right around the boss. You will then go into a pipeline. You will zip through this pipeline avoiding obstacles until you cycle back to the entrance shaft. Unlike the Pom fight, you will not move left and right freely, and will be stuck on a static rail.

To Start:

In the main entrance, your speed will slow right down, and the boss will fire his Tommy Gun at you. You will need to avoid sitting in the red lines. You cannot barrel roll these.

Right after, he will shoot his Tommy gun again, but with a more basic laser.

After that, he will fire wildly into the air, opening gas leaks, taking a puff, and tossing his cigar to ignite the fumes.

With this, the player will be pulled into the first pipe to cycle around.

These wires are to be avoided, or destroyed. These wires have a special property where dealing damage to them will also hurt the boss. Use this opportunity to deal extra damage to the boss. It may be a bit tough, however, as your speed increases quite a bit in here.

Something to note is that Boosting and Braking doesn't have an effect on this boss fight except in this pipe. Having Nika could help secure extra damage on these wires.

Once you come out of this pipe, you will be right back at the entrance. Every single time you come out of this pipe, you will be attacked by the boss' first Tommy Gun attack.

This time, however you will be going down his left side. He won't be utilizing his gun on this side. He will start with a swipe.

Then he will go into a somewhat familiar attack.

This move functions very similarly to Pom's slam move. The difference is he will use his massive brain to increase gravity on you... essentially pulling you down to the smoke. You will need to pull up to avoid getting sucked into it.

That sums up the current line up of attacks.

As mentioned, next week is mainly going to be focusing on the implementation of all the new VA work. If there is time, I will try and knock off a few other things, but I'll be sure to report on it on the Friday! Thanks again everyone, and I'll catch you all then!

-Regulus

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Early Post. Nika's 4th Hscene!

Heyo everyone! This one may be a little unexpected, but some things came up, and I will be unable to make a post later this week. As such, I have been crunching the last few days to try and get the week's work done up before then. This post will be in place of the one this Saturday, so without further ado! Let's take a look at Nika's 4th Hscene!

There are still some clipping issues with some of them, as they aren't quite polished up yet.

Let's start with her Idle

After this you jump right into her main loop.

From here you can go in 1 of 2 directions.

1--------------------------

One direction takes you through some new loop variants.

Then into deepthroat along with a hard plap.

Finally into a fast variant.

2----------------------------------

The other direction takes you into "enlargement" loops

This size is a bit tough for Nika, but she tries.

With a little determination, she can overcome anything.

Then after a bit, things seem to work out smoothly.

As you can see, the dicks are all Aether's colors. Within the scene there will be a few optional toggles.

There are quite a few variations this time around, and I hope you guys like the first look.

Next week will ideally be working on the boss for Neos2.

Thank you all, and I will catch you all on the next post on May 9th.

-Regulus

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Impregnation: New Game Mode.

Heyo everyone! I was originally hoping to do Nika's 4th Hscene, but decided to take a bit of a sidestep, and swap the schedule around a bit. This was a feature I had been wanting to get tackled for a while, so it was a good opportunity to do so. Let's jump right in to the explanation!

This new game mode is unlocked when a character reaches 100 Affinity. This small level is like a "Trial" of sorts. You will need to accomplish a challenge that is based on the corresponding ally's abilities. ie: If you are impregnating Tanya, the challenge will test your use of her Barrier. If you reach the goal with the required points, the character will be considered "impregnated". You will also unlock the EX passive for the character as well. These passive upgrades are as follows:

Lana EX: Thrust consumption reduced by 50% (from 30%)
Pix EX: See enemies through walls. 10% chance gain +1 score on kills.
Siren EX: A static field that will shock nearby enemies at a faster rate (increased attackspeed)
Tanya EX: Increases credits received from missions by 50% (from 25%)
Nika EX: Boost speed is tripled, and Brake speed is cut by 1/3. (from x2 and 1/2)
Rooster EX: Allows the use of Thrust after it is depleted at the cost of less Health.

Some of these are quite strong, but do note these are essentially considered "endgame" buffs, as they require 100 Affinity, and the completion of the trial.

What do the trials look like for each character? Each level takes place within the womb, and you must be the sole sperm to claim victory upon the egg.

In these, you can ONLY use the character's active ability. You cannot shoot, or barrel roll/blink.

Let's take a look at each character's trial:

-------------------------------------

Lana: The idea of Lana's challenge is to utilize the ability to score kills while focusing on dodging/manoeuvring. Keep in mind, all of these challenges will utilize the character's EX abilities. (In this case, Lana has flame waves.

Pix: Pix's is based on pure destruction.

Siren: Siren's is a bit of a curve ball. You will be afflicted with 1 level of contamination, slowly draining your health. Considering her active heal buffs her passive significantly, you will need to choose your timing wisely. (Healing only when there are a lot of targets nearby, as opposed to wasting thrust on moments that the idle passive can take care of.

Tanya: Notes for Tanyas: At this moment I realized I never actually implemented Tanya's EX ability in the last build.... woops... Tanya's EX ability allows you to fire her barrier in a straight line dealing big damage. This upgrade is actually really strong in the normal game, and is quite important in this trial.

Something else you might notice at the very start of this gif. Hitting walls or enemies unprotected will -10 points (Barrier will allow you to pass unharmed). This applies to ALL the trials. Running into obstacles can kill your run regardless of your health.

Nika: Nika's, is of course focused on her ability to increase attack speed. Primary fire will always shoot automatically. It is essentially a raw damage test, and optimization. At many moments you may find yourself playing chicken with some clusters in hopes to kill as many as possible without colliding with them. (As colliding with deduct points)

Rooster: Finally we have Rooster's trial. This one is also pretty self-explanatory. Get as many summons as possible. Have a strong start is pretty integral to this challenge along with really utilizing Rooster's passive to tap into the life bar when needed.

Something to note in all of these trials is that they are extremely "Thrust" focused. This means that going in with a higher "Assertion" stat will help tremendously. That is also due to a pretty big change coming to this build.

Assertion will no longer raise your max Thrust. It will instead raise the recharge rate of it. This method makes a bit more sense, as max thrust really doesn't do anything for you if you are using it throughout the level, as the recharge was always the same as before.

---------------------------------

This is likely NOT what he score screen for these segments will look like, but I'm going to use it for some explanations.

These levels will also have a "Bronze", "Silver", and "Gold" medal. All that is needed to impregnate the character, and gain their EX passive is to achieve Bronze. Silver and Gold currently do not give any additional benefits and will likely be for achievement's sake. As you can see, there is a weird discolored Pix on the side of the screen, this is just a placeholder, but I would like there to be a little "Victory Still" of a creampie, much like in SpunkStock.

------------

There are a few other changes to go along with all of this:

>Lana's active now drains less thrust than before.
>Tanya's active now drains significantly less than before (Approx. about half the amount as before).
>Reduced Nika's Yarn's Thrust cost from 8 to 6.
>Added Nika's EX ability: Nika's yarn no longer adds vulnerability, and raises ATK SPD by 3% per yarn instead of 1.5%

---------------

Because I never implemented it before, I will show off a couple more examples of Tanya's EX active.

At the moment the shooting barrier follows you when you turn. I kind of like this behaviour as it's unique to the barrier, but this may change in the future.

That should pretty much sum up this week's report! Hopefully next week I will be jumping on Nika's 4th Hscene. If not, I will be working on some wrap up components like dialogue, and testing.

I'll catch you all next week with the next post! Thanks again everyone!

-Regulus

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Neos2! Breakdown, and layout.

Heyo everyone! Here we are again, getting closer and closer. As you know, this week was entirely focused on Neos2's development and layout.

Let's start from the top!

The first segment of the level will hold many rail cars.

In this level, you will almost guaranteed be faced with 3 on the rocket ship combos from. (This was is Neos1, but fairly spread apart, much easier to deal with, and only on the left route. I hope you chose barrel roll.

If you do not defeat them swiftly, they will retreat just before you come up onto the grate. You will destroy the grate to enter the vent systems.

After taking out some turrets, the vent system will come under some stress. Time to get dodging.

Upon shooting out the end-grate you will come out in a massive hangar where a large weapon seems to be under construction.

These things will pose obstacles.

After the obstacles, you will enter the ship while it's under construction.

You will find the security systems rolling (visuals will likely have more work done on them.)

These lasers can be destroyed if you shoot the edges.

This will lead you right into the boss room.

I'll get more into the boss room on a later week of course.

That should pretty much cover the brunt of Neos2! Thanks again everyone! Next week I'll likely be working on Nika's 4th Hscene if it's all ready to go. If not, then I have something else in mind, which I will reveal when the time comes ;). Catch you all then!

-Regulus

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Nika's 3rd Hscene, Pin-up, and update on VA

Heyo everyone! Here we are again! As you know, this week was focusing on Nika's 3rd Hscene. Mixed amongst this was more work on the VA stuff. Let's get into the breakdown!

To start, I just want to show off a new pin up that will be appearing in the shop. It's got Nova, and a bit of a familiar face.

No, this isn't canon, it's just a fun pin up.

Now let's get into the animation! In this scene, Nika wants stuff from the vending machine, and you are going to help her get it.

This animation we decided to try something new. A transparent male while still maintaining coherent visuals. Many other games have done stuff like this before, but we have never tried to do it, so here we are.

I created a slider so you can adjust how much you see of Aether, right down to a light ghost dick.

Because of the perspective, I needed to add a bit of visuals to the inside.

With that, our animations:

Idle:

Main Loop:

Fast Loop:

Fast Loop2:

Success

After that, I put in the coom states

As mentioned, in between animating this, I was working on getting VA stuff organized. It's a lot of lines compared to the first time around, so it's taking a bit between the normal work load :P.

That being said! This week I have all the takes picked out, separated, and will be getting back to any applicable VAs for retakes. Hopefully I can get things in for this upcoming build, but time will tell on that front.

Anyways! Thanks again everyone! Next week is going to be focusing on enemy placement of Neos2.

A first look:

Catch you all next Friday!

-Regulus

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Starbreed Plans Moving Forward! Launch Dates + Progress Report: New Hscene, Neos2

Heyo everyone! A decent amount to cover in this post. First off, I hope you all enjoyed v0.13! Alongside this post I will be uploading a quick hotfix for v0.13. This hotfix is simple. All it is, is that the lamp in Titas2 will no longer attract auto-targeting attacks (like Lana, MITEs, Chargeshot, etc.), along with another tracking bug in Zol'gan2's boss. There will also be a poll being posted alongside this. This poll is not about levels, however, as there are no more levels to vote for. They will be about Hscene specifics.

Before going into the progress report I want to talk about the current state of the game, and what to expect in the future here.

As many of you may have deduced, v0.14 is Neos2, which is the last planned "named" level. After this will be v0.15: Finale1/Nova, and after that will theoretically be "v0.16": Finale2/Nova. Finale2 will be the final encounter. It will likely not be a "level" so much as solely the final boss fight.

With all of this in mind, that means Finale2 will likely be done on October 1st. The game has about 6 months scheduled after this for: Endings, polish, implenting final batches of VA, final batches of UI/UX, reworking any applicable levels/Hscenes, and of course getting things ready, and approved for launch on storefronts. This means launch is estimated to be Q2 of 2026. This isn't new information, but I do want to break down how these final stages will look like for supporters.

Much like SpunkStock, we will not launch v1.0 to Patreon/SubscribeStar supporters in a post like other builds. I will look to give a key to anyone who has contributed at least the price of the game(TBA) between the start of development and launch.

v0.16 (Finale2) will basically be an unrefined v1.0 (in terms of content). Because I want the finale to launch with the polished state of the game. This means there will be no launch of v0.16 anywhere (It will only exist in development). The last available version before v1.0 will be v0.15 (Finale1). The schedule will look like this:

v0.14 (Neos2) - June 1st

v0.15 (Finale1) - August 1st

v1.0 (Full Release) - Q2 2026(estimated)

This means there will only be 2 more builds posted here. That being said, support afterwards is still very much appreciated, as the final stages will still be very busy, and I will be sure to post weekly progress reports right up until launch!

That's most of what I was looking to cover here in this post. It's been a long road, but the light is at the end of the tunnel! Thanks so much everyone!

------------------------------------------------

Now let's look at this week's workload. Due do some things, I had a bit of a late start on it, so I wasn't able to get all the actual animations done, but I got a good start on them.

Obviously to start, I broke up the image, and meshed it all.

Next was rigging, and control parameters. There was actually a few extra parameters to set up here due to there being more active bodies.

Then of course it was time to get started on the animations, starting with the idle.

 

Along with the base animation

 

and a deep version.

 There is still come work to do on them obviously, but it's the start.

There are a couple other ideas I may try and tackle depending on time.

 

 

I will likely jump back onto this animation later on in the build, but for now I will be moving on. Next week I will either be moving onto Enemy layout of Neos2, or starting on Nika's 3rd Hscene depending on the state of assets over the weekend.

 

Neos2's setting will be around a specific character picking up where Pom left off. Seeking revenge and power, they have joined Nova to finish what Pom's virus' initial goal was. This character will be the boss of Neos2. In the level, however, you will be going through the city, and hangars looking to thwart the production of a powerful weapon. This level will likely have a bit more of an "industrial" setting than the first Neos.

If I do not start on the level, then I will be instead moving onto Nika's 3rd Hscene. Here is an early concept of it.

 Vending Machines are hard sometimes...

Anyways! Whichever gets done, I will be sure to report on it next week! Thanks again everyone! Catch you all then!

-Regulus

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Tanya Gets Hot! v0.13 Out Now!

Alright everyone! v0.13 is all cooked up and ready to go! As always be sure to post any bugs/issues to come across, and I'll get to them as soon as possible if need be.

v0.13 Changelog:

MAJOR: 

-New level: Titas2
-2 new Hscenes for Tanya
-new Hscene with Pix (and optional Rooster)
-Further UI overhaul (It's not quite done, so there might be some inconsistencies, but it's getting close to being finished.)
-Added new Defensive option: Blink

Minor: 

-Added alternate hair for Tanya
-2 new dialogues for Tanya
-Implemented some new backgrounds in the hubs/menus
-Added Fullscreen button for pin ups
-Added several new pinups

--------------------------------------------

Initial Release:

v0.13 - April 1st 2025

Hotfixes:

v0.13.1 - April 4th 2025
>Made it so auto-target abilities(Lana, MITEs, summons, etc.) no longer target the lamp in Titas2 that changes between subspace.
>Made it so auto-target abilities will properly track Brisk(Zol'gan2 boss).

------------------------------------

Download Link:

PC: https://mega.nz/file/QTVARRrY#jul-ToeByHHYVTv7p2FFTwrkfnfDDBlaKpwwSm4TwQY

Linux: https://mega.nz/file/tHsTRQ5D#eOJ9yD1-E4GScWR995dSmv5KXzH_-rL78kLZgkbq8EE

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v0.13 Build Wrap Up!

Heyo everyone! Here we are again! This week was wrapping up the build to have it ready for launch on the 1st. Everything but the final polish is completed. It was a really busy week, so let's start from the top!

-------------------------------------------------------------

MONDAY:

To start off I made the Climax animations for Tanya3

 

Climax animations for Tanya4

 Including a BJ variant

On both I set up all the "Keep Going" sections as well.

 

TUESDAY:

I animated the climax for Pix/Rooster Hscene.

Then I wrote the next 2 main conversations for Tanya in the hub.

 

WEDNESDAY:

This day I went back to the level and covered several things:

-I made it so the vehicle's movements will persist between subspace and the realworld (So even in subspace, they will still continue moving in the real world)

-Fixed a couple bugs with car movements

-Adjusted and polished the location, and function of the "Lamp" that allows you to go to and from subspace.

-Added colliders to the map

-Added the last couple obstacles in the level

-Created the boss intro

-Added visual queues to assist with clarity on the boss.

-Fixed several bugs that remained within the boss fight.

-Made the bossfight environment loop properly.

THURSDAY:

-Added a "Back" to the level intros, as the colors caused them to be hard to see.

-Meshed, Rigged, and added Tanya's alternate hair

-Made it so you can now purchase, and equip "Blink"

-Fixed several bugs with the new implemented UI navigation

-Added Health packs, Pom Support, and checkpoints to Titas2

-Added all the transmission dialogue to Titas2 (And named the new boss, Sola)

-Added the level intro camera pans, etc.

-Made score thresholds for Titas2
>Bronze:95
>Silver:105
>Gold: 125

-Added new scenes to the Gallery

-Created the Event to which you can view Pix/Rooster's Extra Hscene

------------------------------------------------------------------

There was one more thing which I really couldn't pin down, but I will need to figure out soon here. I'm struggling to get some shaders to work the way I want them to within the Apparel menus. It's been a headache, so I might take a breather, and try and get back to it at some point before launch here.

That should pretty much sum everything up! I'll catch you all on the 1st with the build launch!

Next Friday will be our first look at Neos2. Crazy to think that it's the last level before the Finale levels. The light is at the end of the tunnel for development!

Because there are no more level options for polls, next week's poll will likely have to do with some Hscene options, and what you guys would like to see (Like positions/type/angles/setting/etc.). If there is anything you would like to see in the poll feel free to share it here!

Anyways, I'll catch you all then! Thanks again!

-Regulus

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More new UI, Pin ups, Visual polishes, Update on VA, etc.

Heyo everyone! This week was a bit of a busy week, though there's only a few things I can show, unfortunately. I know I feel like I constantly say "More new UI", but I am getting close to having the first batch of UI overhaul implemented! Some components take a good chunk of time to implement, as they completely rework how certain things like buttons animate, and function.

Anyways! Without further ado! Let's get into the post!

Let's start with the UI.

The Pin ups section finally get their glow-up

 

As you may see, we have gotten rid of the "Page" system from before, and gone with a scroll bar. This scroll bar can be controlled via Swiping, Scroll Bar, or Mouse Wheel. I will note that at the moment, gamepad will likely struggle to function efficiently on this until proper implementation is added.

 

Why is this gif taking up so much real estate on this post, you ask? I have no idea, but I cannot resize it. So uh... moving on.

You probably see quite the list of Pin ups, that's because there are several more coming in this build (Some old, some new)!

 

And because the new UI actually has these images scale pretty small sometimes, I have added a "Maximize" button.

 

Next was fixing up some transitions for the backgrounds.

 To make things quick, and easily navigated, we will have quick transitions right back to hub.

Finally: This is stiillll not quite done, but the Apparel section is also getting the overhaul. This overhaul will allow you to jump right into apparel without going deep into a menu chain. You can edit them right in the store window.

NOTE: I didn't have time to set up the sprite masks, but in this case, Lana would be in the center panel right above the character selection(NOT covering the shop options). This is just to show off how the new menus here will all more universal than before.

 

With that, the next UI component worked on was actually the "Intro Cut-in"

All levels will have this cut-in to introduce the level.

 

Finally I did some quick changes, and shaping up on the "Blink" animation.

 In case you missed the last post that I covered this on, Blink will be an alternate defensive option that can be purchased from the shop. It can replace the Barrel Roll. It will not deflect lasers, but you can reposition easily to catch far enemies, or avoid various attacks/obstacles.

Before I close out this post, I will give an update on the VA situation: At the moment we have received most of the initial takes. There are still a few more to go, but once we have them all, I will go through the takes, ask for any necessary retakes, get necessary revisions, and ship them to our sound designer for processing. After that will come the implementation. There will not be time to get it in on this build, but if everything goes well, it will hopefully come in v0.14. This VA batch will cover everything up until Zol'gan2. (Titas2, and on wards will still be unvoiced until development completes)

Alright! With that, I'll wrap this post up! Next week is going to be really busy. It is focusing on Build Wrap up, and there is quiiittee a bit to wrap up. Let's hope everything goes smoothly!

>Put "Blink" into the shop
>Finish components in "Apparel Select"(Like character being in the center, along with some remaining UI bugs)
>Climax animations for Tanya3
>Climax animations for Tanya4
>Climax animations for Pix/Rooster/Aether's Extra Hscene
>Transmission dialogue for Titas2
>Polish, and finish off Titas2 level mechanics
>Boss intros/outros
>Write up the new Hub dialogue.

I might needa work over the weekend for this one ahahaha.

Anyways! Thanks again everyone! I'll catch you all next week with the final progress report before build launch!

-Regulus

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Titas2Boss First Look.

Heyo everyone! Here we are again! This week was mainly focusing on the boss fight of Titas2. This boss is a bit complex, and has a lot of different attacks.

The boss has 4 sides representing different emotions, each with different attacks.

-Sad: The Boss falls back, and spawns several pillars.

-Angry: The Boss fires 4 *Super* Missiles. These missiles are very slow, but have a lot of health and track very well.

-Stoic: This side will fire soundwaves at the player (rings). You can avoid this attack, but staying completely still will allow you to slip through the center of each one.

-Happy: The boss charges up a massive flamethrower. Upon fully charging, the flamethrower will hit the entire screen (no escape unless you are invlun).

There is a flip side to these attacks. Every face will act differently if you are in "subspace". Some sides are more difficult to deal with, some easier, and sometimes it's necessary to tag between the 2.

While in Subspace:

-Sad: All pillars become vulnerable to fire, much like what is show earlier in the level.

-Angry: Super Missiles disappear. The boss will instead lay down shotgun fire.(Switching back will cause Super Missiles to resume from where they disappeared)

-Stoic: Instead of shooting soundwaves, the cannons will shoot flamewaves, which are easier to move around, but you will no longer be able to stay stationary.

-Happy: The flame will disappear, and the boss is completely vulnerable to fire. This is necessary to avoid the flamethrower attack.

Now let's take a first look at how they look:

Sad:

 

Angry (This will still take place in the hallway):

 

Stoic:

 

Happy:

 

If you destroy a face, that side will never be rolled anymore. Once all faces are destroyed, the boss will be defeated.

Alright! That should wrap up this week. Next week is going to be focusing on some new features/fleshing out new mechanics, and perhaps getting a bit of a head start of build wrap-up, as there are still several things to tie up.

Thanks again everyone! I will catch you all next week!

-Regulus

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Tanya's 4th Hscene, and some more UI.

Heyo everyone! Here we are with the next report! This week was a bit of a mix this time around. It started off with some new UI stuff, but then transitioned to Tanya's final Hscene.

Before getting into it, I would just like to announce the winner of the poll:
Neos2 - P:16 + SS: 1 = 17
Finale2 - P:9 + SS: 0 = 9

Neos2 wins, and will be the planet features in the next build alongside Nika!

With no more options left in the poll, we will likely be putting in a different kind of poll next time. Anyways! Let's get into the build report!

Let's start by looking at the new UI!

The UI swap was simple enough. It presents a new ScoreScreen.

There may be some small changes to certain aspects (including the BG, and the score won't count down), but this is the jist of it. Aside from that the animations are pretty similar.

 

After that, I had looked through the first takes for the new VA, and getting them prepped for processing.

Next, I moved onto Tanya's last Hscene, starting with her Idle.

 

Main Loop

 

Faster Loop

 

I am likely going to be playing with a BJ alternate as well.

 

There is still work to do on that front though.

With that, it pretty much sums up the week! Next week will likely be focusing on the boss of Titas2.

 

If the assets for it aren't ready, I will likely be defaulting back to UI/features again. I'll be sure to cover whatever it is in the next post though! Thanks again everyone for the continued support, and I'll catch you all then!

-Regulus

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Change in plans. Extra Pom anims, New UI and features!

Heyo everyone! There was a bit of a change in plans for this week. Instead of doing Tanya's 4th Hscene, we have rearranged the schedule a bit to tackle some new stuff this week.

Along with that we have a few extra Pom pixel animations. The plan for these animations are to come, so they likely won't be in this build, but they will come eventually. Before getting to that, I will show off some of the new UI.

First up was adding the new UI for Party select and Loadout.

There is a decent chance we will need to be going back to a few of the backgrounds to darken certain aspects of them to ensure the UI is as visible as possible.

Next was adding the new shop UI. This took a little bit as the way buttons animate and react are quite different than before as they have more components to them.

 

(This background may also need to be darkened, as the idle states are tough to see.)

 

 The Brothel will also be getting it's own new look.

  

The next thing I started experimenting with (This is a rough example, as the animation is non-existent ahah)

 

I am looking to add a new "defensive" option here.

Blink: This would replace your barrel roll. Unlike barrel roll, you will not gain any specific deflection properties, but you will shift quickly in the direction you press.

This will be great for getting across the screen to kill things out of range, avoiding obstacles, and even some enemy projectiles.

It likely will struggle more against consistent enemy fire, however.

This will be purchased from the store, much like Barrel Roll Mk 2.

With that, the final thing to show off here would be some Pom animations. These animations are part of a plan for a bit of "extra" content. I am hoping to add a "Hidden Data Chip" feature within the levels at some point. I am looking to have each level have a sort of... "hidden" objective, or challenge that when completed will give the player a "Data Chip". These data chips can be accumulated for some bonus content with Pom. If each level has one, it will mean there will be 15 (mayybbe 16) chips. As you gain chips you will get new perks.

This is not the final list, and is purely example:

0 - Pom's crates drop health crates. (Not gold cells at the start)
1 - Pom having lines in the sexpod. (Maybe alternate hand visuals)
2- Pom can have an alternate personality trait (tsundere or something)
3- A "low resolution" animation that can be played during the sexpod.


4- "something else
5- "something else
6 - A "medium resolution" animation


7- The golden power cell replaces health crates dropped by Pom (the one in current builds)
8- "
9- A "large resolution" animation


10- "
11 -"
12 - Her VR Hscene (The one in current builds)
etc.

The idea is that these data chips are slowly upgrading her graphics drivers along with other things :P, hence why it starts with low res and slowly gets higher.

Anyways.. as mentioned the data chips prooobbably won't come in this build, but it is a plan.

Haha anyways! That should sum up this week! I'll catch you all next week. Next week will hooppeefully be focusing on Tanya's 4th Hscene, but if it's not, it will likely be based on a few new features/UI implementation much like this week.

I'll catch you all then! Thanks a ton!

-Regulus

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Tanya's 3rd Hscene.

Heyo everyone! Here with this week's report! As you know, this week was focusing around the animating of Tanya's 3rd Hscene. I have been doing some things on the sidelines as well, one of which was with SpunkStock. The french translation by Riqsop was implemented. I also fixed some other bugs in the current SpunkStock build. This build will likely be live soon.

With that, Let's check out Tanya's 3rd Hscene!

To start off, as always we broke things up, and meshed it all

Then created the bones, and rigged it up

Creating the control parameters for Tanya's head direction were a bit weird to do this time, as her head is technically grounded, and upside down, so the movement is a little bit locked. I tried to make the movement of the visor give this effect by remaining relatively static in comparison to the head movement.

After everything was set up, I jumped right into animating!

As you see at the head of the post, her Idle animation.

Along with the main loop.

 

And a faster version

 

There may be one more variant in this line, but as an alternate route, you can choose to take a little more control.

For this variant I decided to take from some atlases in other scenes.

 

With a faster version.

 

The pretty much sums up the week here. Up next will likely be jumping right into Tanya's 4th Hscene. If plans change, I will be sure to cover what is done in the next report either way! ^^.

Thanks again everyone for the continued support! I'll catch you all next week!

-Regulus

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Titas2 Breakdown. New mechanics, and layout.

Heyo everyone! Welcome back! As you know, this week was focusing on Titas2's enemy layout. I decided to do something a bit new on this level, so excuse if things look a bit rough, as polish is still to be done.

This level is going to play on the "Subspace" idea that was in the first level, except it will take a bit more of an "active" role in this level.

First off, the setting. Some ancient tombs have opened. This is a rare occurrence, but garners the attention of many locals for the sake of riches. This means Coyote will be present again. You will not fight him, nor is he involved with the boss fight, but his gang will have an active presence in this level. Let's jump into it!

The vehicles will jump off large walls and rises as the cars attempt to swipe you from the side.

 

After entering the corridor, you will notice the tombs themselves trying to kill you.

At this point you might be asking... what is that red lamp-like thing?

This is the mechanic of the level, you can maintain your presence in the ruined tombs where you will be faced with Coyote's forces, but you can also choose to retreat into the subspace.

Subspace has it's own set of hurdles, however. This subspace brings you back to a different time.

 

This mechanic is used throughout the level. When in this space, all of Coyote's trucks will cease to exist, but ancient golems will remain. While out of this space, Golems are objects, and considered invulnerable, however once entering, you can kill them.

 

This will actually also apply to areas where the tombs traps are triggered as well. The blocks that come from the walls can often be killed if you are in subspace.

 

You are faced with choices, especially if you are chasing score.

 

After the final dune, you will enter 1 last hallway which will test reflexes.

 

The subspace can clear ways when impassible as well.

 

This brings us to the final room.

 

The hallway will be home of the new boss to come! More on that later.

With that, 1 other thing I did was put in a couple more backgrounds done by AbsurdRes. The actual UI components of these will change as well in the near future.

 

Anyways! That pretty much sums up this week! Thank you all for checking in, and sticking around!

Next week is going to be focusing on Tanya's 3rd Hscene.

 I will begin breaking it up, rigging, and animating.

I'll catch you all then with some motion!

-Regulus

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v0.13 Extra Hscene, and Titas2 Sneak peeks.

Heyo everyone! I hope you all enjoyed v0.12, and everything went smoothly ^^. Before I dive into the report, I will quickly say that the final level poll will be starting today! There will likely be more polls, but they will prooobably have to do with Hscenes. (Like.. who to be involved in the "extra" hscenes, or the type of Hscene).

The poll will be which level comes in v0.14 after Titas2. The options are:

Neos2 - Nika
Finale1 - Nova

Vote here if you are VIP $10+ : https://www.patreon.com/posts/121755909

Alright! Let's get into it starting with the animation! As you can see, this one features Pix. There is a toggle for this, though.

Idle:

 

You can toggle Rooster in for a 3-some.

Main Loop:

 

Fast:

 

During either of these loops you can toggle Rooster on or off.

 

The only loop you can't toggle Rooster for is this.

 

I am thinking instead of an actual dynamic toggle, just to either invite Rooster at the start, or not. This will dictate the Hscene pathing.

There are some things that need to be fixed up in these animations (Like Aether's left arm getting scrunching and stretchy, but the base loops are done here.)

With that, the upcoming week is going to be focusing on the enemy layout on Titas2. Our modeller has set up the base layout of the level though. Here are some concepts, and it implemented.

 And in-game

  

With that, I will catch you all next week with a first look at the level layout! Thanks again!

-Regulus

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v0.14 Level/Character Poll

Here we are! Which level, and character should be featured in v0.14?

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Rooster Wakes Up! v0.12 Out Now!

Here we are with the release of v0.12! As always be sure to post any bugs/issues to come across, and I'll get to them as soon as possible if need be. Let's go!

Quick thing to note going into v0.12: The new UI is still not fully implemented, so some screens may be a little scuffed visually, as they are in a bit of a limbo between old and new UI.

v0.12 Changelog:

MAJOR: 
-New level: Zol'gan2
-2 new Hscenes for Rooster
-New Brothel Scene for Male Aether
-New song has been added to Raptura2
-New song has been added to Zol'gan2
-Added "facecam" to Nika's "Extra" Hscene.
-Partial UI overhaul (Do note that many screens are in an awkward "transition phase" and further changes will come)

Minor: 
-Added mouth variations to Lana's 3rd and 4th Hscenes.
-Added additional transmission dialogue to Raptura2
-Rooster's EX ability has been added (upgraded after Zol'gan2)
-Added 2 new dialogues for Rooster.
-Added alternate hair for Rooster
-Increased hitboxes to red spiders in Zol'gan levels.

Bug Fixes:
-Walkers in Molbon2 will now die when golem runs through them
-Fixed a bug where enemies would render in front of transparent materials.
-Fixed a bug with Raptura2's checkpoints where the player would spawn at the wrong checkpoint, which can lead to the escape boss not spawning.
-Fixed a text issue with Pix's passive.
-Fixed some visual bugs with BarrelRoll2
-Fixed a a bug with hover animations in the hub

Initial Release:

v0.12 - February 1st

Download Link:

PC: https://mega.nz/file/FXE3wIZC#jDpXTkC9K0GaJ4NCri5GkfsetS283I2O8xW_8rmxE1o

Linux: https://mega.nz/file/5LNlVaRY#iYzRkDJ6JVrkMZSy8cGrSjpaHlxP2YvY49dWegnaQsk

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v0.12 Final Bug fixes, Raptura2/Zol'gan2 music and Hscene sneak peeks.

Heyo everyone! As mentioned, there were still a few things left unfinished from last week, but I am happy to say that it's all wrapped up and good to go for launch tomorrow! Let's get into what was covered this week!

First off, Wishful has been cooking with 2 new songs. Raptura2's theme, and Zol'gan2's theme. They are put together in the same sample above if you want to check it out!

----------------------------------------

DAY 1

-First up was a bit of a small one. For some reason the new Ally portraits were swapped, also I needed to adjust the placement of these masks, as Siren's face is lower than others in her transmission portrait, so this panel just showed her forehead. It now displays properly.

-I added SFX to Rooster 3's Hscene

-Wrote and added the 2 remaining conversations with Rooster

All dialogue paths are now in.

-Wrote and added Rooster's final "event" conversation. (The "!" conversation)

----------------------------------------

DAY2

-Finished animations in Rooster4 along with climax states and animations.

 

 

 

and Bukkake.

 

-Added Proper button routing to both Rooster3 and Rooster4 Hscenes.

-Added SFX to Rooster4

-Added foreskin to Aether in Rooster4

----------------------------------------------------

DAY 3

-Gave more visual indications of climax states in Brothel3

 

-Finished implementing the output of the scene (Reflect Stamina bars, and properly add credits to the player)

-Fixed some more oddities with the new UI: 2nd levels on planets not appearing, and dialogue options being cut short, names not appearing in hub dialogue

-Added "fade" materials to Zol'gan2 (so objects fade when close to camera instead of clipping

-Added "Help me" tracks to Zol'gan2

-Changed the color of Rooster's lips in the hub. They seemed to be a bit off with some changes in colorspace from previous builds.

-Wrote up Rooster's new EX descriptions for the hub

-Added health packs to Zol'gan2

-Gave Rooster4 Hscene a "Clean Cum" button. (As it's a bukkake it can get messy.)

-------------------------------------

DAY 4

Not much to show for this day. I spent all day setting up script documents for VA. It's not done yet, but we'll get there. I cleared the longest ones though. It's mostly just boss/side characters now.

-------------------------------------

DAY 5

-Fixed a bug where the walkers in Molbon2 didn't die to the charging golem from the waterfall.

-Fixed a bug where Enemies would sometimes render in front of transparent surfaces. This was an issue with Pix's new passive not setting materials properly.

-Fixed a random error in the hub that... I actually don't think impacted the game at all. I could just not add this point... but uhh... I guess it's something I fixed?

-Fixed a bug where checkpoints on Raptura2 broke during the escape sequence. This would sometimes lead to Weeble not spawning during escape, or having to fight Weeble again. (There should be a checkpoint just for the escape sequence)

-Fixed a text error with Pix's passive. It should now display properly

-Made adjustments to the laser reflect from Barrel Roll Mk2. It was sometimes hard to see if it was even properly reflecting the lasers. The lasers also collided with obstacles. The lasers no longer collide with obstacles to ensure they hit the enemy.

-Fixed a bug with character hover animations in the hub.

-Added cum states to Rooster's mug in the hub (This only happens in a certain route of Rooster's 3rd conversation).

-Knocked off a couple more VA script documents.

----------------------------------------

With that, the week is summed up, and the build should be raring to go for launch tomorrow! I'll catch you all then! Thanks a ton everyone!

-Regulus

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v0.12 Build Wrap Up! Finetuning, and final additions.

Heyo everyone! Here we are with the Build Wrap Up! Things are slighhtly behind, so I may have to do some work over the weekend to ensure I'm caught up. I'll break down what's done, and what's left in this post, so without further ado, let's jump right in!

------------------------------

Day 1:

-I put in Brisk's transmission animation, as it wasn't actually in yet. Due to this having so many more frames than other characters, his animation has a bit higher of a framerate.

 

-Made some adjustments to file names to ensure things work smoothly within the build.

-Changed the resolutions to the new medal icons to uniformly fit into the new UI (The sizes were all over the place before)

 

Added the new UI to planet info, and level select.

 

Finally, to end off this day, I added the remaining colliders to Zol'gan2 for obstacles.

----------------------------------

Day 2:

-The new UI caused a few hiccups in the current systems, one of which being dialogue in the hub. The dialogue button's scripts got a bit interrupted converting to the new buttons. I had to make a few adjustments in the dialogue system to fix this bug.

-After that, I added the proper shortcuts to the new Hscenes in the gallery, and the Brothel3 scene to the "Services" menu.

---------------------------------------------

Day 3:

-On this day, I decided to get around to adding some extra mouth variants for Lana's 2 Hscenes from the previous version.

-Next, simply enough, I had to add the "other" character dialogues to Zol'gan2 (So stuff like: Siren's line(s), and Tanya's line(s)).

-I also noticed I did not do this with Raptura 2, so I have gone back and added addition dialogue to that as well.

--------------------------------------------

Day 4:

-This is jumping back to essentials... thinking in hindsight, this should have been done first, but oh well... onwards! I added Rooster's climax animations to their 3rd Hscene. I also added the splat effects.

 

-Next was on the list, but thankfully... I realized I actually had done this several builds ago. Yippee. Time saved! Rooster's alternate hair.

 

-Next, and finally was actually a pretty time consuming one. I went through all the scenes, and had to make adjustments to many UI components to make up for the new UI. Right now many scenes are in a bit of an awkward "transition" phase that holds half old, and half new UI. They aren't necessarily meant to work together, so I had to band-aid any issues to arise from it (As the new UI will not be fully implemented as of this build release).

----------------------------

Day 5:

-This day had a lot to do with balancing, and reworking many components in Zol'gan2.

-Brisk will now announce some moves, and have more projection to some of his attacks to help with readability. (Chances are on the first time fighting this boss, you will get beat up... good luck :P)

-There were some issues with dialogue timing, and some colliders. These were fixed.

-Enemy spawn timing was fine-tuned.

-Enemy's accuracy was adjusted to be more threatening.

-I added some placeholder SFX to the boss fight (It's not great, but a lil better than nothing, and should hold over until the next batch of SFX are ordered)

-Completed Brisk's full intro and outro sequences, along with properly looping the boss fight.

-Added checkpoints, and created the medal thresholds:
Gold: 135
Silver: 115
Bronze: 100

-Finally, I linked all the scenes together so everything is actively accessible within the game build.

---------------------------------

That sums up the week... so where does that leave us? Well there's still a few things I need to cram into this next week.

-Rooster4's climax animations
-SFX for Rooster3, Rooster4, and Brothel3 HScenes
-Fix up all button routes for Rooster3 and Rooster4 Hscenes
-Brothel3 could use some cleaning up, as it's still a bit rough
-Rooster's 2nd batch of Hub conversations
-Rooster's 4th "event" dialogue.

Overall the only ones that will be time consuming are Rooster4's climax animations, cleaning up Brothel3 and doing Rooster's final dialogues. As always, these should pose no issue for having the build out on time, and everything is still on schedule, so no worries there.

With that, I'll catch you all next week for the final... well.. "actual" build wrap up, considering I fell a bit short here, but also look forward to the v0.12 launch the day after that post!

Thanks again everyone!

-Regulus

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More UI, VA documentation (Small post)

Heyo everyone! As mentioned, there probably won't be too much to actually show this week. I will go over the UI, along with a few of the other things, but a lot of this week has been focusing on writing up, and organizing documents for VA work. This is still in the early stages, and it might be a bit before I have much to talk about on that end.

So let's cover the few new UI components. Mostly it was just a few things in the hub.

The indicators for conversations are updated (The "!" marks will likely be changed, or removed.)

I'm thinking of having it only turn yellow when there is new dialogue for the character. (Basically in place of the "!")

 

A transition to a new background happens when starting dialogue as well. (The actual transition style may change, however).

 

Overall, the text and window for dialogue has downsized along with the models.

Next is the planet select. Some of the planets have been moved around, and each name, and ally are shown at all times. I find this easier for new players to have a grasp on what character is connected to each level.

  

The actual medal visuals will be scaled in a more uniform way, and I will likely have greyed outlines for when there are no medals achieved. So basically it's not quite done yet, but progress was made on this front.

That is the brunt of the UI additions. Another thing I did do up this week was the transmission dialogue for Zol'gan2.

 

With that, there isn't too much more to actually show, but I can say that the process for the next phase of voice acting has started rolling. The scope of the phase accounts for all transmission(in-game) dialogue up until (including)Zol'gan2. I'll be sure to give you guys an update when there's more to go over on that end.

Anyways! I'll catch you all next week! It's going to be about build wrap-up. There is actually quite a few loose ends to tie up here, so it'll be a busy week. Hope you all have a good week, and thanks again!

-Regulus

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Zol'gan 2's Boss breakdown. Introducing Brisk.

Heyo everyone! This week was focusing on the bosser of Zol'gan. This boss has a lot going on, and is subject to changes. The boss brings some new stuff to the table. Let's just right in!

For now, I am naming this boss "Brisk". This zombie pilots a mech. Technology that was developed by their civilization before it's destruction.

The weapon is incredibly powerful, but luckily Brisk is no expert on the case.

 

After the intro, in between stages, and as a regular attack through the fight, Brisk will kick a boulder at you. This attack is always a low hit, and can be avoided by flying high.

 

His next moves are a handful. Brisk can produce a barrier.

Shooting Brisk while this field is up will cause your shots to reflect back at you. The damage here is pretty scary. (I have not tested this with BarrelRoll2, but it might be kinda funny...)

 

Next up is "Hellfire". This move is a summoning of an arsenal of weapons.

The visuals may be subject to polishing here, but he essentially summons 4 missile launchers, and 5 turrets. While these are up, he will protect himself with the reflection barrier until all summons are destroyed.

This is an especially tough attack due to the different attack types and speeds.

 

Next up is a move you might be familiar with. This technology came from somewhere after all.

Brisk fires a Soul Siphon at you. This beam tracks much tighter than previous beam attacks, but it does very low damage. The big draw back to this is well.. for every .5 seconds it is on you, a clone of yourself will appear (much like summons work with Rooster's active). These clones should be dispatched as soon as possible, as they are very dangerous.

  

Right now, his kit is quite unique, and admittedly... it is extremely stacked. This boss is Game Over simulator in it's current state.

 

There's a lot to take in, and not a whole lot of time to do it because this boss cooks too fast.

At the moment the biggest threat is when he manages to get some clones on you, then casts reflect, or hellfire. It's a little bit too hard to deal with the summons, everything hurts, and is very hard to avoid. As a result I will likely be reeling back on a lot of this guy's abilities to make him a bit more fair.

With that said... that's not all this boss has to offer. At the moment his 2nd phase is actually easier than his first, but that will hopefully change.

PHASE 2:

In this phase he maintains a couple attacks, but gains a new piece to his arsenal.

Beam sword time.

 

Brisk lets out a flurry of 6 sword attacks (I will probably be dampening some of the particles, so it's not so blinding)

At the moment this is all I have to show for the boss fight. As mentioned there is still a good amount of polish to do, but the real leg work is done.

I did take a side step on one of the days this week to implement a french translation for SpunkStock that has been worked on, so that will likely see the light of day soon. ^^.

Anyways! That should pretty much do it for this week! Next week is going to be focusing on.. well... "New features" again.. or rather, that's what I have labelled on my schedule. The reality is, that's only somewhat true. In the next week I am going to be writing up, and putting together all my documentation for preparation on the next phase of VA work. This will actually take a good chunk of time, but once it's all ready to go, I will be reaching out to the VAs again, and auditioning for the new cast. It will be a process, which will overall take some time, but it will be good to get things moving on that end.

Depending on how time allows around that, I will also be returning to UI implementation, some polishing up on the Brothel3 hscene, and doing a bit of polish on some specific animations.

Thanks again everyone, and I'll catch you all next week!

-Regulus

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