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v0.6 early access 2

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v0.6 early access 2
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DESCRIPTION

Edit (hotfix 1):

For some reason Godot's resources lost a bunch of model references, like the vault doors and exit floor models, which causes the game to break. I fixed the references and went through the rest of them but couldn't find any other that were broken, but just in case I added some more safety nets to the code loading the models. Thanks to Myahmary, Byran and Azzy for the bug reports.

Original post below:

This months build features a new enemy, one new cinematic and a new branching path for the Minotaur bath cinematic.

I completely ran out of steam earlier this month, I guess I bit off more than I could chew with the early access 1 and the public v0.5 builds.So I decided to take it a bit slower this update, and because of that I didn't get quite as much work done as I would have liked. But I feel much better now and I'm starting to get back to my regular pace.

The alien floor doesn't have any special gimmicks yet and the graphics are subject to change. The hunter is also just using the default enemy behavior but he'll be getting a special ability in a later update.

The new egg mechanic gets cleared when looping since there is no way to clear it through gameplay yet.

The minotaur bath cinematic now opens a dialogue prompt to select the new animation branch, the prompt shows up after Chloe catches him in the act. The new branch option will warn the player if picking it would trigger a game over.

The cinematic audio triggers now have a "separateTimer" boolean variable for setting up triggers that fire every x seconds independently of the current animations duration play timer. I also made some changes to the audio modding instructions file, specifically to the section going over all the trigger variables to better explain how they work.

The preview for v0.6 ea3 will be posted on the 1st of December.

Thank you all so much for your support.

Full list of changes below:

New stuff:

New alien floor added.

New Hunter enemy.

New Hunter doggystyle cinematic.

New egg mechanic.

New cowgirl path added to Minotaur bath cinematic.

New "separateTimer" variable added to cinematic audio modding triggers (thanks to bluehumandevil for the suggestion).

Added a new debug hud to cinematics when the memory menu debug flag is set to true.

Added an option to toggle cinematic prompts to the settings menu (thanks to Kerenga for the suggestion).

Added an option to recharge all tomes and wands to the debug menu (thanks to Byran for the suggestion).

Changes:

Reworked the cinematic modding instructions to better explain the different variables.

Scrolls of enhancement and the blacksmith no longer reveal the level of unidentified items (thanks to Byran for the reminder).

Some minor changes made to the end of the boobjob branch of Minotaur bath cinematic.

Bugfixes:

The Magic Armor enemy no longer has cum when inspected (thanks to Byran for the bug report).

Carpet in castle cinematic stage has been lowered to prevent clipping issues (thanks to Byran for the bug report).

Fixed a bunch of clothing not being removed properly during cinematics (thanks to Byran for the bug reports).

The nightmare effect notifications now change if the player is already charmed (thanks to Byran for the bug report).

Floppystack PATREON 207 favs
VIEWS1
FILES6 files
POSTEDNov 20, 2025
ARCHIVEDJun 10, 2026