Tomorrow evening the alpha goes live. Today was about making sure the early game experience doesn't leave new players guessing.
In-Game Mechanics Codex
The Journal now has a full Mechanics tab - 11 sections explaining how the game actually works. Stats and the modifier table, Meters, the 2d10 Dice Roll system (advantage, disadvantage, how modifiers translate to odds), Training, Time & Actions, Status Effects, Mind States, Equipment, Money, Relationships, and Dominance. All written in plain language with real numbers, not vague tooltips.
It's gender-aware too - if you're playing a female MC you see Corruption content, male MC sees Feminization. Layout matches the Characters tab you're already used to (sidebar categories, scrollable detail pane). No unlock gating. Everything is visible from the start so you can reference it mid-game whenever you need to.
Feminization System Rework
The old system gated travel based on your outfit's presentation score at each feminization tier. It was fiddly - you had to swap gear to hit the right number before you could leave the apartment. Now it's binary: reach 15 feminization and you can go out wearing whatever you want. Done.
Higher tiers (30/50/80) still exist for story content gating, but they no longer block movement. A milestone passage fires the first time you hit tier 1 - short internal moment about the shift, plus a system message confirming you're free to present however you want in public. It queues behind whatever you're currently doing so it doesn't interrupt mid-scene.
Dynamic NPC Reactions to What You Wear
Two new engine features working together here:
First, equipment conditions can now check presentation intent - "is the player wearing something feminine in the upper slot?" - without needing to list every specific item. This means content can react to the kind of thing you're wearing, not just one hardcoded outfit.
Second, template variables in passage text. Write {{slot:upper}} and it resolves to the actual item name at runtime. So a character can comment on "the Pink Floral Dress" or "the Black Corset" and it's always accurate to what you have equipped. Also works for cosmetics and player name.
Built Eva's first crossdressing reaction using both systems. Click on her while wearing visible feminine clothing for the first time and she reacts - 5 body variants depending on whether you're wearing a dress, corset, stockings, feminine shoes, or something else. Each one comments on the specific item by name. One-time reaction, fires once and done.
Reactive Rule Passages
Reactive rules (the behind-the-scenes system that tracks your state and fires effects) can now trigger full passages instead of just silently adjusting numbers. The passage queues and plays when you return to the location screen. This opens up ambient storytelling - milestone moments, NPC check-ins, consequences that play out as actual scenes instead of invisible stat changes. The feminization milestone above is the first use of this system, more coming.
Characters in the Alpha
Three NPCs are in the game right now:
Eva - Your roommate and the game's deepest character so far. 849+ passages, 117 flags, 6 relationship paths (Romantic, Feminization, Submission, Push-Pull, Dominant MC, Friendship). Daily conversations adapt to whichever path you're on - different small talks, different flirts, different energy. She notices how you dress, how you talk to her, whether you're assertive or deferring. Every dialogue choice carries mechanical weight.
Victor - A wealthy, dominant man you met at Club Euphoria. 494 passages of power dynamics and favours with strings attached. He knows what he wants and he's decided it's you. How you handle the dominance contest between you shapes everything about this relationship.
Sera - Your gateway to quick scenes and encounters. Her content is playable now with more questlines in active development.
More NPCs are planned. The systems are built to scale - adding a new character means writing content, not engineering new features.
What's Next
Alpha goes live tomorrow evening. First build, first players, first feedback. Let's go!