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Succubus Voice Update, Atlyss Mod Patch

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(12/4) Atlyss Hotfix 3.2.3Sorry for the notification spam, Hope everyone had a happy thanksgiving! Still working on the Launcher game, we'll see if I can knock it out by the new year!

Replaced out of date EasySettings.dll

Tentative fix for zfighting bug (flickering clothes) some users had, we'll see if it works..

Known bug: new "Hard Mode" will shrink on player getting hit, missed and blocked hits.. this will be revisited on next major mod update, until then, consider it "SUPER Hard Mode"

Succubus Scene V6 [VaM]

Replaced all text with AI generated voice lines.. plus some new groans/grunts

Improved target legibility during Hunt scene, & other misc polish

Atlyss Compatibility Patch: 3.2.0

Added compatibility with Catman's Homebrewery (4.6.25); it no longer breaks player scaling

New 'Hard Mode' toggle: where siphon triggers ANY time you take damage

Mod no longer ignores your character's customized sizes, but mixes them in

Your current size is output to chat when you shrink or grow due to siphon

Added the the new Angela quest to be considered for growth

Fixed bug of Angela's size resetting on load

Bugfix: You can no longer eternally accrue shrink charges, despite being minimum size

Easter Egg: Something might happen if you decide to get Cheeky with Angela while she's busy...

You can find both these updated in the Mega Downloads folder!

HousekeepingTurns out the Nvidia lip sync model would be a lot of headache for.. maybe 0.01% better lip syncing. The built in lip sync, after optimizing the settings a bit, is pretty solid - barring one or two lines it hiccups on. Going to be looking at other alternatives, and ways to improve its performance, since I want to do more AI voice stuff in future scenes

Atlyss update, bugfixes and adding compatibility to the Homebrewery mod was pretty straightforward. Special thanks to Catman for pointing me in the right direction (and, for having a well organized and easy to read codebase!)

Surprise.. I didn't manage to finish the Launcher game out of nowhere.. but I have managed to move it forward considerably. Prospective wishful thinking release target is some time around New Years, if not sooner. If I can't lock in and squeeze it out by then, I'll move it to the back burner to reconsider my approach, and get back to the Streamer Sim scene to cleanse my palette

"Slime Launcher" Game Progress(A quick little preview vid I put on Twitter)Currently done:

Soft body physics breast squish model, performant on all sizes

Object absorption, scaling by volume

Performant Gameworld 'treadmill' logic (un/loading x thousands of physics objects in the scene as they zip past the camera)

Currently Working on the following upgrade options:

"Biohazard" more and larger breasted mobs to absorb

"Absorption" % efficiency mass gain

"Slippyness" less air and ground friction

"Elasticity" less height loss per bounce = more bounces per run

"Launcher Level" scaling minigame of stronger launch power

"Jetpack Power" mid-run redirection or speed boost

Remaining To Do:

Models for slime girl, ship, misc animations

Menus, title and upgrade 'scenes'

Audio SFX, music

Balance stats/upgrades/progression for good gamefeel

Misc VFX (smoke plumes, tractor beam, skid fx, etc)

Misc performance optimizations as necessary (LoD mesh swapping)

Bury She PATREON 552 favs
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POSTEDNov 4, 2025
ARCHIVEDJun 10, 2026