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A World Adrift [v0.0.2.65] [LutholianDev]

A World Adrift [v0.0.2.65] [LutholianDev]

April 29, 2024F95


A World Adrift is an adult role-playing game set in a fading world. It is inspired by games such a Corruption of Champions, Lilith’s Throne, and Strive for Power, among others.

Thread Updated: 2024-04-20
Release Date: 2024-04-20
Developer: LutholianDevPatreonitch.ioTwitter
Censored: No
Version: 0.0.2.65
OS: Windows
Language: English
Genre:
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AI CG, Character Creation, Male Protagonist, Female Protagonist, Futa/Trans Protagonist, Text Based, Anal Sex, Big Tits, Creampie, Futa/Trans, Gay, Interracial, Lesbian, Masturbation, Oral Sex, Vaginal Sex, Fantasy, Monster, Monster Girl, Rpg, Sandbox, Turn based combat
Planned Tags:
Multiple Endings, Ahegao, Big Ass, Corruption, Exhibitionism, Female Domination, Footjob, Group Sex, Handjob, Harem, Lactation, Male Domination, Milf, Muliple Penetration, Pregnancy, Prostitution, Sex Toys, Spanking, Stripping, Teasing, Titfuck, Transformation, Trap, Virgin, Voyeurism, Management, Trainer
Installation:
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1. Extract and run.
Changelog:
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v0.0.2.65
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Items
  • new weapons: Stone Wood Axe, Wood Club
  • renamed weapon “Axe” to “Wood Axe”
  • consumables can have an effect assigned to them, all consumables(in other words, the health potion) converted to use magicEffects now.
  • consumables can be set to be able to be used in combat or not.
  • new Consumable “Bandage”. It functions as a more common out-of-combat potion. It will have different functionality later of boosting passive health regeneration.
Magic Effects
  • implemented “MagicEffects” system. Basically a unified way for things(spells, consumables, enchantments, whatever really) to change a player or npc. Right now it only supports changing stats and the like, but it is primed to be extended to things like body transformatives once that content is implemented.
Events and Exploration
  • new events: An Odd Noise (catch a brigand in a compromising moment), A Dropped Bag(yey, free bandage)
  • Vixsya’s first encounter event is no longer repeatable.
  • moved some code checking if an event met the requirements to appear from Region to the event itself.
  • events that give items now once again properly add them to your inventory
Factions and NPCs
  • Ilchex gatherers can now spawn with Stone Wood Axes
  • Ilchex Warriors, Uchiz Warriors, and Vagrants of the Knife Scouts can now spawn with Wood Clubs
  • when a faction’s name is known, it will be used by for generic npcs of the faction instead of the more generic name. (Tribal Goblin becomes Uchiz or Ilchex, Forest Brigand becomes Vagrant of the Knife)
Conversations
  • When you ask Vixsya about them, you now gain knowledge of the Forest’s name, the names of the two goblin tribes, and the Brigands.
  • Vixsya’s “Ask about the Goblins” dialogue option now gives you knowledge of both Ilchex and Uchiz’s names instead of you needing to ask about each specifically.
  • Vixsya’s dialogue event no longer crashes the entire game
Quests
  • Built a some of the quest system framework
  • Questlog implemented, it can be accessed from the camp menu.
  • Some overarching main story quests.
Dialogue System
  • dialogueConversations can now have and be loaded from individual files instead of just the single big one. Really great stuff from an implementation and debug standpoint.
  • the initialText is also fed through the parser now like dialogueOptions are.
  • dialogueOptions can be disabled.
  • dialogueOptions now can be set to only be available once per conversation.
  • dialogueOptions can grant knowledge of a faction or region’s name
  • improved the way dialogue options can add knowledge. Its still super scuffed, but now its a lot less scuffed. As an added bonus, they can add multiple knowledges from one option now.
Knowledge System
  • Implemented the “Knowledge System”. The knowledge system is basically a way for the game to track what a player character “knows”. Currently, its incredibly scuffed, but it works. In the future other game systems like quests or dialogue will be able to check it to expand or restrict options based on what you know about the world. Mind you, its not too fancy!
UI
  • non-combat use consumables are no longer displayed in the consumable list.
  • when a region’s name is known, it will appear in the explore menu, the travel menu, and the combat scene instead of the more generic name (The Forest of Tulor vs The Forest)
  • made it so mousing over a vital’s(health, stamina, etc) bar will give you the more accurate decimal value as “current / max” as opposed to the old way of having to mouse over the current number to see its decimal, and then having to mouse over the max to see the one it has.
“Text Parser”
  • can now decide between “is” and “are” depending on pronouns. (“you are hungry”, “he is hungry”)
  • can now decide between “were” and “was” depending on pronouns. (“you were hungry”, “he was hungry”)
Save and Load
  • player’s knowledge saves and loads.
  • added temporary code that in the event the player had seen the Vixsya conversation and the save does not have knowledge in it will add the knowledge the player should have gotten. This is for compatibility with prior versions and will be removed after the next public update to avoid cluttering the save/load system up.
Misc
  • changed a lot of the file loading to use a generic function.
  • a bunch of other little optimizations and super minor code improvements that I didn’t think to write down.
v0.0.2.5
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Characters
Vixsya has been added! Vixsya is our first named/unique character to be implemented, and now she is available in the public version! This is the first conversation/encounter with her, expect to see more of her down the line(and of course ways to …not…). As of this update, her conversations is roughly 2700+ words and the design document for it is about nine pages long.
Expect to be able to learn a more about the immediate setting of the Forest, its inhabitants, and a bit about the regions outside of it as well from the conversation with her.
Dialogue System
  • implemented it.
  • dialogueConversations are now loaded from files
  • some tweaks to how dialogueConversations and dialogueOptions are implemented, they weren’t quite functioning in practice the way I intended.
  • dialogue functionality is now accessible in a fully working state in-game.(being able to start combat from it, for example)
  • created “dialogueStats”, which is basically eventStats but for dialogue. It records: what conversations the player has seen, how many times they’ve seen them, what they chose to say, and how many times they said it.
  • lots of improvements to how dialogue works in general.
  • Dialogue system now uses the text parser.
  • dialogueConversations are now loaded as needed as opposed to all of them on game launch.
Events, Encounters
  • Started the Explore/Travel/Events overhaul.
  • general improvement on how events and the options from them are handled internally.
  • You can now choose to travel to a newly discovered region, or instead remain in the current region.
  • You can choose whether or not to take the items found in an item discovery event.
  • Slightly altered the text of the “Grave of Green” event to reflect the ability to NOT take the potion.
  • Combat no longer returns you to the camp, but instead to the region explore menu.
  • exploreEvents activating dialogue are now implemented.
  • can now have “factionDialogue” type events similar to “factionCombat” events that generate a faction member to interact with for a dialogue encounter.
  • remade the “faction_combat_forest_goblin_ilchex_gatherer” event as “faction_dialogue_forest_goblin_ilchex_gatherer”, now when encountering tribal goblin gatherers it doesn’t have to end in a fight. Some text is still placeholder.
  • eventStats now records how many times the player took an item from the event.
  • reworked how exploreEvents are disabled(think one time events, or discovering a new region). Now it uses the eventStats.
  • updated Ilchex gatherer dialogue event to use the parse upgrades
  • the explore option in the region menu now takes 1 hour of in-game time.
World and Regions
  • current_world vs just referring to world. Not likely much will come of this for now.
  • worlds can have a timeScale assigned to them.
  • regions can now have locations and connectedRegions assigned to them.
  • No longer builds all the events for a region on loading the game, instead only when the region is relevant.
Inventory/Equipment System
  • Reworked how the equipped section works in the code. No real change from this to the end user.
  • Unequiping a weapon now equips the character’s race’s “natural weapon”(generally, fists). Previously, the weapon slot was set to null, and requests for a character’s weapon would check to see if the slot was null and if so return the natural weapon. This doesn’t really change how the end user experiences things.
UI
  • The “Description” Section in the PlayerInventory screen no longer exists. You can now see the item’s description by mousing over its name.
  • Mousing over the item’s name in the equipped section now shows the item’s description.
  • Some tweaks to the PlayerInventory screen UI in general.
  • Inventory Screen is no longer opaque, helping visibility of the options.
  • Options Menu is no longer opaque
  • Camp UI now hides itself when inventory or Options menu is open. Main Menu UI hides itself when Options Menu is open.
  • Sex Scene no longer has its own background that is set based off of the current region. Instead the Combat scene UI hides itself, allowing us to use the combat scene background for it.
  • renamed explore option in the camp into “travel”
  • the exploration events from the explore region now pop up their own little window instead of appearing in the region’s window.
  • disabled combat scene having its own background, now it uses the region’s background(it just set itself to be the same as the region’s anyways.). Disabled, not removed. I’d like to preserve the ability to have a different background for battles in the future.
Text “Parser”
  • upgraded the text parser to better handle modifying verbs based on pronouns when multiple actors are part of the parse.
Sex System
  • Every turn during sex passes time by 5 seconds.
  • updated sex action text to work with the parse upgrades
Save/Load System
  • Saving the game no longer records exploreEventsOneOffSeen. Loading a save no longer loads exploreEventsOneOffSeen. Instead, if the save file has it and eventStats has no record of the event, a new entry recording the event as having been seen once is added to eventStats.
  • dialogueStats is saved and loaded.
v0.0.2.1
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Options and Settings:
  • You are now able to choose between windowed and borderless fullscreen.
  • You are now able to set the game to maximize on start-up(enabled by default).
  • You are now able to set a default windowed resolution. A set of 23 common monitor resolutions are available to choose from, as is the option to enter in a custom resolution.
Please note that you will almost certainly want to adjust font size alongside resolution for things to scale nicely.
UI:
Slightly altered format of several UI screens. Some of this is simply improved layout, some of it is to allow the screen to better scale with resolution changes.
  • Main Menu slightly altered so hopefully version number will scale more politely.(only partial success)
  • Margins were decreased in the intro, to allow the text to make much better use of horizontal space.
  • The Character Creation was set to take up the whole screen, but parts will still be cut off on the two lowest resolution presets. Character creation is one of the most cursed segments of the code and ui design, and reworking it to scale better is not a task I was able to see through before my announced release date.
  • The Camp has had access to the options menu added and some buttons moved around. Margins have been reduced to make improved use of space. Popup screens are allowed to use slightly more space all around. Some button layouts are made neater.
  • Save/Load is now a “full” screen instead of a smaller window.(it actually functions the same way as before, just takes up the whole screen now). Minor reduction in the size of margins.
  • The Wait submenu now updates the displayed amount of HP and SP restored when text is entered instead of needing the user to hint enter or otherwise submit the value.
  • The Player Info(stats and appearance in the camp) submenu now has its close button take up the whole horizontal width so its easier to hit.
  • The Travel menu(what you get when you hit “Explore”) has been converted to be a full window popup like Save/Load. It still looks pretty bad, but odds are its not long for this world anyways.
  • Inventory has had its margins decreased and makes better use of vertical space inside the window. It can still scale pretty poorly to lower resolutions, but making sure to adjust the font size helps A LOT.
  • Combat has gotten the same treatment as Character Creation, with it now using the whole screen. It’ll go back to having nice margins later, but this was the best way for it to scale nicely without a more extensive refit. Several margins were reduced to have less(but not as much as I’d like) empty space.
  • Sex Scene UI had margins reduced, but little other alteration.
  • The Explore Event UI was left unaltered, it didn’t need changes in my testing and much like the Travel menu its current incarnation isn’t long for this world.
  • Options Menu is formatted more neatly. The fontsize slider has had its functionality altered so that it only updates font size when the slider is released. The fontsize number is still updated as you drag the slider so you know what size you’re setting it to.
  • All drop-down menus I could find now require you to click on the option. Before if you held the mouse down on the click that opened the drop down menu then moused down over one of the option before releasing it it would act as if you had selected that option. Personally, I found this super annoying, but maybe people prefer the original functionality, so please give feedback.
Odds are there’s probably a few minor bugfixes or other minor tweaks that have slipped in too that I’ve forgotten about, but nothing noticeable.
v0.0.2.0
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Combat:
  • Dodge chance decreased
  • Stamina cost on attacks removed
  • Turn order is now decided from a random range based on actor speed as opposed to higher speed always going first. Doesn’t render speed useless, high enough speed can still guarantee always going first.
  • Damage display is now rounded to the nearest to decimal points instead of the nearest integer.
  • Combat system internal changes and improvements that aren’t visible on the user’s end.
Stats and Attributes:
  • Health, Stamina, Lust, and Arousal have updated descriptions. Health, Stamina, and Lust had an explanation added of how to restore (or reduce, in Lust’s case) them and Arousal was given its own description instead of being the same as Lust’s.
UI:
  • Mousing over a vital-type Attribute’s(health, stamina, and so on) bar will now show the Attribute’s description. The Max and Current values displayed by the bar will now show its “real” value rounded to two decimal points when moused over. In cases where the current value would round down to zero but is still greater than zero, it will now display the “real” value rounded to two decimal points.
  • Camp UI has been neatened.
  • The Wait menu now shows how much stamina and health will be restored by waiting.
  • A font size option has been added to the options menu.
  • The game is now set to maximize to the user’s screen initially(should still be able to be resized!), which should alleviate some of the usability problems displays of 1920×1080 and less were experiencing until a more elegant solution can be implemented.
Sex System:
  • UI has been reworked, position actions are now accessed in the same area as sex actions and climax actions. Their former location is now occupied by continuous action stuff.
  • Continuous sex action have been implemented. Most non-climax or positioning sex actions can now be used in a “continuous” mode. Now you don’t have to stop bouncing on a dick to kiss your partner.
  • Continuous actions prevent acts that also use the same bodyparts from being used. No more having the npc interrupt your anal session to stick it in their pussy instead. As part of this acts are now able to better specify what bodyparts they use.
  • Sex acts have been split into distinct “giving” and “taking” variants to make it easier to determine which role an actor is taking in a continuous action.
  • Stamina costs on some sex acts have been reduced.
  • Expanded the positions from which kissing your partner is possible.
  • Created a system that displays different descriptions based on whether a sex act is being started as a continuous action, is ongoing as a continuous action, or is being used as a one time action. All continuous actions have support for this!
  • As an extension of the prior change, most sex actions have had their descriptions rewritten to be much more descriptive.
  • Created a tags variable that will be used in the future for NPC preferences towards certain types of sex acts.
  • Mountain of minor improvements and bug fixes to the sex system as a whole.
v0.0.0.01
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initial public release.
Developer Notes:
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On the tag list, or ambition/scope of the game:
The planned tag list may understandably provoke concern for the viability of the game’s development. And, yes, I do want to do a lot. And yes, we are all all too familiar with the parable of a software developer with big ambitions reaching the sun and coming crashing back down to reality with nothing but empty promises and an unfinished product. I can’t say anything to disprove that that won’t be me, no excuses we haven’t all heard before.
What I can say this:
My approach to development is the iteration of simple systems that work. I have no intent of making a giant interlocking mousetrap of game mechanics on the first pass. My approach is complexity and depth through simple systems interacting with simple systems, not a grandiose system I can never realistically complete.
On the AI CG:
At this time, the game uses AI-generated images for backgrounds. Why? Because I can’t afford an artist. It has its drawbacks, but its an excellent way for me to make the game feel a little more lively than staring at a document. At this time, I have no plans or intent to use AI art for character portraits. It isn’t very good at that so far, and I also want to minimize its use in the game for now. AI art is a fluid and controversial topic, and I feel that at any time storefronts or payment processors may make decisions that require me to strip it out of the game. If it becomes financially feasible to do so, I would love nothing more than to commission art or even hire a dedicated artist to replace it with art that more accurately matches my vision of the World Adrift, but I’m not making promises that that will ever happen.
NTR in A World Adrift:
A World Adrift is not an NTR game. There is not going to be a bait and switch somewhere down the line where all of a sudden we have entered the NTR zone and all that happens now is watching other people fuck your companions. However, the exact definition of NTR seems to be somewhat contested, so I will quickly discuss some matters and plans about the game’s future in that regard.
  • Currently there are no plans at all for npcs cheating on the player to be a system in the game. Maybe at some point, but there are so many more impactful and valuable systems I would prefer to implement instead that I can’t imagine when I would find the time to make something like that a priority.
  • The player will be able to assign their slaves or workers or what have you to work as prostitutes. This would be entirely optional, and likely similar to the implementation of similar systems in the games mentioned as inspirations to A World Adrift.
  • At least one planned unique npc/potential companion is slated to start the game as a sex worker. Odds are very good(in other words, all but certain) that you will not be subjected to seeing them at work on anyone but you.
  • At some point or another, it may make sense to have an option to offer your companion for sex to achieve whatever goal or another. This will never be mandatory. There will always be other reasonably accessible alternatives(in other words, you don’t have to min max to avoid having to cuck yourself). Such options even appearing would be able to be disabled in the settings. No exclusive content would ever be locked behind such a thing.
  • NTR may play a role in some Bad Ends down the line. I don’t know though, it’d be minor enough that it would be easy to strip out and just avoid the problem in the first place.
A last general promise in this regard: NTR will never be a primary focus for A World Adrift. If it is ever implemented in some capacity, it will be optional, avoidable, have a menu option to just straight up disable seeing it, and be clearly signposted so no one stumbles into it by accident.
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    A World Adrift [v0.0.2.65] [LutholianDev]