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Chains of Bondage [v1.1.1] [Dark Tether Games]

Chains of Bondage [v1.1.1] [Dark Tether Games]

October 24, 2026F95

Chains of Bondage is a dark, erotic survival simulator set in a brutal post‑apocalyptic world where dominance is power and submission is purpose. You’ll build your dungeon fortress, train devoted submissives, defend your base from undead threats, explore the wasteland for resources, and indulge in rich erotic fantasies shaped by your style of control.

Thread Updated: 2026-10-21
Release Date: 2026-10-13
Developer: Dark Tether Games Itch.io – Patreon – Discord – Steam
Censored: No
Version: 1.1.1
OS: Windows
Language: English
Store: Itch.io – Steam
Genre:
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3D game, BDSM, Combat, Dystopian setting, Female protagonist, Lesbian, Management, Rpg, Sandbox, Shooter, Sex toys, Slave, Spanking, Vaginal sex,
Installation:
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1. Extract and run.
Changelog:
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v1.1.1
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The big ones
No more walking on her own. With a controller, wheel, pedals or adapter plugged in, she could walk or run backwards without you touching anything, and letting go of W made it worse. The game now only listens to a controller once you actually use it, and only to that one. Keyboard players aren’t affected by whatever else is connected.
Strongholds are marked. Quests that ask you to clear a zone’s camps now mark every stronghold that still counts, on the map and the compass. If Bastion Crossing wouldn’t register your third area, this shows you where the remaining ones are.
Horde defences work properly. While you hold a position, no other infected, raider patrols or dog packs wander in, so every zombie you see is part of the horde. One that gets stuck behind a wall comes back from a fresh spot instead of blocking the wave, and the last few are marked with how many are left.
Fixed from your reports
Survivors stuck in rocks. Survivors moving into liberated camps, like Ragpicker Camp, could stand inside a rock where you couldn’t talk to them. They stand on open ground near the fire now.
Moving a machine while a slave is on it no longer leaves her facing the wrong way.
Machine names. The “Deepthroat Machine” in the build menu is now called the Fucking Machine, the same name as in the training list.
Inventory. Your items no longer cover the weight bar, and ammo shows its real weight instead of 0.0.
Road Warrior achievement. Distance driven wasn’t being counted. The game keeps track of it now, so the 50 km achievement unlocks. Distance driven before this patch can’t be recovered, sorry about that.
v1.1.0
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Chains of Bondage is now translated into Spanish, French, German, Russian, Italian, Dutch, Polish, Czech, Turkish, Brazilian Portuguese, Japanese and Chinese (Simplified and Traditional).
The first time you start the game it picks your system language. You can switch any time in Options > Interface > Language. Voices stay in English.
Full controller support
Plug in a controller and play. Every action has a button, from driving and building to the weapon wheel and quick items, and every menu works with the D-pad or stick, including the map.
Xbox, PlayStation, Switch Pro and Steam Deck controllers all work.
New options in Options > Mouse & Pad: Input Device (Automatic follows whatever you touched last), Look Sensitivity, Invert Y, a light Aim Assist for guns, and Vibration.
On Steam Deck and in Big Picture, text fields open Steam’s on-screen keyboard.
Button icons everywhere
Prompts, hints and menus show the actual key or button as an icon: keycaps on keyboard, and the matching Xbox, PlayStation, Switch or Steam Deck icons on a controller. They switch the moment you change device.
Choose your save slot
Resting in your bed now opens a Save Game screen, just like Load Game. Save to your current slot, an empty one, or over another game (it asks first). Autosaves follow the slot you picked.
A better car camera
The camera sits higher, no longer clips through the ground, and stays the same distance behind you at full speed instead of falling far back. It moves in front of walls and swings back behind the car after you look around.
The engine starts as soon as you get in, instead of two seconds later.
Fixed from your reports
Car stuck at Haven’s gate. Fast travel could park your car inside the fences at the gate. It always parks on clear ground now, and Flip / Unstick works on the first press.
Hair no longer vanishes or floats off heads when several slaves are on screen.
Machine poses. Slaves no longer stay frozen in a machine pose after you unassign them or their training ends.
Unicycle. You can switch it on or off from the carriage seat, the upgrade is now called “Slave Carriage – Unicycle” and tells you how, and the pony’s outfit and the unicycle setting are saved.
Workbench upgrade. It showed the discounted price but asked for the full one, so the button stayed grey. One price everywhere now.
Stockade escape. The key unlocks your restraints right away, no more hunting for a tiny blade in sight of the guards.
Rescue missions. The map marker no longer jumps to the corner of the map after loading, and Morgan is marked when a rescue is available.
Build and upgrade lists show what each building produces, and how many beds a slave house has.
v1.0.5
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No more invisible enemies. Raiders, snipers, bosses and the stockade warden could turn invisible while still fighting, showing on the minimap and taking hits. When an enemy was out of view, her body slowly floated up into the sky and never came back. That is fixed for good, and enemies stay where you can see them.
Doors stay out of your way. Most doors in the world stand open, and walking up to one used to swing it shut in front of you, or leave an invisible wall in the doorway. Open doors now stay open, closed ones open as you walk up, and the main cabin door at Haven works again.
You can’t lose your car anymore. Your car now shows on the map and compass, comes with you when you fast travel, and returns to Haven if it ever ends up somewhere you can’t reach. If it gets stuck, press reset twice and it drives out onto clear ground.
The stockade holds you properly. Half of the cell gate stood open while you were still bound. The cell is shut until you escape, and the key prompts tell you where the key is and how to use it.
Fixed from your reportsMachine sounds now come from the machine, even after you move it.
Milking station. Moving it no longer makes the slaves you bought disappear, and crew working there now fill the milk store.
Strap-on. The Breeding Machine scene lost its strap-on after you changed outfits. Every outfit keeps all the machine props now.
Market free-use slave. When her time ran out mid-scene you got stuck and had to close the game. You’re let go now.
Rescued slaves no longer all look like the same woman.
Raider hunts aren’t offered for liberated zones anymore, and ones you already have (like Scrap Hunters) keep sending raiders until they’re done.
Dog hunts send packs regularly while you’re hunting in that zone.
Main story. When the next main quest is waiting, its giver is marked on the map, so after The Twins you can find Wren.
Quest crates are proper boxes and no longer sink into the ground, like the seed tins at the Crossroads Diner.
Loot no longer shows up as a pink box.
Milk barn. You can walk in without jumping, and low sills and kerbs don’t stop you anymore.
Reloading while swapping or putting away your gun no longer gets the gun stuck.
v1.0.4
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No more enemies inside rocks. Raiders, snipers and infected could stand inside rocks, on top of them out of sight, or under the large ones, and shoot you through the stone. Every rock in the world is now off limits to them. Nobody stands on, in or under a rock any more.
Gates and doors really open. In 1.0.3, doors swung open without you seeing it, and opened gates left invisible walls at camp entrances, like the Tank Yard gate you couldn’t get through. Every door and gate now swings where you can see it, and gates that stood open stay open.
Machines animate again. Slaves you rescued stood still on the moving machines with only the effects running. They animate again, and machines no longer snap back to their old spot when you move them.
No more getting stuck captured. Walking out of the stockade after slipping your restraints now counts as escaping. Before, the game kept you captured and every load put you back in the camp.
Fixed from your reportsInvisible bosses. Warden Crane could stand guard inside a closed warehouse at Bastion, where all you saw was his marker. Bosses and their guards now take the open ground.
Missing bounty targets. A bounty placed near a zone border, like Red Ashby, could land in Haven Valley where nothing spawns. Bounties now stay in their own zone, saved ones included.
No pistol at the start. Starting a new game after playing a save, without restarting, left the depot pistol and the rifle out of the world. They are always there now.
Car stuck for good. The reset key now drives a wedged car out to the nearest clear ground.
Autosave death loops. The game no longer autosaves with enemies close by or when you’re badly hurt.
Buildings inside each other. You can’t place a building inside one that’s still under construction any more.
Rescue survivors in rocks. Survivors are never placed in or under a rock, and one already stuck in your save is sent somewhere you can reach.
Supply Run: Medicine couldn’t be finished, so it’s gone. A saved one asks for parts instead.
Dog hunts. While you’re hunting dogs, packs keep coming in that zone, so the job can actually be done.
Throne. Sitting down mid-jump no longer twists the pose, and spamming E doesn’t stand you up again right away.
Sound. Gaining several levels at once plays the level-up sound once, not stacked into one loud blast, and the infected groan more quietly.
Controls. The controls list shows middle mouse for melee, and the options tab is now called Mouse & Pad so it isn’t a second Controls screen.
Machine names in the crew page now match the build menu.
Bullet holes fade after a while, and quickly on vehicles and the carriage.
v1.0.1
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Fixed from your reports
Invisible enemies at night. Nights were so dark that raiders and infected vanished a few steps away while the radar still showed them. Nights are still dark, but the moon now rises as the sun sets and you can see who’s coming.
Enemies inside rocks. Raiders and infected could walk inside the big rocks and shoot out of them while your bullets hit stone. They can’t get in there any more.
Camps behind the invisible wall. Skull Pike, Rotting Tents, Overrun Camp, Silent Camp and Iron Teeth Camp were past the edge of the map. They’ve moved inside it, along with any jobs that point at them, and enemies can no longer walk out through the wall.
Rescue Dispatch outside the map. The survivor is now always somewhere you can reach. If you have a rescue running with nobody out there, a new one is sent when you load.
Stuck in mid-air after a conversation. Pressing Space to skip dialogue also made you jump, and you could end up frozen in the air. Fixed.
Weapon attachments. Sights, grips, lights, suppressors and magazines now sit properly on every gun. The hunting rifle no longer takes a second scope on top of its own.
Dead Air couldn’t be finished. The relay was sealed inside a container. Quest items that were out of reach in Dead Air, Medicine Run, Seed Vault and Tobias are now where you can get to them.
Couldn’t move after being captured. Getting caught while driving left you stuck to the car. You’re now pulled out first.
Floating car. The flip key lifted the car into the air even when it was upright. It now only flips the car when it’s on its side or stuck.
New Game kept old quests. Starting a new game after quitting to the menu carried the last run’s quests over.
More fixesYou can’t fast travel while driving any more (leave the vehicle first). It used to separate you from the car.
A leftover zombie from the old tutorial no longer spawns inside Haven.
Autosave could kick in while a save was still loading and lose your crew and world progress. It now waits.
Quitting to the main menu from the pause menu no longer leaves the game frozen and silent.
Bounty markers point at the bounty, and quest items are taken back when their quest is done.
Rewards that don’t fit in your bag drop at your feet, with a message saying so.
No more empty boxes in place of symbols on the HUD, and several quest descriptions now match their quests.
A loading screen tip mentioned crouching, which the game doesn’t have.
PerformanceThe game uses about 1.5 GB less memory. Textures on characters and machines you never see up close were far bigger than they needed to be.
v1.0.0
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The Overhaul is live
Hey everyone,
This is the biggest update Chains of Bondage has ever had. Almost every system in the game has been rebuilt: combat, the world, quests, crafting, driving, saving and the interface. Thank you for sticking with me while I disappeared into it. Your support is the reason I could take on something this size.
Before you play
Old saves won’t load. The save format changed completely, so this update needs a new game. It was the only way to get saves that actually hold everything.
You now get three save slots, picked from New Game and Load Game.
A real campaign: The Last Broadcast
Someone is still broadcasting on an old radio at Haven, and the story is about finding out who, and why. 15 main quests take you through every zone, from Bastion Crossing to the Iron Works, with 29 side quests on top (16 of them new), plus bounties and rescues.
A world that’s actually alive
Haven’s residents have real jobs. Jonas fixes tires, Maggie cooks, Ruth keeps a garden and Nell waits by the radio. They wave, chat, go to bed at night and stand guard.
Settlements at Haven, the market, Ashford and Last Light, and survivors move into the camps you liberate.
8 hostile zones, each held by a warlord. Break their strongholds to draw them out.
Raider and scavenger camps all over the map, each one generated with its own layout.
27 loot sites are now guarded by infected, and roaming infected drift toward you.
Job boards: Pete, Gus and a few others post contracts matched to your level. Clear a camp, hunt, bring supplies, scavenge or chase a bounty.
Combat
32 weapons and 11 attachments, from pistols to a light machine gun, plus melee from a lead pipe to a katana.
7 kinds of infected, and dog packs that hunt at night.
Raiders fight in roles, call out to each other and pull a melee weapon when you get close.
Ragdoll deaths, scopes, and a flashlight and weapon light for the dark.
Survival and progression
57 crafting recipes, a workbench you can place and upgrade, repairs and salvage.
27 skills across Combat, Survival and Engineering, up to level 50.
A full day and night cycle.
Driving
The car handles better, tops out around 90 km/h and has brand new engine audio that follows the RPM and throttle. You can repair and refuel it straight from the prompt.
Quality of life
You interact with whatever is under the dot in the middle of the screen, so nothing steals your button press.
A new loading screen, a new options screen and a lot of performance work.
A new in-game bug report screen. Describe the problem and it gathers everything else for me.
15 Steam achievements and Steam Cloud saves on Steam.
v0.16
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A few things from 0.14/0.15 needed fixing first. Some machines wouldn’t place at all, which turned out to be the floor check only looking at the exact spot under your cursor, but a lot of floors are tagged on the parent object rather than the collider, so the game would look right at a perfectly good floor and call it invalid. It now checks the whole object, so valid floors read as valid.
The placement preview also had a habit of flashing at the building’s old position for a moment before snapping to your cursor. It now stays hidden until it actually locks onto a surface, so it simply appears where you’re looking. While I was at it, buildings that used to hover slightly above the ground now settle flush onto it, and the stairs, which were far more of a fight to get around than they had any right to be, have been sorted out, so moving between levels is smooth again.
v0.15
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Polishing free placement
Some machines wouldn’t place. Turned out the floor check only looked at the exact spot under your cursor — and a lot of floors are tagged on the parent, not the collider. It now checks the whole object, so valid floors read as valid.
The ghost snapping from the wrong spot. The preview used to flash at the building’s old position before jumping to your cursor. Now it stays hidden until it locks onto a surface, so it just appears where you’re looking.
Floating buildings. A few buildings hovered above the ground instead of sitting flush. They settle properly now.
Stairs. Getting around them was more of a fight than it should’ve been — sorted out, so moving between levels is smooth again.
v0.14
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Build Anywhere
Buildings are no longer locked to fixed spots. Hit Build and a ghost preview follows your crosshair — green means go, red means blocked.
Rotate with Q/E or the scroll wheel
Confirm with left click — costs are only charged when you place
Cancel anytime with right click or Esc
Move Anything, Anytime
Built buildings now show a Move button — relocate them anywhere, free and instant
Changed your mind mid-move? Cancel and it snaps right back
⚙️ Machines Rework
Machines now build instantly — no more construction timers
They use free placement too, with one rule: floors only (no milking machines on a hillside )
Zombies Got Smarter
No more psychic zombies — gunshots draw them to the sound, not to you. They investigate, and only chase what they actually see. Stealth is real now.
Packs spread out and surround you instead of forming a polite queue
Zombies fight raiders back — raider camps can erupt into three-way battles
No more sideways cheap shots — zombies must face you to land a hit
Raiders Got Deadlier
Raiders fire in bursts with reload pauses — firefights have rhythm now
Patrol raiders strafe and reposition instead of standing still
Shoot a guard in the back? He turns around. No more free backstabs.
Raider gunfire attracts zombies… chaos is a ladder
️ Fixes & Performance
Automatic doors now work correctly on buildings at any position/rotation
Major AI performance pass — much smoother with big hordes on screen
v0.13
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New Content
Added 3 new machines (Machines 9, 10, and 12)
Audio
Machines 9 & 10 now have their own dedicated impact sound arrays (Machine 9 was reusing Machine 1’s, and Machine 10 had no audio at all).
Footsteps no longer play during idle/turn-in-place animations — they now require actual movement input.
Dialogue
Machine idle dialogue now triggers while operating Machines 9 & 10, just like 1, 2, and 3.
Bug Fixes
Fixed the “Press E to rescue” prompt staying on screen after rescuing a slave if the player didn’t move away.
v0.12.1
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After receiving feedback from several players, I’ve made the following changes:
New Features
  • Added Easy mode difficulty selection when starting a new game, where you begin with 5000 of each resource
  • Added a tutorial step explaining the save system — interact with the bed in the small house to save your game
Improvements
  • The Build menu in the Management Terminal is now only usable when near your base
Bug Fixes
  • Fixed a bug where production buildings (Water Tower, Windmill, Logger’s Hut, Oil Depot, Scrap Hut) would permanently stop producing resources after saving and loading
  • Fixed a bug where looting a zombie loot bag that despawns mid-animation would leave the player stuck in a crouching position
  • Various stability and interaction fixes
v0.11
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Upgrades Menu
You can now upgrade your buildings! A new upgrades menu has been added — press I to open it. The car also benefits from this, with 2 new machines unlockable through upgrades. There’s also a unicycle upgrade for the carriage that increases its speed. This lays the groundwork for a proper progression loop and I plan to expand it further.
New Car Model
The car has a brand new model that’s much more in-tone with the rest of the game. Big visual improvement.
Masturbation Chair
New interactive furniture in the player house — the masturbation chair grants a temporary buff when used. A fun little mechanic to reward downtime.
️ Bug Fixes
Squashed a good batch this time. Pause menu and map weirdness with other menus is resolved. Players can no longer do things while dying. Enemies won’t ignore you if you get captured and exit to main menu. Recoil was FPS dependant — not anymore, it’s now consistent for everyone. Raider camp doors are fixed. Car exit collision detection has been improved (still not perfect, but getting there).
v0.9.1
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Quick follow-up patch to fix some bugs from the 0.9 update. Most of these are related to the raider capture system — items not returning after capture, the transition screen flickering, the death animation not triggering, and raiders continuing to shoot you after you’ve already been caught (rude of them).
Also patched the slave market UI not displaying controller inputs and a fun one where your player would phase through the ground when exiting a flipped car.
v0.9
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Raider Base
The Raider Base is now in the game, complete with Raider Guards. Getting caught by raiders no longer means death — instead you’ll be captured and bound, and must find a way to escape. This is the first version of the capture system and I plan to add much more depth to it down the line. You can also now run over raiders, and blood effects play when you hit them.
Milking Station
New money-making mechanic! You can buy slaves for the Milking Station and sell their milk for profit. 3 new slaves called “Prime Especimens” have been added to the market specifically for this purpose. This adds another strategic layer to how you build up your income.
Bug Fixes
This patch squashes a good number of issues. The Report Bug menu UI has been fixed. The phone not disappearing bug is finally resolved (yes, for real this time). Camera now stays static during NPC conversations. Fixed the market fuck bench incorrectly allowing weapon equipping. Ultrawide 21:9 display users should no longer have dialogue scaling issues. And slaves will no longer overlap in the slave house.
Balance & QoL
You can now skip the tutorial for those of you starting fresh runs. Initial resources have been reduced to push players toward exploring more early on.
And finally, I added Y Inverted option
v0.8
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Major Feature: Slave Rental Mechanics
You can now rent out your slaves at the market and get paid for it. This has been something I’ve been working on for a while, and it adds a whole new layer to how you manage your roster and earn income. Along with the system, I’ve added 4 new machines to the market to flesh things out.
I’d love to hear your feedback on the balance and feel of this system — your input directly shapes how these features evolve.
Fixes & Polish
The Report Bug menu had bugs of its own — fixed now
Management Menu UI issues have been resolved
Cursor visibility problems (randomly appearing/disappearing) should be mostly gone
Other Changes
Discord link added to the main menu
In-game hints have been updated to reflect the current state of the game
Thank you as always for your support — it’s what makes continued development possible. If you haven’t already, come hang out in the Discord and share your thoughts!
v0.7
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Bug Fixes & Improvements
Fixed an issue where the phone model would not appear or disappear correctly
Fixed a bug where pressing M in bug report mode would break the system
Fixed a camera bug when pressing M while using the carriage
Removed a flying and invisible resource chest
Fixed a throne bug where the player would sit in mid-air
These fixes should make the overall experience much smoother and more stable.
Music & Audio Additions
Added music to the main menu (20 tracks)
Added radios inside the game using the same 20-track playlist
Music volume behaves naturally based on distance from radios
This adds a lot more atmosphere, especially while training or managing your base.
Combat Feedback & Player Damage System
The player now has full feedback when taking damage:
Damage UI indicators
Damage sound effects
Damage VFX (blood)
Damage and death animations
Combat now feels much more impactful and dangerous.
New Intro Video
Added a full intro video to better introduce the world, tone, and gameplay of Chains of Bondage
Raiders Have Arrived
Added Raiders to the game
16 Raiders total with 4 different models
Raiders use guns and will actively shoot at you
You’ll need to react fast and eliminate them before they do the same to you. This is only the beginning for Raiders. More is coming.
Planned Raider Features:
Proper Raider bases
Enslaving system
More enemy variety
Expanded behaviors
Raiders now drop latex, which leads to an important gameplay change…
Latex Is Now a Core Resource
Latex is now required to build outfits
You’ll need to fight, explore, and manage resources to unlock clothing
This ties combat, exploration, and customization together much more tightly.
Throne Updates
Added 6 new JOIs to the throne
More interaction options and content while seated
v0.6.1
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Quick patch to address a couple of issues from 0.6:
Fixed an issue where John and Richard weren’t compatible with the new machines
Fixed a video timeout issue (couldn’t replicate consistently, but should be resolved now)
v0.6
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New Content
2 new male slaves: John and Richard (bringing the total to 8 slaves – 4 male, 4 female)
New outfit: Secret Agent
New machine: Flogging Frame
Added intro videos
Music has been added to the game!
Gameplay Improvements
Market functionality is now live! Buy and sell ammunition and resources with an updated market model
Management Terminal now opens with I key – check your resources on the go without returning to base (building still requires proximity to base)
Controller support added (tested on Xbox controllers, PS5 untested, handhelds WIP)
Damage multipliers based on body parts
Improved zombie spawning – adjusted respawn time and distance for better pacing
Improved the options UI
Visual & Map Updates
Adjusted lighting and shadows for a more realistic atmosphere
Construction equipment now appears on buildings being built
Main menu visual tweaks
Improved map accuracy and functionality
Bug Fixes
Fixed camera clipping issues (including torture mode and carriage)
Fixed UI bug where loot bag UI wouldn’t display
Fixed reload animation inconsistencies
Fixed car navigation arrow – now correctly shows car direction
Fixed car looting exploit
Removed occlusion culling (was causing issues) with reduced draw distance to compensate
v0.5
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Here’s what’s new: Cyber Angel joins the cast James, the first male slave The Chariot, a new rideable ponyplay machine– Comes with its own slave– Includes 4 outfit variations– Will be customizable later on
Gameplay improvements include gun recoil, a proper crosshair, gradual food/drink recovery, and a bug reporting button right in the pause menu. I’ve also improved the eyes of every character, updated gag positions, adjusted building times, and made sure slaves feel more distinct with unique voices.
On the technical side:– The save file has been moved to the game directory to fix language issues– 20%+ FPS increase overall– Better performance when slaves are at machines– Fixed slaves sinking through floors and other positioning issues
v0.4
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Here’s what’s new: Fully drivable car! It’s parked right outside your player base, ready to go. Market added — not functional yet, but you can explore it! Zombies got ragdolls and smarter movement thanks to improved navmeshes. Adjusted UI and made the torture mode box thinner. Added a car UI for fuel and health. Car health and fuel now save, but it’ll always respawn at the base entrance when you load.
v0.3.1
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Improved the save/load system again for smoother saves.⚙ Big performance boost when managing lots of slaves, still a bit laggy though, but more performance boosts will be coming in the future. Reworked the entire slave system (now array-based instead of bools — much cleaner and more stable).
And of course… some new goodies: New Outfit: Ballet Goddess New Machine: The Cross
v0.3
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Zombie AI has been massively improved — they can now go through doors and interact with the environment properly. No more zombies stuck staring at walls!
Saving & Loading should finally be stable for slaves in machines (yes, I think I really fixed it this time).
Plus:– Machine 5 dildo repositioned properly– Phoenix got his eyelash fix– Invisible map zones fixed– Prettier map visuals + new icons– Fixed switching from free to premium version– Better weapon shell ejection– More small stability improvements everywhere
v0.2.3
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Fixes & Improvements
Fixed an issue with Machine 5 that caused problems when enabling/disabling the armbinder.
Fixed slaves returning to their houses after loading if they were already in machines.
Fixed some buildings not loading their 3D models correctly.
Vastly overhauled navmeshes — NPCs should no longer clip through the floor.
Fixed a bug where you could sprint while aiming.
Fixed texture issues on some characters (eye colors, skin tones, etc.).
Changed zombie looting system to match normal looting → you now hold E instead of pressing F once.
Improved zombie behavior with new animations, better hit reactions, and more polished attack animations.
New Content
Added Slave 4: Natasha.
Added Slave 5: Phoenix, the first chastity femboy in the game! (⚠ Still some visual bugs with this new avatar — you might see stretched skin or machines not syncing perfectly with the chastity. I’ll keep polishing this!).
Added a gag to Slave 2 (Emily).
Added a new player outfit: Ballet boots and stockings.
Updated visuals:
The Shiny Showoff Outfit is now shinier.
All 3 catsuits (white, red, black) are shinier.
The Red Baroness outfit is shinier too.
Added a Map (finally!) → open it with the M key.
v0.2.2
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Slave System Fixes
The third slave should now add correctly with no issues.
Fixed save/load for the third slave (wasn’t being saved properly before).
⚙ Slave Management Terminal
Fixed the sliders — you can no longer move them around (causing all sorts of weirdness).
Resource Chest
Respawn has been re-enabled! (It was disabled in 0.2, but I decided to bring it back.)
v0.2.1
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Fixed an issue where the third slave would disappear if there were no available slave houses.
v0.2
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What’s New
Skills Overhaul
The old Skills system was super buggy, so I removed it. Now your skills improve automatically as you level up. Simple and smooth!
Level Up Buffs
Every level now boosts your Food, Drink, Stamina, and Health by +5. Feels much more rewarding to grind levels now.
Save & Load System
Huge feature alert! You can finally save and load your progress
Saves: slaves, buildings, resources, player level, outfits, and loot.
But beware: Zombies will respawn when you load back in!
To save your game, just interact with the bed in your house.
Fresh Content
3 New Outfits
: Fishnet Goddess, Black Catsuit, and Red Catsuit (1 free, 2 premium).
New Machine: Say hi to the Fuck Engine.
New Slave: Meet Rachel! She’s hanging out at the burger shop near your base.
Main Menu Glow-Up: The menu slave is now interactable… plus, I snuck in a fun little surprise .
Bug Fixes
Fixed that torture mode issue where equipping items broke animations.
Beta v0.1.1 – Free
Initial F95 Release
Developer Notes:
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5162608 Dev Notes 1 | Free Adult Games
What the Game is about
The world has ended. Civilization is gone. In its place: chaos, danger, and decadence. From the safety of your dungeon stronghold, you carve out an empire of loyalty and desire. Every submissive in your care serves a purpose—whether as a devoted servant, a treasured plaything, or an essential part of your survival machine.
Gameplay
  • Expand Your Base – Build rooms, install machines, and customize your dungeon to reflect your dominance.
  • Train Your Submissives – Assign roles, guide obedience, and indulge in consensual kink.
  • Explore the Wasteland – Scavenge resources, find new subs, and face dangers.
  • Defend Your Domain – Fight off zombies, raiders, and rival factions.
  • Unlock Fantasy Scenes – Sit on your throne to trigger voice‑acted, fetish‑driven fantasies.
5162609 Dev Notes 2 | Free Adult Games
The 2025 – 2026 Roadmap
2026 will bring major expansions, richer gameplay systems, and deeper roleplay for Chains of Bondage. Here’s what’s coming:
  • Save & Load System – Save progress and resume exactly where you left off.
  • Market System – Trade resources, gear, and even submissives with wasteland merchants.
  • 5 New Outfits – From sleek latex to rugged wasteland wear.
  • 5 New Throne Dialogues – More immersive, roleplay‑driven fantasies.
  • 5 New Machines – Tools for punishment, pleasure, and productivity.
  • New Exploration Events – More surprises beyond your walls.
  • Extra Dungeon Customization – More functional and decorative upgrades.
  • New Faction (Slavers) – A dangerous group who will bind you as their captive if you lose to them.
  • Expeditions for Blueprints – Dangerous missions to unlock plans for advanced machines.

DOWNLOAD
Win: BUZZHEAVIER – DATANODES – PIXELDRAIN – MEGA – MIXDROP
DMC500 thanks for sharing the link!

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    Chains of Bondage [v1.1.1] [Dark Tether Games]