Hexual Adventures [v0.2.4] [Zetgry]
Embark on a Hexual Adventure!
Enter a vibrant fantasy world filled with danger, mystery, magic… and desire.
“Hexual Adventures” is an RPG/visual novel hybrid featuring strategic turn-based combat inspired by classic JRPGs. Build your party, master elemental abilities, and shape your journey through the choices you make.
Choose between four unique protagonists — a boy, a girl, a femboy, or a futa — each with their own perspective, interactions, and story routes.
Explore enchanted lands, encounter strange allies and seductive enemies, uncover hidden secrets, and forge relationships that may change the fate of this world forever.
Will you find adventure, love, corruption… or a way back home?
Your story begins now in “Hexual Adventures”.
- New enemy with dedicated encounter — 90 new images
- Biome-specific backgrounds — map and battle backgrounds now change per biome
- Gobbo encounter no longer triggers after recruitment
- Various bug fixes
Attributes and Leveling System
- 8 upgradable attributes: Strength, Agility, Intelligence, Perception, Charisma, Luck, Endurance, and Constitution (ranging from 1 to 10)
- Attribute progression through stat points: each level grants 1 stat point; upgrade costs increase with higher values (levels 1–4 are free, then costs range from 2 to 6 points)
- Experience system: 10 XP required for the first level, +5 XP for each subsequent level
- Attributes affect combat stats:
- Strength → Attack
- Agility → Defense
- Intelligence → Magic
- Perception → Resistance
- Constitution → Health and Defense
- Charisma → Seduction
- Endurance → Lust limit
- Luck → Critical hits and skill checks
- New questline featuring dialogues and a battle
- The Goblin joins the party upon completing the quest
- Completely redesigned character creation screen with visual attribute allocation
- Fixed HP and Lust bars (size and displayed values)
- It’s been six months since the last update! First of all, I want to apologize to everyone who was waiting for it – I simply wasn’t able to release it earlier.
- As I mentioned before, the previous pose-based combat system turned out to be overly complex and essentially unsustainable. At some point, it became clear that continuing in that direction would mean constantly fighting the system itself instead of actually developing the game.
- So I made the decision to completely rework the combat system, while still preserving the core idea of varied battle outcomes and situational variety. The new system is now more inspired by classic JRPGs, and honestly, development has started to feel enjoyable again.
- A lot of work has already been done, though there is still a significant amount ahead. Please keep in mind that the current version is still a rough WIP build: there may be many bugs, combat is not properly balanced yet, and some mechanics are still being refined.
- New enemy: Bunbun – a bouncy (and very motivated) addition to the roster.
- New music added throughout the game.
- Removed the orgasm meter – the Lust Meter now works differently: “light” techniques can only fill it up to a soft cap, while “heavy” techniques can push it further and trigger an orgasm.
- Combat system reworked under the hood – the entire technical backend was rewritten to make adding new techniques faster, cleaner, and more flexible.
- Experimental struggle system added (no prompt animations yet, still very WIP).
- Opponent AI system implemented:
- Gobbo now uses an aggressive AI
- Bunbun runs on a horny AI
- Experimental character sprites for the top-down mode.
- Tons of small fixes and internal cleanups.

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