Coffee Story [v20241023v1] [unnie]
Forced male to female transformation of the MC
Experience a lewd dreamworld. Physical changes within a dream will potentially alter the character once the dream is over.
Inspired by Yume Nikki, .flow, LSD Dream Emulator and some others.
Thread Updated: 2024-10-23
Release Date: 2024-10-23
Censored: No
Version: 20241023v1
OS: Windows
Language: English
Length: 3 hours
Genre:
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2D Game, Animated, Female Protagonist, Male Protagonist, Ahegao, Corruption, Futa/Trans, Multiple Penetration, Pregnancy, Rape, Tentacles, Transformation, Trap, Monster Girl, Monster, Horror, Puzzle, Adventure, Internal view
Installation:
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1. Extract and run.
Changelog:
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Version 20241023v1
New story event
-Dream occurs after the sleepover event. Transitions into the cafe introduction.
You can force this dream by pressing F1. Will likely break the game later on, this is only to show case to players that just want to see it.
New real world areas
-Cat-Cat Cafe.
Accessed through the street corner after a story event. The mini game is still in a filler state. This will elt you earn money once finished
-Park
Just a conversation location at the moment. Alternative to the cafe.
Meta changes:
-Renamed thread to Coffee Story from Coffee Demo. It was causing confusion.
Minor visual changes:
-Changed Nanami’s eyes to red. I liked how she looked in Ukuzala.
-Some of the grass is now animated.
-Mall lighting doesn’t change depending on time.
-Changed title screen.
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Notes from the WIP build + new updates
Sound:
-The game has a functioning sound system now.
-Master, soundtrack and sfx are controlled from the menu and saved globally, rather than per save.
-Various sound effects, ambiance and soundtracks have been added to most locations. These change depending on the location, time of day or the weather.
Weather:
-There is now a weather system. Light rain and heavy rain affect sound, indoors and outdoors and create particle effects outdoors.
-At the start of the day the game rolls for each period starting from dawn to see if it rains. Current rate is 20%, which is very high, but this is for a demonstration.
-If it hits, that time period and the next 2 will have either rain or heavy rain.
-There’s also snow, but it’s currently unused. Though I won’t be surprised if something breaks and it starts snowing.
Items:
-The usage of real items you bring to the dream world is now tracked. If used up, they disappear upon waking up. Dream items disappear regardless.
Important Mechanics:
-Nightmares are no longer locked per area and are randomly selected instead.
-All nightmares are now unlocked: Flesh Wall, Spider Huggers, Tentacle Jungle (renamed “green hell”), Slug Tube, Squidrabbit Tube and TSF Sludge.
-Any pregnancy or stomach changes from nightmares will reset after the nightmare ends, for now. Slugs are an exceptions since they are technically used in puzzles.
-Have reworked how nightmares, health and mind interact:
Rather than locking into a nightmare when Mind goes to zero, the game will now instead check if it goes to zero when going to bed/passing out, after dissonance/cohesion checks.
If it does, the nightmare is randomly selected, rather than being tied to the last dream area.
If it goes to zero by any means in the dream world, the nightmare triggers immediately.
It can also go below zero, however it’s not visually represented and the stat resets to 50 after a nightmare.
The same applies to Body. In addition, Body no longer acts as a threshold for Mind and Will. Not sure what I was thinking there.
Basically, this should allow players to have better control on when nightmares and death states happen, while still enforcing some necessity to maintain stats if they don’t want to get them.
This will have strange effects on saves that have a nightmare in the queue, but I don’t have a solution for that other than a restart.
-Transitioning between maps takes up 2 time units now, instead of 5.
-Saves only take 1 time unit now instead of 5.
-The bed can now skip straight to Evening.
-Making Will/Mind choices caps Cohesion increase to 2 per girl per day.
-The game doesn’t prevent you from using some interactables in the Morning And Dawn. The idea is to let the players experience the story at their own pace where possible.
-The game doesn’t restrict the location you can go to or when anymore, for the most part. The initial 2 day sequence is still enforced.
-Some of the story events don’t progress unless you do what the character asks. (i.e when Kari asks you to meet her at the Mall after class the story will only progress once you do)
-Passing out from lack of Stamina deducts Mind as per dissonance-cohesion formula, rather than being free. Also, deducts from Body.
-Lowered lab door usage in dreams to 1 stamina, same as mansion.
The stat economy is a little too easy right now, but I’ll re-balancing the numbers next patch
Notable bug fixes:
-Screen won’t double fade when transitioning areas.
-Chastity cage doesn’t appear by default on two of the poses anymore.
-Baldness when using the needle on the first dream in freeplay.
-Movement with mouse won’t move the animation to the clicked destination.
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Stuff that was added in Coffee Extra: Ukuzala is now implemented in Coffee Story as well.
This includes the below.
Item changes:
-Every inventory item will have a sub menu: Use, Equip, Drop, Back.
-‘Use’ and ‘Drop’ function as they did. ‘Back’ is self explanatory and is the equivalent of just pressing the cancel action (default Ctrl and X).
-Equip puts the item in hand. Visually, this works with the 4 directional standing poses and 1 isometric pose.
-Special action keys (default C and Num 0) now have been re-purposed to function as use hotkeys for the equipped item.
-Clothes still function the same as they did, but are taken off via menu rather than by pressing ‘C’
-Middle Mouse triggers equipped item hotkey (i.e ‘C’).
Control Changes:
-Inventory now has mouse support. Left Mouse selects the slot or option, clicking the the same slot or option actions it.
-Dialog choices and interactables now have mouse support as well. Unlike with the inventory, clicking an option actions it immediately, while hovering the mouse over it selects it. There are some exceptions that don’t have this implemented yet. (i.e storage units and fridge. Irrelevant for this side project.)
-Pressing and letting go Left Mouse before ~0.3 seconds moves character, as before.
-Pressing and letting go Right Mouse before ~0.3 seconds equates to the cancel action (i.e ‘Ctrl’ or ‘X’)
-Holding Left Mouse for ~0.3 seconds equates to pressing the action key(i.e ‘Enter’).
-Holding Right Mouse for ~0.3 seconds equates to pressing inventory key (i.e ‘E’).
-Text input prompts limit controls to ‘Enter’, to confirm and ‘Backspace’ or ‘Control’ to erase.
-‘Esc’ toggles menu, rather than only brining it up.
-Cancel keys move the menu one layer back, instead of going to the route.
-Last selected menu remembered, when navigating back. Sometimes.
-Movement with mouse is now more stable and won’t cause the player to “overwalk” when a stop is meant to happen.
-Default pose cycle key is now ‘R’, as well as ‘P’. As this function is now used in puzzles, I thought it would be appropriate to have it closer to WASD.
GUI changes:
-The menu screen (‘Esc’) no longer pauses the game. This was done simplify the workload for myself.
-Menu screen transparency increased.
-Menu layout consolidation.
Dialog Changes:
-Portraits don’t retain the same hand position when NPC portraits change. Previously on a portrait swap, the arms would start off at the position of the last portrait before moving to a new random position. Could still random into the same position I guess.
-Increased log limit from 100 lines to 1000.
-The log gets reset when you close the game and doesn’t get loaded in when you load a save.
-Saves are less bloated because of this.
-There’s a number next to each line in the log now.
-Marked when conversations end with ***
Legacy Changelogs
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20240624v3
-Fixed Classic Portrait Crash when interacting with text based objects.
-Interactables were disabled after sleepover until you left the house.
-Hid “green line” in second nightmare.
-Fixed Banshees breaking animation when they trigger it facing left.
-Typos
-Added a title menu
-Free Play and Preload Textures options remove the need for a config.ini
-There’s now a “meta” save file that maintains and remembers controls and the preload option. Other settings, like framerate caps, are still per save file.
20240617v1
Story update.
Sleepover event has been added. Screenshots for reference.
This was originally designed for the “still male” route, so it has slightly more content that wouldn’t make sense in the gender swapped variant.
Happens after talking to Kari and Nanami(optionally Yuri) about it and then going to bed.
For your convenience, you can immediately trigger it in this release by pressing F1 (male variant) F2 (gender swap variant) and goign to bed.
Saves
Redone the save system again.
Saves now display the time and date of when a save was created.
There are now 3 autosaves that alternate every location change.
Amount of manual saves reduced to 3. Realistically you can make backups of files if you absolutely need more. Or even replace manual saves with autosaves by renaming them.
Sadly the previous version’s saves won’t work due to these changes. Hopefully the last time.
Some minor change
Post event Kari will start making breakfast for the PC in the morning, Monday-Friday. You can tell her not to or ask her to start again in the usual conversation tree. There are currently no negatives in stopping her. No new conversations for this at the moment
Needle doesn’t drain all Will now.
Scenes decrease Dissonance by 1 instead of 2.
2 versions are available:
Coffee Story VM 20240617 will produce the usual crashes due to performance for the usual people, but this is what every other versions has been like.
Coffee Story YYC 20240617 version is optimized, but I’ve been told it triggers Windows Defender. I can’t do anything about it, or recreate it on my machine.
20240505v12
Added freeplay mode. Change story=1 to story=0 in the config.ini. Used Coffee Story Extra MC’s appearance as default.
Added disclaimer messages on first time playing. Doesn’t trigger if you already have an autosave.
Fixed a crash on overwriting sleepware outfits.
Skip text key is now the cancel action, default X and Ctrl. As such automatically selecting negative responses with these keys are no longer applicable.
20240505v11
Fixed slugs and batteries capitalization. Shouldn’t cause issues now.
20240505v10
Removed ponytail hair. It’s not finished and shouldn’t pop up after hair grows long enough.
Removed a hidden Lv4 card. I left it in for quick debugging. Forgot to delete.
Fixed bug that prevented the slug variation of the tube nightmare from appearing. Now has a 50% chance.
Fixed typos and incorrect portraits for Yuri’s post story conversations. Fixed some inconsistencies in the dialog.
Bought batteries to work in dreams. They really weren’t supposed to but I guess this doesn’t harm much.
Items brought to dreams now disappear upon waking up. Probably is too exploitable otherwise. Will likely change later.
Added standard stat effects to mannequin scenes.
Fixed bug that prevented 2×1 mannequins animation from happening.
Pill in the bathroom now work.
Fixed bunny suit visual glitch in portraits.
Cancel and confirm keys have been restricted to Ctrl and Enter during name creation. This is to enable users to have a name with ‘x’ and ‘z’ characters if you’re using the default control scheme.
20240505v7
Elevator softlock fix.
20240505v6
Various sequences fixed that were cause by the new save system
20240505v5
Added a more robust save system. I expect this one to survive updates. Game auto saves every new room.
Manual saves can be done at the desk. Can’t do it in the morning to prevent sequence breaking.
Fixed crash when taking off clothes in the intro area.
Fixed book silhouette crash in mansion
(reverted back due to potential softlocks)Fixed mouse click movement overriding some event triggered stop instruction.
Fixed will check crashes with Rin
Fixed squidrabbit crash
20240505v1
This is mostly a mechanics and story focused update.
The boardgame is close to an update as well.
Various changes and details in no particular order:
-Some of these changes were already in the Coffee Story Extra notes, but in case you don’t follow that, this has most of it.
-Story: added day 3 and “day 4”. “Day 4” sequence will be locked behind progression requirements later on, but at the moment might as well showcase it. Requirements will be: PC is still male, talked about Nanami with Yuri. Might change later. Follow-up not yet added.
-Some changes and rewrites in the intro and a bit throughout the story altogether. Mostly for consistency and pacing.
-Added a new way to how facial expressions function in dialog. Previously the most common method used was setting up a timers. So in example an NPC gets “frog eyes” for 10 seconds, then it reverts back to normal. Of course the problem with this is that in 10 seconds you could read 1 message or 20, which usually ruins the intended emotion.
- Now most of the expressions will be controlled by a counter which decreases per message. Once it reaches zero that particular expression disappears.
- This won’t effect existing conversations as it’s quite a lot of work and there’s potential to mess something up.
-Added middle mouse click as “interact action” (equivalent to Enter) and right click to perform “cancel action”(equivalent to ctrl or x by default), holding right click for 0.5 second will bring up the inventory menu instead. Mouse wheel can scroll through dialog. “Cancel action” can automatically select dialog option “Back”, “Leave”, “Exit”, “Never mind” should those be available. And of course left mouse click now move the Player. Eventually, I would like to optimize controls for mouse-only play.
-I’ve changed my approach to the narrative. The Player Character will be slightly more proactive in dialog. So far the change isn’t massive, but a far cry from a mostly silent protagonist with superficial choices. I’m sorry if this disappoints anyone but both the fetish thematic and complexity of the story have made it impractical.
-Added option for the player portrait to appear where the default NPC portrait is, rather than on the right side. Basically the standard jrpg conversation format. Portrait changes only happen after a new conversation starts.
-Skip dialog is now added to the main game. Key F4 for now. Newer dialog is designed with fastforward in mind. Older dialog technically works, but may break certain conversation with other things going on (i.e walking). I’ve tried to foolproof as much as possible, but use with caution.
-Added a few new clothes options: more cleavage for tops, shorter bottom for bra, when combined this makes a bikini of sorts I guess.
-Added a new pose: isometric back view, supports all clothes, breast bounce and body shapes. No current scene uses it but it appears here and there amongst NPCs
-You can now cycle poses by pressing “p”. Only poses that have full clothes support are set up, mostly for consistency. I don’t know why I made this. To RP maybe?
-SoL content
- Slice of life in name only, really.
- You can now hang out with Yuri or Kari after the initial story segments are over. Just find them and initiate a conversation.
- These are repeatable scenes where you probe a topic.
- Some topics have multiple steps. In future, these will raise flags to determine other conversations and scenarios.
- The conversations range from lewd to serious. The quality and length is all over the place.
- This content if fairly limited, but the framework is now in place.
I’d like to expand the areas you can visit with them. Probably the next step is to make some set piece just for that. - At the moment you can talk to either one of them during the day and again at sunset before going home.
- Kari appears in the courtyard in the afternoon, and by a window at sunset; Yuri appears at the library in the afternoon and by the exit and sunset
*you can advance time at your desk
-Stat system rework. Clearly the initial approach wasn’t well received. I’ll try to document the entire thing below as it stands.
All stats are measured on a 100 point scale. Most stat changes have been re-evaluated. Will likely have another pass later on.
Stamina(white) remains unchanged.
- When awake, insufficient stamina will prevent most interactions. Going to bed will drain the remaining bit that’s left and trigger a dream.
- Can only be done in the Evening/Night.
- In dreams, stamina ticks up per activity (traps, interactables, opening doors, etc). When fully replenished, the dream is over.
- Moving from one dream area to another halves current stamina.
Body(red)
- Total Body sets a threshold to Mind and Will. i.e if Body goes down to 60, Mind and Will is capped to 60 as well. Restoring Body does not restore lost Mind and Will
- Neglecting hunger or thirst until it is red will drain Body by 5 points per period(double if both).
- *Period – named time frame: Dawn, Morning, Afternoon, Dusk, Evening, Night, Twilight(Unaffected, only in dream state)
- Once drained to 0 the next dream is the standard death area with the maze. The maze is currently disabled.
- Consequentially, draining Body to 0 sets Mind to 0 as well, however Death’s door takes priority over any lewd nightmare.
Mind(blue)
- Getting Mind to 0 sets the next dream to be a nightmare and removes all Will. In this state, Mind turns to purple and cannot be restored until after the nightmare.
- Degrade by [10 * (dissonance counter – cohesion counter )] upon going to bed.
- Dissonance counter raises by 1 up to 10 after waking up each day.
- Most dream encounters lower the dissonance counter by 2
- A nightmare resets the dissonance counter to 0.
- Cohesion counter is halved, rounding down, after waking up each day
- Talking to Rin, Yuri, Nanami or Kari and passing a Will/Mind check raises the cohesion counter by 1 up to 10.
- Will checks require the necessary amount of Will to perform. Mind checks can go into negative, which will trigger a nightmare event.
- Now appears in dialog. Usually is a penalty for taking the “wrong” choice. Or dealing with Kari. You probably shouldn’t pick the option that costs 100 Mind. No really, don’t – I’m terrible at writing this stuff.
Will(green)
- Primary use is to unlock dialog options. These options will be/are used to progress the story, trigger scenes, unlock lore.
- Most dialog options that do something remain available indefinitely but need to be triggered only once to count.
- Is much easier to raise than before.
- Certain encounters, interactables and items may have a negative or positive effect on one or more stats.
Corruption
Currently hidden. This will affect… shall we say ending for now?
Rin’s needle
Restores all Stamina, drains 50 Body, drains all Will, resets cohesion and dissonance counters, resets any physical changes from that dream. Unlimited use.
-Mannequins added to the Mansion.
These function somewhat like scp-173.
Have generic 1×1 and 2×1 animations when touched.
-Physical appearance changes mechanics rework.
- PC maintains 2 states: dream and real
- Upon waking up, physical attributes move towards the dream state, one attribute at a time.
- Attributes with the highest delta are prioritized.
- If the highest delta is the same across some or all attributes the priority is as follows: hips, breasts, genitalia. A good example here is the Squidrabbit TF, as the PC’s appearance will slowly change towards it, until the dream version and real version is identical.
- Mirror TF is an exception, and overwrites both dream and real state. If we’re being semantic, it actually swaps the states, so the original appearances are still intact.
- Encountering Venus as male sets genitalia to zero regardless of order or current stage.
- Sludge nightmare affects all attributes and circumvents priorities.
- Alice TF (currently not accessible) will functions as a dummy until a threshold has been reached. i.e all changes while in this state are discarded when waking up.
- Hair has a 10% chance to increase or decrease towards the dream version regardless.
- Hair length grows 1 point every 8 days.
-Optimization
There is now a config.ini file in the game folder. Its only use is to set a value for texture preloading.
0 – preloads nothing. Maximum stuttering. Miserable experience. If you’re getting crashes see if the game runs on this.
1 – preloads essential human texture pages, still plenty of stuttering when exploring new areas.
2 – preloads almost everything, ~ 5-6 GB of vram (currently default)
-Minor things
As always, I don’t record bug fixes, typos and minor cosmetic changes. Sorry, it’s too much work.
-Gameplay area
I haven’t made any changes. Hopefully nothing broke, but it’s very difficult to playtest everything on my own.
-Where’s the next dream area?
Still in development. Turns out it’s pretty hard to make an area without walls to guide the player.
-What about Coffee Story Extra
Update soon™
20230403v6
Removed a duplicate venus. My bad, left it in after testing
Fixed potential softlock from the venus scene
Reduced health degradation from going to bed. Further health consumption and restoration rebalancing will be done after more activities are added
Fixed potential softlock from the venus scene
Reduced health degradation from going to bed. Further health consumption and restoration rebalancing will be done after more activities are added
20230403v5
Fixed crash when leaving the hedge maze after encountering the green ghost
Fixed crash when pausing with venus on the map
Tweaked venus behavior a bit
Fixed clothes reseting to dream state if red ghost effect expires after waking up
Fixed crash if game is paused when red ghost effect expires
If you didn’t find Kari the initial time, talking to her next dream would crash the game. Fixed
Canned soda is now drinkable
Fruit salad doesn’t stack with lettuce
Fixed crash when pausing with venus on the map
Tweaked venus behavior a bit
Fixed clothes reseting to dream state if red ghost effect expires after waking up
Fixed crash if game is paused when red ghost effect expires
If you didn’t find Kari the initial time, talking to her next dream would crash the game. Fixed
Canned soda is now drinkable
Fruit salad doesn’t stack with lettuce
20230403v4
Fixed crash from second option during slime tsf dream
Fixed Jessica outfit and bunny outfit being invisible from waist up
Removed shower check on exit.
Clothing check is more elaborate now. Basically requires wearing something that is plausibly decent.
Void maze exit now works as intended
Forgot to enable back garden in the mansion. Fixed
Fixed Jessica outfit and bunny outfit being invisible from waist up
Removed shower check on exit.
Clothing check is more elaborate now. Basically requires wearing something that is plausibly decent.
Void maze exit now works as intended
Forgot to enable back garden in the mansion. Fixed
20230403v3
Stocked store with missing ingredients, fixed names
“Store All” for fridge and storage will now store last inventory slot as well
Fixed invisible items and wrong sprites in the Lab area
Fixed unintended wall collisions
“Store All” for fridge and storage will now store last inventory slot as well
Fixed invisible items and wrong sprites in the Lab area
Fixed unintended wall collisions
20230403v2
Fixed crash that occurs when talking to Yuri or Kari in dreams
20230403v1
tl;dr
Story and mechanics update.
No new monster or scenes.
Next dream area isn’t done yet. Probably need another month to cook.
Story
The story was always meant to have feminization and genderswap for its basis. If it wasn’t apparent before, it will be now.
Pregnancy is not yet implemented for story purposes. I haven’t removed anything since the demo(s) nor made it foolproof, so if you try hard enough you can probably break the game. This principle applies to almost everything though – if you try enough you can most likely break it.
If you’ve seen the previous story update, most of it has been restructured, reordered and rewritten.
Story now goes up to day 4, without any gaps. After that the story transitions into the loop from the last update + non dream interactions. There is still some story interactions after visiting the manor and lab for the first time, as well as finding Yuri and Kari, but this will not progress the plot further.
Either way, you can go out of the house, and are required to do so, in order to cycle the day. Unfortunately there’s nothing substantial to do yet, so it’s largely a framework filler. Probably top priority to work on now. Hopefully, this describes the intended gameplay loop and why dream areas are built the way they are.
Day 2 has a decision that will either cause a complete gender swap or start off with crossdressing. This will slightly change what happens on day 3 and which nightmare occurs.
Why crossdress?
I thought it would be more interesting for the swap to happen “naturally” through one of the encounters, if you so choose.
Secondly, MC will always remain feminine, simply because secondary male characteristics don’t interest me enough for the sheer volume of sprite variations that would need to be made. Sorry if you were expecting otherwise, but a trap MC is as close as it will get. The core content happens with female characteristics in mind anyway.
Currently there are 4 ways (Squidrabbit, mirror, default nightmare if still male, Venus). In the future, the story won’t progress until PC is female.
I also absolutely want to make a purist story branch eventually. This is the first step towards it. That said, I have little interest in drawing male physiology.
Mechanics
Time management
As a reminder, this is set up as follows: each day period has 5 time units. There are 6 periods (Dawn, Morning, Day, Dusk, Evening, Night) + unaffected dream period. When all 5 time units are used up, or an activity triggers the next period, the period advances and time units are restored. Interactables can be used once per day, or per period, or reset at certain period, or only during certain periods, or aren’t affected by time passage at all. i.e the shower can be used one, after which it resets at dawn and in the evening.
I myself had to rediscover what the hell was going on, as it’s been a while since I’ve touched this mechanic. Why is the system so contrived? I wanted to simulate time passage based on action and restrict the players on what they can do at what time periods and where they can go.
I.e in the morning, you will run out of things to do before you run out of the time units, forcing you to leave the house, to progress the day. At least in theory, as I haven’t set up much to do yet. Of course you can advance the period by interacting with the bed, when appropriate.
At night anything that would tip the period over will set stamina to 1 instead, which in turn will prevent interacting with anything that would do so.
There is a counter that keeps track whether it’s a weekend, as well as how many days have passed altogether. I’ve decided on 2 weekends in a week system. Probably not very accurate for the setting, but will be preferable for the sake of variety.
Stats
“Body” and “Mind” are now utilized. “Will” is still mostly a filler, with a few interactions that do a check. To be blunt, I’m not sure I’ve made it possible to even access those checks at the moment, but as I said before, if you aim to break something you can probably do it. Stamina has also been reworked a bit. More in depth on stats in a bit.
Food system
There is now a hunger and thirst stat. These are measured in 4 phases: grey, yellow, orange, red
Currently both advance every other period.
If a period passes while either is in red, Body decreases by 10 point for each.
Eating or drinking different types of food/liquids restores different stats.
You cannot eat/drink if the bar is grey.
What this means is you need to eat a minimum of 2 times a day to avoid stat penalties, and a maximum of 3.
You can cook by interacting with the stove or the kitchen counter. Ingredients need to be in the inventory.
The fridge is now functional storage.
As a side effect, I’ve added general storage to the living room.
As another side effect, I think I’ve ironed out the crashes and bugs of the wardrobe, which is now functional clothes storage again, after Day 3.
At the moment there is enough food to last a several cycles. Visits to the store are available, but I’m not confident that it’s bug free.
Stamina
Stamina is now utilized in some interactables. If there isn’t enough, you can’t interact. This is in order to prevent potentially sequence This will likely change in the future once everything is more stable. In dreams this restriction does not apply to waking up from dreams, where Stamina functions as per previous updates.
Body
Body degrades 30 points every time you go to bed.
There should be enough mundane elements to keep this topped up relatively easily(i.e taking showers, eating, toilet)
Some dream encounters will hurt. There is also a story related item that takes off 50 health for restoring sanity. But I’ll have Rin explain that.
Finally, when Body reaches 0, next dream will bring you to a unique area. First time is just for the narrative. Future “visits” will require going through a precision maze. Once more story content is ready, sequential visits will remove events from the game. I don’t like “bad ends” so this is as close to a fail state as it will get.
Anyway, once out, body and mind is set to 50, will is set to 0
Mind
As with body, some interactables will restore it. Some dream encounter may also either restore or hurt it.
Unlike Body, this degrades 10 x nightmare counter every time you go to bed. Every time you do the counter goes up by 1, up to 5.
Most dream encounters will decrease it. If Mind goes to 0, the next dream is a “nightmare”. So I guess the concept here is to choose between encounters and nightmares.
Now I understand given the nature of the game, both might be desirable, which is counterintuitive treating it as punishment. But this is a much general issue with adult games that I don’t know how to solve. I guess overindulgence will degrade Body fast, which will be less desirable. And if you intend to… ugh, roleplay? Well, it’s probably impossible to avoid both completely.
Finally, I do also intend to implement a purist route as mentioned before.
Nightmare event types depend on the location where mind dropped to 0. In the lab it’s either of the 2 tube scene, in the manor it’s the spider hugger scene for now.
The first nightmare scene is scripted and is automatically triggered at the ends of day 2, depending on your choice.
If the character is still male, this is the default nightmare regardless, however without Yuri present.
Various changes.
“Haircut” area has changed.
A few puzzles were altered. Some may be more difficult to solve now. There will be more changes like this as the game is transitioning from a showcase state to continuous play.
Green Ghost was placed in the mansion’s back garden(affects are mostly unused). Venus will take it’s place. Altered what effect Venus has from the original demo, but you won’t know that until pregnancy story line is implemented.
Certain things, activities and scenes that were previously only affecting stamina now affect body, mind or will as well. It will take some time to find a proper balance and will likely be changed as new interactions are added.
Added a couple new interactables
Can now visit the store
Dream intro is now skipable
I generally tried to keep dream areas intact to avoid further bugs. But this also means they haven’t been thoroughly tested.
As always, I will be testing and making hotfixes for anything I run into in throughout week. If you want to accelerate the process message me or post any bugs you find. Without doubt it’s a huge mess. A reminder the game saves between transitioning from a dream area.
Roadmap 20230403
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I think the highest priority right now is to expand what you can do outside of dreams. Current goal is to set up the 3 girls with random conversations based on MC stats and place them throughout the day in several locations. Some basic activities will be nice. Maybe I can add a part time job. Should they be mini-game based or just text? Suggestions are welcome.
Do note that as I add more things that affect body/mind/will/stamina, stat expenditure will increase as well, to encourage necessity to interact with them.
Here are some of the things planned.
Areas
The alien world will be accessed through the lab. Originally, the intention was to make a fully organic fleshy looking location, but there simply aren’t enough assets for that, so it will be a mix of weird flora. I don’t think making my own tilesets is a good use of my time.
The forest area is closest to completion, so that one’s second. This will be accessed through the painting in the mansion. I estimate a month for this to be finished
Likewise, the strange flora world will be connected to the forest area, forming a loop of 4 areas.
A world hub will be last.
Following that, unconnected, smaller areas, unrelated or branch off the 4 main ones.
Story
I would like to make story segment order interchangeable.
With that in mind there are 3 priorities:
Pregnancy. This is kinda important, this is what it’s all about, right? Probably why people care about this game. Not having it locks content etc. Until it’s done, some creatures like broodmaiden and harlequin are disabled and others don’t function fully. The reason why it’s ok outside of dreams, how the world reacts and what the post effects are need to be established. While I look forward to this, it’s also the most difficult one to do.
Seamless gender swap.
The intention was always to let MC change back, or more specifically, keep changing back, as the nature of the world and its encounters lead to the same outcome anyway. So mechanically the only thing missing is a more aggressive rate of transformations and thorough bug testing (there are sprite clipping, depth order problems and just general lack of confidence male genitalia works as intended).
I think there should also be a written event for each type of swap in the future.
Story-wise, establishing why MC would have to keep crossdressing is already there. So it’s mostly implementing more scenes for it.
The only reason I’m even considering doing this before pregnancy is because it’s kinda hard to go back once that line is crossed. Maybe it’s just me, but I’d really struggle writing slice of life content after that.
I do have a solution for this, but I’m getting ahead of myself.
More characters.
There is another character that hasn’t been introduced yet. The longer she is out of the picture, the harder it will be to will her into existence organically.
There also needs to be some explanations and reactions to Jessica’s form. For now it remains an unacknowledged transformation. This will be major event in the future.
Yuri’s, Kari’s, Nanami’s and Rin’s personal story are last in line.
As I don’t have any strong preference I think this is a fine opportunity for a poll. I will be running a few polls in the next week on what’ important
Seggs
Sorry to say I have been neglecting the spritework and animation side of things.
There aren’t enough nightmares. Here are some of the ones planned They are in different stages of completion:
Broodmaiden’s reproductive cycle. Spoiler: there’s a reason she’s a “maiden”.
This is going to be a long and complicated one. I’m rather unhappy with how generic she looks as well, so that will need a change. Will require pregnancy story progress prior to actually appearing in game.
Harlequin swarm. Is what it sounds like. Will also require pregnancy story progress.
Next creature is the slime. The scene uses the birth pose. Expect it added in the next few weeks(days?) or so.
Otherwise, there is a lack of generic monster and obstacle fodder, particularly ones that don’t cause a bloated belly.
Traps are easy to make and I can use fancy effects. But I don’t really know what there’s to do other than strip PC or force clothes on. If you have any suggestion or requests, let me know.
Humanoid NPCs just require some alteration. Would some alternatives to the Banshee be a good idea? These are incredibly easy to do and I already have a few generic animations available.
20220702v5
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I feel like I need more people to help test this and give feedback. If you have time and find bugs send me a message.
This version has 2 interlinked areas. Puzzles are much more elaborate and ambiguous.
Please note this is mostly a gameplay test. No story is present.
Majority of the existing encounters aren’t present either. Why?
1. I’m aiming for a slow burn, hence certain encounters are disabled until appropriate progression.
2. I can’t produce content fast enough to densely populate everything, hence encounters are spread out. Some are thematically saved for future areas or to be unlocked after story segments.
Either way, I’m really humbled that the demo is still getting discussion. Thank you for keeping it alive.
20210712v1 Birth Framework
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New encounters
Red Ghost
Randomly generated appearance.
Turns character into itself on contact.
Character turns back in 60 seconds.
Found past the library.
Blue Ghost
Just another creative way to leave the character pregnant. Inspired by RJ262182
Found in storage room.
Birth framework is done
Only one filler type per animation occurs.
At the start of every cycle counter goes down by 1 (default 3).
When at 0, the animation will trigger in 10-60 seconds if no other interruptions are present, otherwise resets the timer.
Humanoid birth
Only triggers outside the dream.
If at stage 9, has a 50% chance to go to stage 10 instead.
Currently 3 type: human, blue, harlequin.
Up to 8 per animation.
After birth MC is sent back to the dream world.
Eggs/Other
Only triggers in dream.
Eggs either grow up to their max size, or get expelled.
Same pose for all eggs. Different facial expression and timing based on size.
I categorize these as: small(5×5, 8×8), medium(12×12, 16×6), large(32×32, 48×48). 72×72 and others currently not used.
Eggs remains as a static decal on the map until next cycle. Currently only use is decorative.
pregnancy/xray changes
Stomach size now depends on the largest value instead of the combined total between all pregnancy types. And +1 to stomach size per filled slot.
22 is the maximum size.
Filler types now follows an array grid of stomach size per quantity, instead of Value x Quatnity. This makes stomach growth in older animation clunky, but overall more manageable for me.
Xray shows eggs individually up to 8, then switches to a “texture”. Smaller size goes up to 15, medium up to 10, large – 1.
Only the filler that gives the stomach the largest value shows in xray now.
Humanoid pregnancy will remain as is. Adjusted position values and made 5 to 7-plets properly positioned. Adjusted stomach size value.
20210602v4 X-ray part 2 + hotfixes
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-Xray for eggs/other added. Press B or Num6 for bowel variant and V or Num5 for womb.
-Affected scenes: Flesh wall, spider hugger, wormhole crest.
-Added wormhole crest affliction, to showcase some of the eggs. You can find it in the mansion area.
-Expanded Flesh Wall scene, to be more in tune with the pixiv variant.
-Noteable bugs fixed:
Fixed clothes not appearing in mirror when undressing and then putting them on
Fixed squid rabbit skintone not appearing in mirror some times.
fixed error where several egg types don’t disappear after 3 dream cycles
this was intended. Removed any interaction with the mirror after the transformation.
xray will now be turned off after scenes, as it calculates display when xray key is pressed, this should solve overlay bugs.
removed duplicate
Notes:
There currently is no enabled side view for guts xray. This will take a lot more work and I wanted to make an update sooner than that
There’s about 18 filler variants. Unfortunately, I realized most of it is redundant as I don’t have enough monster implemented to use, hence why I’ve added the crest and expanded flesh wall
Like pregnancy, some of them will grow in size every 3 dream cycles, but unlike pregnancy, won’t be visible in the real world. When they reach last stage, the disappear.
The xray framework is mostly done. It started off fun, but I never want to do something like that ever again. But I still need to finish the sideview at some point and tweak the coordinates for normal pregnancy.
Next up is birth framework. Following that, I think I will want to make a few adjustments and events for male characters.
The crest deposits some random eggs from the meat dimension. It activates every 30-60 seconds with a 20% less chance for every different, pregnancy/egg. So 0% at 5. Works on both male and female variant.
20210519v2 X-ray hotfixes
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-fixed crash when exceeding max pregnancy; prevented any potential way of exceeding max quantity
-pregnancy won’t advance if it causes to exceed max
-harlequin won’t attempt to do anything if exceeds max pregnancy
-brood maiden stops scene if result will exceed max pregnancy
-stage stage 10 is capped at quadruplets, any more converts it to stage 9 visually. This is to prevent clipping and an indistinguishable mess.
-fixed xray mask clipping or not calculating correct size in some cases
-simplified belly inflation and deflation formula. It may look a little less fluid, but helps me keep my sanity and will prevent a lot of bugs I’ve not yet discovered. If you’re playing at x2, you won’t notice the difference at all.
-banshee won’t leave you in pose4 for a few seconds after the scene anymore and doesn’t cause the dream to end. Lowered filler value.
-fixed graphic glitch around doors in lab area
-Septuplet variant wasn’t appearing in side view, fixed. I think everything between 4 and 8 needs further adjusting at the moment.
-fixed brood maiden pose stomach clipping at higher values. There’s still an issue with the arm for 2-3 frames, but will have to do for now.
-using bed moves Rin to starting position to prevent her clipping into the bed
-removed screwdriver. Please stop don’t ask me about it anymore!
20210519v1 X-ray part 1
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-X-ray/Cross-section for humanoid pregnancies implemented. Press “V” or “Num5” to toggle. Only visible when no scene is playing and from side and front view. Back view looked too creepy.
-alt+enter to maximize screen. I’ve never intended for my sprites to be stretched like that, so do it at your own discretion.
-You can now cancel scenes by holding “alt”, “C” or “Num4” for 3 seconds. Costs 30 Will (green stat) and fails if not enough. Doesn’t apply to location based scenes, i.e flesh wall.
-For the purpose of testing mechanics, you can wake up by interacting with the bed in the dream.
Have not updated controls guide as still reviewing the scheme.
I don’t keep track of bug fixes I make.
More about X-ray:
The pregnancy framework has been redone completely to accommodate xray, keep track of more pregnancy details and prepare for birth framework, so I expect new bugs that affect belly sizes. I’ve ran tests but there’s too many for me to catch everything, sorry in advance. It will probably take time to spot everything.
Humanoid pregnancy consists of 10 stages. Every cycle advances it by a stage. Currently the only way to get it at stage 1 is through Venus: when not pregnant, it rolls between one to quadruplets.
At stage 9 and 10 each baby becomes its own entity, so potentially allowing to mix them up or for me to animate them. Currently there’s just occasional eye and mouth movement, color swaps and harlequin’s tentacle hair.
Different sizes look weird but that’s my best effort.
Still no birth animation, please use the reconstruction machine to reset characters for now.
All in all, I am disappointed how it turned. This was a lot of work for seemingly little payback, and poor visuals, but I hope to use the framework for more interesting things later. Maybe I will redraw these at a later date too.
Next up is adding eggs and monster variations. Currently, there is no intention to do a view for stomach/guts. If you can find me some reference material on how that would look like at inflated sizes, I can give it a try.
More about Optimization:
Have done some of optimization, which may or may not have broken everything, but this saved me an extra 300 fps in debug. Unfortunately, the demo area runs on legacy code, so may not be as noticeable.
20210504v1 Release
Developer Notes:
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The game is in an incomplete state and some mechanics or story segments might not yet make sense.
The purpose of these releases is to showcase content and test mechanics. Any aspect is subject to change as development progresses.
Themes
Physical changes by means of body swap, parasites, magic or pseudo science.
Feminization/TSF/TG/Gender bending, if you play the story. Female MC in freeplay.
Pregnancy: human, monster, eggs, parasite.
Premise:
A lewd dreamworld filled with creepy monsters and surreal situations. Changes within dreams slowly sip into reality, altering and warping the main characters and the world at large.
Narrative:
This is a slow-burn story, focused on forced feminization, gender swap and several other transformations.
The tone ranges from slice of life comedy to existential horror. Or so I’m told.
The narrative is told through dialog and visual story telling. No prose. Player choices range from superficial to story altering.
While the protagonist exhibits agency and participates in conversations, the narrative is largely carried by NPCs.
Gameplay:
The gameplay consists of 2 phases:
1. A life sim. During the day the protagonist attempts to maintain his life by interacting with this world’s characters and engaging in activities in order to manage a stat system. Closest comparison is Persona.
2. The dream world. At night the protagonist attempts to solve esoteric puzzles while navigating a monster filled dream world. Closest comparison is Yume Nikki.
The game has no traditional loss condition, although there are nuisances and annoyances that encourage the player to engage in its mechanics.
Visuals:
Scenes and characters are depicted through animated pixelart at world scale, in real time. There are no CG images.
A humanoid characters consists of many interchangeable hand-drawn sprites that layer on top each other. I.e the head alone consists of interchangeable irises, eye shapes, front hair, back hair, mouth, eyebrows, special effects, with swappable palettes.
Environments are a mix of my own sprite-work and various asset packs rescaled, edited or redrawn to better fit character proportions.
The target resolution is 1280×720. This can be rescaled, but the area view won’t increase.
The target framerate is 60fps. Increasing the framerate increases the speed of the animations by design.
Audio:
Currently no sound is present in the main project.
The side project has ambiance, music and sound effects.
Controls:
The default scheme aims to simulate typical RPG maker controls as well as WASD standards. Otherwise controls can be remapped as you wish.
There is limited mouse support: Movement, some in game menu navigation.