Fractured Fantasies [v0.1.04] [Nota Bao]
In the desolate aftermath of a world plunged into chaos, where civilization has crumbled and humanity teeters on the brink of extinction, you find yourself navigating a harsh and unforgiving landscape. The air is thick with the acrid scent of decay, and the once vibrant cities now lie in ruins, haunted by the ghosts of a bygone era.
Thread Updated: 2026-06-20
Release Date: 2026-06-20
Censored: No
Version: 0.1.04
OS: Windows, Linux, Mac, Android
Language: English
Other games: New Life Project
Genre:
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Real porn, Female protagonist, Anal sex, Animated, Groping, Masturbation, Sex toys, Text based, Incest, Lesbian, Oral sex, Vaginal sex, Rape, Creampie, Sexual Harassment, Corruption, Prostitution, Real people, Dating, Mystery, HTML, Twine, Violence, Post apocalyptic, Dystopian
Installation:
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1. Extract and run.
Changelog:
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v0.1.04
Bug fixes & Optimizations
- Changed all instances where “toxins” color is decided by the style tag and replaced it with the CSS selector “@@” instead for ease of use when changing colors.
- Changed the color of links that were not sat by the internal link macro, to match the current red link color.
- Changed spelling error “Inibition” to “Inhibition” in the navbar.
- Removed unused CSS color variables.
- Added all colors to CSS :root instead of adding them manually. Then used the CSS root vars to set the color so that it is much easier to add new themes to the game, just by overwriting the :root.
- Removed deprecated position markers.
- When weapon is not equipped, used CSS selectors instead of span style tags to conform to the new themes.
- Added combat throw passage for dev and testing purposes.
- Added combat throw passage to the dev tools instant access to combat. The combat throw passage will return you to main home.
- Added more color to the combat passage.
- Changed combat passage colors from span style tags to the CSS selectors instead to conform to the new themes.
- Changed the screen for preparing exploration to use CSS selectors instead of style tags.
- Changed the screen for preparing to go outside to use CSS selectors instead of style tags.
- Changed the screen for preparing to scavenge to use CSS selectors instead of style tags.
- Removed all weapons, gears and equipment from the setup variable and instead place them on the state variable. This makes it a bit more difficult to add new weapons, but nothing that will stop me. However, at now allows for your saves to correctly save the amount of ammunition you have in your weapons, as well as the newly added weapon exp to be saved throughout saves and reloads.
- Removed all weapon mods from the setup variable and instead placed them on the state variable. Same difficulties as mentioned above, however this will allow your saves to keep track of how many you actually have.
- Added new weapon level and exp to JavaScript file.
- Added new styling to all images and specific styling to select images to make the game feel more complete and nice to play.
- Removed unused folders.
New content
- Added Catppuccin Macchiato theme to the game. Use it from the Settings tab.
- Added Catppuccin Frappé theme to the game. Use it from the Settings tab.
- Added Catppuccin Mocha theme to the game. Use it from the Settings tab.
- Added Nord theme to the game. Use it from the Settings tab.
- Newly added themes may need a hard reset to work properly, due to how the meter macros are made.
- Old saves may need a hard reset to work properly, due to how the meter macros are made. This is purely visual, and will probably result in difficulties seeing meters.
- Added weapon levels. These will be applied to ranged weapons only, and will go from 0 to 99. Weapon exp gain depends on the amount of damage dealt by the weapon in combat, and will range from 1 to damage_max during each hit.
- Added two new gunmods. Angled foregrip and vertical foregrip.
- When your weapon levels up, it will gain 1 damage to the minimum damage and maximum damage.
- Exploring Metro City will now yield a small amount of items.
- Rummaging around the Metro City will now cause the city to gain awareness towards you.
- Added different levels of awareness to the Metro City. The city will look and feel different to the player at different levels of awareness. The levels range from “isAware”, “isSuspicious” and “isHostile”.
- Added 20 random “encounters” to exploring the city, all depending on different levels of city awareness.
- Added new chancetable for scavenging when scavenging in Metro City. This chance table will modify based on city awareness. The more hostile the city becomes towards you, the less you will be able to scavenge in the city.
- Added framework for new sidequest in Metro City. Nothing there yet, but the framework has been added to build onto for new questing. This involves pre-setting new variables, and the quest is even able to be obtained already now.
Nerdy Specs
- Words: 111.646 → 114.435 (2.789 change)
- Passages: 617 → 622 (5 change)
v0.1.03
Bug fixes & Optimizations
- Fixed a grammatical error while peeking on Carl. There was an extra “it” that didn’t make sense to have there, and “it” has now been removed. Haw-haw.
- Added a bleeding CSS selector when peeking on Carl. This caused the rest of the text to turn yellow and emboldened.
- Changed Velka’s response from “Beautiful? I’m not so sure about that…” to → “Me? I’m not so sure about that…” to better convey the new changes of the different dialogue lines that the player may randomly use when peeking on Velka.
- Fixed “You” to “He” when peeking on Carl. Original sentence (cut-off): “You approaches you[…]” →”He approaches you[…]”.
- When playing PlayStation in the living room, you can now only increase your sanity three times during each day. The timer resets at night.
- Added new variable $psSanity to StoryInit special passage. This variable will be used to dictate how many times you’ve increased your sanity per day by playing PlayStation.
- Added new variable $psSanity to sleep widget, to reset at night.
- There will always be at least one (1) can of canned food when entering the metro for the first time. The subsequent times will be subject to a random of 0 to 10, while the initial introduction will be a chance of 1 to 10.
- Removed all unused location markers from the metro.
- The initial metro lane direction has been changed from a constant of being “left” to a random scenario of 1 to 10 chance. It can now either be left or right depending on chance, but will only set it during the initial.
- At night, the metro lane direction has a chance to change directions. Chance is 1 to 10. This is to simulate the feel of something not being exactly as it was the last time you were there. This will be very subtle and have no other gameplay effect other than “feel” and “setting”.
- Added necessary line breaks to separate flavor-text from descriptive text.
- Emboldened the flavor-text showing the player which direction the lane is facing.
- When met with the exploding car, there’s no longer a missing scene causing an endless loop.
New content
- Added three new dialogue lines for the player when peeking on Carl, to cycle through for better replayability.
- Added four new dialogue lines for the player when peeking on Joey, to cycle through for added replayability.
- Added three new dialogue lines for the player when peeking on Matthew, to cycle through for better replayability.
- Added five new dialogue lines for the player when peeking on Anna, to cycle through for added replayability.
- Added five new dialogue lines for the player when peeking on Velka, to cycle through for added replayability.
- Added a bit more text to working out in the living room. This added text will better explain the scene and make it easier to understand what is going on from a visible perspective.
- Added a bit more text to right before reading books, in the section where you will pick and choose your book to read.
- Added a bread knife. This new secondary weapon will have a hit range of 1 to 3.
- Added a vegetable cleaver. This new secondary weapon will have a hit range of 4 to 9.
- Added a balisong. This new secondary weapon will have a hit range of 5 to 15.
- Added the ZP-98 KEVIN. This new primary weapon will have a hit range of 10 to 20. It will feature a magazine of 6 rounds, and three modable locations for weapon mods. (PISTOL)
- Added a longer description to the kitchen.
- Added a slightly longer description to the refrigerator.
- Added bread knife to the kitchen. You will be able to grab it here and use it if you want to. You can also choose not to grab it and let it stay where it is.
- When exploring outside and you find the car that explodes, wrote a scene for after passing out. If Carl is a resident, he will have picked you up from outside. If he is not, you will have crawled back yourself. Scene states you’ve slept two days, and you will effectively be punished by a two day time warp.
- Added ZP-98 KEVIN to the metro. You will be able to grab it here and use it if you want to. You can also choose to not grab it and let it stay where it is. It will be empty, and it will use the standard 9x18mm bullet casings that you already may have some of.
- Added new location: Metro City.
- Added new interactions in the metro. You will now be able to follow along the railroad tracks on the utility line at the metro to get to nearby station platforms. Following along further will send you to Metro City, which is a city just outside your own, that you can only reach by the metro utility tunnels.
- Added broken metro platform stop.
Nerdy Specs
- Words: 109.922 → 111.646 (1.724 change**)**
- Passages: 607 → 617 (10 change**)**
v0.1.02
Bug fixes & Optimizations
- Pre-Intro splashscreen is now 2 seconds instead of 3 seconds.
- Fixed biopod starting with 1 percent growth after the first harvest.
- Moved all combat widgets into the same .tw file for ease of use and development.
- Removed deprecated position markers.
- Fixed the water well on Blackroot Acres not resetting during sleep, and not allowing you to come back the next day and drink water.
- Fixed widget “setOrvilleRepControl” not being named correctly in the games stat widgets, thus creating an error when losing to the Orville Brother’s faction.
New Content
- When skipping the intro, if you have not chosen a name or a difficulty, you will now be able to choose anew. If you have already chosen name and or difficulty, those values will be transferred, and you won’t have to choose again.
- Added new location: Behind the Garage! You can clear out this space in a couple days time, and after that you can build some growing boxes. These will allow you to grow food at home at a slightly faster rate than the biopod inside the kitchen.
- Added 10 more random voice blobs for combat enemies, for a total of 60.
- Added 10 more random chats with Anna while hanging out with her in her room, for a combined total of 20 different chat topics with Anna to cycle through.
- Added upstairs location to Blackroot Acres (The Farm).
- Added different description of the farm house when visiting it a second time.
- Added a dresser to be searched in the Blackroot Acres farmhouse upstairs.
- Added option to look out over the farm.
- Added new event to scavenging! It’s a hidden event that only happens 1/1000 times, and it will yield you no good, only a lot of damage. Better try to not farm for it. (trap explosion). You will still yield the same amount of resources as normal scavenging.
Nerdy Specs
- Words: 107.056 → 109.922 (2.866 change**)**
- Passages: 597 → 607 (10 change**)**
v0.1.01
Bug fixes & Optimizations
Bug fixes & Optimizations
- Your satchel will now correctly reflect the new items added in earlier updates.
N
ew content
ew content
- Created a new screen for eating. This will flesh out the eating aspect of the game a bit more, and make it feel a bit more alive.
- Now, when wanting to eat, you’ll need to open the refrigerator instead of clicking eat on the passage. You can still click the passage link “Eat”, but it will just open the refrigerator.
- Introduced new hunger system. Not eating food will prompt you to eat food. Eating too much food will tell you that you’re overstuffed.
- You are now prompted by a confirmation screen if you want to eat food when you’re not really hungry. You can either confirm and begin eating anyway, or cancel and not eat to save your excess food in the fridge.
- You’ll gain hunger slowly during the day and while sleeping. Making sure you have enough food is a good idea.
- Redid the entire pass out schedule. Now, when you pass out, it looks at the previous passage you were in before passing out.
- When passing out at home, you’ll crawl into bed, to safety.
- When passing out outside of your home, you’ll have a very slim chance of getting robbed off of some resources.
- When passing out outside of your home, depending on where you are, you will be treated with respect, kindness or brutality.
- When passing out at the freight yard, Dr. Rayna will treat you for fatigue and offer you a glass of water. You will wake up at the infirmary, the offices.
- When passing out at the sunken observatory, the scientists will find you and bring you to Dr. Sable, who will offer you a glass of water.
- At any point in time when passing out, the current day will forfeit. This means, you will always wake up at 07.30 the next day after.
- When passing out at any other place, where people are not immediately there to save you, you will see a flavor screen and loose some random items from your inventory.
- Passing out anywhere but your house will make you lose two random items from your inventory. You’ll only lose 1 per item, unless either item is scrap metal.
- If you are unlucky enough to lose scrap metal when passing out, you’ll lose one fourth of your entire inventory of scrap metal. I.e, if you are carrying 100 scrap metal, you will lose 25 scrap metal.
Nerdy Specs
- Words: 105.974 → 107.056 (1.082 change)
- Passages: 592 → 597 (5 change)
v0.1.0
Bug fixes & Optimizations
Bug fixes & Optimizations
- Changed $corruption to $player.corruption while peeking on Anna.
- Changed $corruption to $player.corruption while peeking on Carl.
- Changed $corruption to $player.corruption while peeking on Jeniffer.
- Changed $corruption to $player.corruption while peeking on Joey.
- Changed $corruption to $player.corruption while peeking on Matthew.
- Changed $corruption to $player.corruption while peeking on Velka.
- Changed $corruption to $player.corruption while hanging out with someone alone in the kitchen.
- Changed $lust to $player.lust while peeking on Anna.
- Changed $lust to $player.lust while peeking on Carl.
- Changed $lust to $player.lust while peeking on Jeniffer.
- Changed $lust to $player.lust while peeking on Joey.
- Changed $lust to $player.lust while peeking on Matthew.
- Changed $lust to $player.lust while peeking on Velka.
- Changed $lust to $player.lust while hanging out with someone alone in the kitchen.
- Changed corruption requirement for advancing during peeking on characters living in the house from 70/80 to 50.
- Removed lust requirement for making a move while hanging out in the kitchen with a single other character.
- Fixed some spelling errors.
- Increased the corruption requirement for making a move while hanging out in the kitchen with a single other character from 50/60 to 80. It made no sense that the PC would advance in public before being ready to advance in private.
- Instead of forcing the player to run back and forth between Velka’s unfinished room and the House Storage, changed the code to pull directly from storage instead of pulling from player inventory.
- Instead of forcing the player to run back and forth between the Crafting table and the house storage, changed the code to pull directly from storage instead of pulling from player inventory.
- Removed passage dialog pop up “craftingResources” that was meant to give easy access to house storage container, as crafting now pulls directly from that instead of the player having to run back and forth. These couple of changes saves thousands of unnecessary clicks in the long run.
- Changed Gas Mask MKIII prerequisite if checker checking for gasmaskmkiii value instead of gasmaskmkii making it impossible to craft the third tier gas mask.
- Fixed minor typos.
- Instead of forcing the player to run back and forth between patching up the house and the main house resource chest, made the house patch mechanics pull directly from the main house instead of the player inventory.
- Removed passage dialog pop up “patchResources” that was meant to give easy access to house storage container, as patching up the house now pulls directly from that instead of the player having to run back and forth.
- Sleeping at point guard with Pete now correctly sets the time and date to a new day at 0730 in the morning instead of not setting the date at all.
- Added a checker to check if the traders asks for the same item in return for an item given, i.e You get 3 Wood for 1 Wood. This checker will rerun the specific trade if the trade and received item is the same. It will happen once, and greatly limit the amount of times this happens, but doesn’t exclude it with guarantee. This is to keep the feeling of bad trades and greedy traders in a post apocalyptic world.
- Travelling two different safezones now take up 40 minutes, as travelling back home from them already took up 40 minutes. It made no sense to go there instantly but have to spend time getting home. Now you get to enjoy spending time doing both routes!
- Moved some setters around for better code readability.
New content
- Wrote a longer initial description to the Mercyfall Sanitarium (Hospital).
- Wrote a longer initial description to the Golden Gate Casino.
- Wrote a longer initial description to the data center.
- Wrote a longer initial description to the metro.
- Wrote a longer initial description to the hydro plant.
Nerdy Specs
- Words: 106.879 → 105.974 (-905 change)
- Passages: 594 → 592 (-2 change)
- Keep in mind there were a lot of deprecated passages removed here, this does not mean the game has become smaller, only better and smoother running.
v0.0.9
Bug fixes & Optimizations
Bug fixes & Optimizations
- Reinstated widget “sethours” for all-purpose time management.
- Reinstated widget “setdays” for all-purpose time management.
- Fixed faulty operand due to missing typeof object identifier.
- Added necessary line-breaks.
- Fixed minor typos and indifferent grammatical errors.
- Old saves should work with new implementations of version 0.0.9.
- Checking on Haddie will no longer softlock you.
- Fixed skipping intro not resetting items gained during intro if player decides to skip mid-intro. These items are only used during the intro, and skipping the intro yields exactly the same output as playing the intro, except the story.
- Removed deprecated passage position markers.
- Added new passage tag “intro” to keep track of the skip intro button in WNAV during intro gameplay.
- Deleted unused testingObjects passage.
- Removed a line-break from sleeping.
- Debugging Joey into the game will now also finish his finding questline, that is the first storyline questline.
- Removed storyline quest duplicates.
- Fixed completing The Tear giving an error due to unresolved arguments.
- Fixed some broken scene links.
- Setting and shuffling books in the beginning of the game will now be handled by a widget to help clean up code.
- Changed “affects” → to “effects”.
- Moved DYNAMO widget to the bottom of the sleep widget to make sure character changes appears before the dynamic character controller is ran, to help fight off bugs appearing during quests including characters that shouldn’t be home.
New content
- Added new stuff to the intro, further explaining how crafting works and taking the player through their first craft: Gas Mask.
- Added an option to skip the intro even though they’re playing the intro, as it is now slightly longer.
- Added a longer description to seeing the freight yard for the first time.
- Haddie now greets you in three different ways when approaching her in the freight yard.
- Locked Haddie’s relationship progress behind Tiers. This is something that I’d like to get some feedback on if any of you reads this. It will work like this, and if it is liked, will be implemented to many more NPCs: Haddie rp goes to 10, and her tier reaches 0.5. To increase it to 1, you’ll be asked by Haddie to do something for her. It will be straightforward and easy to begin with, but gradually become more demanding as you tier up. This will help streamline and also create depth for characters, hopefully, as well as fleshing out locations. Haddie has 4 tiers, starting at 0 (0, 1, 2, 3).
- Added missing link to checking on Haddie.
- Checking on Haddie will now increase her relationship points by 1.
- Added a night version of the freight yard.
- Wrote a longer description to sleeping.
- Added structure and support for two new storyline quests.
- Added passages to support two new storyline quests.
Nerdy Specs
- Words: 103.863 → 106.879 (3.016 change)
- Passages: 575 → 594 (19 change)
v0.0.8
Bug fixes & Optimizations
Bug fixes & Optimizations
- Fixed time setters not working in Point Guard.
- Removed deprecated widget setter.
- Non-Player-Characters will no longer increase Lust stat if they’re not a part of your household or haven’t been discovered yet. This is done to ensure that if you discover a character late in game, they won’t start with 100 lust.
- Changed one instance of “$mechaby” to “$mechbay” effectively resetting the mechbay forklift event at night instead of it being bugged out.
- Added control widgets to the ironwill faction.
- Added control widgets to the paladin faction.
- Added control widgets to the shadow faction.
- Added new widgets to documentation.
- Fixed spelling error “the” → “them”.
- Removed extra line-breaks at the end of passages.
- Added a necessary line-break.
- Fixed spelling error “servers” → “serves”.
New content
- Added new action with Joey, where you can ask him to help with his research of the echo. This event will trigger an increase in relationship points and lust for joey.
- Added an event to the forest attention stat. Having a high enough attention stat will trigger this small linear event. This event will effectively tie the faction Shadow of the Forest to the forest attention stat.
- Added a new faction: Shadow of the Forest. This faction is tied to the forest event mentioned above, and will decrease when spending time in the forest, and increase when sleeping.
- Velka will be able to be asked about the Shadow of the Forest if you have “completed” the event tied to this. This one-time event will greatly increase velkas relationship points and lust.
- Once you have talked to Velka about the forest, you will be able to chat with her about the forest, potentially learning more about it.
- Added faction opinion controllers to the freightyard, effectively giving it the faction “Iron Will”. The faction opinion on you will increase or decrease at night depending on how you fared during the day. If you have no interaction with the faction during the day, the faction opinion will stay the same as before you went to sleep.
- Added faction opinion controllers to the sunken observatory, effectively giving it the faction “Paladins”. The faction opinion on you will increase or decrease at night depending on how you fared during the day. If you have no interaction with the faction during the day, the faction opinion will stay the same as before you went to sleep.
- Added faction opinion controllers to the forest, effectively giving it the faction “Shadow of the Forest”. The faction opinion on you will increase or decrease at night depending on how you fared during the day. If you have no interaction with the faction during the day, the faction opinion will stay the same as before you went to sleep.
- The forest will forgive you faster at night after you have spoken to the figure.
- Added an event with Joey from the hallway. This requires Joey to have a moderately high level of Lust and a bit of luck for the player for this event to be played.
- Added more scenes to finishing up having fun in your room by yourself.
- Added faction opinion controllers to all hostile factions. These factions are increased or decreased during combat. By losing combat, you’ll decrease the faction opinion slightly. By winning combat, you’ll decrease faction opinion significantly, but by surrendering during combat, you’ll be able to increase the faction opinion towards you. Whichever faction is chosen during combat to fight against you is randomized, and the faction opinion is also randomized.
- Added longer descriptions to certain existing places throughout the game to flesh out current content more than it already is.
- Added more places where player stats can increase and decrease.
- Added a longer description to the house hallway, bringing some life to it.
- Carl’s stat points will increase dynamically depending on what action you choose to do with him.
- Added an event with Anna from the hallway. This requires Anna to have a moderately high level of Lust and a bit of luck for the player for this event to be played.
- Added an event with Carl from the hallway. This requires Carl to have a moderately high level of Lust and a bit of luck for the player for this event to be played.
- Weapon mods that haven’t been found or aren’t available will now show “Not available” instead of the weapon mod amount being 0.
Nerdy Specs
- Words: 100.856 → 103.863 (3.007 change)
- Passages: 562 → 575 (13 change)
v0.0.7
Bug fixes & Optimizations
Bug fixes & Optimizations
- The weapons store in First Point will now push weapons bought to the correct slot, instead of pushing firearms to secondary slot.
- Changed the help section to fit new additions.
- Fixed errors showing up around the house if you haven’t yet found Velka.
- Removed unnecessary line-breaks.
- Removed deprecated position markers.
- Moved some widgets from special passage PassageDone to special passage PassageReady.
- Removed instances of deprecated $period variables in the biochemical research facility.
- Removed instances of deprecated $period variables in the Highlands.
- Removed instances of deprecated $period variables in the shopping mall.
- Added newly created variables to StoryInit special passage to accommodate new players and ease the load on the PassageReady special passage.
- Fixed an error in the sleeping widget that messed up how some of the character reputation decreasing works.
- If you cheat Matthew into living in the house without having visited the datacentre, if will now show up while looking deeper into your relationships in the mirror.
- Changed some instances of <<switch>><<case>> scenarios to use <<switch random()>> instead of setting a temp variable.
- Updated Disclaimer.
- Changed old rp increase markers to the widget form.
- Fixed spelling error from “You” to “Your” in 5 instances.
New content
- Finalized adding weapon mods. Equip these mods in the new Weapons table in the living room. You’ll be shown a list of available mods and the amount you own, as well as a list of available weapons to mod. Each weapon has its own mod-screen where you will put the mod.
- Made it quicker to level Surik up to merchant level 2, bettering his barter as well as making it easier to enter his shack. Entering his shack will allow you to start the Velka’s Search quest-line.
- Added unavailable link to the landfill – Šurik’s shack. It will tell you that you need to trade more with Šurik before being able to enter, as to give an idea on what to do to progress with Šurik as well as Velka.
- Rework the way house fixing works. Instead of having to fix the house every 3 days, there will now be dynamic time of around 7 days between each fixes. The flavor-text will tell you in which condition the house is.
- Extended the description to having solo-fun in the living-room.
- You can now play offline video games in the living room to increase sanity.
- You can now play offline video games in the living room if the living room is occupied by a single character, then you can play video games with that character.
- You can now watch movies in the living room to pass time and increase sanity.
- You can now watch movies in the living room if the living room is occupied by a single character, then you can watch movies with that character.
- You can now listen to cassette tapes with Anna in her room to increase her relationship points.
- You can now tend to Carl’s wounds to increase his relationship points.
- You can now help Carl clean his tools and gear to increase his relationship points.
- All actions has been unlocked, and a fail-state has been written. You can now choose to cuddle with other characters, but not having enough relationship points with them will result in losing relationship points with them. Other interactions has also been made available. Some are marked with [Force] to show a guaranteed relationship decline if you choose to act on these actions.
- Added factions.
- House of Pi (player faction) opinion will increase or decrease at night depending on how you treat the residents of your house. If you do not have anyone living in your house, the opinion will neither increase nor decrease.
- Patching up the house will increase the player faction (House of Pi) opinion if there are other people living in the house.
- Added new stuff to be supported by old saves.
- You can now help Velka in her room to sort sticks and leaves.
- You can now help Velka in her room to tidy it up and clean.
- You can now help Matthew test his gadgets in his room.
- Added new NPC stat: Lust. This will increase at night every night, or at random during random events in the house depending on player interactions.
- NPC lust will increase or decrease depending on what actions the player chooses to take with the characters.
- Interacting with house characters in the kitchen when alone will now increase their relationship points.
- Added more places where the player can increase relationship points with house characters.
- Added more places where Karma will be lowered. I.e, actions with [Force] tag.
- Added a new achievement.
- You can reminisce with Joey about old times in his room, before the collapse.
- You can now sleep next to Joey at night in his room, if your relationship is good enough.
- You can now sleep next to Carl at night in his room, if your relationship is good enough.
- You can now sleep next to Anna at night in her room, if you relationship is good enough.
- Someone may peek at you during your alone time in your bedroom if there are residents in the house. A chance of 1/20. This will increase their lust as well as decrease your inhibition.
Nerdy Specs
- Words: 93.387 → 100856 (7.459 change**)**
- Passages: 526 → 562 (36 change**)**
v0.0.6
Bug fixes & Optimizations
Bug fixes & Optimizations
- Fixed time setters not working in Point Guard.
- Removed deprecated widget setter.
- Non-Player-Characters will no longer increase Lust stat if they’re not a part of your household or haven’t been discovered yet. This is done to ensure that if you discover a character late in game, they won’t start with 100 lust.
- Changed one instance of “$mechaby” to “$mechbay” effectively resetting the mechbay forklift event at night instead of it being bugged out.
- Added control widgets to the ironwill faction.
- Added control widgets to the paladin faction.
- Added control widgets to the shadow faction.
- Added new widgets to documentation.
- Fixed spelling error “the” → “them”.
- Removed extra line-breaks at the end of passages.
- Added a necessary line-break.
- Fixed spelling error “servers” → “serves”.
New content
- Added new action with Joey, where you can ask him to help with his research of the echo. This event will trigger an increase in relationship points and lust for joey.
- Added an event to the forest attention stat. Having a high enough attention stat will trigger this small linear event. This event will effectively tie the faction Shadow of the Forest to the forest attention stat.
- Added a new faction: Shadow of the Forest. This faction is tied to the forest event mentioned above, and will decrease when spending time in the forest, and increase when sleeping.
- Velka will be able to be asked about the Shadow of the Forest if you have “completed” the event tied to this. This one-time event will greatly increase velkas relationship points and lust.
- Once you have talked to Velka about the forest, you will be able to chat with her about the forest, potentially learning more about it.
- Added faction opinion controllers to the freightyard, effectively giving it the faction “Iron Will”. The faction opinion on you will increase or decrease at night depending on how you fared during the day. If you have no interaction with the faction during the day, the faction opinion will stay the same as before you went to sleep.
- Added faction opinion controllers to the sunken observatory, effectively giving it the faction “Paladins”. The faction opinion on you will increase or decrease at night depending on how you fared during the day. If you have no interaction with the faction during the day, the faction opinion will stay the same as before you went to sleep.
- Added faction opinion controllers to the forest, effectively giving it the faction “Shadow of the Forest”. The faction opinion on you will increase or decrease at night depending on how you fared during the day. If you have no interaction with the faction during the day, the faction opinion will stay the same as before you went to sleep.
- The forest will forgive you faster at night after you have spoken to the figure.
- Added an event with Joey from the hallway. This requires Joey to have a moderately high level of Lust and a bit of luck for the player for this event to be played.
- Added more scenes to finishing up having fun in your room by yourself.
- Added faction opinion controllers to all hostile factions. These factions are increased or decreased during combat. By losing combat, you’ll decrease the faction opinion slightly. By winning combat, you’ll decrease faction opinion significantly, but by surrendering during combat, you’ll be able to increase the faction opinion towards you. Whichever faction is chosen during combat to fight against you is randomized, and the faction opinion is also randomized.
- Added longer descriptions to certain existing places throughout the game to flesh out current content more than it already is.
- Added more places where player stats can increase and decrease.
- Added a longer description to the house hallway, bringing some life to it.
- Carl’s stat points will increase dynamically depending on what action you choose to do with him.
- Added an event with Anna from the hallway. This requires Anna to have a moderately high level of Lust and a bit of luck for the player for this event to be played.
- Added an event with Carl from the hallway. This requires Carl to have a moderately high level of Lust and a bit of luck for the player for this event to be played.
- Weapon mods that haven’t been found or aren’t available will now show “Not available” instead of the weapon mod amount being 0.
Nerdy Specs
- Words: 100.856 → 103.863 (3.007 change)
- Passages: 562 → 575 (13 change)
v0.0.5
Bug fixes & Optimizations
Bug fixes & Optimizations
- Fixed broken passage links leading to passages that does not exist.
- Added support for old saves to implement “nails”.
- Removed deprecated piece of code in the DYNAMO NPC widget handling the NPC locations at all time.
- Removed deprecated position markers.
- Fixed JavaScript indentation to certain JavaScript measures.
- Sleeping without having anyone assigned to scavenge at night no longer results in having random resources appear in your Satchel. This was caused due to a wrong variable combination in an if-statement. You will still receive resources in your satchel if you assign someone.
- Moved the Time Wizard cheat to the top of the debug console so it is easier to skip time as it updates any time time is skipped.
- Removed tooltips from the game.
- Removed double instances of Velka’s toy. Now there’s only the cowboy with a name scratched onto the boot, and not the stuffed animal as well.
- Sleeping at night will now correctly reset amount of visited sunken observatory residents you have. Visiting residents in the sunken observatory raises sanity, however you can only visit 3 per day. Before this, this number was never reset and thus you couldn’t raise sanity at all after the first 3 visits.
- Fixed typo on refrigerator.
New content
- Added a refrigerator to the kitchen. The actual fridge is for fleshing only and has no real purpose, however when food is stored in the house, it also goes to the fridge. You are now able to eat in the kitchen without having to take food from the storage in the main entrance of the house, as the kitchen now knows when there is food available.
- Added Nails to the resource list. These can be used to help fix up the house.
- Fixing up the house will now cost a small amount of resources in return for increased sanity and intelligence. Resources will be pulled from your inventory. If you do not have resources in your inventory, you can now directly pull up the resource list on pick from it to your inventory to fix up the house.
- When going from the workbench to the resource inventory, you can now directly go back to the workbench instead of closing down the dialog windows and starting over, for ease of use.
- Added Wooden Planks to the resource list. These can be used to help fix up the house.
- Added Metal Plates to the resource list. These can be used to craft body armor.
- Nails, Wooden Planks and Metal Plates are not scavenged or found. They can be crafted in the living room.
- All options in the time wizard will now update the page on-click to account for sudden day change happening instantly instead of the player having to navigate a bit before the game recognizes the day-change.
- Added all new resources to the debug console.
- Added softened hide to the resource list. This is used to craft bandages. Softened Hide can be crafted in the workbench, not found or scavenged.
- Added Nails, Metal Plates and Softened Hide to be bought from the Freight Yard Vendor.
- Added a button for Settings, allowing you to change stuff for the game.
- Added a slider to control the master volume in the game.
- Going back out through the forest will have different text than going in, this is to better distinguish which path you’re taking.
- The forest remembers you more clearly.
- The cabins in the woods appear differently at night.
- Continued the Velka questline. Clues to her being can be found at the cabins after having begun the Velka’s Search quest.
- The forest appears differently at night.
- Starting Velka’s quest from the Debugg menu will no longer yield an error if you haven’t visited the landfill to begin with.
- You can now click a little question mark next to a quest to get access to the quests descriptions for better remembrance on what you were doing.
- Finished the Velka’s Search quest.
- Added Velka to the Dynamo widget.
- After finding Velka in the forest and “saving” her, you’ll have her as an NPC in your home. She’ll be residing in the livingroom for the time being.
Nerdy Specs
- Words: 85.610 → (4.667 change**)**
- Passages: 497 → 515 (18 change**)**
v0.0.4
Bug fixes & Optimizations
Bug fixes & Optimizations
- Fixed older saves not getting access to the freightyard.
- Changed the image for initially arriving at the freightyard from the image initially arriving at the Hydroplant.
- Travelling to the Freightyard now has it’s own unique timeframe.
- Travelling to the Freightyard will now take up the amount of time as shown instead of a different amount of time being taken.
- Added Sunken Observatory to old saves.
- Added Forest to old saves.
- Removed a linebreak during sleep that shouldn’t be there.
New content
- You can now buy the blueprint for the Kevlar Vest in the shop in the freight yard.
- Added a new location: Sunken Observatory! This place used to be an old observatory, grabbed by the cruel hands of run-amok nature. People has taken refuge in what is left, and has made it their mission to keep ahead.
- Speaking to residents here will improve your sanity, but you can only improve it three times a day. You can speak to them as much as you want.
- Dr. Monroe will patch you up if your health is below 50.
- Added two new characters that reside in the observatory: Dr. Elara Voss and Dr. Sable Monroe. Of course, there are others residing here, but these are the main chatters.
- Added a new location: The Forest. This connects mostly to the Sunken Observatory, and will be here where you can find samples for Dr. Voss. This is to be expanded upon in the future with grand locations and more interactive people. Searching for examples for Voss takes action points.
- The forest can only be explored with adequate action points for the player. If the player does not have enough action points to explore the forest, a flavor text will be show instead to let the player know.
- Added versioning to start screen.
- Added versioning to W-NAV.
v0.0.3
Bug fixes & Optimizations
Bug fixes & Optimizations
- Removed desolate location markers and passage tags.
- Added some necessary break lines to character dialog between descriptor text and said dialog.
- Changed an -H to -R from Haddie to Roe to correct continuuity errors.
- Restructured some switch case scenarios from using temp var _rng to using switch random for ease of flow and better code control.
- Removed some unnecessary line breaks from combat and scavenging.
- Fixed massive bug that would allow any single character to stay in the living room or the kitchen after their dedicated time has run up. Interacting with them would cause errors.
- Fixed a bug that would advance time twice while interacting with someone in either the kitchen or the living room.
- Fixed a bug that wouldn’t update the time correctly when resting or reading a book in the living room.
- Moved the dynamic widgets from the PassageDone to the PassageReady to allow it to silently update NPC movement BEFORE the passage has loaded instead of updating them AFTER the passage has loaded, causing massive issues to NPC.
New Content
- Added more text to different scenes containing Joey.
- Added more events with Joey in the main house.
- Added rock, paper, scissors to be played with Haddie!
- Added blackjack to be played in the freight yard for yard marks! Gain the marks by working at the freight yard with Marv, Roe or Haddie.
- Added a small shop in the freight yard medbay. You can buy 1 scrap metal for 4 yard marks. 2 scrap metal for 7 yard marks. 1 circuit board for 12 yard marks. Raider boots for 120 yard marks and a raider jacket for 310 yard marks. You can also buy food and water here.
- Added two new gear items. The raider boots and the raider jacket which can only be obtained by buying them at the freight yard shop.
- You can claim your victory over Haddie in rock paper scissors if you have won three times or more at total. You’ll need to give her some time to rest between your claims. Cashing in a claim requires winning at least at the time of cashing in.
- You can now chat with Marv for 10 different chats.
- Scavenging now contains combat as per your set difficulty level! Watch out. The return location will be the main house, and losing or surrendering a combat situation will place you back there to safety.
- Added scenes to surrendering combat.
- Added ability to change difficulty during gameplay from the debug menu. This won’t have effect DURING combat, and may end up breaking your game.
- Added color to equipment screen on rad and dmg stats.
- Added a RESTART button to the HELP-section of the game to let you restart the game.
- If you have no NPCs living in the main house, you’ll take a sanity hit once per day.
- If you have two or more NPCs living in the main house, you’ll receive a sanity boost once per day.
- The time travel cheat in the debug menu now works without trouble, though this has required me to make it so that the cheat menu updates at every click on the time travel. This has made it “slightly” more tedious to time travel. This currently only applies to the day travel.
- Every third day or so, the house will ask you to patch it up. Doing so gives a slight boost to trauma and intelligence stats.
- You can now stare out the window in your bedroom for 20 unique observations.
- Added RESTART button to the debug menu.
- With enough arousal, you can now dream at night while sleeping in your bedroom. On the contrary, you can also induce nightmares if you have low enough sanity. This is also done while sleeping in your bedroom.
- You can now have fun in bed before sleeping.
- You can now have fun in the showers.
- You can now have fun in the livingroom if you’re all by yourself.
- Increasing player cardio will now affect your unarmed throw damage for a max damage (without critical hit) to be 17 at max cardio stat.
- Increasing player strength will now affect your unarmed hit damage for a max damage (without critical hit) to be 10 at max strength stat.
- Added color to certain parts of flavortext to make it more “flowy”.
- Added a bit more text to certain passages.
- You now need a blueprint to craft the Body Armor (’Kevlar’).
Nerdy Specs:
- Words: 76.959 → 80.241 (3.282 change)
- Passages: 458 → 472 (14 change)
v0.0.2
Optimizations & Bug fixes
Optimizations & Bug fixes
- Fixed some enemies not being sat or resat at the start of combat due to malformed enemy widgets.
- Removed hovertip 4px from css file as it messed up the lineheight.
- Fixed the wrong graphic being shown when discovering new locations from the hub.
- You can no longer indefinitely search the casino basement.
New Content
- Scavenge, Exploration and Outside windows now show which piece of gear you’ve equipped. (I.e Head:, Centerpiece:, Primary to make it easier to understand which is which.
- Added green color to radiation protection informational text as well as the damage info text on the preparation windows.
- Added imaged hovertips over gear and apparel so you can also see what it looks like.
- Colorized some simple dialog.
- Added pre-intro for more dramatic feel.
- Added a handgrenade to the equipment list. This is the RG-24 grenade from prussian era. Description: “A fragmentation grenade. Deals heavy area damage.” Minimum damage: 50 Maximum damage: 75
- Added descriptions to remaining enemies.
- Created a widget to handle gear pickup and outside world equipment for easier gear management.
- Chatting with Anna now yields 9 more random chat outcomes for more fleshing out of the game.
- Chatting with Carl now yields 9 more random chat outcomes for more fleshing out of the game.
- Chatting with Joey now yields 9 more random chat outcomes for more fleshing out of the game.
- Chatting with Matthew now yields 9 more random chat outcomes for more fleshing out of the game.
- Changed text color to off-white parchment white color for more visibility when reading.
- Added a new location: The Ironclad Freight Yard.
- This features 6 new NPCs and 3 “jobs” where you can earn Yard Marks. Some stalls will be built later where you can then spend these marks on resources.
- NPCs are: Roe Sadil, Haddie, Marv, Nurse Rayna, Benji and Jex.
- Added a new weapon connected to one of the freight yard jobs. The Pipe Rifle. This will only be available if you do not have a weapon equipped while starting the job. You will receive ammunition for the weapon to use during the job as well.
Nerdy Specs:
- Words: 65373 → 76959 (11.586 change)
- Passages: 410 → 458 (48 change)
v0.0.1
Initial release

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