Jill’s Drive [v00.01.00] [MRXL]
Jill gets in her truck and drives home through the Boonies. Things happen along the way. She gets home.
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Main Game
1. Open the Jills-Drive-v## folder.
2. Double-click Launch Rev0.##.cmd.
3. Select New Game to start, or Load / Save to continue a saved game.
Editor
1. Open the Jills-Drive-v## folder.
2. Double-click Open Editor.cmd.
3. In the Editor, select System → Open package, then choose your Arc or Event package.
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Then she does it again. And again.
Jill lives in a strange world somewhere between abandoned games, forgotten stories, discarded worlds, and unfinished ideas. Everyone around her believes their lives are real.
Except Jill.
She knows she’s in an Adult Visual Novel. She knows the world isn’t real, that it’s a mess of different worlds, and that you, the Peeker, are watching.
The Core Gameplay
The core gameplay of Jill’s Drive is complete. Not the story or all the content.
The basic gameplay loop works like this:
Introduction → Drive → Event → Drive → Repeat until Jill gets home → Restart at the introduction → Do it all over again.
That’s the foundation. It’s intentionally simple so that I, and hopefully other players, can keep adding stories, events, characters, and whatever else we come up with.
Jill’s Drive is a heavily modified Ren’Py road-trip game built through AI-assisted vibe coding. It features looping highway drives, random roadside encounters, passengers who join the ride, and choices that carry over between loops.
The idea is to give players a working foundation they can build on, change, or turn into something completely different.
Everything in between is where things get interesting.
How the Loops Work
The looping gameplay is designed so that everyone forgets what happened on previous drives, except Jill.
That way, events can repeat without the other characters questioning why they’re experiencing them again.
There are several types of events:
- One-time events: Events that happen once and don’t repeat.
- Recurring events: Events that can happen again on later loops, but only once per loop.
- Multi-event encounters: Several connected events that happen during one loop. These are still tricky.
- Multi-loop stories: Stories that span multiple loops. I’ve only got one of these so far.
I plan to keep expanding the middle of the journey with more roadside encounters, passenger interactions, and whatever other ideas come along.
Editor & Custom Stories
The game includes a separate Editor and modular Arc/Event story packages.
Players can create and edit stories, and enable or disable compatible packages without changing the game’s core files.
The intention is to make it straightforward for fans to add their own stories, change existing ones, or create something completely different.
The core game has passed Codex tests both with and without additional packages, and editing existing packages works. Exporting, importing, and sharing packages between separate installations still need verification.
A Little Example of What’s Possible
I’ve included a cameo story package to show the kind of things that can be added.
Correction: The cameo is a shitty story. It still needs to be rewritten.
It’s an example of my AI-assisted workflow, including some losy AI writing. It’s a work in progress that I’m using to experiment with the tools, test the workflow, and figure out what works and what doesn’t.
So don’t take it as an example of good storytelling. It’s more an example of what I’m experimenting with and what still needs fixing.
To the original creator: I hope you enjoy my rough version. If you’d like it removed, please let me know.
To everyone else: Use the spoiler tool!
Save Game Notes
Loop progress is tied to your save files. Starting a new game won’t carry over your previous loops.
This is the initial public release. Don’t count on saves remaining compatible between revisions. Future updates may require starting over.
A Note About Development
Honestly, I’ve tried making Jill’s Drive before.
Back then, I got lost in the coding and ended up stuck with bugs, especially when I tried making the events replaceable.
This time, I’ve been experimenting heavily with vibe coding and AI-assisted development. It’s gotten me a lot further, but I’m still figuring out how best to handle bugs and fixes.
And I’ll be honest, I think the writing currently sucks.
Some of the AI tools just aren’t following directions. They’re pretty good at helping me build the software, systems, and overall structure. But once I start trying to add adult themes, dialogue, and scenes… well, you guys are going to see some examples of how that turns out. Or a lack of examples in some cases.
Those are things I’m coming back to. This is an adult game, and it will continue to be an adult game.
I’m still figuring out which tools work best for what, how to get them to follow directions, and how much rewriting I’ll have to do myself.
Which is partly why the Editor exists.
Originally, I figured I’d just leave it to the fans to create their own Arc/Event packages. All they’d need was a little coding knowledge.
But fuck, I remember myself trying to code this game and getting completely lost in bugs.
So fuck it. I’ll vibe code the Editor too.
The idea is to make it easier for anyone to create, change, or replace stories without having to figure out all the coding themselves.
Right now, the game and Editor are two separate parts. I’m still figuring out how best to develop, maintain, and fix both.
We’ll see how it goes.
Custom Events — Use at Your Own Risk
One warning for anyone planning to create their own Arc/Event packages: the custom event coding isn’t quite locked down yet.
Your packages should work with the current build, but I can’t promise they’ll continue working with future revisions.
I’m still figuring out the system, and changes to the core game or Editor might mean your custom events need to be updated or even recoded.
In theory, you should be able to use AI tools to help update your packages when things change.
But there’s another problem. A lot of the better AI coding tools have restrictions on adult content. Depending on which tool you’re using, it might refuse to work with your stories or certain parts of the code.
So your mileage may vary.
I’m hoping to make the system more stable and easier to maintain as development continues. But for now, if you’re creating your own content, keep backups and don’t assume it’ll work forever without changes.
About Free Releases and Supporting Me
This game is free, and future public releases will be free.
I’m still figuring out what site I can use for people who want to support my projects. Fanvue seems to be the best fit so far, since it appears to allow more of the content I create and supports tipping.
Subscriptions are cool and all, and I appreciate anyone willing to support me. But I’ve got a full-time job, I jump between projects, and I can’t promise regular content or release schedules.
So… DO NOT SUBSCRIBE.
Seriously. I’d rather you just leave a tip if you enjoy what I make and want to support it.
Fanvue won’t let me disable subscriptions on my account, so I left the price at $3.99, the minimum it allows.
For anyone who does subscribe anyway, I’ve included a flowchart showing how Jill’s Drive is meant to work in a supporter post.
I’d ask that you don’t share it, but… it’s the internet. I know how that goes.
Besides, I have no clue how much I’m going to change the game in the future. That flowchart might only be accurate for this revision.
Maybe I’ll figure out some proper supporter benefits later, like early builds or raw prototypes. But I’m not promising anything right now.
For now, I’m just experimenting with what I can build, seeing what works, and figuring things out as I go.
There’s no fixed development schedule, and sometimes I jump between projects depending on what interests me.
There are still things that need work, especially some of the more complicated event interactions.
But I felt like I’d finally gotten the game to a somewhat playable state, so I decided to put it out there.
Hopefully, you’ll enjoy the game. And maybe even make something interesting with it yourself.
Inspired by Hentai Highschool, Slavemaker, the Illusion games, and many more.
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Jane — An adult woman Jill picks up; a recurring passenger who unlocks through roadside event.
Bobby — A heavyset, balding, glasses-wearing adult passenger Jill encounters on the road.
Grandpa Everhard — An elderly roadside passenger Jill can unlock.
Peeker — A bodiless fourth-wall presence Jill addresses.
Jane, Bobby, and Grandpa aren’t Jill’s actual relatives, regardless of the fictional family labels.
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- Complete basic gameplay loop: introduction, drive, events, arrival, and repeat
- Looping highway drives
- Random roadside encounters
- Unlockable passengers, including Jane, Bobby, and Grandpa Everhard
- Choices that can carry over between loops within a save
- Combo drive scenes
- Expanded roadside events
- Modular Arc/Event story packages
- Separate Editor for creating and modifying story packages
- Optional packages that can run alongside the core game
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Explicit sexual content between adults, nudity, adult language, and mature themes. Some rough roadside and rescue-arc themes.
All sexual participants are depicted as adults.
Contains AI-generated character CGs and coding.
Complete content warnings against the selected public release build.
