No Escape: Game Edition! [v0.29.5] [Scriptor]

No Escape: Game Edition! [v0.29.5] [Scriptor]

May 22, 2024F95

The story follows Kathleen, a down-on-her-luck girl trapped on the same prison ship featured in the comic No escape! Tossed inside one of the VR-pods the story seems over before it has even started… Until she suddenly gets help from a mysterious benefactor! Now Kathleens being forced to dive into all sorts of smutty and rubbery simulations in an effort to escape her predicament! But beware, these simulations are designed to turn even the most willful girls into submissive rubber pets… Can you help Kathleen navigate the dangers of the simulations, or will you make her fall prey to all sorts of kinky bad ends? Either way if you like latex, rubber, heavy bondage, dollifcation, non-con (and con) perils and/or rubbery transformations then this is the game for you!

Thread Updated: 2024-05-19
Release Date: 2024-05-11
Developer: Scriptor FanboxDeviantartSubscribestar
Censored: No
Version: 0.29.5
OS: Windows, Linux
Language: English
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3dcg, 2d game, female protagonist, adventure, fantasy, sci-fi, big ass, big tits, female domination, bdsm, sex toys, vaginal sex, slave, humiliation,
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1. Extract and run.
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The major additions are (in a nutshell):
– A trap has been added in the pyramid of the desert VR-world; it can be found in the area with the yellow goop golems.
– The security drone fail-state has gotten a short (playable) extension (if you’ve already beaten them you can get to it from the recall rooms; if need be use the quick-start save provided (comes with a full unlock for the recall rooms).
– A new NPC in the cybercity VR-world who provides loans; can be found in the shortcut between the bridge and main street areas. (Also comes with a fail-state; which triggers if Kat tries to leave cybercity without paying the loan back…)
– A new prison ship epilogue; which triggers after Kathleen gets into a fail-state during/after the Thronvine VR-world.
– Fixed a few issues Recall rooms; shoutout for Candiru for giving me a hand with this! ^^
– Fixed a bug with watching the three times captured scene of Iris in the recall rooms; gave a black screen.
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– Added ~395 new images to the game!
– Added the woodlands and deep woods, the first “dungeon” areas of the new fantasy RPG VR-world!
– Added the first “common” enemy to the new fantasy VR-world, the farmhands!  You can find these raven haired ladies patrolling the woodlands to the west of the castle town.
– Added to farmhand escape sequence! Having been blinded by the farmhand through an tight fitting enclosure hood, Kathleen must touch (and smell) her way to freedom. (Also comes with a small variant scene if Kathleen gets caught 3 times in a row.)
– Added the hucow fail-state! You can find it by not escaping the above sequence; and it sees Kathleen being added to the herd of “cows” locked in the farmhand’s barns!
– Added a trap to the deep woods; the “cherry bulbs”! You can find these in the deep woods area; mindful of any weird dark spots lest you be snagged up by one!
– Added the first mini-boss to the new fantasy VR-world; the rubber pixie! A mischievous (and malevolent) girl, she’ll force Kathleen to play one of two “games” with her…
*One of these “games” she’ll ask Kathleen to play is “tag” (her mini-boss fight): Which has a special intro the associated fail-state if Kathleen loses to her second super attack (amber spewer).
*The other of the “Pixie says”: Basically a kinky version of simon says. Also comes with a separate intro (scene) into the associated fail-state!
*Or Kathleen can just be a horny slut, and step into her doom willingly: If she enters the plant willingly a special path will open up that can unlock a soft-vore scene for Kathleen during the associated fail-state… It will only play if she REALLY asks for it though. >;3
– Added the rubber flower fail-state! Found by losing to the rubber pixie (one way or another), this fail-state sees Kathleen becoming a pretty flower… And source of “food” for the pixie! (Bit of soft-vore in this one; though not with Kathleen herself (unless specifically unlocked during the above branch)).
– Added the following sprite-work generously provided by Tonkatsu: Rubber flower pod sprites!
– Added the following sprite-work generously provided by Fimotro: Base rubber pixie sprites (slight adjustments made by Scriptor), farmhand sprites.
– Added self-made spritework: Ranging from the cherry trap, plant-vines, “magic fruit” plants and some more (misc.) stuff.
-Typo correctionsssssss
– Fixed a bug in which Jack wouldn’t respond anymore to the “status of the escape plan?” prompt when progressing far enough into the game.
– Fixed a bug in which if Kathleen gets the master key on the serving route first, shows this to Eleanor and then afterwards finds (and shows) the bolt cutters to her as well, the dialogue would proceed as if Kathleen has just showed Eleanor the master key for the first time.
– Added interaction sparks above the statues in the adventures guild; to make it clear that those statues in the side room also have some fluff on them (mainly about what became of her party members).
– Added some new sfx and bgm for the new events: Ranging from cow moo’s to new music tracks for the new areas.
– Added a new item: Plant-be-gone! A “special” usable item like the disposable blade, rubber dissolver etc. it function is to get rid of plant-based obstacles and restraints. You can find it in Iris’ shop!
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– typo correctionesssss.
– Fixed a bug in Thomulim’s dialogue tree; asking him about the tiara now continues the conversation like normal.
– Fixed a collision bug in the hub area of the new VR-world; you can now move underneath the roof tip of the trader’s depot.
– Fixed collision bugs in the entry point of the new VR-world; now Kat can’t scale the rocks to her left anymore. >;3
– Fixed a collision bug at Thornvine; the tubing systems which Kathleen uses during the combat path to get supplies can no longer be climbed.
– Fixed a collision bug at Primrose’s bedroom; Kathleen can no longer clip into the pillars.
– Fixed a bug at Thornvine during the second day of the serving path: Once Kathleen grabs the master key she can no longer run out of Primrose’s room (while she’s coming that way).
– Fixed two bugs at Thronvine during the first day of the serving path: Now when Kathleen opts to come back later to was pony 11 it should allow her to do so, and pony 15 can’t be washed multiple times on the day anymore.
– Replaced the following spritework (generously) made by Fimito: Primrose fully dressed sprites.
– replaced the following spritework (generously) edited by T.Bot: Tall door sprites (Nexus).
– Replaced the gobals.js with another version which also allows the plugin to function in “testing mode” (for developers only). Shoutout to AnonimUs for making the fix!
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– Added 235 new images to the game!
– Added a new story scene aboard the prisonship!
The twins finally arriving at the coms hub and answering the call from their boss…
– Added (small) epilogues/extensions to the various “key drop” traps found in-game! Instead of hooking into another fail-state these traps now have their very own, (hopefully) making them more enjoyable and distinct. The traps to which epilogues/extensions have been added are: The Mannequin Maker, Toyball, Hypno goggles (shoutout to Lu for portraying Lysi again!) (factory traps), and the plant pod, Violet statue, rubber book traps (Thornvine traps).
– Added the first part of the third “big” VR-world: Flexilis Kingdom!
– Added the hub area of the new VR-world with several new NPCs:
*A warlock called Iris Lalune, with her magic shop of curiosities! Quite a bit of new content to be found here in this update; see the sub-header below!
*A very cheerful *cough* doctor who can be found in his little apothecary!
*The guild master Thomulim Thunderfist, a battle scarred dwarf who acts as this VR-world’s quest (and general direction) giver!
– Added the exterior of the Covenant of the Ebon Rose! It can be found to the east of the castle town and has some… Interesting nuns waiting outside, eager to see Kathleen join their sisterhood! (Mainly a tease of what’s to come; covenant itself will be implemented in V0.30.1!)

Iris Lalune’s magic shop:
– Added Iris Lalune and her magical shop into the new VR-world!

Besides selling a few (dubious) support items for Kat to use, she also offers her an “easy” job with getting some supplies from her basement! Problem is that the place’s covered in warding runes though, best to avoid those or else…
– Added Iris Lalune’s capture scene and escape mini-game! You’ll get into this one by bumping into one of her magical ward runes down in the basement. Revolving around miniaturization and all perils around that, it’s up to Kathleen to either trust Iris or find a way out of this mess on her own…
*Added a trap along the above escape route; a vacbed mousetrap!
*Added a special variation on the capture scene if Kathleen gets caught three times in a row; featuring a chest filled with living rubber!
– Added a fail-state for the above capture scene! Revolving heavily around miniaturization and objectification, Kathleen will be giving an in-depth look as to how those weirdly shaped dildos inside Iris her store are made… >;3
– Added the following spritework (generously) made by Fimito: Fully dressed mannequin maker sprite, Iris (warlock) sprites, vacbed mouse-trap sprites, Sister of the Ebon Rose sprites.
– Added the following self-made spritework: Mini-Kat sprites, Kat jar sprites, Street thug toy-ball sprite, boxed fuck toy sprite, “coatrack” sprite and some minor misc. stuff like adjustments to Thomulim and the town guard sprites.
– T y p o c o r r e c t i o n s (another metric shit-ton this time around; shoutout especially to DeviantRPGStuff for helping me find ‘em!)
– Replaced the Rose maid outfit in the desert and the Salon sweetie uniform (in the front) with new (way more fitting) spritework!
Another big shoutout to Fimito for making these! ^^
– Restructured the traps in the recall rooms; making them feature the full experience instead of only the sprites/images: Got feedback from people that they would also like to see the text with these sprites, but I reckoned that going the extra mile and recreating the “full experience” there would be even more welcome. As such the entire experience can now also be found in the recall rooms; down the maps/locales used at the trap’s location.
– Since (most) traps are now their own little fail-states, they will be henceforth unlocked on individual basis like the big fail-states: Just like with the “big” fail-states you will need to see the scene once in-game before it’s unlocked in the recall rooms!
– Added new BGMs for Flexilis Kingdom, making the place sound like an medieval RPG adventure as well! ;3
– Removed the following plugins: JKL_PeristentData.js
-Added the following plugins: DK_Globals.js
– Replaced the previous (faulty) persistent data plugin with a new one, which hopefully will do what it’s supposed to do: Which is saving the persistent data (like unlocked fail-states and scenes in the recall rooms) and unlocking options accordingly. The previous one did a good job at this for the most part, but for some inexplicable reason refused to save switch data from time to time. The new plugin doesn’t seem to have this issue, so going forward we’ll be using this one instead. Fingers crossed.
!!! AS SUCH, OLD PERSISTENT DATA IS INCOMPATIBLE WITH VERSION V0.28.1 AND ABOVE. !!! (However a fully unlocked save is provided with this release to mitigate the annoyance caused by this; the file is called globals.rpgsave)
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– Added ~255 new images to the game!
– Added the serving route to Thornvine Estate!
Now all those who rather talk (and scheme) their way out of situation have their own path to follow as well. You can start it by choosing to hold your tongue about Rose during Thornvine’s intro portion, which sees violet turning Kathleen into a “maid-in-training” until she manages to escape! ^^
– Added the first serving task for the above route, which sees Kathleen washing “ponies”! A little mini-game which mostly revolves around Kathleen taking care of Violet’s prized fillies. Careful about handling the fierce ones though, they have a tendency to bolt!
– Added the second serving task to the route, which sees Kathleen giving Primrose a nice massage! Three body-spots to focus on with the goal of giving Primrose a “happy ending”, be sure not to get into her lien of fire though since that can have permanent consequences (read: a fail-state)!
– Added the third serving task to the route, which sees Kathleen being Violet’s personal attendant! Tasked with doing all sorts of menial tasks for her, Kathleen get a full day of doing “normal” maid stuff for once… Though it retains it’s shiny and kinky edge during these events (of course). >;3
– Added the escape event to the serving route! Once Kathleen has found all the things required to escape she can initiate the plan together with Eleanor, seeing the two sneak out of the Estate in the middle of the night. Careful about those roaming Slave maids though! ;0
– Added the cumtank fail-state! Not dodging Primrose’s cum shot will lead into this short bad end, with the main focus of it being exactly as advertised (sex mostly).
– Added the pony fail-state! You can get this one by maxxing Violet’s opinion of you as a maid-in-training, revolves around pony-play (duh) and mind control!
– Added the following self-made spritework: Maid-in-training sprites, pony sprites and some minor misc. stuff.
– Typo corrections (obligatory mention)
– Fixed an issue introduced with the upscaling of the fonts in 0.26.1: Certain letters like “Y” got their bottom partly cut off in the choice/nametag windows. After looking around the answer laid in YEP_COREEngine;  adjusting the line height value allows the font to be displayed correctly again.
– Fixed a small bug in the entrance hall of Thornvine estate: If you saved the game and reloaded during the introduction scene several slave maids would spawn out of nowhere, which should have remained hidden until the cutscene later on that map. It’s fixed now. ^^
Small issue with the Primrose images still being in QUAD-HD size in the POTATO build
– Fixed another small issue with an event on day 1 of the serving route throwing a fuss in a very specific situation
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– Typo corrections (a l w a y s)
– Fixed an issue in the Primrose hide-and-seek mini-game rooms; her combat code was missing the reset script, causing the battle variables to not be reset after fighting her.
– Fixed the text bark at the Thronvine sprite recall rooms, they now display the correct text.
– Fixed a bug at the exit of the combat route; after returning from Thornvine Kathleen’s communicator can now once again connect with Jack.
– Fixed a bug with the glowing orb in the trophy room, wasn’t glowing when it was supposed to.
– Fixed the bug that caused the player sprite to be invisible if they entered the maid fail-state from one of the traps.
– Fixed a bug at the spa room in Primrose’s wing, if the player interacted with one of the doors after clearing the hide-and-seek event they could (unintentionally) retrigger the event.
– Added two more points in Thornvine where Kathleen can buy items/heal up; in both the upper wings of the estate respectively.
– It’s now possible to get back to the lower floor from the east upper wing of the Estate, giving players a chance to get any remaining golden keys.
– Pulled the regional checker for the gas trap at Thronvine slightly more forward, so people are bound to run into it (makes more sense event/chronological wise).
– Gave an option to re-enter the trophy room after escaping, allowing people to get the golden key there.
– Made the warning before the end of the combat route a bit more clear/extensive by also mentioning the golden keys (and the inability to use these after leaving Thornvine).
– Changed the maid font into a different one that is (hopefully) easier to read.
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– Added ~50 new images to the game!
– Added the library trap to Thornvine’s library, together with a puzzle and some more fluff!
It’s a simple puzzle revolving around color-coded books and a certain shiny purple one that seems pretty out of place… Interact with it for a “special prize”! >;D (Also added some more fluff in the form of Violet’s voice recordings, for the immersion factor.)
– Added the trophy room trap to Thornvine’s trophy room! It comes with it’s own little mini-game/puzzle; those of you who’ve played “red light green light” will undoubtably recognize the similarity. ;p
– Added the greenhouse trap to Thornvine! You can find it the lower west wing of the estate. The place is littered with strange rubbery pods, some carrying vague humanoid faces on top of them as well… Better steer clear of those (or don’t, in which case you’ll see just how “captivating” they are)! >;3
– Implemented the rest of the Primrose hide-and-seek mini-game! Two more rooms in which Kathleen needs to hide, together with some more fluff to the entire place (and teasing of one of the planned  fail-states for the serving route). ^^
– Implemented the final few Estate maps for the combat route, together with its ending! This one also comes with a (very small) faux fight against the Estate’s boss, so be sure to try that one out for a one-way ticket to become one of the permanent maids. >;3
– Added the following self-made spritework: Library trap sprites, Greenhouse trap sprites, Trophy room trap sprites and some minor misc. stuff.
– Added the new traps to Thornvine’s recall rooms.
a few typo corrections (will do another big shift-through in V0.27.1).
– Fixed a bug in the cyberon sprite recall room; if the player exited the sequence at the 3rd sprite it would not make the player sprite visible again, leaving you stuck with a “phantom” Kathleen.
– Fixed a bug at Thornvine’s outside entrance; if you’d save there and reload it at a later date, a doppelganger Kat would be standing in front of the door, blocking your progress. She’s now banished to the shadow-realm (so the bug’s fixed). ;p
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– Typo corrections and fixed some broken text color commands (inside the message boxes).
– fixed a tiling issue at the new gateways; the tree allowed Kat to climb upon it. Now that’s no longer the case.
– Fixed some tiling issues at the library; now Kathleen can’t jump onto tables anymore (bad Kat, BAD! 😡 )
– The Slave maid fight inside the recall rooms was busted; instead it called forth the street thug recall fight. It’s fixed now.
– Fixed the busted transfer back to the recall rooms; after watching the Slave maid recall scenes.
– Was an issue with the cutscene that plays if the timer hits zero in Primrose’s room; if the player stood in her path Primrose would freeze and the event wouldn’t continue. Fixed it. ^^
– Potato specific: Battle status hud was busted; fixed it.
– Made both Lysi and Primrose just a little bit beefier; to make them less of a cakewalk when the player’s hit the upper level-cap (6).
– Added some fluff text to the library’s secret passage exit; to make it clear the player cannot enter from there (yet).
– Added a sperate option to Lysi’s recall room events; allowing the player to directly play the faux battles inside the fail-state (without having to review the entire scene).
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– Added 650+ images to the game (dear lord), bringing the total to about +/- 3500 now! ^^
– Added some more story progression:
A short scene between Kathleen and Jack, together with a certain “problematic” event that leads Kathleen into the below VR-world!

Thornvine estate:
– Added the first in-between VR world: Thornvine Estate!
Meant as a smaller more “one-shot” type of thing compared to the “big” VR-worlds (like cybercity and the Desert), it takes place in a certain Victorian-era estate from which a very haughty woman hails from… Rubber maids abound! >:3
– Added the intro sequence to the above VR-world: In comparison to the other VR-worlds, this one also plays much more linear, and also doesn’t have a “hub area” for the player to return to. Instead the VR-world will split into “combat” and “serving” paths, the combat path being the one implemented in this update (the serving path being implemented in V0.27.1).
– Added about ~70% of the combat path: It goes all the way to the first room of the Primrose “hide-and-seek” mini-game. There are some place holders here and there (mainly the traps), but these will be added shortly (together with the last bit of the combat path) in the coming 2-4 weeks. ^^
– Added a mini-boss to Thornvine Estate: One of Rose’s sisters called Primrose! A bubbly and worry-free girl, she could actually be described as a pleasant person to deal with, were it not for her insane libido and “extra thing” she’s carrying underneath her skirt. Be sure to try and avoid her if you don’t want to end up as her new “Fuckpillow Princess”!
– Added a fail-state for the above mini-boss: It revolves around bimbofication, futa and amputee; with Kathleen being turned into a literal fuck-pillow for Primrose to use! (Although the amputee stuff is without any gore, and the lack of limbs is being explained in-game by portal rings.) An option to skip this fail-state is provided before it plays (for those who really dislike such content). Comes in both Con and not-so-Con flavors!
– Added the Slave maid regular enemy to Thornvine Estate! Prowling the hallways of the Estate, these rubber clad dolls would love nothing more than to capture Kathleen for their Mistress… Which leads into the playable fail-state described below!
– Added the following custom spritework, graciously provided by Tonkatsu!: The Slave maid sprites; both Violet and Primrose’s versions.
– Added the following self-made custom spritework: The Violet Blackmond sprites and some minor miscellaneous sprites.

Slave maid playable fail-state:
– Added the Slave maid playable fail-state!
It features Kathleen being transformed into another faceless Slave maid; you can wind up in this one by losing to the Slave maid regular enemy inside the estate. (As always be sure to make separate saves during this bad end; since these can’t be used to continue the normal game!)
– Added the intro scene to the playable-state! Featuring a haughty Violet gleefully putting Kathleen into the Slave maid suit, together with some extra things. Comes in both standard (Con and not-so-con) flavors! ^^
– Added the first task during the playable fail-state: Cleaning duty! No maid can truly call itself one without having to duster some room décor from time-to-time after all. Be sure to provide any guests you meet during this with some “room service” as well! >;3
– Added the second task during the playable fail-state: Ballroom service duty! Taking place during one of Thornvine’s (many) wine parties, maid Kathleen will expected to serve guest drinks and anything else they desire…
– Added the third task during the playable fail-state: Personal attendant duty! This task sees maid Kat serving her new Mistress directly, doing all sorts of tasks throughout the day to please her new reason for existing. :3
– Added the mirror room end-day event! At the end of each day Violet will evaluate Kathleen’s performance as a new Slave maid, with either a reward or punishment depending on her performance! (There’s also a “special prize” if a resistant Kathleen manages to stay above 75 personality during all the three tasks. >;p)
– Added a progression mechanic to the above events: Personality! It works largely the same as the meter during the Salon Sweetie playable fail-state: The more Kathleen acts according the suit’s expectations, the less she’ll be able to resist and the more her mindset adjust to its new reality… Better keep that meter high! (Or don’t, I’m not the boss of you. Mistress Blackmond is. )
– Added a body expension mechanic to the above events: It’s directly tied to the Personality meter; the lower the meter gets the more Kathleen’s body starts to conform to “standard” Slave maid size…
– Added the end scene to the playable fail-state:  It takes place many years after the playable portion of the fail-state, and sees the Kat maid being “retired” after many years of faithful service… Revolves around inflatable sack bondage, large insertions, rubber sinkholes and entombment! (Also comes in both Con and not-so-Con flavors.)

– Corrected some typos (the ride never ends).

– Decreased the .webm quality conversion rate from 95% to 92%, to further cut down on image size and prevent excessive file bloating. Did this to all previous in-game images as well. (Visible difference between the different ratios is almost invisible; while conversion rate is 7-to-1 on the biggest image files (going down from 7mbs to 1mbs).)

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– Added a skill to struggle in the handmaiden/test subject bondage outfits on the 2D overworld map!
It’s given at the start of these serving events (and taken away at the end once Kathleen’s free), but allows Kathleen to struggle (futility) in her bondage whenever you wish during these events! ^^
– Potato-specific:
Latest build contained a bug that caused the status bar during battles to disappear, causing people to be unable to see how much HP, AP and SP Kat still had. It’s fixed now. :3
– Fixed a bug in the recall rooms nexus room; the menu of the green crystal wasn’t able to close (it now is).
– Added an option to skip the hooded handmaiden animation inside the pyramid (was still missing, big sorry).
– Fixed a (small) issue in Jack’s dialogue, returning to him after clearing the second VR-world would cause some issues in his dialogue branching. It’s fixed now. :3
–  the AP & SP reset that happened after each fight has been removed
– Upped the Lysi livestream work event rewards; you can now get 275-325 credits for the first livestream, 475-525 credits for the second one and for the third between 625-675 credits. Should make it more rewarding to do those livestreams (compared to serving Rose in the desert).
– Added an improved version of the emergency measures upgrade to buy from the cybercity trader’s inventory.
– You can now still get into the yellow goop boss-fight after solving the riddle in the forgotten corridor at the pyramid. This might cause some minor weirdness with older saves (the corridor unlocking even though it was already unlocked), but nothing beyond that. ^^
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– Added 300+ new images to the game!
– Added the boss fight of the cybercity VR-world!
Help SOPHIA test out her new shell in a three-stage battle, be sure to stock up on items and levels, since this can be a though battle! >;D
– Added the boss fight fail-state! If Kathleen doesn’t manage to defeat SOPHIA in the boss-fight she’ll instead be used for different purposes… Which entail seeing Kathleen turned into a special type of sex doll during a multi-stage “conveyor belt” transformation sequence! (Plus also a nice “epilogue” scene showcasing the usage of such doll) >;3
– Added an option to revisit SOPHIA after either submitting to or fighting her. Careful about asking to battle her a second time though; since she’ll NOT hold back in that one!
– Added the end of Cybercity’s “side-quest”, in which Kathleen delivers the metal briefcase to Lysi! This in turn will cause Lysi to lure Kathleen to the sex shop’s basement… where an interesting event is waiting for her!
– Added a small event showcasing the bitch choker 2! You can find it in the sex shop, can’t miss it! ;3
– Added the Lysi mini-boss fight! Opting not to play along with Lysi in the above event will trigger her mini-boss battle, which sees Kathleen squaring off against the chromed up redhead!
Added the outcomes for the above events! You can either play along with Lysi (con-path), or try fighting her (and potentially triggering the non-con path if you lose). If you win Kathleen gets to be top-dog for a change, resulting in a hefty dose of karma for Lysi! >;3
Added the Lysi fail-state! Submitting or losing to Lysi after delivering her briefcase sees Kathleen whisked away to become her new “punching doll”… Kinky fighting abound! This also comes with two small faux-battles, which will be from either Kathleen’s or Lysi’s perspective (depending if the players on the con or non-con route). Be sure to try and survive for all ten round to win a “special prize”! >;D
– Added a new special item which will allow Kathleen to pass the gas trap inside the factory, bypassing SOPHIA entirely! It can be found at Lysi’s after coming into contact with said trap, though the fierce redhead doesn’t sell it cheap…
– Added a new epilogue aboard the prison ship! A short scene in which the sisters are confronted with a prisoner who managed to get into two simulations before getting into her fail-state… You can get this epilogue now by netting a fail-state after entering cybercity for the first time!
– Added new self-made spritework: Mannequin wearing the bitch choker 2 in Lysi’s shop.
– Fished out another metric shit-ton of typo’s and grammar issues, this time mostly from content inside cybercity. Shout-out to DeviantRPGStuff for once again being so through! ^^ :100:
Fixed a bug in the desert VR-world boss fight; the JAMMER item wasn’t yet added to her code, causing it to do nothing and just float around in the code. Now it still does nothing but actually gives a message about this (plus deactivating the “floating code” in the background). :3
– Fixed a niche/hard-to-get bug in both cybercity alleyway “dungeon” maps: If the player came into contact with the sparkling tiles leading toward the police station/docks, they could be potentially soft-locked by a chasing enemy, since the sparkling event would try to make them walk in the direction of the blocking enemy, and not end the event before completion of this.
– Fixed the beach tiles of the oasis at the desert VR-world; Kathleen can longer walk over water (thus disabling her discount Jesus powers from now on… Sad face ;_; ).
– Kathleen can no longer use drugs when she’s inside a capture stage/sequence.
This would cause Kathleen to suddenly escape the capture stage, inject herself with the fun stuff and then immediately teleport back into the capture stage. Funny but not intended. :’)
– Changed the playable fail-state inside Salon Sweeties, to take into account the outcome of winning Lysi’s mini-boss battle. As such if you’ve beaten Lysi you won’t be seeing her in there trying to blackmail Anne!
– Replaced the old gas image overlays used during the maid-suit and police drone battles with new volumetric based ones.
– Added new rubber SFX to the game; some of which used in the newly implemented events! Also really need to implement these in older events for more rubber sfx variance…
– Added a new custom battle BGM for Lysi’s mini boss battle; done by the great mistress Lu! ^^
– Added a sparkly overlay on the metal briefcase to make it stand out more.
– Players can now talk with Jack in the nexus as usual (next version pop-up was blocking this). :’)
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– Added 350+ new images to the game!
– Added the boss of the cybercity VR-world! You can find her inside the depths of the factory… And as with the boss in tomb VR-world there will be 3 ways to get past her, with the first one being implemented in this update (see the header “test subject side-quest” down below)!
– Added two new fail-states into the game! Both connected to the side-quest mentioned in header below; maxxing out either S.O.P.H.I.A.’s anger or interest will result in an unescapable bad end! :0
– Added the first two “full 3D” animations to the game! A short struggle animation seeing either an angry or happy Kathleen struggling away in her test subject outfit! Plan is to add more of these small animations into the game going forward; although they’ll stay rare/infrequent. ;3
Test subject side-quest:
– Added the entire boss’s side-quest! In this side-quest Kathleen will be “serving” the cybercity VR-world’s boss a test subject for 3 days, in the hopes of garnering enough goodwill to let Kathleen be on her way! Being the first of three (planned) ways to get past the cybercity boss, this one revolves around submitting one-self to the whims of the malevolent “Divine mistress”!
– Added two new fail-states into the game! Both connected to the side-quest mentioned in the previous point; maxxing out either S.O.P.H.I.A.’s anger or interest will result in an unescapable bad end! :0
– Added the second part of the factory; the R&D wing! It’s the place were the test subject events will play out. It’s an hub-area much like the inner sanctum inside the pyramid, so a place to mingle with your fellow test subjects in between all that testing! ^^
– Added kinky night events for the nights spend as a test subject! As with the boss’s side-quest inside the pyramid; Kathleen will be spending the nights inside the R&D wing in some quite interesting places/positions…
– Added the first day’s task of the test subject side-quest; navigating a kinky rubbery maze whilst under the influence of “experimental chemicals”! Just be sure to avoid any kinky traps and keep that lust meter under control, you’ll be fine… Probably. >;3
– Added the second day’s task of the test subject side-quest; arena combat against two other test subjects! Be sure to talk to them beforehand; as not all battles have to be won with force… (or don’’ and beat their asses, I’m not the boss of you. Divine mistress is.  )
– Added the third day’s task of the test subject side-quest; finding the hacker amidst the test subjects! There have been some signs of a test subject trying to escape, and the boss wants Kathleen to investigate who it is…
– Added new self-made spritework for the above locations and events: Rubber outfits for the test subjects, rubber padded tiles, S.O.P.H.I.A. sprite(s), gooped test subjects and some other minor things (gooped flooring, wall decals etc.)
– Corrected a metric shit-ton of typo’s and grammar issues. Shout-out to DeviantRPGStuff for being so thorough! ^^
– Fixed a bug at the bridge area inside the cybercity factory; when giving the wrong answer the text inside the answer box didn’t reset; causing a soft-lock for some.
– Fixed a bug in the nexus hub; removed an (unintended) invisible blocker on a walkable tile.
– Added some subtle environmental lightning to the interiors of the desert world’s camp tents.
– Added new back ground music for the RND section of the factory; made by of Mistress Lu! ^^
– Fixed the linux build of No escape, making it work natively for Linux machines again, instead of users having to resort to Windows emulators like Wine for making it work. It turned out that waaaay back (during ~V0.17.1) I accidentally replaced the nw.js of Linux with the Windows one during the update of the nw.js; causing the Linux builds to have windows runtime packages, and not the native Linux ones. How this has been flying under the radar for so long I’ve got no idea, but going forward the Linux versions of No escape will once again be usable for Linux machines without having to use Windows emulators (like Wine). Important to note with this is that you’ll still have to manually flag all executables within the folder as executables!
– Changed the persistent save system a bit and made it “force” a save of the persistent data every time a persistent switch is set. There have been reports of persistent switches not triggering properly and thus stuff not unlocking in the recall rooms when it’s supposed to, so hopefully this will fix those issues…
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– Typo corrections (no update shall be without one!!!)
– Fixed some tileset issues around the pyramid; Kathleen can now walk where she should and not anymore where she shouldn’t.
– Fixed a soft-lock inside the traders tent: If you either fight goddess or bypass the metal spikes with the maid boots, then continue on to the next VR-world, and afterwards go back to the desert VR-world to go inside the traders tent for the first time, you got soft-locked because the trader’s intro event still fires, but collides with the new trader inside the tent, thus preventing progression.
– Fixed a soft-lock in the bandit capture sequence code; which would give a black screen if Kathleen got capped 2-3 times regularly.
– Kathleen now recognizes Fara in Cybercity, if she’s “only” met her whilst serving goddess on day 3 of her side quest.
– Kathleen now makes note of the fact that Fara’s suddenly in the desert world if she’s only met her in the cybercity one, although this (of course) quickly gets brushed off…
– Stabilized the “movies” inside the game (for now only the struggle animation at Goddess during her intro) to (hopefully) reduce the amount of freezes some experience at this part. Also added an option to skip these animations (if the issue persist).
– RPGMaker MV apparently can (and often does?) silently use people’s internal GPU’s instead of their dedicated “strong” ones, potentially causing a choppy frame-rate even though the card should easy be able to carry a game such as this. I’ve added a line of code in the package.json that forces the game to ignore the GPU blacklist, which in theory should make it opt for the stronger GPU instead of the weaker internal one. For Nvidia users the fix will be a (super) little work on your end; see point 6 in the troubleshooting manual!
– Adjusted the graphics of the new QTE arrows a bit, making them brighter and easier to see.
– Added a extra hint to the treasury door; if Kathleen has served/”fought” goddess she’ll now hint that she might be the one that can open the door.
– Removed the blue indicator circles from the recall rooms; they confused people a lot of “missing” something in the desert VR-world when there was just nothing implemented there yet (before the rubber guardian jackall). So from now on it will be a surprise as to how many events the world will contain. ;3
– Removed the exit-lock towards the portal that prevented the player from leaving the tomb VR-world when they bypassed the metal spikes with Rose’s maid suit heels, forcing them into a fight with the maid suit before progressing.
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– Added 150+ new images to the game!
– Gave the entire desert VR-world a new coat of paint; replacing the old tile-set with an entirely new one! Be sure to check it out as it has changed the aesthetic of the desert world significantly.
*The new tileset is as much as an one-on-one replacement I could make it; to reduce the chances of players getting stuck inside a wall (or other things) when porting old saves from inside the desert. Try using saves made outside of the desert VR-world as much as possible. If you do get stuck do not fret, since there’s a pretty easy fix: Take note of your surroundings in the new version, move Kathleen to a place (in the old version) where she wouldn’t be stuck/clipping in the new version’s wall/item, and afterwards port the “adjusted” save to the new version. I apologize for the inconvenience! ;0
– Gave the yellow goop mini-boss a small overhaul! Cleaned up the entire event and implemented new sprite-work. Also expanded the goop fail-state (inside the pyramid) with some small “struggle animation” sprites (like the ones introduced in the previous update). ^^
– Extended/expanded the rubber golem fail-state with a long overdue sex scene! Finally showing off the hot action golem Kat receives at the rubber golem barracks. Also added some more SFX/polish to the entire fail-state to give it a bit more flavor. ;3
– Added the guardian jackal mini-boss, fail-state(s) & treasure room to the pyramid! To access it just have a chat with Goddess after either serving/fighting her and ask for some more help with getting through the simulations. (You can exchange the dagger for something more useful at the trader’s tent in the base camp!)
– Added new self-made custom sprite work to the desert VR-world: (Finally) replacing the placeholder rubber statues in both the forgotten corridor and throne room with “proper” (read: squeaky and sexy) sprites. Also made custom sprite-work for the rubber kitties in the “playable” bandit camp fail-state (see the header bandit camp below), and some other minor things (gooped gate, tile-set adjustments tec.)
Bandit camp:
– Added the desert bandit camp to the desert VR-world: You can access it by getting captured by the bandits or walking into it from the desert. Be careful with the latter because the bandits don’t mind easy prey walking into their territory, and Kathleen isn’t equipped to deal with more than one at a time!
– Expanded the desert bandit’s fail-state into a playable one, making it the second “playable” fail-state of the game! Experience life as a brainwashed rubber bondage kitty, doing (sexy) kitty things and not slacking off in the tent’s shade all day like real cats do.
– Added three different day tasks to the bandit’s playable fail-state! Hunting toy mice, “servicing” bandits and delivery duty!
-Added two rewards and two punishment scenes for succeeding/failing the above tasks! The punishment scenes see kitty Kat either in the “BOX” or “CAGE”, whilst the reward scenes consist of either dildo play or face sitting!
– Changed/expanded the desert bandit escape sequence into a “sneaking” mini-game! Now you actually have to sneak out of the bandit camp to continue Kathleen’s quest. ;3
– Rose can now be found inside the desert bandit camp after she’s been sold to them! However she’s got some quality “attitude adjustments” since arriving, so you might have some difficulty recognizing her underneath all of that rubber…
– Moreeee typo corrections.
– Fixed a nasty bug inside the tutorial fight that caused the tutorial to run wild during the explanation of the QTE/capture mechanics; resulting in a (way to quick) fully captured Kathleen!
– Re-aligned the naked Kathleen & Jack portraits.
– Locked some of the “new” level 3+ skills during the maid-suit fight.
– Fixed the stealth/hiding aspect of the areas filled with common enemies; making hiding a lot less obtuse when trying to sneak past these enemies. Areas in which the enemies aren’t supposed to see you (sideways and such) now actually prevent the enemies from spotting you, as it turned out the base chase plugin I used before didn’t prevent enemies from seeing you through walls… Do note that standing on spots where the enemy gets very close (like corners) does allow them to see you, as shown in the example below:
(Red cross = The enemy can still see you. Green checkmark = you are hidden.)
– Adjusted the desert bandit’s Line of Sight; making it slightly longer & larger.
– All previous “mini-bosses” (yellow goop and maid suit) now have (and use) a special (one-time) attack during their fights (akin to the security drone mini-boss introduced in the previous update). This should spice up their battles a bit and set them more apart from the “common” enemies.
– Rebalanced the yellow goop mini-boss; making it slightly more challenging.
– Added a sun-glare-bloom effect to the outside locations in the desert world; making the whole place look as hot as it’s supposed to be! ;3
– Replaced the “thirty horses” riddle inside the sphinx with another (less obtuse) one from the Hobbit.
– Escaping the golem capture sequence now transfers Kathleen to a more fitting/logical place instead of “magically” teleporting her back to the start of the crypts (with no apparent way as to where Kathleen came from).
– Updated the gateways with the new tile-sets to make them more in-line with the aesthetics of the world found within.
– Added a small (more obvious hint) in the factory’s offices as to what kind of “code-phrase” to use on the security bot at the transport line.
– Added various new rubber SFX in the new events; giving more variation in these (very important) sounds. (Might retroactively change/add these sounds to older events as well.)
– During playable fail-states auto-save will henceforth be disabled; to prevent soft-locking people’s auto-saves.
– Restructured part of the goddess dialogue when you revisit her and added an option of asking her to take you as a devoted handmaiden (if she’s given you the option after serving her).
– Re-aligned the icon-set and gave the QTE arrows & bar a small overhaul.
– Gave the enemy’s health bars a small revamp; custom-made by yours truly and now they’re colored to the enemy’s “type” (red/orange for humans, blue/cyan for robotics, purple/pink for rubber creatures). This should help make it more clear what they’re strong/weak against concerning items/attacks.
– Kathleen will now no longer ask goddess about Rose’s amulet if Rose’s already been given said amulet.
– The worker that takes over Fara’s tent will no longer say he was put there by Rose, if she’s already been sold to the desert bandits.
– Kathleen will no longer remark when entering Goddesses throne room for the first time that she should’ve taken her chances with the metal spikes, if she’’ already done so with the maid suit boots.
– Added new plugin(s): Olivia_BrightEffects.js, YEP_X_EventChaseStealth.js, CaeF_YEP_EventChaseStealthFix.js
– Restructured some lingering spaghetti code/mislabeled images in the tomb/nexus area(s).
– Renamed some ancient image assets to better organize the picture folder.
– Removed some unnecessary Rpgmaker MV base images (like the SV-actors and unused faces) from the game files.
– Rebuilt both Rose and Fara’s old dialogue system (heavily outdated; spread over multiple events) into the current centralized (and cleanly coded) common event dialogue system.
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– Typo corrections.
– The security drone will now wait healing itself until Kathleen is out of its capture attack.
– The new (locked) door inside the recall rooms (cybercity) is now no longer set to above; meaning players can’t squeeze underneath anymore. >;3
– There was a bug in the offices that caused the auto-save system to not work properly on “old saves”; causing a soft-lock when sometimes making a save there. I’ve fixed the issue in the offices and also made another change to the auto-save system (see the header “AUTO-SAVE SYSTEM” below).
– Adjusted the product optimization rooms slightly so they feel slightly less cramped.
– Added the incrediball trap sprites & images to the cybercity sprite recall room.
– The auto-save system no longer saves on menu opening/closing. It was causing issues in the offices due to the many parallel events found there, and with the recent performance fix (and follow up on people who had major performance issues (game freezes) to confirm that the fix seems to work,) I’ve decided to stop it from saving on menu opening/closing. (The auto-save system still saves when switching maps/being in “long” cutscenes as it did before, if using a compatible save and opting to use the auto-save system.)
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– Added 350+ new images to the game!
– Added the first part of the sex toy factory! You can now enter it through the side entrance, but beware since there’s many dangers lurking inside… and getting out might not be immediately possible (since it’s a pretty big place)!
*Added the conveyor belt enemy: A small battle that’s mostly focused on getting out of the machine’s grab. It’s easily found by taking a wrong belt at the processing halls…
*Added the vacbed escape sequence: You can find this one by losing to the above enemy, shoutout to Rubbutts for writing the base dialogue and plot for this sequence! ;3
*Added the assembly line fail-state: You can get this one through three different ways (traps/perils), one of those ways being the sequence above!
*Added the security drone mini-boss! An “optional” fight (two ways to trigger it) with an enemy that has a trick or two up its sleeve!
*Added the security drone fail-state: Attainable through losing the security drone mini-boss fight!
*Added the “incrediballs” trap! Those who’ve seen the movie “The Incredibles” know exactly where the inspiration for this one came from…
*Added the “toy-ball” trap! Found inside the left room of the “product testing” section of the factory; just try picking up that strange rubber ball lying behind the observation window… >;3
* Added the “MM-7” trap! Found inside one of the rooms in the “product optimization” part of the factory. To activate it just hit “yes” on the computer and stand on that totally-not-suspicious-looking pad behind the glass…
* Added the “hypno-headset” trap! Found inside the right room of the “product testing” section of the factory.
*Added custom sprite work for the security drones; done by the great Tonkatsu! ^^
*Added self-made custom sprite-work: conveyor-belts, factory machines, rubber goop balls, Kat pelted by rubber goop balls, Kat stuck inside a rubber “toy-ball” (with animated “struggling” sprites), Kat processed by the “MM-7” machine, hypno headset and more!
– Typo/grammar corrections as with every release. :3
– Fixed a bug in the street thug alleyways; if you won from the thug trying to break into a building you had to fight her each time you entered the alleyway until you lost.
– Fixed a pretty hard to get soft-lock bug: If the player was serving as a handmaiden on day three and attempted to retrieve rose’s necklace the couldn’t pick it up nor leave the room. Kathleen still can’t pick up the necklace but can leave the room (to come back on a later moment). ;3
– Fixed a bug inside the pyramid; in which spending the third night in goddesses room would max out her interest (instead of +1).
– Replaced the previous “robotic” font with a different (smaller) font to prevent any word/sentence cut-off issues. (The new font also looks nicer I.M.O. ;3)
– Tuned down the volume  of menu sfx across the board (to make them more in synch with the general quieter SFX throughout the game).
– Added the “noliton radar” upgrade to the desert VR-worlds trader’s (upgrade) inventory.
– Police station fail-state: The tongue-licking scene inside the police chief fail-state is now loopable by option (like most other erotic loops)!
– Police station: Added an option to not mess with any of the wires inside the “de-rubberfier” pad.
– Implemented a fix that takes care of a particular nasty bug inside rpg_core.js that would cause random untraceable freezes. (Skipcount wouldn’t check  negative values below 0.)
– Restructured the outdated switch-system used in the capture sequences during battles into a variable-based one. Key reasons for this are that it’s easier to use and required for something in the upcoming quality of life update. I’ve been very careful implementing this, but it was a lot of code; so if you spot any bugs in the capture sequences of the enemies; please report them to me!
– Added new plugin(s): YEP_GridFreeDoodads.js
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– Lotta typo/grammar corrections.
– Fixed an issue with the 3rd time capture event; wasn’t set on auto-run.
– Added gulping SFX to the fifth option of Lysi’s fail-state. ;3
– Most shopkeepers now make a mention about the free-movement pass when returning from the overpass (but before Kat has acquired one from Lysi).
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– Added 310+ new images to the game!
– Added the second part of the new VR-world!
You can now progress all the way to the entrance of the sextoy factory, although the front door seems pretty secure.. (hint: maybe there’s a side entrance around. ;3)
– Added the second “dungeon” area of the new VR-world; more dark and dangerous alleyways!
– Added a new common enemy: the police combat drones!
They’re robotic based enemies that have two status attacks this time around. >;3
– Added the police station escape sequence! A twist on the regular escape sequence in that this one requires you to complete an (albeit pretty easy) timed mini-game! (As a result the submit option won’t send you directly to the associated fail-state this time, but you can always let that timer just run out…)
– Added the police fail-state associated with the above two events!
– Added the Lysi work event(s)!
Mini-game(s) that has you struggle out of various degrees of bondage in front of a livestream! Also pays better than scooping ice over at Anne’s! ;p
– Added a fail-state to the Lysi work events!: To find it just opt to do an extreme livestream for Lysi and enjoy the show. >;3
– Added an auto-save function to the game!
This will automatically save the game to its own slot when moving from one map to another, opening the in-game menu, after winning (or surviving) (mini) boss battles and sometimes during very long cutscenes.
The system however isn’t compatible with saves from before this version. Not to worry; the game can still be played with your old saves; they’ll just have the auto-save system disabled by default. Making use of the new auto-save system thus requires a fresh save (new game). There is a save file provided in the master post of this update over at FANBOX/Subscribestar that picks up at the end of the V0.20.1 content; it’s up to you if you want to use it.
If you make use of the auto-save system remember to keep making manual saves from time to time! Relying solely on the auto-save feature can soft-lock you into playable fail-states for example; so be smart and save regularly in the manual save slots!
– Being restrained by an enemy now disables usage of damage items as well!
Meaning for example that if you’re caught in the street thugs handcuffs you can no longer toss grenades, bombs or darts at them! >;3
– As always a metric fuck-ton of typo/grammar corrections. ;p
– Fara no longer sells two instances of the same upgrade (disruptor edge) at the pawnshop. On the flipside she now sells the upgrade that she was supposed to (hypernerve threading mark II).
– Winning a fight against either the rubber golems or the desert bandits now properly resets the amount of times you can lose against either of them (back to 3 chances).
– Talking to one of the police drones would send you running straight into a metal fence; it doesn’t do that anymore. :’)
– The auto-pathfinding of rpgmaker MV shouldn’t try sending you to the back of the counter of either the clinic or the sexshop when trying to chat with their owners respectively (thus making it harder to initiate to dialogue with either of them).
– Fixed the mr. Blue fight in the recall rooms causing him to not do anything (was a missing switch for some older saves).
– Fixed a hard-to-get bug that would cause you to start a battle with the struggle skills unlocked (even though you weren’t captured at that point).
– Fixed an missing-switch issue with the one of the spike traps in the crypts at the tomb VR-world.
– Fixed the music in Rose’s tent after the maid-suit battle (was louder than the rest of the desert background music).
– If you meet Fara in Cyberon city for the first time (but never in the tomb VR-world) Jack will still make a mention that something feels off about her. (Can cause some weirdness in that the event fires when entering main street fort the first time after this update (under certain conditions), nothing game-breaking though!)
– Added item colors!
All items will henceforth be color coded to give a better impression as to what each item does.
Revamped the save menu! It’s now possible to make up to 24 manual saves and you can load them directly from the in-game menu (instead of having to go back to the main menu)!
– Added an (incredibly overdue) in-game credits page! You can find it in the main menu. ^^
– Lysi’s sexshop now has its own background music.
– Made some small changes on the cybercity maps so it’s more clear where can(‘t) walk. Also added a storm drain to the entry point’s side-street which I will definitely not use for a future shortcut from the factory.
– Added a small change to the street thugs that initially block the short cut from main street to the overpass; when talking to them for a second time the now have a different way of telling you to get lost. ;3
– Re-organized Fara’s upgrades in the shop window.
– All the e-blade energy-projectors now slightly increase your total damage output as well. 
Makes them a bit more beefy which is warranted for the (big) price you pay for them.
– Upgraded rpgmakerMV pixi.js from 4.5.4 to 4.8.9; hopefully further increasing game stability/performance.
– Scriptor managed to rub his two whole braincells together; finally able to properly compress the game’s images without any noticeable quality reduction.
This will drastically reduce the size of the game, which in turn will make it hog up less space on your drive and makes downloading of the game a lot faster (since it’s a smaller file). Possibly improves performance as well (big maybe but still).
– Added new plugins: YEP_ItemCore.js, YEP_X_ItemRequirements.js, YEP_SaveCore.js, FELSKI_AUTOSAVE.js, YEP_CreditsPage.js
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– Fixed the soft-lock that happened when trying to ask Jack about what to do next using the communicator.
– Fixed the missing messages of Jack about what to do when using the communicator.
– Fixed using the shortcut from the main street by walking back all the way through the alleyways back to main street instead of using the shortcut.
– Fixed missing recall room door if you hadn’t yet progressed beyond the desert VR-world.
– Fixed some errors in Rose’s dialogue once the player returns from the pyramid.
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– Added a whopping 355 new images! (Bringing the total amount of images to 1277)
Added the first part the second VR-world; Cyberon city! You can find the gateway in the same room as the one for the desert VR-world inside the nexus. Talk with Jack after activating the breach in the first VR-world to unlock it.
– Added the hub area of the second VR-world with new NPC’s:
*A doctor that sells medical items, combat drugs (new mechanic; see combat changes) and provides a place to heal.
*A pawnshop clerk that sells all sorts of general items (give her my regards)!
*A sex shop owner that acts as this worlds “quest” giver and will provide a place to work in the future (V0.21.1). (Shoutout/thank you to Lu for playing the role of Lysi! ^^)
– Added the first “dungeon” area of the second VR-world; the alleyways!
– Added a new common enemy: the street thugs!
You can find them skulking around in the alleyways.
– Added both the capture sequence and fail-state of said street thugs!
– Added custom sprit work for the Sweetie Dolls; done by the amazing Tonkatsu! ^^
– Added (rudimentary) self-made custom sprite work for the NPC’s/general area in the cybercity VR-world
(the blue laser grid, street thugs/NPCs and the Salon Sweetie’s sign being examples of this).
– Added custom sprite work for Anne; thank you T.bot for making them ! ^^
– Added 14 new items:
New food stuffs, combat items, item to escape an enemies grab, medical items, combat drugs etc. you can find it all spread over the shopkeepers in the cybercity hub area (and hidden in suitcases spread around the place).
– Added 4 new upgrades: You can buy them at the pawnshop, more upgrades will be added in the next version (V0.21.1)!
Salon Sweeties:
Added Salon Sweeties; a totally unsuspicious ice cream parlor owned by Anne. You can find it in the hub area of cybercity. Besides selling delicious ice cream you can also work there for an extra buck… Careful about getting too close with the bubbly owner though! >;3
– Added a work event to the front of Salon Sweeties. It’s very similar to working in the bar tent of the desert VR-world; only this time ice-cream themed! :3
Added the game’s first “playable” fail-state; it’s obtainable by working a few times at Salon Sweeties and picking up Anne’s offer for one of her special coups. Be sure to save during the save-prompt because there’s no way out of that fail-state afterwards!
Added B.E.S.T.I.E: Kathleen’s best-es friend during her time in the Salon Sweeties fail-state!
– Added a new mechanic tied specifically to the Salon Sweeties fail-state: PROGRAMMING!
It’s the measure of brainwashing Kathleen has experienced during the Salon Sweeties fail-state; with each “willing” action slowly increasing the meter. The higher it is the more Kathleen will act conform Anne and BESTIE’s expectations, going as far as locking off choices Kathleen can make during the fail-state! There’s no way to lower it either, but if you manage to keep it under 25 eventually BESTIE will notice this, opting to go for a more… Direct approach during one of the “rest-periods”. >;3
– Added “rest-periods” in the sweetie dorms: Fun sequences with the main course being POV brainwashing sessions with BESTIE!
– Added three different repeatable shifts during the Salon Sweeties fail-state. They are mini-games ranging from serving ice cream to patrons, “fighting” spills and providing lewd services for the patrons!
– Added a small faux battle for “fighting” spills during one of the above shifts. Be sure to get that floor nice and clean! ;3
Added a lengthy outro/end for the Salon Sweeties fail-state; it unlocks once you’ve worked 3 shifts during the Salon Sweeties fail-state, henceforth available after each “rest period” in the sweetie dorms. Viewing it will send you back to the main menu so be prepared for that!
– Introduced a new damage type: electrical damage!
Very effective against robotic based enemies, which will be abundant in cybercity!
– Introduced new battle mechanic: Overdosing! Kathleen can now buy drugs from shopkeepers that give strong buffs during the battle. But beware: they have the nasty side-effect of raising Kathleen’s lust, so using too much at once can send her into an uncontrollable frenzy, making her fap all the way down to 1 HP!
– Being in a capture sequence of an enemy now disables inventory access, it’s given back once you’ve escaped the enemies capture!
– Fixed a visual bug in the hallway close to the inner sanctum; the doors refused to open when the handmaiden first comes from the inner sanctum.
– It’s no longer possible to pick up the necklace/amulet on during the third day of being goddesses slave.
Added a new suit utility upgrade that allows you to see the enemies line of sight. Granted it’s not exactly 100% waterproof; but staying outside of it or hiding behind walls should prevent enemies from spotting you. This makes sneaking past enemies easier and less intuitive.
QTE events now have a warning just before they’re about to start. It’s to prevent players from accidentally hitting the wrong button because they weren’t expecting said QTE event. No worries about skipping through the warning either because the animation is hard-coded to be un-skippable even when holding down the skip button! (default skip-button = Z)
– Re-organized the recall rooms: The nexus recall has been placed in front of the desert VR-worlds one so it’s more clear it can be entered as well. Furthermore all unlocked/open recall rooms will have an open door sprite to make it clear what can be accessed and what not. If you’re using a save that has you currently standing on one of the recall room maps you’ll need to exit and enter the room again for the maps to be updated!

– Revamped the shop windows (thanks to T.bot for pointing me towards the plugin! ^^)

– Re-cut the original gag moans; they should be a tad bit crisper now. ;3
– Added some new SFX for the new VR-worlds events; including new gag-moans (sorely needed), zipper sounds, air compressors and metal clicks!
– Added some new BGM for the new VR-worlds locations!
– Added some new fonts for the Salon Sweetie fail-state.
– Removed the clapping SFX from picking up Rose’s amulet (found it just a tad too silly).
– Changed and adjusted the volume of the win and defeat battle sounds; they were way too loud and not really fitting to the game.
Added new plugins: HIME_ConditionalChoiceText.js, YEP_RegionRestrictions.js, TDDP_NoFastForward.js, YEP_ShopMenuCore.js., Verdelite_RemoveBattleCommands.js
– Recompiled the QTE code into a singular common event; makes it much more easy to adjust the difficulty of said events across the board.
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– More typo/grammar corrections (as always)!
– Fixed a visual bug; the doors to goddesses inner sanctum wouldn’t open anymore, causing Kathleen and the handmaiden to phase through said door.
– Fixed the exit to the gateway portal from the base camp after you battled Rose.
– Added the missing battle back for goddesses boss fight in the recall room.
– Fixed a bug in the first phase of the boss fight; losing against goddesses countdown resulted in her double tentacleling you before ending the battle.
– Removed a debug switch in Rose’s fight; causing said fight to always think you’d have the maid boots on (even if you didn’t).
– Fixed a visual bug with the spikes in the breach room.
– Fixed the exit to the recall room teleporting the player to the middle of the next room.
– Fixed the north exit of the base camp after the battle with Rose.
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– Added a small epilogue that plays after getting a fail-state;
wrapping up the story in the “real world” as well.
– Added a way of getting past goddess without having to either fight or serve her. When the player first encounters the spikes blocking the way or talks with the handmaiden that will escort you to the introduction with goddess, Kathleen will now suggest going back to the basecamp to seek help getting past the spikes. In the base camp you can ask Rose for help, and if she trust you enough she’ll give you a special item to get past the metal spikes. You can increase Rose’s opinion by working for her, being submissive to her and also completing your work tasks successfully. Be careful though, as getting her help will have consequences for your encounter with the maid suit!
– Added some variant renders to the maid suit sequence and battle to reflect the change in battling the suit with Rose’s special item on you. (Visible outfit changes for Kathleen will remain confined to self-contained levels/events however; don’t expect me to remake every image to show she’s got the item equipped. ;p)
– Added the fail state for the desert bandits and an escape sequence (in the same vein of the one with the rubber golems) to get out of their clutches. Just as with the rubber golems; three losses in a row will result in aforementioned fail state! (Or immediately in case you’ve submitted; see combat changes.)
– Added the fail state for losing the boss fight against goddess.
– Added the possibility to revisit goddess after either fighting or serving her.
You can chat with her or challenge her to another fight… Do know she won’t be “playing around” in that one. ;p
– Reworked one of the struggle mechanics:
The struggle that previously allowed to escape out of an enemies grab in return for some stamina has been replaced with a QTE mechanic. It’s a bit like the game “simon says”; where you’ll have to mash the correct combination within the time limit to succeed. This mechanic will tie into the game’s difficulty curve; meaning that late-game enemies will have tougher QTE events. Flipside is that you can buy suit upgrades to make the QTE’s easier; and if you’re in a really tight spot… The “always succeed” struggle (that cost HP) is still a viable option.
Oh and if you REALLY dislike the new QTE system… Use Kathleen’s headset and switch to “classic” mode to revert back to the old struggle mechanic. ;p
– Submitting to an enemy will now send the player straight to the fail state; even if it’s a “basic” enemy like the desert bandits or rubber golems
(they normally give you three chances before giving you a bad end).
– Made some adjustments to the maid suit battle to differentiate between having Rose’s “special item” equipped or not. (Read: I made the battle a tad more harder if you’ve got Rose’s item equipped).
– Changes in the first phase of the boss battle against goddess: You now have to deal with all of goddesses status attacks at least once before moving onto the second stage. Furthermore, if afflicted with the armbinder, you’ll have to get that one off first before you’re able to deal with any other status.
– Corrected a TON of typo’s and weird grammar/sentence structure; shoutout to everybody (and especially you Dollmistress ;3) for doing such a thorough job at finding all these typo’s! ^^
– Moved the “unlocker” (switch) for the handmaiden erotica scenes to the end of the handmaiden submit events (instead of its original place at the beginning of said events).
– Fixed certain events replaying after being ported to regional code (bandit intro event for example).
– Fixed a major bug that stopped plot progression; auto-run event at the breach-room didn’t auto-run, resulting in the main quest not progressing.
– Fixed a bug in the desert recall room at the nexus; players could walk out of bounds by phasing through the northern wall.
– Fixed another walking-out-of-bounds bug; this time in the gateways 1 & 2 room at the nexus.
– Jack will no longer act like Kathleen just talked to Fara when in fact her replacement (a random desert worker) runs the traders tent.
– Made the encounter leading up the maid-suit battle a bit more ambiguous about if Kathleen has worked for Rose or not.
– Made the warning a bit more subtle that the next loss against a “common” enemy (rubber golems or desert bandits) will give you a fail state.
– Fixed the meeting between goddess and Fara; the encounter (especially the part of choosing not to trip her) should flow much more naturally now.
– N/A
– Removed the lock for the desert recall room;
pretty redundant since now the scenes inside the room are only viewable once you’ve experienced aforementioned scene at least once in-game.
– Added some more kinky scenes to the recall rooms (golem intro with the desert bandit for example). If you ever see a scene you’d like added to the recall rooms be sure to send me a PM! ;3
– you can now remap the keyboard from the main menu.
– Renamed the consumables tab in the menu to inventory and the key items tab to items.
– Adjusted Jack’s face-cards slightly so they better align with each other.
– Re-structed some more scenes to make the game code cleaner/more modular.
– Apparently encrypting your files impacts performance (shoutout to T.bot for the heads up!); as such images will no longer be encrypted.
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  • Day 2 of the handmaiden submit events: Kathleen will be assigned to cleaning duty and ordered to go clean the inner sanctum. (2 ways to fail, one way to succeed.)
  • Day 3 of the handmaiden submit events: Kathleen will be tasked with getting an intermediary from basecamp. (2 ways to fail, one way to succeed.)
  • One fail-state (bad end) that triggers if you fail all of Goddesses tasks during you time as one of her handmaidens.
  • Another fail-state that triggers if you finished all of goddesses tasks successfully and also decide to spend all the nights in goddesses bedchamber. (You can also trigger it by choice if you completed all tasks successfully but don’t spend all nights in goddesses bedroom).
  • 2 new big erotica scenes for nights 2 and 3 inside goddesses chamber.
  • 1 new small erotica scene (derivative of the first night) for night 2 and 3 inside the handmaiden chambers.
  • Goddesses scenes have been added to the recall room (fight option will be unlocked in V0.19.1).
  • Custom sprite work for the rubber handmaidens, including those of handmaiden Kathleen! Done by the incredible Tonkatsu whom I can’t thank enough! ^^ (give the guy some love if you can; he’s one of the OG’s who inspired me to start making rubber smut in the first place: https://www.patreon.com/TonkatsuCHAN)
  • Persistent saves! The game can now make use of variables across different saves and even new games; opening up the possibilities of locking stuff in the recall rooms until you’ve seen them in-game. From now on you’ll have to experience stuff at least once in-game before it’s accessible in the recall rooms. Fail states that are variants of each other (like the goop fail states or those of Rose) will be both unlocked when you get either of them.

    This unfortunately isn’t yet activated on saves prior to V0.18.1; meaning you’d have to replay half the game to get access to that content in the recall rooms. Not to worry though: See the screenshot provided (V0.18.1 dev-box.jpg) for an easy way to unlock those previous fail-states; the button you seek is U. ;p

  • Corrected lots of typo’s and grammatical errors (although there are bound to be new ones). :sweat_smile:
  • Fixed the sudden shift of handmaidens at the end of day 1 during the submit events.
  • Fixed some missing portraits during dialogue sequences.
  • Fixed the invisible wall inside one of the corridors in the inner sanctum.
  • Fixed the looking direction of a few NPC’s during dialogue (they were looking away from the player/Kathleen).
  • Added small flavor dialogue to the traders & doctors tent if Kathleen decides to work for Rose, but hasn’t yet met either of them.
  • Added small flavor dialogue about the empty pedestal in the inner sanctum throne room.
  • Re-added the missing punch.ogg file with its original name; should fix the fatal errors the missing sound file caused.
  • Changed the font the slave maid uses in its text bubbles (Rose’s ending), together with increasing the text size by 1. This should make the text easier to read whilst keeping the font fancy as I imagine it would be when spoken by a rubber maid doll. :3
  • Added “the hobbit” to the traders tent as hint about the riddles featured in the desert VR-world.
  • The yellow glow from the portal inside the library will now disappear from the map once said portal is closed.
  • Choices that are locked (or not yet implemented in-game) will now show up in the choice menu but are non-selectable.
  • Re-organized the desert recall room a little bit.
  • Added 3 new plugins (tally counter, choice disabler and persistent save data).
  • Restructured all the fail states into common events to make the game-code more modular (fancy way of saying that I’ve been fixing the spaghetti code I originally wrote when I knew nothing about the RPGMaker MV engine).
  • Modified some existing scenes so that they now are regional-tile dependent instead of 30+ map-events dependent (should help a tiny bit with performance in some locations).
  • An option will be given before animations to skip them (for those on low-end rigs this circumvents the long loading time associated with these animations).
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– Day 1 of the priestess submit events!
– 2 introductions to these events; one con (choose: Serve her…) and one non-con (choose: Pretend to serve her…).
– A quest to complete on day 1 of the priestess submit events;
succeed and you get an invitation to the priestess bedroom! Fail and you get to spend the night in the handmaiden chambers… >;)
– 3 ways to fail the day 1 quest. (Can you find them all?)
– 3 new erotica scenes clocking in at 100+ new images.
– 2 experimental struggle animations during the intro of the route
(let me know if you like these!).
– During Rose’s maidsuit battle your equipment now actually get unequipped, meaning you can no longer use those fancy upgrades to protect yourself during said fight! >:3
– Updated the (heavily oudated) nw.js file that comes pre-packed with RPGMaker MV (V0.24) to its newest version (0.55).
After running some heavy stress tests this seems to resolve the annoying framerate drops that popped up when switching maps and/or opening/closing the menu. Why the makers of RPGMaker MV didn’t bother to fix this themselves is anybody’s guess…
– I’ve made a script myself to clear the image cache to help save RAM on lower end rigs. (Although I’m pretty sure RPGMaker MV does this automatically.)
– Lowered item prices all across the board.
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– Ancient priestess boss battle: the skills ‘hold your breath!’ and ‘clean yourself!’ and items like ‘disposable blade’ and ‘rubber dissolver’ now do exactly what they’re supposed to! (…nothing :p)
– Gear upgrades have been added into the game!
Kathleen has 6 different upgrade slots available to her and you can buy upgrades for these from Fara in the traders tent.
– Two new skills that can only be used if you’ve got the right gear; serrated nubs (bleeding attack) and thermal discharge (fire attack).
– +/- 20 new images for the new enemy attacks and recoils from Kathleen when hit by these attacks.

– Redesigned the battle code behind the screens:

Much smoother, more modulair and much easier for me to work with!
– Enemies now have 2 basic attacks that they can use!
– Status and capture attacks now have cooldowns so that the enemy can’t spam them.
– Player stats like defence, evasion, luck and special defense are now integrated into the battle system.
*Defense reduces damage recieved from most physical attacks.
*Evasion increases the chance to dodge regular/status attacks.
*Luck increases the chance to succesfully use the “regular” struggle to escape a capture.
*Special defense protects against “special” damage types (for example the gas that Rose uses).
– If you defeat an enemy a short message will now pop up with how much XP you’ve gained (or not if/when you’ve reached the level cap).
– You can now submit to enemies during the fight.
– Each enemy now has their own battle focus:
For example the rubber golem is a lumbering brute with high damage attacks and a good physical defense, but his weakness is that his attacks have a high chance to miss. That is until you’re under his status effect, it’s difficult to dodge something you can’t see…
– Fixed the golem bad end progression: It now takes 3 fails in total to get the bad end and only two if you’ve managed to reset the “timer” by beating a rubber golem in a fight.
– The name box of Imran is now no longer in front of the options when choosing the right wine for lady Rose.
– Fixed some small bugs in the recall rooms.
– Every enemy in the game has been rebalanced due to the changes in the battle code.
– Fire bombs and poisoned daggers have been nerfed.
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– The hint tablet (next to the spikes) in the final room of the pyramid now actually displays its hint.
– Fixed the trigger for the pedestal trap room from re-firing after player had already played through said event.
– Corrected some typos here and there.
– Fixed opening of chest in lower left part of the golem area.
– Players can no longer walk out of tent maps into the void (insert spooky sounds).
– Players can longer climb the huge statue in the desert.
– When entering a map moving left or right instead of forward will now no longer send you back towards the previous map.
– Fixed small syntax error in living maid suit battle intro.
– Continuity mistake at the golem intro; it now sticks its… Thing into the right… Entrance. 🙂
– Events in the recall room now work correctly and can be exited.
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Performance improvements:
– Upgraded the RPGMaker MV engine from 1.5.1 to 1.6.2.
– Removed the grey tint of non-speaking characters during dialogue: It caused massive framerate drops for some people, especially those on low end rigs. The name tag box now moves from left to right to signify who is speaking.
– Pictures now get removed before opening shop windows and get immediately re-added afterwards. This should remove the framerate drops/crashes some were having when opening/closing the shop menu’s.
– Added a plugin to boost performance (Irina_PerformanceUpgrade).
– Properly organized the Yanfly plugins.
– The hint tablet (next to the spikes) in the final room of the pyramid now actually displays its hint.
– Fixed the trigger for the pedestal trap room from re-firing after player had already played through said event.
– Corrected some typos here and there.
– Fixed opening of chest in lower left part of the golem area.
– Players can no longer walk out of tent maps into the void (insert spooky sounds).
– Players can longer climb the huge statue in the desert.
– When entering a map moving left or right instead of forward will now no longer send you back towards the previous map.
– Fixed small syntax error in living maid suit battle intro.
– Continuity mistake at the golem intro; it now sticks its… Thing into the right… Entrance. 🙂
– Events in the recall room now work correctly and can be exited.
Potato editions & the (now dead) Mac version:
– From now on all the game updates will be released in two versions for Windows and Linux: The ‘Quad-HD’ version and the ‘Potato’ version. Difference between the two is that the potato version will be native to the 1600×900 screen res, allowing people on smaller monitors (like laptops) to enjoy the game in their screen size. Furthermore, this will also increase the text size in the game for people with lower res screens and improve game performance for people on low-end hardware. Main drawback of this version is that the images will be of less quality for higher res screens, so if you’ve got a big enough monitor don’t use the ‘potato’ version!
– It turns out to make a Mac version of your game you need to export from a Mac device. I find this REALLY weird since they’ve added in the option to export to Mac even when using the desktop version of RPGMaker MV. In any case, this means I can’t make a Mac version of the game (since I don’t own apple products) so I will remove the link to the non-functioning Mac version of the demo. From this point on I’ll only release versions for Windows and Linux, so to all you Mac users: I’m sorry I made you happy with a dead sparrow. (Dutch expression, look it up on google.)
– Added the Rose work events to the recall room.
– Maps names.
Initial version. (357 images).
Developer Notes:
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It’s been 2 1/2 months since my last post and boy has ol’ Scriptor been BUSY. Instead of making No escape 2! a comic I decided to make a fully fledged game set in its universe… And I’m finally confident enough to share with you the game thus far.


Extras: Image Archive + Quic Start Save

The_Artist_Known_As_Guts thanks for the links
*This unofficial port/version is not released by developer, download at your own risk.

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    No Escape: Game Edition! [v0.29.5] [Scriptor]