You're a 20 year old college student studying computer science at Yale university. Its late October and last week you received an invitation to become a closed beta tester for some new virtual reality game called "A Slutty Adventure" from a company called Innovexa Computing. Not being too popular with the ladies yourself, you though that this would be a perfect way to experience the female aspect yourself. However you were so totally wrong. A week after your invitation you accepted and set up your computer to join the beta test late on a Friday night. However this was no ordinary game, the developers had sent you a full body virtual reality system. You had always wanted to try virtual reality, you thought yea this is going to be amazing. You quickly put on the full body suit which shrinks to fit your body perfectly when its fully on. While unsettling you were too excited to notice the small pinpricks as the suit began inserting electrodes and other devices all over your body. You quickly connect the suit to your computer and launch the game. Its a good thing you were in your bed because your body is dropped like a rag-doll after your brain is injected into the game. You wake up in a large open field, in the distance you can see the tops of some trees, the grass is so high that you are unable to see anything else. You are tasked with reaching the final grid to complete each level. While making the journey through the field you are attacked by vicious beasts and feral people all of whom are trying to breed you. Being violated like this causes your real body to experience changes because of the electrodes and other devices it had inserted into you earlier. Do you have what it takes to survive this devilish place? Come and join us and support the development over on our Patreon!
News & updates
Our development team is hard at work bringing you this hand-crafted game. Below you can find a list of some of the most recent commits to the private game repository. Click the button below to take a look at the project changelog. Changelog is updated weekly!
Unity Developmont Port Begins
Created a main menu with placeholder background art
Created a procedural dungeon generator scipt that uses a tile map to create a unique environment each time
Created 2d Character sprites for 40% of the Enemy types in the game
Partial Port of the combat system
Partial port of the character system
Implemented partial scene saving
Created a pause menu
Implemented settings saving
Partial port of character settings
Alpha Update 6
Added canvore check to static enemy class
Combat System Overhauled
Fixed a bug where the enemy codex card didnt appear until after the first combat turn
Fixed an issue where the exp bar would exceed the maximum value in higher levels
Fixed an issue where combat would continue after the players willpower goes negative.
Alpha Update 5
Implemented variables for cum covering, restriction, healing and willpower potions
Implemented global setting for starting attributes. Default is 15.
Added new variables to the save load functions and also added a few that were missing.
Removed two unused enumerators from the Character classes.
Removed old inventory code.
Inventory page now shows willpower potions.
Post-Combat healing and willpower managment now using global variables and settings checks.
Codeop
Added debugging to Cleanup combat and optomized it.
Alpha Update 4
Transitioned the combat methods to their own class.
Created static form implementations for single instancing and cross class referencing.
Redesigned the mod tools enemy creator page
Fixed an issue with static forms being disposed when closed causing a fatal error in certain use cases.
Moved save/load functions to the IOClasses
Changed how leveling works.
Alpha Update 3
Added debug check to steam init function in the game class.
Implemented obstacle detection for (a, s, d) left, down, right movement
Changed the flee check to use the Levelemanagmenet fleediff variable
Code Op
Fixed bugs in new movement system, new movmenent system now allows for the detection of blockages on the map as well as differentiation between different map tile tags.
Alpha Update 2
Implemented a differentiation between map tiles for the enemy spawn check.
Fixed bug causing save to fail
Temp-fixed a issue causing fatal crash when tring to load the saved map type
Fixed a bug where if u didnt select an attribute on the level up screen and pressed the apply arrow it crashed the game
Fixed a bug where you could still try to move your char after gameover.
Implemented movement obstacles for (w) key
Fixed a bug where if steam was not initialized and an achievemnt was unlocked it would crash the game.
Terminate combat button is now hidden unless debug mode is enabled.
Alpha Update 1
Started gargoyle writing
Implemented new map system which has environemtn tags on the backend.
Started implementing the new map loading system on the front end.
Starting to rewrite the combat system into its own class files for code optimization and better performance.
Split most of the code from one single class into individual classes for better code keeping
Organized and spiffed up the save/load functions
Added active enemy information to the save game file.
Changed combat log box to read-only
Fixed a bug where scavenge was still available after game over.
Pre Alpha Update 98
Added some new variables to the saving classes.
Fixed some errors caused by missing unused assets.
Fixed an error where if you save and load while you were in combat a fatal error would occur.
Fixed a bug where the combat buttons wouldnt enabled after loading.
Added steamworks library files and distributables to the project files.
Updated the UI on the character creation screen to show you how many attribute points your currently using vs how many you have available.
Fixed a bug where updatevariables is not executed when load is issued from the main menu.
Moved bugs and todo to github.
Successfully implemented steamworks into the project.
Successfully implemented steamachievements for ingame events when defeating the different types of enemies.
Pre Alpha Update 97
Removed unused assets.
Fixed a bug where the flee dialog had a typo.
Reworked enemy damage.
Pre Alpha Update 96
Fixed the settings using the wrong listbox.
Fixed the scavenge difficulty check.
Disabled debug mode by default.
Fixed healing potions not displaying in the inventory screen.
Restructured enemy definitions.
Implemented new enemy definitions into the combat system.
Added character name to the character creation sheet.
Updated the gender slider to accuratly update the gender image.
Wrote a bunch of variables for new planed enemies into the new enemy definitions structure.
Removed movement buttons because movmenet can now be achieved with WASD.
UI Redesign.
Fixed a bug where you could still run a flee check even after game over.
Code cleaning and optimization on the movement controller. Removing a total of 500+lines of code.
Added player level ui element.
Fixed bug with key movements not moving the character icon.
Pre Alpha Update 95
Fixed bug where you couldnt load the last save after game over.
Removed ... at the end of the first sentence in a few defeat strings.
Fixed a bug where there was a critical error if laoding failed reguarding the file stream.
Fixed a bug where the plant enemy had no defeat string unless the dice roll was correct.
Wrote a parasitic pregnancy defeat entry for the alien for future updates.
Implemented pregnancy check for alien for future use.
Added the monster generation rate to the save function.
Added a scavenge ability to find loot items and healing items.
Implemented healing potions into the game, after an attack it will now try to use a healing potion if one is available.
Added scavenge difficulty to default difficulty settings.
Added pregnancy and scavenge difficulty settings.
Pre Alpha Update 94
Added water tiles for the mesa tileset.
Added rock and tree tiles for the mesa tileset.
Test canidate for custom maps.
Migrated nested classes to individual class files.
Restructured all the project files for easier development.
Fixed a potential error causing a crash wne theres a problem loading a character file.
Fixed the bug where generate new level was executed twice.
Major code optimizations.
Fixed an issue with saving and loading.
Moved standard enemy back to the game class as it was causing a serialization error being in its own class.
Removed the settings button from the UI.
Added escape keybind to open the main menu.
Pre Alpha Update 93
Added icon to main form.
Fixed an issue where the track bars on the character creation page did not update the labels correctly.
Fixed the implementation of the main menu form open button.
Removed humans from the active enemy menu because they have not been implemented yet.
Added terminate combat debug button.
Added debug mode checkbox.
Rebuild how enemy attributes are assigned.
Implemented enemy HP bars and stats on the right hand pane.
Identified a few new bugs, patched some other bugs.
Pre Alpha Update 92
Fixed the enemy creator with more optimizations and error handling.
Started generating the enemy files.
Merged codex into the main menu.
Merged the difficulty settings into the main menu.
Deleted a few forms that werent being used anymore.
Main menu work is finished for now.
Pre Alpha Update 91
Began laying out the ground work for advanced modding, enemy selction, settings and content control systems.
Began laying out the framework for the modding system.
Wrote the serialization class for modded enemies.
Implemeted debug system
Added content control options to the settings page.
Added main menu form, did some ui design, working to transition everything over to one form and then have the game on its own form.
Fixed bug in difficulty settings where impossible mode only spawned enemies 20% of the time instead of 100%.
Fixed a bug in difficulty settings where when the settings list selection was PlayerBaseDamage the textbox was not updated with the current value.
Added new content control bool values to the serializer. In future settings like these will have their own settings.ini file.
Created a huge list of possible future enemy additiosn for each category.
UI designed for the enemy creator, all enemies will use this system in futre to make the enemies completly modular.
Code implemeted for enemy creator. rudementary first iteration. No Error handling
Started framework for enemy file deserialization.
master
Pre Alpha Patreon Release v90
Released current build to patreon with minor code optimizations and bug fixes.
Pre Alpha Update 89
added to do list to xml
populated the to do list with a lot of great ideas.
added new enemy codex cards for water bound creatures
added new codex cards to the codex app page.
Pre Alpha Update 88
Found a bug and added it to the list
added alien dialog
code op
Pre Alpha Update 87
Fixed level up bugs
Fixed attribute not getting applied on level up
fixed char buttons not reenabling on load game.
fixed combat log not clearing on game load.
fixed wait button not enabled/disabled when its supposed to
tested medium difficulty it is still possible to kill enemies as planned.
Pre Alpha Update 86
Updated how level generation works to include a savable map tile
Updated serialization to save the char icon position and map tile type
Pre Alpha Update 85
added enemy stat generation for all planned enemy types as of update 85
implemented levelmanagment into the enemy generation system.
set easy difficulty as the default in levelmanagment
added monster generation rate to the settings menu
removed old bool settings page and replace with difficulty settings page.
found and added quite a few bugs to the bug list
implemented difficulty settings properly.
New movement icon for the map.
Fixed flee
Changed flee context from luck to agility (if agility roll is greater than 4 u can escape)
Pre Alpha Update 84
fixed issue with GameManager.BaseDamage in CharOverview class
removed EnemyAttacks from all the enemy classes
region blocked enemy dialog classes
work on difficulty settings page
Pre Alpha Update 83
added wolf sexual defeat dialog
added deer sexual defeat dialog
massive code optimizations
enemy attack dialogs removed and replaced with static one liners for simplicity
Win-Forms Edition
A preview of the current build of the game, Pre Alpha Build 90 This version has a fully functional combat system with multiple enemies fully coded in so far. Turn based RNG (rpg style dice rolling) combat system with future plans for attributes and other combat intrinsics to be included as well.
Get access to the latest update over on our patreon page by clicking here.
Unity Edition
A preview of the current unity port build. This will be drastically changing over the coming months as our development plan aligns back on its central axis, After much consideration and input from the community We decided to switch to a premade game engine to save time and increase efficiencies in certain areas where it just would not be possible with a custom engine. here.