Category: Trials in Tainted Space

[TiTS] People’s Tarkus & Capitalism Bugs

Be forewarned: Myrellion is probably janky enough to make Cyberpunk 2077 look polished on PS4 at launch.

Here’s today’s changelog for the Backer & Public builds:

  • Tarkus has been unlocked for the public.
  • Myrellion has been unlocked for backers.
  • Uveto was accidentally enabled. This has been fixed.
  • The following part flags were incorrectly set to correspond to the same value approximately a month ago. The number? 55. I’ve changed the values to increment appropriately, though as a result, older saves that have parts flagged as artificial, genital slitted, or uniballed will now all be counted as parasitic, since parasitic won the lottery and got to keep the assignment to 55.
  • The Codex stats page should now display the correct values for tail genitals. Formatting for tails was also improved to be more readable: types are listed first followed by flags. Tailcunt and tailcock displays were separated to better allow for multi-genitails in the future (Zaika style hybrid cock-cunt-tails.)
  • Soak, the Treatment, Throbb, and Gush now all have a quick button prompt to jump directly to the Codex entry if you’re blocked from using the item by not having read the relevant data log.
  • Fixed Briget’s bust not displaying.
  • Fixed a crash in the Treatment during body tone transformations.
  • Fixed orgasms not correctly emptying balls – and as a result blue balls are properly attainable again.
  • Fixed a crash in Codex->Stats->Location
  • The following Uveto content got some fixes since it got some bug reports: Syri’s Uveto Quest, SubTuner, Zaalt, Kiona, Frostwyrm, Milodan Futazons, Krym.
  • Gigantic nuts can immobilize you once more.
  • Fixes for the “Event Whorizon” event.
  • Improved counting items when there are multiple stacks.
  • Applied several fixes to the goo menus.
  • Fenoxo’s balls grew one size that day.

As always, if you like the game and like what we’re doing, you can always support us on Patreon or SubscribeStar! And if not, well, the free builds will still be here!


TiTS-JS: Crankin’ On

The weekend is over, and you know what that means: I put on the big boots and dropped foot first onto more bugs. We got a lot on the menu today: fixes for main story quests, crash fixes for a dozen+ items, and cleanup on a few busts. I even ran some of the old Gats busts through the waifu2x upscaler to try and squeeze a few more pixels out of them and get them to look better in the larger bust windows TiTS-JS offers.

Expect backers to get access to Myrellion later this week (and the public build to get Tarkus). I trust you’ll find the ant planet sufficiently buggy – no matter which definition you use.

Changelog for Backers & Public:

  • Combat items should now be usable thanks to Leek!
  • After the Stellar Tether, Shekka’s square on the map now displays a “!” to indicate there is a quest event there.
  • Fixed Khorgan’s bust by Adjatha not displaying.
  • Fixed Nessa’s Adjatha busts not displaying.
  • Added the missing male sexbot bust back.
  • Sexbots should now display a bust on approach… though I don’t think I tested this one.
  • Fixed a missing roomlink in Stellar Tether near Captain Khorgan’s battle.
  • Corrected references to Captain Khorgan that did not exist and were causing crashes.
  • Fixed a crash in FizzyFix.
  • Fixed a crash in the Magic Milker.
  • Fixed a crash in Pickmentation.
  • Fixed a crash in Reptilum.
  • Fixed numerous crashes in Soak.
  • Fixed a crash in Turtleneck.
  • Fixed a crash in XhelarfogPlus.
  • Fixed a crash that could occur when getting rid of a genital (or genitals) due to an error in how piercings were handled.
  • Fixed a crash in Uthra Sap.
  • Fixed the Hammer Shield.
  • The Panty collection system was converted to use fancier systems than my hard-coded kludges.
  • Fixed a crash when approaching the Raskvel Dockmistress.
  • A lot of potential crashes in the goo player menus were fixed.
  • Missing Anyxine emails restored.
  • Several fixes were made to Shizuya’s Majin (her ship).
  • Jacques00 did some work cleaning up shopkeepers and improving name displays across the game.
  • Fixed IncrementFlag so that it will properly increment an undefined flag to 1 once more.
  • Several crashes related to movement and ship location have been correctly formatted to use the new javascript methods.
  • Gedan pumped a lot of work into improving our automated testing systems so that the game can rapidly create a new character to test new commits entirely on its own!
  • More work was done preparing ship combat to function once more. It isn’t active for you guys yet, but Gedan was able to start a fight without crashing. PROGRESS!
  • A lot of other fixes that aren’t properly documented here because there are so many being jammed in.

As always, if you like the game and like what we’re doing, you can always support us on Patreon or SubscribeStar! And if not, well, the free builds will still be here (eventually)!


[Backers & Public] Great Boogity Moogity

Before the changelog, a note from Gedan:

If you’re wondering why there seem to be so many issues lurking around every corner, here is a little insight into what has been happening:

Actionscript3 (The language the game was originally built in) and Javascript are very similar – so similar in fact, that the code almost works entirely with some simple find & replace action to remove Type data. The problem is the bits that don’t work look almost like completely normal Javascript work, so it can be difficult to pick them out without executing them and making them blow up. A couple of months ago I dug into building out an actual automated testing system, and I have a couple of tests written and working but they cover virtually none of the game considering its size – and with so much core functionality to still get working right, it’s difficult to justify spending the time on extending these tests to do much of anything right now. I have a couple ideas that maybe I can pull off over the course of a day or two, but they’d be coming after core systems are done no matter.

What doesn’t work though is “Cyclic Dependencies”, essentially when two different files in our codebase reference each other either directly, or through a chain of other files. In AS3 this didn’t matter, and over time, a lot of functionality was built around the fact that it didn’t matter – we have a lot of system manager classes that manage unique descendent processors, but those descedent processors sometimes need to reach back up to the system manager to execute defaults or shared functions. Whilst this would just work under AS3, now we need to fix it, either through dependency injection or removing the cyclic calls, or crushing all of the cyclic calls into the same file.

Fixing cyclic dependencies lead me down the garden path and resulted in me completely reorganizing all of the game content files. Doing this has allowed me to slice up the games content into blocks, called modules, that can be compiled and loaded independently from each other – the idea here is if we don’t make changes to the Tarkus module during an update, then the Tarkus module doesn’t need to be changed at all, then if you browser has a cached version of that module from the last time you played then it’ll be pulled from there…. There are caveats to the caching, but that’s a conversation for another day! What’s important is the fact that we have modules, not all the modules will be available, and we spent a long time implementing things assuming it just ended up as one fat bundle of code. With modules I’ve been able to turn off the ones that aren’t stable enough yet for play, which in turn hides those planets from the Fly menu – but there may be support functions of various types that are in those modules that needs to be moved around. A lot of them have been caught and shifted, but not all of them.

Javascript has moved on a lot from the days when AS3 was first conceived and it’s added some nice features along the way, things we couldn’t code – or would be extremely annoying to code – under AS3. As an example, the way we handled buttons under AS3 looked a lot like this:

addButton(index, "Button Name", functionToExecute, argumentsWeMightWant, "Tooltip Title", "The bulk body of the tooltip we want displayed.");

Now, most functions didn’t need an argument passed to them, but if we wanted to specify a tooltip on a button like this, we’d have to remember to stuff a none-value in that position. And if we wanted more arguments, we had to stuff things into an array and pass that, which made remembering where things were in the array an annoying task on the recieving end. The solution would have been to use “closures”, but the syntax for doing it in AS3 was unwieldy at best. The same could be said about Javascript, at least, until the Fat Arrow was added:

addButton(index, "Button Name", () => functionToExecute(arguments, we, want), "Tooltip Title", "The bulk body of the tooltip we want displayed.");

A subtle change, but this was a decision I made early. I think in the long run that it’s going to be beneficial to building future content but it means changing EVERY existing addButton call across the entire game, and sometimes the functions on the recieving end to change them from expecting an array stuffed full of arguments to seperate parameters.

The way our map data was structured has bugged me for a long, long time. It was already set in stone pretty much by the time I came on board and I didn’t want to rock the boat without a good reason. The good reasons have been found over time, and whilst the task was going to be monumental to fix the structure that we had used for a couple thousand rooms so far… I bit the bullet and went for it; so much of the games code is already having to be retouched anyway, that throwing the map structure on the pile is just a bit more work again. This has afforded us the ability to performantly display much larger areas of the map – in the past, our little limited 7×5 view was purely constrained by the processing time of updating the display, but now things are fast enough that we could render the whole planet map and use it as an interface to move around if we so desired. I did a little test to satisfy my own curiosity this week and, well…


Made it through all that? Good. This is Fen, and this is the changelog my exhausted brain barfed out.

TiTS-JS Changelog (#1131):

  • Several fixes were applied to how child/birth data is stored. As a result, children stored at the nursery previously had to be reset.
  • The javascript version now has the ability to override what gender the game uses for you, just like the flash one.
  • Work on a “click-to-move” system for the map has been started by Geddy. It’s not available in these releases yet, but a lot of under the hood work was done toward that possible goal.
  • Aliss’s sex menu is no longer automatically unlocked. The tooltip for the disabled button now shows a useful hint for how to unlock it. Aliss’s lust gain when trying on outfits will also be displayed (as well as her current lust). Additionally, after unlocking sex with Aliss, she no longer has a minimum lust requirement.
  • Corrected the formatting on ~80 of Siegwulfe’s button prompts that could potentially cause crashes, though I am aware more bugs remain…
  • Fixed a crash with lapinara pregnancy.
  • Various small UI fixes for inventory systems.
  • Fixed a crash in Bianca’s fingering the PC scene.
  • Fixed a crash in the combat menu with the sense menu.
  • Fixed possible goo armor crash.
  • Fixed possible Ardia crash.
  • Lots of updates and fixes for Amber.
  • Lots of updates and fixes for Mitzi.
  • Corrected “hasCockSock” having its arguments set up in the wrong order.
  • Milk thief crash fixes.
  • Zaika hydra crash fix.
  • Gastigoth crash fix.
  • Two Syri crash fixes.
  • Cleaned up bonus menus in Myrellion so they don’t crash when we release it.
  • Fixed a crash with Erika.
  • A ton of buttons that use the various bodypart routing utility functions have been updated & fixed (58 changed files)
  • Starchild crash fix.
  • [pc.goin] -> [pc.groin]
  • Several fixes for the dong designer.
  • Fixed a duplication issue with strange eggs.
  • Fixes for the maxOutLust utility function.
  • Getting throbb from crew Penny should now unlock the Codex entry for it.
  • Fixed many calls to “loadInCunt” having their arguments in the wrong order.
  • Fixed an Anno crash.
  • Fixed some inventory-related bugs.
  • A bunch more fixes.
  • Even more fixes for unreleased content (Uveto, Myrellion, etc).

As always, if you like the game and like what we’re doing, you can always support us on Patreon or SubscribeStar! And if not, well, the free builds will still be here (eventually)!


Why So Buggy?

No doubt anyone who has been playing the javascript builds this week has noticed the bugs exploding into more bugs like mini-nukes from Fallout’s infamous “MIRV” launcher. There’s a few reasons beyond “lel they’re bad at coding” I thought you guys might like to hear about:

Have you seen “You’re still in combat, you ninny!“? Well that one has some particularly wild origins. Originally added as a failsafe wayyyyy back in the flash days, it existed to slap us in the face if a fight didn’t have proper resolution performed. We could test it using the function “inCombat()”. InCombat() also pulled double duty in late-game scenes that could be accessed via friendly dialogues OR fights. You might find it strange that something so simple would blow up in such a major way AFTER so much hammering on basic combat tests on Mhen’ga. I did. It turns out reality is just fucking strange sometimes.

Early on during the porting process, inCombat() was set to always return “false” no matter what was happening in the game, just to get that precious, first compile. Hundreds of man-hours later, it was completely forgotten about. New combat subroutines worked fine, and we weren’t into the late-game content that leaned on it for anything yet… until suddenly we noticed it wasn’t working as intended… and fixed it.

Now every save loaded up and screamed about being in combat! Fortunately the error could be cleared off by completing another combat encounter (and I THINK the underlying issue was addressed as well), but that didn’t make it any less annoying for people bumping into it.

Another one? Prettify Minutes.

This bad boy existed in two different places in the code… in two slightly different forms. Sounds like a simple fix, right? Just prune one and move on! Well, not quite. Some content looked for the pruned version and exploded pretty messily when it couldn’t find it. That’s real damn bad for a common utility function that would get looked at any time you opened… your email inbox, for example.

And another one…

We also rolled out updates to how we deploy to better handle applying fixes to both backer & public builds while the content is split on a planetary basis. One of the changes was to stop them from loading content that’s not supposed to be accessible. That’s fine most of the time, but let’s say there’s a character on Uveto who has events that can happen inside Tarkus’s nursery. Now the game’s blowing up every time you step into the nursery because so far as your build of the game can tell, it doesn’t exist.

The solution is for us to clean these up as we find them and relocate events like this to appropriate code chunk. We aren’t in the wild west flash days where every function was sitting out, globally accessible by damn near anything else in the game. And we’re working on cleaning all this up, I promise.

TL;DR: The game works well, but we’re still making aggressive changes to things under the hood that sometimes blow up in a big way. I’d keep writing more stuff, but I have bugs to squish.

~Fen

Some Notable Bugs Squished

  • Sleeping on the ship no longer crashes.
  • Fixed a few crashes in the maternity area on Tavros Station.
  • Recruiting Yammi no longer crashes.
  • Yammi actually shows up in the follower list once recruited.
  • Fixed a crash when talking to Bianca about work.
  • Fixed crashes when trying to start certain sex scenes with Kase.
  • You can no longer do Yoga with Paige while sore. I did this one because we got a bug report about Sore not vanishing on sleep… because the value had somehow stacked well into the 50’s. Sleeping only clears 3 at a time.
  • VKo’s custom input can no longer be used with old cheats. We have no interest in fighting with those bugs when we have a fancy new cheat menu. (You can get to the new cheat menu by clicking on the top of the “i” in TiTS several times in a row after loading a save, then opening options and selecting the new Cheat submenu.)
  • Removed duplicate function for adjusting soreness values.
  • Improvements to drop menu UI.
  • Added trade menu UI.
  • Fixed a crash with Ovilium I thought I fixed already… but it turns out I had missed changing one important value…
  • You should now be able to delete saves.
  • prettifyMinutes shouldn’t be crashing anything anymore.
  • A fuck of a lot of other fixes and changes. I mostly listed the fixes I tackled myself as well as some of the more easily visible changes from the rest of the team.

[Backers | TiTS] Infini-fixes!

The bugs don’t stop coming, and they don’t stop coming… and they don’t stop coming…

Where to play? This link. No, it won’t work if you aren’t logged in.

Update (01/04/2022): 0.69.420(#931) Changelog:

  • Lip descriptions should work again.
  • Kelly’s hyper catch scene should no longer crash.
  • Kui-Tan cum cascades should no longer be so spammy.
  • Fluid filling status effects should list fluid amounts in their tooltips again.
  • Fixed a crash in Thyvera’s content.
  • Recruiting cum-slut Penny to be on crew should now function.
  • Fixed a movement/map bug in Penny’s recruitment quest.
  • Improved error reporting with the experimental undo/rewind.
  • Updated a ton of item removal calls.

0.69.420 (#922) Changelog:

  • Vaporwave mode added, because we had the knowledge to do it, but the not the knowledge to know better…
  • Thyvara should be able to take you to her house without crashing the game.
  • Carpet grenades should work without crashing once more. It turns out the Rat’s Raiders tangled up the code without even being active in game yet…
  • The masturbate menu should work… again.
  • Fixed a potential crash for single penises in DendroGro.
  • Fixed Azra’s Mhen’ga expedition not moving you to a proper location value.
  • Fixed a missing include statement causing problems with Azra’s zil fight during the Mhen’ga expedition.
  • Fixed a scope issue with Bess that could’ve caused a crash.
  • Fixed potential crashes with: 3 Anno sex scenes, lots of butt-bug content, Chaurmine, Dr. Badger, Gray Goo Armor, Lane, Lapinara, the Mindwash Visor, Lumi, Sexbots in combat, the Sydian Cuntguy, the Dong Designer, and Sydian Females. Can you tell Tarkus is on the way?
  • New Texas got a lot of work under the hood to prep for release, but we aren’t quite ready to let loose the hordes of playtesters on it yet.
  • Large numbers of references to various inventory items throughout the game’s code have been updated to reference the javascript version’s proper structures.
  • The “loadInCunt” and “cuntChange” functions now have their arguments arranged in a more uniform way, which should make it easier on coders going forward (and reduce the # of errors caused by simple dyslexic mistakes.)
  • Fixed Tarkus taxi icon displays.
  • Fixed a potential issue with Raskvel pregnancy.
  • Updated the lock for one of Hand So’s quest rooms to work with the new map systems.
  • The Black Void Juggernaught got a lot of edits to his creature file that should make him less crashy and more functional.
  • A number of “combatOutpu” calls have been corrected to “combatOutput”, as intended.
  • A small fix for Bianca’s bust display.
  • A fix for the “setButtonDisabled” method that could get crashy in certain scenarios.
  • Fixes for a number of variables used in ground combat code relating to scope/declaration.
  • Fixed a potential crash with Bianca. Dang ol’ planet-hopping NPCs! Stop needing extra work…
  • Fix for sending venus pitchers to daycare.
  • A fix for Bianca’s shop.
  • Fixes for parts displaying their type name correctly. In some cases, penises could be listed as an incorrect type, for example.
  • Some typos got purged.
  • Anno received an additional headpat.

More updating tomorrow! The tease system needs some tweaking to make more sense with common status effects.

As always, if you like the game and like what we’re doing, you can always support us on Patreon or SubscribeStar! And if not, well, the free builds will still be here (eventually)!


[Backers | TiTS] Holiday Fixes

I really want to thank lowercase-donkey for the Tank Kannon-sized batch of bug fixes we got in the bin over the holidays. He worked damn near tirelessly to erase whole pages of bug-fixes – I still have to catch up with collating all the bugfix forum posts in light of everything he’s done. Ensuring that I get the gist of every bug fix in the changelog will be nigh-impossible with this much girth. Let’s see how well I do!

Where to play? This link. No, it won’t work if you aren’t logged in.

0.69.420 Changelog #889:

  • The stats page of the Codex now has nice bars for looking at.
  • Rewind/Redo states: we cut viewing past text pages to make room for this newer, better change: rewind & redo. Right now it behaves like the old feature by default, but the options menu should have options for full rewind/redo functionality if you dare risk the bugginess that will come with it. This is an unfinished and in development feature, so expect tweaks and changes going forward.
  • An option to upscale without smoothing has been added for those who prefer to see the pixels on the lower resolution busts lingering in the game. (Off by default.)
  • The checkout prompt now includes a credit display.
  • “PregnancyPlaceholders” were removed and replaced with full Creature stat blocks. This should clear up a number of bugs & crashes where they were mentioned, as PregnancyPlaceholder lost a lot of features it needed to work properly after the move.
  • I had to juggle around some values related to AmberSeed to avoid cyclical dependancies, so apologies if a new bug got introduced there. If not… well, just more evidence of my unholy perfection.
  • A number of seldom-used and ultimately pointless checks that were removed from the javascript version during the port have been more fully excised, hopefully fixing a number of crashes.
  • Tweaked how Lemon Loftcakes work to hopefully prevent really, really strange issues with characters becoming walking skyscrapers. I also added an effect where they will knock down your height some if you managed to exceed the game’s intended maximum.
  • Extrameet Dates have had a number of bugs cleaned up.
  • Updated busts: Geoff, Burt, Po
  • Tanis’s bow should be attainable again.
  • Heat-related crashes should be fixed.
  • Location stats have been archived for now.
  • “Flee” fixes.
  • Deck 13 location fixes.
  • Mhen’ga’s apostrophe style has been standardized, hopefully fixing functions confused by the presence of a fancy apostrophe vs a boring one.
  • Fixes for “makeClone” in combat.
  • Improvements to map loading and stability – and a lot of under the hood tweaks and updates to various map data across the game.
  • A lot of places referenced your current location using the old flash method. They got updated to use the new hotness.
  • cocksMatch() has been corrected to matchedCocks(), fixing a crash.
  • Fixed an issue with the worms in Kimber’s Quest.
  • Improvements for the num2Text methodology.
  • A small fix for frog girls.
  • Some more loops that got janked up in the move to javascript have been cleaned up and polished to a mirror shine once more.
  • Pandaneen should properly track if your clit has been changed by it.
  • ReductPro should work much better.
  • Dicksprout should also work better.
  • DendroGro should also work… BETTER.
  • Properly imported StringUtils for NaleenMales, which probably fixes a crash.
  • A small tweak so Lane’s intervention event was made so it can be accessed by the rest of the game when needed.
  • Lane’s button should have his name on it once you’ve met him.
  • Fixes to Bianca’s camp & made a number of her functions accessible in a broader scope, since she shows up on multiple planets.
  • Properly locked down Breedwell until it is ready.
  • Prai’s email italics should be fixed.
  • A number of tweaks and improvements were made to item menus and interactions with the inventory screen.
  • Corrected thicknessUnlocked() checks to use cockThicknessUnlocked() checks where needed.
  • Syri’s panties have been added to the global space.
  • Tweaks to the item-button method so that it can be used in shop interfaces where needed.
  • Tweaks to how some lists are generated.
  • Salvager Brutes got cleaned up to work better with how we handle combat initialization.
  • The Love Starz email unlock email should work properly now.
  • Fixes for mimbranes.
  • Inspecting items in Mi Amour should work better.
  • Lots of typos fixed.
  • Lots of pregnancy fixes.
  • Other things I definitely skimmed back, didn’t see, or forgot. A lot happened!
  • Leek has been hammering on Tarkus & Myrellion content under the hood. I hope to have the devteam testing and refining Tarkus soon ™.

As always, if you like the game and like what we’re doing, you can always support us on Patreon or SubscribeStar! And if not, well, the free builds will still be here (eventually)!


[Backers | TiTS] A Metric Pup-load

First up: Public patch tomorrow (or Thurs, depending). I acknowledge that it’s been over a month since the last one, but backers have faced a similar drought. Letting our supporters enjoy the petplay first (and help us find bugs) means backers don’t get stranded with a game-breaker for a whole month (hopefully.) Expect to see our tempo pick back up.

Now on to the patch!

Imagine this cutie taking you for a walk…

0.8.150 Changelog:

  • Anno and pet-play: has there ever been a more iconic duo? Well now you can invert the pet-play and get walked all over some of your favorite locales thanks to William. This mega-scene clocks in at almost 150 pages in the google document and takes up around 5,000 lines of code in the game files. To unlock it, suggest getting walked to Anno in her talk menu, just do the deed. After your first go-round, a dedicated button will appear in her sex menu.
    • Due to the size and complexity I couldn’t possibly test every potential variation. Expect this one to come with some bugs. I already managed to track down a nasty bold bleed buried two or three variations deep.
  • Urbolg sells a new item: the Techsuit. Thanks to DrunkZombie for coding on it!
  • New poster in TamaniCorp shop: juice that makes you cum super hard, featuring art from Servik (if you’re using the art-embedded version).
  • New embedded image for finding a synthsheath, by Servik.
  • A few small bugs and fixes.

There are several more mini-events left for me to plug into walkies for tomorrow – as well as some absolutely primo backlogged busts. I’ll drop those in your lap soon – as well as the latest news and updates on the javascript port. Lately progress on that front has been swift and visually appealing!

If you like the game and like what we’re doing, you can always support us on Patreon or SubscribeStar! And if not, well, the free builds will still be here.


[Public | TiTS] Rough Gianna

Well, I got a patch out today, even if I got a fraction of what I wanted in it. I’m gonna go lay down somewhere and lay into fixing bugs for another public patch tomorrow.

Image Embedded Version Available (Note: Requires a stand-alone flash player.)

0.8.142 Changelog:

  • Crew Gianna has a new scene available. It requires Gianna to have a donger installed, the player character to have a vagina, and the player character to be bipedal – because there’s some mating press-style hijinx involved. It clocks in at around 5,900 words of total text with a fair bit of variation thrown in for spice. If I ever decide to write another character with variable breasts, butt, lips, dong, and body temperature, kindly slap the shit out of me. (Note: this scene could probably still use some edits, be on guard for typos and slap ’em in a bug report if you spot ’em.)
  • Sera’s “Tainted Love” expansion by Nonesuch was added by Jacques00. If Sera is your mistress, it’s possible for her to get sick and need your help running the shop. It’s a one-time event, but repeat chances to work the desk are in on a random trigger. Note: you need to be eligible to collect their salary payment in order to trigger it.
  • Gianna got a whole mess of new busts courtesy of Morgore – 16 total with 16 more variants that require some more writing from me before players will be able to see them…
  • Adjatha’s busts for Salacious Sally and Azariah are now live. Check them out on Dhaal!
  • Some fixes for Sylvie pregnancy were added, courtesy of DrunkZombie.

And now I think I’m going to flop into a beanbag chair. G’nite!

P.S. If you like B’s writing (author of Frostwyrm, Paige, Azariah, etc), he’s got a game of his own over on his Patreon called Equivalent Exchange that heavily features asset theft. I’m told he added a new slime-girl and a character customizer, if you’re interested.

Of course, you can always support us on Patreon or SubscribeStar!


Server + TiTS Update

Well, first off, the new host has had me in “validation” for a several days at this point. I’ve been waiting almost 48 hours for a response after giving them the requested documents. Working with the internet is suffering some days.

I’ll go ahead and give you guys a report on TiTSdev since it’s been quiet. After dealing with some issues for a week that I literally can’t discuss here (sadface emoji), I got back to proper dev work on Monday with some hip-shattering goodness for dick-enabled Gianna. This scene is already over 4,400 words and getting longer by the day. I want to squeak in a third set of messy orgasms and a bit of aftercare before I finish it up. I’m thinking the total will clock somewhere in the 5-6000 word range.

I’ve also been collaborating with Morgore to get new bust art for her – including a variant where she changes her skin pigment into the SteeleTech outfit – for all the different size variants of her bust. We also got some art for the futanari variants, likely to be displayed in the appearance screen only to keep the bust variant count under 50.

Savin is still writing more Syri stuff I heard. William is chipping at his own backlog now that it’s grown to match Savin & I’s.

More excitingly: Gedan has save import largely working. I handed her a small pile of saves I collected from working on bug reports, and she was able to get most of them to import without issue after adding an “export” option to her local flash branch. After this week’s meeting we were discussing the possibility of making the WIP version of the JS port available to backers, even though many systems still need to be rebuilt inside it. Soon ™!P.S. The next patch will be public and come out early next week. Thank you for your patience and support.


[Backers | TiTS] Cherry’s Image Wall & Sylvie Preg!

Sinensian absolutely killed it with this art. This version with the jumper silhouettes didn’t make it in game, but I’m sure you’ll all enjoy it.

Some hangups with Leyaks are going to hold them back for a bit, but DrunkZombie delivered Sylvie’s pregnancy expansion to me today, and I sorted out a pretty nice pile of high quality art for the game. Enjoy~!

0.8.141 Changelog:

  • Sylvie can now get pregnant! She can start or stop taking birth control. High virility Steele’s have a small chance to impregnate her even when on. She has special talk scenes during pregnancy, and futanari Sylvie can impregnate Steele as well. Nursery scenes are included in a special area.
  • New Busts: Big T, Bianca (though only for two of her variants), Cherry.
  • New Imagepack art: Anyxine under desk service (illustrated with SEVEN new images by SimplePhobia), Cherry’s Slutwall, Slut Wall Gabilani creampied, Slut Wall leithan creampied, Slut Wall raskvel creampied, Slut Wall ratboy creampied, Slut Wall slyveren creampied, AND I updated the Slut Wall spots that were missing embedded versions of their Adjatha bust to include the art.

As usual, the image-embedded version can be found on the relevant Patreon or SubscribeStar post. Thank you so much for your continued support!


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