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A member registered Jun 08, 2025 · View creator page →

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These versions are planned for far future.

For Linux, I heard from multiple players proton works generally well, but in some cases tweaks are necessary. I don't know anything about proton so I can't provide any instructions. 

This was discussed in the past and while it sounds like a good idea, you have to remember, it's not just the liquid. It's everything in the notes, or animations themselves, character design, the posters on walls, the visor text, even background of notes, and more. I believe substituting all these things will be a half-measure at best. But regardless, I need to finish the content first to even have an opportunity to consider these solutions.

But they already rub them? Wolves, pigs, and sharks all do. Skunks and roos got different idle animation I suppose.

Yeah there's been a lot going on recently both in my life and in the country, but I am still trying to work hard on it. Thanks for the encouragement! 

Not very update will hit the spot for everyone and some people have limits, it's understandable. Not to worry, I am sure there will be more more hosesuits and alike in the future,  so it's not going to run away!

Also, I plan areas with more sensitive content to be more optional so while you may still benefit from going there whether for new items or by using the obtained form smart, it is absolutely not necessary to proceed further in the game. It is a general rule as predicting the future is harder, but it's true for this area.

That is a good question. The initial plan was to wrap it in early December, but this plan didn't involve goo cat, nor predicted more than week of patches post release. There have also been 2 funerals in the meantime. I work everyday and have been pushing myself lately so it remains to be seen when this will get finished, or if even this year. In the end what matters the most is that everyone gets a high quality update and not something rushed, even if it takes time.

Of course it would be unfair for me to keep everyone waiting forever, so I am posting on FA every now and then, SubscribeStar users get 2 extra monthly posts, and I am planning a devlog exclusively for Itch later this month. I will show more sprites, describe a few mechanics, discuss technical matters and more.

You'd think with all that bloatware pigs use they'd run on Windows, but as it turns out Linux genuinly lets you erase everything, even access rights of the previous body owner! 

You seem to be experiencing cases of "intended gameplay!"

That being said, if you find a yellow medkit before being caught by another wolf, and once rubbing progresses far enough, you will be able to use it, and it will prevent instinctive rubbing from triggering. Player induced rubbing will also not lead to consequences.

In the next update I am reworking these medkits so they can be used at any point rather than working only once you get to the horny stage of a creature. 

Thank you~ 

It is a fun idea, although netcode is beyond my plans for this game! But perhaps there may be cases of transforming other NPCs in the future! 

Mmm yeah, although this seems to be an issue with the oldest of creature sprites. As I improved my sprite work, newer sprites are more deliberate on details, and they contrast better! I've made attempts certain older sprites, but I always end up disliking the results. In some cases, like the goo puddles, the rework was successful and now everyone sees them without issues.

Also, some monitors appear to have a high default gamma, and as such I plan to expand the range of gamma slider in the next update to improve experience of more players! Over time most of these issues will smooth out.

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Thank you! I mostly debug in the engine by changing the coordinates and testing it from a player's POV rather than using any devroom. Or sometimes I test the final build as things may work differently there.

A gallery is under consideration and I have a fun twist for how to enable access to it, so one day yeah!

If a difficulty setting was to exist it would most likely follow  RE style. So less items, tankier enemies, would require more precision and game knowledge to finish the game.  It's difficult to discuss some of these concepts because they require more core systems that are planned but haven't been implemented yet.  I also want to generally focus on adding more easter eggs, but any difficult that would be to exist would be beatable. 

The whole TF and post-TF content for the skunk drone, new area and a new TF for Tilcayo goo cat (based on goo wolve's mechanics + some new,) a medkit rework, the save system, improvements to settings, and probably more that I can't remember from the top of my head. But I am not anywhere close to finishing all that content yet.

It's a major update. Every previous update was only a patch note to solve some of the most pressing issues with the game. 

I want  to roll it until early December, but there is no hard deadline.  The addition of goo cat created a huge extra timesink that was not in the plans originally so delays are possible.

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I didn't suggest this as I assumed all UI buttons wouldn't work. Glad it worked! I am unsure why this happens so solectively , but it's at least another clue.

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This is a very rare issue only two people reported in the past. I am unsure what causes it, but one person was able to solve it by reinstalling the game from HDD to SSD.

If this does not work, please see if buttons lit up upon mouse hover, this would help pinpoint the issue.  Alternatively, if you have a very odd resolution or aspect ratio, I recommend changing it to 16:9, then in the game's settings change it to whatever your computer actually uses, although this is a best a guess as to what may be happening. 

Perhaps a teaser will do it for now! 

The lighting system has been implemented, although I am not perfectly happy with it. I made a decision to constrain it to specific zones rather than apply throughout the map (exceptions may follow)

Recently I have been working on the giant skunk and I already got the sprite for it, it took ages since it's a few times larger than the player sprite.  I hope to have FA post about it ready to go tomorrow or soon. A large chunk of gameplay has been conceptualized already, I believe it will be much more intuitive and fun and will come with many kinky interactions and ideally. I also hope to have an interesting new visor UI for skunk drones, and that possibly will come as a next subscriber post. More work has been done, but it's not show-worthy yet.

Thanks for pointing that out! Already fixed, it will be included in the next update :)

Color changes are a one thing, but gas as mentioned still offputs some people, which creates the same problem. Regardless each skunks has a hosesuit and that too is a problem for many. I feel like any replacement is going to remain an issue to a lot of people and any half-measure is only going to create complaints. Besides the setting for a gasmask I don't think there's a lot that can be done in a meaningful manner. 

I don't believe discussing linguistics is of great benefit here. Many systems are developed ad hoc so the rules outlined are subject to change. There may be benefit in preventing such softlocks, but for now it's simply not the focus of this rework nor update. It may be worth revisiting in the future.

I believe it may have been my attitude. It's fair to have these concerns, while I dismissed them with a mental shortcut instead of a proper answer. 

You are correct that some aspects can be easily tweaked, just tinting liquid blue or purple or white. Gas in the mask could be turned off, using "gear" could be disabled. But as more content gets switched off or replaced, the area and its theme become more inconsistent with the environmental design. Putting aside workload on animations and the rest, is that really worth it? And delaying this or future content? How many people would actually benefit from this? And is the problem actually with the area, or just with the skunk? There's no rule saying skunks can't appear again in other areas.

At some point the amount of work becomes so large it might be worth more to make a new area that everyone will benefit from. 

That being said, much like masks and spirals can be disabled to some degree, I believe certain features like animated gas from hoses may benefit from a setting that turns it off/on and intensity. We shall see. 

Thanks! Mixels are a result of early decisions made when the game wasn't meant to be public. There's not much benefit in upscaling all textures threefold at this point. It's more of a lesson I take for the future projects

Thanks to my benevolent donors who fund the development, pay my rent and expenses, and keep the game free and up to date for everyone!

I love feedback like that, it's very informative, thank you! And I am glad you tried to finish all content!

I like replying to comments so no one will go unheard!

1. Regarding pig content, I am aware of a lot of bugs involved. I decided to delay fixing them into the major update. If somehow I run out of time again, they are next in the order regardless. For now the workaround for this issues is to use "b" to sped up animation, which will force teleport player into correct positions.

2. I tried to fix this bug for a long time, I was aware of it before the release, but got lost across 9 boolean values so I kept it. I agree, it's better left existing even if it is technically a bug.

3. These are new bugs I never heard about :D Fun. As more items/and rework for others is coming, I plan to eventually have inventory work closer to RE series. So a  proper inventory, inspect tool with rotation, and expandable inventory size. 

4. Yes these sound like bugs, so I will fix them. I think point ii. is actually intended if I read it correctly.  Either way it will be revamped during the yellow medkit rework so whatever code is there will be replaced anyway, and for the better.

5. It is per cases basis, every interaction's code had to be modified to check for a new boolean. If you could list these interactions or specify if you meant any type at all, that'd be most helpful.

6. Yes, this is a result of 1 tile high walls. Because they are colliders blocking movement, everyone has colliders near their feet so they appear partially on the wall. It's certainly not ideal, but I am not sure how to fix it. Newer areas use double height walls properly so they don't have this issue.  There is a bug which causes some of them to teleport a bit through walls on alt tab while in a chase. I tried to fix it to no avail. This happens because I gave them linear motion but the engine is stupid and it doesn't prevent it while alt tabbing. I fixed this with physics based movement on black orbs as those are on as separate simpler script. If you meant to say they grab you through walls without alt tabbing, please specify that and I will trim their trigger colliders!

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And the rest:

1. I plan for the player to find more cans on top of charge increase. Fair point about lever.
2. Yes it is planned, I simply run out of time before demo release ebcasue there were more pressing issues. There will be more pages in the settings menu and with that they will get more in-depth and better described.
3. That sounds great! 
4. No, no I don't think I will. But this reminded me I think I forgotten my "pull the lever Cronk" easter egg someone suggested, so I will add that.
5. Another great suggestion.
6. Yes, it is already planned.
7. This was suggested a few times and it probably makes sense to consider this.
8. I generally oppose indicators, but they are often requested, for instance for inflation on the pooltoy, and I understand people feel like it's more like guessing than figuring game knowledge. So they are planned in some form. 

1. That is an intended behavior.

2. I understand it can be confusing and once again, a rework for yellow medkits is planned for the next update. They will  prevent player from entering this state upon use, rather than just removing it.  As such a player won't be required to guess when to use it, they will use it at any point they want.

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Sorry to hear it didn’t meet your expectations.

I am improving lots of technical details along the major update so if something stood out in particular please let me know, thanks! 

Upon use it removes a goo puddle 1 tile in front of where you are facing. It has 4 charges (but will have more in the future) 

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Edit: I see this decision isn’t particularly popular. Perhaps my wording was wrong, I apologise. 


If someone has an idea what changes would smoothly account for character sprites, tilemap, visor text, lore documents, text bubbles and various animations and interaction which are all related to that area’s kinks, without fundamentally making two different types of content, I will listen.

I also want to mention the area won update vote by a landslide. I understand this content isn’t universal.

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Unfortunately no. The area is too inregrated with the kink first and foremost. The development also shouldn't be influenced by some people disliking certain kinks or I'd have to compromise or make many extra redesigns just to cater to everyone. A game for everyone is a game for no one. Instead, I try to balance updates  so they provide more than just one creature at time, so that everyone has something to look forward to. In due time there will be enough varied content. 

Skunks are one of the very few species I consider for multiple instances across the game so maybe we will see them in the future in different light.

CW will remain by default off as I expect more people prefer it that way given the game is meant to feature plenty of niche/weird themes, but also because it can spoil the fun. The setting will always be there for those who need it, and will be expanded and improved in the future.

You can find the code on a note in the pooltoy warehouse near the entrance to the pool. Answer with a spoiler: CAP 

The original route is blocked by sparks, but there are two alternative ways back. After going down through the blue door, you either head left to fight a robot, or down and left through the pooltoy rooms.

After the first lever door, you’ll have a gun and enough ammo to kill the robot, with extra ammo scattered around the map. Alternatively, you become a pooltoy in the four terminal room and use a medkit to revert afterwards. 

Both routes lead back to the blue door next to the first pooltoy room, and from there to the original area. 

It's certainly rough around edges. So the keycard doesn't close you to the rest of the game, keycard doors turn on a green indicator and you can just walk through them. Slime/Goo wolf's puddles are meant to cause trouble, but you later unlock an item called anti-goo spray which removes them, it's in the locker with the padlock to the left of the main junction. In the future I plan to increase charges on it from 4 to 6. Oh and you can reverse from being a pooltoy, you just have to deflate to a level below default first. The idea here was that needless are sharp.

There are more things that people find unobvious, but over time I hope to make as many of these systems intuitive as I can eventually. Right now I am focused on a major update, but it will also come with some missing content and reworks and bug fixes too. Thanks for the feedback!

Appreciate the offer! I want this game to be my work entirely, as much as possible, so I do not accept any code/art contributions. 

Yes I was made aware of that previously, but thank you.

No you didn't miss anything. The only indication the demo actually ended is contained in the note under the dairy and it also unlocks the ability to travel to check WIP areas.

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Everyone wants their specific TF in the game. TFs were always chosen from things I enjoy, so that won't change, but, I am trying to balance updates so more than one groups of players at a time has something to look forward to. But even then you should probably expect more exotic and niche creatures.

The TF in other pens includes winners of my free YCH lotteries and I didn't anticipate there was actually a way to be a human inside so I never drawn it for the player, but yes it is planned as this was pointed out once in the past already. 

I really don't think so, it was a tiny room, most sprites got reused across the map already. If anything dog related ever comes again it will be something completely new. 

No there is not. But you aren't missing out on anything. The area is just a few tiles larger than you can see from behind the barriers and it contains nothing new besides spots for a future pooltoy packing machine, which isn't even there yet.

That way everyone knows it's not expected to be present in the current versions, but also you still have access to the area in case you want to loop nearby enemies instead of shooting them. And you also get a few thought bubbles and a note.

 There was a plan to add a rubber bondage dog gear, even an area was added to the game for it, but at the time I wasn't skilled enough to draw character sprites, and the idea was scraped, and the map replaced with the bottom part of the pig area.

I haven't yet decided what creatures will be joining the game in the future besides those from WIP areas and update votes. That will be likely decided spontaneously, just like the Tilcayo cat.

The major update with come with 2 new TFs, skunk drone and Tilcayo Cat. I am planning a devlog here on Itch once I have more pictures to show, but you can actually watch Tilcayo TF animation on my Furaffnity.

Currently I am working on light in the game, but I have been stuck for 2 weeks already as I have not found a practical way to generate shadows without incurring inconsistent borders between walls, among other issues. I may be forced to temporairly stop working on this just to actually draw sprites and make gameplay for the remaining parts. Either way I certainly need to work more if I want this released this year.

You can still visit main pool area after completing the demo, they aren't tied to the backrooms in any way. Teleportation circles work after completing the demo, which means reading end of demo note. Technically just walking through a spot in the corridor with it.