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ThuslyProud

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A member registered Nov 24, 2016

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No worries, thanks for taking the time to clarify.

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There's no way to ask this elaborate question without both spoilers and sounding slightly like a crazy person, so I'm just going to go ahead. 

I've gotten to a sort of second hidden portion of the game using the information from the secret ending. After the shark-man gives me the third key (Which the game informs me should work on most doors) and asks me to go to the basement, I am not able to find the entrance. All the doors are either non-interactive or still tell me they are locked. This includes the door in the fish-themed smaller gallery.

Is this a bug, was this portion of the game not finished, or am I just somehow missing the basement door? No worries if the game wasn't finished past this point, just hate to think I am missing something.

I encountered the same error, down to the same text, at the same point of "Into the Mist" (Also the first game)

This is playing the version bundled with "Into the Mist 2". The 1.6 version. 

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There was an ancient incident involving a magic razor, a pube hating wizard, and an epic planet-wide curse that nobody likes to talk about.

Unfortunately there isn't a potion or lab option to change skin covering (feathers, scales, etc...) only skin color. The only way I can think to change skin covering is via the Mutation spell, where it's one of the many random attributes the spell can change. The odds are pretty low, but if you're really determined you can probably brute force the result you want by casting and re-loading the save.

This is fixed now, but outdated gender tags might persist on characters from before the latest build. 

As a slightly pricey but verified work-around, the tag will update and then stay accurate once you change their sex in the lab. For example: I had Herm characters that were still showing as Female until I removed and then restored one set of genitals.

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If they're set to Rest and still taking some damage it's probably not the job that's doing it. It sounds like it might be Toxicity, which is built up by using transformation potions and wears off slowly over time. I think it wears off faster if the slave is set to rest, but it can still take a while to go down.

Once Toxicity gets over ~25-30 a character can expect to take some damage every day, and it doesn't take that many potions to get it up that high. If a character has taken Toxicity damage it should be noted in the daily log somewhere. You can also check their specific Toxicity level with the Mind Read spell.

Thanks! No worries. If you have the time, I would be curious about your feedback on my previous misc bugs and suggestions post.

This can be replicated as described on 5.19b.

The Master shows up at the top of the inventory/equipment roster until I try to modify their eyes in the lab. Afterwards they never re-appear in the inventory roster. (At least for the ~10+ days I checked)

Note that this was using my save from 5.18d. Not quite ready to start a whole new campaign just to test this one issue = P

Game Version: 0.5.18d

Operating System: Win7 64 bit

Changing the main character's (MC) eye color via the lab breaks access to their inventory. After you change their eyes, the MC vanishes from the character roster when managing gear/inventory. They never re-appear in the inventory roster, regardless how many days you wait. Other functions, like combat party and interaction, appear to continue to work normally for the MC.

This bug is likely because changing eye colors always takes 2 days, while all other lab actions on the MC take 0. Since the MC isn't handled like a normal slave they aren't supposed to be removed from the roster like slaves being modified or given guild services are.

Hey Folks. Been playing this game a few days and really enjoying it. I have a number of misc bugs and suggestions that I wanted to take a minute to put into writing. I know the line between bug, partially implemented feature, and personal preference based suggestion can be thin, so take all this with a grain of salt if some of these seem more like one that the other.

Game Version: 0.5.18d

Operating System: Win7 64 bit


1. (Suggestion) If characters involved in an act are related, include that in act descriptions at least a portion of the time.

"Emily grabs Tisha and deeply kisses her sister" or "Emily grabs her sister Tisha and kisses her deeply"

is certainly a bit more interesting that just "Emily grabs Tisha and deeply kisses her."

2. (Suggestion) Allow the main character access to birth control. Seems a little silly that all slaves have access to cheap/easy ways to prevent pregnancies from vaginal sex when the MC does not.

3. (Bug/Suggestion) There's no way to remove tattoos. Perhaps a service at the slavers guild, or a option in the laboratory?

4. (Bug/Suggestion) Slaves with the "Hollow Nipples" modification should be able to serve multiple partners at once with them. They have at least two breasts, after all, and every other act that it makes sense for allows multiple partners.

5. (Suggestion)  An option to remove vaginas from slaves in the lab, provided they also currently have a penis, to allow the creation of traps/dickgirls/new-halfs or however you want to call them.

6. (Bug) Dogs and Horses taking Anal are described as various humanoids in the giver portion of the act description. (Orcs, elves, humans, etc...) Their action descriptions will also often describe them acting in anatomically impossible ways for their species. (Throwing their arms around the giver while taking, etc...)

7. (Bug/Unfinished element?) The Relaxing Incense tool seems to have the description for the Nipple Sucking act attached.

8. (Unfinished Element?) Is the Rope SM act supposed to unlock bondage/restrained acts, like the ring gag does for deep throating? At present it doesn't appear to do anything.

9. (Suggestion) A way to accelerate pregnancies, like a potion that knocks off 10-15 days from the gestation period. I know you can edit or mod the related scripts, but it's more engaging to have an in-game mechanic than just cheat.

10. (Suggestion) Nursery Room upgrades that decreases the amount of time children are kept in the growth dimension. Again, I know you can edit scripts for this, but ways to do it in-game are more engaging.

11. (Suggestion) A way to remove some accumulated toxicity, via potion or lab function. Perhaps at a significant health/stress cost, to represent the toxins being purged from their body? This may be too opposed to the design intent for toxicity.

12 (Feature Suggestion) This may be getting out of scope, but how about the ability to assign a gardener to the mansion gardens to grow food? This could even replace foraging entirely, and dryads could get a sizable bonus to this job instead. A veggie plot or fruit orchard makes a bit more sense to me than sending a slave out to grub for roots and berries in wilds crawling with bandits, wolves, and worse things. Could have upgrades for exotic plants that have a daily chance to produce alchemical ingredients like Basic Solution or Fluid Substance.