Changelog:
v 1.0.7 PT Demo - 2025-08-07
• When choosing a room, you are now offered additional stats or rewards. However, you may have to pay the price for them.
Attack power increase (%),
Critical damage increase (%),
Enemies deal more damage (packet gain increases),
Enemies have more health (guaranteed item box drop),
More enemies spawn (packet gain increases),
Max health decreases (in exchange, attack power increases),
Max shield decreases (in exchange, critical damage increases),
Weapons disabled (guaranteed selectable item box drop),
Skills disabled (guaranteed cosmetic item box drop),
• Skills have been reorganized. For each skill, I created upgrade variants based on item combinations. There are a total of 11 skill types. Damage increases significantly or cooldowns are greatly reduced. Some skills gain new functions. Skill upgrades can be made at upgrade stations that appear in the game. (Still debating whether upgrades should require a separate step or happen immediately. Some guidance may be needed.)
Magnetic Field: A field deployed close to the character that slows enemies.
Pulse Bomb: A bomb that spreads forward in a radial shape. Upgraded: more bombs are deployed.
Drone: A drone that orbits the character. Upgraded: hitting enemies causes random projectiles to spawn.
Drone Follower: A drone that follows the character and fires bullets. Upgraded: projectiles become piercing.
Damage Field: Random circular damage zones appear around the character. Upgraded: circles target beneath enemy feet.
Static Rift: An electric field is created at the character’s position. Upgraded: more fields are generated, and they grow slowly until they disappear.
Homing Missile: Missiles form around the character and launch at enemies. Upgraded: more missiles.
Area Damage: Deals damage to all enemies on screen. Upgraded: deals more damage
Bullet Stream: Fires bullets in one direction for a set duration. Upgraded: always fires in the direction the character is facing.
Orbit Recall: Projectiles spread to random locations and return. Upgraded: each projectile homes in on enemies.
Back Piercer: Fires piercing projectiles backward that deal damage. Upgraded: creates a gas zone at the location of the first enemy hit.
• Each weapon becomes upgraded when a specific skill related to it is raised to level 8. (Need to verify proper functionality.)
Shotgun + Max Health 8 → 1.1x damage, shells increased from 8 → 16,
Rifle + Critical Damage 8 → 1.4x damage, +30 magazine size, 1.5x faster reload speed,
Heavy Machine Gun + Move Speed 8 → 1.1x damage, deals splash damage around impact point,
Laser Rifle + Attack Speed → Better energy efficiency, thicker beam, 1.2x damage,
Burst Gun + Critical Chance → 1.2x damage, fires 3x more bullets,
Sniper Rifle + Magazine → 1.2x damage, shrapnel bursts from impact point to damage enemies,
Grenade Launcher + Defense Rate → 3x damage, wider explosion radius The old character stat structure reached its limit, so the internal stat system has been redesigned.
Stats gained through leveling up are now additive. Stats from items or room choices are additive or percentage-based, depending on their type.
Now during gameplay, pressing Tab, or at the end of a run, you can view how much damage each skill dealt to enemies. (I'll use this data to start balancing things.)
The mission to protect the Stand used to fail immediately if you stepped outside the circle, but now it simply reduces progress for a while instead of restarting.
If you stay in a room without clearing the time requirement, an electric field that damages the character will start appearing.
New types of rooms have been added. I plan to keep adding more room events.
Enemies that are behind walls the character cannot see will now be invisible. (You might be surprised!)
Now, the luck stat affects the drop rate of health packs and shield packs. Luck is calculated as the character’s base luck + suit luck stat, ranging from 2 to 20.
When enemies die, they now disappear with an effect, making it easier to identify them.
A new suicide enemy has been added. Be careful.
Character hit by robots no longer apply slow effects. They only deal damage now.
In boss battles, the number of enemies has been reduced. I think boss fights should be a bit easier now.
Doors will no longer open to rooms that haven’t been generated. If you see a door open to nowhere, please DM me.
The burst gun now fires a sticky bomb between its burst shots.
UI
The UI for option cards during gameplay is being improved. It will continue to be refined.
A new window has been added to directly show formulas required to upgrade skills or weapons.
You can now view the room objectives and selected effects for the current room via objective text.
Item markers have been added to help identify items that appear on the map. May not work properly on certain resolutions.
A simple manual for the game has been added. Press F1 during a dive to view it.
Outgame
A cutscene has been added when starting the game for the first time. Honestly, the quality is a bit low, but feel free to check it out. For those who have already played the game, there's a reset option in the gameplay settings. Bugs
Fixed bugs related to character-exclusive skills
Fixed implant label errors
Fixed issue where character would freeze after choosing a skill from the level-up screen. If it happens again, please DM or contact me in any way you can.
And many many other bugs..
v1.0.5 Demo
Fixed some miscellaneous bugs..
• Prevented skills from being used in the upgrade box.
• Prevented teleportation into the transparent box blocking the entrance.
• Fixed the strange behavior when removing a specific suit in the reward scene.
• Fixed the boss being still.
• Fixed the issue where the volume option was not applied when restarting.
• Aligned the direction of the minimap to the actual direction.
• The shortcut key for the minimap has been changed. Keyboard M key
• The keys on the pad have been organized. (Xbox controller)
UI and Character
• Fixed and improved the bug in the character suit preview system.
• Added a system to adjust the color and transparency of the character custom suit.
• Changed the implant to a skill tree format. Certain implants require you to level up the lower implant by 3 levels to upgrade the next level implant.
• Added some implant skills.
• Added customizable character hair, accessories, and tops.
• Improved character suit material.
In-game
• At the end of the dungeon, a point has been set up so that you can clearly see the exit. Once you enter, enemies will no longer be summoned. • Added Photo Mode You can enter Photo Mode by pressing F3.
• Added pickup items that temporarily suck experience points that are scattered in large areas of the map.
• Added drop items and gift items. You can increase your likeability by gifting the acquired gift items to the character at the facility.
• Added Dram items and appearance items. We made it possible to obtain items that can be customized by trapping.
• Added Homing Missile Skill.
• Added gun modeling and thumbnails.
• Added various models of dropped items.
• The main weapon has been changed to use infinite ammunition.
• The pistol has been changed to a special weapon. It forms an area that deals damage and sweeps away enemies on the screen. Bullets can be obtained as drops from enemies.
• Added several types of enemies.
• Added gun upgrade and naming features.
• Guns can be upgraded a total of 8 times, and the upgrade values are random.
Facility
• Developed a system that allows you to view several scenes when you increase your Likability to a certain level in the facility (normal poses are possible in the office, and full-fledged sex will only be possible in the room)
• Installed a terminal to manage characters - New weapons can also be purchased at the facility's terminal. Weapon upgrades are possible • Created a room for characters (the door can open and enter only if the Likability is high)
• Created a function to send characters to a room (there's nothing you can do after that yet...)
• Created a menu that allows you to do various things in character conversations
• Unified various UI designs • Added character expressions and effects when giving gifts
• Created so that the character changes to a specific state depending on the character's status (currently 7 types of abnormal statuses. The change in the values for each abnormal status has not been applied yet.)
Sex scene
• When a female character orgasms and ends, the character status value set for each scene increases.
• If you finish without orgasm, your mental will drop significantly.
• The character's mental will recover when you kill enemies.
• When a female character orgasms and finishes, she squats.
• Added scenes Dildo Nelson, enlargement, cowgirl. Only Irina can do it now.
v1.0.3 Demo
Gameplay Improvements
Cooldown Display
Cooldowns for skills and character-specific abilities are now displayed in-game.
Improved Item Management
Once collected, items will no longer appear in loot boxes.
Out-of-Bounds Teleport Restriction
Irina's teleport ability no longer allows movement to out-of-bounds areas. (Still a work in progress)
Falling out of bounds now results in death, with a proper death screen displayed.
Character Animation
Characters now rotate more naturally in place.
New Weapon Added
A laser weapon has been introduced.
Effects and Visual Enhancements
Various new effects have been added.
Minimap Improvements
The minimap now displays the player’s location and only reveals rooms the player has visited.
End-of-Game Kiosk
A kiosk has been added at the end of the game. Interacting with it ends the game and saves progress.
Level Cap and Upgrade Adjustments
Leveling up beyond level 20 is no longer possible.
Critical chance upgrades stop appearing after reaching 99%.
UI Refinements
The game now asks for confirmation when exiting.
Skill stats are displayed upon leveling up.
Out-of-Bounds Death Handling
Players who fall out of bounds will now trigger the death screen.
Drone Behavior
Drones no longer overlap with the player.
Multi-Monitor Mouse Restriction
The mouse is now confined to the game screen in multi-monitor setups.
Reward Screen Improvements
Mouse Control Enhancements
Mouse controls on the reward screen have been improved.
Dialogue on Reward Screen
Characters now display dialogue on the reward screen. Currently, only Irina has dialogue, which is temporary and will be updated to fit the story later.
Facility Scene Updates
Character Dialogue Additions
New dialogues have been added to the facility scenes, and existing ones have been revised.
First-Person Character Name Change
The first-person character is now named Connor, with corresponding backstory being developed.
Main Menu Changes
UI Structure Refinements
Players can now select suits in the character selection screen.
Character Selection Animations
Animations have been added when selecting characters.
Players can now explore characters in more detail using newly implemented controls.
Pressing the tab key during selection will trigger character-specific animations.
Modeling Bug Fixes
Fixed an issue where Nekvet’s model disappeared on the main menu.
Options Menu Updates
Chromatic Aberration Toggle
A new option to disable chromatic aberration has been added under the Graphics tab.
Debug Mode Toggle
Players can enable or disable debug mode via the Gameplay tab.
Volume Control
Volume controls are now functional, though still in progress.
Known Issues
Sometimes the Mecha Spider and final boss models stretch upon death
The final boss occasionally fails to drop a loot box.
Some rooms may generate with unblocked passages unexpectedly.
Players may encounter a black screen when starting the game. Pressing ESC can resolve this issue.
Frame rates drop when entering facilities. Optimization is ongoing.
Character stats are not displayed correctly in some instances.
Dialogue has been translated into English using an auto-translation tool. This will be improved over time.
v1.0.1 Demo
Initial Release