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House Party [v1.5.2.13984 + All DLCs + Explicit Content + Supporter Pack] by Eek! Games

Cover for House Party
Game Information
Developer Eek! Games
Engine Unity
Release DateNov 17, 2016
Last UpdateMar 26, 2026
CensoredNo
OSWindows
LanguageEnglish, Chinese, French, Russian
Voice-
Length-
Original Name-
Aliases-

House Party v1.5.2.13984 + All DLCs + Explicit Content + Supporter Pack

5.0 (1 votes)
39 views
Overview

House Party is an open-ended social simulator mixed with a point-and-click adventure inspired by classic comedies of the 90’s. Every decision changes your story and every character has something to reveal. There’s also a button to take your pants off.
Trailers:

Character Customization:

v1.5.2.13984

First things first: we’ve taken a big swing at squashing the remaining issues players have been running into. A ton of minor bug fixes and improvements are packed in this patch, and we’re continuing to hunt down any of the buggy bastards still lurking in the shadows. If you do run into anything weird, hit us up on Discord and let us know – we’re on it.

Now for the cooler part of the update: we added more steamy content. You’ll now find new romantic encounters for both Babs and Gisella.

Babs’ encounter is tucked into the main storyline, but it’s not just handed to you. You’ll have to sniff it out.

We’ll give you a hint: swamp ass.

Gisella now has a new romance encounter that becomes available when you rescue her and takes place in the art room. Prepare for some owl commentary. You just can’t escape those bastards.

v1.5.2.13954a

  • Fixed an issue that could cause Madison to sometimes say the wrong dialogue in the Nocturnal Temptations DLC.

v1.5.2.13954

  • Fixed an issue that could occasionally cause Vickie to not show up at the party after sending her a message.

  • Adjusted the way Compubrah sits in the tree.

  • Fixed a shadow issue with Frank's knees.

  • Lot's of story fixes.

  • Updated custom story upload link on story broswer window.

v1.5.2.13935a

  • Fixed an issue that could sometimes cause Gisella to get stuck following Babs.

v1.5.2.13935

  • Fixed an issue that sometimes caused the Game Over screen to not work correctly.

v1.5.2.13934

  • Fixed an issue that could sometimes cause several dialogues to trigger at the start of the game.

  • Fixed Gisella's pose when taking a picture.

  • Fixed some issues that caused problems after returning to the present in the Nocturnal Temptations DLC.

  • Fixed an issue that could sometimes cause Doja Cat to not be able to climb up to the roof.

  • More small story fixes.

v1.5.2.13918a

  • Fixed an issue that could sometimes cause Gisella to get stuck or fall through the world when she was supposed to be in her trailer.

v1.5.2.13918

  • Rolled back a change to the broom to make it grabbable, that caused issues with the broom preventing it from working as intended.

v1.5.2.13917
Since Nocturnal Temptations' release, we've been working hard to fix these issues and we've pushed a total of 7 patches and hotfixes, including today's patch. Today’s update focuses on the remaining bug fixes. We've fixed a lot of them – with a focus on the beginning and the end of the DLC. First off, the DLC is much easier to start. Expect a narrative text to pop up if you have the DLC installed, directing you towards the start of the adventure. Easy as that.

Second, we polished up the post-Nocturnal Temptations story content for Gisella. We identified several borks that were preventing her scenes from triggering properly, or cutting off content that should most definitely have been there. If you ran into weirdness (or a lack thereof) upon return from your time-travel adventure, our bad. This patch should smooth that out. Some other quick fixes: We fixed some hiccups when returning to the present halfway through the DLC. We also fixed issues around Vickie’s romance cutscene – shout out people who fell through the map (sorry)!

v1.5.2.13905

  • Fixed an issue that sometimes caused Compubrah to not be tap-able after telling him you'll look around first in the NT DLC.

  • Fixed an issue that caused the game to sometimes not properly display a game over message after a failure in the NT DLC.

  • Improved some clothing clipping and skinning issues.

  • Fixed an issue that caused Doja Cat to sometimes spawn in the wrong place after completing the NT DLC story line.

  • Fixed an issue that caused Gisella's DND questline to sometimes not work correctly.

  • More story fixes.

v1.5.2.13896

  • Fixed an issue that sometimes prevented progression of the story when returning to the present in the Nocturnal Temptations DLC.
    (This fix also resolved issues with Gisella and Compubrah in the present.)
  • Fixed an issue that sometimes caused an issue with the Vickie cutscene option in the Nocturnal Temptations DLC.
  • Fixed some clothing issues.
  • More story fixes.

v1.5.2.13866

  • Fixed another issue that sometimes caused Compubrah music to not stop playing.
  • Fixed an issue that sometimes caused the players clothing in the past to not save and restore correctly.
  • Fixed some issues with Gisella and Babs customization.
  • Fixed an issue that prevented Gisella from providing a hint for finding Murray's money.
  • A few more story fixes.

v1.5.2.13853

  • Fixed an issue that sometimes caused the Compubrah music to continue to play after it was supposed to stop.

  • Fixed an issue that caused two of the new Nocturnal Temptations achievements to trigger in game, but not correctly update the gaming platform.

  • Fixed an issue that allowed the checkmark to load customization clothing to override the player's clothing when loading a game while the character is in the forest.

  • Fixed an issue that caused the NT message pop up and quest triggering for players who don't own NT.

  • More small story fixes.

v1.5.2.13849
More Nocturnal Temptations fixes.
This patch has a few more fixes to address issues that players have been reporting, including starting the new Nocturnal Temptations questline.

  • More tips added and the player experience is smoother and more directed, when attempting to start the new Nocturnal Temptations questline.

  • Fixed an issue that sometimes caused Gisella to get stuck in the hot tub.

  • Fixed an issue that sometimes caused the player to have no pants or shirt, or a toga instead of their original clothing when returning to the future.

  • Fixed an issue that sometimes caused a cutscene with Gisella and the Female Player to not trigger correctly.

  • Increased crosshair visibility for an item required early on in the Nocturnal Temptations questline by Compubrah. (Vague to avoid spoilers. Haha.)

  • French community translation updated to include Nocturnal Temptations.

We see your additional reports and comments and we also have more fixes/changes coming.

v1.5.2.13835a

  • Fixed an issue that could cause Patrick to get stuck in the garage.

  • Fixed an issue that could allow the air raid siren to be triggered early.

  • Fixed an issue that could cause Babs and Patrick's intimate moment to lock up the finale.

  • Peepz app is properly disabled if DLC isn't enabled.

2026-01-30
Nocturnal Temptations is officially live. And with it, we’re closing the book on House Party the only way that felt right – by making something big and weird, and full of lovin’.
Now that it’s all said and done, this is the most ambitious project we’ve ever made for House Party.
New locations. New characters. New systems. Freakin’ time travel. Stuff we probably shouldn’t even admit we pulled off.
But it’s also something else. This is our FINAL DLC for House Party.
And it only exists because YOU demanded it. You asked, you yelled at us on the socials, you memed our beloved Frankie Fast-Hands into infamy. And somehow, through sheer goblin-collective willpower, you manifested this thing.
Nocturnal Temptations is for you. Thanks for always rocking with us, and for believing that House Party had one last, completely off-the-walls story to tell. We’ll see you all in Office Party.

1.5.0.13444 Patreon
This all-new adventure cranks the weirdness past eleven:

  • Two new interactable characters join the chaos -- along with a few... unusual personalities you'll encounter along the way.

  • New time-traveling mechanic that warps the story in unexpected ways...

  • 500+ lines of fresh dialogue, packed with comedy and choices that will put the story in your hands.

  • More weird shit we can't name without spoiling something.

This DLC is big (read: massive), bizarre, and absolutely House Party to its bones. It’s the last ride -- and we made sure it goes out in style.

1.4.2.13206g (Stable Release 10/31/2025)

  • Upgraded Unity to version 2022.3.62f2, which resolves the recent Unity vulnerability.

  • Fixed a bug that caused the create new group option to not work correctly.

  • Changed Display Name (Friendly Name) of Disco_Gloves_Dress so that in the CSC they will be different than Disco Gloves.

  • Fixed an issue that caused photos saved from saved games to not be loaded with the saved game.

  • Fixed a bug that sometimes caused the New Game button to be disabled when a player started the game for the first time.

1.4.2.13206 (Stable Release 8/28/2025)

  • Added an external browser login option to the LoginManager.

  • You can now rate and report designs from the customizer.

  • The Custom Story Browser now loads story details of the first story in the list after it's done fetching stories.

  • Fixed a bug that caused a delay before loading the game scene when starting a new game.

  • Stories are no longer downloaded from the server on every game start. They will now primarily be updated through game distribution platforms.

  • Original Story and Date Night With Brittney Update: Small clothing tweaks, dialogue adjustments.

  • Fixed a bug that didn't record the story update time date, causing the story to show as not updated, after update.

  • Changed the forum link for custom stories to forum.eekgames.com from forum.eekllc.com.

1.4.2.13205 (Patreon Alpha Release 8/12/2025)

  • The Custom Story Browser now loads story details of the first story in the list after it's done fetching stories.

  • Fixed a bug that caused a delay before loading the game scene when starting a new game.

  • Stories are no longer downloaded from the server on every game start. They will now primarily be updated through game distribution platforms.

  • You can now rate and report designs from the customizer.

  • Original Story and Date Night With Brittney Update: Small clothing tweaks, dialogue adjustments.

  • Added an external browser login option to the LoginManager.

  • Fixed a bug that didn't record the story update time date, causing the story to show as not updated, after update.

  • Changed the forum link for custom stories to forum.eekgames.com from forum.eekllc.com.

1.4.2.13192 (Stable Release 7/3/2025)

  • Improved browsing performance for custom story and design sharing tools.

  • Added new login form and progress bar for custom story and design sharing tools.

1.4.2.13172

  • Added pasties for all customizable characters.

  • Ashley top can now be flashed as female player

  • Improved customizer compatibility for ultrawide and other aspect ratios.

  • Improved Madison’s disco top clipping.

  • Updated crocs to not hide socks.

  • Fixed some minor cutscene issues.

  • Fixed a bug that sometimes caused the leaky sink to become enabled while the water main is shut off.

  • Fixed some story issues.

v1.4.1.13155

  • Fixed an issue that would sometimes cause a crash on the main menu.

  • Fixed the text alignment for the Click To Continue message on the loading screen.

v1.4.1.13153

  • Added support for applying clothing customizations when loading saved games.

  • Added Chinese, French, and Russian translations for the Supporter Pack.

  • Added a new character picker to the customizer, allowing players to select a character to customize by clicking on their avatar.

  • Ashley and Vickie’s OG outfits are now available to all customizable female characters.

  • Derek and Patrick’s OG outfits are now available to all customizable male characters.

  • Ashley and Vickie’s Redesigned Supporter Pack outfits are now available to all customizable female characters (when the player has the Supporter Pack installed).

  • Derek and Patrick’s Redesigned Supporter Pack outfits are now available to all customizable male characters (when the player has the Supporter Pack installed).

  • When a group preset is active and the player selects a different character design, or adds a new character design, the player is now prompted with a popup asking if they would like to add their design to the currently active group preset.

  • Design and group dropdown menus now scroll to the currently active item when opened.

  • Added Steam Rich Presence support.

  • Fixed a bug that sometimes caused underwear to clip through a skirt when using console commands to remove and add the skirt.

  • Fixed a bug that caused some players to experience crash when during Lety’s story when she is holding the chilipeppers.

  • Fixed a bug that caused design sharing to fail when attempting to share a player character design that contains decals.

  • Fixed a bug that caused Nerdyglasses not being able to be customized properly.

  • Fixed a bug that caused music to be too loud in the new Supporter Pack Ashley cutscene.

  • Fixed male suit clothing item default colors.

  • Fixed an bug that caused part of the elf ear accessory to not apply the chose skin color.

  • Fixed an issue that caused the character to not be able to be rotated in the customizer when grabbing from ankle down.

v1.4.0.13106

  • Fixed some issues with some cutscenes.

  • Fixed an issue that caused some voice acted lines to repeat themselves.

  • Fixed some clipping issues with the new clothing items.

  • Fixed some issues with the new nerdy and nerdy taped glasses.

  • Fixed an issue that caused parts of underwear to be hidden sometimes when they weren’t supposed to be.

  • Fixed an issue that caused downloaded designs by users with . in their username to not load correctly. (These designs may need to be re-downloaded.)

v1.4.0.13085

  • Supporter Pack Pre-Release Patch!

  • Added emissive texture support for custom skin modding.

  • Improved skin shader performance.

  • When changing to a new top that is a dress, the customizer will attempt to change back to your previously selected bottom, when then switching back to another top that is not a dress.

  • Fixed an issue that would cause skin to get discolored in some places when changing tint.

  • Fixed an issue that caused some hairstyles to not show up in the mirror.

  • Fixed an issue that caused players to only be able to share 21 designs with the in game design sharing tool.

  • Fixed an issue that caused the player character’s hair shadow to be missing.

  • Fixed an issue that caused _ and : to not count as special characters when registering for an Eek! Account.

  • Fixed a bug that caused the Design Sharing pop-up to get stuck after a failed upload.

  • Fixed missing kitchen colliders.

  • Fixed an issue that caused Amala’s BGC when she’s at the gate to be heard all over the house.

  • Fixed game not unpausing after pressing done on the audio settings pop-up.

  • Fixed the head shadow issue with the player’s head in intro cutscene.

  • Fixed some null ref issues.

  • Fixed some customizer issues that caused items to go back on sometimes.

  • Fixed an issue that caused a bra to be hidden in the customizer when changing from to a top that hides the bra, and then back to a top that does not.

  • Fixed part of the succubus accessories not being able to change color.

  • Fixed an issue that caused the towels not to be grabbable.

  • Fixed sporty bra being disabled under tops that can show a bra.

  • Fixed an issue that sometimes caused the game to crash if a DLC was missing.

v1.3.3.12895

  • Fixed an issue that sometimes caused player controls to freeze after cutscenes.

  • Fixed an issue that could cause House Party to freeze when designs were saved with the name "Default".

  • A few other minor bug fixes.

1.3.3.12880
(Stable Release 9/20/2024)

  • Minor graphical and clipping bug fixes.

1.3.3.12841d
(Stable Release 8/26/2024)

  • Fixed an issue that caused the graphics menu to crash for some players.

  • Fixed an issue that caused the Download button on the Shared Design Browser to sometimes get stuck disabled.

1.3.3.12841b
(Stable Release 8/23/2024)

  • Complete Main Menu/Customizer/Sharing Translations for Chinese, Russian, and French. More languages coming soon.

  • Downloaded Tab added to the Shared Designs Browser.

  • Added new short and long stocking options to Business and Pleasure Style Pack.

  • Fixed Amy bra skin issue.

  • Reordered items in the customizer, grouping similar type items together.

  • Fixed misalignment issues for piercings.

  • Improved clipping issues for some clothing items.

  • Designs now continue to load when scrolling all the way down.

  • Fixed an issue that lead to body changes causing clipping with some items.

  • Fixed decal placement on work shirt.

  • Fixed some cutscene bugs.

  • Fixed an issue that prevented players from earning the DnD achievement in the Doja Cat DLC.

  • Probably fixed a few other things that aren’t in this list.

*

1.3.3.12748
(Stable Release 8/2/2024)

One more pre-patch for Business and Pleasure DLC.

  • Last minute tweaks on some of the new clothing items.

1.3.3.12745
(Stable Release 8/2/2024)

Pre-Patch for Business and Pleasure

  • Fixed an issue that sometimes caused the register checkmark to not expand the login popup window the way it is supposed to (missing confirm password field).

  • Fixed an issue that caused some Halloween accessories to be set to black by default.

1.3.3.12720
(Stable Release 7/29/2024)

  • Fixed an issue that caused changing nail color in the customizer to also change skin color.

  • Fixed an issue that caused some designs to freeze the design browser.

  • Fixed an issue that caused the design browser to sometimes lose connection with the server during longer idle times.

  • Fixed an issue that sometimes caused characters to be put on bottoms when wearing a dress that covers top and bottom.

1.3.3.12714
(Stable Release 7/27/2024)

  • Added Character Design Sharing

  • Improved the Customizer, making character customization more enjoyable and more user friendly

  • Fixed some bugs!

1.3.2.12219d
(Stable Release 5/17/2024)

  • Small patch to improve save/load function.This patch is a potential fix for corrupted save files (empty house) being generated sometimes for some players. We haven’t been able to reproduce the issue in our testing environment, but we have been analyzing our code closely to identify what could be causing the issue. This patch will not fix save files that have already been corrupted, but it we hope it will prevent the creation of corrupted save files going forward. This patch may also improve performance of some older saves (pre 1.3.0), although saves from 1.3.0 forward are still recommended for the best experience with the new system.

1.3.2.12219b
(Stable Release 4/12/2024)

  • Fixed an issue that caused Liz Katz to become unresponsive after the Laundry Room cutscene for some players.

  • Fixed an issue that caused Liz Katz to not have hair when inside Compubrah.

1.3.2.12206
(Stable Release 4/2/2024)

  • Rolled back Unity to version 2022.3.16f1.

  • Fixed an issue that caused hair shadows to not work correctly for the player character.

  • Fixed an issue that caused Katherine’s Choke Collar to not show up.

  • Fixed an issue that caused the Nails section to not collapse when Fun Stuff was clicked.

  • Added safeguards to prevent a potential issue of a hairstyle getting assigned more than once.

1.3.2.12199
(Stable Release 3/29/2024)

Link

1.3.2.12191
(Patreon Beta Release 3/27/2024)

  • Dinolicious Hat Customizable.

  • Secondary colors added to the customizer for several items.

  • Liz Katz elf outfit now available for all characters.

  • Liz Katz detective dress now available for all female characters.

  • Fixed an issue that was causing hair color to revert back when selecting the hair button.

  • Added validation check for customization groups. If a customization group is empty, or missing characters, the default preset will be added to the selectedoutfit for each missing character.

  • Changed hairstyles to be assigned instead of added to prevent a key already exists error.

  • Added another popup error message for documents folder access issues.

1.3.2.12114
(Patreon Beta Release 3/6/2024)

  • New Hairstyle Picker

  • Items from the Doja Cat DLC added to the customizer (Dinolicious Hat, Doja Cat Fuzzy Bootz, Doja Cat Earrings)

v1.3.1.12069e
(Stable Release 2/26/2024)

  • Fixed an issue that caused characters to still react when they were knocked out.

  • Fixed an issue that caused characters to not react correctly when the walked in on a private event.

v1.3.1.12069d
(Stable Release 2/24/2024)

  • Fixed an issue that could cause the head to fall through the floor after the freezer cutscene.

v1.3.1.12069c
(Stable Release 2/23/2024)

Quick Hotfix to resolve an issue that caused characters lips to sometimes not move when they were talking for players with surround/spatial audio setups.

v1.3.1.12069b
(Stable Release 2/23/2024)

  • Fixed various story issues (i.e. Frank not getting Katherine out of the bathroom).

  • Fixed an issue with incorrectly sized older skin texture mods. They are now automatically resized if incorrectly sized.

  • Fixed blocky lower resolution mirror reflections.

  • Improved the visibility of the starbomb box when it’s resting in the grass.

  • Added in-game achievement images for Valentine’s achievement.

  • Fix for Valentine’s Easter Egg not always showing up correctly when achievement occurs.

v1.3.1.12017v
In preparation for this romantic day, Madison has spruced up the house party with some lovely holiday decorations! The decorations include:

  • A Dusky Sky (Well, Madison might not have made that part happen)

  • Heart decorations

  • Balloons

  • Rose Petals

  • Pretty Moths

  • A billion small candles

  • A Valentine's Sheet and Pillow Set

Customizable Clothing Accessories
There are also a few new clothing options available in the customizer. You can now equip characters with the following items:

  • Angel Wings

  • A Valentine Halo

  • A Valentine Headband

  • Heart Glasses

  • Valentine's Choker

  • Fixed an issue that sometimes caused guests to show up to the party without appropriate attire.

  • Added reminder text in the customizer to create or select a preset when the Default preset is selected.

  • Only one Holiday Pack can be active at a time now. This only affects decorations and story content. All Holiday Pack clothing items will always be available in the customizer as long as the DLC is installed.

  • Improved main menu lighting and shadows.

  • GBK undershirt is now available for Derek in the customizer if you have the Solar Flare achievement.

  • Optimized story and texture memory usage, which in most cases will result in less memory usage, especially on Potato graphics settings. In some cases memory usage is decreased by 1GB+.

  • Improved loading of characters on the main menu. They now only appear after clothing and textures have been applied.

  • Fixed a couple of issues that would sometimes cause swapping customizer group presets to not work correctly.

v1.3.0.11827d

  • Items the player is holding are now correctly returned to the player's hand on loaded games.

  • Fixed an issue that was causing mounted item unmount events to be queued. They now fire immediately.

  • Fixed an issue that prevented Vickie's jewelry from working correctly in the 1.3.0 version of the game.

  • Vickie's armband is now customizable.

  • Fixed a couple of issues with Doja Cat cutscenes.

  • Added error messaging for some players who use OneDrive and have issues with the customizer if their OneDrive is not signed in.

  • Plus some other minor bug fixes.

v1.3.0.11764

  • NVIDIA DLSS now overrides Anti-Aliasing, since it has Anti-Aliasing built in and is not meant to be used with additional Anti-Aliasing technology.

  • Fixed an issue that sometimes caused some items to float.

  • Fixed an issue that sometimes caused the camera to become De-Synced with the Player after an attaining an achievement.

  • Fixed an issue that caused the snake to be positioned strangely when Leah and Frank were holding it.

  • Fixed an issue that caused characters to sometimes scale weirdly when holding items.

  • Fixed an issue that caused the female player shirt to not allow custom decals.

  • Fixed some issues related to custom stories.

  • Fixed an issue that sometimes caused a double knockout.

  • Fixed an issue that sometimes caused characters to have issues reaching their walk-to destinations.

v1.3.0.11714

  • Fixed an issue that caused the mask (if worn by the player) to interfere with first person view in cutscenes.

  • Fixed an issue causing texture mods to not work correctly.

  • Fixed an issue causing v2 outfit console commands to not work correctly.

P.S. We're working on the phone issue in Date Night With Brittney and should have a fix for that in the next few days as well.

v1.3.0.11702

  • Fixed an issue that sometimes caused an infinite loading screen.

  • Fixed an issue that sometimes cause the kettle to disappear.

  • Fixed an issue that caused the phone to be missing in Date Night With Brittney.

  • Fixed some issues with the Winter DLC quest.

  • Fixed an issue that caused the livestream canvas to not show in one of the versions of the Doja performance scenes.

  • Fixed an issue that caused Madison's phone to not show the correct images.

  • Fixed an issue that caused the hockey mask and track suit hoodie to not be available for some characters after obtaining the required achievement.

  • Fixed an issue that caused many untranslated buttons on the Customizer to all show as quit instead of their untranslated version.

v1.3.0.11681

  • Player jacket/shoes are no longer stuck on.
  • Vickie Vixen and Brittney side stories are now working correctly.
  • The issue sometimes causing plastic looking characters on the loading screen has been resolved.
  • Fix for female player sometimes not being able to "use with" some items.

(Steam/Itch Release 12/24/2023)

  • Fixed music sometimes not resuming play on a loaded game.
  • Fixed music not remembering the currently playing song correctly on a loaded game.
  • Fixed memory leak associated with changing music tracks.
  • Fixed an issue that caused interactive items to not load correctly on legacy saves.
    N/A

(Steam Release 12/24/2023)

  • Fixed a side-effect of the last patch that caused some issues with DLC items and also caused the some owned DLCs checkboxes to become disabled in the DLC Settings window.

(Steam Release 12/24/2023)

  • Fixed an issue that was causing crashes and hanging after the loading screen for some players.
  • Fixed an issue that prevented controllers (affected Steam Deck controller as well) from accessing the full Graphics menu.

(Steam Release 12/24/2023)

  • Fixed an issue causing old saves to not open at all in the new build. (Old saves now open. Since they are from a different game version, content may not function as expected.)
  • Fixed an issue causing custom stories to sometimes not save and load correctly.

(Steam Release 12/23/2023)

  • Fixed an issue that sometimes caused the Liz Katz DLC to not work correctly.
  • This also sometimes caused duplicate characters on the main menu and or plastic looking
    characters on the loading screen.
  • Music now changes correctly on the speakers.
  • Fixed an issue that sometimes caused custom stories to not load correctly.
  • Fixed a couple issues that sometimes caused crashes/hanging on the loading/menu screens.

(Steam Release 12/23/2023)
Small hotfix that reduces memory footprint buy about 1gig and fixes an issue that was causing some graphics settings like shadows off on the Ultra preset to make the game look strange.
N/A

(Steam Release 12/22/2023)
We know you've all been waiting for it and it's finally here! You can get the HDRP graphics engine upgrade and customization update now!
The longest ongoing house party in the history of the world just got better!
This new upgrade adds a TON of customizable options to your game and the game now looks better than ever before, rendered with High Definition Render Pipeline!
We made a new trailer featuring the new graphics and we've uploaded some new screenshots to our House Party store page as well!
We've Switched to Unity's High Definition Render Pipeline (HDRP):

We're upgrading our engine to take advantage of HDRP's capabilities in Office Party, but we were also able to bring some HDRP enhancements to House Party too! In House Party, you'll notice amazing new lighting and shadows as well as upgraded models and enhanced textures that can be seen in an overall visual upgrade to the house and all of the characters!

Character Customization:
Take House Party to the next level and customize all of the characters in the game including the male and female player characters. If you haven't seen it, also check out our character customization video:

The video shows off the ability to change clothing colors, patterns, decals, and even add effects like emboss and metallic to some clothing pieces. It also shows off the character options that include changing character skin tone, makeup, hair root and tip color, and inner and outer eye color. Since we released the video, we've also added the option to customize nail color and other.. uh.. fun stuff. There's also some clothing options that will be unlocked with achievements. Speaking of which, for the achievement hunters, we've added 1 new achievement to the Liz Katz DLC and 1 new achievement to the original story! Check out some example outfits:

Engine and game upgrades:
On top of all of that, we've added a bunch of cool new features, including:

WAY faster saving and loading times
A spiffy new loading screen
All characters can now have sweat/wet effects and clothing can have blood effects
A new cutscene for a Liz Katz DLC freezer event, and a cutscene when the player reaches over a railing in the Original Story

This update has taken us a bit to pull together, possibly longer than any other update in the past, but the result is a refreshing new House Party feel that makes the game feel like a whole new game!

And last but not least, we finally changed the song that plays over and over again on loop! Just kidding. We would never do that. Enjoy the game!

(Beta Patreon Release 12/1/2023)

  • Improved lighting issues in the apartment, in the intro cutscene.

  • Clothing clipping fixes.

  • vSync turned on, on loading/credit scenes.

  • Text boxes added to the graphics UI so that players can enter a number in manually if they’d like for FPS caps.

  • Fixed Loading Screen and Customizer Group popup menu to scale correctly with resolution changes.

  • Fixed a bunch of bugs.

  • Updated V-Sync and Max Foreground FPS to be usable at the same time. If V-Sync is enabled, it will override a Max Foreground FPS cap.

(Beta Patreon Release 11/29/2023)

  • Added FPS cap support in the graphics settings

  • Reset default graphics settings

  • Fixed loads of bugs!

(Beta Patreon Release 11/23/2023)

  • Loads of bug fixes from previous testing and reports

  • Support for grouping of character customization sets into group presets

  • Boob and Butt slider added to customizer

  • Nail polish added to customizer

  • Improved shadow system that reduces noticeable pop in and increases quality

  • Memory and performance optimization

  • New cutscene reaching for MP3 player

  • New cutscene in the Liz Katz DLC when a head falls out of the freezer

  • New loading screen

(Beta Patreon Release 10/6/2023)

  • Patterns now have a bar slider that allows variation in sizes

  • You can now spin the characters by clicking and dragging left and right

  • Hex color codes are now displayed and copy/pasteable for easier color matching

  • You can now toggle zoom in and out when editing applicable regions

  • Customization menu slightly redesigned to fit everything on your screen better

  • Winter and Halloween Accessories are in the customization menu, but some items cannot be customized yet and others still need tweaking

  • Lot’s of bug fixes and overall increased smoothness of customization menu

(Alpha Patreon Release 09/12/2023)

  • Upgraded the engine to Unity 2022 and HDRP – Huge graphics and lighting and underling engine upgrades!

  • Added loads of character customization options – we’re excited to see what you all come up with!

  • Broke lots of things. So many have been fixed, but many still need to be fixed.

In the Original Story: Fixed a bug where players could become deadlocked when trying to open Liz Katz’s trunk and start Madison’s art show at the same time
In the Original Story: Fixed multiple bugs related to the tentacles not behaving correctly
In the Original Story: Fixed an issue where characters would talk over themselves during Blackout
In the Original Story: Fixed a bug where the player could get into a fight with Liz Katz and become stuck in a dialogue loop
In the Original Story: Adjusted requirements for opening Liz Katz’s trunk to give the player more freedom to pursue other content before continuing the story
In the Original Story: Fixed multiple instances of written dialogue not matching the voiced dialogue
In the Original Story: Fixed a bug that would occur during the laundry room portion of Liz Katz’s content if Madison and Ashley were both occupied
In the Original Story: Fixed a bug with Patrick not handling his Merlot correctly
In the Original Story: Fixed an issue where Liz Katz would comment on certain quests as if they were in progress, even if they were already failed
Fixed an issue that sometimes caused underwear and bra sections of characters to disappear
Fixed an issue that caused Patrick’s notebook to be unreadable on lower graphic settings
Fixed an issue that sometimes caused characters to float in the hot tub.

In the Original Story: Added a short new player-centric cutscene available after Liz Katz’s Drunk and Disorderly quest (Explicit version only)
In the Original Story: Fixed a bug that would occur when reviewing clues with Liz Katz, leading to incorrect progression
In the Original Story: Fixed a bug where Liz Katz would get stuck in the laundry room and the story would not progress
In the Original Story: Fixed a bug with the air vent system in Madison’s house where vents would remain open even when they should be closed
In the Original Story: Fixed a bug where the player would be able to enter VR when in VR
In the Original Story: Updated hints and inspect text throughout the story to make things clearer for the player
In the Original Story: Fixed a bug where the player was not able to take the penguin after Liz Katz’s content is complete
In the Original Story: Fixed an issue where certain cutscenes would end and the story would not progress
In the Original Story: Fixed multiple lines of dialogue text that did not match the voiced dialogue
In the Original Story: Fixed a bug where the player could break Compubrah’s code sequence if they went too fast
In the Original Story: Fixed a bug where legacy POV would end and nothing would happen next
In the Original Story: Fixed a bug where Liz Katz’s VR outfit would be censored even though she was clothed
Fixed an issue that could prevent OnAfterCutSceneEnds Event Triggers from firing for censored CutScenes when an Event Trigger was only created for the uncensored version of the Scene

Fixed some clothing issues causing some disappearing body parts and/or weird/missing looking clothing/skin.
Fixed sinking appliances (washer, dryer, and microwave) on loading of some saves.
Made the Notebook, Blueprints and Magazine interactable items grabbable
Added Hanging Tentacle and Matchbox
Updated Trunk with clothing and items
Improved the kneeling animation for when Liz Katz gets in the dryer
Added hacking texture to the laptop screen
Improved Liz Katz cloth physics, skinning and masks
Fixed a penis seam for Frank and PlayerMale
Added Liz Katz DLC achievement images in game and for store pages
Fixed mask issue with Liz Katz bikini

Resolved some Halloween DLC related null reference exceptions.
Updated autoimmersive dialogue system to show responses. Responses can now function as “Skip” buttons when the AutoImmersive system is in use and dialogues are continuously playing.
The camera can now be moved while listening to dialogues and before selecting responses by clicking and dragging with the left or right mouse buttons.
Added 3 Hammer swing sfx and impact and other sfx to various items.

In the Original Story: Updated handling for certain objects so they can taken without consequence, depending on the story situation
In the Winter DLC: Updated story content to enable and disable with the DLC
Added changing cutscene
Added hotspots to Liz Katz to make her grab-able and be able to be used with the legacy sex system
Added a bra and panties for Liz Katz’s casual outfit
Added Tron outfit for Liz Katz
Added a new movetarget: SpareRoomMiddleNearWall
Added missing inventory icons for various images
Changed the hot tub tentacle water effect to have a slower color shift
Fixed the Liz Katz LOD issues
Re-added the Christmas clothing
Added the Snow Particle to the Main Menu for when the Winter DLC gets selected
Added some, but not all VA for the Liz Katz Murder Mystery Pack
Added a new model for Hammer2

Added mysterious masked killer
In the Original Story: Added new functionality for handling the vents throughout the house
In the Original Story: Added new items to be found around the house and Compubrah
Changed lighting in Compubrah environment
Added a virtual romantic interaction cutscene

Added an elf outfit for Liz Katz
In the Original Story: Updated handling for unlocking Compubrah
In the Combat Training Story: Fixed an issue with the radial that was affecting translations
The Penguin can access a new appearance via its ItemFunction EnableMaterial1
InteractiveItems can now be flagged internally for use as 1H Weapons. As of now only the Hammer2 Item is flagged as such. When a Weapon Item is Mounted to the RightHand of a Character and that Character attempts to use an attack that would normally utilize their hands, they will instead swing the Weapon. Higher skill/kick based attacks will still function as normal. Attacks with a weapon will always break the Block of a CombatTarget, and will always deal maximum damage based on the attacking Character’s Strength. NOTE: the Player “carrying” a Weapon will not make use of this mechanic. The Weapon Item must be Mounted
The Broom can now be set to lean against…a thing
Added notepad model
Added Blueprint model
Added 3D printer ad model
CSC: Added the ability for the CSC to check if the ScreenFade effect is active or not. “Active” meaning that the screen is in the process of fading in or fading out, or is already completely faded out)
CSC: Added two new event triggers based on ScreenFade behavior: one each for determining when the ScreenFade effect is done Fading In, and when it is done Fading Out

  • In the Liz Katz DLC: Started implementation for a new opportunity: “Smoke ‘Em and You Got ‘Em”

  • In the Original Story: Updated handling for when Stephanie loses her top during the party

  • The Chocolate Syrup Item…sorry, I meant “Choclate Syrup”, now auto-highlights when dropped in the grass

  • The Tablet Item now has a collision sound effect

  • Added an Airvent System, which can be used to do stuff with… well, Airvents

  • A certain digital device, one that was definitely not mentioned in prior release notes, can now be used to view the real-time status of the Airvent System

  • Added a new type of InteractiveItem that can take multiple forms/appearances, and can auto-adjust its Inventory Icon based on its current form. These behavior(s) persists through save/loads without the need for handling via the CSC

  • Various Items around the house are now of the type “Burnable”. The main ItemFunction-based behaviors of this new type persist through save/loads without the need for handling via the CSC

  • Additional Items can be mounted to the Broom. This behavior for these Items persists through save/loads without the need for handling via the CSC

  • The Chicken will now be highlighted if it falls into the outside grass

  • The FoamFinger now has access to ItemFunctions

  • The FoamFinger now has a collision sound

  • Added new and improved chocolate syrup model

  • Added models for some mysterious clues

  • Fixed the dent on the fridge door by moving it to the freezer door

  • Added a burnt version of the penguin

  • Added a splishy splashy cutscene for an AC unit interaction

  • In the Liz Katz DLC: Started implementation for a new opportunity: “Will and Testament”

  • In the Liz Katz DLC: Started implementation for a new opportunity: “Invitation”

  • Added a new laundry room Cut Scene

  • Added a new “stuck in an object we can’t really divulge because spoilers” animation

  • Added a new hole and shaft to the house

  • Added blood appearance for the aforementioned hole. And shaft. Yeah we added a bloody hole and shaft, you heard us

  • Added WIP UI elements for a previously rarely used digital device…

  • Doors that can be set to Partially Open via ItemFunction can now also be set to Partially Open slowly, instead of immediately

  • Added a new movetarget: OutsideNearAirConditioner3

  • The Airvents in the house are now InteractiveItems, and have some special ItemFunctions/behaviors assigned to them

  • The AC Unit, upon demand, can now exert some automatic control over the Airvents in the house

  • The effects of an Item’s SwitchToAlternateTexture ItemFunction(s) will persist through save/loads without the need for handling via the CSC

  • The volume level of the Eek! Games Intro/”splash” scene has been slightly reduced, and now also takes into account the user’s Audio volume setting

  • Added HotTubSeat5

  • Fixed an issue that could prevent Amy from being able to make use of StartPeeing/pee-related behavior(s)

  • Updated project from Unity 2020.3.46f1 to Unity 2020.3.47f1

  • In the Liz Katz DLC: Started implementation for a new opportunity: “Too Hot to Handle”

  • In the Original Story: Vickie Vixen will now arrive to the party through the front door instead of jumping over the fence

  • In the Original Story: Updated functionality for the microwave and dryer

  • In the Liz Katz DLC: Adjusted the arrival of Liz Katz to have more flourish

  • In the Liz Katz DLC: Added Liz Katz’s casual outfit

  • Added disembodied head

  • Added tentacle peeking animation

  • Added tentacle cutscene

  • Added new microwave model

  • Added super gross microwave interaction with disembodied head

  • Added a new bin in the Garage…and maybe the outline of something else?

  • Slightly tweaked the position of a beer so that it wouldn’t topple over as frequently on game start

  • Added a new movetarget: UpstairsHallwayNearLaundryRoom

  • The effects of SwitchClothingTexture CharacterFunctions will persist through save/loads without the need for handling via the CSC

  • The effects of SwitchBodyTexture CharacterFunctions will persist through save/loads without the need for handling via the CSC

  • Some previously broken/inaccessible AlternateBodyTextures are available for a few Characters (e.g. Ashley, Patrick)

  • SwitchToOriginalBodyTexture CharacterFunction will now correctly restore all texture settings when used (only relevant for newly exposed/added Alternate Textures)

  • Fixed a bug that could allow development notes or other specially-tagged text into Translation Templates

  • Fixed an issue that could cause the Rule 34 Achievement to not be earnable for customers playing via the Epic Games client

  • Added a new movetarget: GarageNearWallVent

  • The Freezer Door now has a particle effect that can be triggered using ItemFunction EnableScriptObject2

  • The AddPhysicsRigidBody ItemFunction will ensure that collider detections are enabled, on the off chance they were ever disabled

  • InteractiveItems now have access to the ItemFunction: RemovePhysicsRigidBody, which can be used to disable their Physics behavior(s)

  • Various new ItemFunction integrations were added for the Microwave

  • Minor housekeeping (removal of long unused and disabled objects, etc.) and bundle rebuilds

  • In the Original Story: Updated the criteria for when certain rooms are available, preventing content from conflicting with other active content

  • In the Liz Katz DLC: Started laying the groundwork for a new opportunity: “Acts of Asspionage”

  • Added Liz Katz entry CutScene

  • Added new washer and dryer models

  • Added Liz Katz casual outfit

  • Minor cleanup of the AshleyTop InteractiveItem class. Removed an old AshleyFindChangeSpot ItemFunction that has long since been deprecated

  • AshleyTop will now adhere to the game engine’s Radial Interaction distance-based auto-close, and criteria-based auto-update behavior

  • Certain Doors will auto-correct their GameObject layering as-needed, for lighting/misc. purposes

  • Added Dryer Door

  • The Freezer Door can play its TryOpen when locked Sound Effect via ItemFunction

  • Disabled a repetitive debug message that could occur during certain CutScenes

  • Updated a few links on the MainMenu

  • In the Original Story: Added reactions to all characters when hit with a beam of light

  • In the New Guest’s DLC: Started laying the groundwork for two new opportunities: “This Isn’t the Opportunity Name” and “No Spoilers 4 U” (TBD; names being workshopped and massaged by “the Committee”)

  • Fixed a couple issues with Character Motion that were introduced by 1.0.9’s CharacterManagerTick optimization

  • Fixed an issue with CharacterGroups that could cause delayed events using the system to not evaluate their Criteria correctly

  • As a result of some prefab updates, a few more InteractiveItems have had basic ItemFunctions exposed that may have been erroneously “hidden” in the past

  • Added a new particle effect and sound effect to the Microwave, accessible via EnableScriptObject1 and PlaySoundEffect2 ItemFunctions, respectively

  • Added a new movetarget to the Laundry Room

  • Added two new movetargets, KitchenNearSink and BetweenKitchenAndDiningRoom

  • Certain items can now use the EnableMaterial1, EnableMaterial2, and EnableOriginalMaterial ItemFunctions. The effects of these, like many other recent ItemFunction and CharacterFunction additions, carries over through (newly made) save/loads

  • Added UnableToPlayVoicedAudioTriggers InteractiveState, which can be used to prevent an NPC from playing their default voiced (moans, gasps, etc.) sound effects that may be tied to Emotes, Combat, etc.

  • Very minor cleanup of a few settings on decorative GameObjects inside the house

  • The AC Unit is now an Interactive Item

  • In the Original Story: Added new interactions and handling for new Interactive Items

  • In the Original Story: Updated the handling for Lety’s arrival at the house to make it more consistent with other characters

  • In the New Guest’s DLC: Started laying groundwork for a new opportunity, “Stop it Stepbro”

  • Added backend DLC bundle handling for our new guest

  • Fixed an issue that could cause the Popper, Starbomb, and/or Snowball throwable items to reappear outside of the Player’s inventory/hand after loading a game in which they had been thrown and popped/poofed/whatever the hell a Starbomb does

  • The effects of ItemFunction : AddPhysicsRigidBody will now carry over between saves, and auto-apply when the game is loaded, provided that the item is enabled and not in use (not mounted, held, or inventoried)

  • Addressed a Steam policy compliance issue in the UI

  • Added avatar images for the new guest

  • Fixed an issue with the mysterious shadow human in the main menu and cutscene

  • Added magnifying glass model

  • Added head placeholder model

  • CSC: saving the game can now be temporarily prevented via the AllowPlayerSave Game Event. The ability to save the game is restored upon the start of every new game session

  • In the Original Story: Added preliminary handling for multiple characters approaching the front door at the same time

  • In the Original Story: Fixed typos across the original story

  • In the Original Story: Fixed an issue with Rachael in VR not ending correctly

  • In the New Guest’s DLC: Set up initial functionality for our new guest

  • In the New Guest’s DLC: Added a new opportunity “Look What the Guest Dragged In”

  • In the New Guest’s DLC: Added a new opportunity “Blackout”

  • Fixed an issue with Health Regeneration that was introduced by 1.0.9’s CharacterManagerTick optimization

  • Fixed the static flags on the flying yard birb so that it would not be treated as a static object for occlusion purposes, which was causing it to be invisible in 1.0.9. He deserves better, after all

  • Fixed issues with State IsOnFire particle and damage-related behavior(s) that were introduced by 1.0.9’s CharacterManagerTick optimization

  • Minor optimization of the code that calculates whether an NPC can Socialize

  • Fixed issues with time-based Roaming behaviors that were introduced by 1.0.9’s CharacterManagerTick optimization. These behaviors should now be nearly identical to those from 1.0.6 and prior

  • Characters having sex or that have any motion target will no longer even receive Roaming-based invitations to hang out with friends, which may avoid a niche untimely roam on occasion

  • Characters that are in non-roaming zones (LoadingDock, BehindFenceZone, etc.) will never increment their Roaming timer, even if they have State AbleToRoam

  • Minor optimization of the code that verifies if a Character should be forced to StopFalling

  • Minor optimization of the code that delays Dancing if an NPC was moving, being intimate, in combat, etc.

  • Re: the 1.0.8 change “Improved in-house supplemental occlusion culling support to ensure that doors specific to certain zones are taken into account when deciding to render Characters” – added more Zone-Door pairings to allow for performance boosts under certain conditions

  • Implemented a supplemental Zone-Occlusion Portal-based culling solution that, for many outside areas and a handful of indoor spaces, can reduce both CPU and GPU Rendering workloads

  • Updated project from Unity 2020.3.42f1 to Unity 2020.3.46f1, which includes an InputSystem package update to 1.5.0

  • Removed some old code that could cause issues when opening the Fridge door with the Door Console Command

  • Added two new CharacterFunctions for the Player related to Hot Tub water fanciness

  • Added two new MoveTargets near the Fridge

  • Added three new MoveTargets (one of which is a valid WallSexSpot) in the ArtRoom (SpareRoom2)

  • To take into account some minor environmental changes, performed a Lighting, Occlusion, and Navigation re-bake

  • Added two new MoveTargets in the DiningRoom

  • Implemented a supplemental Zone-Light pairing solution that for varying areas inside and outside of the house, can improve performance

  • Implemented a system to cull or completely disable specific objects when no longer needed, to further optimize performance

  • Fixed a long-standing issue that could allow a Character’s CurrentZone to get “stuck” with the wrong value until they tried to transition between zones again

  • Minor cleanup of a some unused Lighting-related objects

  • Added the SwingWeapon1HRight SendEvent

  • Added Trunk InteractiveItem and TrunkLid Door

  • The “PlayerKnockback” CharacterFunction has been fully replaced by the “Knockback” CharacterFunction

  • Cleanup and consolidation of underlying Character Class structure(s)

  • Characters will no longer retain the Crouching State when knocked out

  • Mostly mitigated an issue that could cause the InteractionManager/Crosshairs to fail to highlight/show the name of a Character while the Player is targeting them in Combat Mode

  • Fixed a long-standing bug with CharacterZoners that could result in a Character having their CurrentZone inadvertently changed due to Crouching or a small number of more niche behaviors. Such occurrences could result in issues ranging from slightly inaccurate Zone placement to a Character having a Zone assigned that was beyond an adjacent wall

  • The Freezer door (upper door of the refrigerator) can now be used independently. Interactions for it still need to be scripted into Stories that desire putting it to use

  • Minor cleanup and optimization of Door Auto Close-related behaviors

  • Fixed a couple sources of a minor Coroutine nuisance error that could occur when utilizing certain behaviors with disabled items

  • Fixed a bug with the Item Console Command that would allow for firing of any InteractiveItem public method, rather than just methods tagged as ItemFunctions

  • Fixed an issue that could cause minor inconsistencies in how long it took to begin Throwing an item after it was picked up and the Player started holding the Right Hand input key/button

  • Minor optimization of AudioManager to eliminate all garbage allocation and very slightly reduce CPU usage

  • The Front Door can now use ItemFunction PlaySoundEffect1 to play a doorbell sound

  • Minor optimization of misc. sound effect files

  • Another Hammer (Hammer2) has been added as an InteractiveItem. It is identical to, and just as Hammery as, the OG Hammer

  • When a carried InteractiveItem is Dropped, Thrown, or for some reason a Grab attempt is canceled, the “Throw”/Right Hand action strength will be forcibly reset to its minimum value

  • Added the functionality for specific InteractiveItems to override the default RightHand/Throw behavior

  • Added two new movetargets, NearGarageDoor1 and NearGarageDoor2

  • Fixed an issue that would prevent the Player : TriggerRadialFor event from working when the Player was designated as its target. Note that the opening of the Player Action Radial for the Player via this method is subject to the same engine restrictions as trying to open it via the input keybinding

  • Added trunk model

  • Added trunk key

  • Added a hammer animation

  • Added alternative versions for doors, fridge, and thermostat

  • Added a shake flashlight model

  • Added an alternative version of the hot tub water effects

  • Animated the AC unit fans to make it operational and added sound

  • Added alternative body and clothing textures for ashley and madison in certain events

  • [WIP] Added new guest’s character model

  • [WIP] Added new guest’s detective outfit

  • [WIP] Setup cloth physics for our new guest

  • Setup hair physics for our new guest

  • Added red flickering effect for a certain doorbell event

  • Removed wristbands for our new guest and changed position of her hat

  • Added a new smile for our new guest

  • Added a mysterious shadow human with red eyes

  • CSC: When copying an entire Event Trigger and pasting it, any GameEvents within the new EventTrigger will get new GUIDs assigned to them, instead of carrying over the GUIDs used in the original Event Trigger

  • CSC: When exporting a story, built-in error correction will ensure that DisplayGameMessage GameEvents that have been duplicated (either via CSC copy-paste or manual script editing) but do not have identical text to other duplicates will be assigned a new GUID

  • CSC: Characters that cannot be enabled in Custom Stories will display a warning indicating as much within their Character Story entry

  • CSC: Dialogues can now be set to process as “AutoImmersive”. When a Dialogue has this setting enabled, the Response UI will be hidden from the Player and the first Response (or the default “…”/no response) that meets its criteria will be fired, allowing Players to sit back and relax while Dialogue unfolds. Standard Response and Dialogue Close Event behavior still applies. If the Player clicks on/interacts with the Dialogue UI while its text is still populating, this “AutoImmersive” behavior will be canceled and existing Dialogue-Response behavior will take over until a Response is chosen

  • CSC: Fixed a slight alignment issue related to Response entry foldouts

  • CSC: Very minor optimization of the Trigger New Dialogue/Next Dialogue selection code

  • CSC: The Add New Response button will be aligned more closely with the other Response-collection buttons such as Collapse, Expand etc.

  • CSC: The user can now view and manually input Response Order again (which will allow for order customization of Dialogue Response, Global, and Goodbye Responses), but note that Responses will still not auto-sort as they did prior to CSC 1.0.9

  • CSC: Various buttons/functionalities that should have sorted Responses on-demand, but were not, have had this issue addressed. Responses are now sorted any time Response collection order is modified, added to, subtracted from, etc.

  • CSC: A manual Sort Responses button has been added to Response collections for those that wish to play around with manual numbering and Sort later

  • CSC: When changing Response Order via the up/down arrows, the system will now allow for negative Response IDs

  • CSC: Global Response and Global Goodbye Response collections will no longer auto-sort on every Editor frame. They will use the same sorting mechanisms as standard Dialogue Responses. This will further increase performance when working with “Default Greeting”-type or otherwise complex Dialogues

  • CSC: Characters can now be renamed via the Item : Rename GameEvent. Such changes will carry over through saves, and will affect what name is shown for crosshair/interaction text, in the Dialogue UI, BGC UI text, Opportunity Log, Combat Target UI, etc.

  • CSC: Items and Items from ItemGroups can now use RotateItemToward, which will attempt to rotate them so that their “front” (typically Forward on their Z-axis; this may not always result in what is visually expected) points toward their target

  • For all non-DLC content: updated Spanish (MX) translations

  • GameObject name for Key2 is now “key2” instead of “key4”. Should only matter for those cheaty cheats that use a lot of console commands

  • Implemented a system to prevent item repositioning based on load game data. This should help prevent the vast majority of issues that could be caused should we decide to…redecorate

  • Cleaned up some unused InteractiveItem code and members

  • Updated Spanish (MX) translations for the UI

  • A new Key item has made its way into the house

  • Fixed an issue that could cause the Player to be unable to Interact with their POV/Legacy IntimacyPartner in the rare event that a physical obstruction created a line of sight block between them

  • Enabled ItemFunctions on a number of items that previously were unable to make use of them (pretty much every item that starts out in the Fridge, such as the Mayonnaise, Chicken Nuggets, etc.)

  • CSC: major CPU and garbage allocation optimizations made that will notably reduce the UI “lag” experienced when manipulating many CSC elements, dropdowns, text fields, etc. Note that these optimizations required minor changes to the UI. Some functionalities like sorting/arranging elements are now controlled strictly through user-interactable elements like arrows, the copy/paste functions, and insert/remove

  • CSC: added “CharacterGroup” behaviors. This allows for the creation of targeted groups of Characters that can then have GameEvent, Criteria, Event Trigger, and/or CriteriaGroup behaviors executed upon them selectively or en masse. Note that not all GameEvents and Criteria are available for use with this system

  • In the Original Story: Updated Brittney’s behavior towards the player after they hook up

  • In the Original Story: Fixed an issue with Amala not being disabled properly after leaving the party

  • In the Original Story: Fixed an issue with Amala kicking the fence not firing correctly when loading a saved game

  • In the Original Story: Overhauled the intimacy mechanics in the CSC to utilize character groups

  • Increased size of LoadingDock slightly and adjusted LoadingDockZone accordingly

  • Fixed an issue that could cause Player motion to stutter excessively if no NPCs (or only DialogueCharacters like PhoneCall) were enabled

  • InteractiveItems can now internally (on our end) be flagged for automatic disabling upon start of a Custom Story game session, as can their ScriptObjects

  • The following InteractiveItem(s) have been flagged to get disabled entirely whenever a New Game of a Custom Story starts: Drone, FilmCamera, HotTubCoverUnfolded, PizzaBoxFortification, PlanksFortification, PlanksFortificationExtraNails, DeadSnake (in front yard), Firetrail, and GlassCover (for the hot tub). Note that the save/load system will be relied upon to maintain InteractiveItem state between sessions, so this will only ensure that these items are disabled upon the start of a new Custom Story session. This automatic behavior can be disabled by toggling on the new UseEekDefaultItemEnableBehavior property in the Story Collection object in the CSC

  • The following InteractiveItem(s) have been flagged to disable their ScriptObjects upon start of ANY Custom Story game (loaded games included): HotTubBase. Note that the save/load system does NOT maintain state of ScriptObjects. CSC scripting will be needed to address this. This automatic behavior can be disabled by toggling on the new UseEekDefaultItemEnableBehavior property in the Story Collection object in the CSC

  • The Front Yard Crowd will automatically be disabled upon start of ANY Custom Story game (loaded games included)

  • Minor redundancy and CPU/Memory optimization-related cleanup across a number of engine, data, Criteria evaluation, and UI-related scripts

  • Fixed an issue that could cause unintended and sporadic camera “bouncing” when simply running around the game world over flat surfaces

  • The Debug Log will begin logging slightly earlier than before, allowing it to catch more pre-session diagnostic info

  • Minor optimizations to Debug Log to reduce garbage allocation

  • Fixed an issue that was disabling the downstairs Window Blinds (against the front yard) on every game start. These have been the ScriptObject1 of the PlanksFortification for some time, and can be controlled via the CSC as needed

  • The Window_Broken object will no longer be enabled by default on every game session. This has been the ScriptObject2 of the PlanksFortification for some time, and can be controlled via the CSC as needed

  • Optimization pass on CharacterManagerTick loop CPU usage performance as well as performance for related methods

  • Slightly optimized GPU draw calls by removing several obscured/unused environmental objects within the house and disabling Cast Shadows on a number of indoor objects that were not creating noticeable shadows

  • Fixed an issue with Character/ItemGroup behavior that could allow a “shared” action to populate on the radial when a criteria check should have prevented it from doing so

  • Updated Volumetric Lighting plugin, which should confer minor performance benefits for some users

  • Minor optimization to FixedUpdate code that handles door rotation or position change

  • Improved in-house supplemental occlusion culling support to ensure that doors specific to certain zones are taken into account when deciding to render Characters

  • Rebaked lighting with slightly tweaked Ambient Occlusion settings

  • Rebaked and slightly reduced footprint of occlusion culling data

  • Wired up EnableScriptObject/DisableScriptObject and other ItemFunction behavior(s) for newly added assets/items

  • Very minor adjustments to the Fridge door’s hard-coded auto-close behavior. Should not be discernible in normal gameplay

  • Minor tweaks to VFXManager that handles certain character effects and some newer…ambiance stuff. Adjusted certain Phone-light-related behaviors to auto-adjust based on this totally spoiler-free ambiance-related tomfoolery

  • Added a blackout effect

  • Added a breaker box model in the garage

  • Added a knife model

  • Added a new fridge + alternative material option

  • CSC: updated core Unity .dlls

  • CSC: fixed an issue that could cause a NullReferenceException and the inability to use certain StoryCollection-related functions when initially creating a brand new StoryCollection via new GameObject

  • CSC: added the Gender Criteria, which for now should be reserved for use in conjunction with CharacterGroup-derived behaviors

  • CSC: cleaned up some inconsistent alphabetization behaviors

  • CSC: miscellaneous internal cleanup of large swaths of the CSC/Editor codebase

  • CSC: minor expansion of auto-data cleanup and error message handling in some additional situations

  • Fixed an issue that would cause the Clothing ConsoleCommand to execute redundant Clothing GameEvents

  • Fixed an issue that could cause objects to be un-interactable in certain areas of the game world

  • In the Doja Cat DLC: Fixed issues with Derek’s departure from the roof after talking with Amala that could result in various bugs, ranging from game breaking to cosmetic

  • In the Christmas Content: Added a new opportunity to help spread some Christmas cheer called “Deck the Balls”

  • In the Christmas Content: Added a snowball bucket which can be used to throw snowballs at the other house guests

  • In the Christmas Content: Added two new achievements, “Deck the Balls” and “The Most Wonderful Time of the Year”

  • Added three additional MoveTargets just outside the Gazebo, and one inside

  • Added a Stepstool Interactive Item, which is a physical item that also includes a Chair and StandSpot

  • Added a GazeboFuseBox Interactive Item

  • Added a Character Function for disabling some of the Default Gazebo lighting (real-time and “party lights”)

  • Wired in Cheer2 and Cheer3 as valid SendEvents for all Characters to use

  • Fixed a bug that could cause GetsHitWithProjectile detection to fall through in certain cases

  • Fixed an issue that would cause pictures taken by the Digital Camera item to always be blurry

  • Added CoverGenitals and GiveSpeechArmsOut animations to the project. These are now available as Poses for all Characters to use

  • Added EdgeSlip animation. This is available as a SendEvent for all Characters to use

  • Added Fuse Box model

  • Added many holiday house decoration models

  • Added snow, but at room temperature

  • Added a conspiracy theory about the snow

  • Added a cloudy sky

  • Added an extra layer of fog

  • Added a holiday miracle

  • Added a very special decoration model

  • Added snowball model

  • Added Bucket of snowballs model

  • Added Christmas Hat for Frank

  • Added Elf Hats for Derek and Katherine

  • Added Chistmas Sweater for Amy, Leah, Madison, Patrick and Vickie

  • Added Reindeer Hats to Amy, Ashley, Madison and Stephanie

  • In the Original Story: Fixed a bug where Patrick would leave when the female player was already in the master bedroom with him to hookup

  • In the Original Story: Fixed a bug where the player could start Lety’s Easter Egg CutScene when she was already at a high orgasm value, which could lead to the CutScene terminating unexpectedly

  • Fixed an issue that could cause StrapOns to fail to mimic penis positional and rotational behavior(s) in CutScenes. Note that for the most part this will only affect Custom Stories, and that the majority of CutScenes were not designed to support StrapOns. Custom Story Creators will need to be mindful of this

  • InteractiveStates.UnableToOpenLabiaOrAsshole is no longer entirely ignored if a CutScene Actor’s partner is Female. If the Actor has a Female partner in a CutScene that is wearing a StrapOn, this State will behave as expected. Note that for the most part this will only affect Custom Stories, and that the majority of CutScenes were not designed to support StrapOns. Custom Story Creators will need to be mindful of this

  • Implemented sound effects for UI elements in GameMenu and settings menus

  • Fixed an issue that could affect CutScene-specific object/transform positions when various items were mounted to specific spots on a Character. Note that at this time this fix applies exclusively to Custom Story content

  • The Mug item will now use the correct Inventory icon. It will no longer share the same Inventory icon as the Coffee Cup item

  • Adjusted collider sizes for all Bracing Spots so they do not as easily overlap with other Interactive Items that may have been dropped onto/near them. This fixes an issue where the Dildo could not be interacted with sometimes after having been freed from the chandelier

  • Doors will no longer attempt to force a child collider to be a Trigger if said collider is both a MeshCollider and Concave. This will eliminate certain (generally nuisance) errors that could occur any time certain Doors were opened, either during play or when loading a save file

  • Cleaned up a number of Derek’s voice lines that had artifacts or other minor issues

  • In the Original Story: Added POV options for Brittney and Patrick for the female player

  • In the Original Story: Explicit version users now get a stat boost for drinking booze or taking painkillers

  • In the Original Story: Players can now choose between POV and cutscene for Frank’s backyard scene

  • In the Original Story: Fixed a bug with multiple characters where the player finished prematurely and the scene did not end correctly

  • In the Original Story: Fixed a bug where NPCs would go down on the female player and she would still be clothed

  • In the Original Story: Enhanced Compubrah to provide a more fulfilling experience for the female player

  • In the Original Story: Added a check for Brittney, Derek, and Patrick to prevent the female player from starting sex when they are still recovering

  • In the Original Story: Male players now have additional options when engaging in POV sex with female characters

  • In the Original Story: Fixed various bugs involving decorating the penguin for the Muse questline

  • Fixed an issue that could prevent a Character’s “climax” or other intimacy SFX from playing to…completion

  • Fixed an issue that could cause StrapOn position and rotation to become permanently corrupted when certain cutscenes were played

  • Characters that are actively playing their looped “oral” SFX will no longer be considered “speaking”, which was preventing some randomization of BlendShapes from taking place during POV/Legacy intimacy

  • Spiced up the BlendShapes used during several POV/Legacy intimacy acts, including but not limited to, “MakingOut” and “SixtyNine”. They are now 42.0% more representative of the ecstasy one might feel IRL. “Might” is doing some heavy lifting in this patch note

  • The “bottom” Character in POV/Legacy “SixtyNine” intimacy will more believably look at the funbits of their partner, most notably if the partner is female

  • The CharInfo Console Command will now display what role a Character is taking in a POV/Legacy intimacy act, if applicable

  • The “giving” Character in POV/Legacy “Cunnilingus” intimacy will more believably look at the funbits of their partner, and no longer let their gaze wander as easily to…whatever might be around

  • Cleaned up behaviors for a handful of POV/Legacy positions that could prevent Characters from looking at their partner, when appropriate

  • When giving oral to a male NPC, the “giving” Character’s mouth will open more consistently, and to a degree that is specifically appropriate for their partner’s titanitude. Or lack of such a thing

  • Fixed a bug that was interfering with all InteractiveStates.UnableToOpenLabiaOrAsshole on/off behavior outside of CutScenes. For various “penetrative” intimacy acts that involve the female player or female NPCs, this being off will now have an effect. I can’t believe the patch notes I write

  • Fixed an issue that could cause customized DisplayNames for Characters to not be used in the BGCUI Text Display and Opportunity Window

  • To prevent being dropped and accidentally lost, the Whipped Cream will now be highlighted in the grass if dropped outside

  • The following will look much better when mounted to an NPCs right hand, most notably when used in conjunction with a HoldingADrink… State: Empty Vodka, Whack Spankiels/Whiskey, Red solo cups, Chardonnay, Cabernet, Soda, Whipped Cream

  • Increased save game limit to 250, up from 69. This is the last time, you fucking data hoarders

  • Patrick will no longer yell PAARRTTYYYYY! if he is swapped out for another Character in the F_PatrickFinale cutscene

  • When the Player is involved, both “roles” for SixtyNine will require Mouse Movement to pleasure your partner

  • Fixed an issue that could cause male genitals to be visibly transparent in the opening seconds of cunnilingus

  • Added some additional logging to help diagnose cutscene termination issues

  • Some basic game and story diagnostic info will be provided with saved debug logs now, and shown in the Debug Console UI

  • If applicable, the CutScene.EndScene Game Event will try to end whichever versions of a CutScene (censored or uncensored) that may be playing, if supplied with the name of an uncensored scene. However, if supplied with the censored version, it will only try to end that specific, censored version of the CutScene

  • If applicable, when the OnAfterCutSceneEnds Event Trigger is supplied with the name of an uncensored version of a CutScene, it will fire in the event that either the uncensored or censored version of the CutScene ends. However, if supplied with the name of a censored version of a CutScene, it will only fire if the Censored version of that CutScene ends

  • CSC: Added CutScene GameEvent option to end any scene involving the player

  • CSC: The OnAfterCutSceneEnds Event Trigger will now fire just before the CutScene removes itself from the internal Currently Playing collection, which will allow Story Creators to successfully use CutScene-type Criteria within the Event Trigger’s root criteria

  • In the Original Story: Added Scissoring and Fingering as options for female players during POV sex

  • In the Original Story: Added the ability to swap between dominant and submissive positions for male players during POV sex with male NPCs

  • In the Original Story: Updated most female player POV options to be more in-line with male player POV options

  • In the Original Story: Implemented a cutscene for the male Player when Frank goes down on the them in the yard

  • In the Original Story: Fixed a bug where the player would finish prematurely during a cutscene with Katherine and then she started getting dressed while the act continued

  • In the Original Story: Updated Compubrah to handle Frank and Katherine combat in VR

  • In the Original Story: Fixed a bug where Brittney would be on the bed but unable to initiate sex with the female player

  • In the Original Story: Fixed some text inconsistencies

  • In the Original Story: The flower will now change colors in the player’s inventory when it is dyed

  • Removed a redundant one-time initial LookAt attempt from the hardcoded StartMissionary SexualAct behavior. It, like many two-person SexualActs, will rely on existing SolveLookAt behavior(s)

  • If a CutScene needs to fall back to a POV/Legacy Intimacy Act, these random selections will now be better tailored to various gender-specific configurations of Characters. I.e., Female-Female CutScene fallbacks will prefer to use new Scissoring Acts etc., rather than Acts more suited to Male-Female or Male-Male pairings

  • Integrated new Scissoring, Fingering, and Female-centric Sixty-Nine poses into the POV/Legacy Intimacy system

  • Fixed an issue that could cause the Debug Log to not be navigable if it was opened during a CutScene

  • Fixed an issue that could cause the GameMenu to not be navigable via controller if the Command Console was opened prior to opening the GameMenu

  • Fixed an issue that could cause the Inventory and UseWith UIs to not be navigable via controller if the Command Console was opened while either was already visible

  • Updated project to Unity 2020.3.41f1

  • Slight optimizations to runtime functionalities that search for a result across multiple EekCharacterEngine or Unity Types

  • Fixed an issue that could cause erroneous removal of Original Story files in some builds

  • Frank’s Chair will no longer make an odd thud sound when colliding with it with your itty bitty feets

  • Very minor optimization of update loop code associated with ActionItems

  • Fixed an issue that could cause Characters using certain CharacterStandSpots to be collision-free, allowing other Characters to walk right through them

  • Fixed an issue that was compromising the position and rotation of Characters using the Door or Window Bracing CharacterStandSpots

  • The Flower ItemFunction ChangeColorToBlue will now also handle the changing of the Flower’s Inventory Icon. Note that this ItemFunction ChangeColorToBlue is called on GameStart if loading into a game in which ChangeColorToBlue had already been called

  • Removed “Not Recommended” labeling from the POV/Legacy Intimacy UI options

  • Added a tweaked bracing animation to the Male anim controller

  • CSC: cleaned up a redundancy in the Naming of Item : SetInventoryIcon GameEvents

  • CSC: the Flower can now have a Blue Flower inventory icon assigned to it using Item : SetInventoryIcon : 1

  • CSC: some misc. functionality cleanup and expansion of auto-data cleanup and error message handling in some additional situations

  • CSC: added the ControlStrapOnAutomatically InteractiveState. When this is applied to a female/strap-on equipped NPC, it will ensure that a strap-on is applied (or at least left on) when switching into a “penetration” or male-oriented sex role, and removed when no longer appropriate as well as removed automatically when a sex sequence ends

  • Fixed an issue that was preventing save games from being loaded or deleted within the Load Game UI if using a non-English language

  • When saves are deleted, ToolTipData will be updated to reflect the removal of the corresponding save data to prevent bloating of the ToolTipData over time

  • In the Doja Cat DLC: Fixed various bugs with the house returning to normal after Doja Cat’s big finale

  • In the Doja Cat DLC: Fixed an issue with Katherine’s dialogue not displaying correctly during Doja Cat’s big finale

  • In the Doja Cat DLC: Fixed save / load issues for the MP3 player not displaying correctly

  • In the Doja Cat DLC: Fixed multiple issues with the hot tub during Doja Cat’s content

  • In the Doja Cat DLC: Amala will not change locations as often when she is at the party

  • In the Doja Cat DLC: Changed the way Derek jumps off the roof during Doja Cat’s story

  • In the Doja Cat DLC: Added handling if characters are attacked during Doja Cat’s big finale

  • In the Doja Cat DLC: Updated the handling of Amala’s clothing and special outfits

  • In the Original Story: Added a mysterious new achievement

  • In the Original Story: Compubrah has been upgraded and can now handle players that decide to start a fight

  • In the Original Story: The Kettle can now be dragged by hand or added to the inventory to heat it on the stove

  • In the Original Story: Fixed bugs for the New Dude / New Dudette quests

  • In the Original Story: Madison will now get upset if she catches you stealing the sleep mask

  • In the Original Story: Fixed an issue where Patrick fights back against Rachael

  • In Date Night With Brittney: New items from the DLC will no longer appear in the story

  • In A Vickie Vixen Valentine: New items from the DLC will no longer appear in the story

  • In the Doja Cat DLC: Adjusted Patrick’s behavior so he pays more attention to Doja Cat during the big finale

  • In the Doja Cat DLC: Fixed an issue with Frank not returning to his original behavior if Doja Cat’s big finale fails

  • In the Original Story: Fixed some inconsistencies with item inspect text not displaying the correct information

  • In the Doja Cat DLC: Fixed some issues where the billboard did not display correctly after Doja Cat’s big finale

  • Certain CutScenes will no longer play via any means if the exact “original cast” is not specified and/or is not Enabled

  • Fixed an issue that was preventing the Player from having the Enabled state when starting a game

  • Asexual Characters will no longer assume or stay in explicit sexual poses

  • Increased Cloud Storage space allocations on Steam

  • Addressed an issue that would cause Amala’s Character to be too aggressively censored if wearing the “Hedge Clipper” outfit, and not censored enough if she somehow became fully undressed

  • Fixed an issue that could cause non-player CutScenes to erroneously terminate if the Player was about to get into combat. These will now only auto-terminate if the “Star” of the non-player cutscene is about to get their ass beat

  • Fixed several issues within the codebase and with CharacterZone placement and sizing that could lead to null refs or failures to assign Characters a Zone. Issues incidentally fixed by this include: broken game behavior on loading a save, seemingly erroneous Audio or Character behavior, and general existential unhappiness

  • The CharInfo Console Command will now give moderately profane and slightly worrisome feedback to the user when a Character does not have a Zone assigned

  • Updated project to Unity 2020.3.40f1

  • The SwitchToOriginalTexture ItemFunction will now actually switch to the Original Texture for the Interactive Item, rather than just the most recently assigned Alternate Texture

  • The player will now automatically attempt to drop out of combat mode if a two-Character POV sex act is started

  • Fixed an issue that could cause NPCs swapped into various VickieFinale CutScenes to have their underwear incorrectly applied based upon Vickie’s current clothing. This should take effect/benefit Custom Stories

  • The Popcorn will now auto-highlight when dropped in the grass, making it easier to see if dropped in dark areas of the yard

  • Updated the French Translation

  • CSC: added a new ItemFunction to a fun thing outside that does light-related stuff. Roar, and shit

  • CSC: added some automatic on-Export criteria data correction for Quest criteria

  • CSC: Story Data will be immediately updated once upon successfully importing a Story

  • CSC: invalid Quest ID data in a GameEvent or Criteria will now properly throw an error in the CSC

  • Fixed Amala’s Hedge Clipper outfit disappearing from certain angels

  • Fixed Doja Cat’s wild hair movement during cutscenes

  • Changed Amala’s clothing setup and tweaked mask config

  • Added Hedge Clipper outfit for Amala

  • Updated hair physics for Amala

  • Added achievement images

  • Fixed a bug that could prevent certain GameplaySettings from being Initialized correctly until the user actually opened the GameplaySettings UI. NOTE: make sure you review these settings if you are not seeing Background Chatter or Dialogue Text on-screen when Characters are speaking/using either

  • The EndScene CutSceneOption can now be used via the Command Console

  • Added toggle in Gameplay Settings to skip intro cutscenes

  • Input Manager no longer allows players to bind Flash Breasts/Penis to a binding that is already shared by another action

  • “Kiss Me More” song now ignores the “Mute DMCA Music” setting

  • UI Radial elements are now translatable

  • Slightly tweaked when the kettle would stop whistling when moved from the Stove

  • Fixed an issue that could cause the Drone (Item) to fall through the world instead of successfully animating via one of its PlaySequence ItemFunctions

  • Fixed a regression issue that prevented NPCs from taking the place of the Player in pre-1.0.1 Player Intimacy CutScenes

  • Fixed a longstanding issue that was preventing NPCs from reapplying their saved/intended rotation when loading a Save Game

  • Minor cleanup of a handful of Amala and Doja Cat audio files

  • Doja cat’s songs will not play when there is explicit content on-screen. This includes both cutscenes and POV/intimacy scenes

  • In the Original Story: Made the kettle an inventory item that is usable and mountable onto the stove

  • In the Doja Cat DLC (Original Story): Resolved multiple save / load issues

  • In the Doja Cat DLC (Original Story): Updated the Drunk and Disorderly Content for Amala

  • In the Doja Cat DLC (Original Story): Fixed multiple dialogue issues with side characters at various points throughout the story

  • In the Doja Cat DLC (Original Story): Prevented Doja Cat’s finale from starting with main characters being unavailable

  • In the Doja Cat DLC (Original Story): Tweaked Patrick’s behavior during Doja cat’s finale

  • In the Doja Cat DLC (Original Story): Matched dialogue with the audio in cases where they were not correct

  • In the Doja Cat DLC (Original Story): Expanded Doja Cat’s reactions and background chatter with the various house guests

  • In the Doja Cat DLC (Original Story): Updated graphics when Katherine is using the laptop

  • In the Doja Cat DLC (Original Story): Prevented multiple issues with loading original story pre-DLC saves

  • In the Doja Cat DLC (Original Story): Adjusted Frank’s behavior when interacting with Doja Cat

  • In the Doja Cat DLC (Original Story): Expanded reactions to giving Doja Cat various household items

  • CSC: added support for up to two alternate inventory icons using setinventoryicon

  • CSC: Two new Player CharacterFunctions will allow you to start/stop casting the Player’s POV directly to the back yard billboard: EnablePlayerBillboardCasting and DisablePlayerBillboardCasting, respectively

  • CSC: added the MountToStove ItemFunction for the Kettle

  • Added additional Doja DLC music track to the game

  • New sound effects were added to new Doja Cat DLC Cut Scenes

  • Fixed console feedback text formatting issue when using Clothing command with Asexual Characters

  • NPCs will no longer socialize or be talked to when they are being spoken to in Dialogue by another NPC.

  • Added CenterOfGazeboLeft and CenterOfGazeboRight MoveTargets

  • Fixed hand mounting position and rotation for the Hedge Clippers

  • Certain NonPlayer CutScenes will be able to forcefully prevent saving/autosaving of the game while they are playing

  • Added the ability for certain CharacterStandSpots to assign a gender-specific pose to a Character that makes use of them, and added multiple instances of these types of Spots in the house

  • Fixed an issue that could cause Characters to release Hot Spots on an item if they had been assigned those Hot Spots while already making use of a (separate) Action Item, and then got up/stopped using that Action Item

  • Tweakes Drone and Film Camera start position and initial Physics behavior(s)

  • Characters can float now. Yay, thanks Floating InteractiveState!

  • Re-EQd Brittney and Derek VA

  • Minor adjustments to newly added MoveTargets used by the Doja Cat DLC content

  • Fixed hand mounting position and rotation for the Drone Remote (intended to be used with OperatingTablet pose)

  • The HideAllUI functionality can now be used at nearly any time while in the game world

  • Fixed an issue that could cause the star of DojaPerformanceLive to hang in midair after the scene was finished

  • Significantly lowered the volume of the Kettle’s whistling sound effect

  • Added the DontMoveForObstacles InteractiveState, which will prevent evasion/sidestepping away from gameobjects/non-Character obstacles

  • Fixed a typo in one of the Loading Screen gameplay hints

  • On-SaveGame-Load Quest Merging will now take into account Characters whose Stories did not exist in a previous save, and were since added in an updated version of that Story.

  • Characters who are navigating to another Character (Target) will no longer retain the Name of that Character Target as their CurrentMoveTarget if said Character Target is disabled

  • Fixed an issue that was causing Opportunities to disappear from the Opportunity Log and/or not get updated when the NPC that “owned” the Opportunity was disabled

  • Fixed an issue that prevented Opportunity pop-ups from appearing when an Opportunity owned by a Disabled NPC was updated

  • Tweaked FilmCamera neck mounting position and rotation settings to reduce arm/body clipping and better align the FilmCamera viewfinder with a Character’s face

  • Tweaked Amala and Doja Cat’s face textures and default look

  • Fixed clipping issues with Amala’s dress

  • Added Dinolicious (dinosaur suit) model, pickup item model and inventory images

  • Improved Dinolicious dancing animation

  • Added crowd models

  • Setup the film camera to be grabbed

  • Updated physics for Dinolicious and Doja Cat

  • Added a uniquely lit…”viewable experience” beyond the confines of Madison’s house

  • Fixed the TypingStanding pose to use an animation better suited for the height of the desk in the Study

  • Certain CutScenes now have added viewing provisions for Ultrawide monitors

  • Fixed issues with three new Doja Cat DLC Cut Scenes that could cause them to “stall” as they finished

  • Tweaked emote strengths for certain Character(s) in new Doja Cat DLC Cut Scenes to improve lip sync accuracy

  • Added some “social feedback” features to Doja Cat DLC Cut Scenes

  • Some Doja Cat DLC Cut Scenes will have a bit more “bang” in them. Colorful bangs, not sexy…forget it

  • Various improvements to appearance of the Plexiglass panels

  • Added an inventory icon for the Kettle

  • Added grass texture to some viewable parts outside the yard

  • Fixed some audio in cutscenes not responding to the audio volume set in the settings

  • Cleaned up and standardized the appearance of the grass beyond the back yard fencing

  • In the Doja Cat DLC (Original Story): Extended the functionality of the MP3 player for Doja Cat’s music

  • In the Doja Cat DLC (Original Story): Added multiple new animations

  • In the Doja Cat DLC (Original Story): Updated all quest text to match the actual steps being done

  • In the Doja Cat DLC (Original Story): Reworked all endings for the DLC for a more cohesive player experience

  • In the Doja Cat DLC (Original Story): Fixed cutscene transitions during Doja Cat’s big finale

  • In the Doja Cat DLC (Original Story): Adjusted the challenges during Doja Cat’s big finale

  • In the Doja Cat DLC (Original Story): Adjusted Frank’s disposition towards Doja Cat

  • In the Doja Cat DLC (Original Story): Rebalanced all Amala / Doja Cat socials to balance the intimacy ending

  • In the Doja Cat DLC (Original Story): Added Achievements

  • In the Doja Cat DLC (Original Story): Added handling for special house guests, such as the Game Grumps

  • In the Doja Cat DLC (Original Story): Added multiple interactions between Doja Cat and the other party guests

  • In the Original Story: Fixed a bug that let the Female Player Character unlock the ‘Caught in the Act’ Achievement during Patrick’s romance CutScene, even without any other NPC’s nearby

  • In the Original Story: Added a new Opportunity for the male player (“The New Dude”) and the female player (“The New Dudette”)

  • In the Original Story: Fixed Derek’s default Inspect text when playing the Female playthrough

  • In the Original Story: Fixed the wording of Derek’s dialogue when he defends the Female Player against Frank’s anti-booze insanity (after earning Derek’s “combat protection” perk)

  • In the Original Story: Various minor Female Player-related dialogue and/or QOL tweaks for Stephanie, Ashley, Katherine, and Madison

  • CSC: The Speakers can now be configured to loop sequentially through: all available songs, original HP tracks only, and a partial or full set of only Doja Cat DLC tracks. This configuration is handled via the ItemFunctions SetDLCTrackModeNone, SetDLCTrackModeOriginalOnly, SetDLCTrackModeDojaDLCOnly, and SetDLCTrackModeFullDojaDLCOnly respectively

  • Fixed an issue that could cause Achievement Pop-Ups to occur while the Player was enjoying a CutScene, locking them onscreen until the CutScene ended. Achievements Pop-Ups will now wait to appear until all CutScenes involving the Player have ended

  • Added even more polish to the CutScene system, better allowing Player and non-Player starring CutScenes to co-exist, and to support more than one CutScene playing at a time (multiple CutScenes that involve the Player cannot co-exist)

  • Fixed an issue that could cause Achievement Pop-Ups to occur while the Player was already viewing another Achievement Pop-Up, leading to an inability to properly view and progress through both Pop-Ups

  • Added the HappyAlt1 Emote, which may be used later for additional diversification of pleasure portrayals…and stuff. For now, only our newest guest uses it

  • Implemented changes to the item and hot spot system that will allow certain additional Interactive Items to make use of hand hot spots (similar to the Flamingo seats, snake, etc.)

  • Fixed an issue that was preventing Characters from holding onto the Flamingo seats correctly

  • Fixed an issue that could prevent certain red text/error messages from staying on-screen on the Main Menu long enough to be visible to the user

  • Added various new Interactive Items to the game world

  • A handful of Items in the house have had their Item Mounting or Player Carrying/Grab alignments fixed or tweaked

  • Added a base Interactive Item for the “frame” of the Hot Tub, including a Character-only collider that can be enabled via EnableScriptObject1 ItemFunction to block access to the hot tub by Characters

  • Added a number of additional Move Targets outside in the yard…and beyond

  • The CutScene system (for the purposes of 1.0.2 and future CutScenes only) can now support up to 3x NPCs plus the Player

  • Various Interactive Items (new and old) have had Inventory Icons assigned to them

  • Added several poses to the game for bracing up against something, meditating, and using a tablet/large remote

  • Minor improvements to CutScene error logging

  • Updated Unity version and various packages

  • Standardized layering on certain Character Controller blocking objects so that they functioned as motion/nav blockers rather than true walls

  • A few very minor optimizations, improvements, and misc. cleanup to engine code, the navmesh bake, and audio/lip sync behaviors

  • CSC: added the ability to End a specific CutScene via GameEvent

  • CSC: added Event Trigger OnAfterCutSceneEnds that can be used to execute Game Events after a specified CutScene ends, just after it begins to Fade In/perform final scene cleanup behaviors

  • CSC: added ItemFunctions that can be used to manually Enable or Disable an Interactive Item’s ScriptObjects 1/2

  • CSC: Background Chatters can now be flagged to Play Silently (volume for that specific BGC will be set to zero)

  • CSC: The TypingStanding Pose was already available on Character Animators, but, whoopsy, has only now officially exposed to Story Creators. Clickity-clack, bitches!

  • (Added 9/16/22) Tweaked the menu system so that the inflate effect of the UI no longer requires the game to unpause between menu transitions. This was leading to a few frames of game time to progress when transitioning between UIs that opened off of the in-game Pause/ESC menu

  • In the Original Story: added the following Achievements: “A Friend in Need”, “Love Conquers All”, “The Crush”, “The Crush(es)”, “Host Hijinks”, and “Hijinks Averted”

  • Fixed the neck seam of the female player

  • In the Original Story: Ashley will try to leave/roam out of her room after her Clean Clothes are given to her, in the event she was not Humiliated/made sick

  • In the Original Story: standardized the Social threshold for a few additional Derek dialogues that were meant to refer to him having a Friendship level of “Friends” with the Player, rather than “Acquaintances”

  • Fixed an issue that could cause the Story Selection Dropdown to misbehave if a Custom Story was built using an older version of the CSC. Instead, a Debug Warning will be logged

  • Fixed an issue that would prevent users who had DebugMode on and were playing a corrupted/broken story from exiting to the Main Menu, Restarting, or Loading a Game

  • Added additional Debug Logging in case of certain StoryData Load failures

  • Removed the MaxLights setting from the game’s Graphics UI, as this setting was deprecated some time ago and no longer exerted any control over the game’s graphics

  • Standardized controller/keyboard UI navigation loop behavior across several menus

  • Fixed an issue that was causing controller-based interactions with Items in the Inventory (that did not result in the Item being destroyed or removed from the Inventory) to immediately select the first Item in the Inventory, as opposed to trying to re-focus on that same item

  • Fixed an issue that would let the Player throw a punch while their UI Radial was open or in the midst of being closed, which could lead to inadvertent and extremely unfortunate (usually, for the Player) violent situations

  • Added a MoveTarget in front of the bushes outside/nearest the Living Room window

  • Implemented a minimum input deadzone. The amount of movement on a controller/gamepad needed before actually moving is otherwise unchanged. This will fix an issue that could cause controller/gamepad users to move backwards if they used very slight motions on their analog stick, or get very easily kicked out of a chair, bed, etc. with the slightest touch of the analog stick

  • Made the processing of motion and the setting of the Running state more consistent for the Player. This will prevent the Player from being considered as Running if they are standing still, etc.

  • The Female Player will now use the same movement mechanism as the Male Player, which should only slightly affect movement speed and prevent diagonal running from doing anything nice for you fucking cheaty cheats out there

  • When the Player picks up/grabs an item (via RightHand action or grabbing from inventory/Holding in Hand), hand collider size will be adjusted somewhat to better ensure that the Player can still Interact with that item while it is held

  • LookAt GameEvents that instruct a Character1 to look at another Character2 will no longer instruct Character1 to look at Character2’s scripted object, but rather Character2’s eyes, whenever possible

  • Minor optimization of Character instantiation time by removing old and now unused class members, initializations, transform searches, etc.

  • CPU usage optimization of various core game loops and method calls by removing calls to InteractiveStates.Alive, which is always True. CSC users should not be manually changing this State

  • Implemented several protective checks to limit the number of unintended LookAt behaviors that might fire during a CutScene, as well as if a Character is already near another Character they are looking at

  • LookAt behavior for all Characters entering a CutScene will be “reset” just prior to the CutScene Playing

  • Fixed a few minor issues with Player Character head/eye motion in niche situations

  • Fixed an issue that could prevent Player : LookAt : NPC CutScene GameEvents from targeting the correct Character if the CutScene Actors were customized via CSC/Custom Story

  • Enabled Steam Cloud Sync

  • The Pantry Doors in the Kitchen will now auto-close in a fashion very similar to the Fridge Door (if the Player is too far away after a number of seconds, or quickly upon detecting nearby combat)

  • Fixed an issue that would prevent NPCs from trying to immediately Evade in cases where that Evasion attempt is classified as VeryImportant. This should address situations where a speaking NPC without State DontMoveForOthers set to True would still not move out of the way for other Characters

  • Fixes for scrolling in inventory, load game, and dialogue menus

  • Minor garbage alloc and CPU optimizations to interaction (crosshair system) manager

  • Fix for radial menu highlighting and selecting incorrect option

  • Various input configuration fixes as a new menu layout was implemented

  • Fixed bug in inventory menu where player could still scroll when the inventory radial menu is open

  • Fixed bug in inventory menu where player could make an inventory item selection when holding inventory hotkey and another button

  • When a player makes a save, the Player Gender is automatically added to the end of the displayed save name

  • Fixed issue where the female player was see through

  • Changed female players hair tie UV’s to be a single color/fabric

  • Added hair physics to player female

  • Fixed issues with the player female’s head having no shadows, her hair material, skin material and clipping clothing

  • Improved Ashley’s hair physics to reduce clipping

  • Updated MainMenu’s Ashley and female player hair physics, also changed all characters their size to be the same as during gameplay

  • Improved the big gaps between Brittney’s teeth

  • Added female player threesome cutscenes for Vickie and Brittney’s content.

  • Added female player voyeur cutscene

  • Added female player variant of the intro cutscene

  • Added female player master bedroom (lesbian) scene

  • Added female player Vickie finale cutscene

  • Added female player garage (lesbian) scene

  • Fixed some minor cutscene related visibility bugs

  • Updated the company logo on the MainMenu

  • CSC: the Speakers no longer have a LoadOriginalTrack ItemFunction available to them, as it is no longer necessary

  • CSC: Global Responses will also be searched when inputting text into the Search Response Text field in a Character’s Dialogue Filter

  • CSC: added an ItemFunction to some doors that can be used to immediately “snap” them partially open

  • CSC: as forewarned in the update notes for 0.20.0, the IsAloneWithPlayer criteria has been deprecated from House Party. CSC users should now make use of IsOnlyInVisionOf as a replacement criteria, as it performs the same check and can be used between any two Characters. IsOnlyInVicinityOf and IsOnlyInVicinityAndVisionOf can be used to further supplement proximity/vision-based logic

  • CSC: several more GameEvent types will “self clean” erroneous data in case of copy-pasting, etc.

  • CSC: the selected Filter Character can now be searched for within CutScene GameEvents

  • In the Original Story: Added the “Shirt Delivery” opportunity for the female playthrough

  • In the Original Story: Added the “Love Conquers All” opportunity for the female playthrough

  • In the Original Story: Added “The Crush” opportunity for the female playthrough

  • In the Original Story: Added “The Crushes” opportunity for the female playthrough

  • In the Original Story: Added the “Brittney’s Special Someone” opportunity for the female playthrough

  • In the Original Story: Added the “Host Hijinks” opportunity for the female playthrough

  • In the Original Story: Updated the items and interactions regarding those items with the penguin during the Artsy Fartsy quest

  • In the Original Story: The female player is now able to ask Derek for assistance on a variety of topics

  • In the Original Story: Added a sleeping mask that can be found and utilized during the Host Hijinks quest

  • In the Original Story: Multiple dialogues have been added or adjusted to smooth out gameplay for the female player

  • In the Original Story: All hookup logic for the female player has been redesigned to provide a more fulfilling experience

  • In the Original Story: The female player can now ask Brittney to move to another location, provided that the player has completed Shirt Delivery

  • Added female player Derek cutscene

  • Added female player Patrick cutscene

  • Added female player master bedroom (straight) scene

  • Added female player Katherine cutscene

  • Added female player Rachael cutscene

  • Added female player Brittney cutscene

  • Added DNWB shirt to Ashley

  • Created sleeping mask item and inventory thumbnail

  • Fixed lighting object for PlayerFemale

  • Fixed an issue that could cause the Speakers to no longer play music throughout an entire application session, requiring the user to exit and restart the game entirely

  • Fixed an issue that could prevent correct censorship of certain Player and NPC naughty bits when the Player was the “primary” or “top” or w/e you kids are calling it in cunnilingus and sixty-nine positions–ow my back…I’m so old

  • Fixed an issue that allowed the Female Player to trigger EjaculatesOnMe reactions from NPCs

  • While in CutScenes, NPCs will use an OrgasmSensitivity of “1” (same as the Player’s default), as long as their OrgasmSensitivity value has not been changed by the CSC. This will help prevent premature/doubled-up Orgasms in CutScenes where an NPC and another Character are close enough to build up Orgasm via proximity, but also have an Orgasm SendEvent called within the CutScene

  • Added protective code to ensure that an AudioSource is bound to a CutScene before it plays, which will prevent the occasional oopsy where CutScenes are loud or unable to be muted

  • Fixed an issue that could allow Characters who were given a Motion Target and then a Combat Target to repeatedly step backwards instead of path to either Target. This could occur if navigation was initiated/resumed at a time when they were still close to, but still too far away to reach, the initially assigned Motion Target

  • Users can now save a game manually without inputting a custom save game name. When this occurs, a date and playtime-based timestamp will be used as the save game name

  • Fixed an issue that could cause noticeable camera sway when the Female Player was put into the BlowjobReady pose (Pose 10)

  • Fixed an issue that could cause very unpleasant camera twitching when the Female Player was receiving oral

  • Fixed an issue that let Characters check if they were stuck (trying to navigate/move but unable to) during a Cutscene and possibly attempt to warp smoothly back to a nearby spot on the NavMesh. This fixes an issue that allowed the Player to “break” CutScenes by holding down a movement input button for a few seconds and should fix other niche hiccups witnessed by NPCs during CutScenes

  • Updated Unity version and core packages, including Steamworks

  • Tweaked a NoLoitering redirect near the garage door in order to be slightly more effective at clearing idle NPCs out of the doorway of the garage

  • Added an NPC-only blocker that will prevent NPCs from falling off the right-most edge of the roof

  • Fixed an issue that could cause repeated duplication of SteamDataAttribution objects

  • Implemented GOG Galaxy SDK Client/Peer, DLC, and Achievement registration

  • Fixed an issue that could cause Achievements to not be earned in certain circumstances after using the Achievements Console Command to clear the user’s Achievements

  • Fixed an issue that could cause Nullref Exceptions and undesired cosmetic-only GameMenu (Pause Menu) behavior to occur if the Player tried to pause the game at very specific times during Cutscene start/stop transitions

  • Fixed an issue that could cause the Player to get stuck on the GameMenu (Pause Menu) UI if they paused at certain times while a new game was fading in

  • Added a backend ability to handle Placeholder CutScene content. This, in addition to randomized intimacy sequences on certain platforms, will add another way to indicate that intended, albeit currently unfinished behaviors are occurring and that there’s nothing for you to fear. Except that dood. The one behind you right now…

  • Added Door GameEvent options that will allow for Doors to be Opened or Closed Slowly. This will result in a slower animation, and if the door has an Open/Close sound, that sound will be played at a softer volume

  • Fixed an issue that would allow a Door to play its Close Sound multiple times if it had been recently and repeatedly used

  • Slight tweak to SpareRoom Zone to ensure Players who enter Ashley’s right-most closet are counted as being in the SpareRoom Zone, even if warped, etc.

  • Various minor CPU and Garbage Allocation optimizations related to Characters having line of sight to Transforms, Items, etc.

  • The PlayerCharacter will now use most LookAt/CREM-based behaviors that NPCs do, with exceptions for item collisions/physics, evasion, etc.

  • The LookAt Console Command will accept the Player as a Character

  • For certain backend sources of Distractions and LookAt Events, Characters will now be directed to look at the Eyes GameObject of another Character, rather than the GameObject generally associated with the other Character or one of their CharacterComponents

  • Plugin files specific to individual platforms will no longer be bundled with copies of the game not distributed on those platforms

  • Fixed an issue when clicking Done in Gameplay Settings causes loss of focus

  • Fixed navigation issue in Character Select menu

  • Load Game scrollbar can now be used with controller

  • Removed Input Manager scrollbar

  • Fixed issue where Input Manager binding overlay is permanently open after hitting Done

  • Various nav loop fixes for Input Manager

  • Controller analog sticks can no longer be rebound

  • Fixed an issue where “Whip out Penis” and “Flash Breasts” could not easily be rebound

  • Fixed a bug that could cause a Door that was Opened to permanently retain information about who last tried to Open it. This could cause niche, one-off failures/erroneous behavior of IsBlockedByLockedDoor Event Triggers

  • Mitigated a handful of issues in the CSC Browser that could allow text to get cut off if a non-English language is being displayed

  • Tweaked certain colliders near the Master Bedroom Vanity Mirror to prevent certain Physics cast checks against the RealTime Mirror located there

  • Improved accuracy of Physics-related checks related to the Player Censor and Mirror transforms. This will result in “black bar” censors being somewhat more accurately applied at times they previously could be finagled around, and should prevent much of the hiccupping that could occur when a Player danced or rapidly twirled when near a mirror(s)

  • Fixed an issue that would allow the Female Player to use unintended poses when sitting on Toilets or Flamingos

  • NPCs will no longer attempt to take any evasive action (moving away from objects, Characters) during the brief amount of time between being enabled (via EnableNPC GameEvent or Console Command) and running all of their GameStart Events

  • Added the NearFrontDoorThreshold MoveTarget just outside the Front Door past the cute little Welcome Mat

  • Minor CPU usage optimization related to the fetching of cached Character data

  • Fixed an issue that could cause Characters to fail Vision, Distance, and Vicinity checks when transitioning into a CutScene and during certain moments temporally adjacent to CutScene camera cuts

  • Fixed an issue that could cause Characters that were Crouching before making use of an ActionItem (beds, chairs, etc.) to have an unintendedly altered seating position

  • If shown, the Get It Here! (for the Explicit Content DLC) button in various menus will now link non-Steam users to a more appropriate purchasing page for the DLC

  • FPS-dependent calculations for cloth and jiggle physics will now begin updating more accurately as any scene that requires them begins to fade in

  • Fixed an issue that could allow certain ToolTips like those for the Mute DMCA Music and Get It Here! (Explicit Content DLC) buttons to remain active upon closing and reopening the GameSettings canvas

  • As a result of various tweaks to the Emote/BlendShapes system, eye closing/ClosedEyes Emote behavior during Intimacy and CutScenes should be somewhat more reliable/accurate, and Characters should more reliably and more quickly restore normal eye behavior after such sequences

  • Characters in CutScenes will no longer accidentally have their Emote/BlendShapes behaviors temporarily disabled at any time

  • Fixed an issue that could allow for sporadic failures of a Character to Blink when they decided to Look At something different

  • Characters should more reliably defer to a specific set of randomized…”climax” Emotes/BlendShapes just before it occurs, rather than continue trying to use mid-Intimacy Emotes/Blends

  • Randomized “Climax” and mid-Intimacy Emote/BlendShapes will be slightly more likely to depict a moderately more happy facial expression than before

  • Fixed an issue that could allow an NPC to reapply clothing erroneously while still in the Hot Tub area if the Player saved the game after the NPC had gotten up from a HotTubSeat, but before the NPC had a chance to leave the area

  • Fixed an issue that could allow NPCs to have their clothing erroneously reapplied to them if the Player saved the game after starting an Intimacy act starring said NPCs while those NPCs were actively using a HotTubSeat(s)

  • Added functionality for Story Data to exert some control over Character Selection UI behavior(s)

  • Fixed a problem that could cause cutscenes to occasionally become erroneously paused shortly after they had started

  • Added mitigating code to cut down on the frequency and amount of sudden chest and butt dynamic bone movements. This will mostly apply to CutScenes and small warps/incidental navigation turns for NPCs. Users experiencing extremely low frame rates may still run into issues with related physics simulations

  • It should be somewhat harder to spin the Female PC around in such a way that her chest distorts significantly for the entirety of the time the Player turns her. Users experiencing extremely low frame rates may still run into issues with related physics simulations

  • The figures used to calculate what constitutes a rapid warp/rapid turn that factored into locking down/disabling “jiggle”/dynamic bone behaviors have been fine tuned. This should result in all female Characters being a bit bouncier, a bit more often. Users experiencing extremely low frame rates may still run into issues with related physics simulations

  • Fixed an ArgumentException that could occur when cycling through prior commands in the Command Console

  • Added the CritGrp Console Command, which can be used to immediately evaluate if a story Criteria Group returns true

  • Added a Quit Game button to the in-game/main scene Pause (ESC) Menu

  • Fixed issue where CS Browser scrollbars would lose current ui selection

  • Various improvements to CS Browser controller navigation

  • Various fixes for CS Browser contrast/UI loop issues

  • CSC: The Player can now be sent Emote GameEvents

  • CSC: The Player can now be issued LookAt Game Events

  • CSC: The same data validation that ensures that IDs (and/or Versions) for ItemGroups, Responses, EventTriggers/Reactions, and GameEvents, etc. will now run just before Exporting a Story via the Story Collection object. Prior to this, the validation code would only run if the user manually selected a CharacterStory or Story object, and only on a per-object basis

  • CSC: The data validation performed upon Exporting a Story has been enhanced to prevent accidental disabling of GameEvents and EventTriggers/Reactions within the exported files themselves

  • CSC: As mentioned in the CSC patch notes for 0.19.4 (May 2021), PlayerBeingSpokenTo has been deprecated. It will no longer be a valid criteria type. CSC users must convert usage of this criteria to IsBeingSpokenTo, and configure the Player as the target Character

  • CSC: Added the IgnoreNavMeshRestrictions State (was previously a non-functional Property which was removed in 2021). This State will prevent Characters from being warped back onto a spot near the NavMesh when getting up from being Knocked Out, when initially being spawned, or when stuck while navigating

  • CSC: FadeIn and FadeOut Game Events can now be called with a specified speed. Fade Outs, as usual, will occur immediately. Fade Ins will wait an additional two seconds before executing at a given speed. A provided value of 0 (default) or lower will simply result in a Fade executed at the default speed

  • CSC: JSON data structure for the main Story object/file was internally standardized and also matched “thematically” against the Story Aspects/dropdown options available in the CSC

  • CSC: Two new fields in the Story Collection object can be used to restrict specific Player Character gender choices on the Main Menu’s Character Selection screen. At least one Player Character option must remain checked in a story

  • The female player character can be selected in the Character Select UI (in select releases)

  • Adjusted colors for most of the interactable UI elements to improve visibility

  • Updated cloth physics for Ashley, Katherine, Lety and Stephanie

  • Added garage cutscene

  • Added Frank mini oral scene in the yard (asset only at this time; not available in story)

  • Fixed an issue in Katherine’s cutscene that could cause it to get stuck

  • Also updated cloth on the Main Menu

  • Fixed an issue that was limiting what controller and mouse buttons could progress the user through transitional scenes like the Eek! Games logo and Disclaimer scenes

  • Fixed an issue that could cause a NullReferenceException and intermittent faulty behavior when trying to select a sorting option in the Inventory UI

  • Fixed an issue that could allow the UI Radial to either toggle on, or at least try to toggle on, at times it should not, which could cause it to display at unintended times or prevent expected Cancel/Escape/etc. behaviors by other UI canvases

  • The default controller button for crouching is now Left Stick/Left Analog (press), and the default controller button for running is now Left Trigger/LT

  • Player gender choice is retained in Character Select UI between sessions

  • Loading a saved game now takes into account the PlayerGender data within the save (fixes issues with gender swaps that can occur when loading saves)

  • Removed InteractiveState/State GivingBlowJob. It has now been replaced with InteractiveProperty/Property GivingBlowJob. There has been no change in functionality, but CSC users will need to be sure to refactor their stories to use the new Property instead of the InteractiveState

  • Two additional InteractiveProperties/Properties are now available and calculated depending on what oral act a Character is undertaking: GivingCunnilingus, and GivingOral

  • Fixed an issue that was preventing Characters receiving a Handjob in the Hot Tub from using any sexual sounds whatsoever (does not apply to the “M”/non-Explicit version of the game)

  • Player movement is now initially and exclusively tied to the WASD keys on PC, rather than having a “hidden” set of bindings assigned to the Arrow Keys

  • The Opportunities, Memories, and Inventory UIs for the controller no longer have default bindings and are now only accessible via the UI Radial, as intended. This frees up several D-Pad buttons for binding other Actions as well

  • On Gamepads/Controllers, Masturbate is now bound to “D-Pad Down” by default, as opposed to “D-Pad Up” which is used to delete bindings

  • The Command Console can now also use the PageUp/PageDown keys to cycle through old commands

  • Fixed an issue that would prevent the game from being paused while in the Game Main scene/game world while the Audio Settings were open

  • Fixed an issue that would allow the Player Action Menu/Player Radial to be opened while in Combat Mode, if the UI Radial had been opened first

  • If a Character is receiving Cunnilingus, and their genitals are not exposed (generally meaning that bottoms and/or underwear are still on), their Orgasm meter will no longer automatically increase

  • “One shot”/single Orgasm SFX will play again in CutScenes in the M-rated/non-explicit version of the game

  • Added a few more entries to the loading screen Hints

  • Fixed an issue that could cause End Intimacy game events to erroneously end an Intimacy session that was started after the Intimacy : End game event was called

  • Certain Console Commands that would allow actions prohibited in the “M”/non-explicit version of the game are now locked off if the user is playing the “M”/non-explicit version

  • Random CutScenes selection will now first look at CutScenes that are on the same “floor” as the Player/CutScene Star before searching more broadly for the closest valid randomizable CutScene

  • Input Config rebind overlay has been repositioned and recolored

  • Removed scrollbar in Input Config

  • Fixed controller duplicate detection when rebinding

  • Adjusted controller sensitivity sliders

  • Adjusted FOV and Gamma sliders

  • Fix for cutscene pausing

  • Added a bunch of fruits

  • Added a fast food

  • Minor tweaks and improvements to clothing handling, randomization settings, and misc. configuration settings in a handful of cutscenes

  • Improved dancing animation to reduce hair clipping

  • Created thumbnail for Brittney’s DNWB shirt

  • In the Original Story: Reworked the Muse Storyline for Madison and Derek to fit the female player character.

  • In the Original Story: Added alternate dialogue lines for the female player to all characters in the house.

  • In the Original Story: Updated the text for the Penguin when it is on the dresser to make it more gender neutral.

  • In the Original Story: Updated all poses and pose criteria situations where there would be a conflict between Male and Female poses. There are now separate Male and Female poses.

  • In the Original Story: Reworked the Sibling Warfare Storyline for Ashley to fit the female player character, especially when the player, Ashley, and Vickie are all in the closet spying on Madison and Derek.

  • In the Original Story: Updated the game introduction text for the female beta.

  • In the Original Story: Added a more robust solution for cutscenes and enabled multiple characters to randomly play a cutscene based on their location in the house.

  • In the Original Story: Updated all male characters so that they are able to fight back against the female player, with the exception of certain story situations.

  • In the Original Story: Updated all instances where characters gave the player a blowjob so that they now give cunnilingus if the player is female.

  • In the Original Story: Updated intimate content with all characters in the house to work with the female player character, including dialogue and context.

  • In the Original Story: Added a way to handle if the female player flashes other characters.

  • In the Original Story: Added a new introduction for Madison when playing as the female character.

  • In the Original Story: Updated Vickie’s endurance test to accommodate the female player.

  • In the Original Story: Added additional background chatter specific to the female player. Covers multiple situations, fluids, etc.

  • In the Original Story: Updated Rachael and Vickie’s dares to be more gender neutral in the way they are worded.

  • In the Original Story: fixed an issue that could cause Brittney not to follow Stephanie for prolonged periods of time, if the Player started Stephanie’s “Drunk and Disorderly” Opportunity and let her like…totes chill while sloshed for awhile

  • CSC: Properties (for Game Events and Criteria) will now be ordered alphabetically in relevant dropdown menus, similar to States, etc.

  • CSC: the Pose Game Event, when used with the Player as the selected Character, now allows for the selection of a specific gender in order to define an accurate selection of poses

  • CSC: the Posing Criteria, when used with the Player as the selected Character and CurrentPose as the PoseOption, now allows for the selection of a specific gender in order to define an accurate selection of poses

  • CSC: if assigning a Pose (true), the Pose Game Event will now show a bit more information about what Pose a Character is assuming

  • CSC: if checking for a CurrentPose, the Posing Criteria will now show a bit more information about what Pose the criteria is referencing/checking for

  • CSC: users can now search for where Dialogues are fired via Response “Next Dialogue” entries. To do this, set the Game Event Type to “Dialogue”, and enable Advanced Options. Ensure that an integer Dialogue ID was input into the Custom Event Filter Value field. Then, enable “Include ‘Next’ Dialogue Data, and Search away without having to open up those text files!

  • CSC: users can now search for Property Game Events and Criteria checks using the string equivalent of a Property instead of having to search by its integer ID

  • The female player character can be selected in the Character Select UI (**in select releases*)

  • Adjusted colors for most of the interactable UI elements to improve visibility

  • Updated cloth physics for Ashley, Katherine, Lety and Stephanie

  • Added garage cutscene

  • Added Frank mini oral scene in the yard (asset only at this time; not available in story)

  • Fixed an issue in Katherine’s cutscene that could cause it to get stuck

  • Also updated cloth on the Main Menu

  • Fixed an issue that was limiting what controller and mouse buttons could progress the user through transitional scenes like the Eek! Games logo and Disclaimer scenes

  • Fixed an issue that could cause a NullReferenceException and intermittent faulty behavior when trying to select a sorting option in the Inventory UI

  • Fixed an issue that could allow the UI Radial to either toggle on, or at least try to toggle on, at times it should not, which could cause it to display at unintended times or prevent expected Cancel/Escape/etc. behaviors by other UI canvases

  • The default controller button for crouching is now Left Stick/Left Analog (press), and the default controller button for running is now Left Trigger/LT

  • Player gender choice is retained in Character Select UI between sessions

  • Loading a saved game now takes into account the PlayerGender data within the save (fixes issues with gender swaps that can occur when loading saves)

  • Removed InteractiveState/State GivingBlowJob. It has now been replaced with InteractiveProperty/Property GivingBlowJob. There has been no change in functionality, but CSC users will need to be sure to refactor their stories to use the new Property instead of the InteractiveState

  • Two additional InteractiveProperties/Properties are now available and calculated depending on what oral act a Character is undertaking: GivingCunnilingus, and GivingOral

  • Fixed an issue that was preventing Characters receiving a Handjob in the Hot Tub from using any sexual sounds whatsoever (does not apply to the “M”/non-Explicit version of the game)

  • Player movement is now initially and exclusively tied to the WASD keys on PC, rather than having a “hidden” set of bindings assigned to the Arrow Keys

  • The Opportunities, Memories, and Inventory UIs for the controller no longer have default bindings and are now only accessible via the UI Radial, as intended. This frees up several D-Pad buttons for binding other Actions as well

  • On Gamepads/Controllers, Masturbate is now bound to “D-Pad Down” by default, as opposed to “D-Pad Up” which is used to delete bindings

  • The Command Console can now also use the PageUp/PageDown keys to cycle through old commands

  • Fixed an issue that would prevent the game from being paused while in the Game Main scene/game world while the Audio Settings were open

  • Fixed an issue that would allow the Player Action Menu/Player Radial to be opened while in Combat Mode, if the UI Radial had been opened first

  • If a Character is receiving Cunnilingus, and their genitals are not exposed (generally meaning that bottoms and/or underwear are still on), their Orgasm meter will no longer automatically increase

  • “One shot”/single Orgasm SFX will play again in CutScenes in the M-rated/non-explicit version of the game

  • Added a few more entries to the loading screen Hints

  • Fixed an issue that could cause End Intimacy game events to erroneously end an Intimacy session that was started after the Intimacy : End game event was called

  • Certain Console Commands that would allow actions prohibited in the “M”/non-explicit version of the game are now locked off if the user is playing the “M”/non-explicit version

  • Random CutScenes selection will now first look at CutScenes that are on the same “floor” as the Player/CutScene Star before searching more broadly for the closest valid randomizable CutScene

  • Input Config rebind overlay has been repositioned and recolored

  • Removed scrollbar in Input Config

  • Fixed controller duplicate detection when rebinding

  • Adjusted controller sensitivity sliders

  • Adjusted FOV and Gamma sliders

  • Fix for cutscene pausing

  • Added a bunch of fruits

  • Added a fast food

  • Minor tweaks and improvements to clothing handling, randomization settings, and misc. configuration settings in a handful of cutscenes

  • Improved dancing animation to reduce hair clipping

  • Created thumbnail for Brittney’s DNWB shirt

  • In the Original Story: Reworked the Muse Storyline for Madison and Derek to fit the female player character.

  • In the Original Story: Added alternate dialogue lines for the female player to all characters in the house.

  • In the Original Story: Updated the text for the Penguin when it is on the dresser to make it more gender neutral.

  • In the Original Story: Updated all poses and pose criteria situations where there would be a conflict between Male and Female poses. There are now separate Male and Female poses.

  • In the Original Story: Reworked the Sibling Warfare Storyline for Ashley to fit the female player character, especially when the player, Ashley, and Vickie are all in the closet spying on Madison and Derek.

  • In the Original Story: Updated the game introduction text for the female beta.

  • In the Original Story: Added a more robust solution for cutscenes and enabled multiple characters to randomly play a cutscene based on their location in the house.

  • In the Original Story: Updated all male characters so that they are able to fight back against the female player, with the exception of certain story situations.

  • In the Original Story: Updated all instances where characters gave the player a blowjob so that they now give cunnilingus if the player is female.

  • In the Original Story: Updated intimate content with all characters in the house to work with the female player character, including dialogue and context.

  • In the Original Story: Added a way to handle if the female player flashes other characters.

  • In the Original Story: Added a new introduction for Madison when playing as the female character.

  • In the Original Story: Updated Vickie’s endurance test to accommodate the female player.

  • In the Original Story: Added additional background chatter specific to the female player. Covers multiple situations, fluids, etc.

  • In the Original Story: Updated Rachael and Vickie’s dares to be more gender neutral in the way they are worded.

  • In the Original Story: fixed an issue that could cause Brittney not to follow Stephanie for prolonged periods of time, if the Player started Stephanie’s “Drunk and Disorderly” Opportunity and let her like…totes chill while sloshed for awhile

  • CSC: Properties (for Game Events and Criteria) will now be ordered alphabetically in relevant dropdown menus, similar to States, etc.

  • CSC: the Pose Game Event, when used with the Player as the selected Character, now allows for the selection of a specific gender in order to define an accurate selection of poses

  • CSC: the Posing Criteria, when used with the Player as the selected Character and CurrentPose as the PoseOption, now allows for the selection of a specific gender in order to define an accurate selection of poses

  • CSC: if assigning a Pose (true), the Pose Game Event will now show a bit more information about what Pose a Character is assuming

  • CSC: if checking for a CurrentPose, the Posing Criteria will now show a bit more information about what Pose the criteria is referencing/checking for

  • CSC: users can now search for where Dialogues are fired via Response “Next Dialogue” entries. To do this, set the Game Event Type to “Dialogue”, and enable Advanced Options. Ensure that an integer Dialogue ID was input into the Custom Event Filter Value field. Then, enable “Include ‘Next’ Dialogue Data, and Search away without having to open up those text files!

  • CSC: users can now search for Property Game Events and Criteria checks using the string equivalent of a Property instead of having to search by its integer ID

  • In the Original Story: In the Original Story: integrated an absolutely ludicrous Lety CutScene

  • Controller Support Update:

  • Improved navigation and selection issues in menus including Inventory, Dialogue, Inventory, and GameMenu

  • Fixed issues where navigation could be broken when exiting or switching between menus

  • Can now skip through NPC dialogue using Button South

  • Player can rotate using Right Stick and run with Left Stick down

  • Left Bumper has been assigned to UI Radial and Right Bumper to Player Action Radial

  • Removed option to hide all UI with controller

  • In the Original Story: Katherine will not periodically attempt to inform the Player that the Microwave was fixed, rather than treat is as a one-off event

  • In the Original Story: fixed an issue where the Player could miss out on Inspector Achievement progress if they Used items with the Microwave before actually Inspecting it

  • In the Original Story: tweaks to Rachael’s initial confrontation with Patrick to prevent any casual Background Chatter or other unwanted backend behaviors from occurring just before she accosts him

  • In the Original Story: fixed an issue within a reactionary DLG between Derek and Stephanie that could cause inadvertent MetByPlayer and SpeakingToTarget behavior(s)

  • In the Original Story: added a…a um, some fucking pinchy stingy boi. What the fuck even is this? (a secret)

  • In the Original Story: fixed an issue with Derek DLG 303 where extra audio was being played

  • In the Original Story: changed the in-game description for “Ice Bath” to be more appropriate for male OR female Player Characters

  • In the Original Story: fixed an issue that could cause Derek to not strip down fully if asked to enter the Hot Tub after completing “Memory Lane”, if he was forced to wear the Goodbye Kitty underwear

  • In the Original Story: the Player will receive additional warnings/preventative checks before being intimacy with Ashley for the first time, if they are RechargingOrgasm

  • In the Original Story: fixed an issue that could prevent the Player from getting credit for flashing Derek during their Pissing Contest on the roof

  • CSC: added the ChangeBodyScale Game Event, which can be used to change the size of a Character over a specified number of seconds

  • CSC: added the PlayRandomSceneFromCurrentLocation option for CutScenes, which will play a random scene based on the first/primary NPC’s zone, if an NPC was provided. If no NPC is provided, it will select a random scene based on the Player’s zone

  • Graphics: Fixed Lety’s breasts jiggle not working

  • Graphics: Added Lety’s special ending cutscene

  • Graphics: Added little secret

  • Additional details regarding the execution/playing of Important and VeryImportant Background Chatters will now be logged in the Debug Log

  • NPCs can no longer reach a target (fire a ReachesTarget EventTrigger) if they are Knocked Out/Passed Out, or just started getting up from having been KO’d. These behaviors will resume processing roughly 1.5 seconds after the NPC is issued a Combat WakeUp event, as they are getting to their feet

  • Lower importance Background Chatter being pulled from the queue or fired via TriggerBGC Game Event while a Character has a higher importance Background Chatter set as their Next/Response Chatter will no longer prevent the higher importance Background Chatter from playing as intended

  • Fixed an issue that could allow a nullref exception to occur if the user did not put in a valid Character for the SendEvent Console Command

  • Minor improvements to feedback text within the SendEvent Console Command

  • Fixed an issue that could cause genital and breast areas on the body to appear featureless/blank/smooth in appearance if an alternate body texture was swapped to via Character Function and then the original body texture was later restored in the same session

  • The EnableNPC Console Command can now make use of the ‘all’ subcommand

  • Minor tweaks to CutScene Console Command to make use of PlayRandomSceneFromCurrentLocation functionality

  • Fixed an issue that could cause NPCs to audibly…enjoy themselves at slightly unintended times during the Threesome in the MasterBedroom

  • Lapdances/Stripteasing on the LawnChairs will no longer result in a dance that starts behind the LawnChair. Other issues will still present themselves until this system is worked on further

  • In the Original Story: integrated Ashley’s Finale CutScene

  • In the Original Story: integrated Derek’s Finale CutScene

  • In the Original Story: fixed an issue that could cause Lety to follow the Player endlessly after “Queen in the North” was completed based on the Player being in Combat, even if the Player was “protected” from imminent Combat due to their aggressor being trapped behind a locked door

  • Added Game Intro CutScene

  • Added CutScene skip functionality. For now this only applies to the Intro CutScene. Skippable CutScenes can be skipped via the Back/Cancel button (default ESC on keyboards)

  • In the Original Story: fixed a number of minor VA-text mismatches for several Characters

  • In the Original Story: the Player can now access certain additional keybound actions via their Player Action Menu/Radial

  • In the Original Story: fixed an issue that could let certain Game Grumps scenarios start or prep while a Dialogue not directed at/spoken to the Player was showing

  • In the Original Story: fixed an issue that could allow some NPCs to wander away from Vickie and the Player after being approached about a threesome, based on niche positioning and timing situations

  • In the Original Story: fixed an issue that could cause Dan to try and Walk To Arin/follow Arin a bit too aggressively, which could interfere with certain backend and story mechanics

  • In the Original Story: the Player will be forced to Stop Peeing if they put on enough clothing via the Player Action radial

  • In the Original Story: tweaks to ensure that the Player can win Derek’s “pissing contest” if the uncensored/non-explicit version of the game is being played

  • In the Original Story: tweaks to ensure that the Player can reliably put out the oil fire during the finale events of “Mission

  • Impawsible” if the uncensored/non-explicit version of the game is being played

  • In the Original Story: fixed an issue that would cause Derek to pee on the Player (perhaps rightfully so) without any additional reactions if the Player decided to start pleasuring themselves during their pissing contest

  • In the Original Story: the Player will now get some feedback text if they try to sleep with Ashley and are recharging their loins

  • In the Original Story: minor tweaks to Dialogues and Game Events directly prior to Ashley’s “Smooth Operator” and “Sibling Warfare” intimacy rewards to better enable CutScene and Legacy/POV Intimacy coexistence. Like those bumper stickers say. I think

  • In the Original Story: fixed an issue that could cause the Player to get stuck with the Immobile State and remain unable to move under very certain conditions after trying to “Hop Up” on the Dryer Seat during Derek’s “Memory Lane” Opportunity

  • Fixed an issue that could cause temporary breakdowns of Background Chatter exchanges when a TriggerBGC of high importance is played at the same time as, or while, a lower priority Background Chatter plays

  • NPCs can now successfully respond to their own Background Chatters

  • Tweaks and fixes for various UI elements (most especially the Character Radial for a Current Sex Partner) being allowed to display themselves at unintended times

  • Fixed an issue that could cause the photos in Madison’s Phone to not uncensor properly

  • Introduced initial/groundwork functionality for overwriting Character skin textures with user-provided textures. Many constraints apply; WIP

  • Overhauled Exception handling and code related to Story loading, File and/or I/O operations, etc. This should greatly reduce the number of issues experienced by users with anti-virus software running, permission issues, etc. If such issues are encountered, only third party/custom content should be unavailable or buggy

  • NPCs should not get stuck as easily or for as long when navigating through doors to a motion target

  • Fixed a bug that was preventing other NPCs from backing away from two Characters very closeby who were fighting

  • Minor cleanup of NPC evasion and navigation pause behaviors

  • Fixed an issue that could cause NPCs to “shake” or “jitter” during CutScenes, which should also alleviate minor issues with rotation while taking a seat in a chair or other Action Item and other niche situations

  • Significantly decreased Garbage Allocation within the game’s FixedUpdate/physics loop

  • Additional CPU utilization optimizations related to the use of various collections within the codebase

  • Re-introduced codebase obfuscation to the project

  • Updated Steamworks.NET

  • Fixed an issue that prevented the Match Value game event from pulling data from a second Character as intended

  • Fixed an issue that could allow NPCs to count down their random roaming timer below two seconds if they were using dialogue but not audibly speaking

  • NPCs will not try to randomly roam or roam out of a NoLoitering area if they have a DialogueFocusTarget

  • Code optimizations to a few Character/Name lookup, footstep audio, and NPC Socialization code behaviors for decreased CPU utilization

  • If a Character reaches their Motion Target and are either completely alone, in vicinity of only one other Character, or cannot see any other Characters, their ability to socialize will not be forcefully restricted via internal timer for quite as long. This should cut down somewhat on 8-10s awkward pauses that can occur when two Characters end up standing alone together under a variety of circumstances

  • Characters can no longer be considered “falling” in Cutscenes

  • Tweaked audio source and audio behavior for the fireplace and fire pit. The fire pit will no longer be slightly audible at near-infinite distances

  • Improved debug logging of story download and extraction issues on the main menu and enabled translation of an important warning message

  • Non-Important Background Chatter from NPCs without the ActingInCinematic state will no longer be audible at mega hyper ultra extreme distances

  • Added the InteractiveProperty InCutScene, which is set automatically by the engine for all Characters entering into, or exiting from a CutScene

  • The Player’s Bladder meter can no longer go below zero at any time

  • Patched a small hole in Zone coverage between the DownstairsHall and Kitchen Zones

  • Minor aesthetic and timing consistency improvements to ScreenFade functionality

  • The music from Speaker 1/2 will not be audible before other in-game audio is allowed to start processing, and will no longer be audible at extreme super duper turbo distances if the Player is in a CutScene

  • The game will always wait to start playing a Music track from Speaker 1/2 until just before the Game Start Fade In begins to make the game world visible, so CSC users no longer have to worry about exactly when they start playing music from Speaker1/2

  • The Speaker 1/2 StartMusic volume calculation (only relevant to the 10 frames or so of music) now exactly matches the periodic calculation used to determine Speaker music volume

  • Standardized all internal measurements of “Time Since Level Loaded”/”Time Since Game Started” around Unity Time.TimeSinceLevelLoad

  • Fixed an issue that could cause Characters (most notably the Player) to be erroneously rotated, semi-permanently, if certain CutScenes were prematurely ended within specific time windows

  • Fixed an issue that could allow the Player to interact normally via Left Click/Interact with their Sex CutScene partner in niche situations

  • Fixed a bug that could cause some tooltip info for Auto Saves to be incorrect

  • Quick Save and Auto Save file names are now reserved for system use and cannot be used as save game names

  • The clock by the fireplace, and the clock on the TV upstairs in the master bedroom are now animated and synced.

  • Rebaked occlusion data, which should give a slight increase in performance, as there was stale data in the old bake.

  • Randomized cutscenes now only cast gender-appropriate actors into roles

  • Randomized cutscenes will now choose a nearby zone if there is no cutscene available in requested zone, and ultimately fallback on legacy sex if it cannot find an appropriate cutscene to call

  • Character Orgasm Values in CutScenes will no longer be able to build until several seconds into the CutScene/after the CutScene has finished fading in

  • Slight tweaks to prevent Character Orgasm Value buildup when Characters are a bit far from each other in CutScenes. End result should be a general, slight decrease in how fast these Values build even after the CutScene has faded in

  • CSC: Item Actions can now make use of the Insert at Index and Swap Index functionalities that have been available with Event Triggers and Criteria Groups for some time

  • CSC: “CurrentSpeakingToTarget” has been renamed to “CurrentDialogueFocusTarget”, and the Player will now have a

  • CurrentDialogueFocusTarget even when not being spoken to so that CSC users can still successfully check for None at appropriate times or use the Player value to determine which NPC might be speaking. DialogueFocusTargets are ONLY SET for Characters involved in Dialogue when a Dialogue first shows. DialogueFocusTargets for ALL Characters are cleared whenever a Dialogue fully closes. This nuance can be used to finely restrict roaming, socializing, or other behaviors.

  • Significantly reduced the memory usage of the lightmaps, while at the same time, significantly improving the bake quality

  • Fixed major issues with NPC navigation when approaching or trying to navigate through doorways

  • In the Original Story: fixed an issue that could allow Frank to walk away from Katherine and the Player while Katherine was responding to the Player’s question about Frank’s…glands

  • In the Original Story: fixed an issue that could cause Frank to get “stuck” if the Player tried to get an outdoor BJ from him while their “satisfaction meter 9000” was recharging

  • In the Original Story: fixed an issue that could allow Frank to walk away from Derek and the Player while Derek was responding to the Player’s question about Frank’s…jiggly bits

  • In the Original Story: fixed an issue that could cause the Player to be unable to make up lost Romance social points with Amy if the Player Completed “Chasing Amy” first with a full intimacy reward, and then Completed “The Muse” by getting intimate with

  • Madison and prompting Derek to tell Amy that the Player is racist

  • In the Original Story: various Characters whose default greeting Dialogues have Occupied (busy with certain content)-restricted Response options will now, when appropriate, let the Player know that some Responses may be locked off temporarily

  • In the Original Story: fixed an issue that could cause Ashley to behave as if she was going to reward the Player via a “Smooth Operator – Ashley” Dialogue, but when in fact she would not due to the Opportunity having failed in niche circumstances

  • In the Original Story: fixed a minor issue in a Patrick dialogue about Lety where the Player could potentially act like they had met Patrick, even though they had not

  • In the Original Story: fixed an issue that could cause Leah to respond to being KOd more than once after the finale of Broken Code was started in an unintended manner

  • In the Original Story: fixed an issue that could cause Frank and Leah to become locked out of content if the Player managed to knock out Leah between her saving Frank during the “good” finale of “Broken Code” and reaching the Dining Room to talk things out with Frank

  • In the Original Story: fixed an issue that could allow Frank and Leah to continue using certain “Broken Code” finale-related BGC and associated “Frank fell from the roof” events if the Player managed to fail the Opportunity while Frank was still on the roof

  • In the Original Story: fixed an issue that could cause the screen to remain gray or red after having failed out of one of the “Broken Code” finale paths at specific times

  • In the Original Story: fixed a handful of issues that could, under certain circumstances, allow Dialogues from various Characters that implied “success” during the finale of “Sibling Warfare” to play after they should, or when the Player had already failed out of the Opportunity

  • In the Original Story: fixed an issue where the Player could not untie Ashley’s Top anymore if they failed out of “Sibling Warfare” specifically by being caught by Madison while hiding in her closet

  • In the Original Story: slightly improved the text feedback the Player receives when trying to Untie Ashley’s Top at certain times when the story has locked off that Item Action

  • In the Original Story: fixed cosmetic issues that could be caused if the Player moved quickly through Derek’s pre-“Like a French Girl” dialogues while he was stuck on the roof waiting for Madison to enter the Art Room, then somehow quickly failed “The Muse”

  • In the Original Story: fixed an issue that could prevent Madison and Derek from properly “abandoning” certain events associated with “Like a French Girl” if the Player was caught looking at Madison’s Phone, Diary, or otherwise massively pissed her off between Derek getting stuck on the roof and the end of “Like a French Girl”

  • In the Original Story: fixed an issue that could allow various Ashley greeting Dialogue Responses specific to “Sibling Warfare” and Madison’s nudes to remain active even after “Sibling Warfare” had been failed

  • In the Original Story: NPCs will be somewhat less likely to roam to Ashley and the Player as she is “setting up” for the reward to her “Smooth Operator” finale

  • In the Original Story: minor cleanup of events surrounding the Game Grumps’ “Splish Splash I’m Dyin in the Bath” scene, and fixed an issue that could cause the “setup” for this scene to block non-Game Grumps content from progressing. (No, this scene is not actually called that, you silly goose)

  • In the Original Story: the Game Grumps’ “Star Bomb” finale sequence will no longer lock down unrelated content for other Characters during the parts of said sequences in which the Player is not directly interacting with the Grumps

  • In the Original Story: NPCs won’t be as likely to immediately accost the Player after certain post-“Magnum Opus” dialogues close
    Characters no longer moan during cutscenes in censored mode

  • Fixed minor English typos and inconsistencies in warnings/instructions that could appear while attempting to Log In or Register within the Custom Story Browser

  • Fixed issues that were preventing certain translated warnings from appearing as intended in the Custom Story Browser

  • Fixed an issue that was causing properly translated OpportunityMissed* Opportunity Window texts to not translate with the provided translation text

  • Fixed a lousy, no good typo in one of the feedback texts for the Item Console Command

  • NPCs will not attempt to roam out of No Loiter areas if they are evading or recovering from getting knocked out

  • NPCs will wait to continue processing their random roaming behavior while they are recovering from getting knocked out

  • Fixed an issue that could cause the Player’s hand(s) rotation to become corrupted under certain circumstances after Leah or Frank had the Snake mounted to them

  • Added a MoveTarget just outside the Laundry Room

  • Fixed an issue that was preventing Volumetric Lighting from turning on on the Main Menu for new Players

  • Volumetric Lighting will remain On when choosing the Ultra and High Graphics Quality Presets. It will be turned off for the Medium and Low Presets

  • The Music and Audio volume can now be adjusted on the Main Menu

  • Breast/butt physics now correctly change based on clothing configuration.

  • Fixed an issue that was causing excessive CPU usage and rapid toggling of the cursor when certain UI elements or combinations of elements were being displayed

  • CSC: the Dialogue criteria can now also check to see if a specific Dialogue is not currently showing

  • CSC: users can now access the backend Character Value “CurrentSpeakingToTarget” for use with criteria checks or for use with the injectable text system

  • Improved Lety skin mask for underwear

  • Tweaked forearm twist bone for Frank, Leah and PlayerMale

  • Improved Ashley untied top not hanging down properly

  • Fixed PlayerFemale’s body clipping through shirt on Main Menu

  • Fixed vape particle being blocky Updated avatar image for Vickie Fix for shadow artifacts on the main menu Added more loadscreen images

  • In the Original Story: added “The Magic Number” Achievement

  • Fixed an issue where referencing the Achievements log could interfere with loading Story Data.

  • Completely removed in-game advertising

  • In the Original Story: Lety and Brittney will be considered Occupied by content as they are walking to the Study to have their little moment during “Try Anything Once”

  • In the Original Story: Lety and Brittney’s “Try Anything Once” conversation will not start if Lety or Brittney has been engaged in Dialogue or is being SpokenTo via Dialogue

  • In the Original Story: fixed an issue that could cause Brittney to not immediately/reliably engage with Lety due being “too far” from their “Try Anything Once” conversation spot

  • In the Original Story: fixed an issue that could lead to Lety voicing a line that implied that she still had Poppers to give to the Player, if the Player had stolen from her bag without being caught before ever having met her

  • In the Original Story: additional improvements and consistency tweaks to various Rachael overhear behaviors when she could catch the Player discussing her (or Vickie’s) Phone Number, Dares, etc. with a couple different NPCs

  • In the Original Story: very slightly tweaked the Phone Call behavior during the intimacy finale for “Sibling Warfare” in the case that the Player’s “sensitivity” is high, which will make it a bit easier to Complete, if you’re fast

  • In the Original Story: removed an old dependence on Amy from Ashley’s pre-finale “Smooth Operator” dialogue, and all of the awkwardly configured behaviors associated with it

  • In the Original Story: fixed a bug that would prevent NPCs from moving closer to the Player to observe what was about to happen to the Player’s poor, innocent little asshole. Errr, let me clarify: after the Player drank a Tampered Beverage. …I can’t believe they let me write these

  • In the Original Story: performed some minor cleanup of certain content-related hints delivered through various Ashley “greeting” dialogues

  • In the Original Story: fixed an issue that could allow certain Amy Dialogue Responses to appear at unintended times, like during Intimacy

  • In the Original Story: fixed an issue with a Distance check that could cause the conversation between Lety and Derek during “Hunt the Hunk” stall in certain situations

  • In the Original Story: Lety should line up with Derek more reliably during their “Hunt the Hunk” conversation

  • In the Original Story: Stephanie now uses the same Distance check for determining when Patrick is seen receiving the Pain Killers as she does for witnessing a fight play out, but she will also take into account whether or not she can see the Player as opposed to only whether or not she can see Pat

  • In the Original Story: Amy will now be a teensy bit more likely to stub her toe near Stephanie just a weensy bit more reliably

  • In the Original Story: it should be much less likely that NPCs wander into the Hot Tub in the middle of Vickie’s “Training Day” finale Cutscene with the Player

  • In the Original Story: the Player can no longer attempt to Throw Beer on Madison to get her top wet/force her to wash off if she isn’t wearing her top (this will mostly apply to her sitting in the Hot Tub). An explanatory Thought Bubble will accompany this limitation

  • In the Original Story: fixed an issue that could allow Stephanie to use an unintended “Meltdown”-failure related line before the Player had ever actually met her

  • In the Original Story: eliminated an erroneous, pointless response for Lety

  • In the Original Story: added protections (against certain load game/niche timing issues) to prevent Vickie from accidentally becoming fully dressed just as her “Training Day” hot tub Cutscene with the Player started

  • In the Original Story: if Katherine locks herself in the Downstairs Bathroom after being given the Tampered Rum, and “Follow Your Calling” has not been discovered yet, the hint texts meant to guide the Player towards finding a “Doctor” that can help will be somewhat more specific

  • In the Original Story: most repeatable motion or “reached motion target” behaviors NPCs have that involve them walking TO or NEAR the Player and require direct Player involvement/dialogue will no longer execute if the Player is on the roof or in Compubrah/DongVR. This should cut down slightly on NPCs being in unexpected places after having been on the roof or stopping use of Compubrah/DongVR

  • In the Original Story: fixed an issue with a Thought Bubble that could occur if the Player threw an item into the Fireplace between asking Derek to start their “Dance Off” and finishing it

  • In the Original Story: minor cleanup of some unnecessarily repeatable Dialogue responses that relate to “Sibling Warfare” content

  • In the Original Story: fixed some issues that could prevent “back out”/cancel responses from being repeatable when giving Ashley Madison’s Phone

  • In the Original Story: fixed an issue that could cause Cutscenes to not start for a few NPCs if the Player had been “pleasuring themselves” just before starting the Cutscene

  • Fixed an issue that could cause TriggerBGC with a specified Importance to play at an unintended, elevated level of Importance

  • Ending a Cutscene via the Command Console will now close the Console in order to let the Cutscene terminate immediately

  • Cleaned up and corrected a few issues with the response/help text within the Cutscene Console Command

  • The Cutscene Console Command will now list all Characters that will be taking part in the specified Cutscene

  • Configured the AlwaysCensored behavior for certain Characters. This will force that Character to have mosaic censors applied at all times, force any Cutscene involving that Character to become a Censored Cutscene, and force any Legacy/POV intimacy act involving that Character to use mosaics and censor bars on all participants. As of this update, this behavior only applies to Lety, and only within the Steam and Demo versions of the game

  • Made improvements to how line of sight and relative position are used for calculating the enabling/disabling of black censor boxes. This will greatly reduce the frequency of seeing “detached” or “floating” censor boxes when not actually in line of sight to Character(s) that should be censored

  • Improved the accuracy of Character-to-Transform CanSee calculations. This should further contribute to accurate usage of black censor bars and remedy some niche issues with mirrors

  • The following actions cannot be used in censored mode: P to Whip Out Penis and 1 to Masturbate. The rebinding options for these actions have also been disabled in censored mode.

  • The game can no longer attempt to AutoSave while Fading Out or IN (black screen transition effect), or in certain game-pausing conditions

  • Improved feedback text for certain error messages related to autosave or save game prevention

  • The game can no longer be saved in any way if a Cutscene is playing

  • Fixed an issue that could allow Game Events tied to a cancelled Cutscene to carry over into Save Data and continue to fire erroneously after that Save Data was loaded

  • Fixed a bug that prevented narrations from being continued during cutscenes.

  • The Combat Mode UI Text can now be translated

  • The Graphics Quality presets/dropdown text will now translate properly

  • Cutscenes can now be run with NPCs as the star rather than the player, and no longer disrupts the camera or player mechanics.

  • The Load Game Header Text can now be translated

  • Players will now be alerted that they are loading Save Data from an older version of the game and that content may not function as expected. Additional info will also be logged in the Debug Log

  • Fixed an issue that was preventing the Save to Log button within the Debug Log from translating properly

  • Loading Screen Hints specific to the Uncensored versions of the game will not be shown in the Censored version

  • Untangled party lights

  • Fixed volumetric issues on the main menu

  • Tweaked UI placement and consistency

  • Added achievement image for vickie content

  • Fixed misc cutscene bugs

  • Fixed credits scene misalignment

  • Tweaked lighting in the main menu

  • Fixed UI misalignment in the main menu for ultra wide monitors

  • In the Original Story: Ashley now has a dedicated line for the Player when rewarding them for completing the “Mission Impawsible” Opportunity as she requested…i.e. lying to Derek and not letting the house burn down. The rewards associated with doing so have been greatly increased

  • In the Original Story: fixed an issue that could lead to Derek not being considered as too Occupied for other content for a very brief time between the transition from the “High and Dry” to “Like a French Girl” Opportunities

  • In the Original Story: fixed an issue that could lead to Derek not being considered as too Occupied for other content while stuck on the roof as the Player pursues “Magnum Opus” with Madison

  • In the Original Story: cleaned up minor behaviors and hints related to asking Derek about him and Madison

  • In the Original Story: the Player will now be able to take off their clothing in the Radial Menu prior to receiving oral from an NPC

  • In the Original Story: The Player will be able to toggle their Boxers/Underwear off and on while sitting in the Hot Tub

  • In the Original Story: sitting in a Chair, Hot Tub Seat, laying down in a bed, etc. will toggle off ForcedToDance/stop the Player from automatically continuing to dance when they get up

  • In the Original Story: fixed an issue that could cause Patrick to erroneously use a handful of existing BGCs during his “Disrupt the Disruptor” conversation with Lety

  • In the Original Story: Derek will now be considered too Occupied for other content while approaching the Player to confront them after the Player makes an intimate (or not) choice with Madison at the end of “Magnum Opus”

  • In the Original Story: fixed an issue that could allow the Player to get intimate with Rachael via Cut Scene while the Player was still recharging their…fun bits. This could occasionally result in issues terminating said Cut Scene

  • In the Original Story: fixed an issue that could cause Lety’s ability to Talk to the Player to break completely if the Player finished “Disrupt the Disruptor” and then quickly talked to another non-Lety NPC

  • In the Original Story: aligned behaviors for Frank and Derek in terms of counting “climaxes” towards the Casabrova Achievement. Any climax by either NPC or the Player, as long as the Player and that NPC were being directly intimate with each other, will count towards the Achievement

  • In the Original Story: additional typo, text-VA mismatch, and inconsistent/missing emotive behavior fixes

  • In the Original Story: when the Player throws Beer on Madison, she will stop any queued or current movement to unimportant motion target(s)

  • In the Original Story: fixed an issue that could cause Ashley to leave her room for Madison’s “art show” even though she was supposedly waiting for the Player to help her clean her clothes in “a private area”

  • In the Original Story: fixed an issue that could prevent Lety and Leah from starting their “Just in the Kick of Time” conversation if Rachael was moving towards or sitting on one of the flamingos

  • In the Original Story: opting into continuing Amy’s “Scavenger Hunt” Opportunity instead of telling her to ditch the Hunt no longer results in a minor Romance penalty

  • In the Original Story: added a small number of additional help/hint interactions with Derek

  • In the Original Story: tweaked a small number of “hint” thought bubbles so that they are somewhat more effective and helpful, especially when reviewed as Memories

  • In the Original Story: various improvements to DLG route variety for old content based on new choices presented while pursuing Vickie’s finale

  • In the Original Story: fixed a longstanding issue that could cause Ashley’s underwear to not be put back on after completing her “Sibling Warfare” Opportunity, even if the Player never “took” them from her

  • In the Original Story: fixed an issue that could cause “Evil Leah” to erroneously have the snake mounted to her shoulders when loading a saved game in which the Player had defeated her before finishing “Broken Code”

  • In the Original Story: fixed an issue that could cause Patrick’s Exhibitionism rating to be improperly set after various older pieces of content were completed, such as after exiting his Compubrah VR reward, finishing the “Palectrick Feel” Opportunity, etc.

  • Improved evasion behaviors related to NPCs moving out of the way for other NPCs who have nearly reached a MoveTarget they are navigating to

  • Characters that are evading another Character or an environmental obstacle will much more reliably perform evasion behaviors when off camera/occluded

  • Characters that are evading another Character will have more consistent LookAt and Rotation behaviors

  • The Radial Menu will now dynamically update the available options displayed to the Player while still open. This will prevent

  • Players from clicking on options that should be locked off within the story at a given time, and also ensure that the Radial does not have to be toggled off and on in order to see newly valid options

  • NPCs will no longer perform small, unnecessary pivots or sidesteps after reaching a Target

  • Further improvements and consistency balances to on and off-camera navigation and evasion behaviors

  • Minor optimizations to how String Comparisons for internal Names and IDs are handled

  • Improved handling of “conversation moods” generated by Dialogues. This will result in a more accurate depictions of emotions while a given Dialogue is still on-screen

  • Emotes/BlendShapes will be reset as Characters enter Intimacy Acts or CutScenes. This will allow for more accurate portrayal of

  • Intimacy Emotes in the opening few seconds of such acts

  • Other Male NPCs will not automatically become erect when another Character begins Intimacy despite not being in vicinity or vision of that Character

  • Made other general, minor tweaks and improvements related to Emotive accuracy while Characters talk or are transitioning between talking behavior(s)

  • If a valid custom DisplayName for a Character was defined, Relationship Status Change pop-ups will now use that instead of the default Character Name

  • The start of a cutscene and its camera transitions will now be logged in the Debug Log (edited)

  • NPCs will hold off on performing randomized Roaming ChangeLocations for a minimum of approximately two seconds after exiting out of Behaviors that would normally prevent Roaming

  • The Player will no longer be able to be considered as “Running” if Knocked Out

  • Fixed an issue that could cause Cut Scenes to not play if one of the participants was in Combat, even if their attacker was unable to reach them. This will address any problems encountered while trying to execute a Cut Scene while an “attacking NPC” was locked away behind a door, on the roof, or any other similar situation you hooligans somehow managed to create

  • The FPS Warning functionality (the yellow text that could repeatedly appear in the top corner of the screen) has been disabled and its Toggle option in the Game Menu has been removed

  • FPS-dependent calculations for cloth and jiggle physics will now begin updating more accurately very shortly after the “fade in” to a game session is complete (wait time reduced from 10s to 6s). This will generally only affect New Games of Custom Stories and loaded games

  • Fixed an issue that resulted in the Enabled state/setting of Player Event Triggers not being preserved when saving and loading a game

  • Fixed an issue that could result in unnecessary motion events to occur with a frame or two of having successfully loaded a saved game

  • Non-Important motion (i.e. Roaming ChangeLocations) that should be resumed when a saved game is loaded will resume slightly earlier as the game fades in

  • Player can remove clothes during intimacy scenes (edited)

  • Fixed an issue that would cause the Player Character to appear to jerk off uh…”the air” if they were given a Blowjob Intimacy Game Event and tried to blow an NPC whose genitals were not exposed

  • Player can use “Delete” to remove an input binding

  • (First Implemented in 0.20.0) Fixed an issue that could cause erroneous intimacy, motion, or combat targets to be assigned upon loading a saved game

  • CSC: Importing and Exporting will now perform identical ‘resets’ for the data associated with a Story Object’s CurrentAspect, as well as the DialogueID for each Character Story

  • Added SFW versions of the 5 threesome cutscenes

  • Fixed characters flickering in the gazebo

  • Improved gazebo lighting

  • Improved volumetric lighting outside

  • In the Original Story: fixed an issue that could lead to Derek acting embarrassed about his cute little sundress under certain circumstances after being intimate with him during “Memory Lane”

  • In the Original Story: tweaked the motion events surrounding the untying of Ashley’s Top and Madison seeing it, to make it more likely that both sisters will behave as expected and decrease the likelihood that Madison could accidentally wander away

  • In the Original Story: additional minor tweaks and consistency alignment to the criteria that determine when certain NPCs can be sent to check on/talk to other NPCs

  • In the Original Story: fixed an issue that could cause the intimacy finale weirdness of Lety and Rachael’s Easter Egg to not occur as intended

  • In the Original Story: added some additional preventative measures against NPCs being in the Art Room/Spare Room 2 during “Like A French Girl”

  • Improved consistency of the results of an AddForce Game Event so that differing frame rates exhibit less of an impact

  • Fixed an issue that could cause Characters to not have AddForce…erm, Force, applied to them if they were not visible to the main camera

  • The effects of an AddForce Game Event will now apply equally to NPCs and the Player when said Character is moving. Previously, only the Player could have Force applied to them while moving around

  • Reduced the frequency and severity of delays that can occur when an NPC that is Navigating off-camera or is occluded suddenly finds themselves stuck for a few moments

  • Narrator text no longer animates for each message/hint (only the first and last). This also prevents NPC dialogue from being spoken between messages.

  • Fixed an issue that could prevent the ClosedEyes Emote from working on demand

  • Fixed an issue that could permanently lead to the ScreenFade FadeIn/Out functionality to transition at a noticeably higher speed after taking at least one picture with the Camera item

  • Added new threesome cutscenes

  • Added 5 new threesome animations

  • In the Original Story: Vickie’s content has been restructured. First, you must undergo her rigorous Training. Then, and only then, may you proceed with…more. Wink. Nudge. Squirt.

  • In the Original Story: after inviting Vickie to the party, or after completing Rachael’s dares (through intimacy or content failure), there will finally be some closure as to why no more dares, phone call spoofing, or Vickie-Rachael content mixing can occur. Oh, and if you’ve been nicey nice to Katherine, she will give you Pat’s phone back instead of keeping it

  • In the Original Story: Added a wide variety of Tutorials. These will only show up once when playing, and only if opted into via a check box in the Game Menu or Title Screen UI. The Tutorials can also be reset/shown again using a button in the Game Menu

  • In the Original Story: added new Background Chatters for most NPCs

  • In the Original Story: consolidated “Hey, change location”/”Hey, go over there”-type dialogues for many Characters. This may lead to minor changes in when and how these options present themselves based on ongoing content and Player decisions

  • In the Original Story: Frank getting KOd during the first Derek Smash! fight will no longer result in the Player having to go through the rest of the Derek Smash! content. Get in there and help your buddy!

  • In the Original Story: the biggest, thiccest, most arousing rewards for Vickie’s content have been added

  • In the Original Story: improved feedback text the Player receives when trying to open the Bike Lock or Safe with various keys that just don’t care

  • In the Original Story: a handful of responses for Vickie now require the Player to have actually met her before being used

  • In the Combat Training story: Frank and Leah will no longer attempt to roam away once spawned

  • In the Original Story: flat out refusing intimacy, lying to Vickie prior to her intimacy scene, and certain other highly offensive acts will fail out of her main Opportunities

  • In the Original Story: polished the text and delivery timing of various existing Tutorials related to Combat, Beer Pong, etc.

  • In the Original Story: no matter how the Player gets into a fight with Frank at the end of Leah’s “Ronin”/evil finale, Frank’s combat stats will be the same

  • In the Original Story: fixed an issue that could cause some Characters to not immediately award “Flash Score” points (for Katherine’s content) if they caught the Player doing something involving genitals other than just…standing around

  • In the Original Story: fixed an issue that could cause Derek to spam threats at the Player after the Player had hit too many other guests at the party

  • In the Original Story: minor cleanup of Ashley and Patrick pre-“Family Time” Game Events, and their timings

  • In the Original Story: added a helpful thought bubble to confirm for the Player when Frank changes his mind about giving them the condom, after catching the Player being intimate with a female NPC

  • In the Original Story: tweaked various TriggerBGCs and related events to more appropriately reflect their importance in the story, give them more (or less) emphasis, and somewhat reduce the chance that certain important TriggerBGCs will result in an NPC trying to move and talk at the same time

  • In the Original Story: fixed an issue that could cause Derek to repeat his Dialogues when approaching Madison at the Gazebo just before the events of “Runner Runner” take place

  • In the Original Story: masturbating in front of Stephanie will no longer risk Frank thinking you are actually drunk and beating you to a pulp

  • In the Original Story: cleaned up some of Vickie and Ashley’s behaviors related to the start of “Runner Runner”. They should more reliably get to the Master Bedroom Closet area in a timely fashion and not have other NPCs try to approach them

  • In the Original Story: converted a number of CaughtMasturbating and CaughtHavingSex reactions from various NPCs to the Player into TriggerBGC, instead of popping up main dialogue

  • In the Original Story: added a thoughtbubble and cleaned up a response or two to better impart the finality and importance of the choice between spoofing a text to Rachael vs. spoofing a text to Vickie, while also making it clearer the Player can back out and ruminate over this epic decision

  • In the Original Story: minor tweaks to the criteria for Katherine giving the Player back Ashley’s Tiny Key. She must be at least friends with the Player; this is a +1 friendship requirement increase, so don’t whine about it, thanks

  • In the Original Story: Katherine will try and approach the Player in order to give them Ashley’s Tiny Key slightly more frequently. See? It’s all okay

  • In the Original Story: slight tweak to the Opportunity description for “Vickie Vixen” to better align with the actual goals of the Opportunity

  • In the Original Story: minor polish to a few “WalkToPlayer”-type periodics for a handful of Characters

  • In the Original Story: minor polish to the Criteria that define whether Vickie is “Occupied” by major content or states

  • In the Original Story: the “Vickie Vixen” Opportunity is now a two-part Opportunity. The Player must get her number first, and then the Opportunity completes upon successfully inviting Vickie. This will only have minor impacts on certain hint/response availability and “fluff” behaviors

  • In the Original Story: fixed a couple Derek dialogues within “Memory Lane” that could still reference Frank/Leah/”booze security”, even if Frank had left the party

  • In the Original Story: as part of their “training” for Vickie, the Player will get more feedback regarding how close they are to meeting the requirements for passing her final “test”

  • In the Original Story: tweaked a Compubrah dialogue response that implied the Player could unzip their pants before going into VR…even if their pants were already unzipped! Aahhh yeah, that fruit couldn’t hang any fucking lower booiyzzz…bois? Shit I’m old af

  • In the Original Story: Rachael can now catch the Player asking Katherine to spoof texts during a handful of additional key Dialogues

  • In the Original Story: tweaked the Criteria for Rachael being able to overhear any dialogues involving the Player somewhat

  • In the Original Story: fixed an issue that could cause Katherine to overhear and respond to an Ashely Dialogue through walls

  • In the Original Story: further polish to a handful of other Rachael, Ashley, and Madison-related Dialogue overhear situations

  • In the Original Story: tweaked the delivery of a hint thought bubble regarding Vickie’s phone number that could be a tad spoilery

  • In the Original Story: various other polish and tweaks to hints, hint text throughout Madison, Vickie, Katherine, and Rachael’s stories

  • In the Original Story: added additional mitigating criteria to Rachael’s “confront and slap Patrick” behavior to prevent a few “unfortunate” niche situations

  • In the Original Story: slight cleanup of Rachael and Patrick’s confrontation to reduce the chances that Patrick might continue walking to Rachael afterward

  • In the Original Story: Patrick will try to approach Ashley one Dialogue earlier just before the events of “Family Time”

  • In the Original Story: fixed an issue that could prevent buggy behavior to occur if the Player repeatedly tried to sit in Frank’s chair after he left the party

  • In the Original Story: fixed an issue with Vickie’s cutscene that could cause it to fail to play if the Player was a tryhard fastclicker jerk. Just kidding, it’s cause we don’t know how to program things. It’s us, not you

  • In the Original Story: fixed an issue that could cause Madison’s “Drunk and Disorderly” to stall completely if Frank leaves the party. Even when he’s gone, it’s that fuckin dood’s fault!

  • In the Original Story: minor cleanup of other Madison behaviors during her “Drunk and Disorderly” to make her just a tad less…pushy

  • In the Original Story: the Player must now be closer to Derek in order to play the part of “backup” when he talks to Madison just before “Runner Runner” starts

  • In the Original Story: the notification the Player gets warning them that Madison and Derek are coming up the stairs during the events of “Runner Runner” is a bit more finely tuned based on the Player’s location

  • In the Original Story: Rachael will no longer attempt to follow Patrick to confront him in the event that he barges into the Master Bedroom during the finale of “Sibling Warfare”

  • In the Original Story: the Player climaxing during the finale of “Sibling Warfare” will now count towards Vickie’s “training”

  • In the Original Story: fixed a number of bugs that could occur if the Player climaxed during the finale of “Sibling Warfare” while also undergoing Vickie’s “training”

  • In the Original Story: fixed a very…poorly worded dialogue that Vickie is able to use during the finale of “Sibling Warfare”

  • In the Original Story: fixed a handful of VA-Dialogue Text mismatches across the story

  • In the Original Story: fixed a handful of typos in various Dialogue and Response texts across the story

  • In the Original Story: fixed an issue that could possibly compromise two different Combat-related Game Grumps Background Chatters

  • In the Original Story: the Player will get a little extra boost towards their OrgasmRechargeRate after they complete Vickie’s “training”

  • In the Original Story: Rachael will no longer attempt to confront Patrick while the Player is racing up to the Master Bedroom Closet during the closing events of “Runner Runner”

  • In the Original Story: the Player will also get hints about the status of their uh…throbbing loins as they drink more and more booze (assuming that’s the Player’s thing) during Vickie’s “training”. Just say “throbbing” out loud. Not like “the-robbing”…really accentuate the ‘th’ and ‘-b’ sounds…yuck. Is no one talking about this?

  • In the Original Story: the Player no longer has to meet social (like/love) conditions to select an NPC to approach with Vickie for their threesome. The Player must select an NPC that is not occupied, and then that NPC can be approached to see if they’re interested in a threesome

  • In the Original Story: reverted a change from eons ago – the Player can now Slap Awake Frank if Vickie’s “Training Day” Opportunity is In Progress

  • In the Original Story: Vickie’s “Training Day” Opportunity will now Complete just after the Player is intimate with her in the Hot Tub, instead of before actually doing it

  • In the Original Story: after successfully finishing Amy’s “Scavenger Hunt” and using one of the two finale responses that leads to her removing clothing and getting an Achievement, the Player will also receive a very small socials boost with her

  • In the Original Story: fixed issues that could prevent a handful of Vickie and Lety’s Background Chatters from playing as intended

  • In the Original Story: various tweaks made to improve the presentation and timing of “mid-Dialogue” emotive Game Events

  • In the Original Story: added a few additional protections against Characters trying to reach Frank at various times the Player could get intimate with him

  • In the Original Story: added a handful of Social penalty events for Derek and Frank when the Player does something they are not a fan of

  • In the Original Story: the Player will get a very minor Romance boost with Katherine the first time they are intimate with her. Not as much as when you give her the booze she wants, of course. You think you’re THAT good?

  • In the Original Story: minor tweaks to the consistency of Katherine’s roaming behavior

  • In the Original Story: minor tweak to the events when the Game Grumps jump out of the balloon to increase the chance that Katherine is around to participate

  • In the Original Story: Katherine will tolerate one more very minor grievance before locking the Player out of her default greeting and responses entirely

  • In the Original Story: the Player will get a minor Romance boost with Leah the first time they are intimate with her

  • In the Original Story: the Player will get a very minor Romance boost with Leah when they give her the Chocolate Bar, in addition to the existing small friendship boost

  • In the Original Story: minor cleanup of the events surrounding Lety and Madison’s bonding after their “Queen in the North” gift discussion

  • In the Original Story: added a few very minor social penalties where appropriate for existing Madison-Player exchanges that were already negative in nature

  • In the Original Story: fixed various issues with Lety and Rachael’s Easter Egg related to Frank, Derek, and Vickie that could lead to the content stalling or breaking

  • In the Original Story: Amy will no longer leave the party if groped during the short window between Lety and Rachael’s Easter Egg starting and suffering her inevitable fate

  • In the Original Story: slight updates to the game intro narration

  • In the Original Story: added additional, minor social increases and decreases throughout Stephanie’s story where appropriate

  • In the Original Story: simplification and tweaks to when the Player gets a reminder about checking on the Game Grumps

  • In the Original Story: certain content limitations or modifications that were dependent solely upon Brittney having displayed one of several negative Dialogues are now more broadly tied to her social meters

  • In the Original Story: minor tweaks to other Brittney response and Dialogue behaviors based on her socials… mostly in cases where the Player had been mean. Like, super mean and stuff

  • In the Original Story: Derek can now walk near the Gazebo instead of near the Hot Tub. Since he already has a movement option for getting himself into the Hot Tub, standing around outside it just seems silly. Oh so silly

  • In the Original Story: most Characters can be asked to find somewhere to Dance, as long as the Player has not turned off all of the available music sources

  • In the Original Story: fixed an issue that could cause Patrick to wander away from the Player awkwardly during certain finale dialogues for “Patty’s Striking Resemblance”

  • In the Original Story: fixed an issue that could cause Madison’s motion to Frank to not be canceled correctly in niche situations

  • In the Original Story: fixed an issue that could cause the Player to be permanently locked out from asking Britt about Pat’s phone, even if the Player had tried to make use of Madison’s “Fix Relationship”/Relationship Boost perk

  • In the Original Story: Amy can now be asked about Patrick’s phone

  • In the Original Story: added a few additional minor motion-related safeguards to the Events that Warp a handful of NPCs into Compubrah/DongVR

  • In the Original Story: addressed a DLG for Patrick where he could imply Frank was still guarding the liquor, even if Frank left the party

  • In the Original Story: standardized a number of Derek’s social behaviors around the same criteria that decides his level of anger towards the Player for dialogue purposes

  • In the Original Story: fixed an issue with a Derek dialogue that could lead to a Derek attacking the Player when the VA/text did not imply that would happen

  • In the Original Story: consolidated many of the ‘help’ responses that the Player could use with Derek into a single response separated from his greeting Dialogue, in order to prevent him from having an absolutely fucktacular number of responses available when just trying to say ‘Hello’ to the guy

  • In the Original Story: made tweaks to Leah’s Event Triggers where she reacts to various NPCs getting KOd at various times. These should be much more responsive to the context of each KO

  • In the Original Story: Derek and Pat will be a bit more understanding of ‘friendly fire’ should the Player hit them during the Derek Smash! fight(s)

  • In the Original Story: choosing to help out with the Derek Smash! fight will net you a minor social reward with either of the boys you helped. …If you survive, that is

  • In the Original Story: Frank will now appear a little ‘beaten up’ if he suffers enough attacks from any Character. His mostest special appearance(s) are still saved for certain story scenarios, however

  • In the Original Story: fixed an issue with a Vickie dialogue where she would always reference the events of Derek Smash! even if Derek Smash! had never been Completed

  • In the Original Story: updated the Opportunity texts for Vickie’s Opportunities

  • In the Original Story: aligned the response criteria for when the Player can send Frank to fight Patrick as part of Frank’s introductory “A Ball of Mystery” dialogue to the criteria used to determine when Frank can normally be sent to beat up Patrick

  • In the Original Story: if the Player’s socials with Stephanie drop low enough, her intimacy reward will become unavailable

  • Fixed a bug that could cause a Character to attempt to spam Surprised Emotes just before being engaged in Combat. They will no longer attempt to spam this reaction, or attempt to do so from quite as long a distance. This also fixes an issue that could cause the Mood value of the Character being attacked to plummet so low that it was unlikely to ever recover without CSC intervention

  • The game will not accept Attack inputs for one frame after the game has been un-paused. This will help prevent left-clicks/Attack keypresses made while Narration and other critical UI is open from inadvertently triggering an Attack if the Player was already in Combat Mode

  • The Player can now react to their own Combat Mode Toggled Event Triggers

  • Fixed an issue that would cause the ‘Censor Nudity’ check box label to use the same label text as ‘POV Intimacy’ when translated into another language

  • In order to slightly mitigate possible cramped combat situations, NPCs will no longer roam to another NPC that is currently fighting or moving to fight the Player

  • Fixed an issue that could allow an In-Combat NPC to fire a ReachedTarget Event (and related back-end behaviors) when they were not in fact able to see their Character Target

  • Tweaked ForumText on MainMenu to invite users to simply visit our forums. All CSC/Custom Story-related forum language will remain and/or be expanded upon in the Custom Story

  • Manager and Custom Story Uploader-related areas of the UI

  • Added MainMenu Language Dropdown translation for Italian

  • The Player can now react to their own PlayerGrabsItem Reaction/Event Triggers

  • The Player will now be able to make use of their own ExposesGenitals Reaction/Event Triggers. This is handled differently than when an NPC reacts, in that the Event Trigger will fire everytime the Player’s Genitals are toggled (on OR off), and there is no built-in cool-down limiting how often this can occur

  • The TriggerBGC Console Command will now accept an optional, second integer as part of its input that can be used to define a TriggerBGC’s level of Importance. This integer must come after the bgcID

  • Re-integrated the SocialMod/RelationshipType “Scared”, which was left partially unimplemented in the previous release. This also fixes an issue that could cause the use of the Scared

  • SocialMod to freeze or even crash the game.

  • The Social Console Command will no be allowed to try and configure a Social relationship between a character and themselves. We’re all for self-love and all that shit, but do it on your own time

  • Fixed an issue that could cause false positives to occur when verifying Vision/CanSee properties between two Characters, most notably if one Character had recently moved away from a wall or other sight-blocking object that divided them

  • Fixed an issue that would allow voice-acted audio to continue playing while a Narration UI canvas was open

  • Fixed an issue that would cause the in-game music to be inconsistently paused when a “major”/pausing UI canvas was open. The in-game background music will now never be paused by

  • Player-accessible UI functionalities

  • Fixed an issue that could allow background/Speaker-based music to clash with Cutscene music. Cutscene music will now always take precedence while a Cutscene is playing, and after ending, background music/Speaker-based music will return to the level specified by the Player in the game options

  • Fixed an issue that could cause a Player who was masturbating and then got attacked to be stuck masturbating and unable to fight back or move

  • Fixed an issue that could cause a Player who was engaged in an intimacy act and then got attacked to be able to attempt an attack while still engaged in said intimacy act. This attack attempt would almost always fail to hit the target NPC and not result in an IsAttacked Reaction, yet it would still use up Player Energy and force the NPC to attempt to block. TLDR: In order to fight back or even attempt an attack, stop having sex or touching yourself, if you can…

  • Cleaned up and standardized how “Internal Stories” are managed/deleted when a server story update is triggered. As part of this, the very old “Tutorial” story is now looked for when the application is evaluating “Internal Stories” and this story is now automatically deleted if found, since support for it was deprecated years ago

  • Added various PlayerPref-related functionalities that are used to facilitate Tutorials for first-time Players (or those who opt in via the Game Menu), and that can also be used in Custom

  • Stories to enable cross-story content tie-ins, and more. PlayerPrefs and their current values are stored in your system’s registry

  • Modified the Narration canvas so that it can be opened in a wider variety of circumstances without impacting other canvases

  • Characters that are in the same Zone as each other will no longer fail to see one another other just because they are separated by approximately one or more CharacterHeights (1.8 units).

  • E.g., Characters at the bottom of the stairs will no longer be unable to see Characters at the top of the stairs

  • Male genitals can now be toggled on/off via SendEvent : ToggleGenitals Game Events during cutscenes. The Player : TogglePenis Game Event will now also work

  • The CSM/Custom Story Manager registration process will now accommodate slightly shorter e-mail addresses

  • Fixed an issue that could cause a Values criteria check to fail erroneously for international users under certain circumstances

  • Fixed an issue that would result in NPCs moving throughout the game world much faster when off-camera compared to when the Player could actually see them

  • Fixed an issue that would prevent NPCs running to a Combat Target from registering that they were, in fact, Running

  • Fixed an issue that could cause the player to use the drunk walking animation while very drunk and sprinting. They will now merely use the run animation while swaying, like NPCs

  • Buttons in Input Configuration menu are now functional

  • In Input Configuration menu, added message to user saying if the binding is already being used (need to add action it’s being used with).

  • Pressing Back leaves the Input Config menu.

  • Renamed JustOutSideUpstairsBathroom to JustOutsideUpstairsBathroom to match naming convention used by other Objects and MoveTargets

  • Fixed an issue that would allow the Inventory UI to be opened or remain open while the Player was in Combat Mode

  • Made it a bit easier for the Player to transition out of Dancing (State: ForcedToDance) if they choose to engage in combat

  • Added some helpful pop-ups to indicate to the Player why certain controls or actions are not allowed under certain circumstances (e.g. opening the Inventory in combat, etc.)

  • When forced into Combat Mode due to being attacked, the Player will no longer stay crouched. They will stand up as if they had toggled Combat Mode via their hotkey

  • Fixed an issue that would prevent assigning a Value of ‘None’ to a CharacterValue via the Values Console Command

  • Fixed an issue that would cause the logging of RandomizeIntValue Game Events to take up unnecessary space in the Debug Log

  • Fixed an issue that could lead to an erroneously closed Narration window if enough Narration events had fired in a play session

  • Minor improvements to auto-cancellation of randomly timed Roaming ChangeLocation-based motion in order to reduce chances of randomized ChangeLocations interfering with higher priority Character behavior(s)

  • Fixed an issue that could prevent the Roaming.StopMyRoamingMotion Game Event from successfully preventing an NPC from Roaming if the NPC did not currently have a Motion Target

  • Fixed a bug where dialogue responses could not be navigated with controller

  • Fixed an issue that would allow the Player to open their Player Actions radial at inopportune times, most notably over/on top of the Inventory UI and any Item that they might have been interacting with in the Inventory

  • Any time the Inventory is opened or closed, the radial for the current Item being interacted with (or the Player Actions radial) is also closed

  • The Inventory and Opportunity UIs can no longer be opened while various game-pausing System/Setting UIs are also open

  • Added option for text resizing and different fonts in Game Menu

  • CSC: the text feedback returned regarding Search results (when none are found, too many are found, etc. has been improved and will no longer alternate between putting feedback text in the

  • Unity Debug Console and in the Inspector Tab; all text feedback will now be in-line directly below the Reset and Search buttons

  • CSC: minor UI consistency tweaks when using the Search aspect/functionality

  • CSC: the tooltip for deleting elements within the CSC has been updated to show the appropriate name of the element about to be deleted/being hovered over

  • CSC: miscellaneous cosmetic cleanup, consistency improvement, and tweaks needed to offset some issues introduced by the update to Unity 2020.3

  • CSC: the tooltip for inserting elements at specific positions (depicted by < INS) has been updated to show the appropriate name of the element that is about to have a new element inserted before it

  • CSC: added the PlayerInventoryOpened and PlayerInventoryClosed Event Triggers

  • CSC: if an Event Trigger uses a Key and that Key is valid, it will no longer be omitted in the default Name that gets automatically applied to the Event Trigger

  • CSC: added the PlayerOpportunityWindowOpened Event Trigger

  • CSC: added the PlayerInteractsWithCharacter and PlayerInteractsWithItem Event Triggers

  • CSC: added the FinishedPopulatingMainDialogueText Event Trigger

  • CSC: the text representation of a Character Value can now be ‘injected’ into Dialogues, Alternate Dialogues, Responses, DisplayGameMessages, and BackgroundChatters. In order to this you must encapsulate a Character:ValueName in curly brackets within the text entry field for one of these elements, e.g. {Amy:TestValue1}. Do not add whitespace, special symbols, or more colons than are needed to delimit a character from their Value or to depict special system Values such as {Player:madison:GotPhoneCode}

  • CSC: translation templates will now purge more brackets and custom formatting automatically when exported (specifically in translatable events and responses). This is an extension of what was already being done for Dialogues and Background Chatters

  • CSC: the Dialogue criteria can now also check to see if a specific Dialogue is currently showing

  • CSC: Restored the ability to add custom names to DialogueOnlyCharacters (Compubrah, Phone Call). Configuring interactions for these Characters, however, has been disabled due to the fact they cannot be interacted with in the game world

  • CSC: the UseWiths behavior section will not appear for Characters in the Character Interactions page/aspect, as GiveTo is the intended functionality for exchanging items with Characters

  • CSC: the IsAloneWithPlayer criteria will eventually be deprecated. For now it will remain unchanged in the CSC and engine. It will eventually be replaced by the IsOnlyInVisionOf criteria, which better reflects what it checks. (IsAloneWithPlayer checks to see if the target Character is visible to only the Player, it does not check to see if the Player can see other Characters nor if other Characters are close to the Player)

  • CSC: added the IsOnlyInVicinityOf, IsOnlyInVisionOf, and IsOnlyInVicinityAndVisionOf criteria, which should help to greatly simplify certain proximity and/or vision-restricted checks

  • CSC: the distance Criteria can now accept and interpret Characters, Items, MoveTargets, and GameObjects via text injection, which should simplify scripting logic in situations where dynamic calculation of Distance(s) is required. For example, to check the Distance between Derek and his Current Move Target, you can use Distance : Derek : {Derek:CurrentMoveTarget} and then define your remaining parameters. If your injected text does not result in a usable reference object, the Criteria will return false

  • Fixed Leah LOD2 issue causing dark spots

  • Updated PlayerFemale with facial blendshapes

  • Updated Cloth Physics for Ashley, Katherine, Lety and Stephanie

  • Added a flashing top to the PlayerFemale and added an animation where she lifts the top up

  • Fixed MaleCouchSex animation

  • Improved PlayerFemale neck seam and fixed her casting no shadows

  • Tweaks to previous cutscenes

  • Overhaul to the volumetric lighting system

  • Fix to billboard material bug

Older Changelogs

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