Devlog - February 2026
Apologies again for another set of months between updates. We still have progress, but the list of tasks has been pretty hefty. Add in to that various work projects that have eaten a lot of time up, things are running way behind where I hoped to be.
Fingers crossed I'm aiming to be doing more frequent updates. Firstly to keep people informed and secondly for a form of accountability, so at least if no progress is made in a week then I can explain the delay. Third, there's another person starting to help out. Initially with models, so they'll be updating game props, weapons, items, terrain and buildings. They should hopefully also be getting involved in sound design and adding SFX, ambient audio and so on to make the game a bit more alive.
The current plan is for us to alternate these updates, so I'm not having to do one every week.
As mentioned in the previous update, there's a few major things in this update. We've added climbing and proper swimming (finally), and now I'm in to an updated combat. This is turning out to be a pretty huge thing simply down to complexity and how many other systems it impacts on.
I also had a bit of an experiment with modular sections for new dungeons, but they need to wait a few more releases.

Combat
So, the main issue is how are we going to handle captures and takedowns as well as combat? The teleport to an arena thing was a stopgap but was also a bit too slow. The combat system needs to encapsulate combat but also the startpoint of the sex system which will be in the next sprint. Add to that the issues the current combat has where its too easy to just get mobbed and the attacks are so slow you have a low chance of hitting someone coming to grab you.
So, I've been building a system that is heavily influenced in mechanics by the newer Final Fantasy games.
How the shit does that work?
When an enemy gets close to the player or the player is close to an enemy(without being spotted), a combat is triggered. A combat zone is created which closes if the player leaves it, but also brings any other enemies within that zone into the combat, and whoever triggers the combat gets a full Action Bar. Everyone else in combat slowly accumulates ActionPoints. The player can attack, dodge and block at any time while building AP, and a full AP Bar gives you access to special attacks, takedowns or items.
Meanwhile, enemies will be moving around and repositioning themselves and now have a set attack order. Each one does an action then moves back to allow the next enemy to do their action. This can be a simple attack, increasing arousal(if the player matches their sexuality choice), masturbating (if arousal reaches full), fleeing or using an item.
For regular attacks, both player and enemy can now chain attacks. There's a short attack window (which changes based on game difficulty), and if you trigger a second attack within it you can keep the combo going up to 3 attacks. Enemies can do similar, but combos are based on various stats and a bit of luck. Each attack has a chance of being a Crit which gives bonus damage and blocking can now be held, so you can block and reduce incoming damage based on your defence, or try and hit the block window to do a perfect block and negate all damage.
I've added damage indicators to show how much damage you're dealing, which also displays arousal or stamina increases/decreases. Finally, the combat has a lockon function, so you can target and always face a specific enemy.
Why are Takedowns a special attack?
This feeds into why the initiator of the combat zone gets a full AP Bar to start. It means an enemy coming for you can immediately create the combat zone and capture you. Similarly, if the player creates the zone they have the option to go into a takedown.
Right now I've simply integrated the current takedown system into the combat logic, but after this release the whole sex system is being revamped so I'm only trying to create the entry point into the sex system instead of building something fresh.

Where are we at?
The combat system is progressing. So far the actual attacks/combos work, enemies have had their ai completely rebuilt from scratch to make this whole thing work. They can decide what combat action to take based on their current stats, inventory and situation. I've got their takedowns working for M/F and am now ready to use that to build the F/M and M/M paths which just needs animations swapped. Player lockon and AP Menu work but have nothing wired into them yet. The current key is getting the enemy side running first, then adding the player menu stuff. There's a bit more to add - Counter-attacks, so a perfect block would allow an immediate strong attack back.
A more recent addition for better combat flow is to set up a lunge to the enemy if you are locked on but too far away to attack, which will also help when the enemies get knockback, so you always move back to the combat position instead of getting left behind when they move back. Next, we've got a cinematic camera move for the final move in a combo which seems to be working well.
But despite the size and complexity of this, I feel its progressing well. The current job is getting the last couple of enemy combat moves completed then working on the player combat menu stuff, plus throughout I'm testing how the combat flows and tweaking stuff to make it feel better.

What else needs done before the next game release?
The list is shrinking.
Fix climbing bugs
Combat bugs
Remove stealth/run mode toggle and use crouch/walk as stealth mode and running as loud mode
UI indicators for blocks, combos, etc
Controller Support
Sound Attenuation - let obstacles block sound
A few combat/damage animations
remove ai voices
The ai voice thing is something I think is needed. Originally I did it because there's a lot of interactable characters and I have no money for voice acting, so it was a compromise. However I think it's going to be better to just replace it with some kind of text noise instead.
Finally
Overall, progress is coming along. Potentially once this Sprint is completed, it'll be the biggest update for the game so far. It's updating movement, enemy ai, new combat system, new takedown system, climbing, new swimming system and an updated Save system. Hopefully when this is done, it'll feel like a new game. In reality that's just half of the updates, as the next work sprint will be hitting a full new sex/struggle/takedown system. We'll be looking at updating health and stamina as well as adding a tutorial. That would replace the character giving a tutorial up in the barn in Pineridge. Having actual playable tutorial stuff is a lot better than just reading it. By the time that gets done it'll be able to teach about all the core mechanics.
And then for the future?
We have a plan.
Current Sprint
Sex Sprint
Sex system
Struggle system
takedown system
teasing
stat system
tutorial
Non-Core Sprint
Procedural generation updates
Map mechanics
Dungeon overhaul
Character Creator QOL
Plains Updates
Content Sprint
Animation Gallery
Competitors
More items, clothing, throwables
Plant Trap
Enemies Sprint
Dungeon Slime
Wolves
Scent & Hunting system
Other Enemies
GameMode Sprint
Build Casual/Trial/Challenge modes
Bosses Sprint
Forest Boss
Plains Boss
QOL Sprint
Stat Tracker
Achievements
Various QOL updates
Foothills Sprint
Foothills World
Enemies
Mountains Sprint
Mountains World
Enemies
That's not an exhaustive list. There's tons of little jobs throughout each sprint and there's a good chance some of the tasks might get shitcanned or moved to other sprints. For example, the game is The Running of the Wolves and we don't actually have Wolves any more, and they're in the 4rd sprint. Some of the tasks in the Enemies sprint will probably be covered in the Sex sprint. It's changeable, but having a plan is still good to build towards.
