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May 23, 2026

Devlog 23/5/26 - Fight or Fuck

It's been a few weeks since the last devlog. Another work project came up that required completion before a previous job pays out, so I've been pretty much on that constantly the last few weeks. That's not to say that I've not managed any game stuff, just not as much as I'd hoped given that I was under the impression that I had cleared all my work for the foreseeable future.

Right now the push is to get this sprint completed and out for testing which means completing the combat system.

The Combat System

The main change to combat has been the Fight/Fuck mode. All combat menu actions are now designated as Fight, Fuck or Any, so switching combat modes excludes the stuff not related to your current mode. This makes more sense in the context of the emotions system, but is also an incomplete bit of functionality.

A core concept is that the wolves remember your previous actions towards them. So if you keep beating them up, they'll be more aggressive next time they meet you. So you could end up with some wolves having grudges while others see you as preferential prey because you kept beating them off. This is incomplete because the wolves aren't in the game at the moment, but the individuals in each level while not being persistent across the game can still be affected by this. So an enemy entering combat with high arousal is going to do Fuck mode attacks, but if you keep punching them that arousal gets overtaken by aggression and they're just going to start punching back.

So now Fight/Fuck is toggleable and menu options not related are hidden Inventory has also been partially blocked, so now pausing only shows character info, save and quit. The Inventory has been moved into the combat menu (obviously it works as normal outside combat) and hotbar disabled. When you select Item in combat, it's filtered to only the ones you can use in a combat.

Knockback has also been added to move player and attacker/victim apart after each damage event which makes it feel a bit more dynamic but also stops an enemy from instantly using a queued up action with no chance of blocking.

Finally, in combat, I've started working on enemy Special Attacks. These are the fight options where takedowns are the fuck options.

Whats left in combat?

First there's special attacks for male and female enemies. We also need male player animations for Beatdown and Attack C. Both player genders will also need a Fuck mode attack. On top of that, I need to do combo/block UI and any bugfixes that show up throughout testing the combat.

Other stuff?

The Stealth/Run mode toggle and implementation is gone. It sucked and was confusing.

Controller support is in progress. Most of the bindings are done but I still need to do the mapping for the Controls screen and implement controller support for the inventory menu and hotbars.

Startup screens have had a little work done streamlining and cleaning them. Climbing has a few bugs to work out, there's some audio work to do as well.

Pineridge

Despite Pineridge being in progress as well, I've added a new area. The Hall of heroes. This is going to be a replacement for the credits section and include supporters.

I also discovered that my Pineridge model was not up to date with the game so updated a few buildings.

For now, thats everything. See you next week!