Who is this creator?
No community tags yet.
Showing 1 - 50 of 169
TTTW v1.3 Devlog #1
Work has officially kicked off for TTTW v1.3, and hopefully this update will get done in a more timely manner compared to the last 2 cycles. A new emergent event is being implemented, where if you ally Revan during the Human questline and progress enough, a very predictable argument will spark, and
Oct 31, 2026 0 2
JTA v0.6 Feedback Poll
Poll created for v0.6 to gauge feedback. I know these might be getting a bit repetitive, but I do analyze every entry and take them all to heart. https://forms.gle/YJPPRHrTgiDHEtjz6
Oct 26, 2026 0
TTTW v1.3 Build 1 Focus Poll
While the first build will mostly focus on branched outcomes prior to the timeskip, I'm torn on which of the two big infectable side characters I want to really focus on. Revan is a fan favorite, and her wolf form is one of my favorites, but I can't see there being a ton of extra stuff. More Luna co
Oct 24, 2026 0 4
Hi Again
Weekly check-in just letting you guys know that I'm still alive :3 Break has been fun, but it's about time to start kicking back into gear. I'll see about getting some cursory mapping and image generation done here in the next few days, but expect everything to really start rolling next week. Also,
Oct 24, 2026 0
Next Steps
I'm glad that JTA v0.6 went off without a hitch, and everything went exactly as planned. I know a lot of people are eager to hear news regarding Thrown to the Wolves, so I'll paste what was said on the Discord: After a bit of brainstorming, I've settled on what I want v1.3 to focus on more character
Oct 18, 2026 0 1
Journey to Alivir v0.6, the Hunters and Prey Update
A supermassive, comprehensive update that touches nearly every aspect of the game while adding a big spooky manor just in time for Halloween! Complete Image Revamp to be more in-line with TTTW 1 Additional Skill for Each Form Map Overhauls Extended Main Story Content New Locations Ominous Manor New
Oct 10, 2026 0 41
JTA v0.6 Playtest Build 3 (Release Candidate)
Oct 8, 2026 0
JTA v0.6 Devlog #10
While pretty much everything I want done for v0.6 is done, work has begun on the Contributor characters for this update! Most of them are simply ones I had to skip on v0.5, but there is an entirely new character being implemented. Most details I want to keep under wraps due to the nature of the work
Sep 27, 2026 0 2
JTA v0.6 Devlog #9
All 6 Devilkin/Succubus scenes have been implemented, with each having a different unique perspective on corruption and hunger. The follow-up to the Werewolf scene in the Market has also been made, and the ending is being worked on as a type this (metaphorically speaking). Alongside all of this, 3 u
Sep 19, 2026 0 3
JTA v0.6 Devlog #8
Work has been done on more of the Succubus content, with 3 scenes already having a built out framework, and another 3 easy to replicate for the Devilkin. It's taken a little longer than I'd like with these scene sets, just because they're conceptually very simple, but I've just been a lot more distr
Sep 12, 2026 0 3
JTA v0.6 Devlog #7
With the release of Playtest #2, I'm happy to see that it's mostly gone off without a hitch, save for a few small oopsies: 3rd Banshee doesn't have the variable that triggers you actually being able to put the notes together, locking you from lore, an idol, and the pacifist route beating the Boss sh
Sep 6, 2026 0
JTA v0.6 Playtest Build 2
Sep 4, 2026 0
JTA v0.6 Devlog #6
While work has gone a little slower, there's been some key areas that have been implemented. More Werewolf Content More Bat Content More Manor Maps More Dragonkin Content More Map Touch-Ups I want to round off the scenes that have been written before pivoting to more story critical plot points, such
Aug 30, 2026 0 3
JTA v0.6 Devlog #5
Before I dive immediately back into the Manor, the Mountain has received a lot of long requested love, including 3 new unique endings, more rewards, and a light redesign. All of the new endings revolve around being a Dragonkin, however the new reward will be obtainable as any species and gender. Alo
Aug 22, 2026 0 3
JTA v0.6 Devlog #4
With the release of the first playtest (and some ridiculous snafus that were quickly rectified), I'm happy to see that the intended experience went off without too many problems. Clipping issues and missing enemies (namely the 3rd Banshee) will be all fixed up with the next Playtest. The next few we
Aug 16, 2026 0 2
JTA v0.6 Playtest Build 1
Aug 16, 2026 0
Which Manor TF First - JTA
I want to have at least one form made for the first playtest, and I'm very torn between which one. Bat would focus on a unique NPC, and expedite the Key puzzle I want present so you could readily access the locked Attic location where you would obtain it. Ghost would focus on a new level of interact
Aug 9, 2026 0
JTA v0.6 Devlog #3
The ball has begun rolling on all the different quests and encounters revolving around the Manor. Here's the general flow of the entire story beat: Prompted to talk with the Barkeep Talk with him, he tells you about the Manor Go to the Manor, find out it's locked, and learn about where a Key would b
Aug 8, 2026 0 3
Possible Playable Endings Poll - JTA
Poll to gauge what everyone wants in terms of the first Playable Ending to be implemented. My immediate idea and goal for what a Playable Ending would entail is an entire smaller game in itself, with sets of maps and interactables, a few CGs and variants depending on how much you indulge, hopefully
Aug 2, 2026 0
JTA v0.6 Devlog #2 + Community Concerns
So far, work on the City maps has been satisfactory. There's one more map that I feel need a sizeable touch-up still, but afterwards I can dive right into the new stuff immediately. Among the new scenes and quests are what I'm hoping to be a lot of stuff which has been planned for a while, including
Aug 2, 2026 0 3
JTA v0.6 Devlog #1
Work has officially kicked off for v0.6, starting with much needed touch-ups to old content including images and maps. Several key starting maps such as the Bunny Farm and Mine, Werewolf Outside, and the intro City Maps will receive much needed expansions and fleshed out to achieve the feelings I se
Jul 25, 2026 0 3
7Z
TTTW v1.2.1
Lots of fixes and small improvements to make the experience much more streamlined, fluid, and enjoyable. Quest Log bug fixed, quest can be reminded by interacting with Alpha during the semi-final Merchant Wolf now has dialogue if you're Good Wolf Revan's Drink scene should no loner trigger if you're
Jul 23, 2026 0 1
v1.2 Feedback Form
https://forms.gle/GfQv9Xqpdgc8x3R99 First part of the Walkthrough is also available on the Discord, but it will probably be reworked and posted in full here.
Jul 20, 2026 0
All Set Up
My computer set up and essentials have been moved and set up, and I'm ok to begin work once more. First thing I'm doing is pumping out the walkthrough as well as the feedback form for v1.2 before I work briefly on v1.2.1, then I can fully transition over to JTA. I'm glad to be done with everything,
Jul 18, 2026 0
Final Moving Week
Apologies for the silence on my end, stuff has just been hectic as I've been having to stress about everything involved with moving. I SHOULD be finished by Saturday and have some sort of devlog or update ready, but I can't set anything in stone. I'm endlessly thankful for my loyal community that ha
Jul 12, 2026 0
TTTW v1.2.1 Being Worked On + Moving
For the second time in less than a year, I am once again in the process of packing up and moving to a new place. This new place should be a lot better in terms of privacy and the time I'm able to put into making these updates, meaning I no longer have to function with a "on week, off week" cycle any
Jul 4, 2026 0
Thrown to the Wolves v1.2, Chapter 2 (PUBLIC)
A heavy expansion on the game's quests and maps, involving more narrative content as well as player-driven TGTF. Likely takes the top spot for most heavy update I've made. Includes downloads for MacOS and Linux (both experimental). Lacks dev room toggle to enable 'cheat' spots around the map, includ
Jun 29, 2026 0
7Z
TTTW v1.2.1
A tiny update with some fixes to core areas of the game, making it more consistent and less opaque for the public release. Only includes Windows download, however the full Public release will include Linux and Mac downloads that are compatible with the previous download. Fixed clipping issue in the
Jun 26, 2026 0 1
Quick Break + Hype Feedback
With TTTW being done for right now, attention is shifting back towards JTA. With the massive additions to TTTW, JTA now personally feels lackluster in comparison, especially with the horrific image quality still plaguing early portions and wonky way things are connected in the backend, and the maps
Jun 20, 2026 0 2
Thrown to the Wolves v1.2, Chapter 2
A heavy expansion on the game's quests and maps, involving more narrative content as well as player-driven TGTF. Likely takes the top spot for most heavy update I've made. Allows Changing Textbox Color at Game Start Quest Log System Portrait Remakes Redone Item Confiscation in Guild Tavern New Distr
Jun 15, 2026 0 4
TTTW v1.2 Playtest Build 3
Jun 14, 2026 0
TTTW v1.2 Devlog #13
This is hopefully going to be the last devlog for this update. All mandatory story content is ready to ship, and dev spots for debugging have been hidden. All mainline quests flow into each other and trigger nicely, and both Noble and Guild districts are full infection candidates. Failsafes for prev
Jun 13, 2026 0 2
TTTW v1.2 Devlog #12
Again, apologies for the late devlog. Things have been super busy for me, and what little downtime I do have ends up pissed away because I'm easily distracted like a moth seeing an open flame. However, the little work I am getting down is being spent finishing up the Good Wolf variations and questli
Jun 7, 2026 0
TTTW v1.2 Devlog #11
Apologies for the late devlog, life has been throwing a lot at me lately in a good way, but time for development has been few and far between. All the work so far has been focused exclusively on the 'Good Wolf' form, with 3 CGs and countless variants of dialogue that have been implemented, with new
May 31, 2026 0 3
TTTW v1.2 Devlog #10
With Build 2, it's been made very clear that I left in a horrific bug that straight up blocks you from interacting with the refugees as a Human at all, and thus blocking progression of the Human Quest line which was the focus of this build. A fix has already been put forward engine-side, but the cli
May 22, 2026 0
TTTW v1.2 Playtest Build 2
May 21, 2026 0
Member Character Submission Form
May 16, 2026 0
Contributor Character Submission Form
May 16, 2026 0
TTTW v1.2 Devlog #9
Another week, another pile of progress. Work on the Mine has stalled, as the scenes in there are pretty negligible right now in terms of importance, and I just don't have the time to really focus on it. There will still be some key interactions and quest completion objectives, but ultimately I can't
May 16, 2026 0 2
TTTW v1.2 Devlog #8
I've been a bit more scatterbrained than usual, and it is technically an off-week for me, but I was still able to make some noticeable progress. Finish all new brothel scenes (DONE) Finish off Mine and new form variant scenes (IN-PROGRESS ~65%) Mock up and implement infection scenes for Guild and No
May 10, 2026 0 3
TTTW Revan Name Poll
With work being done on Revan's character and his future depending on your choices as a Wolf, I've gotten to the point where I can finally start looking into the collar's use on him. Using the collar on Revan is something that can be achieved by: Curing the Guild District as a Human after infecting
May 4, 2026 0 2
TTTW v1.2 Devlog #7
Work has been a little slower than I like, with a few of these past days being entirely devoid of progress because of family events or general fatigue and motivational collapse. I still strive to add or improve at least one thing everyday at a bare minimum, so work should never fully stop. My focus
May 2, 2026 0 3
TTTW v1.2 Stopping Point Poll
The scope of v1.2 has spiraled more than I intended, and at this point it's blown to proportions I myself don't really like dealing with. With how much there is done, and how much I've still yet to do, I'm fully torn. Early Release I'd shift focus to wrapping up what is present currently (New Form,
Apr 29, 2026 0
TTTW v1.2 Devlog #6
A lot of work has been put into the Mine, with it finally being populated by roaming enemies, with unique variant dialogue as well as their own new CG TF sequence. There's a lot of images I want to use, and an ending I want to put here, but I'm not sure how the cards will play out. At minimum, expec
Apr 24, 2026 0 3
TTTW v1.2 Devlog #5
With the release of the first playtest build for this update, a lot of issues have immediately cropped up which I want to address head-on. The new form is broken This was mostly what I expected. The new form was added to a place that is nearly completely empty save for a single set of objectives nee
Apr 18, 2026 0 2
TTTW v1.2 Playtest Build 1
Apr 16, 2026 0
TTTW v1.2 Devlog #4
This update is looking to be coming along a lot slower than I'd like, but at this point I fear it's just the way things will be from now on. My motivation has pretty much flat-lined and I don't think it will ever recover very quickly beyond immediately taking a several month hiatus, which I don't wa
Apr 12, 2026 0 2
TTTW v1.2 Devlog #3
Work has pivoted to wrapping up the last finishing touched on both new districts, at least surface mapping wise. They've been connected to all the other applicable districts, and as of now all the "Coming Soon" end of content blockers have been removed. The real trouble will be the actual writing, a
Apr 5, 2026 0 3
TTTW v1.2 Devlog #2
This time around, I have 2 new images to show off a new Male Wolf TF scene, as well as a new enemy variant that will only be found in a specific area, having its own player form and interactives very similarly to how Luna worked. It'll be less focused on breeding or service, and more on twinning and
Mar 29, 2026 0 2
TTTW v1.1 Feedback Form
New poll that was posted over on the Discord which I figured would be better to post here. General feedback on gameplay, balance, writing, and mapping. https://forms.gle/uTyTLK3rojce2NoZ9
Mar 22, 2026 0
Showing 1 - 50 of 169

