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July 30, 2026

Viceburg 0.0.28 Changelog

Hello everyone! Work on the 0.0.28 preview is complete. This time, I significantly expanded the criminal side of the game by adding a full police system, a police holding cell, and a large prison system with its own characters, gangs, events, jobs, economy, and several ways to escape. The final version will include even more content and will be released within a week.

Police System

Crimes now have real consequences. Breaking the law raises your wanted level, and the police will search for you more actively. When confronted by police officers, you can try to run away, offer a bribe, negotiate, fight, or surrender voluntarily. Some options are available only for charges of a certain severity.

For minor crimes, the player is first taken to a police holding cell. If the charges are serious, they will be sent to prison unless they post bail or accept a proposed deal.

The system accounts for 11 types of crime in total. Each has its own locations where it can be committed, and some crimes are available only at certain times of day.

The game now has a rap sheet. It displays your current wanted level, accumulated notoriety, open warrants, and the district with the heaviest police presence. The rap sheet does not keep a complete history of your offenses: once a charge is resolved, the corresponding warrant disappears from the list. If you avoid committing crimes for some time, your active wanted level and district heat will gradually decrease. However, notoriety and any remaining open warrants will not disappear on their own.

There are several ways to deal with open cases. You can pay to clear a warrant at the police station or turn yourself in voluntarily. If the player has already become a fugitive, they can contact a fixer and buy new documents.

At a high wanted level, the police may raid the player's home. During the arrest attempt, you can surrender, fight, or try to escape through a window.

Police Holding Cell

Random events can occur in the police holding cell.

At the start of each new day, one of the character's stats deteriorates. This means that even a short time in custody can have consequences.

Prison System

Prison is now a large, self-contained part of the game with many locations and random events. Each time the player is incarcerated, 40 random inmates are generated for their cell block. After the first successful visit to the neighboring block, another eight characters are generated separately for that block.

Upon arrival, the player's money, belongings, and street clothes are taken into storage. They receive a prison uniform during intake. Prison has a separate economy with its own balance and scrip currency. Sentence length depends on the severity of the charges and increases with every new conviction.

The criminal notoriety accumulated in the city affects how the player is received in the cell block. If their name is already known on the streets, their initial prison reputation will be higher.

There are three gangs in prison. As the game progresses, the player may be invited to join one of them, take its side, or continue serving their sentence independently.

The entire sentence is divided into three stages. As the release date approaches, the probability of certain events and the requirements for some scenes change. Some events are tied to specific days of the sentence, and the interface shows upcoming important dates in advance.

Life in the cell block continues while the character sleeps. Every morning, the player receives a summary of several events and changes that occurred overnight.

Inmates and Relationships

Inmates have different personality types. These determine how they speak, how they react, and the chance of success for certain actions.

Every regular inmate has their own profile. It displays trust, affection, standing within the block, nerve, and fear. You can also learn why the character is serving time and what they currently want.

There is a separate menu for interacting with inmates. The player can talk to them, assess them, listen to their personal stories, and gather information about what is happening in the block.

Nine standard activities are available for spending time together: sharing a meal, giving gifts, training, having heart-to-heart conversations, running a joint scheme, and several romantic steps. The number of attempts is tracked separately for each inmate during the day.

Sex scenes have their own menu. It allows you to choose an active or passive role, type of sex, position, pace, and degree of control. This system was created specifically for the prison portion of the game.

When there is a personal feud, some intimate interactions and deals become unavailable, but ordinary conversation remains possible. A conflict can be resolved in three ways: pay money, publicly admit fault, or send a mediator with enough influence in the block.

The player can try to buy protection from an influential inmate. Inmates also give assignments. Every assignment has a specific client, target, location, and deadline. The player's business reputation, successfully completed assignments, and failures are tracked separately.

The player's cellmate and the block's main wolf are unique story characters with their own questlines.

Jobs, Training, and Gambling

Six types of prison work are available. Each shift earns scrip and one day of good time, and may sometimes provide crafting materials.

Training includes five weight exercises, sparring, and an endurance contest under a barbell.

You can also play dice in the cell block. Scrip is used as the stake, and once per day the player can bet their own body. The scene that follows depends on who wins.

Prison Economy and Crafting

Goods at the prison commissary are sold for scrip. A separate "debt" scene works as a one-time deal: the player provides a sexual service to the loan shark and immediately receives an advance in scrip. This mechanic does not create an ongoing debt, interest, or any requirement to repay the money later.

The local dealer sells wire cutters and civilian clothes, which are required during certain stages of escape preparations.

A crafting system has been added to the game. The player can search for raw materials throughout the block and use them to craft a shank, a lockpick, pruno, or a soap-sock.

There are also six prison skills: Stealth, Persuasion, Trade, Crafting, Lockpick, and Endurance. Work, training, assignments, games, and programs award general skill points, which the player can distribute among these areas as they choose.

Guards and Influence

The prison now has a guard station. You can pay a guard to reduce heat or provide a favorable report, inform on other inmates, or offer a sexual service in exchange for good time or the destruction of disciplinary reports. However, a corrupt guard may accept the money or service and still send the player to the hole.

The player can claim one eligible inmate as their property. This requires a high player reputation and a high fear level in the target. This mechanic applies only to adult inmates in the men's block with the appropriate anatomy who are not already someone else's property, the player's lovers, or equal allies.

Estrogen and Body Changes

Doses of estrogen are sold at the prison commissary. A purchased dose can be given to an inmate owned by the player, offered to another character, or forced on a defeated opponent after a fight. Inmates can also use estrogen on one another.

After an inmate from the men's block undergoes a complete transformation, they are transferred to the women's prison as part of the story and removed from the current character list.

If the player undergoes a complete transformation, they are transferred to the women's block. Their remaining sentence, convictions, cell block reputation, scrip, and prison skills are retained. A new roster of female inmates is generated, while the player's former gang, shot-caller status, patron, owned inmates, and connections from the old block are lost.

Shot-caller and Protective Custody

The player can try to become the cell block's shot-caller. There are three ways to do this: win a fight, use a shank, or secure political support. Failure lowers reputation, raises heat, damages health, and may lead to additional consequences.

The shot-caller collects daily tribute, settles conflicts to reduce tension on the block, and manages the inmates under their control.

The game now has a protective custody cell where the player can hide from the main block. Entering it voluntarily lowers reputation and removes the player from their gang. Normal life in the cell block is unavailable in protective custody, but several administrative storylines remain accessible there.

Men's and Women's Blocks

The block is determined by the character's sex upon arrival: female characters are placed in the women's block, while everyone else is placed in the men's block.

The men's block has separate storylines involving body changes for both the player and other inmates.

The women's block has more unique events, its own salon, and special storylines focused on the struggle for status.

The player can visit the neighboring block. There are three ways to get inside: pay a guard, trade an inmate's name for access, or use the ventilation system. Returning is handled separately and once again offers the same three options.

The paid route is guaranteed if the player has enough scrip. Trying to gain access by giving up someone else's name or sneaking in can result in refusal, betrayal, capture, time in the hole, and an extended sentence.

Release and Escapes

There are four ways to get out of prison: serve the full sentence, earn parole, post bail using money held in storage, or escape.

Six escape routes are available: a tunnel, the ducts, a riot, a transport van, a waste cart, and a worker disguise. Each route has its own requirements for items, stats, reputation, gang affiliation, relationships with staff, and amount of scrip.

A failed escape attempt adds four days to the sentence, raises heat, and may result in the loss of the item used. After a successful escape, any money and belongings held in storage remain in prison. The player becomes a fugitive, receives a new warrant, and gains a high wanted level.

After a legal release, the inmate rosters for both blocks, prison relationships, and data for the current sentence are reset. Convictions, criminal notoriety in the city, and any body changes are retained.

The police and prison systems also add 41 new achievements to the game.

Updated Images

All player and NPC face images have been completely replaced. The number of available variants has doubled: each of the three appearance types now has 40 faces instead of 20.

In addition, the images for every item in the game have been completely updated.

New Clothing and Wardrobe System

The game now has a new clothing and wardrobe system. All clothing images have been replaced, and the catalog has been expanded to 200 items. It includes men's, women's, and unisex clothing in nine styles, divided among seven slots: headwear, top, bottom, gloves, footwear, bra, and underwear.

The wardrobe displays equipped items and clothing from the inventory. It lets you quickly equip and remove items, select clothing for a specific slot, and view each item's price, description, style, stats, benefits, and restrictions.

Clothing has five primary stats: Protection, Beauty, Trans potential, Sexuality, and Horror. The values of all equipped items are combined and affect the outfit's price, damage taken in combat, social and romantic interactions, seduction, intimidation, and the probability of certain NPC actions.

Specific perks provide bonuses to Study, Seduction, Speech, Intimidation, Stamina, and Authority. Modifiers such as Heavy and Restrictive Movement reduce the character's mobility in combat.

NPCs also receive suitable outfits based on their sex, role, personality, and preferences. They may also react differently to attempts to remove or replace their clothes.

Finally, I would like to thank everyone who sent me feedback and bug reports. I have fixed the bugs you brought to my attention.