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September 4, 2026

Viceburg 0.0.29 preview 1 (Changelog)

Needs and choosing actions

1. Permanent NPCs now have needs: food, energy and sleep, hygiene, entertainment, company and sex. Needs grow over time.

2. NPCs choose their own way to satisfy a need: eat at home or at the diner, buy groceries, rest, socialize, find intimacy.

3. The need for sex is met in many ways: private masturbation, a pre-planned meeting (after a separate partner search step), a romantic evening or a secret meeting, a spontaneous quickie, a nightclub hookup, an encounter in a car, buying adult goods and using toys, a couple's kink session, watching a couple, agreed intimacy with a watcher, a paid service and aftercare.

4. Actions follow a priority order: work and classes first, then critical hunger, exhaustion or hygiene, then a plan that is already confirmed, and only then the long-term goal and optional wants, which are weighed together.

5. An NPC does not take on an optional activity if they cannot make it before the venue closes or before the next obligation (they never start an action that would guarantee being late for work or class), or if there is no route to the place on the map. Critical needs (food, sleep, hygiene) are met right away, without this check.

6. A plan that falls through is replaced with a workable alternative; the NPC does not get stuck on one attempt.

7. Each action goes only through the steps it needs: travel, waiting for a venue to open, a purchase, the meeting. The place, time, privacy, relationships, roles, anatomy, money, items, schedules and the second participant's consent are taken into account; the result affects needs, mood, relationships and experience.

8. An NPC reconsiders their plans after an action finishes or falls through, and otherwise no more than once every half hour.

9. Similar NPCs do not behave identically, but their decisions stay explainable.

Movement

10. NPCs no longer teleport: they build a route through connected locations and walk it one stop at a time.

11. The NPC card shows the current action, the next stop and the route state: on the way, waiting for a venue or a companion, delayed, unable to continue. The final destination is never revealed automatically; the player sees only the next step.

12. On the way an NPC will not keep walking to a place they can no longer reach before closing time given the remaining distance, and an unavailable route is rebuilt or cancelled.

13. Work and classes pause a personal trip; afterwards the goal is checked again.

14. An NPC may wait briefly for a venue that is about to open, but never waits for no reason.

15. Bad weather makes non-essential trips away from home less attractive and can delay a long walk, but it does not cancel important business.

## Work, study and money

16. Ordinary permanent NPCs are assigned a profession, a workplace, shifts and a weekly wage; students receive a weekly allowance.

17. Wages are paid once a week; a new job pays no back wages; the commute to a shift does not count as absence.

18. Story characters keep their roles and never receive a random profession.

19. NPCs now have a personal wallet and weekly budgets for food, entertainment, socializing, gifts, household expenses and adult purchases.

20. An NPC keeps a cash reserve and does not spend their last money on optional pleasure; when money is short, basic food stays within reach.

21. Spending style and the size of the reserve depend on personality: a frugal NPC more often chooses home or free leisure, while a spendthrift and a hedonist pay more readily for restaurants, gifts and entertainment.

22. NPCs pay for ordinary actions and joint plans only once they actually happen, and for adult purchases at the moment of buying. Cancellations and refusals before that do not touch the wallet.

23. NPCs have a home food supply: they eat at home or plan a grocery run.

24. A generous NPC can buy a gift for an acquaintance; the initiator pays and the gift affects the relationship.

Personalities

25. NPCs receive several compatible traits from a set of 26 (bimbo, simple-minded, lustful, modest, promiscuous, shy, aggressive, kind, dominant, submissive, intellectual, sociable, secretive, romantic, cynical, responsible, lazy, hedonist, frugal, spendthrift, gossip, ambitious, jealous, forgiving, risk-taker, cautious).

26. Personality affects initiative and social actions, the choice of leisure and the tendency toward conflict, how fast needs grow, willingness to share rumors and to believe them, the reaction to cheating and reconciliation, the choice of goals and speech style.

27. Opposite traits never combine in one NPC; in old saves such combinations are repaired automatically.

Kinks

28. The game now has 43 preferences and related traits. Every ordinary adult NPC gets at least one compatible preference, and sometimes one or two dislikes, when kinks are enabled in the settings; story characters are left unchanged.

29. Kinks act on desire strength and activity choice: a fitting preference raises an NPC's interest in the matching activity, a dislike lowers it and pushes them toward a different acceptable option.

30. Some preferences carry extra effects: a preferred role in a pose (who gives and who receives), favourite privacy and time-of-day conditions, a leaning toward certain social actions and an interest in a particular long-term goal.

31. Kinks affect relationships: they set a calm or a jealous reaction to a partner being intimate with someone else (between NPCs only the one who happens to be nearby reacts) and prompt an NPC to propose new boundaries for the couple.

32. Couple roles are agreed between both halves of a couple: when one half gets a role, the other has a fair chance of getting the complementary one, including couples from old saves. All other kinks are each NPC's own.

33. Some kinks have their own arcs spanning many days: they go through stages, conversations and joint actions, create plans instead of instant scenes, and require travel to a suitable place and a second check of the conditions. Kink strength sets how often the NPC takes the initiative and how big each step is.

34. Every preference and dislike has a strength from 1 to 5: a weak trait only nudges an NPC toward a decision, while a defining one noticeably changes wants, goals, initiative in relationships and the choice between acceptable actions.

35. Kinks show themselves gradually: a hidden preference is not shown in the profile, dialogue and events may drop a hint, the "Get to know better" question reveals a kink, a dislike or the exact strength of an already known preference, and revealed kinks colour an NPC's answers about their wants.

36. Incompatible kinks never combine in one NPC, including in old saves.

37. Kink strength never overrides work, money, a refusal, the couple's agreement, anatomy or the content settings; scenes the player can watch also follow the content filter settings.

## Mood, memory and goals

38. NPCs track mood, stress, confidence and a sense of safety; meetings, successes, refusals, conflicts and rumors move these values, and they shape the next decisions.

39. NPCs remember recent actions and places: a successful option becomes a habit, a failure puts them off for about a week, the pause after a refusal grows with every refusal, and a recently chosen activity loses its appeal so the NPC does not get stuck on the same thing.

40. Long-term goals have been added, one active goal per NPC; the goal lives apart from the current want and lasts many days: career, saving money, a stable life, looking for a relationship, a romance or a secret affair with a specific NPC, buying a car, getting into shape, taking part in community life, self-discovery, exploring a kink, buying an adult item, a romantic evening, agreed intimacy with a watcher, feminizing a partner, finding a third after the partner's feminization.

41. The goal shapes the daily routine, places, saving and looking for acquaintances and is broken into real stages; no progress is granted for walking past the place or a failed invitation, and a failure means a pause before the next try.

42. A completed goal leaves a tangible consequence (property, a bonus, a change in relationships, state, supplies or ties), after which a new one is chosen; unreachable goals are replaced with new ones.

43. Personal and intimate goals stay hidden on the card until the NPC reveals them in conversation.

Joint plans

44. NPCs invite acquaintances, as well as people who happen to be nearby or are already at the right place, to spend time together; every invitee decides for themselves based on relationships, mood, personality, needs, preferences, distance and their own schedule, and before the meeting the game checks that every participant can make it.

45. Participants travel by their own routes and can wait for each other; the plan is cancelled for everyone on work, classes, a critical need, the venue closing, a long wait or a participant disappearing.

46. One NPC never takes part in two plans at once; a private or semi-private location is taken by a single plan, and an adult plan without a free location does not happen; in a public place several groups can meet.

47. A meeting that never happens does not satisfy the need; after a refusal the initiator picks a real solo action.

48. A joint plan is limited to three participants; three only happens in adult scenes with a watcher, ordinary meetings are meant for two.

Rumors

49. A rumor system has been added, based only on events that really happened: a romance, an intimate encounter, cheating, a conflict, help, comfort or a gift, a revealed secret.

50. Every NPC holds their own version of a story, and the game distinguishes whether they saw something themselves, heard it, disputed it or denied it: what they saw with their own eyes overrides a retelling, a witness is more certain than someone retelling it, certainty drops with each retelling and details may get distorted.

51. Relevance, importance, freshness, closeness to the listener and the current place pick the best stories, and one of them is passed on; no more than one rumor is passed on per conversation.

52. A repeated retelling refines the story but does not act again at full strength; rumors older than 30 in-game days are forgotten.

53. A rumor can change attitudes and lead to a discussion, an argument, cooling relations or avoidance.

54. A participant in the story can confirm, correct or deny a rumor; this changes the listener's certainty and can undo the damage from a false rumor. One story cannot be disputed at every meeting without a pause.

Conversations and interface

55. The interaction menu has new questions: "Where are you going?", "What do you want right now?", "Ask about their personal life", "Have you heard any rumors?" and "Get to know better" (the last one is available only between adult characters).

56. The chance of an answer depends on the relationship, mood, personality, how secretive the NPC is, the setting and recent attempts; a pause follows every attempt, and every refusal (up to three in a row) lowers the next chance.

57. The obsolete acquaintance submenu has been removed; after an answer the player returns to the same NPC's main menu; similar returns after other extended interactions have been fixed.

Player and NPC relationships

58. An official romantic relationship now has measures of attention, affection, intimacy and trust.

59. A long absence of contact first leads to an initiative or a conflict from the NPC, not an instant breakup.

60. The player can ask to date, plan dates, discuss boundaries and break up; a proposal checks the current relationship and never creates a second official couple.

61. If an old save holds several official partners, the relationships do not end on their own: the game flags the conflict and blocks new official proposals until it is resolved.

62. For a date the NPC walks across the map around their own business instead of appearing at the venue instantly.

63. A phone invitation creates a real route instead of an instant invisible evening.

64. A couple can agree on exclusivity or allow intimacy outside the couple; the partner's kinks set the starting point, while the player's explicit choice takes priority and never changes silently.

65. The open model grants general permission; a separately discussed fantasy applies only to a specific cast and meeting.

66. A targeted secret meeting arises only for a concrete reason: a fitting kink, a goal or intent aimed at a specific character, an accepted seduction; low trust only raises its chance. The second participant evaluates the proposal separately.

67. An NPC without a fitting kink does not cheat on a random roll; the faithfulness kink fully blocks autonomous intimacy on the side that the partner has not allowed, while a separate seduction attempt is judged by its own system.

Housing and living together

68. The starting family house stays with the player; an apartment in the Residential Area can be bought, set as the main home and sold as long as no permanent partner lives there. Upkeep is charged once a week.

69. Living together develops in stages: access to the home and sleepovers, a move-in proposal at sufficient trust, the NPC's physical walk to the new home, permanent residency only after arrival.

70. Moving in does not turn the partner into a temporary guest or a follower and does not tie them to the player; they keep working, moving around, resting and pursuing their goals.

71. Household settings have been added: how the partner takes part in expenses (separately, a fixed share, proportionally or supported by the player) and how much, the attitude to guests, the expected number of nights at home, a call when running late, and the hour when quiet time starts.

72. The partner suggests the evening at home based on their own needs and kinks; the description and effect of each option are coloured by them; evenings affect mood and the relationship and happen no more than once a day.

73. When evicted, the NPC walks back to their previous home; if it no longer exists, they get a new one; a trial separation and a reconciliation are possible without a breakup.

74. The partner's night plans have been added: an evening at home, a night shift, a date with the player, a personal errand, a visit to a friend, cooling off after a conflict, a permitted meeting outside the couple, a justified secret meeting. A critical need takes priority over dates, visits and meetings, but not over a shift.

75. What the partner says about their plans, what they actually do and what the player knows are different things; a trip does not count as a completed intimate scene. The player learns more through observation, a confession, a credible rumor or suspicion with different levels of certainty; without such a source, "Where are you going?" and the phone do not reveal a secret trip.

Old saves

76. Old saves stay compatible: permanent NPCs from them automatically receive a profession or income, money and supplies, needs and mood, a personality and preferences, and a long-term goal.

Comments (2)

A
Ahchi Cappleman · September 18, 2026

ETA for v0.029 on other tiers please

V
Viceburg · September 23, 2026

I think around a month.