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March 7, 2026

BitchLand OpenWorld Changelog (Build 11.a)

Finally I am releasing this build.
This build was almost like making a whole new game ๐Ÿ˜ญ

As you might have seen from the previous post here , the game now has the OpenWorld.
(In this post I'll copy-paste some text from the previous post because it already describes what it needs pretty well, but add more to it)

There is a lot to know about the openworld, and ideally you'd learn about it with some ingame tutorial.
But at the moment, instead you'll learn it from this post.

(In my original design of the game you'd only access the openworld after finishing the game's main plot missions, but that's still gonna take a while, so I made it accessible already until one day when I complete the whole game.)

You can select the "Section size" to be big or small.
The big size should run fine in all average computers, but I added the small size just in case for the lower end computers.

At the present time you will only have one section, with forest biome, but in future builds I'll add more sections and more biomes, not too many, but some important ones like "abandoned destroyed city biome", "barren wasteland", so on.

If you load a save file from a previous build, it'll default to a big world.
I've added compatibility with old saves, but I can't guarantee that it's 100% compatible.

Save files will now be as "slots", meaning everytime you click "Save game", it'll overwrite the current save file.
This is neccessary with the OpenWorld having more data to save, and also so you'd not easily have way too many save files everytime u save.
On the Load Menu, you can still duplicate a save file in case you wanna keep a backup.

Each "new game" will have a uniquely generated world map where you can find some normal villages (friendly), some ESB camps (hostile), some abandoned locations, some themed villages (tribals/cultists) (hostile/friendly), so on.

<No screenshots of them here on purpose because I don't wanna spoil the fun of seeing them ingame for the first time and not knowing what's friend or foe :) >

You can build whatever you want in there, a small house, a big mansion, a basic camp, a village, a city, a whole base, so on.

On the Journal->Building menu, there is a lot of new options available,
just like that mission where you build a radio tower, you select what building part you want, and place down it's plan, then add it's resources inside it (ex.wood/concrete), and then just finish it.

Building a large base all by yourself is possible, but it's much faster to have some Worker npc's helping you build it.

There is a lot of new features and behaviours for npc's,
if you remember the game's person "classes/colors", this is where they will finally come into play:

  • ๐ŸŸก Prisioner/trainee: Will try to escape, you can use the new (craftable) Restrain items to stop them from fighting you, and while they have that, you can Leash them to take them elsewhere;
    and optionally a blindfold/headsack so they can't runaway too;
    You'll have to take them to a cell, or tie them to a restraining post;
    To train npc's they will have to orgasm, either manually with the player, with army npc's, or sex machines;
    Once their "training bar" is filled up in the new Journal->Population menu, you can assign them to the classes below;
    Sex machines train them faster, but it won't increase your relationship, still an option tho;

  • ๐Ÿ”ด Worker: will automatically mine for, and construct your plans;
    they will need tools for resource gathering, you'll have to get them those (axes, pickaxes);

  • ๐ŸŸข Army: will automatically patrol their current location;
    And "Train" any trainees that are accessible; (At the moment they can't train tied npc's)
    You can also build a "Army Management Table" where tou have some new menus to assign them custom patrols;

  • ๐Ÿ”ต Civilian: Mostly unfinished at the moment, but will already use "Dance Spots", "Dance Poles", and "Sex Spots";
    In future builds they will also do Science research and generate income with sex work;

  • ๐ŸŸ  Royal: No behaviour at the moment, the following will be added on a future build:
    Automatic managing of other npc's classes depending on procedures and necessities;
    you will also need to build them a statue personalized for them for this effect to apply;

Each npc's personality has a huge impact on their behaviour and efficiency,
-Aggressive NPC's are harder to train and always try to fight you, but once trained they will always run to complete their tasks efficiently;
-Lazy NPC's are easier to train, they don't even try to run away, but then will also be very lazy at any work;

This is a broad summary of personalities, there are about 13 personalities in the game, and each has it's specific behaviours, on half of them it will even depend on how much relationship you have with them.

Once they are trained, you also need to build them bed's!
They should automatically assign empty beds to themselves, but you can also assign them manually (by asking them to follow you and making them interact with such bed).
Beds are important so they know where they live, otherwise they'll just wonder aimlessly and get lost.

You don't need to start with a BIG BASE, it's better you train a few NPC's first in a small place, so you have workers, and then you can plan out a bigger place.

In the game's plot, you are the son/daughter of the creator of the game's current city,
which started out exactly like the gameplay of the OpenWorld is designed be like.

The player's dad, first made a small camp to train some people,
it was "BL1", the first ever attempt at making "Bitchland"
And it didn't went so well, given inexperience, all the prisioners escaped. ๐Ÿคฃ

And then on BL2, most also left too, except a few ones like the "protagonist's mother" Jeanne.

But fear not, if some of your prisioners also escape, it is but new experience.

You don't need to do it exactly like the game's plot,
There's many ways to train prisioners, there's many ways to obtain population, there's many ways to build bases, and essentially everything else too, so on.

How to Access the OpenWorld

Anyway, at the moment, to go there, you'll need to take at least 3 essentialy items:
-Backpack
-Pickaxe
-Axe

You can obtain/craft all of these easily in the City,
In the Openworld, you can also craft them, but it's muuuuch harder if you lost all items you had.

With a pickaxe you can easily mine more iron to craft more pickaxes or axes,
With an axe you can easily craft more backpacks.

But if you lose all items, you'll either have to go back into the city and get some more, or respawn enough times that you gather enough trash to rebuild a trashpack and then a pickaxe from tin cans.

At the moment there's a bug where your current tools will get duplicated anyway so nothing to worry about.
(I'll fix it later)

At the moment, to access the OpenWorld, you have to go to the Garden area (check map) (or press F8 to teleport there)
And then there's a white cube you can interact with, that will start loading the openworld,
So be sure to have your tools and backpack equiped before using the cube!

Once you spawn in the world, you can start exploring.
Given the nature of random generation, it's not impossible that you might spawn right next to an enemy base!
So be on the lookout for "scary looking" structures, and run away from them if you can't fight them.

You can then look around for any friendly settlement that'll have some npc's you can capture and train.

Keep in mind their personality will have a big impact on this.

You'll also need to craft Restrains from the Journal->Crafting menu,
There's some wood and metal versions.

Personally I also recomend blindfolds/headsacks, as they will also have an effect, but it's not as important as the restrains themselves.

To add the Restrains on an NPC, there's multiple ways:
-Knocking them down, and then accessing their inventory to add the items, and then waiting for them to wake up
-Accessing their inventory during sex
-Accessing their inventory with normal chatting if they trust you

Once an NPC is restrained and woke up, you can interact with them again to "Leash" them,
This way you can take them somewhere else,
Like a cell you had built for them, or getting them tied to a wood post.

For cells, there is a new feature where you can Lock/Unlock doors.
Rememeber to lock your doors, or your prisioners will escape!

Prisioners will take every opportunity they can to escape! (if they aren't a very lazy personality)

While you're building, the plans are blue, and some have a few red parts, those are used for snapping other parts in, so they can be aligned.

Once you've got your prisioners fully trained, don't forget to change their class in
Journal->Population

I feel like there's many more things I can talk about here, but you'll play the game and figure it out, it's nothing from another world.

In the future, many more buildable options will exist, feel free to suggest me some.

If you build a cool base, I'd love to see it !

------

There's some new features in the game, I have forgotten all of them

At one point I was just working so intensly that I just kept adding stuff and not even noting them down in the changelog.

Some of the new buildable items you can build are picture frames, and if you interact with them, you can select a custom image into it from the folder "Assets/CustomTextures/Objects/".
It works with any .png and .jpg

I've also added a freecam for screenshots by using these keys:
F2 - UI toogle
F3 - toogle flying freecam (currently limited within near the player, in the future no-limit will be unlockable)
F4 - Pause/Unpause Time

And a few more things, and what are they? I forgor ๐Ÿ’€

But they'll come up during gameplay at some point I guess.

If you find any bugs, Please let me know!

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Next major build

For the next build, I might either make one that adds some stuff to the openworld, like a new Section/Biome,
Or I'll start working on a new game mode that's essentially "Hardmode extended".

I originally designed hard mode to be much longer and have many more things, but the small prison doesn't let me do as many things, + I didn't wanted to make hardmode too long, because then player's might never even get to try "medium mode" (the city and so on).

But many players asked for hardmode to be extended, and also it'd actually help with something I've also spoken about in an older post.
Where I can use it to introduce one of the game's main characters (Jeanne), and make the players know them the right way, before they "change" later in the game's plot.

So it's going to be a gamemode where you play in the "past" and it's going to be in the big prison (before it's abandoned in the present time)

At the end of that gamemode I'll also take the opportunity to add a short cutscene to show a little more of the game's plot.

On that note, I want to rant a bit about some stories I've seen in other games/movies,
I Hate when they do one of those stories where it's like "the ending is whatever you imagine it was" or the "it was all inside their head".
There's so many good games/movies that get ruined with that ending,
they start with this interesting mystery, and slowly we get some clues here and there, and it feels we're about to figure it out, and then it's inconclusive and "just make it up in ur mind" or "it was all inside their head and nothing was real".
Like wtf, this just makes me feel like the writers had no idea what the mystery actually was, and where just bulshitting their way throu the whole story. at least make something up and stick to it bruh.

Sorry for spoilers but for example one movie that does this is "American Psycho", and a game that also does this is "Alone in the dark (2024)"

A much better movie is for example the "Terminator (1984)", everything in there Has reasons and conclusions.
The TV series "Fringe" was a great one too, because even tho they were making shit up and there was logic errors at times, at least they made conclusions for most mysteries, and made a proper and conclusive ending for it, instead of "the viewer can make it up".

On the story of this game:
Everything that happens Has a reason for why,
Every mystery Has a reason,
Every question Has an answer,
Nothing is "all inside someone's head".

There are a few mysteries in the game so far, and I do give some clues here and there,
and at the end of the game everything has concrete answers, or enough clues that make it obvious what the answer is, so that u can Actually figure it out, and not a "just make up whatever u want".

Some of the mysteries that come to mind right now are,
Why did Jeanne change?
Why did Jeanne killed Rit?
Why does the "dad" say "they haven't been necessary for a while"?
Who is Rit's child?
Why did everyone forgot who Rit's child is?
Why did the player lost their memories?
Why was the big prison abandoned?

And there are many others that will come later, and by the end game you'll have answers, or clues to figure out all of it.

In the ending cutscene of this new gamemode that's going to introduce Jeanne, it will answer one of these questions above, and hint at some others.
Once you see that cutscene for the first time, you will not understand it, but every little detail that'll happen in it Has a reason.

Okay rant about movie stories over.

-------

As usual, there is still much to do, but I have to force myself to release a build once enough content has been added, or otherwise I'll never release anything until the game is finished xd

This build was a lot of work, I was starting to go insane, and even now I'm still recovering from that.

There was so much core code and work put into this build, the base structure for all the future openworld content I'll add in the future.

At one point I even edited this meme image to illustrate some of it:

And these were just a few of the things, for everything you'd need to multiply that image by 3.

For example I had to rework in entire "NPC Navigation" system, which was a task that took me a very long time to complete, and extremely luckly it was finished much sooner because I managed to solve one of the problems by finding an old script from a decade ago!

Last build 10 I already overworked myself on purpose to make that build faster, I was working everyday for like 14 hours for many days straight, and once that build was done, I was saying how exausting that was, well this build was done continuing from that state, I tried to not overwork myself as much, but even so, there was days I'd gladly work the whole day, and then there was withdrawal days that I couldn't even get anything done.
it didn't helped that sometimes IRL things have been getting in the way.
Multiple situations happened throughout the months, but just in the past week, these 2 funny situations happend:

One day I was trying to work on the game, and at the same time, there was 5 people messaging me, while someone was calling me on pc, while 2 people where trying to call me on my phone, while another person was irl next to me monologuing for the past 20 minutes.
That's literally almost 10 people at the same time, How can I get anything done like this?
When that happened I just laughted at the situation, turned off my pc, left my phone in silence on my desk, told that irl person what they were talking about was inrelevant to me, and I went out of my house for a walk.

One day I was in such an hangover from a dificult feature, that I once again just turned off my pc, and looked around in my room for something else to do.
Do you know how many books do you have in your own room?
I didn't, but damn there's way more than I expected, I started gathering them in a pile, and it got all the way up from the floor to my chin!
Some were comics books, some were random educational books, some were very thick programming books, and some were random fantasy stories.
I reorganized them into the free spaces I have in my room, and moved unimportant ones to another room. very therapeutical I'd say.

Interestingly one of the things that often keeps me sane was listening to music while day dreaming about the game's future missions.
I guess it's essentially things that take my mind off of work.

The past week I've been tired on average for multiple days straight, like at the middle of the afternoon I sit on my bed and fall asleep instantly fully dressed,
Right now as I'm typing this, I'm having an headache and feeling dizzy for hours.
After publishing this post, I'm going to stay off the internet for like 2 days straight.

By the way, if any of this sounds worrying to you, no need to worry, there is no problem.
These are the consequences of my actions that I already knew where gonna happen.
Before I even made the first build of the game, I designed and planed and wrote down this whole game, I know exactly what is left to do, and I know exactly what the finished game is.
I wanna finish this game, and realistically that's still gonna a few years.
And that thought is wild, like damn more years? So it's only logic to me to overwork myself a little bit now so I can finish it slightly sooner.
This is just like when we had "homework" in the past, "if I do it all now, I'll have more time to play later".
I have already done stuff like this in the past, there was a project I was overworking for, about a decade ago, and at the time during 1 month I tried sleeping only 4 hours a night so I could put more work hours, but I had to stop doing that because I was literally starting to see stars and feeling very sick all the time.
So it's been working great so far! ๐Ÿ˜‚

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โš ๏ธ
There are multiple bugs and a few tools can can help you cheat in the game.
I recomend the first times you play the OpenWorld to be without cheats.
If you play in a way that takes away all the effort of finding npc's, training npc's, having npc's escaping accidentally, gathering resources, being proud of a cool base you got build with effort,
if you play in a way that skips all of that, there's practically no point in playing the game, instead you're just looking at valueless soulless assets.
Even if you just wanna sex some npc's, without the fun of what it took to capture them, it won't be as rewarding.
I don't ban cheating, but leave it for after you've experienced the game as intended.

Download links:

Royal and above: https://www.patreon.com/posts/152450119
Civilian: (Available on ~12th March)
Public: (Available on 14~15th March)

Comments (1)

S
Strong Man ยท July 28, 2026

can you possibly add the abilty for other people to have sex with you while knocked out or while you sleep like if someone beats you up instead of a black screen they or someone else will have sex with you within the unsafe area