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September 29, 2026

Update 0.7.31 Release

The update contains minor gameplay changes and bug fixes.


AI Sub Live :

  • The enemy can now occasionally perform forced affection. Currently, this includes breast fondling, stroking, and kissing; more interactions will be added later. The animations will last until the player performs a simple QTE.

This action can be triggered if the player character is standing and the trader catches them. Again, the trigger is set to random, so the chance is 50/50.

Also, a setting has been added: Settings > Sandbox > AI Can Sexually Harass You, allowing you to completely disable this behavior (enabled by default).


AI :

  • Enemy suspicion will now decrease if the player is obscured by static objects, hidden in tall grass, or hiding behind cover. Previously, the enemy's suspicion level remained until the player moved farther away from their last spot.

  • The rate at which enemy suspicion decreases has been increased (from 10 to 100).


Stealth :

  • It's probably obvious that the new player detection progress widgets were a really bad idea, so I've reverted and redesigned the previous version (circular indicators in the center of the screen).

    • Added Gaussian blur effects tied to the detection value (the arrow becomes sharper if you're close to detection. Otherwise, the arrow will gradually blur).

    • Added a sound trigger when a player is detected.

    • Added additional animations to the arrow when a player is detected.

    • The indicator automatically hides after an enemy detects you.

  • A rule for player cover occupation has been added. A player cannot occupy cover if they are being pursued by an enemy.


Weaponment :

  • Sleep Bolts are instant.

  • Frenzy Bolts are no longer in the game. I won't explain why; I doubt anyone will read this anyway...


Settings :

  • A Carry Preferences setting has been added to the game settings. This setting controls how enemies will carry you to their desired location. Available options are:

    • On the shoulder

    • On the hands

    • Random

    The default setting is "Random." The setting can be found under Settings > Game > Carry Preferences.


Bug Fix :

  • Slaves in the game's main menu could free themselves if the "Slave Can Self Rescue" option was enabled - fixed.

  • Enemies could see you while under the effect of sleep - fixed.

  • Some issues could occur with capturing an enemy who was asleep - fixed.

  • An issue with enemy noise detection has been fixed. Previously, there were instances where noise caused by the player could trigger enemy behavior, leading to situations where, for example, they were simply minding their own business while carrying you.

  • Enemies would consider a player a clear threat if they locked themselves in a cage or tied themselves to a chair - fixed.

  • You could use waypoints while being pursued by an enemy - fixed.

  • Enemy sensors could be disabled for a while after the game started, causing them to not immediately respond to you - fixed.

  • The enemy could freeze or cause everyone to lose interest if they couldn't find a route to the observation zone (the place where they could observe you) - fixed.

  • Traders could accept a partial path to the observation point as valid, which could lead them to carry the player to an unknown location and then teleport them underground or to a higher level - fixed.

  • Made proxy paths more expensive when searching for paths to observation points - this should prevent cases where traders considered observation points higher or lower than the previous level to be relevant (when carrying a player on their shoulder but unable to ascend or descend stairs, etc.).

  • Traders could perceive noise from friendly PCs/NPCs as suspicious and react to it - fixed.

  • The enemy would freeze due to excessive noise spamming from the player character, then return to normal when the noise sources were gone. This has been fixed (a 3-second timeout for noise registration has been added, which should prevent this issue).

  • Traders no longer attack you in game modes involving slavers.

  • The player was able to free themselves from all items while being carried on the shoulder. This has been fixed (simply disabled).

  • Additional areas have been added to the Wild Forest map where you can be brought and left tied up (previously, there were issues with the enemy being able to catch you on the second floor of buildings but not be able to return).

  • Additional static anchors have been added to the Wild Forest map (this again addresses issues with players being caught on the second floor of buildings).

  • Fixed volume conflicts on the Wild Forest map (previously, this could cause issues with the Grab Mode camera, freeing hostages from stationary devices, building or placing objects, unpacking a hostage from a carrying device, and the ability to put down a hostage the player is carrying, among other things).

  • If you used the "Carry On Shouler" or "Carry In Arms" actions, the Grab Mode panel would immediately open the "Actions" tab instead of the main page, and the aforementioned actions could be unavailable. This has been fixed.

  • After being caught by the Scarlet Countess, the player could end up inside her and become stuck. This has been fixed.

  • After the Scarlet Countess's punishment cutscene, the player remained unbound and was not transported to the spawn point. This has been fixed.

  • When playing the punishment scene with the Scarlet Countess, the player's race was not applied to the submissive in the scene.


Download Links :

Archive Password - B43Ast5oli

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Comments (7)

R
RespondingLight · September 30, 2026

google drive: too many users viewed this file, mediafire: file not found

N
Nanney Teasford · September 30, 2026

I've uploaded a new version, you can download it...

M
Michael Kaldwin · September 29, 2026

That first one with the main menu isn't a bug, it's hilarious. Why would you fix it? If anything, you should add a patrolling slaver off camera that ties them back up

T
TheLoneW33b · September 29, 2026

It is unfortunate about the frenzy bolts being gone, but if it's for the best, I'll accept it and just have to find new ways of clearing packs

K
Kelvin Chang · September 29, 2026

Excited to try out the update. I wonder why the frenzy bolt is removed though i actually quite like having the slavers tied up one of their own lol.

J
Jerry Alexander · September 29, 2026

The changes sound great, looking forward to trying it out

S
SilverVrana · September 29, 2026

I did read it and I won't ask if you won't tell but I guess they messed with the AI behaviour with the new additions