KNOW THAT YOU CANNOT USE PAYPAL TO PLEDGE TO THEM
You will ALWAYS show up as “declined” if you try to use PayPal to pledge to any Patreon account that is deemed NSFW, and you WON’T get an alert about it most of the time.
Additionally, if you’re still not able to pledge and the money isn’t getting taken from your account, it’s highly likely that your bank is internally flagging Patreon as fraudulent transactions, so you’ll need to go to your bank IRL and actually tell them that it’s ok to let Patreon transactions through.
Please forward this around as I know there are a lot of you who currently use Patreon and who are Patreon account owners, and are probably wondering why your stuff gets declined month after month when trying to use Patreon.
Documentation Central Hub for Venture Seas:
https://docs.google.com/document/d/114qI_W4vMQF2UmUAxLdJhkV2SDySdYDXWCuzLfu1Vd8/edit#
New public build available:
Future builds will become private to Patreon supporters once a refined public demo is created.
Public changelog, always updating with each new addition and rough plans/notes:
Dungeon and story scenes are limited, but I’m designing the workflow for new scene creation to be as streamlined as possble, to allow multiple writers to create many scenes for the final game. (As well as code to prevent repeated scenes in quick succession).
Apologies that there is no new sex scene content this month :O
I’m working with a talented artist (who is better at artwork than I in my opinion) to redesign existing assets and create new ones in a more vibrant style. Our current focus is a POV blowjob scene for Tiana with several variations for the animations.
Feel free to contact me about anything at:
Another HUGE thanks to all Patreon supporters for making this project a reality :D
https://www.patreon.com/VentureSeas
Wondered if anybody is available for some very simple voice acting for the game :) Currently looking for an ‘Aurelia’ voice.
The characters in the game will have some sound bites as text dialogue progresses (Single words like ‘Hi!’ as greetings, angry grumbles, ‘Farewell’ etc), but will not be reading full dialogue.
I’d also need loops of sexual moaning for the animated scenes, different sound loops of moaning, slurping etc for oral, slow penetration, fast penetration.
Aurelia is female, so I’m currently searching for female voice actors (or guys with convincingly girly voices). Aurelia is a skilled marksman and theif, her voice should sound serious in tone.
I will be looking for various other voice actors in future, male and female, and I’m fully willing to pay a fair price for your hard work!
If you feel fitting to the role or can suggest someone who would be interested, please contact me at: switch101010@gmail.com
On another note, game development itself is going nice and steady! With a few artists already starting out in creating assets for the game ;)
I’ve mostly been coding more of the essential systems, writing up some detailed world lore and story scenes. I’m likely to release another ‘Progress’ build before the end of the month, but the game will not yet feature much story or ‘playable’ quest line as of yet.
A roguish, bisexual male adventurer will be added to the game yeah! This month coming, I will paying others with the project funding to help out with the project. If people think they match the art quality consistantly (or better than what I’ve done so far) I will happily commission those people :)
Any volunteers are welcome to send examples of their work to me, and I’ll say whether I’d find their style suited to the game. I will be dedicated to keeping consistancy in quality, so a please dont feel hurt if I decide not to enlist your help as a content creator :O My decisions are all to make the game as good as it can be! :)
I spent today cleaning up my progress so far so I could release the first build before claiming the first Patreon payment on Monday 23rd.
All content this month was created without commissioned help as a full-time endeavour (as no money for said commissioning has been claimed) so there is far more coding completed than visual assets.
I made a quick ‘visual story based’ runthrough of the major features implemented, but there are many things I could not include in this runthrough (due to the game systems being non-visual in nature)
The first build can be downloaded from the link below, in.jar format (requires Java to run, future builds will be available in HTML5 format also once I get a webserver running):
https://dl.dropboxusercontent.com/u/4645179/Venture%20Seas/Patreon/Alpha%20Builds/Alpha%201.0.0.zip
I understand many aspects of this release are unrefined (and possibly even buggy in places) but the game is still at a very VERY early stage and I feel people need ‘something’ to check out at least once a month ;)
These builds will become private to Patreon supporters once a public demo is created. This should allow people to choose to pledge (or remove their pledge) based on the progress of the game over the next few months :)
https://www.patreon.com/VentureSeas
Don’t forget that you can email me at any time with questions and such at: switch101010@gmail.com
EDIT: Just to clarify, this is merely a ‘progress’ build, it isn’t fun or very playable at this stage until more features are added and refined :O
This is the last week of Venture Seas first month before claiming the first patreon payment :) I’ve been working full-time hours on the game prototype and organising many other things related to the startup and my self-employment.
There will be a public alpha release this month to all interested in the project. Eventually these public releases will form into a public demo as time goes on, then the game will enter private builds for donators/dedicated supporters only.
Most of the work has been programming for this month but I’m spending this week to replace placeholder graphics and some more coding. There will be banebones of some major systems, such as functioning dialogue, combat runthrough, dungeon progress, animated sex scene test and some example events.
Code is being organized with mod support in mind from the very start, but no mods will be able to be created until each major system is completed (as every mod would likely need updates with each newly released build)
No extra helpers were employed this month as no payment has been claimed yet for the game development, but next month should involve more artwork and media as I commission some content :)
The first release will be this Friday 20th. Being the first release however, expect bugs, placeholder assets and limited playable content. This is more of a ‘progress update’ build so people can experience what I’ve been creating so far.
Any further questions, always feel free to contact me directly at: switch101010@gmail.com
3/11/15 Creators and patrons! I’m Chelsea with Ops at Patreon. I am working on our VAT research and solution. Thank you, again, for your patience. Here’s a quick VAT update: Good news! Patreon will handle the collection, filing, and remittance of VAT payments on behalf of our creators. The cost of VAT will be carried by EU patrons. As always, thank you for your patience and feedback. Patreon has your #vatmess covered so you can do what you do best: create.
Sorted! No need to worry about that crap anymore!
Looks like Patreon has came to a solution over the VATMOSS stuff :) Great news for so many creators!
I will be waiting patiently for now, my first payment for this project will be claimed until the 23rd of next month so there is a while left to decide. Let’s hope it clears up somewhat by then ;)
I hope the situation will be changed/fixed soon, but worst case scenario is that I am forced to remove Patreon rewards (as they count as a digital service) so that Patreon pledges are purely donations.
I would declare this in advance of claiming for that month however so that people may have plenty of time to edit their pledges lower if they choose. (Although even if everyone changed to a $5 pledge, there would still be enough for the project to continue at this stage)
TL;DR It’ll hurt, but wont kill the project I believe
I hope my repeated thanks haven’t worn out their worth yet but:
THANKS AGAIN SO MUCH! :D
For this goal, I’ll now be finishing/closing up all my existing freelance work so that every working hour will be spent on Venture Seas! Developing this game is now officially my full-time job :)
For a quick progress update of day 2, I’ve got screen management code implemented, been improving the functionality of loading scenes into the game and also started on the dungeon system~
I’ve also nearly completed some artwork of a character to be animated for a sex scene (Aurelia the rogue) :3
Venture Seas has surprisingly almost hit the second goal, far quicker than I expected :D
A lot of people are requesting a date for the first playable alpha/prototype of any of the game systems, so I will be following this summarized plan for this month:
I’ve decided on making the game in JAVA LIBGDX, which means it will be very easily made for desktop, HTML5, Android (and even IOS if there is an adult vendor for that).
I have strong experience in JAVA and the LibGdx framework and have already been coding for the game!
I’ve already created the basics of loading dialogue externally from a spreadsheet (which contains info like ‘active character’,'current background’,'next action’ etc) and showing the results on screen, progressing on click.
This is the first official month of development (Starting Today 23/02/2015), the first Patreon payment will be claimed on (23/03/2015) which is one months worth of work from today :)
I will be releasing something playable a few days BEFORE THEN, although be mindful it is likely to be 'very alpha’ in its look and functionality.
Don’t hesitate to contact me with further questions at: switch101010@Gmail.com
And once again, Thanks so much to everyone who have pledged and supported the game so far ;)
Yes, I drew the concept art and I’ll likely be doing all the art until I can afford to hire assistance :)
As I just impulsively posted to Twitter, the first goal has been reached and Venture Seas prototype development is secured!
Over the next fews days I’ll be organising my finances as well as creating the dialogue system for the game for the first prototype!
I wont charge any Patreon users until my affairs are organised (be about a week or so) and I’ll likely have a early build of the dialogue system then also :)
My heart is pounding and I’m so excited for this project! You’ve all really made my dreams come true today, not just those who pledge, but those who provided vocal support, advertised the game and gave critique as well :)
I’ll be posting notes to each reward tier of Patreon within the week also with access to the rewards, stay tuned:
The campaign page is live, if you are interested and want to see this game to creation, please consider pledging. Even if just 150 people donate $5, the game will start development into reality :)
If you aren’t able to pledge but still wish to provide your support, reblogging, retweeting or just telling some like-minded people about the game can go a long way towards helping out!
And also a big thanks to everyone for their support so far :D
Upon logging into my old Patreon account, I noticed a months worth of claimed pledges which had auto-collected even after I had cancelled the Euphorian Tide campaign :O
I had no idea this had happened until now and I have refunded everyone their money from that final month.
There were a few I could not refund to (because of deleted payment details and such). If you wish to claim your refund, please contact me at: switch101010@gmail.com
Click ‘Keep Reading’ for a list of those I could not refund, and may contact me for a refund:
My previous post details my new game pitch, but just wanted to say that the public documentation that goes along with it is not fully complete and will recieve edits and many additions as time goes on.
I will be starting the Patreon page tomorrow for all that wish to support the project! I’m fully open to all input from people about the game before and during that campaign however with any questions or comments you wish to make related to Venture Seas :)
Preferred contact is: Switch101010@gmail.com
Switch~
Edit: The Patreon page is now live!

Venture Seas is an adult adventure game with a player driven story, unique gameplay management systems and plenty of erotic visual content.
Manage your Vessel
Work to keep your trading boat afloat (‘literally’) by generating cash by any means. This includes hiring adventurers to loot dungeons, performing quests for private clients and even managing a racket of onboard prostitution (of any chosen gender) to improve your ocean shipping enterprise.
Cross the ocean channels between the scattered islands of Miloria to sell your wares across many diverse climates, managing your ship morale and resources on every journey. A great effort will be spent making gameplay systems that are fun and fulfilling regardless of adult content.
For more details about Vessel Management, please refer to the document linked below:
Vessel Management Document Link
Story, NPCs and Relationships
The story will be largely driven by player decisions, with each story and conversation scene presented in the form of a classic Visual Novel.
Relationships between the player and other characters in the game will be affected by the players choices and actions, of which govern a graph ranging from attraction to disgust on one axis, and respect to disrespect on another. This will allow for friendships to be formed as opposed to sexual relationships, as well as dislike and disgust if a character grows to loathe you.
A variety of fetishes will be present, but none of which are mandatory to experience. There will be many NPCs of varying sexualities and genders to meet and romance, from femboy traps to demonic succubi.
For more details about Story and Relationships, please refer to the document linked below:

Dungeon Exploration
Beyond managing your business, you can send your personal adventurers to fetch treasures from a uniquely presented set of dungeons.
Instead of a dungeon map, the player will passively control an adventurer as they are confronted by a preset number of semi-randomized story scenes while challenge your Adventurer in many aspects. The success of these challenges will depend upon the adventurers equipment and skills, player decisions and riddle-solving capability and adventures combat ability.
Fully equip your adventuring party from head to toe, levelling their statistics through experience to allow for the chance at more valuable rewards from greater conquests.
For more details of the Dungeon Exploration system, please refer to the document linked below:
Dungeon Exploration Document Link
Combat System
Battles will be vaguely reminiscent of the mechanics of ‘card battling’ games (like hearthstone, MtG but simplified). Instead of card, the player utilize ‘Actions’ for their adventurers during combat. The player can build a deck of ‘Actions’ prior to combat, to then randomly draw a hand when a confrontation begins.
Actions can be collected throughout the game by many means, such as purchase, levelling, or simply finding them in loot drops.
For more details of the combat system, please refer to the document linked below:

The Patreon page will be for funding the prototype of the game, which will contain the mentioned gameplay systems and an introduction to the story.
Once a milestone is reached where the barebones of the core gameplay systems are added, I’ll decide whether the game has been well received enough to continue into a fully developed experience. This will have me working on writing the full storyline, expanding the main systems and adding all secondary systems.
For access to all public documents, please refer to the navigation document linked below:
Documentation Central Hub Link
Edit: The Patreon page is now live!
Monthly game builds will only be available to Patreon supporters who pledge to a certain milestone or over (Likely $5 or $10).
I’m setting this to encourage pledges so that the development can be properly funded, but I understand if people choose instead to take advantage of the easy ‘methods’ to download without pledging.
I have a handful of choices for the development software and target platforms, which I will be polling the community over before starting on the actual development. All of which have 'in browser’ play besides 'Ren'py’ (visual novel focused engine, but not sure if it’ll provide enough coding control over actually gameplay systems), although Ren'Py are working on this feature.
Other options include Flash (unlikely as it sucks), Java LibGDX (cross platform friendly) or GameMaker Studio (friendly for developer collaboration).
Fetishes will be Softcore focused (for the first prototype chapter at least). Some of what I’ve planned for include straight, bi, gay sex, traps and futa, demon girls, prostitution, BDSM. If any hardcore fetishes are included, they will be behind a 'wall of player confirmations’ to prevent people experiencing unwanted content.
A lot has changed since my initial ‘general game ideas’ I posted to Tumblr on impulse
The setting of the new game is based around managing a 'trade ship’ within a greatly revised version of the 'Euphorian Tide’ universe, focused only on one continent (human controlled) with less creature-anthro content.
Beyond managing your business and questing across the region, you can send hired adventurers to fetch sellable treasures and equipable items from dungeons, using aa new system of dungeon exploration I created which I’ve not seen used before in a game.
Your personal character will not be 'viewable’ in any game scenes (beyond seeing their cock or pussy in sex scenes), so their appearance will be textual. Instead, you adventure using one of three NPCs at a time, passively controlling their actions as their stats and abilities are tested against randomized events and combat challenges.
There will be a dating system in the new game alongside the other main gameplay features, which will influence the story as opposed to the sex scenes.
Oddly, I did plan one of the main NPCs (A succubus mage) to have the power to 'summon’ a futa cock during sex scenes, allowing the player to decide what they want from her at least. Although there will be certain characters that will have dicks, All romances and sex scenes will be fully optional.
The entire game will be visual, with artwork for each character and environment, and a user friendly interface.
There is far more to be said about the game plan in detail, to all be revealed soon. My document and concepts expand every day.
Thanks for being interested enough to ask these questions :)
I feel EuTi failed to fund because of many reasons, mainly due to:
1) My ‘over-reaching’ to all fetishes, trying to please everyone, which led to a lot of people being 'turned-off’ by the hardcore fetishes they (or even I) did not like. New game will be softcore as a basis, featuring popular fetishes (from the poll I held) such as traps, futa, demon girls etc.
2) it was a text based adventure, which most people I asked were just not into 'reading’ without visual stimuli for their sexual gratification. New game will be in a 'visual novel’ format to tell the story, so always artwork on screen.
3) The project scope for EuTi was impossible to complete. The game had very little prior planning and had NO end goal beyond 'keep updating till its good enough’. New game is being extensively planned before any development to ensure the project has a reasonable scope.
To fund the new game I plan to call on supporters via patreon once again, with a detailed pitch of the game where serious development will only start once the minimum funding goal is reached. I’ll also be asking some new friends in the adult community (each with a fanbase of their own) to check out my 'game pitch’ and to show their fans if they enjoy my idea for a game. I’ll also be treating marketing as a serious task (something I was too timid to do with EuTi), actively taking community suggestions for improvement as well as posting 'Q&A’ threads to forums which may be interested in the game.
I really want this to succeed, so will be doing all I can in my power to do so!
Posting this here to I can link people from different places to one location for the game download:
Enjoy!
After recieving an invoice today for the next 6 months of EuphorianTide.com hosting costs, I’ve decided not to renew and shut down the website (which also includes the forums).
The ad revenue to support the site comes no where near close enough to cover the costs and I have a new adult game project coming soon that I need to focus my finances and efforts on.
Euphorian Tide Offline Version (up to date) can be downloaded for free from this link:
It saddens me to see this day but I’m finally confident about moving onto my next game, which will be far more visual, better planned and engaging than EuTi!
I have posted that the game is on hiatus a while back, but I realise people may feel like they have been left ‘hanging’ all this time with not much status updates on what I am doing.
Here’s the situtation put plainly: I desperately want to create games for a living, and although Euphorian Tide was fun to create, it never reached the point where it could sustain me financially.
I dont post enough information on what I’m doing on Tumblr because I dont have much to say beyond ‘I’m freelancing to keep myself afloat financially’.
I’ll never stop trying to develop games, nor will I ever stop loving adult content or the community. I hope to make something that would be much more appealing to a larger audience than Euphorian Tide (and better in general in terms of functionality and visuals).
What am I actually doing then?
Besides working on Xutlass with Doxy, I have been creating concepts and writing a story for a strategy game/visual novel that takes place in an improved ‘Euphorian Tide’ universe.
It will feature romancable characters similar to DragonAge and story progression similar to TellTale games.
Besides being a ‘run of the mill’ visual novel however, it will feature a ‘menu based’ stat management system for organising troops and population before and on the battlefield. It will be created using ‘Ren’Py’ software, which should ease most of the coding burdens leaving more time for focus on story and artwork.
I plan to create this type of game as it matches my current experience, has a reasonable scope (created on a ‘chapter by chapter’ basis) and with funding, I can hopefully support myself and even employ the help of professional artists to create visuals and assist in the workload in general.
As for rebranding my Tumblr, I will be doing so within the week to something more generalised to all my work rather than Euphorian TIde alone.
Apologies for yet another wall of text, and although I dont post often, always know that you can message me for information and such.
My full-time job contract is now officially over, leaving me time and a some money saved up to work on personal projects or otherwise for a while.
New developments however have led me to join Doxy (Onta) in creating Xutlass, to which we are currently prototyping the gameplay. I’ve been coding this game for a few weeks now in Java using LibGDX for multiplatform use (HTML5, desktop, android, iphone).
This will take up about 16 - 20 hours of my week, and I’ve been considering ideas for running a second game development on the side with my spare time away from DoxyGames.
As for Euphorian Tide, I feel like it suffers from being locked to AS3 in flash as a platform, and also due to it being such a large scale endeavor for just one person.
If I were ever return to it, I’d insist to rework the entire framework in java instead, targetted to mobile primarily with more interesting combat, better art and a more refined story.
Alas this wont happen unless I could find an experienced writer and artist to join the development and operate as a team as the workload is just too high for me to return to updating the game on a weekly basis again. (There is no way it could ever become a completed game with me developing all visual assets, code and writing).
As for the future of this Tumblr, I may post information about whatever games I’m currently developing if people are interested in that. I’ve also being drawing when I can so will likely post art from time to time also. I’ll also be removing the EuTi header branding and renaming it to be a general blog for all of my developments.
Feel free to email me with any questions or just whatever really :)
switch101010@gmail.com
On Sunday I updated with the rest of the donator content I had backed up from before I stopped granting the rewards, which took control of most of my free time after work for a few weeks (full-time job).
During this time, development felt much more like a chore, as opposed to feeling like fun. When I started developing the game, it was only ever intended to be a bit of fun for me and my bf to do together.
Soon after launching the site, my bf decided he didn’t want to help make the game anymore so left development in my own hands. I created a huge list of things I wanted to put in the game, and have it ultimately be, but I also needed money to live as I had no job at the time.
So I took donations, which kept building up over time till the point where most updates were focused on purely donator content, deviating quite a bit from my original vision…
I was fine with this for a while as I really appreciated the financial support and dreamed of developing the game full-time with the help of the community. Things never quite got to that point, so I had to get a full-time job which I continue to work, leaving me with little free-time for fun or any other projects.
With this job, time has become more valuable than money. I can’t currently deal with the pressure of having to update Euphorian Tide weekly, which many of you awesome Patreon donators are pledging to support.
Therefore I have decided to remove the Patreon page for EuTi (Donators will NOT be charged for the progress of this month) in hopes to bring the development process to a more casual, ‘responsibility free’ process.
From now on, I’ll be updating the game on a more 'whenever I’m up for working on it’ basis.
It’s likely however that my updates will be focused more on converting the existing systems into a 'modding friendly’ framework so that anyone can create the sexual fantasy adventures and share with each other :)
I will release the offline version of EuTi (which previously had to be donated for) to everyone as a form of recompense. You can download it here:
TL;DR Euphorian Tide will no longer be accepting any form of donation (Patreon will be closed) and will no longer be updating on a scheduled basis.
The new world map has been built in such a way that every landmass is contained within a ‘cell’, and the entire world map is dynamically created by this cells. This means that any new region/realm can be added quick simply, with all relating locations/landmarks within.
Each cell is a 1920x1080 image, so it should be possible in future to allow modders to draw up new lands and add them to the game. This would allow huge control over the potential scale of the game I feel, which is cool once modding tools and a larger community is gathered :3
I apologise for update delays, frustrating bugs with the map held up progress for MUCH longer than I expected, but I have worked away my weekend to solve this.
I also have keyboard movement controls set up for the world map, but only using that for debug till I sort that out to be used by players who want to navigate using that method.
My next focus will be moved to completing ALL donator content (which had built up from before closing the donator rewards system) which I had sidelined for the past few “system improvement” updates.
I do sincerely apologise to donators who I’ve kept waiting, but hopefully you can bear with me for the next few updates as I get your content into the game.
After finishing all donator stuff, I hope to push a lot more 'vanilla’ sex content into the game, so that the appeal to a greater audience may be created.
Updates will continue to be slow for a while (hopefully not three weeks apart like the last) as I have very little free time since starting a new full-time contract job.
I’m looking to alternate means of paying the bills instead of working full-time for companies. Been looking into indie app/game development for mobile, quick and simple projects (contact me if you have good experience in this/are interested in collaborating up or something).
Balacing EuTi, money and time has been very difficult lately, but I’m trying my best to keep things going as smooth as possible ^_^
Switch~
I managed to secure a full-time design job, so I’m removing the donator rewards as previously mentioned in an earlier post.
All current donator suggestions WILL be going in the game still, I’m just currently getting my head around fixing the existing systems. I’ve also spent the week planning out some solid lore on the world and its containing races in my free time (I’ve had a lot to get organised/completed in terms of other work before starting my full-time job next week).
Also been designing a full world map (split into cells) so that the player can get a full-view of the whole world when choosing where to journey to (partially influenced from the map in ‘Banner Saga’).
Dueto this, there wont be any update this week, but important work related to the game is still being done. I want to create a solid universe rather than the patchwork/unplanned scenes which currently make up the game.
If you miss the donation system and are interested in having your own content put into Euphorian Tide (or wish to suggest something to me) don’t hesitate to send me an email (euphoriantide@gmail.com).
If I like what you suggest, I’ll tell you so and add it to the 'to-do’ list :)
I’ve been in a discussion on the fen forums about how the ‘forced TFs’ in Euphorian Tide greatly narrow the potential playerbase, as it forces players into situations and fetish content they may not want to be involved in with little to no warning.
I completely agree with this point after a realisation, so will be editing all transformation events to clearly hint at what is to happen if the player is to proceed with an action (without pulling out from the immersion).
I will also add:
*To the many donators who have funded a lot of the specific TF content over the past few months*:
I will be making changes to the content to suit these new features accordingly. If you are heavily displeased by the changes, don’t hestitate to get in contact and we can work something out so that everyone can be happy :)
I’m also gonna try squeeze in a lot more 'vanilla’ sex scenes, so that the game can be both enjoyed as a casual experience, or a fetish heavy experience taylored to the 'wants’ of the individual ;3
Thanks to all who have supported and continue to stick around through this slow and wobbly development process xD
Switch~
P.S. Pateron link so I can maybe live the dream someday and develop full-time (I always feel awkward when linking this .-.): http://www.patreon.com/EuphorianTide
P.P.S. Here is an Ifena W.I.P (posting as I may not finish it… Too busy with coding and still contemplating a new simpler artstyle for the enemy avatars to save time.)

I’m still on the hunt for full-time work but I need to mention something I plan to do to allow a clearer understanding to future donators.
Creating all forms of assets for the game is hard work, and seeing as I’ll have less hours available (when in a full-time job soon) to actually develop the game, I really want that time to be spent on bringing MY own ideas to fruition rather than a long line of donator funded suggestions.
The past few months of development have been almost all been suggested content from donators, which has the game running wildly with no clear direction.
For this reason, I’m going to be removing/altering Patreon rewards options (removing things like ‘new city implementations’ and 'custom questlines’) as soon as I have confirmed full-time job for financial security.
CURRENT DONATORS will still get their suggestions put in game without a hitch, but future donators or PATREON MONTHLY DONATORS who are currently claiming implementation rewards should consider these new developments in deciding whether they want to back out or not. (I’ll be emailing all of those donators to inform them)
Any input on this matter from the players is very welcome :)
TL;DR Many donator rewards will soon be unavailable at any time within the next few weeks for reasons.
ActionScript 3 using Adobe Flash Professional as a coding environment :) For all future anonymous askers, please sign up for an account as I can’t answer these questions without posting to my entire feed xO
I cant reply to your questions privately without spamming up my Tumblr feed, please make an account if you want a reply on Tumblr, or send your question to my email at: switch101010@gmail.com
Just thought I’d give a brief explanation to clear up some confusion:
> When attempting to dominate an enemy, your strength is calculated against the enemy’s endurance stat + current helath.
> If your STR is too low, you will not be able to dominate enemies with END much higher than your STR, regardless of their health.
> If you have enough STR, you can dominate an enemy with low END at the very start of battle without attacking.
It’s like capturing Pokemon but with altered rules. There will be abilities in future to lower enemy END without needing to increase your STR :)
I’ve chosen to omit any clear mention of death, or deathly vore (non-deadly vore will be present though) within the game, but I have not written off anything else until the suggestion presents itself and I oppose it.
I plan to have optional areas of the game for less popular fetishes, teasing those who have curious interest to view the scenes, but allowing easy avoidance for those who dont wish to experience said kink (e.g. scat).
If you wish for a particular scene or fetish to be covered soon in development, feel free to claim a donator’s reward (which supports me to create the game):
Wasn’t sure if this puzzle would be too difficult to solve, I’d love more feedback from people whether they figured it out or not.
The Ballast Chamber is a side quest, so players can skip the puzzle by just not doing it (although they miss out on an item reward and dynamic sex scene with Jessi).
Solution to the puzzle by clicking “READ MORE” (avoiding spoilers):
I did have a similar system in mind, likely implemented when I add masturbation features to allow the player to try out their TF character parts on themselves.
I wanted to treat horniness like a malady, where it progresses through stages of debuffs, affecting combat ability etc in different ways dependant on race and current character transformation parts (normal human hindered by sexual drive in combat, but a succubi may greatly benefit)
I would, but currently the char viewer needs a new system for animation after I implemented the new render method for drawing the character onto the inventory screen. Not sure when I’ll get around to sorting that out though, only got the blinking animation working currently :o
I’ve created a new system for rendering the character on the inventory screen, which should reduce visual glitches and greatly reduce lag!
The previous character that you see was an overlay of several .png images (one for each character part e.g. hair, eyes, armor etc).
The new system assembles your character off-screen, and takes a still photo (an analogy to aid explanation), before pasting that onto the inventory screen for you to view, almost instantly :O
Currently still fiddling to restore animated features on this character image (and also expect some new bugs, of which I’ll promptly fix on report!)
I plan to have seperate submission and domination scenes for each gender on each enemy encounter at some stage (6 altogether), but this wont be plausable until more writers step forward to lend a hand :3
Choosing which parts to use as a herm is a great idea! It would reduce sex scenes to 4 per enemy saving a lot of time if other players agree with this solution ;)
I have plans to implement a “gential viewer” soon and with that will come the option to have both testicles and a vagina as a herm, although this will need to be gained after the intro sequence (the TF to gain testicles should be nearby the start of the game when implemented)
After spending the better part of a day creating a proper design document and trying to determine some actual direction for EuTi, I’ve decided to make a few major changes so far.
1. Complete intro rewrite:
I want the intro to be instantly attention grabbing for new players, reflecting that this is an adult game off the bat. I also want it to be much shorter than the previous, and include some tutorials where appropriate to ease in new players. I also plan to allow players to explore freely after the tutorial, rather than be locked in Cadence like it is currently.
2. Removal of God of Death/void as main story feature, replacement of death shrines with something non-fatal.
I’ve grown to hate the idea of incorporating this into the game, as I didn’t fully think this through from the start. Death and sex do not go hand in hand, and it was meant as an interesting story feature as opposed to “fatalism”. I want to move story focus fully to “sex with a light hearted theme” rather than attempt anything overly dramatic or serious (more fun, and sometimes silly).
3. If defeated, submission scene is triggered, sending you to the closest “inn” or “doctor” with a loss of gold.
This removes the need for actual dying in the game, and forces sex onto a player to which they may not try otherwise. This may be an interesting incentive for not getting “defeated”, and would allow “less-open” players a taste of some new fetishes and things they would not usually thing to pursue. The player will still be able to “submit” at the start of a battle to jump straight the the scene, with no loss of gold if done by choice.
More developments likely to come soon, I may choose to do this update over the course of two weeks if I cant finish it by this current week. Will be bugfixing all of tonight if you wish to comment on these statements before I begin the new implementation.
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Been playing with cool new prototypes for the character viewer, my favorite discovery being “displacement”.
In a coming update, you will be able to have variable hip, waist, shoulder and even silly things like head size using this warping method.
It works by using something called a displacement map, an image with specific color values applied to a target image (the character viewer). My code can then determine whether to move a pixel on the image in any direction dynamically based on the color values of the displacement map :D

Could make for some very interesting transformations down the line :3
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