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1.201 - Groundbreaking Nature


Hey ! It's been a long wait, hasn't it ? For me as well. As you might have known already, I've been severly impacted by an unprecedented flood that destroyed two stories of my house in Belgium. It's been since July 14th that I can't live there anymore. Naturally, development has been difficult but I didn't want to let the momentum drop completely. I'm very passionate about my work and this project is my baby. I thank you all for you kind messages and support.

Small notes : I don't recommend playing on web or android, just because I haven't tested those exports. However, I welcome your feedback as well for users of these platforms.

Without further ado, here comes a mouthful of a changelog...

Changelog 1.201 -------------

Everything I will talk about here has been coded into the game but might not always make an appearance yet. If it's mentioned, it's no longer in concept phase but almost if not completely operational, just waiting for content to make use of it. Too keep track of what is / isn't visible in game please refer to these two:

-Not Yet Visible (But implemented): NV

-Visible: V

  • Revamped Layered System (Partial V. Only Lucien(Player) so far) :
    • (NV) Allows to change colours of all elements of the characters sprites and scenes.
    • (NV) Allow to swamp elements of the characters from pilosity, eyes, ears, haircut, skin details, etc.
    • (V) Belly growth (one stage for now).
    • (V) Multiple layer clothing/accessories/tatoos/etc. handling (only a tshirt and jeans for now).
    • (V) Dynamic shadows (sort of visible, the shadow will take the ambiant environment's tint on character sprites to make them feel more integrated).
    • (V) Full body dynamic sprite for all views. Which means changes will apply everywhere.
  • Transformation Framework (NV):
    • Once you receive a seed from any race it remains in your body even if its presence is equal 0, it becomes dormant instead. Which means a favourable environment can bring it back.
    • If a body has room for transformation, which is usually the case for human which are 50 to 60% human, and 40% nothing, the growing seed(s) will take advantage of that space without any resistance possible.
    • If the seeds in a body are desiring to grow when the available space in the body is occupied, there will be a battle to determine which survive and which perish.
    • Seeds are ranked by how far they rooted inside someone, depending on that rank a seed has different resisting rolls.
    • A ranked seed resisting will retain its base presence in the body, this is determined by their rank : Anchored = 20%, Dominant =40%
    • Some seeds have symbiotic preferences, meaning they will avoid stepping over another seed if its race and presence are matching its liking (ex. Rats like the human nature to stay at 30%, they won't try to take more than this for it)
    • The total of a body's seed's presence must never go above 100%, if it's the case we round things to 100, assuming higher ranks try to claim their base presence back, we check if their combined presence goes above 100 by themselves, if they do we make every seed attack only the higher ranks until the overflow is taken away entirely from them.
    • The UI will eventually allow you to monitor how well a character is being corrupted, opening doors for breeding management mechanics.
    • This is a side note that means little to the player but, this system allows me to manage TF in a more elegant fashion, before I would just create a different character per transformation, which meant carrying data from the original to the transformed was a nameless mess.
  • New Event Handling Framework (V+NV):
    • (V) All events are now classified by : Actors (actives, passives, witnesses), Activity (Fuck,Touch,Talk,...), Location, Tags (#scary #sexy #suspicious), turns and phases. They also have a name and a description from which you may search the words within.
    • (NV) Coming soon, a memory log menu allowing the player to search and use events he witnessed. This is in order to jump in and out easily in any saves where you might not remember what path you followed. This will also, and perhaps more importantly, be useful in conversations with other NPCs where you'll be able to use these events in various context (Showing yourself trustworthy by giving valuable information as a spy, Intimidating someone by bragging about something you've done that is likely to scare them (say a character is scared of guardians or Amaïr himself, if you tell him you fucked him and you sound convincing, they're likely to respect you more), Argument by revealing contradictions in one's testimony, Flirt about something sexy a character did or pressure them about something suspicious they've done).
    • (V) Compatible with the notification screen
  • New Random Encounter Framework (V):
    • Rolls, 1d100 per possible encounter. In addition it will be possible later for the player to roll for perception in order to avoid danger.
    • Multiplier, each encounter has a rarity factor that multiplies the end threshold (success rate), meaning a common creature will most likely succeed its roll while a rare one might not appear all the time.
    • Initiative, to avoid having some common creatures systematically stealing the spotlight, the initiative factor will allow creature to impose their presence regardless if the other encounter scored better.
    • Opportunist, some creatures enjoy taking advantage of the aftermath, this is the case of goblins for example. Meaning if they don't make it for the first round, they will compete also for the next. Only Opportunistic encounters can participate to a second round. Also the second round will only occur if you end the first encounter in the same location.
    • Types, all encounters are categorised with a series of tags that we call types. "Demonic", "Beast", "Ethereal", etc.
    • Influences, this is perhaps the biggest game changer, encounters will see their chances increased or decreased based on the Area and the statuses. They will have 3 levels of influence : Specific (the encounter itself), Type (types of encounters) and universal (all encounters).
    • (NV) What it means is that you'll be able to play around with the location and your different statuses to increase or decrease the likelihood of any and all encounters. Have drank or been bred by satyr cum recently ? That's a universal increase. Dressed in colourful clothing, that's a type "insect" increase. Trying not be found by the Hunter, maybe a little spell can make you look less human. Can't find any slimes ? Maybe check the swamp.
  • New Music Operator (V...Audible ?):
    • Adjust the music automatically based on the location.
    • Allows for multiple synchronised tracks to play.
    • In general, just a much cleaner way to operate, it prevents me to backtrack everywhere in the script and makes for smoother transitions.
  • Improvements (V):
    • Reaction commands will now only activate once they're pertinent, meaning you don't have to press all the buttons to see what works anymore.
    • You may now hug Rohan, Anthony and Amaïr.
    • Relationship stats now have more instances that edit them.
    • Notification system extended to Memories, Locations, stats and relationship changes.
    • Clearer dead ends, curtesy of WIP guy.
  • New Exploration Mechanic (V):
    • With Yuvee you can now explore dark areas.
    • Watch out for his appetite, he devours the shadows around him.
    • Click where you want him to go, but be careful not to send him on a trap !
  • New content (V):
    • A teaser for the forest, with a few Encounters mainly.
    • New areas : Mines and caves are now explorable.
    • New drawings sprinkled everywhere:
      • 57 illustrations added, including some redrawn like the Slime using Cyril.
      • 22 sprites added for characters.
      • 44 scenes and scene elements added.
      • 9 new items.
      • New official promo poster!
    • Exploration progression:
      • Anthony's Cell fully coloured with visible Anthony.
      • The Guards Quarters : One interaction with the cocoons
      • Courtyard + Gate : Multiple interactions and goblin task cycle. Also visible milking barrel loading.
      • Milking Pods Corridor : Will stop you if milking day, milking pods are now partially interactable particularly with summons.
      • Control Room : Joseph will guard the entrance, Michel and Joseph can be interacted with, access to broken bridge area, refreshed art.
      • Rats' Lair : Observe your mates being transformed by the rats and participate to the gang bang.
      • Broken Bridge : Jump or find a better way to cross the water.
      • Sewers: Interactable stream of water, refreshed art.
      • New encounters during rest

Note : I won't go over the new content in depth just yet, I'd like you to experiment it for yourself, a guide will come out eventually. For now I'll keep it vague. Please enjoy !

PS: Sorry I couldn't squeeze any extra costumes just yet ! But it's coming very soon !

Files

incubus-realms-escapism-win.zip 575 MB
Version 1.201 Nov 05, 2021
IR-ESC-1.201-linux.tar.bz2 562 MB
Version 1.201 Nov 05, 2021
incubus-realms-escapism-osx.zip 581 MB
Version 1.201 Nov 05, 2021
IR-ESC-1.201-ANDROID.apk 468 MB
Nov 05, 2021

Get [NSFW]Incubus Realms - Escapism (Alpha)

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Comments

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So this game is dead?

(+1)

Hey, it's not, I'm just going through a lot. I'm still working on it every week. I'm just very slow due to my mental health being bad.

(+1)

oh, that's great to hear. I can understand that. I will say don't push yourself to much and just enjoy what you create 🙂

(+1)

Hey man! Love your work. I don't think anyone here wants to push you. Work at a pace thats good for you and your mental health. Just try to keep us a bit more on the loop. Everyone thats is here  is because they love your work. We don't want to push you for game updates but I think getting some info on how everythings going would be very nice of your part.

Keep it up man, you're making a great game that a lot of people seems to enjoy.

I will do my best on that. All I want to do is speak when I have something playable, but as time passes, it feels like what I have isn't worth the time everyone waited. I do blame Itch.io for the most part for not notifying me of any of the posts besides that one. In any cases. Update is coming this week.

(+1)

Don't worry about it too much, we waiteth patiently. Also I hope its going good and you feel good.

(+1)
don't worry, I love your game, it shows that you put effort into it and I know it will be something great. Despite not knowing any English, I really enjoy your game and it motivates me to study the language more.
(+1)

Dude, really nice game so far. Please keep up the good work. Also, a friendly advice as a fellow creator, keep doing what you've been doing with your own pace. I have seen how much work you have put so far, and i am so looking forward to see the next part, when their time comes. Keep up the awesome work man ^3^!!

Thanks a lot for you support and the kind encouraging words <3 That really pumps me up! I'll make sure to pace myself !

Could you please add the LGBT tag or similar just in case. I lost track of the game and tried to find it with "gay" and "lgbt" tags. No wonder I couldn't find it because it doesn't have one! I just found it by accident again when I checked Gryphbear's followed games.

Normally it would be easy to track games but since this instantly launches browser I never ended up downloading it or following you. I started following you just now though so should be easier to track it in case I lose track again.

Hey mate ! Just done that, thanks for the advice <3

Great update! Just wondering though, is there some sort of guide for the game? I get easily lost and I'm really not sure what to do.

(+3)

I will make one on Monday x

(1 edit) (+2)

Hey man, it's been a while and I love this game! Thanks for the update!

As others in the comment have already mentioned, I love the effort you put into your game to make it so interactive. There are so many possibilities and so many exploration to do, and I just love it and can't get enough of that! I have never seen another indie game daring enough to do so, but you not only did it but also is doing an amazing job. 

Closer to the end of this update I did run into a few bugs, idk if others have already reported it but I'll put them here. My system is Win10:

- Sleep and wake up shows me an error message (KeyError: u'Kristof)

- I can't really find Memory Log?

- trying to roll back conversation after the dialogue you trigger using whichever one of analyze, support, use, or argue on the highlighted word causes the game to freeze 

- I see when you move cursor to a certain relationship status on your partners'  relationship page, a short text description pops up. However, the text descriptions 1) do not exactly match the position of my cursor sometimes (exp: my cursor is on the crown aka the respect status, but the text shows me 'Friendship' instead. It took me multiple tries to figure out which is which) and 2) it takes way too long for the text description to pop up.

- pressing "enter" after typing a command does not work at certain locations or on certain items

there are some other minor bugs but I think those were most likely WIP.

And one suggestion here:

----------------------------------------- SPOILER -----------------------------------------------



I personally think Yuvee's light should be made less wobbly and cover a larger area in the mine. It was very difficult for me to discern the detail in the map.

And I'm speaking for myself here, I hope there could be more player top content in the future, cuz thus far most of the content is about other characters and creatures having a turn with you, but I'd actually love to be the master of my harem  ;)

(+1)

Hello there ! Thank you very much for your nice words <3 I'm really happy that you appreciate the freedom aspect of the exploration and options. I know it slower considerably the amount of flashy moments I can write in. But I think it's more important to have something small and deep than something large but superficial. 

I've taken note of your bugs, some I knew about, the Memory logs cannot be accessed to yet ! I'm working on a screen for it. I'm mostly intrigued by the Kristof one. Would you happen to remember how to reproduce that error ? I can't seem to get it. 

For Yuvee's light... I know it's not ideal right now. I blame mostly the fact we're looking at unfinished sketches that can be quite vague even in full. Besides, I'd like to offer the player some opportunities to level up Yuvee's abilities, so having it not perfect would be an incentive to improve it.

I totally agree on the Player needing a lot more top action. I've started with the Goblin in the courtyard, the next updates will have you play as a member of the prison staff, so that will imply a lot more of top action too. In general, my mindset is that the player is still finding his way in the dungeon and cannot be expected to be dominant right off the bat when he's in a pretty vulnerable position. That will change of course ! You'd be happy to know that I'm working on some gameplay geared towards master play where you can be either admired or feared.

In any case ! I'll keep up the hard work <3 Thank you for your message !

(1 edit)

Hey Ghuark, thanks for the reply! Glad I could help.

What you said about top content does make a lot of sense, and I look forward to them coming!

I copied the error message here. The version of the game is 1.201-win

```

I'm sorry, but an uncaught exception occurred.

While running game code:

  File "game/script.rpy", line 395, in script call

    g "Is it the sight of those {any=start.LustyHumans}lusty humans{/any} admiring your state of debauchery that makes you so hard to see me?"

  File "game/Companions.rpy", line 977, in script call

    call TradingRoutine

  File "game/Modules.rpy", line 1185, in script call

    call RandomEncoutersModule

  File "game/Modules.rpy", line 1283, in script call

    call TimeChecker

  File "game/Modules.rpy", line 1185, in script call

    call RandomEncoutersModule

  File "game/Modules.rpy", line 1283, in script call

    call TimeChecker

  File "game/Modules.rpy", line 1185, in script call

    call RandomEncoutersModule

  File "game/Modules.rpy", line 1283, in script call

    call TimeChecker

  File "game/Modules.rpy", line 1185, in script call

    call RandomEncoutersModule

  File "game/Modules.rpy", line 1283, in script call

    call TimeChecker

  File "game/Modules.rpy", line 1185, in script call

    call RandomEncoutersModule

  File "game/Modules.rpy", line 1283, in script call

    call TimeChecker

  File "game/Modules.rpy", line 1185, in script call

    call RandomEncoutersModule

  File "game/Modules.rpy", line 1283, in script call

    call TimeChecker

  File "game/script.rpy", line 4318, in script call

    call TradingRoutine

  File "game/script.rpy", line 7198, in script call

    call statsedit(endurancestat,-1,True)

  File "game/script.rpy", line 4904, in script call

    call TradingRoutine

  File "game/script.rpy", line 4904, in script call

    call TradingRoutine

  File "game/script.rpy", line 4904, in script call

    call TradingRoutine

  File "game/Modules.rpy", line 1185, in script call

    call RandomEncoutersModule

  File "game/Modules.rpy", line 1283, in script call

    call TimeChecker

  File "game/Modules.rpy", line 649, in script

    if DeeperMines_states["Kristof"]>time: #Kristof tf in caveworm

  File "game/Modules.rpy", line 649, in <module>

    if DeeperMines_states["Kristof"]>time: #Kristof tf in caveworm

KeyError: u'Kristof'

-- Full Traceback ------------------------------------------------------------

Full traceback:

  File "game/script.rpy", line 395, in script call

    g "Is it the sight of those {any=start.LustyHumans}lusty humans{/any} admiring your state of debauchery that makes you so hard to see me?"

  File "game/Companions.rpy", line 977, in script call

    call TradingRoutine

  File "game/Modules.rpy", line 1185, in script call

    call RandomEncoutersModule

  File "game/Modules.rpy", line 1283, in script call

    call TimeChecker

  File "game/Modules.rpy", line 1185, in script call

    call RandomEncoutersModule

  File "game/Modules.rpy", line 1283, in script call

    call TimeChecker

  File "game/Modules.rpy", line 1185, in script call

    call RandomEncoutersModule

  File "game/Modules.rpy", line 1283, in script call

    call TimeChecker

  File "game/Modules.rpy", line 1185, in script call

    call RandomEncoutersModule

  File "game/Modules.rpy", line 1283, in script call

    call TimeChecker

  File "game/Modules.rpy", line 1185, in script call

    call RandomEncoutersModule

  File "game/Modules.rpy", line 1283, in script call

    call TimeChecker

  File "game/Modules.rpy", line 1185, in script call

    call RandomEncoutersModule

  File "game/Modules.rpy", line 1283, in script call

    call TimeChecker

  File "game/script.rpy", line 4318, in script call

    call TradingRoutine

  File "game/script.rpy", line 7198, in script call

    call statsedit(endurancestat,-1,True)

  File "game/script.rpy", line 4904, in script call

    call TradingRoutine

  File "game/script.rpy", line 4904, in script call

    call TradingRoutine

  File "game/script.rpy", line 4904, in script call

    call TradingRoutine

  File "game/Modules.rpy", line 1185, in script call

    call RandomEncoutersModule

  File "game/Modules.rpy", line 1283, in script call

    call TimeChecker

  File "game/Modules.rpy", line 649, in script

    if DeeperMines_states["Kristof"]>time: #Kristof tf in caveworm

  File "renpy/ast.py", line 1898, in execute

    if renpy.python.py_eval(condition):

  File "renpy/python.py", line 2268, in py_eval

    return py_eval_bytecode(code, globals, locals)

  File "renpy/python.py", line 2261, in py_eval_bytecode

    return eval(bytecode, globals, locals)

  File "game/Modules.rpy", line 649, in <module>

    if DeeperMines_states["Kristof"]>time: #Kristof tf in caveworm

KeyError: u'Kristof'

Windows-10-10.0.19041

Ren'Py 7.4.9.2065

Escapism (Alpha) 1.201

Thu Nov 25 22:46:36 2021

```

(+1)

Once again, my dear Ghuraok: you astound me with your hard work, determination, fortitude, thoroughness, and attention to detail. I'm blown away just by looking at all the changes you're implementing, never mind actually experiencing them yet! I'm excited to give the new update a play. I know it's incredible.

Well done, my friend! You have my eternal appreciation. 

Thank you for all of your work. 

(P.S. I hope everything is okay over there, and you and your loved ones are doing fine. Keep me/us updated! Sending much love.)

~ Gumi

Hey Thank you mate ! Things are going better and better, still not there yet though, but we can see the light haha

I really appreciate all of your nice messages, thank you for the support <3 it means a lot to me !  I'll keep up the hard work !!

Of course, it's my pleasure. It's one of the ways in which I feel like I'm helping. Plus I know how a little support goes a long ways. <3 

Good to hear! You're almost through the tunnel! I have every confidence you'll come out the other side soon enough. :)

(+1)

love your game, i've been waiting for the update :)

Thank you ! I hope it lives up to the expectations!

(+1)

the memories tab hasnt been updated (just in case you didnt know)

You're perfectly right, I completely forgot about it haha, I will add them next minor update ! Thanks x

(+1)

Where exactly is the *entrance* to the mines? I can teleport there via WIP, and I can leave, but I don't see any way to actually walk in. Not even from the room you exit to when leaving the mines.

(+1)

Right, so, when you leave your cell, take upstairs, take the door, take the other door, go through by the staircase, you should be in the control room. There should be a hatch on the bottom right, give it a bit of lube, practically any gooey substance will do (but it's intended for fungal slime which you can collect on most fungus pods), then open it. It leads down in a sort of preamble to the broken bridge. Make sure you brought a rope and either Anthony or Rohan to attach on the pillars. Cross by clicking the right part of the bridge, and there you are !  It's a bit long said like that, but really just focus on  :

  1. Get fungal slime, some rope, Rohan or Anthony and Yuvee
  2. Get to the control station by either waiting Joseph and Michel aren't there (they leave from milking day to the moon phase) or by being dressed (you can find your clothes in the cart in the courtyard before the milking day).
  3. Get the hatch lubed and open to proceed.
  4. Let Rohan/Anthony attach the rope for you or make a leap of faith.
  5. There you are !

Oh, ok, so I just didn't have anything to lube the hatch when I tried before.

(1 edit) (+3)

Woohoo! Wow, what an update and progress...now it already shows much more of the overall concept of what you're intending to do here. And it's AWESOME <3

You really "tickle" the potential of the development platform with it, too. 'Haven't seen any other Game using (Ren'py?) so creatively yet, I think...and it's all very much making sense and consistent now.
Only found a few minor bugs (like wanting to refill the vial with human c*m at the tap and the "Collect" Option bringing up a bug, but when rolling-back and using the "Use"-Option and then the vial works still perfectly).

Another thing was, that I couldn't detox (remove "poisoning" from giving him Amair's collected c*m from the vial) on Anthony with the proper shroom once he is already in the sanctuary - it seems the option to do so isn't even there yet.

Since the possibility of transforming our companions is on the table obviously, I wonder how they'll all look in the different possible versions (which is a hell lotta work to get them all implemented I can imagine, but well-worth it since the possibilities just get "mindblowing" with this).
I'm still looking forward to see how they'll react to the transformations (I know Cyril only so far and Ro from the older versions, but will definitely try it out in this one still).

So, to not get "lost in the rabbit-hole" of possibilities, I'll cut it for now and just look forward to the next one - whenever that can be concerning your post-flood-circumstances, which I hope you'll get enough help from the Government and/or EU even after this disaster.

Hugs and don't let anything/-one pressure you...do what you can, when you can and anyone who's excited about the Game will love any progress I'm sure.
The complexity should make anyone aware, that a project like this can't be done "in the blink of an eye" magically. After all, we're not in StarTrek where the Board-Computer can "magically" create the code for a holodeck simulation within seconds... ;-)

(+1)

Thank you buddy ! I'm glad you're appreciating the design I'm going for, it sure is time consuming but it's all done in a way that adding content will be painless and quite fun !  I'm looking forward to integrate some modding tools once I get a stable system !

I've taken note of the bugs, thanks x

When it comes to money, while we're not helped too much I cannot complain, we aren't being ignored either. Hopefully we can return living there before Summer !

I think you'll be very pleased with the partial TF coming up soon with the new system, I've been drawing some today mainly for the mc, but there will be many for the main cast as well! Full TF as well !

(1 edit) (+3)

oh nice. I've been waiting for this >o< thank you for continuing the game! everything is so amazing, especially the art. so kinky. I love it. there's so many future development to look up too! the dad hormones is overflowing. 

(+1)

Aw thank you ! I'll keep up the good work :3

what are the other things you can transform into and how do you transform into them? Also this is a really really great game and i love it

(+1)

Well, I've found one other (than rat or fungus) transformation so far, but the path isn't completed yet after it, so I only saw a promising sprite and then the WIP-Dialogue again.

I've also managed to save before choices and then try out all of the paths - if you explore this way, you'll find it eventually.

Technically none yet besides being shrunk ! New partial TF and full TF are coming in the next update !