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Game Information
RPG Maker MV
Release Date
Last Update
Orig PC Gender
Adult Themes
TF Themes

Version: 0.5.1

Version: 0.5.0

Version: 0.4.1a

Version: 0.4.0

Version: 0.3.2

by 6six6

Game Logo


Have questions or comments? Discuss at the TFGames Thread or at the Discord for my projects
Or, if you want to help create more art for this project, check out my Patreon page or my Ko-Fi page to make a donation.


Between is a game with slow transformation of the main character inspired by games on the site like Afterlife, Timeless Pantheon, Magical Camp, and quite a few more. In particular, I was inspired by their ability to tell a quality story with compelling characters independent of the TF themes while also using said themes as a pillar of the story and lore.

Below is my planned scope for it...

  • Enter an contemporary/urban/science fantasy story that involves magic, original supernatural beings, and transformations of our male lead. All of this is made with a focus on narrative, characterization, worldbuilding, and storytelling.

  • Explore unique themed dungeons with their own compelling mini-story arcs and find more extreme TFs throughout the game's various bad ends and temporary forms throughout a given dungeon.

  • Accept or resist your transformation by making choices to sway the main character's attitude on the situation, take on player controlled transformation customization via TFs being connected to class unlocks, and hunt out hidden TFs through dungeon stories and side quests.

  • Battle in a responsive, dynamic, and user friendly take on the RPG Maker battle system that emphasizes strategy. That means there is no grinding, no random battles, and a variety of other quality of life features.

  • Take on high challenge, optional bosses if you really want to test your strategies and mastery of the combat system

I'm very open to feedback and opinions, so please provide that via the discussion thread or reviews (whichever is appropriate based on the rules and content) if you're willing to provide.



  • You can use saves from earlier versions. Chapter end saves are considered the safest ones to stay compatible. To transfer your save, move the save folder under 'www' to replace the one in the new game files
  • You can speed through dialogue using the "Page Down" button/R1 button on controller. This helps to redo scenes much quicker (though it does risk cutscenes potentially breaking if you're not careful. Save often if you do.)
  • ATTENTION MAC USERS: You need to put the "Game" file in your Application folder. Or else any action that accesses the save system will fail and crash the game.



  • The Discord for the game and any other projects I make.
  • Petrichor - An escape room type game and a short, side story that takes place in the same universe as this with it's own cast of characters.

Between is an original contemporary/urban/science fantasy game that involves magic, original supernatural beings, and transformations of our male lead. It is inspired by games on the site like Afterlife, Timeless Pantheon, Magical Camp, and more... as well as commerical titles like the Trails/Kiseki series, the Persona series, and the Xenoblade series.

The main character (a recently hired employee of a company called IMEA Engineering) and his companions are thrown into a struggle for their survival as they must learn to work with or resist powers beyond their imaginations.

As the nature of "what's going on" is part of the mystery of the story, I will leave it at that. Expect a focus on narrative, characterization, worldbuilding, and storytelling as the main character slowly changes to a new, more feminine form.


NOTE: For full disclosure, the "X" rating covers small segments of the game as it stands. Most of the content is more akin to an R rating.

Spoiler Free Missables Guide (updated 0.5 release)

These include any content elements that would be potentially missed by choices or not participating in the content they are a part of.

*Character names partially censored to keep this list as spoiler free as possible

  • Prologue

    • 1 Optional Boss + Reward

  • Chapter One

    • 1 Minor Mental Change TF

    • 1 Bad End

    • 6 Skill Items

    • 2 Weapons

    • 2 H***** affection points

    • 1 V****** affection points

    • 2 Acceptance points for Player Character

    • 1 Optional Boss + Reward

  • Chapter Two (full)

    • 4 New Class Unlocks

    • 4 Physical TFs associated with Class Unlocks

    • 2 Optional Physical TFs

    • 1 Optional Minor Mental TF

    • 1 Optional TF related to clothing

    • 3 Bad Ends

    • 2 Weapons

    • 7 Skill Item

    • 3 Recipes

    • 2 H***** affection points

    • 2 V****** affection points

    • 2 P******* affection points

    • 2 C**** affection points

    • +2 Acceptance Points

    • -1 Acceptance Point

  • Chapter Three (In progress)

    • 3 Optional Physical TFs (can access 2 in one playthrough)

    • 3 Weapons

    • 1 Recipe

    • 3 Skill Items

    • 2 P******* Affection points

    • 5 M** Affection points

    • +2 Acceptance Points (1 acquirable throughout game)

    • -1 Acceptance points

Some notes on the nature of some of these content elements...

Acceptance: Acceptance defines the Main Character's current attitude on the transformations they're undergoing. This can fall in one of five categories ranging from complete rejection to full acceptance. Typically, this value is determined for dialogue on how the MC reacts to a change when it happens, or other story elements that may be tied to it.

Affection: Affection points are a measure of how fondly a character thinks of the main character. It is important to note that low affection points will not lock you out of content. Think of it more like a rivalry/friendship system, though more on the scale of friend to something much more deeper instead. A platonic relationship doesn't have to be worse than an intimate one, for example.

“Horny” points: A value that will be used to track the MC’s openness to more casual sexual content. Think of it as an opt-in/opt-out for later sexually explicit content. The hope of doing it this way is to make it more naturally integrated into the story of the MC’c character.




----------------------------  STORY SPOILER GUIDE  -----------------------------------------




Currently updated for content through.... Chapter 3 part 1 (0.5 content)
  (This is often updated a week or two after a content update is released)


The spoiler Walkthrough is attached to the game as a PDF in the ReadMe folder. Alternatively, the newest one will be available in the Discord as well





0.5.1 Technical update

  • General Revisions and Additions
    • Added more helpful tips on failure of puzzle in chapter 3
    • Some TF description alterations to remove unintended interpretations
    • Updated Diffusion strike MP regain method to match basic magic attack
    • Tactics system tutorials slightly expanded and clarified
    • Game Manual+Tutorial updates to reflect tactical system, booster system, and weapon changes
    • Tier 3 Class Plan updated from 10->12 classes and various aspects of game updated to reflect that.
    • Walkthrough Updated
  • Gameplay Revisions
    • Blistering Drive damage modifier 1.5->1.8, Burn chance 5%->12%, cost 5mp20tp6%hp->5mp20tp5%hp
    • Convergine Drive damage modifer 1x->1.2x, cost 10mp10tp6%hp->10mp10tp5%hp
    • Enduring Aura can now target any ally instead of just self
    • Leech Strike damage modifer 2x->1.8x
    • Motivate turn count 2->3, cost 20tp->15tp
    • Latch Healing by turn cost and heal changed... 3%->4% mp cost, 6%->12% hp heal
    • Augmented Strike cost changed 10mp,20tp -> 10mp, 15tp
    • Regiment Step cost changed 30tp -> 15tp
    • Savior's Stratagem 100tp varient HP regen... 3turns,30%HPper -> 3turns,50%HPper
    • Enemy balancing tweaks
  • Bug/Issue fixes
    • Removed some missed legacy booster system elements still in there.
    • Fixed a situation where character TF reactions could get retriggered by accident
    • Fixed issue where certain hints in new puzzle would falsely trigger
    • Typos, Passability, and other Minor Fixes
  • Note: This technical update is only patch files because of the lack of major bugs to fix that were found in 0.5.0

0.5.0 Content Update

  • New Content
    • Chapter 3 Main Story 1st Half of Oasis
    • Chapter 3 Sidequests... 1 added (3 of 4 added so far)
    • 2 new physical TFs (optional, branching)
    • 1 new Bad End
    • 2 new temporary TFs (One bad end, one introduced)
    • New Tactical Mechanic & Growth progression system to replace the Booster System
    • New commissioned art included in old and new segments
    • "Enter Code" clothing option added to wardrobe (3 new options added)
    • Costume Options added to 'Hole in the Ground' location
    • >165k words overall
    • ~2.5 hours new narrative content*
  • General Revisions
    • Booster System converted to a Legacy system
    • Booster Menu locations converted to Tactics Menu locations
    • Additional Tactical Menu locations created in existing areas
    • Includes legacy conversion for booster items and out of date weapons
  • Battle System Revisions
    • Tactics Skills added to the game
    • 3 new skills created for class based Tactics Skills
    • One of each class's skills converted to Tactics Skills
    • Class Passive skills converted into Tactical Buffs
    • Enemy Drops Adjusted with new psuedo-progression system
    • Weapons updated with weapon combo colored elements
    • (does not apply to weapons acquired in previous saves, exchange system included)
    • Magic Basic attack damage 0.25->0.3, MP heal 10->15
    • Magic Basic attack method altered from MP drain to MP heal
    • Aero skill damage multiplier 2x->1.75x
    • Enduring Aura MP Cost 20->10
    • Endure state reworked to be more flexible
    • Tier 2 Class backend work+adjustments developed (for later update)
  • Bug/Issue fixes
    • MP/TP/HP will no longer regenerate from walking around if applicable classes
    • Altered some plugin scenarios that may be causing unintended buff/debuff issues and confusion
    • Modified Desperation's animation to minimize opportunity to cause lag spikes in the animation
    • Better optimized underlying systems that may have caused notably increased stuttering during battle
    • Ethereal Strikes damage calculation fixed
    • Typos and Other Minor Fixes

0.4.1 Technical Update Patch Notes

  • General Revisions and Additions
    • More informative pre-Forest Superboss messages
    • Updated Installation Help ReadMe file
    • Walkthrough Updated
    • Enemy balancing tweaks
  • Bug/Issue fixes
    • Hole in the Ground not handling Story Mode setting correctly... Fixed
    • More extensive bandaid for Challenge Mode resitriction changes on earlier saves
    • Typos, Passability, and other Minor Fixes
  • Note: This technical update is only patch files because of the lack of major bugs to fix that were found in 0.4.0
  • 0.4.1a version updated that compiles the patch files correctly this time


0.4.0 Release Update

  • New Content
    • Chapter 3 Main Story Intro
    • Chapter 3 Sidequests... 2 added (of 4 planned)
    • 1 new Primary Path physical TF
    • Chapter Skip Game Start Mode... First iteration implemented (to end of Chapter Two)
    • Housing System implemented
    • Wardrobe system at earliest point of being unlockable
    • Bond Link System Fully Implemented
    • Hole in the Ground initial implementation added
    • Abyss Fragment Events/Items/Skills added
    • Chapter One Area Superboss Fight Implemented
    • New commissioned art included in old and new segments
    • >135k words overall
    • ~1-1.5 hours new narrative content*
  • General Revisions
    • Altered Class passive skills to get a buff when you have more classes of that tier.
    • Add a small, optional misc event inside Chapter 2 oases.
    • Updated rest spots to a quicker common event
    • Updated mirrors for art compatibility's sake
    • Added the new Token resource as a reward for story progression and Superboss defeats
  • Battle System Revisions
    • Superboss + Challenge Areas Anti-Cheat measures enabled
    • Diffusion Strike MP restore 30->35
    • Grand Strikes Crit Rate Buff 20%->15%
    • Theatric Moves Evasion Buff 25%->20%
    • Various Enemy stat alterations
    • Unbalanced State now adds massive increase in target rate to make more punishing
    • Nav Move chance calculation revamped, including increasing % chance the more it doesn't activate
    • Booster system future tier balancing tweaked with better consideration for overall balancing
  • Bug/Issue fixes
    • Failed SE call on Linux due to case sensitivity
    • Fixed messed up item keeping logic in prologue because this keeps messing me up!
    • Fixed something I messed up in the enemy attack options for the prologue during debugging
    • Momentum Transfer should work properly now
    • Fixed bug in forest secret area navigation when previously exited forest in unique way
    • Better fix for picnic scene softlock that avoids more oddities (hopefully)
    • Fixed corner case situations where Ult attack animation can cause a problem in battle events
    • Fixed some incorrect loot drops
    • Typos and Other Minor Fixes

0.3.2 Technical Update Patch Notes

  • Linux Version (Warning: Untested)
  • Walkthrough Updated
  • General Revisions and Additions
    • Walkthrough updated to include 0.3.0 content
    • Booster System adds "+" variants (add 5 points via one item)
    • Skill in Passive that shows how many booster points per tier have been used.
    • Go through booster crafting sequence to get to show.
    • More descriptions for basic attack types on weapons
    • Physical mirror check lets you decide where to start now
    • Altered some environmental text with long term variations.
    • Adjusted various stats for enemies here and there.
    • Added a couple new TF reactions
  • Bug/Issue fixes
    • Booster usage now takes you back to item menu after instead of menu in general
    • Typos and Other Minor Fixes
    • Multi Weapon randomness mentions updated with mechanic change
    • Adjusted logic of keeping equipment at end of prologue
    • Added something to help realize how to reset puzzle in a chapter 2 sidequest



0.3.1 Technical Update Patch Notes

  • General Revisions
    • Increased Message backlog amount
    • Castle Oasis Enemy movement patterns adjusted
    • Clarifying rewrites on breast stage one TF
    • City Oasis TF progression via choices made values adjusted
  • Battle System Revisions
    • Multi Attack type basic attack no longer random (caused crash with Charm/hunger status)
    • Penetrating Force damaged 400->350. Removed stun chance.
    • Curse burst Mute chance 50%->38%
    • Pierce Arrow Crit chance from 7%->6% per hit
    • Pierce Arrow Stun chance from 4%->3% per hit
    • Castle Oasis standard encounters enemy sets adjusted
    • Synapse Hack damage multiplier 0.3x->0.6x
    • Multi-Synapse Hack multiplier 0.2x->0.4x
    • Various enemy stats adjusted
  • Bug/Issue fixes
    • Multi Attack + charm/hunger crash scenario fixed
    • Fixed softlock scenario in mayor's basement
    • Prologue password switch no longer continuously accessible
    • Logic on some clothing related debuff application fixed
    • Permanent Heal Block Properly works now for regen states
    • Attacks during heal block situation bypass shields now
    • Fixed mistake on a door requirement in the city.
    • Various changes for clarity
    • Typo, Passability, and Other Minor Fixes (Thanks Kilrah for the lion's share of these, wow)

0.3.0 Content Release Notes

  • Content Updates
    • Chapter Two main story content fully implemented
    • 2 new Dungeons
    • 3 new Bad Ends
    • 2 new optional TFs (one mental, one clothing related)
    • 2 new temporary TFs (plus derivatives)
    • >110k words overall
    • ~3.5-4 hours new content*
    • Bond Link backend system implemented
      • KNOWN BUG: Won't be relevant until 0.4.0 when the mechanic is introduced, but some items that were acquired when played on 0.2.2 or earlier won't be dissassemblable.
  • Content Revisions
    • 1st MC transformation sprite slightly adjusted
    • Some NPC TF change reactions changes
    • All state changes altered to be turn end to adjust for backend work
    • Chapter One bad end requirements altered so it's easier to get past sequence if difficulty is set to story mode
    • Variety of musical choices revised
    • Frenzied Aura/Enhanced State no longer activates on story bosses if Story Mode difficulty is on.
    • "Armor" renamed "Gear" to minimize confusion
    • "Bond Shard" renamed to "Bond Link" to adjust for changed plans for it
  • Battle System Revisions
    • Advanced Guard Target Rate Buff 200%->215%
    • Leech Strike healing from 100%->75% of damage
    • Emergency Aid changed to Gear Skill
    • Emergency Aid cost and base recovery -> 700hp
    • Emergency Aid crit rate 40%->50%
    • Wide Strike + Quad Strike -> Increased TP gain per hit
    • Quad Strike 0.5 standard damage per hit -> 0.6 per hit
    • Reckless Aura - HP cost 15%->10%... Crit rate increase 5%->8%
    • Group Healing regen ->7% 4turns
    • Medic adds Shield Healing skill
    • Charge Stand TP recovery 20tp->19tp
    • Hunger status changed to "attack enemy" instead of anyone, and counter boost from 50%->25%
    • Unbalanced Critical Evasion/Evasion Rate debuffs increased
    • Enhanced State Luck buff 150%->125%
    • Freeze status also debuffs -10% evasion
  • Bug/Issue fixes
    • Group healing targets all allies now
    • Emergency Aid properly targets fallen allies now
    • Mistake Type A hits one enemy as intended now
    • Sacrificial Bat and abilities reworked to avoid crash scenario
    • Softlock scenario in picnic scene should be workable when speeding up text
    • Skill decription typos, clarifications, and other fixes
    • Map fixes
    • Hopefully better sound balancing
    • Adding "buffer time" to after battle dialogue, so it's harder to skip a turn by accident
    • Cleaned up Credis formatting
    • Properly encrypting files

0.2.2 Release

  • Feature Update
    • Gameplay Manual initial draft completed (v0.1)
      • Please speak up if there is more info you think should be available in it.
    • Physical TFs now give slight stat changes via passive skills
      • These can potentially be combined with other statuses to get other effects (i.e., baggy clothes hindering movement)
      • For existing save files, advance to the next TF you get... or talk to L***** and leave to get this to show properly in your passive skill menu
    • Added 'Clothes' section to checking your status in a mirror
  • Content Revisions
    • Adding Basic Shoe equipment item (fluff item)
    • Enemy Cripple Attack percent chances lowered slightly
    • Chapter One final boss slightly weakened
    • Slight reworks of some reaction writing
    • Slight reworks of some mirror check writing
    • Slight reworks of some tutorials
    • Slight reworks of some prologue dialogue
  • Bug fixes/Technical Updates
    • Bandaid fix for booster item use closing the menu when used
    • Added fire animation where there should have been a fire animation
  • Other Changes
    • Walkthrough updated to included Chapter 2 intro and Chapter 2 Side Quest content (plus misc updates to it)
    • Added tutorial for NPC reactions to changes


0.2.1 Release

  • Added patch file update option for bug fix releases (small download size)
    • Please report any issues if you see it with this method. This is definitely something I'm in the testing phase for at this point.
  • Added ReadMe for Macintosh original installation instructions & patch file installation instructions
  • Added attached pdf version of walkthrough to ReadMe Documentation folder
  • Slight reworks of some reaction writing
  • Bug Fixes
    • Added Patch Notes properly to in game section (just forgot to update, lol)
    • Chapter One choice not applying affection increase correctly (V******)
    • Band-aid fix for instance of some keeping a party member they shouldn't
    • Passable wall instance fixed
    • General editing and typo fixes


0.2.0 Release

  • Native Macintosh version
    • Basic "it didn't entirely break" testing has been done, but otherwise it's largely untested. Please let me know if there are issues
  • Content Updates
    • Chapter 2 Intro story content
    • Chapter 2 Side Quest content (3 new ones)
    • 4 optional physical Class Unlock TFs
    • 1 optional physical TF in side quest choices
    • 1 physical/mental TF as side quest's completion reward
    • >65k words overall
    • ~1.5 hours new content*
  • Feature Updates
    • Quest Log System implemented
    • Hub Location systems implemented
      • Class Unlock System implemented
      • Side Quest system implemented
      • World Map system implemented
      • TF Change Reaction system implement
  • Bug Fixes
    • Chapter One box puzzle reworked to remove corner case bug
    • Stopped Booster Crafting Materials from being visible in battle menus
  • Gameplay changes
    • TP gained when damaged changed... 50% of %damage -> 25% of %damage
    • Initial TP battle altered... Random between 1-25 -> Random between 17-22
    • Guard TP gain change... 10tp->20tp
    • SOLDIER class and associated class skills added
    • MEDIC class and associated class skills added
    • FIGHTER class and associated class skills added
    • MAGICIAN class and associated class skills added
    • "Mana Transfer" skill added via "Runic Gear" item
    • "Augmented Strike" change 15tp->20tp
    • "Martyred Strike" change 25%hp->20%hp cost
    • "Sand Attack" damage change 0.5x base per hit -> 0.45x base per hit
    • Reduced number of special water encounter events in forest dungeon
    • Level 1 Nav Debuff skills reduced by 1 turn
    • Level 1 Nav Attacks buffed (increased attack stat+increased multipliers)
  • Other Adjustments
    • Added more mid cutscene save points that made sense to me. Also added a small tutorial warning to not make that save your only save.
    • Self-rating changes from 'R' to 'X' due to new inclusions of overt sexual themes during certain storylines and more severe violence. Being on the safe side, though it's relatively isolated content and is borderline on this (may change later even, if convinced otherwise)


0.1.2 Release

  • Feature Updates
    • Added STORY MODE difficulty option
    • Added crafted BOOSTER progression system
  • Bug fixes
    • Various typos and other very minor changes
    • P******* returns items when leaving now
    • Incorrect accessibility of events in cave
    • An unwinnable fight now properly unwinnable
  • Balance changes
    • Reworked standard magic damage formula
      • Magic attacks are slightly weaker, but are more stable relative to the stat difference between combatants in comparison to physical attacks. This is now tuned so the stability is less extreme.
    • Skills Updated
      • "Sand Attack" AOE attack added as "Class Skill" for Freelancer Class
      • "Enduring Aura" skill added via "Knight's Necklace" item
      • "Pistol Whip" skill TP cost 25->10
      • "Prepared healing" HP regen 5 turns -> 8 turns
      • "Martyred Strike" HP cost reduced 30%->25%
      • "Augmented Strike" cost altered 20MP -> 10MP+15TP
      • "Desperation" cost altered 30%HP->300HP
    • Grand Bat Superboss adjustments
      • Removed 'Cripple type' attack from Grand Bat attack rotation
      • Basic attack type pattern (between Standard, Multi, and Spread) altered
      • Better indication of Final Gambit attack
      • Final Bat Gambit Weakened 333 per hit -> 275 per hit
      • Final Bat Damage Variance changed 5%->1%
      • Final Bat Gambit now unbalances the Superboss for a turn
      • Evasion Rate dropped 5%->0%
    • Mob adjustments
      • Wisp Ghost stat adjustments
      • Wispy Flare damage variance reduced 20%-10%
      • Slime Shot luck debuff extended to two turns
      • Slimes evasion rate lowered 50%->30%
      • Shambling Body adds basic attack option, lowering frequency of Cripple Attack
      • Shambling Body stat adjustments
      • Misc. HP adjustments for most enemies
    • Item adjustments
      • Added "Mistake Type A" item
      • "Mistake Type 1" damage changed 2000->1250
  • Clarification changes
    • Skill Descriptions now have "Class" or "Gear" skill
    • Superboss difficulty level and in battle indications
    • Forest navigation cutscenes added
    • Forest 2nd party member usefulness clarification (plus some more gameplay tips along with it)
    • Cave puzzle "note" added for more blatant hints
    • "Weapon types" tutorial updated
    • "Skill Items" tutorial updated
    • "The Point of Dungeons" completely re-written
    • "Crafting" tutorial updated

0.1.1 Release

  • Day 1 Bug and Oversight fixes

0.1.0 Release

  • Initial Release
  • Prologue Implemented
  • Chapter One Implemented
    • >30k words
    • ~3 hours of main story content*


* Any content time given is an estimation and can vary significantly with reading speed, battle speeds, and other variations throughout.

Latest Reviews - View All Reviews

Review by reflector

Version reviewed: 0.5.1 on 01/14/2022

0.11 This is a hidden gem of a game!  Very well written so far and definitely worth a look if you enjoy RPG maker games.  I especially appreciated the polished sounds and graphics, as well as the great writing! Watching this one with interest.

0.5.1 Ok here I am checking in on this after at least a year.  WOW how this has progressed!!  The addition of new areas and further exploration of various characters really floats my boat!  Great to see some rare play in the roboticization space which is all too rare on this site (sadly).  VERY enjoyable to play with witty writing.  There's a lot of dialogue here so don't expect a porn game.  Instead this is a legitimately well crafted piece of art, a game that can hold its own amongst the best RPGs on this site.  

Review by vdfvdvdd

Version reviewed: 0.5.1 on 01/07/2022

This game will make you want to scream "shut the fuck up already" in front of your screen. Its basically 10mn of speaking, 1 fight, 10mn of speaking...

It may be better in the other chapters but i dont have the will to wait 1h to have fun

Review by SwordBlaster

Version reviewed: 0.5.0 on 01/05/2022

I'd like to start by getting what is (probably) the biggest thing about this game out of the way now: This is a game game and not a porn game. It's a fully fleged, WIP/in development RPG with a story to match. If you're looking for raw masturbation material, this isn't it. With that out of the way...

The game is great. There's a significant amount of content to play through already and it seems like the game is just getting started. Looks like it has a pretty active development cycle (as far as I can tell). The story is interesting and well written, the same can be said of the characters. I'd argue this is easily in the top 5 or 10 games on this site. Yeah. People aren't lying when they say it's up there with Magical Camp and the rest. There are minor bugs/issues but nothing serious or gamebreaking.

Regarding the gameplay itself, it's not "hard" or outright "easy" but it does require at least a couple brain cells to be working to get through the story. The main story content is purposely made to range from moderate to relatively easy so that - ideally - nobody is gated out of the main story. If you want a challenge, seek out the game's side content and bosses, those will easily be enough to satisfy anyone's desire for harder gameplay.

Additionally, outside of combat you are essentially given a massive, branching tree of choices, rewards, consequences, and outcomes. It's impressive to say the least, and if you're one of those players who really really wants to see all the content and not miss out on anything, I heavily advise you choose between the; A, spoiler free rough guide, or B, the complete walkthrough of the game. Where are those? Why, conveniently provided in the game's files!

Huge recommendation from me, and one of the few games I'm going to be keeping a very close eye on for the foreseeable future.

Review by Rosander

Version reviewed: 0.3.2 on 06/28/2021

Just finished this game, and as others have stated, it is definetly up there with Magical Camp, Afterlife and others.  The gameplay was good, with a bit of challenge that made me rethink a few approaches.  While there are still the odd problems, as to be expected (walls that can be walked through), I cannot wait for future content updates.  

The characters are very enjoyable with their quirks that make them memorable, and did get plenty of laughs out of me, which is always a good thing to have those funny moments.

Review by AMagicalCampFan2

Version reviewed: 0.3.1 on 06/25/2021

With only a few months worth of updates, this has become one of my fav games on this site, up there with magical camp, afterlife, and crossdressing in camalot. And, thanks to a easter egg, l plan on playing timeless pantheon next, so thanks in advance. 

The story and setting is interesting, the characters are fun and likeable (when they're meant to be) and the combat is unique (well, not the comnbat itself, but the way you get the abilitys you use is) All in all, I'm looking foward to when chapter 3 is released. (and l hope in time a proper wiki is formed)

Total Games: 1,828
Total Contests: 32
Total Reviews: 17,836
Total Engines: 32
Total Adult Themes: 10
Total Transformation Themes: 26
Total Multimedia Themes: 9
Total Online Plays: 3,568,642

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