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Engine
HTML
Rating
XXX
Language
English
Release Date
12/12/2020
Last Update
06/22/2022
Version
0.2.2
Development
Alpha
Likes
151
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None
Orig PC Gender
Male
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Version: 0.2.2

Invasive Species 2: The Hive

This is the sequel to Invasive Species.  We have reviewed what players said they did and did not like and we are moving to create a new game based on the feedback.  We are trying things that are new ground for our team and progress may be uneven.  Much like its predecessor, you find yourself a creature on Earth tasked with a mission and able to enslave human minds and breed them to create more minions.  What is different this time is that decisions are more RPG based than CYOA style based.  You'll have stats to manage and ultimately, a hive to run.  You're also not alone, there are rival aliens on Earth and you'll need to find and deal with them and their minions while avoiding suspicion from local governments.

You're the newest engineered servant of The Master, ready to add this world to his domain.  However, Earth's secret is out and yours is not the only alien force seeking to dominate this world.  You'll need to setup a base of operations, recruit "local talent", and wage a covert war!

0.2.2

Content
- Added scene for Monique at the library once Kim's first story is completed
- Built Monique's data page
- 3 new scenes for Monique (2 variations of the same scene depending on choices)
- Carla now breedable in the cave
- Monique Milkable and breedable in the cave
- Placeholder images for an April event replaced with the intended images
- New girl Aika added
- New girl Natalie added
- All options in April's scene are now completed
- Added cave scenes for Aika
- Izumi's events completed
- Izumi capturable
- Completing Kim's first story arc now grants the player a stat bonus
- Some of the girls have resources when you capture them; especially if you can take them at their homes.
- Completing Izumi's storyline grants you Izumi generating a daily income
- Kim's first encounter chance moved from day 11 to day 9
- Starting house food changed from 20 to 25

Bug fix
- Fixed variable mistake on Izumi's data page
- Fixed a missing value on Carla's data page
- Fixed a mistake in one of Aprils' scenes that was causing an image to not load sometimes
- Fixed a dialogue mistake in Monique's introduction
- Found a massive fuck up where one Dev was writing a character as "Jason" and another as "Josh"; this has been fixed
- Fixed images not displaying for parts of Izumi's event chain
- Fixed a mistake in Izumi's dialogue
- Fixed an issue with Carla's farm

Known Issues
- There are many paths that can be approached and various orders different events can be approached and while we have tested, it's very possible you'll find a combination of story choices that produce an error

 

0.2.1.3 - Bug fix release

Content
- Added a short "thank you" spot for people who have helped with feedback and troubleshooting; this will expand. The help of the community in "making the game not be shit" is greatly appreciated by the whole team.
- Old Lighthouse can now be visited; no content yet

Bug fix
- Rachel Exhausted after breeding image broken fixed
- code mistake causing Izumi's last story scene to not fire is fixed
- Fixed numerous typos
- Fixed Disguise level 2 tech not actually lowering suspicion
- Fixed a spacing issue in the hardware store menu
- Completely replaced our glitchy travel-link system with a new one to fix energy being inconsistently deducted
- Tweaked some values on energy
- Fixed an issue with energy being deducted twice for seducing Robin
- Grocery store menu no longer disappears if you don't have enough money
- Some Tech menu item adjustments

Known Issues
- A lot was replaced in our links; it's very possible something is still broken even after testing simply because of the large amounts of changes
- Not all Tech menu improvements applied to all techs

 

0.2.1.2

Content
- Tech 2 for facial shifting added (reduces suspicion)

Bug fix
- Fixed text in Rachel's cave breeding scene
- Fixed issue with 2 techs occasionally being shown as purchased when only one was
- Fixed numerous mistakes in Izumi's chain
- Izumi's last upgrade story scene now renders
- Fixed an issue where Izumi's first arc could accidentally fire again

 

0.2.1.1

Content
- Added new tech to reduce suspicion
- Izumi's plot now advances through the level 2 tech upgrade
- Added level 2 techs for construction, some minion techs
- Added the right event for Rachel being bred and being pregnant in the cave

Bug fix
- Recruiting April no longer doubles all the actions taken (2x energy loss, suspicion, number of captives)
- Missing energy costs added to several menu options
- Numerous typos, grammatical, and similar errors fixed
- Fixed a variable assignment mistake that was writing garbage on one of the screens
- Fixed a bug causing milk spent for tech upgrades to not be deducted
- Fixed an error with the construction menu causing a redirect to the wrong area in certain conditions
- Fixed Aprils pictures appearing on Rachel's events
- Fixed an issue with variable names in the tech menu


Known Issues
- Tech menu needs some formatting adjustments

 

0.2.1

Content
- Construction options moved to its own menu for ease of use / less UI clutter
- Lisa is now breedable
- New location added: Beachside Apartments
- Expanded Kim's story line, new characters, events, and decisions
- First stat-driven combat (very easy), not very interactive (ways to improve stats and more challenging combat are in the works)
- Added new way to die
- New girl April added, fully recruitable, multiple paths
- Robin can now be bred in the cave
- You can now meet Izumi (though not a lot of content here yet)
- New techs have been added

Bug fix
- Fixed some layout spacing issues with Midori's repeatable events
- Fixed new thralls not being added to your available pool of thralls correctly with some events
- Corrected typos and grammar in an event dialogue
- Fixed the wrong value displaying in dialogue when thralls breed and milk the three starter women
- Formatting fix on one of Cindy's scenes
- Replaced some of the larger .gif files with .webm versions to save on size
- Fixed some missing energy cost labels for interactions
- Fixed missing closing tags on some "if" statements
- Fixed a variable reference mistake on Carla's stat screen

Known Issues
- Rachel and Carla are still missing their repeatable events; assets incomplete
- Izumi's chain of events starts, but the rest are not in; assets incomplete
- April bonus event incomplete; assets incomplete

0.2.0.2

Content
- Added button to milk all the girls in the cave as a single button click
- Added new tech tree options
- Suspicion penalties for certain approaches
- More content for Kim's story
- New location added: Town beach
- Added indicators for when each of the three core women is home for easier locating; right now with a fixed schedule, this will later be randomized and more locations can appear added with additional interactions/events

Bug fix
- More typo fixes
- Fixed a bug where updates would execute if you had opened the Girl Data menu and navigated back to a page
- Fixed an outdated method that was due for removal
- Fixed a mistake calculating resources at the end of the day
- Fixed a continuity mistake in Kim's dialogue
- Fixed an issue where space for more captives in the cave was not correctly calculated
- Some images rescaled and cropped for better appearance on pages (reduction in image size as well)
- Fixed an issue where the wrong resource amount was being displayed for all minion missions

0.2.0.1 - Bug fix release

Content
- "Girl Data" menu moved to the top of the information panel for visibility
- Minion tracker now indicates how many minions are unassigned tasks
- Minions can execute more than one mission if you have sufficient troops
- Going "North" is no longer an automatic game over (We heard you; we changed it!)
- Biker Beach Bar added as a location to visit
- Special Events section moved up the daily report for better visibility

Bug fix
- Number of captives not tracking correctly fixed
- Fixed an issue causing all resource missions to return the same number of resources
- Number of typos fixed (Thank you to all who helped)

0.2

Content
- Girls you can interact with expanded to 7 (though one has very little content, expect her to be fleshed out more next update)
- First random events are now in, none are terribly good or bad (yet), we require more data on how these affect gameplay
- First tech updates are in that can be unlocked at large cost.
- Start of a plot hook to unlock tier 2 tech
- Added more ways to gain resources
- Non-game ending consequences for mistakes
- More interactions with your enthralled women and minions
- Fixed numerous bugs and typos
- Fixed the energy drain problem at the grocery store
- Exapanded the Library area and Grocery store
- Added the drug farm
- Added a menu to check stats on all the women you've unlocked
- Fixed code managing energy depletion and passing out
- Cleaned up some size issues on some of the images (note more remain)

Known issues
- Food going to 0 does not trigger any consequences
- Possible to miss some one-off events without their "second chance" firing later (flag issue somewhere)
- Resource numbers and upgrade/tech costs are not well balanced, need deeper gameplay to help sort this

0.1.10

Content

- New resource for construction

- First mission for your minions available

- New interactions with some characters

- Additional building supplies and lair upgrades

- Start of the story advancement

- New character added

Bug fixes

- Infinite energy drain in grocery store fixed


- An embarassing amount of typos fixed

0.1.9

Content

- New Cindy Content in her room on certain days

Bug Fix

- Midori broken image issue fixed

- Numerous typos / grammar fixed

- Fixed an infinite loop on one of Midori's events.

0.1.8

Content

- New encounters with Midori in her room on certain days

- New location added

Bug fix

- Removed the rest of the time of day code

- fixed some broken images

- numerous typos fixed

- issue with next day totals not reporting correctly fixed

0.1.7 

Content

- Numerous back end streamlining

- New character added / New event chain


Bug fix
- Errors calculating resources each day

- Fixed a glitch with one of the shops

- Resource caps now work correctly

 

Known issues

- Food spending not displaying

 

0.1.6 - Early update to fix a large number of bugs that were inadvertantly introduced with 0.1.5 including image paths breaking.  Sorry for the mix up, the code slaves will be thoroughly...punished.

0.1.5 - Fixed numerous issues with the milk and food systems; still a bug with the time advancing correctly.  Also an issue with running out of energy in your lair being treated like running out of energy out in the world; that is a bug we still have not fixed.  An additional scene is available for Naomi on Wednesdays in her room and it is repeatable, but beware there could be consequences!  Fixed some of the shop menus (one was incorrectly deducting energy in additon to money for transactions).  With most of the bugs resolved in this, we hope to focus the next update to pushing in more story content as well as expanding the "lair building" options available to you.

0.1.4 - A number of changes behind the scenes have been completed, including implementation of money.  Girls can be sent to work each day to bring in money.  How much and what days will vary by character.  Currently only one character can work and she's hardcoded to work while more of that subsystem is built out.  Eventually you'll be choosing who to have on work duty vs other tasks.  Girls who are working will not be milked, so there will be a balance to be maintained between both needs.  Food consumption was doubled for game balance, but it won't have much impact just yet.  The first character to be on a daily schedule has been tasked to it (check the bedrooms on Wednesday, for example to encounter one character).  New interaction options have been added and once the bugs are worked out, this will expand greatly once we have a "template" we know is working.  Energy is depleting correctly and you can now Rest or "Call it a day" from the main room of the first house if you want to rest until the next day.  Expansion on largely everything you currently see is coming, we are just working out the bugs so we have repeatable elements to build from.

Known Bugs: 

  • The Kitchen food estimate was not updated with the balance change
  • Running out of energy at home increases suspicion when it should not
  • Time of day is all sorts of wonky


0.1.3 - Fleshing out of behind the scenes mechanics.  It is now possible to return from the town to the home, some shop functionality is in (and it no longer explodes when you buy things...we think).  Food is now a complete circuit.  It is being consumed correctly, and you can buy more in town.  Money is the next circuit to complete so that you finally start to balance resources in / resources out as part of your management aspects.  The first upgrade to the cave is available and tested, others will follow using similar mechanics and different requirements.  Resin production was scaled back for game balance, values not final.  A number of bugs were found and squished.  The energy system (and its penalties for exceeding it) seem to now be working, time still does not work correctly.  We expect the time system and money to be working in the next version, at which we will shift focus onto more exploration and encounter elements to start expanding game play beyond the first simple game loop and some interactions.  We are also expecting a major delivery of additional art resources for stories and encounters that will add to the narrative.  We may also see the first run in with the rival aliens, but more likely that slides to 0.1.5 as the priority is on core mechanics.


0.1.2 - More bug fixes, hammering out how certain mechanics work.  Art is finally done for a new scene and days can pass now (though since the grocery store menu isn't in yet, you'll unfortunately starve before too long).  There's still not a lot to do, but the first tier of locations now exist and are just a matter of writers creating the scenes and getting them coded in for the locations to start coming alive.  This is by no means a complete set of locations, just the ones you'll know of day 1.  Money, food, milk, and resin should all now be correctly counting on a day to day basis.  Food and money need their in game ways of gaining, and part of that will come with the cave management screen being completed.  This is where you will upgrade your lair, assign tasks to minions, and see a summary of what's going on.  This is also the most complex part of the game thus far and progress is slow.  We remain hopeful.

0.1.1 - Mostly bug fixes on the back end plus some things found by users.  We've added one scene since it was done and ready to go with assets, but most of the next wave of content and gameplay will come in later.  We're focused on cleaning up what we have now so we're not compounding errors with future updates.

0.1.0 - Entering our Alpha Stage.  The art and style were refactored and are hopefully a lot easier to read and view now.  The first "railed" story intro and game mechanics explination are in and the basic day cycle.  However, there are still numerous dead ends and you can't do much to start strategically controlling your nest, only displays of information are currently in and not all are finished.  The town is under construction as well as other locations you'll have to discover.  We're missing art and the food/money system we'd hoped to have in place for this release.  Hopefully we will see this sorted out soon.

0.0.5 - Hopefully this is the end of the Concept releases with actual game play in the next release.  What is here is the day cycle and some ability to explore the house and area around it; there's not much content there and mostly this was us getting the areas connected, clock and energy being expended, day/night cycle.  We have bugs to work out, but after that, we're finally adding in the gameplay elements.

0.0.4 - Added an additional step, but largely this is our "explaining" how the game will work phase.  The time system was rebuilt and our testing sees it mostly working as we wanted it to.  Most of the changes are behind the scenes so don't expect a content change.  Next steps should have the "home loop" in and hopefully the management menus with the releases following that to include the "events" and impact of decisions.

0.0.3 - Wrapped up the intro, added start of resources, next part is the day loop and adding in content for that when it will be "playable".  After much consideration, we will be changing our time management system in a few ways to make it easy to understand and code.

0.0.2 - Fix for an issue with Fire fox; most of the prologue is done, next release will have the start of the first loop mechanics in.

0.0.1 - Initial concept release and design within Twine.


Latest Reviews - View All Reviews

Review by scarlettaavi

Version reviewed: 0.1.8 on 01/21/2022


Wanted to check it out, but, frankly after sitting and reading the first few scenes and heading North only to just...die? For a terminator joke? Some people would probably laugh, its just not for me, really leaving this review as a heads up to anyone that may want to play this but also tends to lose interest for no reason, don't go north on the beach.


Review by detraks231

Version reviewed: 0.1.0 on 05/07/2021


The writing is good but there isn't a lot yet I'll keep my eye for future update for sure.


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