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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.
REMINDERS:
- 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.
IF YOU LIKE THIS GAME, YOU COULD TRY...
- The Discord for the game and any other projects I make.
- Oathbreaker - Also a slow TF TG RPG, but this one using tactical RPG combat like Fire Emblem. (A collaboration with Icarue)
- 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.
- Nightshift - A branching story with experimental presentation and some optional card game mechanics. Acts as a side story to Between
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.
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Additional Tags Context
Major Tags that are applicable across the course of the game's playtime, [Permanent or gradual TFs]
- Male to Female - Optional over course of game
- Breast Enlargement - One of the feminizing TFs done in stages, optional how far you go with it
- Slow transformation - Permanent TFs are a collection of smaller mostly optional TFs over the course of the game
- Involuntary - Most of the changes are not chosen by the characters or they are coerced. This may be less true if you grow the character's acceptance of it.
- Feminization - Most of the permanent TFs are in this category
- Shemale - Optional TF path that can be missed but is permanent
- Anthromorphic Creature - A non-MC major character has permanent TFs of this nature at a point
Tags that have notable sections dedicated to them but aren't a focus of the entire game [Temporary, often more significant TFs]
- Male to Female - Sections that temporarily cause a major change before returning to the state of the gradual change
- Anthromorphic Creature - Multiple sections of the game where the MC or others have a temporary state as this.
- Robot - A major section of the game that focuses on the MC or others having this state temporarily
- Bodyswap - A major section of the game focuses significantly on this topic for a variety of major and minor characters
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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 0.13 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
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.
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---------------------------- STORY SPOILER GUIDE -----------------------------------------
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Currently updated for content through.... Chapter 5 End (0.13 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
0.14.2 Technical Patch
- General Revisions
- Walkthrough Update (Chapter Six part 1, Ch.3 sidequests)
- Hole in Ground individual battle Debris/Resource drops notably increased
- Bond Link crafting costs adjusted
- Misc. Balancing Updates
- Bug/Issue fixes
- Russian translations improved (thanks to Sapsaniy!)
- Freyja Bond Link gives wrong, errant Bond Link. Fixed.
- Legacy conversion to exchange for Freyja added
- Issue that let the player use Walking Wardrobe at times it wasn't intended.
- Typos, Passability, Tiling Errors, and other Minor Fixes
0.14.1 Technical Patch
- Bug/Issue fixes
- Fixed potential softlock issue with puzzle tiles not appearing
- Softlock scenario from getting the TF situation fixed
- Adjusted some swapped situational dialogue
- Typos, Passability, Tiling Errors, and other Minor Fixes
0.14.0 Content Update
- New Content
- Story to end of Chapter 6 part 1 implemented
- 1 new temporary TF
- 2 new optional physical TF change accessible (varies with previous decisions)
- New 5 Star Bond Link added to pull list
- New commissioned art in new content
- New Memoirs in Parlor Mode
- ~3.75 hours new narrative content*
- Revisions
- Recipe upgrades now updated
- Battle System Revisions
- Abyss Fragment and Abyss strike renamed to Orbova Fragment and Orbova Strike
- Orbova Strike slightly buffed
- Various other minor Enemy and skill adjustments
- Bug/Issue fixes
- Walkthrough Superboss Ch. 1 location fixed
- Walkthrough Laura sidequest end fixed
- Misc. Walkthrough Fixes
- Upgrade to Holy Necklace now accessible
- Typos, Passability, and other Minor Fixes
0.13.2 Technical Patch
- General Revisions
- Walkthrough Update (Chapter Five End, 2 Ch. 5 Side Quests, Chapter Two End & 3 SQs, Superboss Section)
- Misc. Balancing Updates
- Bug/Issue fixes
- New outfit properly accessible now
- Some healing skills had their healing reduced by defensive skills
- Some healing skills were incorrectly flagged
- Typos, Passability, Tiling Errors, and other Minor Fixes
0.13.1 Technical Patch
- General Revisions
- Added Story Mode puzzle solution options to each part of new content's puzzle section.
- Changed prologue superboss rewards so shards drop, but they can't be used in prologue.
- Misc. Balancing Updates
- Bug/Issue fixes
- Fixed some issues with a fire. Hoopefully fully fixed now.
- Fixed exploitable thing with a thing, hopefully fully.
- Typos, Passability, Tiling Errors, and other Minor Fixes
0.13.0 Content Update
- New Content
- Story to end of Chapter 5 implemented
- 2 new Side Quests Added (4 of 4 for chapter done)
- 2 new optional physical TF changes accessible
- 1 new optional mental TF change accessible
- 1 new optional Side Character TF
- 1 New Bad End
- Extra Small Hotel Event Added for one of those TFs (Partially implemented)
- Chapter 2 area Superboss re-implemented with new mechanics
- Chapter Skip Up to Start of Chapter 5 update
- Reaction Replay Room now has the 'waking up' reactions from class changes available
- New commissioned art in new and old content
- "Side Character" Reaction Style Art added to existing party Side Quests + to Art Gallery
- New Memoirs in Parlor Mode
- New Bonus Outfit
- ~3 hours new narrative content*
- Revisions
- Adjusted other party member class unlock logic and checks
- Tactical Points from story progression adjusted (+1 from previous plans)
- Bond link shard costs adjusted
- Bond Link Gacha savescum related change
- End of Content setup to allow you to spend time at Hole in the Ground
- Battle System Revisions
- Quad Strikes and Crossing Strikes slightly lowered power/TP Gain
- Aero II and Tremor II slightly lowered MP costs
- Latch healing slightly more MP cost per turn+cooldown
- Various other minor Enemy and skill adjustments
- Bug/Issue fixes
- Executive Order incorrectly triggering two changes
- Added checks and fixes for what classes other party members should have at certain points
- Added some extra logic redundancy to stop loss of equipment in some SQs
- Typos, Passability, and other Minor Fixes
0.12.2 Technical Patch & Walkthrough Update
- General Revisions
- Walkthrough Update (Chapter Five interlude, 2 Ch. 5 Side Quests, and Chapter Two Digital City Oasis)
- Added "Cancel" option to Parlor Mode to exiting the board prematurely (use you Cancel button to use)
- Added Ability to Escape from Free Battle/Gauntlet in Hole in the Ground
- Increased amount of times you can fail before getting helped in Luna Side Quest 01's stealth task
- Misc. Balancing Updates
- Bug/Issue fixes
- Parlor Mode board progression bug
- Parlor mode flavor text removed auto-advance convenience since it broke on Instant Message Speed
- Missing story skip for a couple puzzles in Chapter 5 Part 1 Added
- Fixed some rotation logic in Luna Side Quest 01's stealth task
- Typos, Passability, Tiling Errors, and other Minor Fixes
0.12.1 Technical Patch
- General Revisions
- Board spaces updates for Parlor Mode Boards
- Ch5 intermission boss mob enemy mechanic timing adjusted
- Misc. Balancing Updates
- Bug/Issue fixes
- Fixed some leftover testing debug elements I forgot to remove from parlor mode events
- Fixed some incorrect triggering stealth events
- Fixed progression flag that let you do Liebra SQ4 too early.
- Fixed mismarked skill from new Subclass
- Typos, Passability, Tiling Errors, and other Minor Fixes
0.12.0 Content Update
- New Content
- Chapter 5 Intermission Story content added
- 2 new Side Quests Added
- 1 New Optional Physical TFs
- 2 New Optional Mental TFs
- Hairstyle choice at wardrobe unlock available
- Parlor Mode initial implementation added to the Hole in the Ground (2 boards, 3 memoirs added)
- New commissioned art in new content
- New Bonus Outfit
- ~1.5 hours new narrative content*
- Revisions
- Various minor Enemy and skill adjustments
- Bug/Issue fixes
- Walkthrough details fixed and reorganized
- Typos, Passability, and other Minor Fixes (thanks to Solus for finding a bunch of typos lately!)
0.11.5 Bridge Patch
- General Revisions
- Added bridge to intermission for players that want to grind between updates.
- Added Requirement to Lake Superboss for requiring 3 party members
- Lust Will increase from 115%x->110%x
- Misc. Balancing Updates
- Bug/Issue fixes
- Fixed referencing for detecting new Ch.5 TF in passive skills
- Typos, Passability, Tiling Errors, and other Minor Fixes (lots from Kilrah this time. Thanks!)
0.11.2 Technical Patch
- General Revisions
- Walkthrough Update (Chapter Five part 1, and Chapter Two Start + Castle)
- Removed Infestation check on "Basic Rations" only (since its a small heal you probably wouldn't use it for it)
- Less NSFW variants in Liebra Side Quest 01 for those that opt out
- Latch healing Passive Heal... 10%->8%
- Navigator Skills Small Balancing changes
- Misc. Balancing Updates
- Bug/Issue fixes
- Lake Superboss fixed logic for desperation stance
- Fixed Legacy Update Addition's Textual notes
- Fixed some references to old item IDs that weren't updated when they were updated
- Adjusted Tank+Other Tactics Buffs to stop some abusable scenarios
- Fixed unclearing rotating buff on adds for a chapter 5 mid boss mechanic
- Councillor subclass skill provided fixed (use legacy conversion to fix in a save with the bug)
- Upgraded Strap Heel charge increase fixed
- Typos, Passability, Tiling Errors, and other Minor Fixes
0.11.1 Technical Patch
- General Revisions
- Added Legacy Conversion for Enforcer's Blade persistent bug (previously fixed)
- Misc. Balancing Updates
- Bug/Issue fixes
- Movement based softlock scenario fixed
- Pact Healing mistakenly made available outside battle
- Typos, Passability, Tiling Errors, and other Minor Fixes
0.11.0 Content Update
- New Content
- Chapter 5 Part 1 actually implemented this time
- 1 New Optional Physical TFs
- 3 New Bad Ends
- New commissioned art including title screen and new content art
- New Bonus Outfit
- ~2 hours new narrative content*
- General Revisions
- Updated Hole in Ground story Costumes for Chapter 4 and 5 (not accessible yet)
- Updated World Map tiles to increase random chance odds
- Battle System Revisions
- Tweaks to Ultimate skill base powers
- Tweaks to Combo level 3 balancing
- Technical based balancing updates
- Variety of balancing tweaks for enemies
- Bug/Issue fixes
- Fixed some jukebox missing files
- Some mislabeled items for the art gallery are fixed
- Fixed ability to consume Insight when you shouldn't be able to
- Fiary Sub-class (Story Mode version) properly added to the game (sorry)
- Typos, Passability, and other Minor Fixes (thanks to Solus for finding a bunch of typos lately!)
0.10.0 Content Update (THE Fishing Update) (April Fools. sort of)
- New Content
- FISHING HAS BEEN ADDED! THE WORLD REJOICES!
- Chapter 5 Part 1-ish Added
- Art Gallery Initial Implementation
- New commissioned art included in old and new content
- Upgrade to the cutscene fast forward system, courtesy of Trial Fork!
- General Revisions
- Upgraded skill items can now be dissassembled
- Retrying a battle now has the option to change class and equipment
- Battle System Revisions
- Sixth Blitz now removes other statuses and 100% applies burn/frost
- Blistering Drive II now has barrier bypass damage
- Improved Randomness logic for nav and other ally targeting skills
- Nav Damage skills - reworked damage calculations
- Bug/Issue fixes
- Arcanist sub-class was miscategorized, making it's equippable rules be like Corsair's
- Expert Field Survival Guide should now shows recipes correctly
- Typos, Passability, and other Minor Fixes
0.9.2 Technical Patch
- General Revisions
- Walkthrough Update (end of Chapter Four, and Chapter One)
- Retrying a battle now replenishes items used
- Lake superboss adjusted balance
- Unpredictable buffs 2 turns-> 4 turns
- Added mirror access at Hole in ground
- Reduced token cost of Replay Controller
- Spikes now has barrier penetration
- Misc. Balancing Updates
- Bug/Issue fixes
- Unpredictable fixed so it only procs when user is in party
- Fixed crash scenario in Mia and Hades fight when equipping Fairy subclass
- Empyrean Tempest now properly targets all enemies
- Bandaid fix for healing items closing menu when used out of battle (now opens inventory back up)
- Typos, Passability, and other Minor Fixes
0.9.1 Technical Patch
- General Revisions
- Lake superboss adjusted balance
- Riddles for Side Quest slightly adjusted in terms of hints.
- Balancing Updates
- Bug/Issue fixes
- Access to Tier 2 Hole in the Ground was bugged, now fixed
- Minor Legacy Conversion bug
- Correct incorrect upgrade recipe(s)
- Fixed the randomness logic to Unpredictable to make it less predictable
- Added missing reactions to upgraded shoe equips
- 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 0.9.0
0.9.0 Content Update
- SAVES FROM v0.6 AND EARLIER ARE NOT COMPATIBLE!
- New Content
- Chapter 4 Main Story Complete
- 4 Side Quests Added (4 of 4 planned for chapter)
- 1 new physical TF (optional)
- Superboss for Lake/Forest/Chapter One Oasis re-implemented with new systems
- Equipment upgrades introduced (requires Legacy Conversion menu option if pre-v0.9 save)
- Chapter Skip updated to go to Chapter 4 start
- Reaction Replay added to the Hole in Ground (revisit TF Reactions from characters)
- New Outfits are Unlockable Now
- New commissioned art included
- New Bonus Outfits as Superboss Normal+ difficulty reward items
- ~2 hours new narrative content*
- General Revisions
- Challenge Modes (Superbosses, Hole in Ground) can now be done on any difficulty, but rewards vary dramatically.
- Chapter completion rewards now based on lowest battle difficulty used during the chapter.
- Hole in the Ground Updated for Level 2 (Tier 2 level competition)
- Chapter Skip adds Liebra Side Quest options
- Skill Gear now has brief effect descriptions (won't effect gear from previous saves)
- Battle System Revisions
- Vulnerability Change... Previous, All +20% per... Story-Max 3, Normal-Max 5, Normal+-Max 8
- New... Story-Max 4, +10% per... Normal-Max 5,+15% per...Normal+-Max 8, +20% per
- Boss Enhanced State buffs tweaked to be a bit more offensive and less defensive
- "Revived" status attack debuff extended from 2 turns to 4.
- Flanked Stance debuffs adjusted to better account for how damage is calculated
- Added Combo Reference Guide into the Tactics skills when combos are available
- Added Boss Mechanics Reference Guide into the Tactics skills when the menu is available.
- Seraphic Healing (III Blue weapon combo finisher) adjusted so the effect can be delayed for later turns.
- Bulwark Drive Shield 100% of Damage -> 75% of damage
- Ethereal Strikes Base Power per hit 15-> 12
- Quad Strike base power, 12x4 -> 13x4
- Aero II & Tremor II MP cost adjusted... 20->22, 25->28
- Notable balancing adjustments to Chapter One and 3 final bosses
- Bug/Issue fixes
- Last bit of health should now show in the HP bar (Thanks DeamonHunter from the discord!)
- Typos, Passability, and other Minor Fixes
0.8.2 Technical Patch
- General Revisions and Additions
- Walkthrough Major Update (Revamp includes Prologue, Chapter 4 so far content, and misc. sections)
- Increased "Dancer point" threshold to get TF in chapter 4 by one (5->6)
- Gameplay Revisions
- Reworked difficulty to have "Story", "Normal", and "Normal+" modes (Previous Default=Normal+)
- Navigator Heal mode will prioritize Revives if anyone is knocked out
- Leech Strike II - Damage absorbed 100%->90%, base power 50->45
- Defiant Guard - More descriptions on behavior
- Echoed Blast - Cooldown 20->13, Max Base Power equivalent cap 200->175.
- Stillwater -> Shield 10%->8%, Party shield 25%->20%
- Clairvoyant slightly reworked to turn Party Healing and Aegis Healing into upgrades with tokens over new skills.
- Union Healing - Base healing 3*Will->4xWill
- Arcanist - Weave Magicks and Sleight of Hand change tactical allotment
- Corsair - Def 130->150, M.Def 150->165
- Barrier Guard - Now increases emnity level by one.
- Bug/Issue fixes
- Typos, Passability, and other Minor Fixes
0.8.1 Technical Patch
- Bug/Issue fixes
- Softlock scenario fixed (one scenario when choosing to not move forward)
- Chapter Skip options not setting some flags properly
- Issue with mistagged mirror descriptions
- 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 0.8.0
0.8.0 Content Update
- SAVES FROM v0.6 AND EARLIER ARE NOT COMPATIBLE!
- New Content
- Chapter 4 Part 1
- Retry System added to most major story fights
- Tier 2 classes added (6 classes)
- 6 new physical TFs (optional)
- 1 new physical/clothing TF (optional)
- 1 new Bad End
- New commissioned art included
- New Bonus Outfit
- New Purchasable Item that lets you see behind the scene values like acceptance
- New Purchasable Item that lets you use the Wardrobe away from a home base
- ~3 hours new narrative content*
- General Revisions
- Bad End 01 given a tutorial at its end to better teach the player what was expected of them.
- Story mode makes bad end 01 even harder to get than before.
- Reduced requirements to get wardrobe unlock
- Battle System Revisions
- Story mode buffs rebalanced
- Balancing changes in existing content
- First boss with Mechanics/Boss Tells has its tutorial significantly expanded
- Ethereal strikes adjusted strength and cost
- Adjustment to Target Rate buffs at different Enmity levels
- Critical damage formula slightly tweaked
- Bug/Issue fixes
- Fixed some scenarios where Weapon Combo logic would trigger when it shouldn't
- Fixed some situations where debuffing enemies could fail
- Fixed situation where, when on story mode, your HP would be improperly adjusted to a lower value
- Fixed bug where the game wouldn't remove the flag for a battler having a status
- Typos, Passability, and other Minor Fixes
0.7.1 Technical Patch
- General Revisions and Additions
- Game Manual updated with changes + some boss mechanics documentation
- Gameplay Revisions
- Altered gameplay dialogue to make mechanic teaching fights more intuitive early on
- Vulnerability length decreased from 8 to 7 turns
- Story Mode buff strengthened
- Story mode vulnerability stacks max out at 3 instead of 8
- Various balancing changes to player skills
- Predictability in tactics starts at 6 instead of 5 turns
- Boss balancing tweaks in a ton of places (stats, mechanics variability)
- Bug/Issue fixes
- Critical Damage bug fixed (to note, this makes the prologue superboss easier)
- Chapter 3 final boss bug with using a move too often fixed
- Fixed at least some missed parts/oversights in gameplay revamp
- Rope
- 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 0.7.0
0.7.0 Content Update
- PREVIOUS SAVES ARE NOT COMPATIBLE UNLESS YOU ARE JUST VIEWING THE CHAPTER 4 STORY INTRO
- New Content
- Chapter 4 Main Story Short Intro
- Gameplay progression and mechanics overhauled (Impacts the entire current content significantly)
- New commissioned art included
- New Bonus Outfits
- ~10 minutes new narrative content for Chapter 4 Story Intro*
- General Revisions
- Jukebox Minor Updates
- Puzzle Story Mode Skip Updates
- Various improvements across previously existing content.
- Battle System Revisions
- Too many changes to list anything but changes at the top level of design.
- Damage Calculation methodology reworked entirely.
- Vulnerability Stacks system added as integral part of combat
- Universal Statuses Completely Reworked
- Tactical Systems Updated
- Weapon Combo System (mostly) Implemented
- Skill Updates
- Almost every skill Updated, Reworked entirely, or Replaced with many new ones
- Nav Skills Reworked
- Enemies skills significantly changed in this process as well
- TF Focus system replaces TF Passive Skills
- Class Updates for new Systems
- Boss Updates
- 4 new bosses
- Every old boss encounter in the game completely reworked for the new systems
- Superbosses for Chapter 1 and 2 blocked off for later reimplementation (waiting for wider balancing feedback)
- Aggro/Target Rate system reworked to be a stacking mechanic instead of flat rates with each ability
- Items adjusted for scaling changes
- Methodology for escape always working changed to accomodate other changes.
- Visual updates to UI and Icons
- Bug/Issue fixes
- Hopefully fixed issue causing Popularity value in chapter 3 to rise when it shouldn't.
- Clean up item retention from party members leaving in prologue
- Typos, Passability, and other Minor Fixes
0.6.1
- General Revisions and Additions
- Adjusted Crowd Cheer tutorial's future effects message to not give a potentially wrong impression.
- Adjusted the hint in the puzzle for Calum Side Quest 1 to be more obvious it's there and give more info.
- Gameplay Revisions
- Stat Buff effect +25%->+20% per stage
- Converging Drive Cost... 10mp, 10tp, 5%hp -> 5mp, 10tp, 5%hp
- Blistering Drive Cost... 5mp, 20tp, 5%hp -> 5mp, 15tp, 5%hp
- Sleight of Hand... Cost 30tp-> 25tp... Gain 0tp->5tp
- Quad Strike... TP Gain per hit 4tp->3tp... Damage x0.6 per hit -> x0.55 per hit
- Aero damage multiplier... x1.75-> x1.8
- Latch Healing... Activation changed to not requiring a turn with 8 turn cooldown
- Martyred Strike... Damage Multiplier x2 -> x2.2, Cost 20tp, 20%hp -> 20tp, 15%hp
- Sand Attack Damage Multiplier... x0.45 per hit -> x0.5 per hit
- Reckless Aura... Crit rate buff length 1turn->2turns... Crit rate buff +8% -> +7%
- Regiment Step Evasion bonus... +10% -> +15%
- Ethereal Strikes TP Gain per hit... 5tp -> 8tp
- Carousel Drive Target Rate increase... 175%->200%
- Fae Touched Cooldown... 15 turns -> 18 turns
- Balancing changes for new content from v0.6
- Enemy Skills adjusted for Balancing
- Enemy Drops Adjusted
- Changed downside to using Mistake items in challenge mode battles
- Bug/Issue fixes
- Chapter One segment that doesn't account for retinue change fixed
- Crash in challenge mode fights fixed with Mistake downside changed to avoid it
- Bug in Penny SQ1 that used an incorrect history of what you said piror.
- 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 0.6.0
0.6.0 Content Update
- New Content
- Chapter 3 Main Story Complete
- Chapter 3 Sidequests... 1 added (4 of 4 added, all Ch3 SQs are in game)
- 1 new physical TFs (optional)
- 1 new physical/mental TF (optional)
- 1 new mental TF (optional)
- 3 new Bad Ends (3 variations on one scenario)
- Chapter Two Area Superboss Fight Implemented
- Jukebox system initial implementation (WIP/partial implementation for obvious reasons)
- New commissioned art included
- >205k words overall
- ~3.5-4 hours new content*
- General Revisions
- Hole in Ground vendor added
- Includes Jukebox access, "Pony", Musical Unlocks, In Hole Costume Unlocks, Bonus Costume Wardrobe Unlocks
- Musical choices expanded and reworked in Hole in Ground
- Hole Gauntlet Tier 1 Completion reward... 1 Token->2 Tokens
- Wardrobe requirements change... Get first new outfit & Class Unlock+Acceptance>=8 -> Get first new outfit & Class Unlock+Acceptance>=7
- Fantasy outfit faceset colors revised
- Craftable Housing items all have proper recipes now.
- "Horniness point" choices add in Ch 1 and Ch 2 (adjustment opportunity at start of new content)
- A couple scenes given more (emphasizing more, no necessarily explicit) sexual variations (based on "horniness" point) in chapter 2
- Via request, experimenting with a new rest jingle
- Battle System Revisions
- Cooldown plugin properly implemented
- Ultimate skills now have a built-in 20 turn cooldown.
- Sixth Blitz strength increased with cooldown addition
- Bleed status... -20%HP,+20%TP -> -15%HP,+15%TP
- Sleight of Hand evasion debuff... -10%->-20%
- Downturn Strike HPcost 10%->5%
- Diffusion Strike Can Crit -> Can't Crit
- Mute and Stun max potential turns... 5->4
- Bug/Issue fixes
- A fix that will hopefully eliminate some situational/hardware specific freezing issues
- Fix for disassembling Insight Bundles resulting in failure and losing the bundle
- Typos and Other Minor Fixes
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.