Voting result
Added 2025-02-28 17:04:34 +0000 UTCI would like to announce the results of the “Important” vote that I conducted at the beginning of the month; I think everyone had enough time to make a decision. So let's start the conversation.
To be honest, I was pleasantly surprised that I was surrounded by a fairly understanding community that could evaluate my work objectively, which was clear from the percentage of votes and comments under the post. It seems that the result of the vote was clear in the first week, although most subscribers either missed this opportunity or refrained from making a decision.
The result of the vote was "Replacement" of the main character model, or rather its transfer to a more advanced MetaHuman model with all its advantages.
First I will explain what this will give to the project as a whole, what work needs to be done and then we will sum up, let's go!
So, what I'm trying to come to :
Advanced character model will allow for more customization of the entire body, more adjustments and opportunities for diversity of the map population.
Face type variability. In addition to classic appearance editing, I want to add up to 4 face types, from the shape of which profiles will be built, which will add appearance variability for both PC and NPC. But don't expect anything grandiose, since this will only add work in the future and the production of items that can be worn on the head will be slower. Most likely, this will be variability at the level of Skyrim characters, nothing more.
Flexible quality settings. Metahuman supports tools for the ratio of quality and performance out of the box. You will be able to customize the quality of your character to your needs. This will also slightly solve the problem with performance regarding the work of game pawns, since they do not have optimization tools due to the peculiarities of clothing.
Advanced items. Since the character models will be updated, all or most of the assets that can be worn by the character will need to be updated along with them. But this is more of a plus than a minus, since the new items will use optimal shaders that support Color ID, which will ultimately allow not only to change the model externally, but also to customize it by painting individual parts of the elements in any desired color.
Simplified animation machines. Only basic state machines with lightweight logic will be used, which will reduce the load on the processor by transferring the main work to the video card. The idea of leaving the advanced functionality of animations for creating mods obviously only aggravated the situation without bringing anything new, except for performance problems, I think this should be fixed.
Clothes. The new tools will allow you to add more diverse models for clothes and add something else besides tight-fitting suits. Changes will also affect the cutting and sewing system, but this will rather be optional and most likely only the basic functionality will be available at the start.
Animations. I don't have much hope for the power of animation retargeting to the new skeleton type, but most animations will still be changed, especially bondage animations (due to the peculiarities of body proportions).
Briefly about the plans:
There is a lot of work and the work is quite difficult... As I said earlier, it can take three months, maximum four. All this time I will be working non-stop on a large update and therefore:
Monthly updates. During crunch, I will be able to release ONLY fixes. I have already divided the versions of the project and will only make bug fixes, since the changes made to the main version can become irreversible. I think no one will want to play a completely broken build, because I am doing some work behind the scenes of the project.
Voting items. As for the voting items - they will not be there during this long period either, sadly, but I do not see much point in adding items that will immediately need to be remade for the new model. It will be too problematic, sorry.
Reports. I will update the development report as soon as there is something to show. Without a doubt, there will be something there that can surprise you and show the level of progress that you should expect. Also, since we are on Patreon and I can't show everything I want here, subscribe to the Discord server. The most up-to-date information regarding development is and will be there. You can also ask questions if you have any.

Finally, I wish myself good luck and of course you. I think you will have something to do this spring. See you soon, friends!
Comments
The game is really amazing. I really like pppppppo's Ideas. maybe also add lockpicks or something to pick the prison cell doors. seems quite weird that the slavers don't lock the door when you lock you in a cell.
Deviant51
2025-03-30 11:26:05 +0000 UTC"- All the Demonic and Dark Elf slaves lose almost all of their restraints after being hostaged." This is most apparent when one loads a saved session. If the slaves' hostaged status is saved and loaded, Dark Elves usually lose 1 or 2 restraints and Demonids lose all of the restraints except the essential jute ropes needed to be hostaged. I think it is because of the Dark Elves' Nimble Fingers and Demonids' Thirst For Will abilities still remaining active after being hostaged that cause this. Maybe a fix for this would be to deactivate all the abilities of a captive when being hostaged (tied to an object).
pppppppo
2025-03-30 06:08:50 +0000 UTCI'd like to report some bugs: - All the Demonic and Dark Elf slaves lose almost all of their restraints after being hostaged. - At North Tower in Slaver Camp, when releasing hostages at the 3 cages on top, they spawn on top of the cage and it is sometimes impossible to interact with them (could not tie, pack hostage, leash, etc...) to try to move them elsewhere. - At Underground Prison in Slaver Camp, when being caught at wanted level 5 while using Dark Elf or Forest Elf, it is sometimes impossible to move, walk, run, etc... even after I've freed myself completely. I'd also like some improvements: - Make it impossible to remove breast tie after applying Mittens. - Allow a way to command the hostages to spine, roll, knee, etc... instead of only sit and stand. - After kicking recruits out of team, instead of making them disappear from the world, make them spawn at one of the red mark locations where recruits usually spawn. - Add a Mittens equivalent, but for legs (Basically add something that makes it impossible to remove legs' restraints). - Put more hostage spots in Wild Forest such that the total number of hostage spots is 37 or more. - Put more hostage spots in Blacksmith Village such that the total number of hostage spots is 15 or more. - Add a prison or a cell in Blacksmith Village to put player in after being captured at wanted level 5 instead of just tucking the player away in a corner. - After being caught by the Slave Traders that can leash the player, after finishing to leash the player, make the Slave Traders tie the player's legs, pussy, breast, etc... and also allow them to put headbags, mittens, etc... similar to Slave Traders that do not leash the player based on wanted levels before leaving. - Add animations of removing mittens when arms' restraints are not applied. Regardless, I really and thoroughly enjoyed your game; I think you're the best and most passionate game developer out there in this department. Keep the good work going!
pppppppo
2025-03-30 00:58:40 +0000 UTC4 months is better than what I was hoping for, and I wish you luck in reaching those goals.
Andrew Nelson
2025-03-12 20:15:45 +0000 UTCMy husband and I love your game and look forward to seeing the fruits of your work ♥
Shannon Barker
2025-03-12 13:40:03 +0000 UTCim getting major screen tearing, anyone else
Mrgod
2025-03-01 10:12:46 +0000 UTCYou do the best game in this area,I believe you!
Scientist-2061
2025-03-01 07:11:18 +0000 UTCgood luck! and im very excited for the new model and what it will bring in terms of customization :3
usually_ unusual
2025-02-28 18:10:42 +0000 UTC