Dungeon: Keep Her - Public Release - Alpha 0.14
Welcome back, Keepers!
Hope you're all doing well!
Alpha 0.14 has been one of the biggest updates so far and I'm really happy to share it with you all. Here are some of the new features!
Genetics
Almost every aspect of a character's appearance is now defined by specific Genetic Traits.
These can be obtained and lost much like any other trait already present in the game!
This means you can quantify and evaluate a character's appearance item by item, allowing for a lot of interesting mechanics, such as:
-Races now having a pre-defined pool of possible genes when creating a character.
-Potions, events, abilities and other interactions can alter appearances.
-Players can collect and look for rare genetic traits and quirks.
And coming soon:
-A player character creation screen where you can pick and choose appearance items.
-A slave market where appearance traits can be in high or low demand.
-Breeding mechanics where the offspring inherits appearances from both sides.
-Physical conditions like the Undead or Vampires that slightly alter specific genes.
And a LOT more! This is a very big underlying mechanic that allows for so much stuff I wanted to add into the game.
Males & Futas
Male characters and the researchable Futas are now available!
This also introduces Penis mechanics. Characters with a Penis will have it become rigid or soft in real time as their Lust changes.
When wearing clothing, a Bulge will also be present and scale accordingly!
During lewd animations featuring any penetration, characters with a penis will have it attempting to realistically penetrate.
Characters with no penis will automatically wear a strap-on during those animations.
Hole physics are WIP so I decided to scrap them from Alpha 0.14 for the time being, but they will also stretch accordingly in future releases.
Males characters are in their most basic version at the moment and will improve with time.
No special personalities, voice lines or idle animations are available at the moment for males, so they may be... effeminate for the time being.
Special, penis only genes such as penis sizes or no balls will also be available in future releases.
Lewd Animations
Animations during interactions have been added and previous ones have been reworked or removed.
New positions that make use of the penis, and activities such as blowjobs have been added!
Pink Cards are now added only by using Lewd Tomes featuring the "Rough" tag, which will also have a different icon. This is because those animations are more fitting for a combat scenario.
Facial and Body Features
Different features for characters faces and bodies have been added, with different eye shapes, facial scars, paintings, body details and more!
These will be expanded in future versions to add even more variety, such as body paintings, tattoos and facial hair.
Dungeon Layout and Upgrades
Expanding your Dungeon is now a lot more expensive, putting emphasis on optimizing your design and planning ahead!
To allow for this, most rooms can now be Upgraded!
Upgraded rooms will yield more resources and better effects.
Some rooms now feature special effects triggered by conditions such as "when invaded" or "when visited". Planning characters routes, both servants and invaders, are now a huge part of optimizing resource yield and defenses!
Trap rooms have been properly reintroduced, making use of the above systems.
Improved Body Physics and Proportions
Character proportions have been reworked to make them a little bit stubbier and less stretched out, with shorter and thicker legs.
Body physics have been improved, with the introduction of "squashing".
I attempted to artificially recreate the feeling of soft body physics for breasts and butts by having them scale according to their current velocity. This creates a realistic (but still kinda exaggerated) feeling of density.
It feels so much better when compared to previous versions, I'm really happy with how it's looking so far!
Combat Speed and Balancing
Combat should feel faster, with overall damage being ramped up. Invasions are also a lot more sparse, giving you more time between each invader.
Weapon, levels and ability values have been reworked. Character combat decks should now feature a lot more basic cards of the same type, diminishing the occurrence of special abilities like Pink Cards.
Ability cards should now accurately display values like accuracy or predicted damage.
New Items and Abilities
Some new clothing pieces and invader loadouts have been added. Some of the previous clothing have been reworked!
There are new items that make use of the appearance system, which I'll just call "Potions".
Potions will be responsible for altering physical aspects of characters, and I handcrafted a few for this version! In the future, I want to add procedural potions for each and every genetic trait, being crafted by mixing and experimenting with different ingredient items.
Some new abilities also make use of the new resource gaining effect. This way, you can gain gold, tech or steal items from the invaders during battle!
The Capture ability has been added and allows for a quick attempt at capturing an invader!
General Bugfixing and QoL
-Throne Room now adds 1 prisoner slot.
-Market and item values have been rebalanced.
-Fixed issues with buttons being overlaid by other UI.
-Added preview tooltips to event characters.
-Improved event characters screen.
-Fixed issues with POV mode during animations.
-Interaction camera is now free.
-Improved UI readability and provided information.
-Workshop will now add a level to surrounding rooms instead of multiplying production.
-Stat damage floaties from abilities are now stacked to improve readability.
-To avoid missing data, loading screen has been added while assets are loaded and procedural items are generated.
-Lots of other minor bug fixes!
Phew! This is it for Alpha 0.14. This was a big one, but worth the wait in my opinion!
As is often the case while we're in the early stages, a lot of the changes have happened under the hood, so a lot of the fun stuff can come next.
For Alpha 0.15, I wanted to actually put the genetics system in practice, with features like:
-Player Character + Character Editing screen.
-The Slave Market and related events.
-The Graveyard, with corpse storaging and reanimation as Undead rituals.
Besides these, I also want to:
-Add more varied traits and status effects.
-Add more Amenities type rooms to buff visiting characters with different effects.
-Add some more clothing and possible loadouts.
-Flesh out Male characters a little bit more.
And... that's it for now.
As always, a big thanks to all the playtester patrons on Discord!
Thank you all! Have fun, and see you next time!
Files
Get Dungeon: Keep Her
Dungeon: Keep Her
Create and defend your dungeon from pesky invaders in this 3D strategy adult game
Status | In development |
Author | keepherdev |
Genre | Strategy, Role Playing, Visual Novel |
Tags | 3D, Adult, Cute, Dungeon Crawler, Erotic, Turn-based, Unity |
Languages | English |
More posts
- Dungeon: Keep Her - Public Release - Alpha 0.171 day ago
- Dungeon: Keep Her - Public Release - Alpha 0.16.179 days ago
- Dungeon: Keep Her - Public Release - Alpha 0.15.2Jun 12, 2024
- Dungeon: Keep Her - Public Release - Alpha 0.13.1Dec 09, 2023
- Dungeon: Keep Her - Public Release - Alpha 0.12Oct 19, 2023
- Dungeon: Keep Her - Public Release - Alpha 0.11Aug 30, 2023
- Dungeon: Keep Her - Public Release - Alpha 0.10.1Jul 27, 2023
- Dungeon: Keep Her - Patreon Release - Alpha 0.9.1Jul 01, 2023
- Dungeon: Keep Her - Public Release - Alpha 0.8May 06, 2023
Comments
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If you upgrade a room and then change it to a room type with a low level cap (say, converting a level 8 lab into a level 8 spike trap) it'll bug the room out making it impossible to assign units to that room and canceling the effect of that room.
too many bugs and in my opinion it lacks a lot of mechanics, people leave their ideas in the chat take note. the game looks very promising but keep up the good work.
Based on what I am seeing in Alpha 0.14
[variable characters,bag]
The 'bag' variable is only for invaders during an invasion. If this is the case, at the start of invasion create a 'bag' file and once the invasion is finished delete it.
[helperCharacter]
The helper should only need two variables:
Both are lists, you could join them in to one variable.
Hey! Thanks for the tips, and for tinkering with and enjoying the game!
The save files and some of the general data structures are still WIP and being constantly reworked from previous versions, though that's currently a very low priority when compared to working on new features.
It's still very little impact on file sizes, and it's almost guaranteed the game will change enough from version to version that it'll break the older saves entirely, so at the moment I'm not paying too much attention to how the files are structured!
Thank you for the reply. Playing this version more, there are many things which I now feel are switched off (The characters not liking each other) and not bugs.
With the body parts you have, you could add undead with vampires and ghouls. Slick back. pointy ears, pale skin, fangs, face paint 4. Buzz cut dopey eyes, human ears, green skin, under bite, face paint 4.
Path finding: Build a list of rooms the invader enters and which direction. Each time the invader enter a room, check the list to see if they have entered the room before. If they have not entered, add the room to list. If the have do not add the room. When the invader wishes to leave, they check the room to the list and follow that direction.
In the save file you have 'faceItemBrow', 'faceItemEye', 'faceItemMouth'. Once you have them set (example Eye_Sharp) all the expressions seem to be static. Storing these (the expressions) in the save file increases the size with each new character. All this writing increases the chance of file corruption. You should move any static information to a program file.
The same goes for the 'bag' variable. Your are writing static information about each item. Things like icons and descriptions should not be stored in the save file. Does the 'bag' variable need to be stored on each character?
[bugs] Alpha 0.14
It combat; after picking a card you can not target the character. Some times after clicking and clicking it may trigger. If not, you have to exit game losing unsaved progress.
In the character screen; the hand and sponge disappear. Leaving the character screen and coming back does not always fix this.
Characters getting stuck: For some reason character will stay in an area. They will not eat or clean. They will not walk to the area they are set to guard. If an invader enters that tile the character will enter combat.
[issues]
In the tutorial; the invader will make it to the throne room before she is finished talking. You could lock the invader at start until player presses the button.{retraction} This is not true. The helper does finish talking before the invader reached throne roomFirst tutorial combat invader should be a static character.
Not being able to surrender in combat.
[thoughts]
Wants: 'Very Very Short' 'Small Medium Breast'.
I can no longer edit the calves.
Character screen: move the hand. sponge, and ext button to the right side.
Invert the right click camera up and down.
Head pats. Face caressing.
'Buzzcut' little hairs makes them look like zombies.
The new room pricing does not work with how I built in the past version.
An auto save file.
edit 20240512
[bugs]
Having more than one prisoner, only one will lose Nutrition and Hygiene.
Characters in the throne room will talk with prisoners in the jail.{retraction} I did not know that prisoners from raids are placed in the throne room and not the jail cell.Moving prisoners between throne room and jail cell breaks being able to pick up resources. Opening and closing character screen will fix this.
edit 20240517
Two retractions. One issue and one bug.
Hallo :D!!!
Can you make a way to get rid of your recruited units, please?
this game is my fav game on itch you have a good idea here and i love to see the updates
Get hyped whenever this game pops up with a new update, always a fun time