Hello! The update contains key changes to game and non-player characters, updated visuals, animations, voice acting and much more.
I will say right away that I have not tested the update in the assembled mode and cannot say for sure what exactly might not work there, because Unreal Engine...
If you find any errors, report them to the bug report on the official discord server, the problems will not be solved faster if you send them in the comments or private messages.
Bug Report Channel : https://discord.com/channels/1060855237772062810/1200056218849386586
Critical Error Channel : https://discord.com/channels/1060855237772062810/1200057201566425118The hotfix will be released in the next 2-3 days. If there are enough bugs or any critical errors are found.
Download Page : https://www.patreon.com/posts/update-0-7-6-0-132865826

Some elements, systems, services, etc. remain at the stage of processing and are not ready for full inclusion in the game. Everything that was available (except items) in previous versions of the game will be adapted to current requirements in the next updates, consider this temporary difficulties...
Arachnid abilities are unavailable.
Dragonite abilities are unavailable.
Chrysalis abilities are unavailable.
Fallen abilities are unavailable.
Team Manager is temporarily unavailable.
Clothing mannequins are temporarily unavailable.
Hairstyle mannequins are temporarily unavailable.
Bosses are temporarily unavailable.
Cutting and sewing system (Cloth Palette) is temporarily unavailable.
Saving and loading progress system is temporarily unavailable.

Custom input call pass for using Rootmotion movement has been replaced with native functions using capsule acceleration. In theory, this should solve most of the issues with NPCs getting stuck, pathfinding, and using native AI functions.
Updated walking mode movement animations.
Updated running mode movement animations.
Added addictive layers for sprint mode movement animations.
Changed item holding animations
Changed leash holding animation.

Changed the animation of rest in the "Standing" position.
Changed the animation of struggle for the hands in the standing position.
Changed the animation of struggle for the head in the standing position.
Changed the animation of struggle for the head with the help of hands in the standing position.
Added the animation of removing mittens in the standing position.
Changed the animation of rest in the kneeling position.
Changed the animation of struggle for the hands in the kneeling position.
Changed the animation of struggle for the head in the kneeling position.
Added the animation of removing mittens in the kneeling position.
Changed the animation of rest in the sitting position.
Changed the animation of struggle for the hands in the sitting position.
Changed the animation of struggle for the legs in the sitting position.
Changed the animation of struggle for the legs with the help of hands in the sitting position.
Changed the animation of the struggle for the head in the sitting position.
Changed the animation of the struggle for the head using the hands in the sitting position.
Added an animation of removing mittens in the sitting position.
Changed the animation of the struggle for the hands in the lying on the side position.
Changed the animation of the struggle for the legs in the lying on the back position.
Added the animation of the struggle for the hands in the lying on the stomach position.
Changed the animation of the rest in the "On the back" position.
Changed the animation of the rest in the "Lying on the side" position.
Changed the animation of the rest in the "On the stomach" position.
Added the animation of the struggle for the arms and legs in the piglet position on the stomach
Added the animation of the struggle for the arms and legs in the piglet position on the side.
Changed the animation of the transition to the "On the knees" pose.
Changed the animation of the transition to the "Standing" pose from the "On the knees" pose.
Changed the animation of the transition to the "Sitting" pose from the "Standing" pose.
Changed the animation of the transition to the "Sitting" pose from the "On the back".
Added the animation of the transition "Lying on the left side" from the "Sitting" pose.
Added the animation of the transition "Lying on the right side" from the "Sitting" pose.
Changed the animation of the transition "Lying on the side" from the "On the back" pose.
Changed the animation of the transition "On the stomach" from the "Lying on the side" pose.
Changed the animation of the transition "Lying on the side" from the "On the stomach" pose.
Added movement with tied knees in the "Standing" position.
Changed the animation of jumping with tied legs in the "Standing" position
Removed the ability to turn in the "Lying on your side" position
Removed the ability to crawl in the "On your stomach" position
Removed the ability to turn and crawl forward in the "Sitting" position
Updated the appearance of the Mittens.
Updated the appearance of the Cloth Blindfold.
Updated the appearance of the Cloth Gag (Cleave Gag).
Updated the appearance of the Bit Gag.
Updated the appearance of the Ball Gag.
Updated the appearance of the Panel Gag.
Updated the appearance of the Leather Head Bag.
Updated the appearance of the Ropes.
Updated the appearance of the Shackless.
Updated the appearance of the Steel Collar.
Added "Fabric Headbag"

In the test mode, the bondage specification "Hogtie" has been added. There are 3 positions available - "On the stomach", "Lying on the left side" and "Lying on the right side". Again, this is still an experimental function and is only available for use in the Selfbondage panel.
The transition to the "Hogtie" state is carried out from the positions "Lying on the stomach", "Lying on the left side" or "Lying on the right side".
Added the "Hogtie" assignment to the assignment raster for the rope.
The exit from the "Hogtie" scenario is done with struggle arms or legs, after which you move to one of the nearest poses.
You can use the "Hogtie" scenario by selecting a rope and applying it with the appropriate purpose. You can use the scenario provided that the character will be in certain poses, as indicated above ( When using the Selfbondage Tool, the scenario works similarly ). The scenario works on all characters with tied hands and feet.
Added items that accompany the release from restraints.
Pocket Knife : The presence of a pocket knife significantly increases the reduction in strength of non-metallic limiters.
Master Key : The presence of a master key significantly increases the reduction in strength of metal limiters or other limiters with a lock.
Added breathing animation and sound effects to all head bags
The mittens are no longer a means of limiting changes in the state of other restraints and can be removed independently.
Assignments (leg binding): The assignments "Bind knees" and "Bind thighs" are highlighted for using rope.
The order of freeing the legs has been changed. Since it is now possible to move on foot with bound thighs or knees - the removal of objects occurs from the bottom to the top (from ankles to thighs)
The order of releasing legs for the "Untie" action has been changed. Removing leg items occurs from the bottom to the top (from ankles to thighs).

Dragonid (Subclass "Demon").
Chrysalis (Subclass "Creature").
Fallen (Subclass "Celestial").


A completely new system of game settings. The changes were mainly aimed at the maximum ability to customize everything for yourself, as well as a more simplified data exchange between the game and the game settings dashboard, which will allow you to implement more dependencies without any problems.
Each menu item displays a detailed description of its properties.
Each menu item displays infographics where possible, visually showing the extent of the change or the context of where it is used.
"Game" Tab : A separate tab containing game preferences with support for all game modes.
Added switches responsible for rendering scene statistics on the character panel. You can select the display state for all elements individually.
Added switch responsible for the operation of short-term time dilation when the game character is detected by the enemy.
Added switch responsible for rendering the widget when the game character is detected by the enemy (Red arrow pointing to the enemy).
Added switch responsible for rendering the effect when the bolt hits the target.
Added switch responsible for rendering the weapon sight.
Added switch responsible for the visibility of weapon dummies (Weapon behind the back).
"Camera" Tab : Responsible for settings related to camera behavior and also controls camera-related effects.
Added support for changing the camera angle (70 - 90), where 70 is the default value.
Added a property that overrides whether the camera angle will change when switching to sprint mode.
Added a switch responsible for the dizziness effect (The dizziness effect appears when you spend strength above the limit).
Added a switch responsible for the operation of the simulation of the camera depth effect.
Added a switch responsible for screen shaking when firing a weapon.
Added a switch responsible for screen shaking when playing a sprint animation.
Added support for changing the deceleration speed of camera rotation.
Added support for changing the deceleration speed of camera deviation.
"Performance" Tab : This tab contains properties that affect performance.
Added the ability to disable Post Process animation for all skeletal meshes.
Added the ability to disable the "Eye Contact" system for a game character.
Added the ability to disable the "Eye Contact" system for all non-player characters.
Added the ability to customize the refresh rate of the properties responsible for the smoothness of the "Eye Contact" system.
Added the ability to change the frequency of leash simulations. A higher value makes it more stable.
Added the ability to enable the leash rigidity property (additional processing gives the leash volume, which makes its behavior more natural with strong bends).
Added the ability to disable the "Eye Contact" system for all non-player characters.
Added the ability to disable hair physics for a game character.
"Sandbox" Tab : Preferences tab that only works on sandbox maps.
All settings sliders responsible for the speed of character release have been replaced with switches. This was done due to misunderstanding of the properties of these options by the user.
Added an option to block changes to the wanted level. When this option is enabled, the wanted level will remain in the current state at the time the option was changed, or at the level selected at the start of the map.
"GUI" Tab : New tab aimed at preferences for individual user interface settings.
Added a combo box responsible for the initial method of sorting the item when opening the radial panel.
Added a slider responsible for the preferred number of elements (Item cells) in the radial menu on one page (from 10 to 16).
"Video" Tab : Primary display settings.
Added support for VSync.
Added support for changing the Anti-Aliasing method.
Added properties responsible for the settings provided by AMD's FidelityFX technology.
"Input" Tab : Secondary settings related to input.
Added support for mouse or gamepad sensitivity in normal mode and in aiming mode separately.
"Graphics" Tab : In general, these are the same graphics settings with minor changes.
Since global illumination is the most power-hungry system, the slider has only 3 points responsible for quality (equivalent to LOW / MEDIUM / HIGHT)
Combo boxes of elements have been replaced with sliders displaying their characteristic properties.
The slider of general graphics settings has been changed. Now you have 3 points "Performance", "Balance", "Quality", when changing which the game will install more suitable settings for their intended purpose.
"Audio" Tab : Manage the volume of individual channels and other sound preference settings.
Added a slider for the volume of noises made by girls during a fight.
Added Combo Boxes for target voice actress settings. Combo Boxes are displayed in separate items and you can set preferences for each character class, such as "Player character", "Spies", "Slaves", "Slavers", "Bosses".
Added Combo Boxes for target voice actress character settings. Combo Boxes are displayed in separate items and you can set preferences for each character class, such as "Player character", "Spies", "Slaves", "Slavers", "Bosses".

Stationary workbench : By default, it is located at several points on the level, has full functionality.
You can repair aid items (Pocket knife, lockpicks)
You can collect items and objects of any complexity.
The fields in the crafting panel now display the number of items you will receive upon assembly.
The hair color selection panel no longer pauses the game.
The selected hair color is automatically applied to the game character when selecting, there is no longer a need to apply the color to see the result.
The camera shoulder automatically adjusts to the right in hair color selection mode.
Updated the operation of camera setups for the game character.
Added camera pitch restrictions in hostage mode to avoid the camera intersecting with the game character and the surface.
Added adaptive camera behavior in hostage mode. Now, in some poses, the camera shoulder will adjust to the screen volume occupied by the character, which eliminates the problem when the character in certain poses could not fit on the screen completely or occupy an unfavorable position on the screen from a compositional point of view.
Updated animation of the widget with information about the current location.
Added camera animation for the introductory period during the completion of the map loading.

Changed the design of the passenger (hostage) carrying device.
Changed the appearance of the packed passenger. Due to the incompatibility of some new systems regarding clothing and new passenger physics - it now looks like a fully packed hostage.
Added support for physical connections for the passenger carrying device. This gives a more natural behavior of the device attached to the back when the character's position changes.
Added a body simulation based on physical assets for the packed passenger. This gives a more natural behavior (deflection, rotation) of the head, torso and legs when the character's position changes.
Added support for physical connections for weapon dummy (on the back). This gives more natural behavior of weapons mounted on the back.
Added support for deformation of skeletal mesh surfaces using curves. At the moment, only headbags support the system (Volume deformation when inhaling and exhaling).

Added support for deformation of the skeletal mesh (restraints worn on the character can deform the surface of the body and clothing).
Added support for Groom components for skeletal meshes ( Curve-based hair surface simulation ). While ropes support them, these components will be used for clothing in the future.
Restraints now support bone animation of some elements (laces, belts, fabric parts, etc.)
Now hairstyles support bone animation of some elements (tails, individual strands and curls.)
Now clothes support bone animation of some elements (rings, laces, belts, etc.)
Now chest physics works due to bone animation, which makes the behavior more reliable (previously physics worked only on Spring components and had a number of shortcomings in calculating the position in space).
Camera pitch angle changed (from -90 to 90 degrees).
Camera now has collision
Maximum camera offset distance set to 1000 units (10 meters)
The player panel no longer pauses the game when opened.
The Crafting tab has been removed from the taskbar. It will be replaced by another tool in a little while.
Panel position moved to the center of the screen
When opening the panel, the cursor position is reset to the center of the screen.
Added item selection filter, now there are 3 of them:
By groups: Default filter (Devices, items, actions).
By purpose: Selection by available purpose (use context).
Favorites: Favorite items that you added manually.
Favorites : Added the ability to add items or actions to favorites: Selection occurs when you press the left mouse button or Right Trigger on the gamepad. You can add any number of items to favorites. Favorites are available in the "Favorites" sorting group. To remove an item from favorites, click the item again with the left mouse button or Right Trigger on the gamepad.
Objects - Storages (Barrels, Chests, Baskets) generate a random set of items (up to 4 pieces) at the start with a 50/50 chance
New condition for using a device for carrying - if the target is hostile by default, it must be pre-linked before packing.
Instructions for assembling items of any complexity are available for all races without exception.
Help items (lockpick / pocket knife) are displayed on the player panel in the (Rescue) section
Added instructions for assembling a stationary workbench.
The default bolt pack contains 6 bolts (was 5).
Actress Voices :
The result of six months of work with voice actresses. Samples were developed taking into account an individual approach to new bondage systems.
Characters : Noises are divided into three main categories "Agressive", "Meek" and "Neutral". This allows for more variety, as well as fine-tuning your preferences for the character of a certain group of characters. It also eliminates problems with a sharp change in the character of the characters' sound.
Increased track length : Previously, these were noises 1-2 seconds long, now in the name of more contextually directed tracks - the length of samples can be from 3-7 seconds. Which eliminates the problems of playing noises out of context.
Changed track synchronization method : Since the character of the sound is now contextually divided into 3 categories - samples were created taking into account a smooth transition, which gives a continuous and natural sound throughout the entire animation playback.
Quality : All tracks are created with studio quality recording in mind.
Tara Hinson : Added voice actress for "Stuffed Gag".
Available Personalities:
Agressive
Neutral
Meek
Tara Hinson : Added voice actress for "Without Gag".
Available Personalities:
Agressive
Neutral
Meek
Damia : Added voice actress for "Without Gag".
Available Personalities:
Agressive
Meek
Damia : Added voice actress for "Stuffed Gag".
Available Personalities:
Agressive
Meek
Ruda Vega : Added voice actress for "Without Gag".
Available Personalities:
Agressive
Neutral
Meek
Ruda Vega : Added voice actress for "Stuffed Gag".
Available Personalities:
Agressive
Neutral
Meek
Added sound effect for difficulty breathing with bag equipped.
Default Clothes ( Spies ) :Added a blouse with puffy sleeves.
Added a leather corset.
Added tight high-waisted pants.
Added revealing top with rings.
Added lightweight revealing top.
Added leather suit with open bust.
Added spiked collar.
Added leather gloves of maximum length.
Added thigh-high stockings.
Added thigh-high stockings with open feet.
Added thigh-high stockings with suspenders.
Added tunic with rope belt.
Added tunic with steel belt.
Added ripped pants.
Added ripped mid-length pants.
Added forearm brace.
Added leg brace.
Added shoulder brace.

Added support for smart links in the navmesh. This allows the AI to use teleportation points (elevator) to navigate routes and follow the target. It is worth considering that the AI will be able to build a route to you and use the elevator if they have clearly noticed you in the place where the path is, for example, on the balcony of a tower or buildings, the path to which is laid through the use of an elevator.
Bondage meshes now only have a single material based on ColorID textures, significantly reducing the number of draw calls.
Added support for dynamic shader complexity for character mesh LODs ( Reduced GPU usage )
Added LODs for restraints meshes ( Reduced GPU usage )
Reduced CPU usage by automatically disabling post processing animations for low detail meshes ( This disables physics, pose correction, and IK animation fixes for mid and long range characters ).
Added levels of detail for skeletal meshes of clothing (Reduced GPU consumption)
Added levels of detail for skeletal meshes of characters (Reduced GPU consumption)
Cut out work with external state machines when using bondage-related animation blueprints. The work of animation graphs has been transferred to local state machines, which significantly reduces CPU consumption.
Data processing for animation graph has been transferred to a safe stream.

Added support for AMD's FidelityFX technology in test mode.
Added support for FidelityFX Super Resolution properties in game settings.
Added support for FidelityFX Sharpness properties in game settings.
Added support for FidelityFX Frame Generation properties in game settings.
Bug Fix :Fixed occasional wheel offset in the radial menu when playing on a gamepad caused by a small dead zone threshold.
Fixed a bug where saved graphics settings were applied every time the main menu was called.
Fixed a bug causing a long loading time in the main menu.
Fixed a display error in "Full Screen" mode (The picture could take a strange aspect ratio).
Fixed a bug where the camera component could register interactive objects behind the player character.
Fixed a bug related to skipping the update of character physics assets (If you point the camera at the spawn point of a certain character, the camera component could register this character as an interactive object, although the character itself may not be there).
Fixed double casting of skeletal mesh shadows on characters.
Fixed a bug where weapons on the back could force the use of a low level of detail.
Fixed a bug where weapons in hands could force the use of a low level of detail.
Fixed a memory leak related to the reproduction of noises made by gagged girls (the component responsible for the reproduction was not removed from memory).
RAM consumption in animation blueprints associated with the component has been reduced to 2.7 MiB (instead of 1.1 GiB)
Memory consumption in widgets referencing the component has been reduced to 1.5 MiB (instead of 717 MiB)
AkenoRey
2025-07-02 09:49:10 +0000 UTCpvogel
2025-07-02 06:43:32 +0000 UTCAnaîs Sokolova
2025-07-01 10:07:48 +0000 UTC妄念
2025-07-01 03:56:51 +0000 UTC