XaiJu
AdAstra

AdAstra

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AdAstra posts

New Game

I've started working on a new story in the Sugarcube format, mostly as a way for me to learn the language as its much cleaner and built better for the types of projects I want to make. I'll work on making it ready for some sort of release by the end of next month.

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Road to Alivir, v0.23

The Slime Cave location has been completed, with a new tf and lore deeper within the cave depending on what items you have.

New Library location in the village with large lore expositions on various locations and concepts within the world. This will be expanded with time.

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Sick

No update right now, as I've come down with a nasty case of diarrhea and a wicked headache. I've made some progress, but its hardly enough to push out as its own version as of now.

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Post Hidden

My changelog for v0.22 got taken down due to breaking the Patreon Community Guidelines. Really sucks, but I'll attach the game version to this post instead. A copy of all my past and future changelogs will always be available on my itch page.

I submitted an edited version of the post, and hopefully that will get resolved.

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Road to Alivir, v0.22

Goblin Camp rework, including a proper Goblin King ending for Goblins and several variations for dialogue when the player is a Goblin.

Added new minigame in the Goblin Camp.

Act 1 now requires you visit the Elven Sage before progressing, as to ensure their Northern Path dialogue makes sense in every run.

A few grammatical and placement errors have been fixed in Act 1. If you spot anymore, I'll fix them as soon as possible.

Post edited to comply with Patreon guideli...

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Road to Alivir, v0.21

Fixed several variables for the Frostlands not being properly reset when using the in-game restart feature.

Introducing a proper Save/Load system so progress can be properly secured.

Not a lot of writing this time around, as I've been busy with a number of different things.

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Road to Alivir, v0.20.1

Fleshed out most of the Frostlands locations except for the Wet Cave, which will be its own update.

Most items purchased at the elven shop now affect your journey. Also, Blackjack at the Village Tavern now costs 5 gold but gives you 10 for every time you win.

Added different names when transforming into a Bimbo in Act 1 depending on what triggers it.

Removed the ending theaters for now, as the code behind them is horrifically outdated and too much spaghetti to keep track of....

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Delay

Next update is going to be delayed to next week due to various issues, namely insomnia.

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New Content or Rework

I'm torn between wanting to plough through into Act 3 and try to wrap up the game before focusing on any content reworks, but I know that a rework is greatly needed in comparison to newer content. Genuinely want to see the consensus on this issue, and allocate my time accordingly.

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Road to Alivir, v0.20

Finishing the Northern Road with the Frostlands, currently a WIP but introduces 2 new species: Reindeer and Slime. As a Reindeer, you must resist the Frost Maiden's Curse. Slime will eventually have interactions regarding body shaping and internal dialogue from your new split personality.

Also includes a rework to Angels, allowing the option to become a fallen angel and revert to your Human form.

Many options for the Elven Outpost and Frostlands currently don't affect gameplay, an...

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Road to Alivir, v0.19

The Northern Road is now available! Venture through the dangerous mountains while managing supply and morale on your way to Alivir.

Fixed a few glaring bugs. Reduced the amount of gold gained at the Tavern as a Bimbo to half.

Removed the Bimbo Cat image until the endings get an image rework, as I'm unsatisfied with them as of now.

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Holidays

I do not plan to release any more content until January, as I want to focus solely on spending time with my family. This does not mean that work will not continue through December, and I certainly have not lost any enthusiasm for developing these projects.

Admittedly, the new game was surprisingly time-consuming to work on due to the way I wanted it to look and perform, and I apologize for the unavailability of a demo as promised. I felt its current state was too rough and did not conta...

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Road to Alivir, v0.18.2

Small update before taking a break for the holidays.

Several transformation paths have been now locked for Werewolves. A way to reverse lycanthropy is at the top of the to-do list for the next update.

Unique option for Dragonkin and Werewolves when approaching the Northern Road.

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Road to Alivir, v0.18.1

​Plethora of new images have been added. Not much in the way of substance, as I'm taking a mild break over the holidays.

Elven Outpost locale has been removed from the Plains and will be reimplemented in the Northern Road once the area opens up.

Any suggestions for images, content, or anything really are greatly appreciated.

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Road to Alivir, v0.18

Blackjack is now a minigame you can play at the Bar. Play for fun and build a winning streak! Very bare bones, but I was happy with the end result.

The Bimbo Tree now has a small Bimbo ending. Some people just cannot resist the allure, especially when you aren't in a particularly steadfast state of mind.

Other minor changes in the back-end, such as rewriting variables and grammar checking.

I've also begun work on a separate game, and I'll be sure to have a demo out in around...

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Idea + Discount

I've been thinking about creating another game focused more around a day-to-day system with things like Corruption and Femininity as stats, similar to other games in the genre. Just wanted to put it out there and see what you guys think.

And I also want to announce that I made a temporary discount for 50% off for new members during the holidays. This isn't a big income for me, and I prefer to keep things cheap and easy for convenience. Its valid all the way out until January.

Code...

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Road to Alivir, v0.17

Beginning of a massive internal rework. Many older passages will be touched up on or completely redone to conform with newer entries. A lot of unnecessary redundancies take up a lot of workspace and do essentially nothing mechanically.

The Bimbo Tree now has its Male route finished. It focuses on a time-based challenge that rewards speedy completion. Make it out unscathed, or don't. The choice is yours.

Introduces the pregnancy variable, which currently does nothing. Content ...

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Road to Alivir, v0.16

New content for the Ominous Manor. Meet the master of the house and avoid drawing their ire.

The Northern Road acts as the eventual pathway towards Act 3 and the titular city of Alivir​. Currently it only serves as a minor snippet of lore and flavor text placeholder.

New Act 1 locale the Bimbo Tree. This peculiar tree seems to house rather raunchy ladies inside. That is, if you can figure out how to open the damn door. Currently only a placeholder.

Patreon version now star...

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Small Break

I just learned that one of my family pets got put down. I'm giving myself the week off to just decompress and deal with everything + Halloween. I hope everyone else is able to enjoy their holiday.

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Road to Alivir, v0.15

Brand new locale: the Ominous Manor. It fufills a spooky niche with 2 current TFs implemented. As this is a more isolated branch more meant to be a fun addition in time for Halloween, species specific content isn't implemented nor planned to be outside of the Manor's exclusive TFs. Entering the Manor also locks you from the rest of the game until you get a Bad End, so be warned.

The Wizard House now has an additional option if you are particularly airheaded. And no, she is not particula...

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Road to Alivir, v0.14

Added the new Wandering Bull locale, with plenty of associated endings should you venture into his barn.

Reworked how the Fizzy Potion works, now making your name match your current gender. Bimbos have a variety of names to be randomly assigned, and they can now also go to the Elven Sage as well to obtain White and Fizzy Potions.

Fixed a variable issue with Act 2 not assigning certain conditions as false when entering the Plains. Locations should no longer be invisible for no...

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Lack of Updates

I am aware I've been pushing out less updates compared to two weeks ago. I started this project with the idea of putting my ideas and thoughts into a format able to be enjoyed by other people, and that sparked my motivation and drive to make this game the best it can be. Nowadays, I have friend and family matters that fill my schedule and make it difficult to do game dev, while also struggling to find motivation.

This isn't a sign that I am quitting or abandoning the project, just an an...

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Road to Alivir, v0.13.1

A few glaring typos have been fixed, as well as the Cattle Pasture now including content in the form of a returning pair of characters, should you have met them in Act 1.

A few scenes also have had rewrites to be more verbose or uniform with identical entries.

You can now don a Disguise as a Werewolf or Goblin should you feel particularly lucky when entering the village. There is currently no flavor text for these two species within the village either, and they are registered the ...

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Road to Alivir, v0.13

The Fancy Wench is now fully mapped out with associated Bad Ends. More content will almost certainly be added at a later date, but I am happy with its current state. It may still be buggy with untriggered variables or typos, and I encourage pointing them out when possible so I can fix them asap.

The Shady Alley has been slightly redone and made compatible with a new locale should you deal with a certain coworker in the Fancy Wench by making them a bit more friendly.

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Road to Alivir, v0.12

The Fancy Wench now has a built out Female/Bimbo route for you to explore. You'll have to deal with your bitchy coworker and your new boss should you accept the job offer. The routes aren't finished in any capacity, but I'm happy with the writing and feel its better to have it out than not. 0.13 will complete all these routes in their entirety, including the Male route.

The Shady Alley is now also not a single use event and can be revisited should you find your new form lacking.

T...

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Road to Alivir, v0.11

More of the village is now fleshed out, with new content the Shady Alley, giving you a way to gamble your species type.

The Lone Mountain is also fleshed out, with 2 new flowers to consume which have different effects, and a unique Bad End associated with the mountain top as a Dragonkin.

The Wizard's House now has a unique Bad End as a Cat after obtaining Adamantine.

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Road to Alivir, v0.10

v0.10 introduces the ability to get drunk and have fun, regardless of gender or species. Head over to the Slumbering Dragon and get hammered with some nice folks.

Also includes additional Abandoned Chapel content, with fully supported Angel and Demonic TFs. If you find yourself transformed into a Devilkin as a female, you will also discover the new Succubus species.

Added additional changes and fixes for things such as typos. The Fancy Wench now has an initial framework and flavor...

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