Full: Pixeldrain
FileOnly: Pixeldrain Mega
Web:
Login: heatmap
Password: sLuMPOINgRAgETIonELV
Found a pretty annoying bug that made relationship grind with girls way worse than it should’ve been - fix’s in. Also, I’ve nearly wrapped up all the main features for v0.5. You can expect a sneak peek in a few days.
Fixes:
Relationship changes after spending time with girls weren’t being saved properly;
It was possible to refill the moonshine trailer infinitely if you had agricultural produce in your inventory;
Brothel job weren’t providing payments;
Change:
2025-05-06 02:45:37 +0000 UTC
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Full: Pixeldrain
FileOnly: Mega Pixeldrain
Web:
Login: heatmap
Password: sLuMPOINgRAgETIonELV
Thanks for your support!
Also, about v0.5 - I think I’m gonna start with expanding NPC interactions first, and only then move on to gang heat, heists, and the war extension.
There’s also something that is better to be done earlier - contextual dirty talk for the MC, with a few selectable styles. I wrote about it in roadmap previously, without details tho. Lines will vary based on the scene’s theme: outdoors, indoors, group, lesbian. I’m not going to overdo it and write variants for every possible setup - that would take forever - but I think it’ll add some replayability to the scenes. And let’s be honest, seeing the same writing over and over again without any variation gets kinda annoying. Of course, there’ll be an option to turn it off.
As for the UI and leftover formatting junk - I’ve decided not to dedicate a full minor update just to cleanup. I’ll keep improving the UI and formatting as side objectives in each update. Overall, I’ve got a pretty reasonable to-do list for the next update and already started working on it.
v0.4.2:
Fixes:
Now chemists will actually demand their payments, fr fr no cap;
Lab tax was weirdly defaulted to 0 for some reason;
There was a typo in the condition for buying tools from Gold Digger, so you couldn’t raise your cunning;
Mr. Scrubbs’s yapping wasn’t initialized in older saves;
Changes:
Buffed the production speed of the lab on the outskirts a lot, but there’s now a limit on the number of chemists (don’t ask me why that wasn’t a thing from the start).
Upgrades will raise this limit, and they also boost production speed even more now.
Should work fine with older saves, but your number of chemists will be capped to the new maximum. Also slightly increased chemist wages;
"Local Market" lab upgrade was buffed too - it now sells more than just one agricultural product;
Removed the heat animation from the EndDay page;
Lab production results are now in spoiler on the EndDay page;
Heat event results now have unique formatting on the EndDay screen.
v0.4.1:
Fixes:
Contracts at "404 Bleach" were actually increasing your heat instead of lowering it;
Volkov's distraction service was using the wrong variable, so you couldn't use him;
Chemists never actually took any payment before, huh;
Moonshine shipment crafting was using 50 bottles instead of 25;
Missing reputation check for the brothel event;
2025-05-01 08:43:19 +0000 UTC
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The public release will be available on 08.05;
Patreon: Big Shot; Hustler;
v0.4 finally brings some retaliation for the player's actions, with the whole update centered around the new "Heat" mechanic - and the ways to manage it. Plus, a few nice QoL improvements along the way and a few more things.
You can find a few screenshots in the sneak peek, though they're a bit outdated.
Changelog
Heat
Any criminal activity now increases your general heat level (I'm planning to add faction-specific heat later when I expand the gang wars). Petty crimes generate only a small amount of heat, while major heists will draw a lot more attention to you;
Criminal activities carried out by your gang will also increase your heat by varying amounts - you can check the potential heat gain for any gang position on the Whiteboard. It also includes hostile actions toward other gangs;
There will be additional descriptions for the streets if your heat level is high;
After experiencing your first heat event, you'll start seeing an animation signaling heat changes;
Reaching 100% heat will trigger a Heat Event that will hit your gang or your finances very hard, also scales;
You'll be able to see the full heat meter on your Whiteboard if you have a scout. Otherwise, you can only read the approximate heat amount there. Also, you won't see your heat meter before your first heat event.
Heat will mostly be felt at the gang stage. It's basically another resource you have to plan around. Early on, it shouldn't be a big problem - though you're kinda supposed to hit your first heat event during the pre-gang stage, but it's not necessarily the case.
So, how to counter this heat?
Heat cools off slightly every day, scaling with your reputation;
There's a new thief position in your gang: Damper - someone who handles heat management. The amount of heat reduced depends on the damper’s cunning stat.
A Policeman NPC now spawns in City Center and Suburbs. He can help you to lower your heat... once. He can also get your accomplice out of jail - for a solid price. And yeah, your accomplices can now end up in prison through a heat event, not just by failing "Cash on the Wheels." Also, yeah, policeman from suburbs can spawn as a thug, it's intended;
Volkov (the biker gang leader) can now stir up some noise with his gang once a week to lower your heat - for a fee;
There's a new upgrade available for your nightclub that passively cools off your heat;
A new gang type focused on anonymity that passively reduces heat;
And main source of heat reduction is a new enterprise, called "404 Bleach":
"404 Bleach"
A new enterprise that can be unlocked by reaching your very first heat event.
It's a pretty simple biz, fully focused on heat reduction and small-scale money laundering by providing fake cleaning services under contract and doing setups, blackmail, and intel work.
Unlocking "404 Bleach" will allow you to take contracts for any skill with random difficulty (difficulty changes daily). Each contract is a simple skill check that is either completed successfully or failed; it will reward you with heat reduction accordingly;
Contracting work has a cooldown of 3 days, so you won't be able to spam it to dump heat. More advanced means of heat reduction will become available if you decide to buy "404 Bleach."
Buying "404 Bleach" will let you assign your girls to work there as fake maids - the higher their rate, the bigger the heat reduction and money laundering;
Biz upgrades will help you to increase the amount of money laundered, the number of girls working there, and will unlock new contracts for you personally that yield additional rewards;
Other implementations:
Ability to work in your own brothel.
You can meet customers just by hanging out in the lobby. Customers have different kinks tied to traits and charm requirements - they might ask for someone with "Maid", "Fitness", "Stripper", and other traits. You can still take any client even if you don't meet the requirements, but you won't get full payment. Also, some clients can be mean. The more popular your brothel is, the more customers you'll be able to meet.
New Raw Format tag "Uniform" added to all police-themed events and "404 Bleach" events;
New trait "Maid" - gives cunning. Pretty self-explanatory how to get it, right?
Atelier with T3 clothes in the mall, accessible after you hit "Big Boss" reputation;
Hints on how to achieve all traits in the red phone;
Deposit account at the bank — you can interact with it only once a week, and you'll receive a 0.5% daily deposit interest rate. However, you can only withdraw a specific amount of cash;
"Racketeer" - a new gang position for thugs that will yield you dirty money. Racketeers are increasing heat very quickly, and the maximum number of racketeers depends on the number of turfs you control;
Added the ability to permanently increase your cunning by 1 at the Gold Digger's for 2 gold bars;
Changes:
Redesign of the Contacts page: now you can sort male NPCs by their jobs or traits, accomplices by thieves and thugs, and girls are sorted by their jobs and work locations by default;
A lot of work done on EndDay formatting (much more than you can see on the screenshot in the sneak peek). Now, all the "details" about your gang members' work are hidden by default, and all changes to money and heat are colorized;
Added a few more gradations to the descriptors of your style;
Buffed all hand-to-hand drug sales, especially in the park, due to the addition of heat price;
Added a cooldown to the burglar event, it's active right from the start so you won't get burglars in the first few days;
All deals with generic NPCs will now scale according to your reputation - it’s kind of logical that people would want to get more money from a more notorious person.
Fix:
In the pipe:
Honestly, I didn’t really plan to add brothel work in this version, and it’s still kinda undercooked. But there were quite a few questions about it, and since I didn’t add much smut to v0.4, I decided to include it. From now on, whenever I’m not sure what to add to the naughty department, I’ll just expand the brothel.
I'm still figuring out what to focus on next. I want to expand gang wars, rework relationships with generic NPCs, and do a full polish pass on the home and warehouse UI. I'll start by sketching out the gang war expansion, and if it feels good, I'll stick with it. It also feels like a good time to add faction-based heat instead of stashing it away for later.
I also have a few neat ideas for heists, but I’m not sure when I'll start implementing them. Maybe I'll squeeze something in for the next update. Maybe.
Also, I didn’t have time to thoroughly playtest the game with the heat mechanic, sorry. A reasonable amount of time was spent on the web version during v0.4 development. Please let me know if it feels like there’s too much or not enough heat. I’ll make sure to playtest it myself over the weekend.
2025-04-28 18:53:37 +0000 UTC
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Pixeldrain Mega Gofile
Online version: link
Main changelog: link
v0.3.4:
Fixes:
Ability to cook drugs in your lab even without chemists;
No stamina check when pickpocketing in the dark alley;
Gym reverting to daytime mode if entered past midnight;
Missing media in body finisher;
Softlock when male partner offers to switch uhhhh orifice during doggystyle;
A bug that could occur if you got rid of a girl while she was still working somewhere - she would keep occupying the slot;
v0.3.3:
Fixes:
"NaN" showing up in video stats when trying to record actions with generic girls;
HP-boosting traits might have been broken and not actually increased your HP. I couldn’t reproduce it, but I’ve switched their logic from $health_base to $health_traits_mod for consistency, just in case. This should fix it;
Changes:
v0.3.2:
Fixes:
There was a weird bug that could mess up the girls count in Dark Alleys. Now the game recalculates it daily and whenever girls change positions. It doesn't fix the root issue, but at least it prevents the consequences;
The item and weapon gigs were miscounting items in your inventory;
The weapon gig wasn’t dropping the weapons you supposedly sent for completion;
v0.3.1:
Fixes:
A broken link for the taser option during burglary in Downtown;
The "Pocket Peep" cam had an incorrect internal name, which caused it not to function properly;
"Something new" notifications for the PC weren’t adapted to the new UI;
Sloppy formatting in the bar scene;
Fixed a bug that could reset your money to 0 if you chose to fight a narc in the Harbor;
2025-04-27 05:02:02 +0000 UTC
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v0.4 finally brings some retaliation for the player's actions, with the whole update centered around the new "Heat" mechanic - and the ways to manage it. Plus, a few nice QoL improvements along the way.

Preliminary Changelog:
Heat
Any criminal activity now increases your general heat level (I'm planning to add faction-specific heat later when I expand the gang wars). Petty crimes generate only a small amount of heat, while major heists will draw a lot more attention to you;
Criminal activities carried out by your gang will also increase your heat by varying amounts - you can check the potential heat gain for any gang position on the Whiteboard. It also includes hostile actions toward other gangs;
Reaching 100% heat will trigger a Heat Event that will hit your gang or your finances very hard, also scales;
You'll be able to see the full heat meter on your Whiteboard if you have a scout. Otherwise, you can only read the approximate heat amount there. Also, you won't see your heat meter before your first heat event.
Heat will mostly be felt at the gang stage. It's basically another resource you have to plan around. Early on, it shouldn't be a big problem - though you're kinda supposed to hit your first heat event during the pre-gang stage, but it's not necessarily the case.
So, how to counter this heat?
Heat cools off slightly every day, scaling with your reputation;
There's a new thief position in your gang: Damper - someone who handles heat management. The amount of heat reduced depends on the damper’s cunning stat.
A Policeman NPC now spawns in City Center. He can help you to lower your heat... once. He can also get your accomplice out of jail - for a solid price. And yeah, your accomplices can now end up in prison through a heat event, not just by failing "Cash on the Wheels.";
Volkov (the biker gang leader) can now stir up some noise with his gang once a week to lower your heat - for a fee;
There's a new upgrade available for your nightclub that passively cools off your heat;
A new gang type focused on anonymity that passively reduces heat;
And main source of heat reduction is a new enterprise, called "404 Bleach":
"404 Bleach"
A new enterprise that can be unlocked by reaching your very first heat event.
It's a pretty simple biz, fully focused on heat reduction and small-scale money laundering by providing fake cleaning services under contract and doing setups, blackmail, and intel work.
Unlocking "404 Bleach" will allow you to take contracts for any skill with random difficulty (difficulty changes daily). Each contract is a simple skill check that is either completed successfully or failed; it will reward you with heat reduction accordingly;
Contracting work has a cooldown of 3 days, so you won't be able to spam it to dump heat. More advanced means of heat reduction will become available if you decide to buy "404 Bleach."
Buying "404 Bleach" will let you assign your girls to work there as fake maids - the higher their rate, the bigger the heat reduction and money laundering;
Biz upgrades will help you to increase the amount of money laundered, the number of girls working there, and will unlock new contracts for you personally that yield additional rewards;
And that's basically it. At first, i wanted to add some mini-game or make managing this thing a bit more complicated - maybe by requiring extra resources - but honestly, it would just be too annoying for something that's basically a must-have if you wanna reliably negate heat passively.
Other changes:
Redesign of the Contacts page: now you can sort male NPCs by their jobs or traits, accomplices by thieves and thugs, and girls are sorted by their jobs and work locations by default;
A lot of work done on EndDay formatting, though I'm still not fully happy with it.
It's kinda hard to fully redesign it because a lot of things happen on pages included into EndDay, so this definitely won't be the last iteration of it;
New Raw Format tag "Uniform" added to all police-themed events and "404 Bleach" events;
New trait "Maid" - gives cunning. Pretty self-explanatory how to get it, right?
In the pipe:
Deposit account in the bank, accessible only once a week. It'll add a way to prepare for heat events;
Apparently, there's a problem with cunning. It's pretty easy to stack up charm, and there's enough combat traits to beat everyone, but not enough cunning stuff to reliably pass skill checks if RNG isn't on your side and you haven't picked cunning traits. So I'll add something to Gold Digger that will boost your Cunning for gold bars;
T3 clothes;
Hints on how to get all traits in the Red Phone;
Racketeers gang position that will yield dirty money, with the amount of slots based on the number of captured turfs;
And that's probably it. Patrons can expect a v0.4 update in a few days. I'm also still counting the maximum possible heat and heat reduction - it was quite a chore to come up with somewhat balanced numbers for heat gains. So yeah, expect a raw start for v0.4.
2025-04-26 09:12:27 +0000 UTC
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Full: Pixeldrain
FileOnly: Pixeldrain Mega
Web version:
Edit(24.04): Quick shadowfix for a bug that could occur if you got rid of a girl while she was still working somewhere - she would keep occupying the slot.
Also, I’m testing the web version’s autoupdater - and it seems to be working veeery well.
Also-also, I slightly changed my plans for v0.4. I’m gonna add another recurring mechanic that I think the game really needs - something to spice things up and bring a bit more challenge. We’ll talk more about it in the upcoming sneak peek, probably in 3–4 days.
Fixed:
Ability to cook drugs in your lab even without chemists;
No stamina check when pickpocketing in the dark alley;
Gym reverting to daytime mode if entered past midnight;
Missing media in body finisher;
Softlock when male partner offers to switch uhhhh orifice during doggystyle;
A bug that could occur if you got rid of a girl while she was still working somewhere - she would keep occupying the slot;
2025-04-23 04:37:54 +0000 UTC
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Public (v0.2.6): link
Patreon (latest): link to the post
Web version is live!
2025-04-22 01:01:42 +0000 UTC
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Full: Pixeldrain
FileOnly: Pixeldrain Mega
Web version:
The web version is finally live! From now on, I’ll only upload the full game to a single file host, since the web version includes a link to the desktop archive in the credits tab. The download is Patreon-only, though - I’m avoiding adding it to the public build to prevent traffic issues.
Fixes:
"NaN" showing up in video stats when trying to record actions with generic girls;
HP-boosting traits might have been broken and not actually increased your HP. I couldn’t reproduce it, but I’ve switched their logic from $health_base to $health_traits_mod for consistency, just in case. This should fix it;
Changes
It's kinda generic looking, but at least it's much better than it was.
2025-04-22 00:56:14 +0000 UTC
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Gofile Mega Pixeldrain
Here we go. Also, made a few tweaks to the roadmap - mostly just cleaned it up, the goals remain the same.
Changelog:
v0.3.2:
Fixed:
There was a weird bug that could mess up the girls count in Dark Alleys. Now the game recalculates it daily and whenever girls change positions. It doesn't fix the root issue, but at least it prevents the consequences;
The item and weapon gigs were miscounting items in your inventory;
The weapon gig wasn’t dropping the weapons you supposedly sent for completion;
v0.3.1:
Fixes:
A broken link for the taser option during burglary in Downtown;
The "Pocket Peep" cam had an incorrect internal name, which caused it not to function properly;
"Something new" notifications for the PC weren’t adapted to the new UI;
Sloppy formatting in the bar scene;
Fixed a bug that could reset your money to 0 if you chose to fight a narc in the Harbor;
2025-04-20 00:28:55 +0000 UTC
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Public; Big Shot; Hustler;
v0.3.0 is all about a new recurring mechanic and reworking all the naughty events to support it properly. I’m also still cleaning up leftover junk that was left hanging out in placeholder-ish state - low-quality media, weird formatting, clunky UI... you name it.
You can check out screenshots of the new UI and read some of my thoughts about new features in sneak peek.
Pre-v0.3.0 saves might be buggy, though I tried to avoid that. Also, you won’t have item descriptions for the new stuff — but that’s whatever.
Changelog:
Raw Format and Tags system
Raw Format: A new website accessible through your PC dedicated to homemade adult videos. Every 3 days, 3 new trending tags are shuffled. If you have a required reputation, you can change a chosen trend to another random one twice per trend cycle;
Tags: There are 27 tags distributed across various naughty events in the game. You can score big by aligning your videos with current trends, and they also serve as a hint system for unlocking naughty content. Each tag provides advice on how to obtain it;
Video Uploading: You can upload one video per day, but you won't receive all the profit instantly. Instead, you'll earn a daily share of revenue until your video loses its novelty. Novelty decreases randomly every day. Only one active video can be monetized at a time. Your camera, charm, the number of tags, and your partner's stats all affect the profit;
Partner's Stats: All partners in scenes now have a charm stat that impacts the profit of your videos. Some of these stats are static, like with named characters, while most are random, depending on the location where you're recording;
Cameras: 5 types of cameras for stealth recording. 3 of them are available in the mall, and 2 can be found at the hacker’s den. The most expensive and advanced camera is locked behind reputation. You’ll record any event that happens while you have a camera in your inventory. You can tell if you're recording by looking at the top-left corner of the screen - there'll be a red flashing button with the word "REC" on it. You can check the tags on your video in your Log or on your PC;
Changes to naughty events: for balance sake, all events now has at least 3 tags;
Significant Changes Made to:
Burglar;
Changing Rooms: Both events now have different starting scenes with unique tags;
Angry Customer in Your Nightclub;
Both Variations of Frame Gig;
Expanded "Endings":
Filmmaker in Harbor;
Duo in Suburbs;
Random NPC in Brothel;
And, of course, you can get a lot of tags during your fun time with random NPCs at home depending on their character.
New item: Gold bar:
A rare curiosity that can be obtained either with a high chance from the infallible Cash on the Wheels heist, a low chance from safes during burglaries, or from the new stranger event;
New merchant: Gold Digger. You can meet her in your nightclub once it has at least some popularity. She’ll offer to buy your gold bars for a significant amount of dirty cash - or trade it for access to two new tabs on the black market: Arms Market and High-Volume Black Market;
Both new tabs are highly randomized - you won’t get to choose exactly what you’re buying, but it’s a way to get shipments without fiddling with crafting, and to score some guns without paying an absurd markup;
Two new strangers:
Both of these new strangers will only react to a main character with high enough stylishness. You’ll get a wardrobe notification once you hit the required threshold.
And yeah, I know it’s kinda annoying that you can’t get enough stylishness and sluttiness to unlock both types of encounters just yet - but I’m planning to add T3 clothes in v0.4, most likely.
UI updates:
Misc and small changes:
Rebalanced Rent:
Flat now requires $80/day;
Basement extension costs $200/day;
Basement extension 2 adds an additional $300/day;
Prefab garage costs $75/day;
Additional garages are $175/day;
There are currently too many ways to make money, and I haven't added enough ways to spend it yet, so here we are...
You can't use 'Enjoy the atmosphere' in your club if it has less than 15 popularity. There’s no atmosphere with that low pop!
Replaced low-quality media with better ones in all finishers;
Replaced low-quality media in most indoor actions, except for the ones that are highly specific;
This was an issue because I originally searched for GIFs, and, well... most of them were pretty BAD. I realized that midway through gathering media, but I was a bit lazy to replace them before the release. Not all the junky videos were removed in v0.3, but at least most of them. Also, I pushed these changes with media to v0.2.4, because I'm feeling embarrassed by leaving it as it is for public release. Previous iteration of media was really THAT poor.
In the pipe:
In this update, I finally wrapped up a lot of annoying stuff. But yeah, there’s still some junk left in the game:
Bad formatting – I fix it as soon as I spot it, but it's easy to miss something that only shows up under specific conditions.
A few trashy media pieces – though I’ve cleaned up most of the media stuff in v0.3.
Unremarkable UI and questionable UX – I’ll keep spending a good chunk of time making the interface at least okayish with every update.
But hey, all of that is the kind of stuff that’ll keep getting addressed anyway.
What about next update... The main feature will be a brand new player-owned establishment with its own gimmick and a mini-game. This place will rely on the female side of your gang as the main workforce, and it’s going to come with a new tag.
Till the next sneak peek!
2025-04-17 05:31:17 +0000 UTC
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Full v0.2.4: Gofile Mega Pixeldrain
Patch to v0.2.5: Gofile Mixdrop Pixeldrain
You can read the changelog for the minor version in its original post.
Changelog v0.2.1 - 0.2.5:
v0.2.5:
v0.2.4:
Fixes:
Changes:
Added a proper UI with some explanation for Gig.gles from v0.3 - kinda dumb that I didn’t explain anything about gigs in-game before, huh.
Replaced some low-quality media with better assets from v0.3 (no changes to the scenes from v0.3 obvs). It was bad enough to qualify as a game-breaking bug tbh.
v.0.2.3:
Fixes:
Fixed formatting across all pages during naughty events with generic NPCs - no more text jumps;
Fixed broken links when trying to go for... unorthodox holes. Idk how to veil this one;
Fixed the bullshit going on with the pleasure meter;
Final pages of said events now properly center the text;
Wrong media files in a few cases;
Changes:
v0.2.2:
Fixes:
There was a broken story about your gang from the writer NPC right from the start. Well, no more stories for you;
Gaining the Car Thief trait was breaking options during the car theft for one day;
Burglars were breaking the total-loss stat on the EndDay;
Changes:
v0.2.1:
Fixes:
A broken casino leads if you has less than 10 Charm (I lowered the requirement in one dialogue but forgot to update the other);
A broken text replacement during the mafia attack event (same problem, I've been changing descriptions to notifications and forgot to remove a text replace in passage);
2025-04-17 05:23:40 +0000 UTC
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Full: Gofile Mega Pixeldrain
File Only: Gofile Mega
I found a bug that can softlock your game, so yeah, another patch version.
Fixes:
1. Fixed a softlock that occurred if you beat Slick-Trick during his challenge;
2. Fixed a softlock when trying to recruit a new girl through your nightclub;
Changes:
Added a proper UI with some explanation for Gig.gles from v0.3 - kinda dumb that I didn’t explain anything about gigs in-game before, huh.
Replaced some low-quality media with better assets from v0.3 (no changes to the scenes from v0.3 obvs). It was bad enough to qualify as a game-breaking bug tbh.
2025-04-15 22:01:46 +0000 UTC
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v0.3.0 is all about a new recurring mechanic and reworking all the naughty events to support it properly. I’m also still cleaning up leftover junk that was left hanging out in placeholder-ish state - low-quality media, weird formatting, clunky UI... you name it.
Here’s a few screenshots (idk why they're not in high-res, so I've attached the screenshots to the post):

You can see the main highlight of this patch - “Raw Format” - in the second screenshot.
Starting with v0.3, all naughty events will come with specific tags and partner stats. These tags are attached to videos that you can record and publish on Raw Format.
Raw Format has its own rotating trends that shuffle every three days. If your video hits all three current trends, you’ll rake in a hefty profit. Miss all of them, and you’ll only get 20% of what you could’ve earned. Your charm, your partner’s stats, and the quality of your camera all affect the final payout too.
Some tags can only be triggered through rng in certain scenes, but most are pre-defined. The random ones can be unlocked in more than one way tho - so it shouldn't be a pain to aim for specific ones.
So, you may ask - why?
Well, this feature actually solves two major problems:
1. There’s barely any reason to pursue some of the naughty events.
I know what the selling point of Shady Deals is - and honestly, I don’t like that a big part of it doesn’t have any real gameplay mechanics behind it. Sure, most spicy scenes do tie into some kind of gameplay - like solving a problem, getting out of trouble etc.
But there's also some of them that are doing... nothing. They just exist. Like that event in the changing room - I added it because I thought it would be a fun little niche situation for an adult game. But I didn’t really give players a reason to actually go for it. Outside of the obvious one, ofc.
2. Lack of hint system. Yeah, Raw Format comes with a hint on every tag on how to get it. It's at least somewhat diegetic.
So, yeah… This may look like a shift in direction, but it really isn’t. It’s more about building on what’s already there.
Preliminary changelog:
Raw Format and Tags system
Raw Format: A new website accessible through your PC dedicated to homemade adult videos. Every 3 days, 3 new trending tags are shuffled. If you have a required reputation, you can change a chosen trend to another random one twice per trend cycle;
Tags: There are 27 tags distributed across various naughty events in the game. You can score big by aligning your videos with current trends;
Video Uploading: You can upload one video per day, but you won't receive all the profit instantly. Instead, you'll earn a daily share of revenue until your video loses its novelty. Novelty decreases randomly every day. Only one active video can be monetized at a time. Your camera, charm, the number of tags, and your partner's stats all affect the profit;
Partner's Stats: All partners in scenes now have a charm stat that impacts the profit of your videos. Some of these stats are static, like with named characters, while most are random, depending on the location where you're recording;
Cameras: 5 types of cameras for stealth recording. 3 of them are available in the mall, and 2 can be found at the hacker’s den. The most expensive and advanced camera is locked behind reputation. You’ll record any event that happens while you have a camera in your inventory. You can check the tags on your video in your Log or on your PC;
Changes to naughty events: for balance sake, all events now has at least 3 tags;
Significant Changes Made to:
Burglar;
Changing Rooms: Both events now have different starting scenes with unique tags;
Angry Customer in Your Nightclub;
Both Variations of Frame Gig;
Expanded "Endings":
Filmmaker in Harbor;
Duo in Suburbs;
Random NPC in Brothel;
And, of course, you can get a lot of tags during your fun time with random NPCs at home depending on their character.
UI updates:
Misc and small changes:
Rebalanced Rent:
Flat now requires $80/day;
Basement extension costs $200/day;
Basement extension 2 adds an additional $300/day;
Prefab garage costs $75/day;
Additional garages are $175/day;
There are currently too many ways to make money, and I haven't added enough ways to spend it yet, so here we are...
You can't use 'Enjoy the atmosphere' in your club if it has less than 15 popularity. There’s no atmosphere with that low pop!
Replaced low-quality media with better ones in all finishers;
Replaced low-quality media in some indoor actions;
This was an issue because I originally searched for GIFs, and, well... most of them were pretty BAD. I realized that midway through gathering media, but I was a bit lazy to replace them before the release. Not all the junky videos were removed in v0.3, but at least most of them.
In the pipe:
There will be a problem with pre-v0.3 saves. The inventory system I’m using requires all items to be initialized from the InitPage, which loads when you boot up the HTML. Unfortunately, you can’t initialize them mid-save. So, I’m making a list of items I want to implement and I’ll initialize them all in v0.3.
Besides this, there are a few more things:
Speaking of items, I want to add a golden bar in this version, a very rare curiosity that you can get from safes and a few timegated events. Later, it will be added as a reward for a specific heist;
A "merchant" will be introduced, who will buy rare items like the golden bar from you with somewhat randomized offerings;
A few more strangers will be added, as I’ve already written some ideas for characters that should be included. This ties into tags, as there are still some underrepresented ones in the game;
Still lookin at the web version. I hope I'll be able to deploy it at least for v0.3 sometime during the hotfix phase;
Also, I still want to fix most of the formatting mistakes, because I'm kind of tired of finding them.
And that's it. I’m not giving an ETA for the update cuz I’m not sure how long writing the content with strangers will take, I’m still pondering it. But it won’t take long. Maybe around the weekend?
2025-04-15 01:14:59 +0000 UTC
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Full: Gofile Mega Pixeldrain
File-only: Gofile Mega
I found sooo much junkiness during spicy events with generic NPCs while testing the new main feature for the next update, I just couldn't ignore it - it needs to be fixed asap. So here we are.
Edit 13.04: Turns out I left some debug stuff hanging around in the stats menu. Oops. Reuploaded 0.2.3 without the leftovers.
Fixes:
Fixed formatting across all pages during naughty events with generic NPCs - no more text jumps.
Fixed broken links when trying to go for... unorthodox holes. Idk how to veil this one.
Fixed the bullshit going on with the pleasure meter.
Final pages of said events now properly center the text.
Wrong media files in a few cases.
Changes:
p.s. might drop a sneak peek about the next update in three or four days - the main highlight of 0.3 is almost done, just need to wrap up some side objectives.
2025-04-11 12:54:06 +0000 UTC
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Full: Gofile Mega Pixeldrain
Patch only: Gofile Mega
Fixes:
There was a broken story about your gang from the writer NPC right from the start. Well, no more stories for you.
Gaining the Car Thief trait was breaking options during the car theft for one day.
Burglars were breaking the total-loss stat on the EndDay.
Changes:
Also, I forgot to update the version info in the game itself.
2025-04-10 14:18:32 +0000 UTC
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Gofile Mega Pixeldrain
Here we go. It'll be accessible only on 10.04, so I'm writing to you in the past, heh. Thanks for your support!
v0.2.1 Changelog:
Fixed broken casino leads if you has less than 10 Charm (I lowered the requirement in one dialogue but forgot to update the other), and a broken text replacement during the mafia attack event (same problem, I've been changing descriptions to notifications and forgot to remove a text replace in passage). Sorry!
2025-04-10 04:00:05 +0000 UTC
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Download links for public release.
Link to patron's download page: Link;
The changelog is mostly copy-paste from the preliminary changelog plus new additions. You can check out screenshots of the new UI in the sneak peek.
Changelog:
v0.2.0 is primarily focused on cleaning up after the initial release, balancing gameplay, improving the UI, and introducing more dynamics to the game, such as adding some randomness and scaling.
One of the highlights of the 0.2 update is Gig.gles.
Gig.gles is a site that you can access from your PC (though I’m not exactly proud of the PC UI - it really needs an update asap), and it’s... basically radiant quests. It updates every three in-game days, shuffling 4 useless notices and 2 gigs. Though, I’m planning to add some functionality to the “useless” ones as easter eggs once there are enough of them.
So, there's 5 types of gig:
Find an item - nuff said. It can be any loot or material item;
Find a weapon - nuff said x2. Both of these can be completed directly on the site;
Steal a car - sounds easy enough, right? You'll need to use a special link that appears when you get this gig;
Beat someone - the difficulty of the fight scales randomly, not by your reputation. I thought it would be too easy to ignore this gig if you could see that the fight would be really tough;
Frame someone - there are a few ways to do this: either by using your cunning skills or your charm. You can guess by yourself. The guy can have two different character types - bold or shy. An observant MC can easily figure this out and can also tell if they can persuade the guy. The requirement for persuasion rolls with every failed attempt.
All gigs rewards are scaling with your reputation. Amount of items and weapons needed for "find a" gigs scales too.
There are also 14 “useless” notices that mainly serve as fluff
Next highlight: Random Strangers
Originally, I wanted to give players a way to control how "horny" their game would be through the style system. Right now, you can stack stylishness and sluttiness by dressing accordingly. If you stack enough sluttiness, the game will now react to it. (No alternative stranger content for stylishness just yet, though.).
Currently, there are four stranger encounters:
An “aspiring” adult film producer in the Harbor;
A rich guy cruising around the Center in a limo – adds another combat encounter on top;
Two chill guys in the Suburbs – you can teach them why inviting strangers home might be a bad idea. Or not;
Two not-so-chill guys in Downtown – they’ll try to teach you why accepting invites from random strangers might be a bad idea. Or not.
All strangers have random cooldowns after you complete their story, but they will eventually appear again. The cooldown ranges from 4 to 10 days, except for the limo. All of them, except the "film producing" stranger, are designed to be played more than one time, duh. Also, you always can just ignore them.
No strangers for outskirts. And later I'll add alternatives for MC's with more stylishness points. And yeah, you'll be able to stack enough points for attention of both types of strangers.
Other implementations:
Your chauffeur now actually appears at locations and has a small chance to say something. He'll always comment if you've found yourself in a naughty situation while he's following you. You can disable this feature, though;
Heister's perk - nuff said. Increases your cunning;
Manager's perk - you can gain experience for this perk if your brothel and/or nightclub have more than 70 popularity. Increases your charm;
Hustler's perk - gain experience through gigs. Increases your combat skills and health points;
The ability to order an article about yourself from the writer NPC. You can read it on forums with a few variations, and it will boost your reputation accordingly;
Orgy for the crew (yo), using the brothel’s workforce - if you own the brothel. It lasts a full in-game day, putting the brothel’s usual operations on pause and has cooldown of 14 days. Of course, you’re welcome to peek inside and check on how things are going.
The ability to skip all naughty interactions with the girls;
Three new band events:
Slick Trick might show up to challenge you, with a increased amount of media for his event.;
One of your gang members might bring a potential recruit;
One of your gang members might introduce a girl in need to you.
UI
New buttons for "Wait", "Inventory", and "Stats";
A new "Log" menu that shows your notification history;
I also tried to add icons to all regular links (not linkappends or linkreplaces) throughout the game. A bunch of location transition links were missing their icons before, especially in events pages - now they’re all fixed up. I hope so atleast;
The "Lock" feature has been removed from fast travel – it’s now always locked when open.
Also removed the version number from the StorySubtitle, since the new UI needed a bit more breathing room;
The notification about status of your sabotage action on Whiteboard;
The notification for a new trait is now an image too;
Notifications for all your sales in the nightclub, strip club, bar, park, and gym (making it easier to track results through the log);
Slight changes to the clothing store and warehouse interfaces: they are now much more responsive, and you can no longer stack multiple windows;
Background image for sidebar during cunning events;
The UI overall looks now... kinda overloaded? I think I’ll shuffle things around and move some buttons in the future, once I get to working on the UI of other sections. But for now, it looks more presentable at least;
Balance
All reputation changes are now randomized, with a few exceptions (everything related to shipments and trading remains static). On average, you’ll gain or lose about 30% more rep from any outcome;
Added reputation changes to places I had previously forgotten. All naughty events with "plebs" (which make up like 90% of them) will now result in a pretty significant reputation loss if you doesn't have a very specific type of leadership in your gang;
Loot from burglaries now scales with your reputation. Also, there are more locations to loot during those break-ins;
Safes became 20% harder to pick;
Lockpicks now cost $150 each. Yeah, I initially wanted to keep it somewhat realistic - I mean, how much could a piece of metal really cost? But I’m ready to trade a bit of realism for some smoother ingame economics. I'll write some joke about it somewhere in the game later;
All rewards for combat encounters now scale with your combat stat. With all combat perks, you can earn up to 7–9k per fight (The limo guard is an exception);
Combat overall is about 20% tougher now except attack in Downtown. All enemy stats have been increased accordingly;
Strip club and casino now require 1 less charm to start working there;
Car prices now depend on player's cunning. And yeah, you’re getting paid in dirty cash now;
Rewards and prices for band events now scale with reputation;
Rebalanced sabotage actions: essentially, actions with minimal cost now have much less impact. You can still spam them, but they’ll be far less effective. This is a quick fix, and I'll focus more on gang wars in the 0.4/0.5 update;
Misc
Replaced "salesman" NPC from Center's pool with writer;
The summary bonus of player's style has been moved to the wardrobe. Idk why I put it only in the "Traits" submenu;
Expanded media coverage for themes that were a bit too sparse;
Reworded the hint about style in "Strange Note #2";
Clarification that you need people with the "Thug" and "Thief" traits on the pre-band whiteboard;
Cooldown of band events was increased by 1 day, I think it feels more smoother;
Passive reputation increase if player's brothel and night club has higher than 70 popularity;
A reputation meter has been added to the character's menu, showing how much more rep you need to reach the next tier;
Fixes
Fixed the broken income for your girls working on the oldest profession. It now gets added to the total income on EndDay. Previously you needed to click the spoiler to collect the money. Well, you can just spam it and get an infinite amount of cash without this fix - yikes!
Some broken icons for links, nothing special;
Changing nickname of your right hand now actually changes his nickname during events;
Disabled brightness changes for PC and Whiteboard. It was weird with it;
T2 revealing clothes appearance in the shop was tied to reputation, not to the actual T2 clothes unlock;
Apparently, you needed 15 style points for the second charm point in a single category. It was supposed to be 14 - so, kinda fixed?
Money lost due to enemy sabotage was not counted in the money loss stat;
Also, a word about pre-0.2 saves. Your old saves will be updated and everything will initialize properly, but clothes will be broken because I made a stupid spelling error and didn’t catch it before the release. And it was triggering me. But hey, the new version is a good excuse to break something in saves, so your entire wardrobe will be reset. Tee-hee.
In the pipe:
I'm working on the web version because making people download hotfixes every few days after a major release is kinda wacky. I bought a domain, and now I'm deciding which VPS I should rent. I thought it would take much less time, but apparently, there are some problems with hosts. I'll deploy it as soon as it's ready for patrons, and then when v0.2 goes public, the patron link will also become public. The same process will apply to future versions - v0.3 will be available on the web for patrons first, and once it goes public, the patron link will become public as well. And so on, following this cycle.
I'm a bit worried tho, that people who check out the game on the web might be put off by the wall of text in the prologue. Maybe I should rewrite it before launching the public web version during the hotfix phase.
I haven't prepared the to-do list for v0.3.0 yet, but it'll mostly focus on another recurring game mechanic that'll be used throughout the entire game. I'll also gonna finish the strangers content as part of the patch. After that, I'll move fully on to the gang stuff and new businesses for the player, each with its own gimmicks. I'll share more in a sneak peek once there's something to show. Also, I'll continue working on the UI.
2025-04-07 08:48:28 +0000 UTC
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v0.2.0 is mainly focused on cleaning things up after the initial release, balancing, improving the UI, and adding more dynamics to the game i.e. introducing some randomness.
Here are some screenshots before proceeding with the preliminary changelog:




Preliminary Changelog:
What is done already:
One of the highlights of 0.2 update is Gig.gles.
Gig.gles is a site you can access from your PC (though I’m not exactly proud of the PC UI - it really needs an update asap), and it’s... basically radiant quests. It updates every three in-game days, shuffling 4 useless notices and 2 gigs. Though, I’m planning to add some functionality to the “useless” ones as easter eggs once there are enough of them.
So, there's 5 types of gig:
Find an item - nuff said. It can be any loot or material item;
Find a weapon - nuff said x2. Both of these gigs you can complete right on the site;
Steal a car - sounds easy enough, right? You'll need to use a special link that appears when you get this gig;
Beat someone - the difficulty of the fight scales randomly, not by your reputation. I thought it would be too easy to ignore this gig if you could see that the fight would be really tough;
Frame someone - there are a few ways to do this: either by using your cunning skills or your charm. You can guess by yourself. The guy can have two different character types - bold or shy. An observant MC can easily figure this out and can also tell if they can persuade the guy. The requirement for persuasion rolls with every failed attempt;
All gigs rewards are scaling with your reputation. Amount of items and weapons needed for "find a" gigs scales too.
Besides, there's 14 useless notices that are serving mainly as a fluff.
Next highlight is random strangers:
Initially, I wanted to give players the option to control how "horny" their game would be through a style system. Right now, you can stack stylishness and sluttiness by dressing accordingly, right? So, if you stack enough sluttiness, the game will react now. No alternative strangers for stylishness yet, though. The wardrobe system will let you know if your style is going to attract attention.
There's 4 strangers encounters at the moment:
An "aspiring" adult films producer in Harbor - no real choices here;
A rich guy cruising around the Center in a limo - you can end up brawling with his guard or even rob him outright if your combat skill is high enough.;
Two chill guys in Suburbs - you can teach them why inviting strangers home might be a very bad idea. Or not.
Two not-very-chill guys in Downtown - they’ll try to teach you why accepting an invite from random strangers might be a very bad idea. Or not.
All strangers has random cooldowns after you completed their story. But they will appear again, eventually. All, except "film producing" stranger are designed to be played more than one time, duh. Also, you always can just ignore them.
No strangers for outskirts. And later I'll add alternatives for MC's with more stylishness points. And yeah, you'll be able to stack enough points for attention of both types of strangers.
UI
New buttons for "Wait", "Inventory", and "Stats".
A new "Log" menu that shows your notification history.
I also tried to add icons to all regular links (not linkappends or linkreplaces) throughout the game. A bunch of location transition links were missing their icons before, especially in events pages - now they’re all fixed up. I hope so atleast.
Removed the "lock" feature from fast travel—now it’s always locked when open.
Also removed the version number from the StorySubtitle, since the new UI needed a bit more breathing room.
Notification that your sabotage is active on the Whiteboard.
The UI overall looks... kinda overloaded? I think I’ll shuffle things around and move some buttons in the future, once I get to working on the UI of other sections. But for now, it looks more presentable at least.
Balance
All reputation changes are now randomized, with a few exceptions (everything related to shipments and trading remains static). On average, you’ll gain or lose about 30% more rep from any outcome.
Added reputation changes to places I had previously forgotten. All naughty events with "plebs" (which make up like 90% of them) will now result in a pretty significant reputation loss if you doesn't have a very specific type of leadership in your gang.
Loot from burglaries now scales with your reputation. Also, there are more locations to loot during those break-ins.
Safes became 20% harder to pick.
Lockpicks now cost $150 each. Yeah, I initially wanted to keep it somewhat realistic - I mean, how much could a piece of metal really cost? But I’m ready to trade a bit of realism for smoother gameplay. I'll write some joke about it somewhere in the game later.
All rewards for combat encounters now scale with your combat stat. With all combat perks, you can earn up to 7–9k per fight. (The limo guard is an exception - you’ll see why.)
Combat overall is about 20% tougher now except attack in Downtown. All enemy stats have been increased accordingly.
Strip club and casino now require 1 less Charm to get started.
Misc
Your chauffeur now actually appears at locations and has a small chance to say something. He'll always comment if you've found yourself in a naughty situation while he's following you. You can disable this feature, though.
Minor formatting of NPC's windows.
Heister's perk - nuff said. Increases your cunning.
Manager's perk - you can gain experience for this perk if your brothel and/or nightclub have more than 70 popularity. It increases your charm.
Hustler's perk - gain experience through gigs. It increases your combat skills and health points.
Ability to buy an article about yourself by asking the writer NPC. You can actually read it on forums with a few variations of it. It will boost your reputation accordingly.
Replaced "salesman" NPC from Center's pool with writer.
Moved the summary bonus from your style to the wardrobe. Idk why I put it only in the "Traits" submenu.
Fixes
Fixed the broken income for your girls working on the oldest profession. It now gets added to the total income on EndDay. Previously you needed to click the spoiler to collect the money. Well, you can just spam it and get an infinite amount of cash without this fix - yikes!
Some broken icons for links, nothing special.
Changing nickname of your right hand now actually changes his nickname during events.
Disabled brightness changes for PC and Whiteboard. It was weird with it.
T2 revealing clothes were tied to reputation, not to the actual T2 clothes unlock.
In the pipe:
Okay, that's all in "completed" section. Now I'm going to write what's left until the 0.2 release:
Some quick balancing of sabotage actions (I'll focus fully on gang-stuff slightly later);
UI for sidebar during cunning events;
Quick """action""" with the girls (right now, you need to click through the whole naughty event sequence with them if you want to max out the relationship quickly);
Ability to quickly boost your band morale;
Meter of reputation maybe? Still considering;
Make interface of warehouse same as PC's, i.e. no window stacking;
A few more useless notices for Gig.Gles;
A few more videos for everything that lacks them, and, well, it'll provide more motivation to replay the game.
One more band event. I'm still considering what to add, but there's really not enough of them;
Hints about style system to Mall;
Specific backgrounds for combat pages;
And that's it, I think.
Also, I came up with an idea on how to motivate players to pursue various naughty events, because right now those events are mostly fail states or just random outcomes. It’ll also let me add some immersive hints. But... I'll focus on that in the 0.3.0 version. We'll talk about it at the v0.2.0 release.
Patrons can expect the update around Tuesday/Wednesday. I hope that's enough time to figure out "something I'm still considering how to do," duh
2025-04-04 21:26:35 +0000 UTC
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Patch-only: Gofile Mega
Full: Gofile Mega Pixeldrain
Well, here we go again. A lot of fixes. One of the bugs was locking you out of any interesting interactions with the Distributor, so it's definitely game-breaking. And I was hoping there were no such bugs left, huh.
Fixes:
1. Broken notify during pool event;
2. Right hand forgot his name during the arming event;
3. PC's partner got lost during a very classic position when he wanted to switch;
4. Getting caught during a warehouse burglary would transport PC to Downtown, locking all special interactions with the Distributor and the special condition for a heist. Damn;
5. Romance fraud at the character creation was indeed a fraud - it didn’t give the PC a charm point;
6. Broken notification about raising one of the naughtiest skills;
7. Number NaNs thanks to PC's finest establishment in the Harbor.
Changes:
1. Added cell phones to thieves' loot table.
2025-03-31 08:17:00 +0000 UTC
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Patch only: Gofile Mega
Full: Gofile Mega Pixeldrain
I hope this is the last of the game-breaking bugs. I’ll leave better formatting, typos, and other minor mistakes for the next content release. Edit: NOPE, there was more of that.
Changelog:
V0.1.4
Fixes:
1. No options during vehicle theft;
2. Brightness settings were not applied to Mafia's mansion.
v0.1.3
Fixes:
1. The flawless "Cash on the Wheels" was broken and wasn’t giving you all rewards;
2. Some formatting on the Distributor's page.
Changes:
1. Lowered the required amount of charm to seduce the Distributor from 13 to 10. I've gone overbroad with this initially tbh.
2025-03-30 07:39:25 +0000 UTC
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Patch only: Gofile Mega
Full game: Gofile Mega Pixeldrain
The moonshine trailer was completely broken, but I've fixed it now. S-sorry... It was added just before release, so I playtested it using cheats. Mistakes were made.
Changelog:
v0.1.1 Fixes:
1. Opacity on the videos;
2. Coin washer message spam if there’s not enough dirty money to launder;
3. Moonshine production bug that prevented new shipments from appearing in the PC’s warehouse. (reason for the hotfix, the moonshine trailer was essentially doing nothing)
Changes:
1. Small placeholder-ish notification when interacting with an NPC using the "Hit the bar" button.
v0.1.2 Fixes:
1. Non-existent packing speed for shipments (auxiliary upgrades will reset on pre 0.1.2 version saves);
2. Ability to remove prostitutes from their positions;
2025-03-29 13:05:21 +0000 UTC
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Mega; Pixeldrain; Gofile
I don’t want to leave you with a pig in a poke, but I’m not keen on listing every single thing in the game either. Everything mentioned in the description is in the game: all planned gangs and all main locations are completed (though not all locations are accessible from the start), gang wars are semi-complete (check the roadmap), and the win condition i.e. capturing the whole city - is achievable. However, there’s no ending yet, I didn’t want to put in a placeholder, cuz I want to include some player statistics on it, which aren’t in the game... yet.
Don't forget to check the roadmap if you're interested in the project.
Some screenshots:
2025-03-28 13:16:27 +0000 UTC
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Hey hey people.
Plans for v0.14 - v0.15:
Rework of naughty times with randomly generated NPCs. I'm going to fully remake it because the code for this system is atrocious, and it's much easier to start anew. The idea will stay mostly the same - a loop of “action - reaction” - but it will rely much more on NPC stats.
There will also be a new stat for all NPCs - depending on it, they may try to force certain things during sex or refuse some actions.
A few new poses and actions are also part of the rework.
Expand on MC depravity stat. Right now it's basically a fake stat that does almost nothing, though i’m not going to set up action blocks or add checks for it - it’s going to be tied to other mechanics. Gains and losses will be configurable through "demeanor" options.
A new game mechanic that's gonna represent the kind of arousal system, with buffs and debuffs to stats. Max arousal levels and gains will depend on depravity.
More descriptions for various naughty actions across the game.
Dirtytalk from NPCs.
A few more ways to remove NPCs from your contact list - and make a profit doing so.
A few more random events across streets and locations. Maybe more interactions with crewmembers “with benefits.”
Autocenter needs a purpose again - it’s been pretty hollow since the car-buying option was cut. Maybe it could serve as an alternative to car dismantling, with limited space? Still thinking.
More media for folders that currently have the fewest videos.
Additional stuff (not priority):
A few more call events from NPCs.
Brothel rebalance.
Ability to push your own dirty talk into the DT arrays. I doubt many players are gonna use this feature, but it sounds cool enough.
Possibility for debtors to stop paying once per debt with a ways to deal with it.
So yeah, basically v0.14-v0.15 is going to be mostly smut updates. I want to push the biggest chunk of this content in v0.14 so that all the changes make sense, and then really hammer it with v0.15.
Each update is expected to take up to two weeks of development. I'm listing mostly the big features that define each update's theme - smaller additions usually happen along the way, depending on time and energy (or I just leave them noted for later).
Stuff that’s not yet attached to any update versions and isn’t fully designed yet:
Other “Big heists” (completing these will be required to finish the game):
Bank heist.
An “elite” penthouse club location that only very influential people have access to. Or "service" staff. You may get in either way.
Heist for the penthouse club, with a few ways to approach it: assault or stealth like sneaking in as a service staff. Each way will have its own mechanics.
Other:
Some kind of collectibles in the form of stolen paintings, with their own collections - gathering a full set will grant buffs.
More active competitors, or even a brand-new gang/antagonist that prioritizes disrupting the player.
Ability to work for the corrupt police force to get a time-limited boost to passive heat reduction, recruit some people, or snatch a few shipments during police patrols. Or, y’know, other illogical excuse to use videos with a police cosplay.
New type of shipment that’ll be divided by quality tiers, with its own enterprise. Still thinking. Maybe an experimental drug lab or arms trafficking business.
A new prologue - without the wall of text.
Replacing job names with icons for all NPCs.
Animation for money changes.
Moar random events.
Better UI for combat.
Better formatting: colorize all important stuff everywhere, fix the busy text in the player’s nightclub, moonshine trailer, and brothel.
Management of captured businesses - i.e. market racketeering, underground ring, and auto center.
More NPC reactions for different circumstances and their relationship with the MC. Also, more interactions with NPCs who have specific jobs.
More interactions with gang members.
Ending with some achievements depending on your statistics.
Some additional means of acquiring weapons and removing ability to directly buy weapons from bikers.
Audio. I wanted to add audio from the very beginning, and I still have a list of actions I want to add sounds for - like car acceleration when you're stealing a car, rustling and clinking during burglary events, some ambience sounds, and so on. However, I haven’t figured out a way to implement sound during the more sensual events without it feeling cringey. Well, maybe it wouldn’t be so bad, since the game doesn’t have much consistency in media files during those events. But having a lot of videos with audio would bloat the size. So, I still dunno how to implement it, but it’s on the list. Maybe I’ll just slap it in, and if anyone doesn’t want it, they can turn it off… but it’s a bad design choice. Still better than nothing, tho.
More fluff/easter egg stuff: graveyard with funny epitaphs, graffiti wall, special gang names that give you very minor bonuses and a few text changes – for example, “Diamond Dogs” or “Gryffindor”, with location description changes depending on the player’s actions.
Polish and proofreading.
Aaand… that’s all for now. I may’ve forgotten something, or left it out on purpose because I’m not sure about it yet - but oh well.
Overall, i’m not planning to create an extensive """""infinite""""" sandbox. Once I finish implementing the features listed here, the game will be considered fully released, and I’ll move on to the next project - while still fixing bugs and adding smaller features to "Shady Deals".
2025-03-27 11:52:00 +0000 UTC
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