Merry december to the lot of you. Today I have for you a seasonably festive upd8 that brings a new enemy rather more complex than any that came before. As usual, here's the list:
Added 'Mama Crimbo'
Every other floor starting with the first, no Recruiter will spawn during the christmas period of december and january. Instead, a 'gift box' will be delivered
The gift box currently contains Mama Crimbo, who is very invested in tying Eliza up in tinsel
Mama crimbo can be damaged even without attack stones or bonus damage
When defeated, she drops a great amount of money
Automatic item removal can be cancelled with E
Item-removing props such as robo claws now prioritise removing hand-covering items so you can more effectively remove the rest of the stuff from yourself
Stamina regeneration has been made much faster
Waist constriction has a greater effect on stamina regeneration
Fixed being able to remove things too easily while wearing steel handballs
Fixed game crashing when donning the last item in a category
More crimbo updates can be expected over the next handful of weeks, including improvements to the good christmassy lassie, so remember to let me hear any suggestions through any available channel! I bless you all with a warm and cozy and kinky december ☕͜ (ᵔ ̮ ᵔ)›
Good afternoon, folks who like to get into trouble. Today brings a new opportunity to do just that! This update brings 'Bang Buttons' which bring about both risk and reward, including another new enemy carrying a new set of Steel restraints
Added 'Bang Buttons, buttons on the floor bearing a ! symbol
Standing on one brings a great shower of loot, including potentially lootboxes, gadgets and robo claws
Standing on one will also temporarily seal the room and summon a few adversaries
Among the adversaries is a new enemy, the Automaton which binds with new steel items
Added steel items:
The steel collar is thick and heavy, and bears inconvenient spikes
The steel corset hugs the midsection insistently and without compromise
The steel heels present O-rings for convenient grabbing by enemies
The steel headball effectively blocks vision and muffles sound
The steel handballs deny any usage of fine tools
Added 'Key Lootboxes', a new variant that always hold at least one keycard
Tentaclings no longer appear KO'd when they bind Eliza
Tentaclings now move in a manner that is more erratic and alarming, as befits a bizarre creature
The Arcade Harness can now be 'activated' in order to play the flappy minigame with six keys and no stakes whenever you want
Capitalists summoned by money piles no longer appear immediately, but instead after a brief warning
Fixed flappy minigame crashing the game
I bless all of you with a comfortable and inescapable hug from a steel corset this week ◝(ᵔᵕᵔ)◜
Good morning one and all, today's is a routine update primarily concerns tweaks, fixes, and ever more slight progress in the direction of the fabled Main Ending
Added more evidence of suspicious activities
Suspicious activities are now wreaking ill effects upon the cult's dungeon
Cubic die now destroys the items it removes instead of placing them in your inventory
Increased mobility in flappy minigame
Jape now prefers to film Eliza struggling in bondage items rather than clothing
Broken robo claws no longer appear on the minimap
Extra portrait added to the the loading screen
Fixed that thing where Eliza/slaves/enemies sometimes flip back and forth so fast that they almost disappear from view
Fixed dialogue options sometimes going off-screen
Fixed Film camera item stunning all enemies on the floor instead of just in the room
Fixed cutscene skip indicator looking wonky
Fixed some cases where the telephone would present the wrong dialogue with regards to suspicious notes
Fixed inventory being uncontrollable with keyboard after dropping or donning an item
Fair forewarning: In the next handful of months there may need to be some singular large features added, development of which could disturb the usual weekly release schedule for a time
Good afternoon folks, today I have for you a coin-operated update, an update of punching and slapping
Added a new item removal minigame
Similar to 'flappy bird' though you can dive and dash and slap within this minigame, and break some obstacles
Objective is to grab the necessary number of keys without perishing
As the minigame progresses, the speed increases but so too does the number of keys you get at a time
3D items are now removed with this minigame
Added a new item to lootboxes: Arcade Harness
Removed with the 'flappy' minigame. Failing the game electrolocks the harness
The arcade harness is coin-operated, and so drains money for every room you enter while wearing it. Just like a real arcade!
Some robo claws are now coin-operated as well, and require eight euros to activate. However, those that are coin operated have a chance to reset after use so they can be used to remove multiple bindings
New additional effect on boxing gloves: They allow you to slap enemy projectiles out of the air
Added a new vial effect: Fast Hands, which lasts five minutes and also allows you to slap projectiles before they hit you
New telephone dialogue building toward the fabled Main Ending
Fixed some reliability issues with slapping enemies
Please enjoy your newfound furious fists, fragile finances and flappy fun ₍ᐢ. ̫.ᐢ₎
Good afternoon to all readers, today brings another suspicious update with elements of the main story, along with a smattering of changes and fixes suggested, sometimes implicitly, in the discord server
Added sus vents which sometimes show signs of nefarious activity
Suspicious notes updated with a hint regarding lifts
Added something with lifts
Reduced credit penalty for removing cognitor items
Added an option in the cheat menu to give yourself a specific gadget
Less leg bondage is required to change the portrait from 'legs apart' to 'legs together', so items like thigh cables that apply a little bit of leg bondage, they change the portrait now
Fixed a crash that would occur when talking to Jean and Jape
Fixed suspicious notes not being examinable after exiting and reloading the save
I continue to thank the lot of you for your interest in my videogame, and will continue to be listening out for suggestions to throw in the direction of Eliza (˶ᵔ ᵕ ᵔ˶)
Good morning to everyone, today I have for you an update which adds new items as usual - ones fitting to the spooky season - and some long needed tweaks to parts of the rest of the videogame
Added haunted items
Haunted thighbands curse the thighs
Haunted armbands afflict the upper arms
Haunted harness defiles the torso
Haunted crown inflicts the head
Each haunted item arrives deadlocked on the body, but does not restrict unto itself. Instead, after some unpredictable amount of time the haunted item will unlock itself and bring forth a spectre from beneath in order to assail the bearer of the haunted item
Haunted items can be found from lootboxes during the halloween months of october and november
Added clothing item Witch Hat
Maid track changes
Entry into the maid track was more confusing and involved more steps than necessary, with inadequate explanation. Therefore the process has been simplified somewhat
Detritus can now always be cleaned while in the maid track, regardless of having or not having maid items, or having interacted with a recruiter
Recruiter no longer gives a maid item and now has nothing to do with the maid track and ending
Jean's dialogue has been updated to match these changes
Chance of receiving a maid item from cleaning detritus increases with every pile of detritus cleaned, it is guaranteed by the fourth pile
Added dialogue vignette with Jean and Jape at home
Fixed some instances of maid collar message showing up when player has no maid collar equipped
Fixed crash that happened when deadlock slaves tried being suspicious
Much of this improvement would not have happened if not for audience suggestions, bug reports and comments. Therefore I thank you one and all for continuing to enjoy my videogame and letting me know what you hope to see added or changed ∧,,,∧ ( ̳• · • ̳) / づ♡
Today's update adds only an animated cutscene, one that is not tied to any ending but the beginning, depicting Eliza's entry into the cult's dungeon, and will appear on the first run played after this update Animated cutscenes can now also be skipped by holding Interact (E), Space or Enter for a couple of seconds
Good october to all readers of this post. Today I have an upd8 for you that again introduces a couple of new items, while I work in the background on an animation that ideally will be added soonish. In the meantime, here's today's additions:
Added item Slave Belt, which has a pair of cuffs attached to its front
Restored item Bloodfold, a blindfold which is initially deadlocked but unlocks itself when you successfully KO an enemy
Added Guardian enemy on the Archive, which equips a number of miscellaneous items including ballet boots and the recently added lucky blindfold
Added spooky clothing items:
Spider dress, which is very webby and arachnidish
Fangs, which go in the mouth and look scary
Frankenstein bolts, which make Eliza look like she's just been reanimated
Added visual effects to conventional and regal lootboxes. Plebian ones get nothing
Since the spooky month of october is again upon us, all the enemies have donned their halloween costumes in celebration. please do not faint in fright if you see what seems to be a vampire or serial killer or ghost, it is only a normal enemy dressed up. or alternatively it is an actual ghost.
Good end-of-month everyone, today I bring the extremely rare and powerful <version>e update. Primarily it adds sticky notes, a means of captive to captive communication.
Added sticky notes
At the start of each run, you receive two sticky notes, up to a maximum of three. These can be used at any time by clicking upon them or pressing E whilst in the item list menu
Using a sticky note allows you to compose a brief message and place it where you stand at that very moment. When another player finds the same room in the dungeon, they may see your sticky note
This paid version of the game allows for the writing and reading of sticky notes, but at least for a while the free version will only allow for reading with no way to write
Added option to deactivate online features, which at present includes only sticky notes
Cubic die no longer adds or removes items that are part of endings
In-progress minigames are now cancelled when proceeding to the next floor
Fixed cognitor tubes always being open at the start of the floor
Good weekday every1, today I have for you an update that brings a smattering of new content and quality of life improvements
New food gadget: Jellied Eels. Gives Eliza a buff that causes tentacles to lash out at nearby enemies, binding them
New item: Lucky Blindfold. At the start of most floors, it doesn't cover Eliza's eyes in order to block vision. In order to keep seeing well, you simply need to be lucky. This item can be found through lootboxes
New garb: Pointed earrings. They're dangly crystals
New garb: Toroid earrings. They're dangly loops
Item names near the edge of the inventory screen are no longer cut off by the edge of the screen
Inventory screen is centred properly
Improvements to keyboard controls in inventory screen
Added a couple of missing sprites for bound enemies
No mimic added in this update
I continue to thank the lot of you for enjoying my video-game 𐔌՞꜆. ̫.꜀՞
Good afternoon to everyone, today I have for you an update that lightly covers many different bases and categories of content. New enemy, items, balance, polish.
Added Archivist enemy, who usually shows up on the Archives, and binds with reels of film
Added Leg Reels, which do as you would expect
Added Body Reels, which bind the arms behind the body
Added Head Reels, which partly block the eyes and mouth
Stamina regeneration is disabled for 1s after spending stamina, meaning that you can no longer de facto sprint when out of stamina
Items that block breathing increase the delay before stamina regeneration begins
Items that increase grabability now make it even harder to escape from enemies who have grabbed you for binding
Well met, good fellows. Today's update primarily promotes the Studio as the primary third zone, adds a new way to reach the Robozone, and adjusts lootboxes slightly in the wake of last week's changes.
Many enemies have 'bound sprites' to show when they are bound e.g. by rope mines
The Studio is now the default 3rd zone
On the 4th floor (Archive 2), a new enemy 'Snatchcage' will spawn instead of a Recruiter. If it catches Eliza, she will be taken to the Robozone
Cheat menu now has a button to skip to the Robozone instead of the Studio
Conventional and Regal lootboxes can now drop garb and furniture
Plebian and Conventional lootboxes have a greater chance to auto-equip items, including new items:
Eye Orbs, blinding opaque orbs which cover the eyes
Leashed Collar, which enables enemies to grasp you more effectively
Open Gag, which leaves visible the oral interior
No mimic has been added in this update
Fixed shock collar not shocking
Fixed cognitor tube failing to become available
No I will not stop thanking you for feedback and for continued interest in my video-game (˶ᵔ ᵕ ᵔ˶) ‹𝟹
Lootboxes are dead! Long live lootboxes! Today's upd8 removes the generic lootboxes that have been present in TBOE for the last year or so, and replaces them with five specific lootboxes:
Plebian Lootboxes are the most common, and usually provides only consumables
Conventional Lootboxes are also common, and often provide gadgets or items or item removal alongside some consumables
Regal Lootboxes are rare, and provide consumables and an item and item removal and a gadget
Gadget Lootboxes provide one or a few gadgets
Garb Lootboxes provide one or a few articles of clothing
Added new clothing: Short Shawl
Because clothing drops prefer to give items that have not yet been acquired, you're likely to get any newly added clothing quite quickly
I again thank you for your continued interest in my videogame (╥﹏╥)♡
Good noonish everyone, today I have for you an upd8 that primarily improves the inventory and wardrobe, as suggested on itch:
New inventory UI, items are now organised by category (binding, tool, etc) and by item set (vantawhite, rope, latex, etc)
Includes button to don all items in a given set
New wardrobe UI to match
Includes 'quick stack' button to move all items into the wardrobe if there is already a copy of that item in the wardrobe
Can also quick stack from wardrobe to your own inventory
Unexplored rooms show question marks as per another audience suggestion
Maid dress initially in the wardrobe has had name/description changed in order to distinguish it from the one that's part of the maid track
Altered spawning of buildable props. Might solve a bug but might create a new one
Fixed some cases where the game would crash on floor load
My ears remain open to suggestions of many types. if you have ideas for the game let me know (˶ˆᗜˆ˵) Though there have been many suggestions already, and tasks to do outside of audience suggestions so it may take a while to get round to the ones that I end up implementing (*ᴗ͈ˬᴗ͈) Regardless I continue to thank you for enjoying my game (ᴗ͈ˬᴗ͈)ꕤ.゚
Good morning to all viewers, today I have for you a canine update primarily adding another new enemy and item set.
There is a new enemy on the Studio: Hound Handler, which is a person walking a dog-girl on a leash. As a reminder, the Studio is a work-in-progress floor only accessible through the F3 debug menu - or the enemy or items can be spawned through said menu
It equips the player with dog ears
and paws
and a puppy harness
and a bad dog muzzle
It also electrolocks the items it applies
if attacked, the Hound separates from the Handler, and the two enemies aggress individually against you in ways described in previous posts
If Eliza is permalocked into an item then you can ask Jean for help in order to obtain Ioxic Acid, and an explanation of how to use it
Since this is the new way to get out of permalocked items, the hourglass can no longer be used
Thanks everyone for enjoying my game ( ˶ ̇ ̵ ̇˶)𓈒𓂂𓏸♡
Good afternoon everyone, today I have for you yet another new enemy and the start of some fixes to the ending/hourglass system. Here's the list:
Added new enemy: Hound. Chases Eliza down and trips her up. Appears rarely on Depths and Archive
Jean now has specific dialogue for when you try to talk about becoming a maid, but are in the Pony or Cognitor tracks
New telephone dialogue regarding suspicious slaves
Added missing dialogue localisation keys
Debug menu has a new button that allows the switching of the current room to any other room that fits in that place. For instance, one of the rooms containing the new hounds is a T-junction with three exits, called '1:holding_hounds'
In order to prevent the new room's walls from appearing under your character and holding her in place, it is best to stand in the entryway when using this button
All rooms at home are considered crossroads with 4 exits. Therefore it is possible to change a room at home and then walk out of the world
Debug menu allows the gaining of non-wearable items such as dead key pieces
Added non-wearable item Ioxic Acid. This is an acid that easily dissolves anything that isn't flesh, making it perfectly safe to shower in. To that end, your shower has been modified to accept it. If you shower with Ioxic Acid in the inventory, the acid will be consumed and ALL worn items will be destroyed
Ioxic acid cannot yet be gained normally, only through the debug menu. It is a part of the system that will replace the hourglass to deal with permalocked items
Handler enemy pulls Eliza to the anchor with greater speed and gusto
Thank you for reading my update-post and thanks for enjoying my game ꉂ(˵˃ ᗜ ˂˵)
Good morning everyone. Today I have for you a small update that changes the transition between floors works
Added a quick animation that shows up between floors to replace the freezing screen during floor generation. Pressing E or Space will skip the animation as soon as possible
This may have introduced some start-of-floor bugs. Please let me know of weird events that happen at that time
Occasionally a slave might be doing something rather suspicious
Jean scene with visor is more likely to appear
Bird duplication bug is less likely to occur
Perhaps you are aware that recently, the payment processors that manage most online transactions have threatened both Steam and itch.io, leading to the removal or 'de-indexing' of many games on those services including the Itch page for The Bondage of Eliza. This seems to have cut traffic to that page in half, with the remote possibility that it is entirely removed at a later point. That page is possibly my main source of growth. Depending on how this ends up, it may change the long-term plans for development of this game. But at least for the next couple of months, development will be continuing at the same rate regardless of what happens on Itch.
Good summer everyone, today I have for you an upd8 that primarily includes a previously mentioned animation.
Animation added to cognitor ending. Like all endings, it can be watched on television provided you're not blindfolded at all.
Food gadgets' durations have been increased significantly.
Intention is for foodstuffs to usually be eaten at home then to grab a normal gadget to take into the dungeon while still under effect of the food buff. Longer duration means that the buff will not expire halfway through the first floor
Bangers & mash: Bangers spawn less frequently
Added new clothing: Ballet shoes
Added new clothing: Cyber mask
Lootboxes now never remove clothing or beneficial items
High heels readded to the game: Cubic die can create them and slaves can spawn with them
I can obviously only work on one thing at a time, and animations of this kind take a while to make. Therefore, if you have witnessed the new animation, I put a vote to you: should I prioritise first adding more animations of this style, or do you prefer more content - items, enemies, that sort of thing - to be made immediately? Eventually you will receive both, but I am interested in which you think ought come first. Between the previous update and today I have also moved from one operating system to another, which risks breaking part of the game. I've checked what I can but if there are still problems there's an option in the poll for that too, along with the comments section.
As ever, thanks for enjoying my game and I'll see you once again in a week or so ~
A combination of factors have assembled in such a way that makes for no update this week. Among those factors is exactly what I have been working on recently: Animations. The endings in this game are largely very sudden and without as much fanfare as I would prefer. Therefore, I will be adding crude animations preceding the static images that currently accompany each, although the process will cover quite a lot of time. Spread out over such a long period of time because even the simple and partly automated style of animation that will be on display here, still takes a lot of time, hence the lack of an update this week. By spreading the animation out over the course of a longer time, I can continue to add content and fix issues while also setting some time aside to assemble these animations.
I had originally intended the cognitor ending to have such an animation on release, so I'll be starting with that. It will involve the lively robotic claws that can be seen on my screen in the picture. Everyone loves chambers with lively robotic claws, right?
Beyond that, depending on how long they end up taking to make, I will probably intend to use animated sequences for story elements, which is what will consume most of the non-animation development time. Expanding on questions such as: what Jean is after, why the cult has piles of rocks lying around. and it may be unlikely but possibly even an answer to the greatest mystery of all: why does Eliza have a fake moustache??!?!?!?!!!
Righto, I'll see you on tuesday, thank you for your interest
Good post-solstice everyone, today I have for you an update that mainly expands on recently added features. Improvements and fixes, you know what to expect. Many of the changes regard the Studio floor accessible through the F3 debug menu
Added more rooms to studio floor
Studio room where mic operator needs to press buttons, has been made easier
Added alternative dialogue for phonecalls with Jape
Added more portraits for Jape
New food gadget: Bangers and mash, summons exploding sausages in the player's vicinity
New gadget: Film camera, which for some reason has a flash, and one so bright that it causes enemies to fall over in surprise
Added missing localisation keys for gadgets
Telephone is now labelled as such, instead of being called 'Interactable'
Jape now prioritises asking the player to struggle in items they're already wearing
Fixed mic operators randomly stopping for exactly one second
Fixed film cameras facing directly at walls
Fixed crash when loading a room in the room editor before assets had finished loading
Fixed hourglass not being given on cognitor ending
Good sunset everyone, today I have an upd8 for you that includes a slapdash preview of a new floor, which will be replacing the Robozone at some point in the future. At present this floor can be accessed through the F3 debug menu It's extremely a work in progress at the moment - not many rooms and some things are a bit buggy or unfinished - but new floors are something of a large project which do not fit nicely into the weekly release schedule. Therefore, playing the game normally will still take you through the Robozone at the moment.
Added a new enemy for the Studio, the Mic Operator
Binds its target at a distance with its giant boom mic
Uses four new cable items
Added a new enemy for the Studio, the Camera Operator
Does not bind its target, instead the flash of its camera causes its target to trip over, as well as everyone else nearby
Sometimes you might find Telephones, through which simple instructions are delivered
Fixed inability to type E in the names of save files
Fixed some props appearing in slightly the wrong place
Merry tues everyone, and to all a good day. Today I have for you an upd8 including some expansions on last week's stuff.
New gadget Net Gun, which temporarily roots in place every enemy in the room
New gadget Duplicatron, which duplicates a lootbox in the same room
New food gadget Yorkshire pudding, which induces a state of relaxation and comfort such that bindings are easier to slip out of
Jean has some new scenes that may be playing upon your triumphant return home
When you can't put on an item because it is blocked by another item, that is explained to you
As well as the mods folder, translation files are also loaded from the same folder as save files - on windows that's AppData/Roaming/TBOE - meaning that they don't need to be reinstalled with every update
Food gadgets are no longer edible while gagged
Fixed drunkenness moving the player while paused
Fixed recruiter countdown still ticking while paused
Fixed deprecated item 'high heels' appearing on slaves or via cubic die
Fixed occasional crash when opening lootboxes
Fixed vantawhite belt failing to create items
Fixed enemies not targeting slaves. Funny story, that bug was because the slaves have an area around them where the player gets hidden so enemies attack the player instead of the slave. But the area was hiding the slave too so enemies would just attack neither
Good beforenoon everyone, today I have for you a culinary upd8 which at longest last puts some usefulness on the refrigerator at home by adding food 'gadgets'
The refrigerator can now be tapped for one of three new food gadgets at random. Each gives a different temporary buff when eaten.
Haggis, which provides bondage resistance such that enemy attempts to bind Eliza will have a 50% chance to fail
Cornish pasty, which gives move speed for a short time and health regeneration for a long time
Beans on Toast, which yields super stamina
Jean has a chance to be eating Mammoth Steak when you return home, and will let you have some of that too.
Gadgets no longer charge to above maximum e.g. 9/8
Gadget description now shows how it charges (# of rooms, # of seconds, # of uses remaining etc)
Periscope gadget now un-hides the map if it is hidden by amnesia or curse
Keyboard usability improved with regard to dialogue options
Fixed some item slots
Fixed dropping crate when moving from one room to another
Fixed ability to spawn multiple copies of inventory menu by repeatedly clicking the inventory button
Thanks again to all who enjoy my game, and all who provide feedback without which many of these improvements would not be possible (ノ◕ヮ◕)ノ*:・゚✧
Salutations all, today I have an upd8 for you that adds gadgets to the game of Eliza. These are active items that can drop from lootboxes with about 1/6 chance, and which can be carried with you for as long as you please. The 1st of June update that will be freely available to all, will not include these gadgets, therefore they will only be available to subscribers for the next month or so. Perhaps you have noticed: I like to keep all upd8s in a month roughly withing a certain theme: upd8s throughout May have focussed on expanding the pool of minigames and fixing bugs. upd8s throughout April surrounded the cognitor track, etc. The upd8s throughout June will be surrounding these gadgets and will add some amount of lore, narrative, and elaborate on characters.
Here's the log for today's upd8:
Lootboxes now have a chance to drop gadgets, which are items with effects that you can activate, and of which you can hold only one at a time. Gadgets include:
Keycard, which allows one electrolocked item to be unlocked
Loot bag, from which a consumable can be drawn
Nine tails, a whip which you can use on yourself for extra speed
Cubic die, which randomises all equipped items
Missing poster, which renders Eliza hidden from enemies ('missing') for a short time
Sippy straw, which allows the activation of vials without consuming them
Periscope, which reveals the map
Chain minigame: Screwdriver now flashes when in the wrong position rather than merely being partly transparent
Balance minigame: Coins are thrown onto the scales rather than random objects
Instead of coin piles having a flat 1/40 chance to spawn a capitalist, they now start at 0 and increase for each pile that doesn't spawn one
Fixed heel height acclimatisation not happening as fast as it should
Fixed slaves sometimes spawning with unfinished items e.g. bloodfold
Fixed player being forever hidden if ending floor while standing near a slave
Fixed some cases of interactable tooltips appearing behind their props
Fixed timed blocks reappearing while Eliza is stood upon them, causing her to become stuck
Fixed enemies grabbing Eliza forever if she leaves the room mid-grab
Fixed situation where temporary status effects would still apply even after expiring