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Alpha 0.4 Patch Notes

2026-07-23

Current Supporter BuildNot Yet Public

Version 0.4 is a large interface, story, city-system, and release-quality update. It introduces a redesigned player interface called Hardlight, while keeping the previous Classic interface available in Settings. It also expands Victor and the living city, adds reusable encounter memory, work, random-NPC, clinic, chastity, dice, guidance, and accessibility systems, and strengthens startup, save, mobile, and route coverage.

Interface And Accessibility

  • The player interface has been redesigned. The new Hardlight style is enabled by default, while the previous Classic interface remains available. Players can switch between them immediately in Settings without reloading or changing game state.
  • Ambient backgrounds are configurable and device-aware. Off, Static Grid, Signal Rain, and Glitch Drift respect reduced motion and lower-power devices without changing saves.
  • Interface Animations are optional. Sidebars, sheets, disclosures, story surfaces, previews, and other everyday UI can animate smoothly while authored media, dice, and full-screen gameplay transitions stay independent.
  • Player overlays now share one accessible stack. Named dialogs, focus trapping and restoration, top-layer Escape handling, inert backgrounds, safe body locking, and compact mobile sheets behave consistently.
  • Small and short screens are easier to use. Long choice labels wrap around their costs and cues, touch targets stay usable, landscape NPC panels scroll internally, and the title flow remains reachable.
  • Hard-gated choices explain themselves. Formal requirements show open or closed lock cues, and disabled choices prefer authored contextual guidance before a safe generated explanation.
  • New Game and loading use one upfront preparation screen. Core gameplay surfaces and critical resumed images prepare before interaction, avoiding later first-open panel stalls.
  • Save recovery is available from a fresh title screen. Load Game and transfer tools remain reachable even when the current browser has no local save.

Victor, Encounters, And Relationships

  • Victor's first meeting no longer forces the full first-night route. Meeting him unlocks ordinary interaction, early departures keep truthful return points, and a final decline closes only that invitation.
  • Victor Private Time now has complete dominant and submissive routes. Both paths support personality choices, anatomy-aware options, consent and stop choices, special-gear handling, route-specific training, payment, retry, and completion rules.
  • Victor reacts to real appearance changes from stored meetings. His later comments use encounter memory for body, hair, cosmetics, presentation, and visible outfit changes without inventing changes or exposing debug-style summaries.
  • Victor Dinner Date is a one-time follow-up. The evening route adapts to relationship state, remembered appearance, consent, chastity ownership, conversation choices, car intimacy, recovery, and the chosen destination home.
  • Reusable encounter memory now supports other NPC stories. Named characters can store first, previous, and latest snapshots for route-aware future reactions while remaining save, rewind, and replay safe.

City, Work, And Player Systems

  • Random NPCs make public locations feel busier. Authored archetypes, generated identities, phase-aware crowds, small talk, pickup, pickpocket, extortion, pressure, and custody outcomes stay separate from story-NPC relationships.
  • Femmecat and Ichiban use a reusable work-shift flow. Granular tasks, breaks, early leave, quick shifts, work experience, pay scaling, temporary uniforms, save/load, and settlement share one system.
  • CyberClinic offers body-modification procedures. Preview-first penis-size, genital, frame, breast, and face procedures preserve unrelated body, route, equipment, time, and save state until confirmation.
  • Chastity and special equipment are more exact. Body-matched cages and belts, keyed ownership, conditioning, storage, outer-layer strap-ons, scene restoration, and player-removal rules use one consistent state model.
  • Juicyfruit and CostMart have expanded inventories. New casual outfits, lingerie, chastity kits, keys, plugs, and strap-ons include clearer categories, limits, previews, and ownership rules.
  • Dice checks use one authoritative result. Cinematic, Compact, and Classic presentations consume the same deterministic receipt, including modifiers, advantage, Willpower intervention, routing, accessibility, and fallback.
  • Guidance now follows the live mechanics. The same universal hint deck appears in the world, Journal, and loading screen, while contextual explanations cover work, mastery, bills, clinic trade-offs, status stacks, gifts, replay, and sleep.
  • Sleep and time travel have clearer transitions. My Room sleep uses an eyes-closing effect, while guarded Rewind and Fast Forward restore exactly one snapshot without double input.

Fixes And Stability

  • Route state, equipment, and temporary scene styling restore more reliably. Save/load, rewind, work uniforms, clinic previews, special gear, cosmetics, and player-owned items keep their intended ownership and appearance.
  • Random NPC actions no longer consume unintended time or action points.
  • Authored choice explanations and passage-entry meter effects now reach the runtime path that actually executes them.
  • Mobile storage, save-code transfer, responsive dialogs, and long labels have stronger fallback and layout handling.