Developer notes +
- Artwork is AI-assisted: generated and edited under the developer's art direction.
- All characters are 18 or older.
- Remedies in the game help people rest and recover; they never change anyone's will.
- Your demo save can be copied into the full version.
- I'm the developer of this game and will open a ticket for dev tags and thread ownership.
Release notes +
v0.1.1
- Each of the five women has her own optional mini-arc; Meredith's moves (a rule at supper, the water invoice, the tag on the valve, the basement seal) each get an answer from one of the heroines
- New house scenes: a weekday supper, the kitchen at night after the warning, the table of papers before the final dossier; choose whom to rehearse with before the last conversation with Meredith
- Extended opening ("Start the story"): Lopes walks Cori through the manor; after her fourth stage every heroine has fifteen new "Talk" lines and a new topic "What's new in the house"
- 18+: the closeness ladder with Lopes (seven scenes with art); new scenes for Lopes, Milli and Amber; a "Warm dream" and an "Intimate dream" for every heroine
- About a hundred new images, 48 for Lopes's ladder, 42 redrawn; new window and save-slot frames; a "Supporters" page
- New language: German (English, Russian and German for the whole game)
- Minigames explain their rules first, show the time cost up front and say why a round went wrong; first rounds are free trials
- Many fixes (prologue video on rollback, skip after the diary, text under the cinema bars, synthesis exit, save-slot layout, Supporter code window); continuity and proofreading
- Saves from 0.1.0 load in 0.1.1
v0.1.0 (Act I Full)
Story
A completely new prologue: a cold open, the hospital, arriving at the manor on the day of the eighteenth birthday, Eleanor's study and Frank's lab.
The house responds: after the third completed line, Meredith seals the basement — brewing is temporarily unavailable, and the guards gain eyes.
The house reacts to your successes: ten new micro-scenes in the corridors and halls.
The heroines' personal scenes have been added to “Scenes.”
Conversations rewritten in an adult register: each heroine has her own language of desire, and it changes as she does.
A new “Water” arc: the pool, the sauna and the VIP sauna have come alive — seven scenes, including two evenings the heroines arrange themselves.
The talk about the water is now a scene: Milli, Amber, Beatrice and Candy hear from you straight out what's wrong with the lower taps — and each decides for herself what to do about it.
Six residents of the house outside the main line share what they know: each has a conversation where she gives you an ingredient and tells you where it grows.
Gameplay
The day has become a resource: work, gathering and minigames now use up a time slot.
A daily elixir quota: no more than two doses a day for the house and one per person. The dosing screen honestly shows what's left.
The “Gift” button is back — now in the character menu, when the recipient is in front of you.
Milli follows her mother: each of her stages waits for the same Lopes stage.
The file: evidence is arranged in levels, and each shows what it unlocks.
The “Tasks” screen answers four questions at once: what to do, where, when, and why it's still locked.
Charm has found its voice: in conversations it doesn't open doors, but it changes how people talk to you.
Line stages are opened by events, not doses: a conversation, her own evidence and a shared decision. The hint names the event that's missing.
The conversation after a decoction happens the next morning: whether it helped can't be seen in one evening.
After the Act I finale — a choice: stay in the house or exit to the menu; the game saves itself before the choice.
The “Look around” button checks who is in the room: the scene of whoever is standing there plays with her own full-scene picture; those whose line is complete have their own versions; guests come only to an empty room.
Intimacy with Lopes starts with her move: before the scene — her initiative and your choice to stay or leave; after a remedy that way in is closed until the next day.
Remedies play no part in “Tension”; the opponent's bar is called “Composure.”
Twelve residents of the house outside the main line also come to you through “Look around” — even outside their schedules, when the room is empty.
Lopes's finale requires less influence: 85 instead of 100.
The prologue can be skipped: a short recap — and you're in day one.
The “Story” line is honest on any save: it names the missing link to the finale and shows optional preparation as an addition, not instead of the goal.
One-time scenes report the actual influence gained — and say honestly when the daily limit has already been reached.
Presentation
24 new inventory icons — the backpack no longer draws question marks.
The interface has moved to a single burgundy style: buttons, toasts, pins and markers redrawn.
The dialogue window and title cards got the brand's gold accents.
15 frames of the opening film redrawn at a new level of quality.
Gallery: code entry renamed to “supporter code.”
By the water the heroines and Cori are in swimwear: the outfit is chosen by location instead of staying in house clothes.
v0.1.0 Demo -First public release.
The demo covers the opening of the story up to your first private moment with Lopes, the housekeeper.