Release notes +
v0.2: The second week
The second week, to Monday 16 March. Saves from 0.1 won't load. Each version now covers one week: Thea's deal comes in 0.3, the estate's deadline in 0.4.
New since 0.1.1
- Mana: a new intimate scene, after a few evenings together.
- Thea: a new intimate scene under her blanket, once you're close and come home in the evening.
- Clara's place: a new intimate scene, and you can stay the night. Open to those who swallowed at her toll, then bought her a beer at The Fin. Everyone else in 0.3.
- Clara at The Fin: she remembers how her toll ended.
- The bar's back room: gambling and a loan shark.
- More of the city: the bank, the kiosk and its lotto, a cafe, Thea's magic trick, and street events.
- Art: portraits and AI scene art, including the new scenes.
- Late shifts: start a shift late for part of the pay.
0.1.1: THE FIRST FIXES
What changed since 0.1, from your feedback on F95. Your 0.1 saves still work.
* The game starts at once. The old .exe unpacked itself at every start,
and on some PCs it ran for a long time with no window. Unzip the folder
and run HumanInterest.exe inside it.
* Dexterity counts in fights. Fists, knuckle-dusters and switchblades now
use your Strength or your Dexterity, whichever is higher, both to hit and
for damage. A nimble character can win a street fight now.
* Enemies are less accurate, and the tougher ones are a little easier to
hit. An average character wins about half the fights against an armed
thug.
* Fewer muggings. The chance of being robbed now depends on how rough the
streets you walk through are, not on how far you walk, and it happens at
most once a week. Streetwise still lowers the odds, and the tram is
always safe.
0.1: THE FIRST WEEK
The first public version. Your first week in Kessmarck, from the train that brings you in to your first rent day.
STORY
* The arrival. Your uncle has died and left you his factory. You come to a port city where humans are tolerated at best, and room with your childhood friend Mana and her mother Thea.
* The first morning. The Finance and Property Bureau sets three terms for your inheritance. One of them raises a question: why does a human need a license to live and a backer to own anything?
* The factory and the alley. Your first walk to the Works takes you past something you weren't meant to see.
* The streets. A dog-kin robber who wants her toll, one way or another. A bar with a few regulars of its own.
* At home. Some evenings Thea's door is left ajar.
* Rent day. Monday morning, she knocks.
SYSTEMS
* Character creation: backgrounds, traits, skills and a 27-point stat pool. Optional Ironman mode.
* Survival: Energy, Food, Sleep and Health. Push too hard and you wake up somewhere you didn't choose.
* Work and money: two jobs with promotions, weekly rent, and a tab with your landlady that has its limits.
* The inheritance: pay off the estate, clear the rubble, repair the walls and roof.
* Side paths: foraging, alchemy, fishing and cooking. Pickpocketing and break-ins, with heat that rises and cools.
* Fights: turn-based, with wounds that bleed until they're dressed.
* Checks: a d20 you roll yourself, plus things you only notice if your skills allow.
* Progression: experience, skill points and perks.
* A city map with walking, trams and bicycles. Some streets are safer than others.
* A journal, notes, a weekly planner and a card for everyone you meet.
* Saves: three slots and an autosave.
A note from the developer
The story, the world and the characters are mine. English isn't my first language, so I use AI as an editor and proofreader.
Some minor flavor text (places, shops, odd jobs) is AI-drafted and will be rewritten as development goes on.
The art assets, including the portraits coming in 0.2, are AI-assisted placeholders that will be replaced once the game has enough support.
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Win: DRIVEGDRIVE - MEGA - PROTON - GOFILE