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ItemAce

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A member registered Jun 08, 2025 · View creator page →

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Thank you. I plan to play around export settings in this year still, but whether that actually results in a working and maintainable port is another matter. Until then I heard proton works although you may have to put extra work there.

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Sadly it's impossible to make a game that works flawlessly on every setup. There's gamma setting in the game that might help.

 In the past I changed goo puddle sprites to be more visible as that was commonly reported and based on feedback of people who had this issue they said new version helped. But I don't want to change current sprites of wolf or the floor because I really like the current colors, so I hope once I expand gamma it will help as it's not pushed to maximum right now, which I thought was a good decision as otherwise people like me would have harder time fine tunning it.  Probably adding an option to type a percentage would be best instead. 

Thanks for reporting issues!

Thanks for your feedback!

To address this, the game is still early in its overall development. A save system is planned to come with the first major update, which is coming this year. Likewise I am planning a combat rework at some point. The plan is to allow players to free aim where their cursors is pointing, but I will also look into improving other parts of the system!

As for the keycard, there's no red keycard yet. You may have noticed there's a note that says you reached the demo end under the dairy. More content is coming in the future and eventually there will be use for it. Likewise areas like this vault that requires said keycard will be reworked to offer a new type of content to make it worth players' time.

Thanks! Great things to look out forward to in the future!

There are plans for Mac and Linux versions of the game, but for Android the game would have to be more popular than it is right now.

Glad to hear it's working! Well I was happy to make exception for old build downloads since it may have made a difference for Linux players, but I probably shouldn't upload them on requests or else I'll get tons of those hehe. On the bright side, I also keep all past version mastercopies so they are very safe as I likely won't be able to upload every single one to Itch (as I have done so far somehow)

You press E near lever as the pup-up says, then you grab the top of the lever with left mouse, while holding the button drag it down until the timer ends, and then you will hear a sound. You press E to quite the screen and can now wall through it. This is also said on the lever if you inspect it with Q.

A save system is planned to come with the next major update.  It will be a while though. 

This card is there just to prevent softlock in some cases.  As the note in the corridor says, you finished the demo, you may check the WIP zones if you are interested. More content is coming out in the future.

It might be the 4th or 5h time this happened honestly hehe.  Thanks for letting me know, I just fixed it and it will be live in next game, though that one is big so it will take a long time. As for the backrooms I don't know what you are referring to. There are no backrooms in Aftershift. But if such place was to exist it would likely serve as a fallback in case someone clips out of the map. Or perhaps there may be more to it...

Look just walk through it. The door is literally next to sparks, work down through it. A guide would be impractical given the game keeps changing and being reworked. I tried in the past, it simply doesn't work with how fast changes are being made.

Once you pick it up you can walk through all level 1 doors. Just walk through the texture. There should be a green indicator that they are open.

It's an anti-goo spray, it will remove goo puddles on the 1x1 tile area in front of where your character is facing. There should be a note nearby explaining this from lore pov too. it has 4 charges right now, but that may change in the future.

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Nothing lasts forever, does it? I plan to update this game for a few years at least, as long as it keeps being supported by the community. It has a giant scope for sure.

I don't plan on modular designs like that, but some creatures will have different body parts and some of the future designs like the kangaroo pooltoy will come with a male variant, but most creatures will still use null bulges. Now that I am working on the game full time, new TFs probably will end up more complex than the older ones.

Of course I welcome suggestions and there have been a few people sharing your view so it's not landing on deaf ears.

Yes there are such plans in general. I can't really tell you more as I have limited knowledge on how to maintain such builds. One thing breaks and if I can't fix it, there will be severe backlash. I never officially supported proton, I don't know what broke it and I don't know what made it work in the first place. 

If you ended without any working copy if you let me know the last version it worked for you I can make it public for a few days again so you can download it, but that's about all I can do right now. I think you could also try a virtual machine with windows installed as I heard some people use that in general for gaming on Linux in such cases. 

Shhh... don't tell others! There is a note in the game which says the code which is why I didn't want to reply. But sure, bruteforcing is perfectly fair!

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There's nothing such for now, sorry. I haven't really needed dev tools of any kind until recently so there's very few of them and this one simply doesn't exist. But over time I would imagine their count might grow so maybe I can include it at some point. I am happy to hear you are enjoying the game!

A save system is planned in general so yes. I hope to have it roll in with the major update, but don't expect this anytime soon.

I could but then all existing comments would disappear. I also can't prepare respective tabs beforehand and then push all changes live. It's not a well thought out system and Itch doesn't offer me meaningful control over it. 

I imagine you are right. I attempted a guide in the past, it seemed endlessly long to be exhaustive, but with updates changing mechanics it has proven to be difficult to maintain. Perhaps in the future I could host a website with it, maybe a wiki, or even set that discord server one day. 

The order of operation is irrelevant here since I know code, nonetheless I tried it again in your order and the bug still does not happen. I am sorry, if I can't reproduce the bug, I can't patch it. No one else has reported it as far as I remember. Everything else appears to work correctly as I am testing it. And I tested this in the engine, with and without cheats to get there, and the exported build. 

Hopefully, once I get to reworking medkits, especially the yellow ones, and by the same token refactor code, the problem will stop appearing for you. I will not investigate this matter further until then. 

It's the blue thing in the locker room to the left of the pig room, after the infirmary.

It always worked. If you encounter any issues please report this as a bug.

Again, I can't reproduce this bug. I tried with both the elevator wolf and a regular wolf, after the TF I went away, grabbed yellow medkit, I waited out automatic rubs until I could use the yellow medkit, used it, automatic rubbing stopped and there was no way to trigger softlock manually other than by walking towards a wolf again. From the way you keep describing this, are you actually using, I mean consuming the yellow medkit?

Not yet. I can't reproduce the bug as for the time being. If a bug can't be fixed fast or easily, and does not seem to affect a lot of people I slate them for later. 

It will take significant amount of time. Months, not weeks. Setting an arbitrary deadline could possibly mean rushing content and that would leave everyone unhappy. Progress on the update will be communicated in the same manner as before the demo's release, via Furaffnity. I plan the first post about it next Friday, hopefully I will finish and implement animation by then. 

It would be another reason to use existing TFs. My main goal for the foreseeable future is to expand the range of TFs to include more themes and species. There was a plan to allow slimes to interbreed to create color variants and since the original blue slime was red, it would have been a pink variant. But I didn't exactly finish all content I wanted even by now. I don't think that is coming back anytime soon, but it is on the table.

There's also an idea to make recolors, or to be precise, change species, all sprites and thought bubbles, but retain mechanics. I worked on this already and something fun is coming :) Probably will be posted on FA and later included in the major update.

It's a toy drone. It was one of the options for the community vote, but it didn't win. Actually it's a build a drone type of a system, so you could mix a few species, colors, and maybe kinky accessories. For now you can spot their outline in the VAC room.

All TFs that didn't win the vote will be eventually added to the game. For now the focus is on the skunk drones and that will take a significant amount of time. So as you can imagine it will be a while.

I can't reproduce this bug then. Look I don't mind replying to bug reports here, but endless exchanges of messages aren't productive. Instead you can use this form, describe it in detail, and then if it can be reproduced I might be able to solve it. 

https://docs.google.com/forms/d/e/1FAIpQLSd3HlxHXBFJPp3Es2dB7yPENM6pQMbdQIE8KeFP...

If you are referring to the occasional pause in movement after reaching the softlock, that's intended regardless of using a yellow medkit.

thanks :0

This bug is a shared behaviour of multiple creatures and thus was not part of the rework. The code needs a refactor as many new mechanics are not compatible with the old architecture. You can always check back on the game in the future once there's more content and most bugs get fixed. 

It has a different effect on different forms, but in general is meant to remove some mental/intrusive aspects of the gameplay. In case of goo wolf it should remove automatic rubbing, and prevent you from going into softlock. It's also your only way to turn back once the protagonist refuses to turn back.

The reason medkit rework is needed is because right now you can only use the yellow medkit after you gained this substate, which isn't immediately obvious for most forms, unless you use a blue medkit just to see the refusal, or inspect only some thought bubbles. That rework would make it possible to use yellow medkits instantly rather than after reaching this state, making it much more straightforward feature. But technically speaking, the medical note mentions how they work. There's no point worrying about this feature as the rework for the whole medkit system, not just the yellow ones, is planned.

It removes the horny/drone flag, which is obtained differently per form. After a planned rework it will also prevent getting said state and thus essentially prevent going into softlock. Intended soft locks are a representation of playable bad ends. The game already gives you tools to prevent all of them and more in the future so if you don't like that element of the game, you can simply not engage with it.

You are not the first to suggest something like this so I will remember this, but for now there are no such plans.

Thanks! The planned medkit rework will address it, but through a 3rd, (likely green) medkit. That way blue reverts you completely, yellow turns back the horny state and will also prevent getting it, and green will lock you into a state permanently (maybe with yellow reversing it) I am sure I could keep adding content forever for each creature, but for now my focus is needed on the major update the most. Thanks for suggestions.

Much more is coming!

No, I prefer it stays integral to the current gameplay loop. Yellow medkit prevents this state, and with the future rework of medkits, and the save system, you will have plenty of tools to manipulate the game where you want it to. It's much more fun achieving what you want.

It sounds cool to have enemies interact with each other, I'll think about it. As for bugs, I am working through the list. I have noted this in the past.

It's live now!