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HentaiWriter

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[IMG]


Get the Electric Level Public Demo v027P here;


It's got one full level of the game, the Electric Level; the full game will have five levels, all with different environments, mechanics, enemies, and so on.
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Come support us on Steam; your wishlists help us get up higher in the Steam algorithm for when we launch so we're more visible to more users! (Just click the image below or go to
!)


And here's a SFW gameplay trailer showing off all the levels (there's a NSFW trailer if you go to the Steam page!)


OTHER SOCIAL MEDIA LINKS:
Patreon -
Discord -

Twitter -
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Hey there! We're working on "Future Fragments", an 18+ only, NSFW, hybrid platforming/run 'n' gun/RPG game!


If you haven't played our game before, check out all the info below to find out more about it, and if you aren't new to the game, check out the demo up above; the game has changed and improved a lot since the last time we put out a public demo.

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STORY SUMMARY:

The game starts off in the year 1000 AD, where your King, a powerful sorcerer, has been having trouble keeping your kingdom protected from those who would try and harm it. He’s attempted to train multiple promising citizens into mages to help defend the kingdom, but unfortunately only two of them had enough talent to become true magicians; Talia (that’s you!), a 21-year old, serious, “by the book” long-range specialist and Faye, a 22-year old, acerbic, arrogant short-range specialist.

All seemed lost as the kingdom was slowly losing ground, but then your King stumbled on a miracle solution. Using his powers to rip a portal open to the future, he was able to find a powerful weapon, sitting disassembled in fragments, in the year 3000 AD. Thus, your King’s orders are simple and direct; find the Fragments and return home safely. Additionally, whoever brings back the most pieces will be designated the King’s right hand woman, with all the power that that brings. Unfortunately for the King though, the two women each have their own motives...

And of course, there’s threats in the future, too. Mainly, there’s the World Organization for Regulation of the Masses, abbreviated “affectionately” as the WORM by the few remaining rebels who fight against it. Even worse is that sex and relationships, being seen as a waste of time that could be spent working, are both outlawed by the WORM (people are created through cloning and other means).

This means that quite a few people are very, VERY desperate for sex in the future... and on top of all that, if you want to survive, you'll need to figure out the truth behind the Future Fragments.

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Here's a list of gameplay features so you don't have to read another huge chunk of text. Just kidding!
Sorry for all the text though, seriously, but please read through all of it; we have a lot we're sticking in this for the full game;

  • 20+ enemies, 6 bosses, and 90+ H-animations!
  • 150+ optional interactive cutscenes; your choices during them matter, and based on what actions you take throughout the game, you'll end up with one of 36 possible endings!
  • 200+ optional databanks to read to find out more of the story of Future Fragments, with Talia's reaction after each one changing based on the previous databanks you've read!
  • 50+ powerups; you can mix and match up to 3 at a time!
  • 25+ hours of professional voice acting for the entire game across 30+ voice actors!
  • 5 expansive stages, with lots of secrets to find; Fire, Ice, Electric, Earth, and "The End", each with significantly different aesthetics!
  • A Hub Map system that allows you to choose the order you complete maps in!
  • Multiple mechanics per level, making each level a new experience gameplay-wise!
  • A fleshed out, mystery-driven plot that you can skim the surface of or dive deep into it, it's up to you!
  • New movement abilities per level once you've defeated each boss, as well as new attacks!
  • Dynamic music and sound that changes based on the events going on around you, in real time!
  • After launch, we'll be translating the game into Japanese, Chinese, French, Spanish, and other languages (text only)
The current Electric Level demo posted up above has the following amount of content;
  • 4 enemies with 2 sex animations each
  • 1 boss with a lengthy sex animation
  • 3 long cutscene-based sex animations
  • 5 game over CG scenes, with 2 variations each (first time around and second time around)
  • 36 main maps across 6 paths
  • 16 boss puzzle rooms
  • 2,500 lines of dialogue, across 4 hours and 15 minutes of spoken audio, with 16 voice actors/actresses
  • 25 songs (with about 10 of those being variations of the main track due to the dynamic audio)
  • 30 total cutscenes with over 90 variations of the ways they can play out
  • 30 databanks with over 50 variations in reactions
  • 18 powerups and 3 charge shots, 2 utility abilities

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Wanna know who's working on this game?
All three of us on the core team share game design ideas for the game, but in general, here's who we are and what roles we're mainly filling.

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Now, as far as Patreon Rewards go, you can see in detail how they work on the Patreon page, but I'm going to just keep it simple here;
  • If you pledge to a tier, you get that (TIER REWARD) listed on it for life, as well as all updates to it, even if you never pledge again.
  • If you pledge $10 or more in any increment (10 $1 pledges, 2 $5 pledges, one $10 pledge, so on) you get the game at release, again, even if you never pledge again.
  • The only thing you need to stay pledged for is the monthly demos (at $5 a month), and the activity feed, and of course, to support us if you feel we deserve your support.
There's one other thing I'd like to bring up; you can currently pledge for the Level Editor/Cutscene Editor tier, which allows you to get a level editor for the game that can make cutscenes in-game as well.

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And finally, here's some more screenshots of the game!
Remember, the link to the latest demo is up above, so please do try it out and let us know what you think!


[IMG]

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The five levels for the game;

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The five Electric Level Game Over sequences (there's five of these a level, and three+ variations per sequence, with two variations per sequence as well);

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Finally, here's a pretty great (and funny) review of the latest Electric Level demo; if you want a good summary of what the game's about, feel free to check it out!

 
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Hentar

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Ooooo...this looks like some quality stuff. Definitely going to be checking this out.
 

Emerald_Gladiator

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HentaiWriter : Did your previous thread get deleted or something?
Have you guys implemented a gallery or save feature yet? I think those are the only two things I could want from FF.

If anyone's new to this game/demo:
--First of all, you've been missing out.
--Secondly, you should probably check it out. There are quite a few games whose devs have some ridiculous ambitions for their projects, open up Patreons with lots of aspirations and promises for the future, and then either scam you or completely fall apart (or their development slows to a crawl as they hide behind a paywall *oh god MatM might actually come out in 2022). However, I respect the devs, because I've been watching them ever since their team fell on hard times (well, it was mostly Cheshire, I guess), and it seems they've worked their asses off to get this game to how it looks now. If you don't trust them, they offer monthly demos so you know what you're getting yourself into before you pledge.
--Thirdly, this game has quite a bit going for it. You want stellar graphics and sound? Check. Interesting platformer? Check. Storyline/plot with humor? Check. Gameplay with lots of variations and creative enemies, items/powerups, and stages? Check. And of course, H-content? You betcha, with superb cutscenes, anims, and voiced. I'm missing so much more.

So yeah, I feel like I'm sucking a lot of D for this game, but I've seen so many good games fall apart or I've lost trust in so many devs. This game/devs is one of the few I'm having a hard time distrusting.
And of course, if you've been here watching the progress of this game, you know that I'm not just overhyping this project. Hopefully they don't disappoint like so many before them.
 

Games Dude

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I'm glad to finally hear something from you guys, it's been a long time and I was getting worried. Not sure why you started another new thread, but whatever.

I've got to say, this is by leaps and bounds the greatest iteration of the game I've seen so far. Completely blows the previous two demos out of the water, and for the first time I actually couldn't put it down until I'd beaten the entire demo as opposed to the previous demos where I ended up animation hunting. The gallery is a very welcome addition as well, and the gravity mechanic is very interesting.

Given how polished the previous two demos were, I'm happy to see this third demo bear the same level - if not a greater level - of polish, with interesting levels, smooth controls and excellent audio. As an aside, I'm usually not a fan of hentai voice acting, but it's done very well here. The map is a godsend, and it's well designed for easy access and easier understanding. I found the decision to have only one save point back in a hub area interesting compared to previous demos having multiple save pads scattered throughout the map and am wondering whether that's an exclusive thing for this stage or a design choice you intend to carry forwards/revise previous stages with.

My main critiques at this point are that

A. There seems to be some very wide variance in the power levels of the pickups. Some of them are very strong (+20% reduced damage when hit, stacking up to +60% effectively doubles your health) while some of them are very weak (+5% damage per second bullet spends in air is barely noticeable at the best of times.) I understand it's still in a demo stage and such stats are likely not final, but I think you should keep an eye on them or risk having a clear winning set that everyone always uses, which ultimately defeats the point of the current variety.

B. The game could definitely use a zoom function to capitalize on it's gorgeous animations. I felt this was especially missing in the boss's gameover animation, the sprites were animated so well but took up so little of the screen, I found myself leaning into my monitor to try and get a better view.

C. The charge attack function is a good mechanic and I do agree with it, though I feel it takes too long to charge - so long, in fact, that it becomes almost unuseable. Just taking 0.5-1 seconds off would make an incredible difference in useability.

Overall very impressed and very much looking forward to the full release! Hopefully it'll be out by 2020 xD
 
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HentaiWriter

HentaiWriter

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Ooooo...this looks like some quality stuff. Definitely going to be checking this out.
Glad to hear it! Be sure to let us know what you think of it once you've played it, both positives and negatives or if you've got any questions :D

HentaiWriter : Did your previous thread get deleted or something?
Have you guys implemented a gallery or save feature yet? I think those are the only two things I could want from FF.
Yep! There's a save feature in this demo (only one slot though), and there's a rudimentary gallery, but you have to beat the demo to unlock it. For the previous thread, yeah, it should be deleted as it's all very old and outdated information, we wanted to start off new with this topic so that people weren't getting inaccurate information about the current state of the game.

In the full game, we'll have a gallery that's sliiiightly similar to Parasite in City's gallery, where you'll be brought to a room where all the enemies you've unlocked (beating a level unlocks all the enemies for that level automatically) are waiting behind a door; the mini-plot here is that each of them have information about the WORM that they want to give up, but in exchange, they want to get to sleep with Talia, so as a favor to Vie for her help in finding the Fragments, Talia agrees to sleep with the enemies to get the intel that Vie wants. Talia would then pick from the enemies (as in you, the player would pick) and then you could pick the animations and all that.

We'll also have a setup to re-watch any cutscenes, databanks, game over sequences, or any endings you've seen, as well as greyed out boxes pointing out what you've missed and what level it was on to help you find where to get it.

Thanks for the praise by the way; looking forward to see what you think of the latest demo as well!

I'm glad to finally hear something from you guys, it's been a long time and I was getting worried. Not sure why you started another new thread, but whatever.
Check above for why we did a new thread, but we've been updating frequently on social media and on Patreon, we just wanted to wait until this public demo was ready to post on places like ULMF was all.

I've got to say, this is by leaps and bounds the greatest iteration of the game I've seen so far. Completely blows the previous two demos out of the water, and for the first time I actually couldn't put it down until I'd beaten the entire demo as opposed to the previous demos where I ended up animation hunting. The gallery is a very welcome addition as well, and the gravity mechanic is very interesting.
That's pretty high praise, we're just really happy we've gotten the game as a whole to about 90% of what we expect out of it; there's still some polish left to go for the full game, namely the attacks and powerups systems which are the next thing to revamp, and then the aforementioned replay abilities up above (and the value system, which I didn't mention in the above post as it's not in the game yet but I probably should, so I'm going to edit the post to reflect that.)

Small bit of text here explaining the values system; feel free to skip over it!
Code:
The values system that's coming up is where we'll have a system where there's 7 "values",
things like honesty, justice, hatred, etc. and every choice or action you do during/outside of a cutscene
for the most point will add or subtract points from those seven values.

Once you read the end of the game and if you got the Gold Databanks + Fragments,
you'll get one of seven endings based on whatever your highest value was,
and then that ending will be twisted another 4 possible ways based on how much
sex you had or refused throughout the game, for a total of 28 possible endings.

If you got the bad ending at the end of the game (didn't get the Fragments etc.) you'll get one of 4 possible endings,
again based on how much sex you refused/accepted throughout the game.) there's some cutscenes too that will
change based on your current values at the time, and bosses will hint at what your maximum value is currently when you defeat them.
For example, a boss might say "I see the hatred in your eyes, i'm surprised you didn't destroy me already" vs.
"I understand why you spared me, I can feel a strong sense of justice coming from you".
Something else that's getting improved too during the Earth Level is the charge shots; we're changing those up to be more versatile/unique, like the fire charge shot would throw molten lava rocks in a spray/arc, the ice shot would be a time-bomb type projectile that you'd want to time to hit enemies, and the upcoming electric one would be an instant-laser that does more damage the more enemies it hits in a row, instead of the current "recolored arc shape shot".

I found the decision to have only one save point back in a hub area interesting compared to previous demos having multiple save pads scattered throughout the map and am wondering whether that's an exclusive thing for this stage or a design choice you intend to carry forwards/revise previous stages with.
Yeah, this is going to be done for all stages, and all stages will follow the format of "do this thing at the end of each path, come back to the Save Pad through some method, beat all paths, unlock boss, continue to next level". The "MacGuffin" for each level though will be different of course, and how you return to the Save Pad and how it interacts with the boss for that level will be different as well.

For example, the Ice Level has you finding the 6 broken pieces of the Celodst Emperor's crown; they're bonded to his life energy, so every time you get a new piece, it teleports you as close to as possible to the powerful energy door blocking access to his chambers, and when it can't get through, it attempts to blast the energy door open, but without all six pieces, the crown won't be powerful enough to take the doorway down.

A. There seems to be some very wide variance in the power levels of the pickups. Some of them are very strong (+20% reduced damage when hit, stacking up to +60% effectively doubles your health) while some of them are very weak (+5% damage per second bullet spends in air is barely noticeable at the best of times.) I understand it's still in a demo stage and such stats are likely not final, but I think you should keep an eye on them or risk having a clear winning set that everyone always uses, which ultimately defeats the point of the current variety.
Yeah, this is our next thing to work on; the Earth Level will see the remaining powerups come in, and sweeping balance changes for all the existing powerups.
The difficult thing about balancing them, as you've found, is that some combinations are just outright broken, and other ones are practically garbage if not in a combination; this is something we're still figuring out, as well as wanting to incorporate something we mentioned a while back where if you have a particular combo equipped, you get an extra, fourth ability.

There's also something we have planned for powerups to make the game sliiiiightly roguelike, wherein each level will have 1/5th of all the powerups for the game, which you'll be able to find in boxes or crates or bushes or whatever works with the level at hand; however, these powerups will be unique to that level for that playthrough, and what powerups end up in what levels will also be unique for that playthrough. So for example, on one run, you could end up with the Calligraphy Brush and Coral on level 1, but on another run, they might be split to levels 3 and 5.

This should encourage people to try out different combos as well as prevent stagnation on the multiple playthroughs we hope people will do given the wide amount of cutscene variations and endings.

B. The game could definitely use a zoom function to capitalize on it's gorgeous animations. I felt this was especially missing in the boss's gameover animation, the sprites were animated so well but took up so little of the screen, I found myself leaning into my monitor to try and get a better view.
This is absolutely coming for the full game; we just have held off on it for so long because of the game-wide changes we'll need to make to the engine and some of the art (namely if you zoom in right now, there's tiny tiny gaps between the tiles, so it'd just be slight pixel alterations to all the existing tiles to fix this).

C. The charge attack function is a good mechanic and I do agree with it, though I feel it takes too long to charge - so long, in fact, that it becomes almost unuseable. Just taking 0.5-1 seconds off would make an incredible difference in useability.
We're going to also revamp this function per what I noted above with the charge shots, so that should be a thing of the past too, come the full game. :)

Overall very impressed and very much looking forward to the full release! Hopefully it'll be out by 2020 xD
We definitely want to get it out by the very end of 2018, and if not that, a month or two into 2019, we're going to try our best to do that!
 
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Oreno

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Bug(?):
- In one of the Fragment Piece map that requires platforming, equipping Glass of Wine + Men's Sneaker allows Talia to bypass the jump height without needing to freeze the lightning balls. As well as some platforms where she cannot normally jump over, but manages to by a pixel.

Opinions (to maybe improve the experience):
- Personal opinion on this, considering how long it takes to charge the shots, when necessary for evading attacks, crouching cancels the charge shot, making it very not rewarding to use.
- On the same note, releasing charge shots moves Talia forward, making it annoying to use on small platforms.
- On the Menu screen map, it's difficult to see where the blue dot is. Maybe highlighting the room she's in, making the dot bigger or better contrast will help, perhaps different shape.
- A checklist of all individual quests available as well as the location to get these quests per stage would be nice to keep track and all.

It's still at it's demo stage, and I don't know if the opinions listed are already in your teams "To do list". But overall, aside the one potential bug(?) listed above, from the visuals, to the sounds, and the gameplay, they are fantastic. Looking forward to this project's completion, good luck!
 

ryukotan

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gotta say that the level and puzzle design in this demo is like a billion times better than the old demo. this was actually pretty enjoyable to play through
 
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HentaiWriter

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Bug(?):
- In one of the Fragment Piece map that requires platforming, equipping Glass of Wine + Men's Sneaker allows Talia to bypass the jump height without needing to freeze the lightning balls. As well as some platforms where she cannot normally jump over, but manages to by a pixel.
Yeah, this is one of the things we decided to just let players do rather than heavily nerf the powerups to the point of being pointless; if people want to use the powerups to sequence break or beat some areas faster than intended, we're fine by that, especially as there's a special ending for the full game planned specifically based on beating the game quickly.

There's even a few softlock catches in some maps if you use a different combination to get to really unintended areas, so if you find any of those, nice job!

Opinions (to maybe improve the experience):
- Personal opinion on this, considering how long it takes to charge the shots, when necessary for evading attacks, crouching cancels the charge shot, making it very not rewarding to use.
- On the same note, releasing charge shots moves Talia forward, making it annoying to use on small platforms.
- On the Menu screen map, it's difficult to see where the blue dot is. Maybe highlighting the room she's in, making the dot bigger or better contrast will help, perhaps different shape.
- A checklist of all individual quests available as well as the location to get these quests per stage would be nice to keep track and all.
For the charge stuff, that's covered in my last post, so that'll definitely be looked at and fixed :) Same for the movement forward, and all that.
The menu screen map was mainly designed for people who are using the lighting modes, so we might come up with something for those not using it because it does blend in some, that's a good point!
The individual quests (as in the paths) is all on the Megamap you can access by pressing the ESC key at any time, as well as how many Databanks and Fragments you've found; the location for each level's goal is always at the last room of each path, but the Fragments are deliberately hidden. Some cutscenes in each level though will point you towards the Fragments, so you should be able to find them with a little exploration in each level.

Glad to see you like it otherwise though; really happy so many people seem to like it, we want to make this game as good as we can!

gotta say that the level and puzzle design in this demo is like a billion times better than the old demo. this was actually pretty enjoyable to play through
Also glad to hear this! We plan on revamping the previous two levels in a similar manner; not to make them into puzzle levels, but to flesh out the mechanics and make the map and level design flow better with the hub system and objectives.
 

Emerald_Gladiator

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Yep! There's a save feature in this demo (only one slot though), and there's a rudimentary gallery, but you have to beat the demo to unlock it. For the previous thread, yeah, it should be deleted as it's all very old and outdated information, we wanted to start off new with this topic so that people weren't getting inaccurate information about the current state of the game.

In the full game, we'll have a gallery that's sliiiightly similar to Parasite in City's gallery, where you'll be brought to a room where all the enemies you've unlocked (beating a level unlocks all the enemies for that level automatically) are waiting behind a door; the mini-plot here is that each of them have information about the WORM that they want to give up, but in exchange, they want to get to sleep with Talia, so as a favor to Vie for her help in finding the Fragments, Talia agrees to sleep with the enemies to get the intel that Vie wants. Talia would then pick from the enemies (as in you, the player would pick) and then you could pick the animations and all that.

We'll also have a setup to re-watch any cutscenes, databanks, game over sequences, or any endings you've seen, as well as greyed out boxes pointing out what you've missed and what level it was on to help you find where to get it.
Excellent. I don't think this game really requires multiple save slots anyway (well, the demo at least). And this new thread looks great with all the screenshots and images. I do think there's a lot of text/information in the OP though, as well as content as a whole, so I'm not sure how new users/potential consumers would view that.

That's great. I loved PiC in its entirety (except for the plot, I suppose), and the gallery was no exception. I think that concept of having the H-content unlocked after completing a level is incredibly underused--I've never understood why developers would make players INTENTIONALLY lose for content if that WASN'T the point of the gameplay (if it's ryona or NTR, you should be playing against the 'protagonist' as a goal; if it's GOR or battlefuck, don't 'reward' the players for losing and instead make the games more difficult so the H-content assuages losing. But I digress). To put it another way, I want a good experience of beating a challenging game, while accepting the 'consequences' if I accidentally make a mistake/lose, but I also want the H-content and don't want to do something stupid like intentionally suicide into enemies for content, therefore this option gives me the best of both worlds. And you even put a story-contextual reason for the gallery (even if it's a little silly). Good work.

I haven't played the demo yet, but since I've already skimmed others' comments, I've heard it's even better than your previous demos. Excited to try 0.27f out. I'll post any feedback once completed.
 
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HentaiWriter

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Excellent. I don't think this game really requires multiple save slots anyway (well, the demo at least). And this new thread looks great with all the screenshots and images. I do think there's a lot of text/information in the OP though, as well as content as a whole, so I'm not sure how new users/potential consumers would view that.
Yeah, the main intent is just to give people as much info as they'd like, but that's why we put the demo up at the top of the post so people can just instantly jump to it if they want, etc.
The demo though does have 90 variations in total for the cutscenes, and that's just for cutscenes being affected by other cutscenes, that's not counting databank variations or variations within cutscenes themselves :p

I haven't played the demo yet, but since I've already skimmed others' comments, I've heard it's even better than your previous demos. Excited to try 0.27f out. I'll post any feedback once completed.
Looking forward to your response then :D and also glad you enjoy the idea with the gallery too!

 

goodolrub

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another game where i get some kind of error.
after selecting new game,i get a black screen while i can still hear my character moving,shooting,jumpin etc.
 
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HentaiWriter

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another game where i get some kind of error.
after selecting new game,i get a black screen while i can still hear my character moving,shooting,jumpin etc.
What operating system are you on, and are you on a laptop or tower computer?

Also, do you have any antivirus software running? The game needs to unpack a large amount of files to your computer for it to run efficiently (as we don't have an installer setup for it yet), and antivirus software can sometimes block those files or cause issues with unpacking them as it's not a game from say, some AAA company etc. so it can sometimes register as a false positive. In a lot of cases, disabling antivirus temporarily has fixed the problem.

If you're on a laptop, you might not have DirectX installed, so definitely install that at

Additionally, if you're on Linux, we don't have a way to run it on there yet without issues, and if you're on OSx, we have a guide for how to run it on that in the Troubleshooting.txt file that comes in the zip file.

If none of those apply, then yeah we'd like to know your computer specs (or you could PM me them), as it's very rare that someone gets a black screen while hearing shooting and such, only one other person has had that that we know of and they were on a computer with a lot of software missing needed to run modern games, etc.
 

nope.spawn

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Wow, it's been a long time since I last checked in on Future Fragments. I was a former Patron before I stopped after running into a few financial difficulties. Looking forward to the final release! Looks like a lot has changed in the year or two I haven't been around.

Edit: Just played the demo and while I'm still nowhere near completing it (only at 2 of 6 so far), I can say that it's been fantastic so far. It would be nice if you could add in a zoom function for the sprite sex scenes. Maybe something like what Night of Revenge is doing?
 
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HentaiWriter

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Wow, it's been a long time since I last checked in on Future Fragments. I was a former Patron before I stopped after running into a few financial difficulties. Looking forward to the final release! Looks like a lot has changed in the year or two I haven't been around.

Edit: Just played the demo and while I'm still nowhere near completing it (only at 2 of 6 so far), I can say that it's been fantastic so far. It would be nice if you could add in a zoom function for the sprite sex scenes. Maybe something like what Night of Revenge is doing?
Thanks for the support! Don't worry about having to stop, we never want anyone impacting their actual financial health to support us, of course.

We definitely intend to add in a zoom later on, it's just something we're going to wait until near the end of the game's development to implement more than likely because of the changes across the game's engine and tiles it'll require, things like that.
 

chucknoris35

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Am I the only one stuck on milk chamber 2? I have the other 5 but no where how hard I look at the map I can't seem to figure out where the last location is. I did manage to find the part where the game congratulates you for using gravity in an unintended way, which was really funny.

Seriously though, where the heck is chamber 2? xD
 
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HentaiWriter

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Am I the only one stuck on milk chamber 2? I have the other 5 but no where how hard I look at the map I can't seem to figure out where the last location is. I did manage to find the part where the game congratulates you for using gravity in an unintended way, which was really funny.

Seriously though, where the heck is chamber 2? xD
If you're talking about 2 specifically, you need to go up into E1 with anti-gravity, then continue up to the top of E1 with anti-gravity, and then go to your left and go up that area; it should be fairly easy to find once you're up there :)
 
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HentaiWriter

HentaiWriter

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Did you start a new thread in hopes people don't notice it's been 5 years+ since you started this patreon?

Patreon didn't even exist 5 years ago.


It's been 3 years and 2 months, and our first programmer essentially delayed us for about 7 months back in our first year, during which we offered refunds to anyone who wanted them (which is something we still offer, of course), so the effective development time has been about 2 and a half years.

Given the total content we've put out, the monthly demos for a year and a half since we've gotten a reliable programmer on board (FrougeDev), and how we've been very transparent with development and any/all refunds, along with the positive reviews in this thread, I think we're handling things okay, although there's certainly room for improvement, of course. The completion date's coming up in about a year or so from now, too, at the current rate of progress we've maintained.

As far as why we started the new thread, that's not why; anyone can simply go to graphtreon, like the link above, to see our Patreon creation date, and I've made mention of how long the Patreon's been up in many places.

I noted in the previous page why we started up this new thread; it's because for anyone stumbling on the game, trying to find the splitting point between the old and new versions of the game in a few months from now would be a chore, not to mention that practically all the information in the thread is effectively outdated given how much the game's changed since then.
 
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super_slicer

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So yeah, the last thread devolved into this. Keep at it and I'll see to it that HentaiWriter is the only person who can post in this one.

I realize some of you REALLY hate patreon and devs that use it. I just don't fuckin care, in fact the majority of the forum doesn't. Unless you've got something to say about the actual game in question, until I see some shady bullshit out of HW (which I know I won't), kindly fuck off.
 

Jesus

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The progress that's been made with this is pretty astonishing, looking forward to the earth level
 
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