House Party - ZUEEKJON
Prepare yourselves for a more polished version of House Party, because Beta 0.18.1 is playable on Steam now!

Our team has worked through several bugs to get this new build looking good. We look forward to hearing your thoughts on the beta so we can fine-tune it even more for release!

To access the beta, right-click House Party in your Steam Library, navigate to the “Betas” tab, use the drop-down menu to select the test you’d like to opt into, and click close. Betas are not free of bugs, so if you'd like to play a cleaner version of the game you can always wait for our stable release to go live.

If you missed the latest alpha, the content to check out is the hot new Brittney outfit update, the radial menu for player interactions, updates to intimacy rewards for Amy and Rachael, a modified loading screen, and an improved save and load system.

Additionally, the beta build brings with it more intimacy scene improvements, tons of existing bug fixes, and makes Leah's "evil route" intimacy reward repeatable. If you love getting steamy with Leah, you'll enjoy this build.

And if you see Katherine around the party, you'll notice she's dressed in a kickass new outfit. If you haven't checked it out, scroll through our social media posts on Twitter, Facebook, and Instagram and take a look at her awesome new clothing. Let us know how you think she looks in-game when you check out the beta!

If you have any feedback for testing versions, please see the discussion here.

You can find the changelog for this update and any previous
updates here.

Enjoy partying!

-Eek Team
House Party - ZUEEKJON


We have awesome news for everyone on Steam who owns House Party: Testing builds are coming to Steam! If you’re eager to check out exciting new in-progress House Party content, you’ll no longer have to wait for a Stable release.

The most recent Testing build will be made available on Steam within two weeks of it being released on Patreon. To access them, you will need to right-click House Party in your Steam Library, select "Properties", then navigate to the “Betas” tab, use the drop-down menu to select the testing - Testing Branch option, and click close. Steam will download and install the testing version. After that, just sit back, grab a Natty Lite, boot up the game, and enjoy the new content. However, keep in mind a few things: the Testing builds are not polished or free of bugs, may not have finalized voice acting, and you may run into issues with save games breaking between versions. Finally, while we'll be keeping a close eye out for feedback, we won't have a lot of time to provide technical support for these testing versions. Please contribute any feedback you have on Testing versions in our Testing section on the Steam forums. If you’d prefer to avoid all this and keep enjoying the current Live version, we'd like totally get that, brah.

If you're ever curious about what changes were added within a specific version, those notes will always be here: https://housepartygame.com/release-notes/

We are super excited to share access to our in-progress builds and receive feedback from all of you, and we know many of you will love playing the builds pre-release. Enjoy!

P.S. You can find the latest testing build, available now, by following the instructions above. If you want to read about it, check out our dev blog post here, https://housepartygame.com/house-party-0-18-0-released-to-alpha-testers/.

Thanks, - Eek! Team
House Party - ZUEEKJON


It's time, buddy. The new Derek update is here! House Party Version 0.17.3 is now live and in it is a ton of new content to explore and enjoy. This update is packed with some sweet new game mechanics and plenty of polish to keep your game experience clean and enjoyable.

This new release is all about spreading some love to our buddy Derek. We've expanded his storyline with awesome new content and added two brand new Opportunities and Achievements, one of which results in a full, repeatable, and very steamy intimacy reward.

We've also added more opportunities for getting your hands on booze around the party. Frank and Leah have had a major rework of their alcohol behaviors and we made it so all the booze in the liquor cabinet can now be interacted with.



Also in this update, Derek, Patrick, and Vickie all have had wardrobe revamps, so if you see them around the party they may look a little snazzier. Enjoy seeing the three of them with some extra style!

Awesome new quality of life changes come with this update, too. If you're tired of getting halfway through the game, forgetting to save, and then getting pummeled by Frank and losing all your progress, then you're going to love this update because we introduced an autosave feature. Enjoy the peace of mind of not losing your progress anymore if you piss somebody off or decide to take some of that sweet, sweet alcohol from Frank's guarded stash.

And let's not forget our favorite new features in this update: Urination and the bladder meter. Yes, you heard that right. Pissing is now a real thing. Wield your new pissing powers and cause all kinds of mayhem, and literally get into a pissing contest with your favorite NPC!

In addition to all the exciting new features, our team has included loads of under the hood performance updates with this new version. One of the first updates you'll notice is that there is a brand new "Memories" tab in the in-game Opportunity Window to help you navigate House Party's complex storyline. There is also a shiny new improved main menu with language selection UI, translated menu UIs, and a very exciting new "Character Select" UI for future use. This update is packed with loads of bug fixes for existing content and older features/mechanics, and numerous tweaks to reduce linearity across existing content paths. And there are new features and improvements in the CSC for Custom Story Creators. But these are just a few of the many improvements, so if you'd like to read the full list of all of the new tweaks, be sure to check out the changelog below. Grab a bottle of booze, too, because it's a pretty hefty read.



NOTE: With all new updates, there are some release caveats. Firstly, due to a large number of story scripting and engine changes, old saves will not work with update 0.17.3. The saves will not be deleted and Steam users can roll back to an older version to use these saves via the "Betas" tab in the game's properties. Additionally, not all of the menus have been translated, and not all of the minor hard-coded system text has been translated either. We will address these known issues in future updates.

Why are you still reading this? Boot up House Party and check out the new update! The new content is a ton of fun and we can't wait to hear your feedback. Enjoy and keep staying safe from the virus. We love all you guys and hope you have a blast playing the new content!

Thanks,
- Eek! Team

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For a full changelog, take a look here.

0.17.3 (Stable Release)
8/31/20

In the Original Story: added new Opportunities for Derek - "Memory Lane" and "Mission Impawsible"
Added almost 300 new voiced lines
In the Original Story: complete "emotional overhaul" of Derek. His behavior is more deeply tied into the social meters system now, and should have more appropriate emotes in a variety of major story moments
In the Original Story: major changes have been made to Frank and Leah's treatment of the Player and alcohol items. In some ways their behavior will be more forgiving and for sneaky Players, more rewarding. In other ways, well...you still need to prepare your soothing butt gel
Added a memory tab in the opportunity UI
Characters can now be set on fire
In the Original Story: the Player can now drink from several more items around the house. This includes the faucet, you unrepentant savage
In the Original Story: the beers that were formerly unusable in the liquor cabinet are now possible to make use of, in all the same ways as the other beers found throughout the house
In the Original Story: to better coincide with many alcohol related changes in this update, looting Frank now does the following - the Player has a 50% chance to get back a beer for every beer they gave to Frank. Any beers Frank already 'destroyed' will no longer be usable in the story
In the Original Story: turning in alcohol items (or rather..."sacrificing them"?) for various Drunk and Disorderly Opportunities, giving them to Patrick, etc. no longer automatically fails content like "Hunt for Red's Thermos" etc., as there's always more than one path to victory...
Add two spots for Characters to sit on the roof outside the art room. Tantalizingly close to the pizza
Enabled more Natty Lites for use as Interactive Items in stories
Added Bloody collar and wearable collar models
Added oil trails/puddle and fire particles
Added peeing effects
Added bladder UI
Changes to orgasm UI
Changes to the opportunity window
Added female peeing pose
Enhanced pee visibility for long distance peeing and splash size
Added explosion fx particle
Added two Wall Sex Spots in the Kitchen
Added a Wall Sex Spot in the Downstairs Bathroom
Added auto-save functionality
Added a standard Sex Spot (is there such a thing?!) in the Downstairs Bathroom
Updated main menu to add a character selection window. When pressing start game players will now be presented with available characters and be able to select one and then play. Currently the male character is the only playable one, but a female character has been added as a preview.
Added support for main menu translation templates and wired them up to the main menu controls.
Added support for pause menu translation templates and wired them up to the pause menu controls.
Added Interactive Items for each of the bathroom mirrors
Characters will no longer be able to see into the dining room/liquor cabinet area if they are not at ground level in the back yard/if their eyesight is blocked by the window blinds of the dining room window. E.g. Leah will not be able to see/punish the Player for holding or taking booze if she is in the hot tub, or still walking out/off of the hot tub stairs
Updated Patrick's clothing
Tweaked penis rotation values to reduce clipping during sex positions
Added 69 animation for male NPC's and the male player
Added male player Cowgirl animation for sex position
Added WallSex hotspot on receiving persons legs
Updated Vickie's clothing
House Party - hank
Well, well, well. It’s about time. Arin Hanson, Dan Avidan, it’s time to PARTY. The Game Grumps update is here.

Let’s start with some backstory: We held a contest back in 2018 in hopes of finding a few lucky souls to appear in House Party, nominated and voted on by fans. Real folks from the real world to be thrown into this fictional madness, what could be better. Our female winner was Lety Does Stuff (link to her update post), and the male winner(s) were the Game Grumps, who won the male vote by a large, large majority. Cut to: March 2020. The Grumps have finally made it.

In this feature packed update, you’re going to see the Game Grumps in a brand new original adventure that changes with every playthrough. And every line of dialogue, all 300+ lines of it, has been voiced by the Grumps themselves.



As mentioned above, the GG storyline is dynamic and your playthroughs may contain interactions and experiences someone else has yet to see in their playthroughs. The Grumps serve in an extended cameo role, meaning you’ll see them pop in on existing content with that trademark commentary they’re so well known for.

There’s nothing you can’t try with these guys. Well, except for the sexier parts of House Party. We dare not sully the image of thy Grumps. Other than that, we’ve designed this experience to be really expansive. Dan and Arin will have something to say about a lot of things you can do in House Party.

And in addition to all of that, the Grumps have an actual storyline! Once you get the Grumps to the party, there are 2 major, unique routes of escape you can help them reach. There’s even a little mini shitty one too! Game development! While their primary storyline can be finished in a short amount of time, revel in the interactions the Grumps can have with you and other party guests while they’re desperately searching for a way to GTFO.



From a technical standpoint, this update has so many improvements, the changelog alone is gonna make your eyes melt. From animation tweaks to graphical enhancements, we’ve been in quarantine long before the rest of the world to make this update shiiiiiny. Want a few examples?
  • Several previous storylines now have more pathways to add to more organic progression.
  • Inventory management has been completely revamped. No more scrolling to find what you need!
  • The Custom Story Browser is now available in-game, allowing you to download and play user-created stories from directly within House Party.
  • Intimacy animations and hand placement on objects now look more natural. Hold dem beers, boiiii.
Read the changelog for more, but remember to come up for air every once and awhile.

If you’re coming to House Party by way of Grumps fandom, we hope you feel we did your boys right. If you like what you see, perhaps mingle with the other party people and see what kind of ridiculous shit you can get yourselves into. And if you’ve been a HP player long before this content drop, thanks for playing as always. You guys are awesome. Don’t die from coronavirus, we would miss you all dearly.

NOTE: With all these new changes, players will need to start a new game. Old saves are incompatible with this new update. It's well worth it-we promise.

Thanks,
-Eek! Team

Twitter | Instagram

For a full changelog, take a look here.

0.16.5 (Stable Release)
3/24/20

  • Added new characters: Dan and Arin
  • Added six new achievements
  • Revamped the player inventory menu as well as the Give To/Use With window. It should now be much easier to work with items.
  • Added Inventory thumbnails for most items that are able to be picked up in game
  • Inventory can now be sorted by Order picked up, reverse order picked up, or Alphabetically
  • Reduced polygon count in all characters’ hair, more than halving it in some cases (performance optimization)
  • Added hand “hot spots” and better aligned all sex animations
  • Paired Emotes system
  • Added usable bath tub seats in the Upstairs Bathroom and Master Bathroom
  • Fixed an issue with the Enters Zone functionality that could cause the Enters Zone reaction to break
  • Further optimization of the Debug Log. General memory management improvements and more aggressive pruning of old events from the UI interface. Debug Log should still provide visibility in-game to upwards of 760 events
  • The laugh emote will now affect NPC mood, depending on their Nice and Happy personality traits
  • The CharFunc command, when used with the ‘list’ subcommand, will show the number of alternate body or clothing textures available to a Character, if they allow the usage of either character function
  • The CharFunc command can now be used correctly with the SwitchToAlternateBodyTexture and SwitchToAlternateClothingTexture character functions
  • Additional uses of the ‘list’ subcommand within Commands like CharFunc, Item, etc. will not flag the Player as having Cheated (i.e. will not disable Achievements)
  • The CharFunc command also supports using ‘list’ with a Character name, which will show just that Character’s character functions, as well as any supporting function info like texture IDs and their names
  • The Player will now only have the State “Running” if: they are not held in place by game mechanics or UI, if they are actually visibly using a movement animation, AND are holding the Run key. This should ensure that the “Running” state is far more usable via the CSC
  • Automatic/backend Emotes should be more expressive outside of TriggerBGC and Dialogues
  • Emotes triggered via Game Events/CSC or Console Command can now blend simultaneously with other emotes, and can be given an
  • Emote Strength to manually set how strong the facial component of the Emote should be when executed
  • The SendEvent console command can now make use of the Point event
  • Added Character Stand Spots to the game, for now in the basket of the hot air balloon only. These spots function similarly to chairs in that they are “used” by Characters and impose certain restrictions and behaviors, but do not pose them
  • Added the WarpOverTime Game Event to the game and CSC. This will allow you to move a Character, with very much magic, through the game world towards a MoveTarget or Item at a speed (in seconds) of your choosing
  • Added the WarpOverTime Console Command
  • Added various new SendEvent options to the SendEvent Console Command
  • Falling Characters will no longer “teleport” directly to the ground, and will now fall with grace, aplomb, and humility
  • An error in the CSC that could appear when the stars aligned and Unity’s EditorUpdate noticed you were mousing over Window with no title or not mousing over any Window will no longer appear
  • NPCs will now accept a wider array of emotes via CSC Game Events (PuckeredLips, ClosedEyes, Eyebrows Up/In). If an NPC does not have an emote/expression (BlendShape) available for the event, it will not process
  • Fixed an issue that could cause disabled Characters to erroneously receive Game Events and SaveLoad behaviors
  • The SendEvent console command will now accept many more events for the Player, such as jumping, drinking, etc.
  • Emote Console Command can once again trigger puckered lips, closed eyes, and eyebrows up or eyebrows in emotes
  • Fixed an issue that was causing Phone4 and the Chili Pepper items to register as being “held” by the Player upon Game Start, which could prevent them from being used with the
  • WarpItemTo event
  • Improved minor aspects of default naming conventions within the CSC for Event Triggers
  • The State Console Command will no longer automatically apply/remove States from the Player when used with the ‘all’ subcommand
  • Fixed an issue in the CSC that could cause the BGC Responses interface to break if the user selected a Character Responder first, then swapped back to ‘Anybody’
  • Background Chatter can now have emotes attached to them. These emotes will behave similarly to back-end/automatic emotes in that they are for “flavor” only and cannot have a defined emotive strength
  • If a CSC user has renamed a Character, that Character’s Display Name (new name) will appear in the Combat UI when they are struck, instead of their default Original Story name
  • The Charfunc Console Command will no longer seemingly omit newly added character functions
  • CSC users can now call events against environmental impacts via the ImpactsGround and ImpactsWall Event Trigger types
  • Responses to Important Background Chatters that have specific SpeakingTo targets are now automatically treated as ImportantBGCs as well. This should allow easy configuration of “chained” TriggerBGC conversations or sequences
  • Background Chatter that does not have an associated voice clip (i.e. would be seen via text only) will now display, terminate, and transition to another response properly. This will ensure that custom, unvoiced BGCs can be used in custom stories
  • The loading of .character files will now properly show the Character name for these .character files, instead of the Story Name for every file
  • Characters that fall from a certain height or more will automatically enter an “idle falling” animation
  • Important/Triggered BGC audio and text will be audible/remain visible at longer ranges than standard BGC audio and text
  • Fixed a minor formatting issue in the Roaming Console Command
  • Fixed an issue that was allowing the Debug Log to include line breaks or new lines instead of properly truncating them
  • Fixed an issue that was preventing the full selection of Move Targets from appearing in the CSC
  • When the MP3 Player is freed from the shitty ceiling light/glorious chandelier of victory, it will now do a graceful little tumble so that it doesn’t land in an awkward, hard-to-see vertical position
  • Fixed a null reference issue that can be triggered if a CSC user uses the Combat.Die event (CSC users: use “Pass Out” instead…always)
  • Fixed an issue in the CSC that could allow recursive event protection to take effect on events that were not of type “Event Trigger”
  • Fixed an issue in the CSC that could prevent WarpItemTo from functioning correctly
  • Fixed an issue that could cause the Player to enter combat mode and be unable to leave if the Player was attacked while the Property
  • DoesNotFightBack was enabled
  • The Camera item will now play the shutter close effect, shutter SFX, and register via story values that a picture was taken and if that picture is a naked picture of an NPC, all BEFORE it attempts to perform any screenshot saving or I/O operations. This should further minimize issues when using the Camera item
  • Added the AddForce Console Command. WEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
  • Fixed an issue in the CSC that was adding an erroneous string to Item : ItemFunction Game Event names
  • The Values Console Command will now properly accept “None” as a Value for the specified Key (e.g. CombatTarget = None)
  • Fixed Leah’s teeth
  • Fixed Katherine bra skin mask
  • Created extra emotes for all characters (Laugh, Ecstatic, Scared and Surprised)
  • Optimized Stephanie model
  • Fixed Vickie’s clipping nipple rings
  • Updated Combat UI
  • Changed sizes of some UI elements
  • Fixed offset on the flamingo LOD
  • Remake of the main menu scene
  • Added starbomb model
  • Added a big balloon model
  • Added multiple colored particles for several occasions
  • Added some phoenicopterus ruber animations
  • Added sound effects to ‘ finale’ scene
  • Avatar images for Dan and Arin
  • New story quest images
  • More optimized method for realtime mirrors
  • Fixed fridge discoloration
  • Fine-tuned and polished NPC eye-contact, facial expressions, and awareness of the player when the player is in conversation with them, and when they are in conversations with other NPCs.
  • Added support for Completed, Failed, and Step-Based Opportunity descriptions to help guide the players more
  • Changed the look and feel of Opportunity notifications
  • Added censored versions of Madison’s photos on her phone for when the player has the censor nudity option checked
  • Revamped the Opportunity Window (More changes coming)
  • Added a couple of new states to put characters in a very basic idle with no fidgeting
  • Fixed an issue that could sometimes cause the speakers to lose sync
  • Implemented new logic around the way Dialogues are processed which should prevent the game ever getting “stuck” in rare circumstances
  • Tweaked alignment of certain anatomy in some intimacy positions
  • Implemented a new clothing system that can support multiple outfits better
  • All females are now equipped with “Strap Ons” that can be enabled via clothing commands
  • Minor tweaks to size and position of UpstairsBathroomZone collider
  • Set up right hand mounting and misc item settings for the Toaster
  • Criteria Groups can now be re-ordered in the CSC via up and down arrows, similar to the re-ordering functionality recently added to Event Triggers
  • The “throw” animation no longer rotates the character
  • Fixed an issue that was disabling Dialogue Only Characters on loaded games
  • Added a highway billboard + sound
  • New credits entries
  • New design for opportunity pop-ups
  • New design for opportunity log
  • Added “small versions” of avatars
  • Added censored versions of madison’s phone pictures (for when censorship is enabled)
  • Fixed discoloration between LOD versions of characters
  • Updated Amy’s clothing
  • Fixed Rachael’s LOD2 skinning
  • Improved allignment and clipping all strapon’s
  • Add Arin and Dan to the main menu
  • Fixed clothing skipping on main menu
  • Fixed LOD flickering, objects disappearing and lighting artifacts on several objects
  • Fixed Ashley LOD sandals and Arin LOD spikes
  • CSC: Criteria within Criteria Group sets will now automatically sort based on their Order, like they do in Game Events, Event Triggers, etc.
  • When adding new Criteria within the CSC, Criteria are no longer auto-ordered by the total count of Criteria that exist in the collection/list of Criteria. They will now automatically be given an order number that is one greater than the order of the previous/last Criteria shown. Anyone else OCD much? How are your fingernails?
  • When moving Event Triggers up or down in the CSC, the name of the event being moved will now properly be displayed even if it was not given a custom name
  • Fixed two null reference exceptions that could occur in the CSC and cause the interface to break when copy pasting an event that had “Player” as its Character, and then swapping to an event type that did not support a Player-type character
  • Added a second Move Target behind the table in the Garage
  • For those CSC users who really, really love Event Triggers (you should) but didn’t think the Move Up/Down arrows were enough, you can now insert Event Triggers at a specific place in the
  • Event Trigger list
  • Background Chatter criteria in the CSC will now auto-sort based on their order number
  • The Search functionality within the CSC will now properly return event and criteria search results from within Character Story Item Interactions (On Accept and On Refuse)
  • The Search functionality within the CSC will now return Criteria results from within Criteria Groups
  • Shrunk the size of the outside No Loiter colliders so that they do not encroach as much on a handful of outside Zoning colliders or several more recently added MoveTargets
  • The dildo (DoubleDildo) from Ashley’s room will now look appropriate when mounted to either of an NPC’s hands. Dildo. Dildo hands. Sorry, I just like putting ‘dildo’ in updildate notes. HAH. Adaptdildification
  • Corrected inventory offsets for various food items
  • The Achievement ID (not the name) will now be logged in the Debug Log when an Achievement is earned
  • “Export Pending” in the CSC will now correctly export Story Item DisplayGameMessage events
  • Forward lunge-type combat attacks (default W + Attack) now have a slightly longer range than other attacks
  • Attacks by the Player at the outer edge of their combat radius and swings made to the far sides of an NPC will not be as likely to accidentally trigger combat with said NPC
  • Added the OnAnyItemAcceptFallback and OnAnyItemRefuseFallback Event Trigger/Reaction types in the CSC. These can be used to assign an Event Trigger to execute when any item is refused or accepted by an NPC, IF no other item was refused or accepted first
  • Reconfigured the sizing of the Foam Finger and set up “optimal” mounting offsets for left and right hand mounting to Characters
  • The Tablet (tab_2) item will now be highlighted if it falls into the grass
  • Added the ApplyForceTowardCharacter ItemAction for use with the Item Event in the CSC and Item Command in the Command Console. Will apply a physics force to an item that moves said item toward where the target Character’s Head is at the moment the event is called
  • Fixed an issue that could cause the List subcommand to not show all of a Character’s values when used with the Values console command
  • Fixed an issue that could cause NPCs to fail to ChangeLocation due to an unnecessary and redundant distance check
  • Fixed an issue in the CSC that was preventing Compubrah and PhoneCall from appearing in the Character dropdown for the Dialogue Criteria/CompareType
  • NPCs will no longer receive a ChangeLocation request if they are executing any Important/Very Important animation(s) or events while standing in a NoLoitering area
  • Forced ChangeLocations (via Game Events, for example) will cause the target NPC to initiate movement more consistently, instead of waiting a random period of time between 2-5 seconds before moving
  • Dialogue Overhear events will now follow the same height rules as every other height check in the game
  • CSC: started adding tooltips to various smaller buttons
  • CSC: the Copy button will no longer only be shown when an event is fully expanded
  • CSC: users can now Paste an Event using a button that will appear in-line with the events using one of two methods: Paste Using Same Order (the event will appear just below the copied event), or Paste as Last in Order (the event will become the last event in the collection of events)
  • CSC: to improve readability, a couple of pixels are added after each event in a collection of events, unless that event is the last in the collection
  • Fixed an issue that could prevent DialogueOnly Characters like PhoneCall and Compubrah not to make use of On Dialogue Start Dialogue events
  • The BGC text UI will now prioritize NPCs playing Important BGC (Trigger BGC or direct responses to Trigger BGCs) over NPCs casually using conversational BGC
  • Fixed an issue that could cause smaller items like Phones, Natty Lites, and more to get stuck under the Dirt Mound/Rockpile. The Player should now have a much easier time grabbing items “through” the dirt. Get in there…oink oink!
  • Fixed an issue that could allow items to roll underneath the cushions of the outside patio furniture. All that’s under there now is loose change. And our tertiary dildo storage
  • Added two more AddForwardMomentum-type ItemFunctions that will be usable for any physics-enabled Interactive Item
  • Fixed doors clipping when player camera was too close
  • Added “UnableToEmote” and “UnableToAnimateEmotes” states
  • Tweaks to NPC Navigation to stop them from sometimes stuttering, and to prioritize important targets
  • Revamped the mirrors to look a bit more realistic
  • Fixed an issue with clothing change commands in the CSC
  • NoLoitering ChangeLocation behaviors will not be applied to NPCs that have a pending Important/Triggered Background Chatter
  • The Paper Bag (Crunched) can now be properly mounted to a Character’s hand
  • Text within brackets ( [ and ] ) will also be automatically pruned from response texts to match the automatic behavior of dialogue texts
  • Fixed left and right hand mounting offsets for the Penguin
  • Made slight adjustments to the GarageZone in order to more accurately reflect when a Character enters the zone
  • The ApplyForceTowardCharacter ItemAction is no longer a brainlet, and is now “ApplyForceToward”. Now with 200 more IQ, it can apply a force to an item towards a Character,
  • MoveTarget, OR another interactive item. We knew you could do it, ApplyForceTowardCha-…you!
  • For CSC users: Patrick no longer has any hardcoding in his own Character Script to force his drunk level to 10
  • The body (not specific body part) Shrink, Grow, and Reset Character Functions that were previously only available to Patrick and Lety are now available to use for all Characters
  • For CSC users: CriteriaGroups now have a True/False attached to their usage within a Criteria. This will ensure maximum flexibility and prevent the need to make a “returned true” and “returned false” version of the same CriteriaGroup
  • In the CSC, you can no longer assign a CriteriaGroup to be a Criteria for itself within one of its Criteria Sets
  • Intimacy will be able to occur in the Laundry Room now
  • Fixed an issue that was preventing the score from showing when playing Beer Pong
  • Fixed an issue that was preventing beer pong balls from self-limiting their spawn quantity
  • For the CSC: there is now an Event Trigger/reaction that can fire when a Character scores a point in Beer Pong
  • The Player Inventory Add command/subcommand will now also accept the ‘All’ subcommand, which will add every single non-door, non-chair, etc. item to your inventory. With zero grace.
  • TLDR: we pack you full of dildos and break your game
  • Fixed an issue that would cause “Anybody : Is Attacked by : <Character>” Event Triggers to fire any time any Character was attacked
  • Player “Photo” values modified by the Camera item will now be treated as Game Events, and will also be logged in the Debug Log accordingly(edited)
  • Lots of tweaks and polish to Background Chatter and audio volumes
  • Speakers now adhere to audio obstruction logic
  • Emoted no longer interrupt important chatter
  • Fixed an issue with NPCs talking to themselves or a conversation getting “stuck”
  • The Player now has 19.6969% (repeating, of course) increased hand-eye coordination, as we fixed an issue that could occasionally cause the Player to be the colliding object that forced them to drop an item they were currently holding
  • Improved lighting in gazebo area
  • Tweaks to Dancing behaviors in order to standardize Dance Badly vs. Dance animations/events, as well as prevent seemingly unexplained, long gaps between attempts to Dance
  • Characters will not attempt to Dance the moment they wake up from being passed out, and will also very briefly wait to begin dancing once they arrive at a Motion/WalkTo target
  • Improved Goodbye Kitty underwear clipping through Amy’s shirt
  • Fixed Leah and Rachael LOD1 and LOD2 skinning issue
  • Improved Frank shirt clipping and Arin having transparency issue in his neck
  • Changed Starbomb packaging and bathbomb for better story consistency
  • Improved light probes in living room
  • Tweaked drinking animation for all characters
  • Changed cowgirl animation
  • Fixed all discoloration for drawers and cabinets
  • Added custom stories menu
  • Increased texture size for characters close to the player
  • Fixed green flickering near the firepit on low settings
  • The Vape item will now be properly aligned to the Player’s hand if picked up
  • Using the Vape will no longer close ALL UI elements when the Player Blazes with it, just the inventory UI
  • Grabbing an Item from your Inventory will now also close only the Inventory UI
  • Added extra protections to prevent the Command Console from breaking Unity’s text render limitations
  • Fixed an issue that could cause the Background Chatter onscreen text to not update if a Character was using casual/”non-important” BGC and then, while still speaking, fired a
  • TriggerBGC/”important” BGC
  • The Pose console command will no longer require that the user provide a pose ID in order to disable a Character’s pose
  • The Values console command will now only accept Keys (value names) that are already defined in the specified Character’s story data or that were populated into the Character’s value list by the engine, but is also no longer case sensitive. The second input for the command (the value string, integer, or float) itself is still case sensitive
  • Fixed an issue that could cause Characters to have an unintendedly long cooldown timer before dancing again if they were recently in combat, engaging in intimacy, or had been knocked out
  • Aligned certain Pause Socialize behaviors to be more granular in how random they are, but also conform to set ranges of randomness. I am using random words
  • NPCs will briefly Pause Socializing when they reach a motion/MoveTarget, which will prevent certain odd occurrences of NPCs rolling up on another NPC and talking before their movement animation stops
  • The Command Console will now be more forgiving towards using either commas or periods for floating number separators
  • Characters will no longer try to Change Location due to having the WantsToBeAlone state if they have a combat target or if they have been knocked out
  • Roaming – Change Locations triggered by a Game Event or the Command Console will now always fire after 1 second, instead a slightly random range between 2-3s
  • Fixed an issue that could cause thin/tiny items like phones to be uninteractable/unable to be grabbed if they were dropped near the front of the beer pong table
  • Tightened the collider sizing and positioning on the two downstairs couches/sofas so that it is harder (but still not impossible) for small items to be thrown, dropped, or kicked underneath them in a way that prevents them from being grabbed or interacted with
  • Fixed an issue that could cause characters to teleport into the garage when transitioning from a wall sex position to a non-wall sex position while against the rear-left side of the house (near the A/C unit)
  • Fixed various additional issues with the speaker system
  • CSC Users: Speaker2 (the speaker to the right of the fireplace) is no longer hardcoded to start playing upon game start. You may need to account for this in your stories
  • The speaker system will now remember which track the Player was playing when saving, as well as the music loop setting, and when loading that game will play the appropriate track and maintain the music loop mode
  • Player will drop it to the ground using minimal forward force
  • Fixed an issue that would allow Players to pick up/grab the Popper or Starbomb after they had thrown it to the ground
  • For CSC Users: the AddPhysicsRigidBody itemfunction will work on items that do not have a rigidbody, and will ALSO now work on items that have a rigidbody, but whose rigidbody has been set to kinematic (i.e. floating in the air or unable to be affected by collisions or force)
  • The Starbomb and Popper will now correctly collide with/pop when hitting another Interactive Item/Action Item/etc.
  • Fixed an issue that could cause certain Phones to be misaligned in a Character’s hand after loading a game
  • Fixed an issue that would allow the Player to partially go through with an attack while they were stunned (lose energy points, prompt an NPC to attempt a block, etc.)
  • Added two more valid WallSexSpots: one in the Laundry Room, and another on the opposite side of the Master Bedroom from where the existing WallSexSpot is in that room
  • Added thin sightblockers roughly the height and width of the Player against the far edge of each of the smaller shelves of bins in the garage, which prevents NPCs from seeing the Player if they are directly obstructed by the shelf framing and bins themselves (TLDR: no more getting punished for taking the cell jammer if Madison or Derek are all the way in the dining room or kitchen)
  • Forced movement of an NPC to a Mandatory Move/Motion Target due to that Target being formerly inaccessible will now be logged in the Debug Log
  • Standardized the timing for the execution or execution limitations of various pre-game start behaviors
  • Fixed an issue with the Speaker/Music system that could result in a KeyNotFoundException and would cause Music in-game to be completely disabled
  • General cleanup and optimization of Speaker code and transition of track loading to external script
  • Fixed Arin’s eyes and Dan’s blendshapes
  • Changed all characters animation update mode
  • Fixed Arin, Brittney, Lety and Madison using wrong clothing material on Main Menu
  • Tweaked sex offset data and made Derek’s balls a bit more floppy
  • Added more missing inventory icons
  • Improved flamingo animations
  • Improved particle effects
  • Added ingame achievement images
  • Added voice acting for most characters and partial voice acting for some.
  • Added a base system for “hot spots” in sex scenes for better syncing (not live in this build, but coming soon)
  • Fixed an issue where event delays were not firing appropriately on loaded games
  • Set up a system so Interactive Items can now support “hand hot spots”.
  • Fixed an issue with some interactive states not correctly suppressing emotes
  • Tweaked the inventory hover functionality for cosmetic enhancements
  • Fixed an issue where mandatory targets would not be cycled through until the first one was reached
  • Reworked seat/chair/bed/action items system for better internal setup-Fixed failed opportunities not showing up correctly in the Opportunity window
  • Tweaked the physics of some new content animations so they work better
  • Updated IK functionality in some sex acts
  • Changed NPC movement to move on FixedUpdate to better sync with animations and other movement
  • Fixed an issue with null ref exceptions in navmesh obstacles
  • Added a “thrusting” mechanic to sex animations where appropriate
  • NPCs should be less likely to try to open doors that are not in their way
  • Fixed an issue with “drifting characters” while DontMoveForOthers state was on
  • Added code to better sync hip movements during sexual acts
  • Fixed an issue where some UI audio was not playing correctly
  • Reworked the pacing of the display of “Obtain on Start” Opportunities so they don’t pop up before the fade in
  • Fixed an issue with characters sometimes “stuttering” when walking
  • Fix for some stories not correctly showing up in the dropdown
  • Fixed an issue with weird-looking skin on the main menu on the lowest quality settings
  • In the Original Story: reconfigured all existing Background Chatter, where appropriate, to make use of the new Background Chatter
  • In the Original Story: Ashley’s reaction to a shirtless Player will now be restricted by the universal time buffer set up in 0.15.x so that it does not trigger alongside other “interruptions”
  • In the Original Story: added the proper punctuation to Panic! at the Disco, cause we wouldn’t want the Grumps to make fun of us again.
  • For old reasons, at least…
House Party - ZUEEKJON
Helloooooo Custom Story lovers!

It is our pleasure to announce the release of the Custom Story Uploader (CSU) tool in advance of our release of 0.16.5! This tool will allow you to upload a Custom Story (CS) that will then become available via a Custom Story Browser (CSB) directly integrated into the House Party (HP) client. Other users can then download your story directly via the CSB, play immediately, and then rate your story!

Oh hell yeah dude.

Here is the link for the CSU: https://csu.eekllc.com/

Using the CSU, you'll be able to upload your story, provide a description or other text, a thumbnail, and an optional Eek! Forums link dedicated to your Custom Story. Check it out, you can start uploading stories for internal testing right now! Come on, you know you want to help us iteratively improve core feature sets! Just be mindful that it's still being worked on almost every day, so if it goes down...it is most likely us throwing wrenches at it. Or re-calibrating the tubes, etc.

Appearance and features will be improved over time, so just bear with us. For now, we want to give you all a head start on making your stories available to the public. Note that you must create an account on the CSU Page in order to upload stories; no other account (Steam, Patreon, Eek! Forums, etc.) is usable as a CSU account. Your stories must contain .character file(s) and a single .story file; we will not be accepting any other file formats as part of Custom story submissions.

Here are additional rules that will govern treatment of accounts and stories on the CSU/CSB:

You must be 18+.
All characters depicted in your custom story are portrayed as being above the age of 18.
We aren't against moral ambiguity in a story, but your custom story cannot simply contain hate speech or be hateful in nature.
Your custom story is within the legal parameters of your country’s media regulation standards.
Your story does not contain any trademarked materials, images, or names.

Eek! Games reserves the right to remove any story from our service (based on its content, CSU description or name, or thumbnail, etc.) that is deemed in our estimation to be unlawful, hateful, malicious, abusive, harassing, or pedophelic, or otherwise violates any applicable law within a state, national or international purview. We’ll also probably call you a ♥♥♥♥.

For those who are unaware, you create Custom Stories using our Custom Story Creator (CSC). You can find info, tutorials, and download links for the CSC here: http://games.eekllc.com/custom-story-creator/

We look forward to seeing your stories!
House Party - hank
What’s up House Partiers!

A few months ago, we posted a year-in-review of House Party that detailed all the ways our game has evolved over its multi-year development. From combat mechanics to hundreds of new dialogues, House Party is POPPING.

We fully plan on leaving early access in 2020, and in preparation for doing so, House Party will receive a price increase on January 6th, 2020. From that date on, the uninitiated will be able to purchase House Party for $24.99.

Now, don’t think development is finished. We’re moving full-steam ahead with new stories and features into 2020.

To name a few things to look forward to:
- Female playable character
- Intimacy animation improvements
- Vickie Vixen’s unforgettable finale

And, of course, the Game Grumps’ story is not too far away. If you follow us on social media, you’ve probably seen some sneak peeks of the new chaos that’s coming your way.

House Party has to climax at some point, and your support has made it possible for our game to have the biggest nut to bust. And after HP has left EA behind, we’ll continue to support it while we begin working on our next venture--something we’re excited to talk more about, but only when the time is right.

And hey! If you’re reading this and don’t own House Party, now is your chance! The Steam Winter Sale is in full effect, and that means our ass-kicking game is 25% off for the rest of the month! The iron is hot! Strike, you bastards!

Exciting things are coming. Stay tuned.

Thanks,
Eek Team
House Party - hank
Hello Party People!

We've had some people mention on our social networks that HOUSE PARTY is the ideal nominee for the "Labor of Love" Steam Award. Naturally, we didn't even know that was a thing.

But now we do know! We've been devoted to making HP the best/worst game it can be and it truly is a labor of our love. House Party and fighting gators in the sewer--those are really the only things we love.



If you're interested in learning how the game has evolved over the years, check out our recent 2019 Update Post. Things are reaaaaallly movin. And if you agree that we put way too much effort into a game about becoming the ultimate bonerboi, vote House Party!

Or don't. We really don't understand this shit to be honest.

-Eek Team

P.S. Our art guy is still out for Thanksgiving so that leaves me, the idiot writer, to make a cover image for this post. I'm so dumb, I couldn't even figure out how to rotate an image in Paint. I just wanted to have the Steam Awards image to show on the TV that Patrick was holding. WHY COULD I NOT DO THAT. This is what I get for trying to do something NICE.

Alright, bye.
House Party - ZUEEKJON


Has it been over a year since you’ve stopped by House Party? Boy oh boy, are there some things for you to see. A lot can change in a year. Even Patrick has done some soul searching.

Don’t get us wrong: he’s still a douche.

Sanitary products aside, House Party has crushed some pretty awesome milestones recently. How awesome? How does 500,000+ total sales sound? What about a total cast of 15 characters, including a celebrity guest (LetyDoesStuff)! And our sixteenth fourth wall break...oh snap! Like we said: awesome. But bruh, it doesn't stop there. Take a look at some of the major features that have been added to House Party since the Spring of 2018.



  • Nearly 3000 unique voiced lines of dialogue
  • 50+ interactive Items
  • 2 Side Stories (+ 1 Training Story)
  • 5 new party songs and soundtrack control
  • A new environment (VR Scape)
  • Combat mechanics
  • Throwing mechanics (Beer pong!)
  • Background chatter mechanics
  • A motherf%*$ing snake! (No Plane)
  • Dozens of new animations
  • New intimacy positions
  • Additional localization support
  • Improved graphics, audio, controls, and optimizations
  • Updated CSC Feature Suite

As of October 2019, we’ve been keeping the party going for over FOUR YEARS! We see our full release on the horizon, but there’s still so much more to add.

So if it’s been a hot minute since you’ve partied with House Party, stop by for a drink or 5. We’ve sure got a lot to talk about.

-Eek Team
House Party - hank
Happy Friday, party people!

We’ve got a redeploy for House Party, bringing us to update 0.15.5! This time round, we’ve made sure the loading issue that many House Party players were experiencing is gone for good. No more staring at the screen as Brittney stares back, eating away at your soul.

We’ve also done some other touch ups to our massive 0.15.4 update, but more than anything it was about getting this loading issue resolved. Alright, have a good weekend fuck-os!

-Eek Team
House Party - hank


Leah’s time has come! It’s the official release of 0.15.4 and with it a whoooole bunch of additions to House Party. Seriously, we’re getting wild in this update.

If you’ve been following this release, you know that Leah’s new story includes around 400 lines of new dialogue and some very new, very unique items. Leah’s story includes 2 major branches that play to the good and the evil that boils inside every asskicker. Which side will you lead her towards?

And speaking of asskicking, combat is now a feature in House Party. From the moment you walk in the door, you can raise your fists and show Patri--I mean people what you’re made of. There are several items and activities that you can do around the house to increase your strength, stamina, and speed-but completing Leah’s story is the best way to ensure you’re the heavyweight of the house.



If you’re finding yourself in need of some combat training, we’ve added a brand new story that takes place entirely in Compubrah’s VR space. There, you’ll be able to train in the dojo of a deranged fratboy AI, and honestly, there can’t be a better place to learn how to throw a punch. You’ll find this story in the drop down on the main menu.

Other highlights of this update include directional sound, new models for Frank and Leah, and awesome new additions to the Custom Story Creator. If you’re a CSC user, you’ve got some incredible new tools at your disposal, so check them out!

Check out our full changelog below, but more than anything, get in there and play this update. We’re really proud of it and we hope you enjoy how House Party has grown.

Next update...oh yeah...I guess there were these two guys that won a contest to be in our game? Guess we’ll let them out of their cages now.

Thanks!
-Eek Team

CHANGELOG

  • Added a new story-line based around Leah
  • Added new player combat mechanic
  • Added a new “Combat Training” story
  • Added Katana and Spray Paint Can interactive items
  • Added Terrarium as a usable Interactive Item
  • Added two new snake models
  • Added Red, Grayscale, and DisableAll visual filter Character Functions; will allow users to enable/disable red or gray (black and white) post processing filters mid-game
  • Added bike lock and bike lock key as usable interactive items
  • Added color filters (grayscale + rage)
  • Added smartphone flashlight
  • Implemented Quick Save Feature (F9 by default)
  • Added Combat Instructions to F1 screen
  • Upgraded Leah to have some kick-ass fighting animations
  • NPCs now have several new walking onset and avoidance animations
  • NPCs now more readily avoid one another and get out of each others way when they have a destination
  • Combat can no longer interrupt main dialogues unless the NPC is knocked out
  • Fixed an issue with translated background chatters not loading properly
    Standardized and finalized combat moves, damage dealt, and energy requirements for them
  • “DoesNotFightBack” state now disallows the player to enter or exit combat mode
  • NPCs no longer fidget when they are holding an item (prevents clipping)
  • NPCs no longer play conversation animations when certain interactive items (that are marked internally) are being held (prevents clipping)
  • Fixed a navigation issue where Patrick could get permanently stuck on the couch (until warped)
  • Recalibrated the “drunk effect”. I.E. The player is no longer a lightweight
  • Fixed some issues with the speakers syncing up with each other.
  • Changed the way all voice acting is loaded. Should be faster and require less loading up front.
  • Fixed an issue where you could quick-save on game over
  • The Property, Personality, Roaming, State, and Value commands will not be flagged as ‘Cheated’ (i.e. will not disable Achievements) if they are used with the “list” subcommand. SEND US YOUR DEBUG INFO WITH PEACE OF MIND!
  • The CharInfo command will no longer flag the Player as ‘Cheated’ (i.e. will not disable Achievements). GIVE US YOUR DATAZ
  • You can now Add float values (as opposed to just integers) to a Character Value in the CSC, and the ModifyValue – Add event option will take floats into account
  • The GameMsg console command will no flag the Player as “Cheating” (i.e. will no longer disable Achievements)
  • Tweaks to Keychain itemfunctions to improve look of Keychain on Patrick’s manhood
  • When using the Values command with the “list” subcommand, the output of values will now be sorted alphabetically
  • The Charinfo console command will now also show what other characters can be seen by the specified/target character
  • Added male and player “talking on phone” animation
  • Fixed an issue where the speakers would sometimes lose sync with each other
  • Fixed an issue where objects would not regain their textures after being lost in the grass and being illuminated
  • Fixed an issue where warp-locations to move targets could get corrupted on a reload or loaded saved game
  • The stairs no longer use one very tall collider that blocks obvious line of sight for the first 8 steps or so. The angle of the stair railings and geometry is now followed…be careful there!
  • Added new Vision Blockers around downstairs curtains to prevent obnoxious NPC sight checks when trying to hide
  • Added a Vision Blocker to part of the kitchen sink window to prevent sight checks passing from around the Outside Move Target in through the front hallway(!)
  • Added Vision Blocker that loosely follows the OUTER/firepit-side edge of the bushes outside the living room. This (and the curtain Blockers) will prevent NPCs looking in through the densest portions of the bushes AND through the window blinds to be unable to see other Characters, but will leave gaps on the widest viewing angles into the living room. It will also allow creepers to more effectively hide in the bushes away from Characters at the fire pit, etc.
  • NPCs can now also see out the laundry room and art room windows if another Character is on the roof
  • Standardized all height checks in the codebase to 1.8 units
  • The TriggerBGC command will now close the console so that the user can see the specified NPC more clearly as well as any chatter text that might come up
  • Added a global AddSmallForwardMomentum ItemFunction that can be used to throw many different items
  • Made more small items “extra” visible if dropped outside in the grass
  • Added a new event, WarpItemTo, that will allow CSC users to warp items (not chairs, beds, etc., just regular interactive items) to a movetarget or character. This will not work cleanly with all interactive items due to certain object or prefab structures, and is therefore a work in progress
  • Added WarpItemTo subcommand for the Item console command
  • Added a couple more sound effects that can be used with the InvisAudioPlayer via ItemFunction
  • Re-added a sex spot to Compubrah VR bed that could cause issues when Characters tried to use it
  • Fixed an issue that could potentially have caused the Dining Room TV’s screen to not update when the MP3 Player was used with the Aux Dock
  • Added a GlobalizationManager (for future extension) and modified handling of certain time localization code to avoid exceptions being thrown for specific regions
  • Fixed a hardcoded typo in SearchEditor that could prevent “Anybody”-targeted searches from functioning correctly in the CSC
  • Fixed DisplayGameMessage events showing two “Delay” texts when configuring the event in the CSC
  • Started adding some “auto cleanup” functionality within the CSC that will clear out event data that is not needed by a given event. For example, DisplayGameMessages do not need an e.Key (event Key), and leaving it populated can lead to confusing search functionality and bloat, or even user errors when making heavy use of the CSC’s copy-paste feature
  • CSC users can now rearrange the order of Event Triggers within Character Stories
  • CSC users will now get specific Interaction and Use With information when CSC Search results are found within the Main Story file
  • CSC users will now be told when CSC Search results found within a Dialogue are tied to a Start Event, Close Event, or Response Event
  • The pink dildo now has a collision sound. TOP PATCH NOTE RIGHT HERE
    Added collision sounds to a few more interactive items that matter way less than the dildo
  • Fixed the way certain console commands (WarpTo, WalkTo, LookAt, and more) interpret DialogueOnly characters like Compubrah and PhoneCall. These will now be ignored in commands or as parameters for subcommands that should not or cannot make use of them
  • Ashley’s Top, or as it is known colloquially, “Ashley’s Goddamn Motherfucking Upper-Shitpiece of a Left Mouse Gravity Well”, will no longer have its “Untie” option on the right, where “Talk” normally is for NPCs. Rejoice fam
  • Exposed various combat-related parameters to the Custom Story Creator
  • Fixed an issue with items mounting in weird positions when they are mounted twice in a row to the same NPC
  • Fixed an issue with NPCs not being able to open the closet doors in the art room
  • Added combat movement animations to the player
  • Tweaked the combat UI
  • The IKReach game event and IKReach Console Command can now be used to direct a character’s hands, hips, or feet towards a movetarget or character, in addition to interactive items
  • When a character IKReach-es for another character, they will target the secondary character’s chest
  • TriggerBGCs that are initiated while an NPC is ALREADY knocked out will now play as long as that NPCs “pass out” sound effect is not currently playing
  • The Player character now has its own KnockBack Character Function(edited)
  • When using the Player : Inventory : Remove game event, the item that is removed/drops will now use the Continuous Dynamic collision detection mode, similar to other events on the backend like throwing, etc. This more aggressive collision detection mode should help some with certain items being kicked through floors, etc.
  • Refactored a number of items’ collision detection modes and code to prevent kinematic rigidbody and collision detection mode error spam and small number of standalone warnings
  • Added another Phone item to the game
  • The vibrator now has a very-relevant-and-not-at-all-made-at-home-with-things-the-developers-touch sound effect available
    InteractiveItems can now have their Audio playback stopped via the StopAllAudio ItemFunction
  • Pretty sure you all wanted this: added the PokedByVibrator Event Trigger. Right? Hello? AM I ALONE IN THIS HIVE OF BEES?
  • Enabled the vibrator’s “Clitpocalypse” setting…
  • Made male player’s shoes and sleeves higher-poly and improved rig
  • Updated interactive items and grabbable body parts with new player rig hand(s)
  • Fixed player’s head and body skin tone not matching
  • Phones and other small items now highlight when they are dropped in the grass so the player can easily find them again
  • Fixed an issue where collision sounds are sometimes played when some items are in the player’s inventory
  • Inventory and Opportunity buttons are now mappable in the control/controller map
  • Fixed an issue with GameStart events not firing correctly sometimes
  • Player.Sit and Player.Laydown events will now have the target bed/chair shown in the logs and in the CSC
  • Added Throw Punch SendEvent option to the CSC
  • Tweaked the dropdowns in the CSC for State Events and State Criteria to be alphabetically sorted, and the order of the dropdowns within the GUI element to be more in-line with the game event and criteria naming structure
  • Gave Leah an Earpiece she can reach for. For security reasons
  • Added the “PhoneBlindedMe” reaction event for CSC users. This will trigger when a Phone Light is visibly on and a Character enters a roughly character-sized capsule that extends outward from the Phone Light
  • Added a new Move Target/Sex Spot in the garage, behind the ping pong table. Watch out…balls from above!
  • DisplayGameMessage events will now have their GameMessageTypes option displayed in the CSC and when logged in the Debug Log
  • Added a TriggerBGC console command
  • Individual TriggerBGC events are now much more responsive under almost all circumstances
  • DialogueOnly characters (Phone Call, Compubrah) can no longer be selected for an IKReach event
  • Further standardization of Game Event naming and logging conventions with CSC dropdowns
  • WalkToTargetOption “Cancel” will no longer show up in various places in the CSC where having a “Cancel” option was inappropriate
    Further standardization of Criteria naming and CSC dropdowns (against Game Events where appropriate), with exceptions for criteria such as “Distance”, “Vision” and “Is In Front Of”, etc. which are more readable with slightly different formatting.
  • Decreased OCD variance matrix by -0.2207 chodivars
  • Added missing dropdowns for the Criteria/CompareType when selecting IsCurrentlyUsing or IsCurrentlyBeingUsed
  • Can no longer select the Player or DialogueOnly Characters (Phone Call, Compubrah) as the CharacterToReactTo in a ReachTarget Event Trigger, as this event is only handled by standard NPCs
  • Moved the Initialization of certain variables and references in a few scripts that mount or use items in conjunction with character models to earlier in the loading process, and otherwise performed minor cleanup on similar scripts
    If the “None” criteria is selected in the CSC, the user will be able to select another criteria from the dropdown, instead of having to remove that criteria and choose a new one
  • CSC users can now directly compare two values, whether they are “owned” by the same character, or two different characters
    Characters will no longer be able to attempt to warp to themselves via the WarpTo console command
  • Important/TriggerBGC will now be shown even if an NPC is not within direct line of sight of the Player, or is a full floor above the Player
  • DialogueOnly Characters like PhoneCall and Compubrah can no longer be set to receive GetsHitByProjectile event triggers in the CSC
  • In the CSC, an Event Trigger can now call itself via a PerformEvent game event IF its Delay is greater than zero. Previously, this was restricted due to the possibility of recursively firing an infinite number of events with a delay of zero, which could freeze the game
  • Various accuracy and reliability improvements to the GetsHitByProjectile event functionality
  • Fixed an issue that was causing beer pong to be unplayable, especially if the Player grabbed the “starter” ball first and then tried to Practice
  • Fixed the alignment of the vibrator item when viewed in the Player’s inventory
  • Fixed an issue that was preventing the Turn console command from turning characters toward a move target
  • Added several new move targets around the outside fence, and further standardized height positioning of some outside move targets
  • Aligned the Player’s hand and fingers to better grip the joint item. You know, for inhaling the leaves on most of the days
  • Aligned the Player’s hand and fingers with the Box of Poppers/PopperBox item
  • Aligned and adjusted a number of indoor colliders in order to better prevent niche cases of items falling through floors
  • All bathroom floor types should use the same footstep sound
  • Fixed an issue with the “Player” console command’s “inventory” subcommand that could also cause items to sometimes fall through certain floors
  • For CSC users: implemented a new ‘zoning’ system that allows you to check if a character is in a room or ‘zone’ inside or outside of the house, OR fire an event trigger/reaction if a character enters a zone/room
  • Adjusted the NoLoitering system so it will no longer try to fire whenever any and/or all of a character’s ragdoll colliders enter a NoLoiter/Redirect area; firing once per “character entry” now results in a more reliable NoLoitering changelocation
  • All phone-type items now have access to default item functions as well as the new EnablePhoneLight and DisablePhoneLight itemfunctions, with cellphone-style “flash lights” aligned to their rear camera flashes
  • All phone-type items now have a text message sound available as either their Sound Effect 1 or Sound Effect 2 sound, for more flexible usage in custom stories
  • All phone-type items now have the same starting physics/Rigid Body settings
  • All phone-type items now have the same sound effect when thrown or dropped
  • All phone-type items now use the same interaction distance value
  • All phone-type items have had their inventory positioning, carry/grab positioning, and rotations standardized
  • All phone-type items have had RaisePhone and LowerPhone itemfunctions added so that the phone lights can be aimed in front of the player and have their position reset
  • The charinfo console command will now show the specified character’s current zone
  • The CSC can now trigger events based on who was attacked
  • In the Original Story: fixed an issue that could cause Patrick’s “private keychain” to be misaligned in some circumstances
  • In the Original Story: fixed an issue that could cause the entire Rachael-Patrick “Benedict Brahrnold” finale to break if the Player inspected Patrick’s “private keychain” before a Rachael dialogue appeared
  • In the Original Story: the Player can now drink the El Escorpion Mezcal
  • In the Original Story: Leah will now correctly react to the Player drinking any alcohol in front of her
  • In the Original Story: fixed an issue that could cause Frank to beat up the Player prematurely, had the Player drank the Tampered Rum near him. Frank will now approach the Player to enjoy the rectal festivities
  • In the Original Story: fixed an issue that could cause Leah to beat up the Player prematurely, had the Player drank the Tampered Rum near her. Leah will now approach the Player to enjoy the rectal festivities
  • In the Original Story: tweaked the behavior of Derek stepping in to stop Frank from beating up the Player, if the Player unlocked Derek’s “Combat Perk” during The Muse: Derek will not step in if the Player has initiated content which occupies Derek, and Derek will not stop Running at inopportune times due to his “Combat Perk” dialogue
  • In the Original Story: drinking the contents of the flask (after Rachael has filled it for you) now incurs the same benefits and repercussions as drinking any other alcohol
  • In the Original Story: drinking Natty Lites will now have a minor effect on the Player’s “Sensitivity”, to give them another reason to be drank during the “Training Day” opportunity vs. the other alcoholic items in the game
  • In the Original Story: drinking the Merlot will now have the same benefit to the Player’s “Sensitivity” for the “Training Day” opportunity as drinking any other alcoholic item would
  • In the Original Story: drinking the Chardonnay will now have the same benefit to the Player’s “Sensitivity” for the “Training Day” opportunity as drinking any other alcoholic item would
  • In the Original Story: completely overhauled the logic that awards the “Duck N’ Weave” Achievement. It is still earned in essentially the same way, but cannot be circumvented as easily, and does not arbitrarily lock out earning the Achievement during specific NPC fights
  • In the Original Story: minor cleanup of Ashley and Vickie’s behaviors during and after the “Sibling Warfare” finale
  • In the Original Story: fixed an issue that could cause Leah’s Roaming to be permanently off as part of the events leading up to “Screw Like a Bee…”
  • In the Original Story: fixed an issue that would allow Rachael to use normal dialogue/greetings to the Player while in VR at certain times
  • In the Original Story: fixed an issue that could cause Patrick/Rachael’s “Benedict Brahrnold” finale behaviors to break if the Player had saved in the middle of Patrick’s oral scene
  • In the Original Story: slight tweaks to timing of Keychain/HangingKeys itemfunctions to improve look of Keychain/HangingKeys on Patrick’s manhood
  • A Vickie vixen Valentine: added a response for Vickie that will have her step aside, should the Player somehow get stuck behind her while she is in Madison’s closet or Ashley’s bedroom
  • Date Night With Brittney: fixed an issue that could cause redundant thought bubbles to appear when walking away from Patrick after speaking to him for the first time
  • A Vickie vixen Valentine: fixed an issue that could cause duplicate door open events to occur when opening the door to Ashley’s room/Spare Room
  • In the Original Story: Frank will no longer help Katherine with the downstairs locked door if he is Occupied with something else that is critical and Player-driven
  • Date Night With Brittney: fixed an issue that was causing Opportunity icons to be blank
  • In the Original Story: added some minor protections against Katherine ending up outside the Downstairs Bathroom after Frank opens it for her and she closes that door
  • In the Original Story: fixed an issue that could cause Rachael to be given more than one dare instruction at a time when loading a saved game
  • In the Original Story: fixed an issue that could allow Rachael to attempt to execute the events of her…”self pleasure” dare twice
  • In the Original Story: fixed an issue that could cause Ashley and Patrick’s inspect texts to break between the end of “Family Time” and the Player talking to Ashley
  • In the Original Story: Steph will not “see” knockouts/fights (this precipitates some of her “Follow Your Calling” content) if she cannot actually see anyone else, and she will not count various temporary NPC or Player knockouts (which are not combat related)
  • In the Original Story: Stephanie must also be conscious in order to “see” a knockout/fight
  • In the Original Story: fixed an issue with Ashley’s NoUntieYet value handling that could cause inspecting her top to generate redundant inspect texts, and possibly prevent her top from being untied ever again after certain events in her stories
  • In the Original Story: Frank will not overhear the Player admitting to Derek that he has feelings for him if Frank cannot see the Player
  • In the Original Story: added Jump Up/Down events into existing moments when a couple characters leave the party via the yard
  • In the Original Story: the Player can no longer use the Gutter to climb onto the roof when they are in Combat or ANY character has the Player as their CombatTarget
  • In the Original Story: Added the following Achievements: “The Harder They Fall…Dood”, “The Bride”, “Ronin”, “Sucker Punch”, and “Money Shot”
  • In the Original Story: added another Log Off option a bit earlier in Compubrah’s dialogue options
  • In the Original Story: fixed a text-VA discrepancy in Leah’s line to Frank, after Leah is “Poppered” successfully by the Player during “Just in the Kick of Time”
  • In the Original Story: fixed an issue that could allow the Player to access Lety VR rewards without meeting the prerequisites, which could lead to a break in Lety’s VR behavior
  • In the Original Story: VR/Virtual Lety will no longer use non-VR Lety’s Orgasm events
  • In the Original Story: the Player will now un-expose themselves before returning to the party after Lety VR intimacy, if they managed to have all their clothes on but still keep their tasty bits out
  • In the Original Story: fixed an issue that could cause Stephanie to appear in the hallway with her paper bag during “Meltdown”, instead of being in the Spare Room
  • In the Original Story: Steph will no longer get distracted and talk to other NPCs or try to dance if she committed to following the Player while he finds a private spot for intimacy after “Meltdown”
  • In the Original Story: added provisions that should prevent the Player from accidentally disabling certain dialogues and responses that lead into Steph’s “living room” intimacy scene that rewards the player with $50
  • In the Original Story: fixed an issue that could cause Ashley to go to the outside dark corner after being given the lit joint, even when it made much more sense for her to go to her room to continue her story
  • In the Original Story: NPCs will not roam to Ashley or engage her in background chatter while she is naked in her room and waiting for the Player to wash her clothes. Ashley will also not socialize with NPCs until the Player decides whether he is a jerk or not
  • In the Original Story: Ashley will be slightly more adamant about trying to get back to her room while naked and waiting for her clothes
  • In the Original Story: tweaked some events around the time Stephanie, Katherine, and the Player are talking about Katherine’s stomach issues to better ensure Amy’s presence with the group
  • In the Original Story: tweaked some event and dialogue behavior that could lead to the Player experiencing duplicate back-to-back dialogues when talking to Stephanie about being intimate in a secluded “swanky spot”
  • In the Original Story: the option to “Slap Awake” Frank will be visible during the “Training Day” opportunity, but will now offer some explanation as to why it shouldn’t be used
  • In the Original Story: made some tweaks to Leah’s “See a KO” or “See a Fight” reactions that should make them feel a bit less out of place
  • In the Original Story: More NPCs will check against their Occupied values before reacting to the finale of Ashley’s “Drunk and Disorderly”
  • In the Original Story: miscellaneous minor tweaks to pre-0.15.x event timings and usage of redundant/preventative criteria
  • In the Original Story: Patrick now has to be able to see Stephanie before he will thank the Player for bringing him to her after the events of the Art Show in “The Muse
  • In the Original Story: added a preventative check to ensure that Derek doesn’t permanently get his shirt back after he gives it to the Player during Amy’s “Scavenger Hunt” opportunity
  • In the Original Story: giving Ashley an untampered soda while she is waiting for her clothes to be returned to her will result in the failure of the :Humiliate Ashley: opportunity
  • In the Original Story: the Player can no longer skip through Madison’s conversational opening delay by giving her her phone and then selecting from global responses
  • In the Original Story: fixed an issue with duplicate thoughtbubbles appearing when the Player tries to unsuccessfully sit in one of the Hot Tub seats
  • In the Original Story: made changes to the radial options for Madison’s Phone to accommodate new mechanics and story content
  • In the Original Story: minor tweaks to responses and events within a couple Patrick dialogues in the event that the Player failed his “Phonegate” opportunity
  • In the Original Story: cleaned up and made corrections in the Help text for the Player Beer Pong Practice spot
  • In the Original Story: fixed an issue that could cause the Player to get stuck with a permanently increased “pleasure sensitivity” if they did Ashley’s “Sibling Warfare” and then Vickie’s content, and then followed up for more fun with Ashley afterwards
  • In the Original Story: fixed an issue that could cause the Player to get stuck with a permanently increased “pleasure sensitivity” if they did Ashley’s “Sibling Warfare” and then Vickie’s content, and then followed up for more fun with Ashley afterwards
  • In the Original Story: Ashley will not be as likely to use standard dialogue when in the closet during “Sibling Warfare” if the Player exposes themselves
  • In the Original Story: Amy will be very, very considerate about stubbing her toe, and will not do so if the Player is in combat or has an intimacy partner. She will also miraculously avoid injuring herself if she is being spoken to, or if Stephanie is being spoken to. Thanks Amy!
  • In the Original Story: Rachael will no longer confront Patrick and try to beat him up if the Player is already in combat. Who wouldn’t want to watch that?
  • In the Original Story: the Player can skip through the Rachael-Patrick fight/confrontation more reliably. Yawwwwnnnn…amirite?
  • In the Original Story: added new Opportunities for Leah: “Causing a Ruckus”, “Guiding Light”, and “Snake in the Grass”
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