Sex and the Furry Titty 2: Sins of the City - shanesmith
Yes, all the girls are out in the wild waiting for you to join them in the hot and curious love journey! 5 new stories are all set to play and have fun with.
Good old puzzles are back!
Make your way into the stories with a well-known 3-in-row game, have fun choosing various paths and lead the heroes to their well-deserved love scenes. We've added new tasks and icons so the game is even more challenging and fun to play. It's all you've always liked in our games - a challenge with a little bit of love.
Sound on!
Let's get louder - the animated scenes are now voiced by very talented voice actors, all the moans are gluten-free and healthy! Let the girls show you how much they like what's happening to them, not only with their moves but with their voices!
By the way, we're planning to add some voice lines to the stories in the future updates, so don't hesitate to try this game for lots of fun now and in the near future.
So what are you waiting for?
Get Sex And The Furry Titty 2 now - to meet new friends and get to know the old ones better, and to make all of your hot and sweaty dreams come true! We've prepared a Supporter Art Pack DLC for you - all the artworks are high resolution and ready to land on your computer wallpapers! We went further and added the Video DLC - you can now get all the voiced animations in 4K resolution to watch, gently compressed so that you can watch it on your phone, too! We're also making the OST happen - it will be available for purchase in a couple weeks, just you wait.
Thanks for being with us on this journey, we're always ready to hear your suggestions and make them happen. Enjoy the game and remember:
1. In the rat pit stage of lost memory, Intermittently, 'the phenomenon that the punch item was not visible' has been reinforced, (For once, I put one more item, I'm looking for the cause)
v.1.233 patch note 1. Fixed a bug where items remained when starting a new game
v.1.234 patch note 2. Added item error message box, If a message box appears, please let us know the content of the message in the forum, thank you very much!
v.1.235 patch note 1. Fixed a bug where items were not visible at random! -> Fixed, tested, and patched strongly suspicious code -> However, there may be other complex reasons, -> Be sure to report any bugs you find! please
v.1.236 1. Changed to full screen -> borderless window (The visible view is the same, more flexible in handling exceptions)
2. A guide has been added to the starting position.
Supporter Package including game's OST and Artbook will be available from tomorrow, Sept. 9!
If you want to get game's OST and Artbook, you'll be able to purchase it separately.
Here is a little sneak peek inside the creation process of Tower Princess!
We're very grateful to our comunity and especially our Kickstarter backers who helped us, a very small three-people team, to achieve our dream. This release couldn't be possible without you!
We’re super excited to announce that Jack Move is finally out on Steam, yay! Hurry up and grab it with a 10% launch discount – your cyberspace journey begins here and now!
Don’t forget that you can get extra 15% off Jack Move if you purchase it as a part of our bundle with CrossCode, another 2D retro RPG – you’ll actually get an additional discount anyway, even if you already have a copy of CrossCode in your library. Kind of a win-win offer, huh?
And if you’re in the mood for even more active game shopping, make sure to check our publisher’s mega sale held from 8 to 12 September: they’ve got some great discounts, free demos, new releases, and a lot of other interesting stuff going on.
Many thanks to everyone who has been awaiting Jack Move – we truly hope you enjoy the game! And, of course, you reviews are very, very much appreciated – this way we’ll be able to get your feedback, plus Steam algorithms will know that players are interested in the game and thus show it to more people. So yeah, reviews are indeed super important.
Stretch your fingers, check your hardware, and get ready for departure – a great hacker adventure in Bright Town awaits!
We’re super excited to announce that Jack Move is finally out on Steam, yay! Hurry up and grab it with a 10% launch discount – your cyberspace journey begins here and now!
Don’t forget that you can get extra 15% off Jack Move if you purchase it as a part of our bundle with CrossCode, another 2D retro RPG – you’ll actually get an additional discount anyway, even if you already have a copy of CrossCode in your library. Kind of a win-win offer, huh?
And if you’re in the mood for even more active game shopping, make sure to check our publisher’s mega sale held from 8 to 12 September: they’ve got some great discounts, free demos, new releases, and a lot of other interesting stuff going on.
Many thanks to everyone who has been awaiting Jack Move – we truly hope you enjoy the game! And, of course, you reviews are very, very much appreciated – this way we’ll be able to get your feedback, plus Steam algorithms will know that players are interested in the game and thus show it to more people. So yeah, reviews are indeed super important.
Stretch your fingers, check your hardware, and get ready for departure – a great hacker adventure in Bright Town awaits!
You'll be able to add new translations, upvote or downvote the current ones and suggest new translations.
If you want us to add new languages to the localization project, please let us know!
New Update coming soon
In a few weeks we'll release the new major update. The new update will add a lot of things:
New exterior zones.
New NPC (Bird Seller).
New Dialogue System.
Parrots! They'll increase your tavern reputation if you train them.
Tile map overhaul. The terrain has been redrawn.
Crafting queues!
New UI. This will allow us to fix the coop issue in the next update, the fix will be available before the end of the year.
Crops redrawn with the new graphic style.
Achievements.
More minor fixes and improvements.
Social Media Updates
Travellers Rest is arriving to Instagram and TikTok! Soon you will be able to send us your best moments playing the game and get featured in our official accounts. Hey! Best clips will have some cool prices 😉 Stay tuned for more!
Hello everyone. Summer months always fly by too quickly and we hope that you made the best of that time with some great vacation memories in store for the colder months:)
We released the last regular update at the end of June and we have kept ourselves busy since then finishing the new Imperiums: Rome vs Carthage DLC.
As always, we keep working on the base game core and there are many interesting improvements in the new update of version 1.2.6. called "Get ready for Rome". Once again, a big thanks to our players and community for their feedback and reports that inspired many of the aforementioned improvements and bug fixes, so please keep it coming.
Let's get to the details:
Some of the 3D models such as blacksmith, stable and shipyard have been remade, with fort and defensive wall in the making and new city models further in the pipeline.
Trade routes can now go through unowned territories hidden in the fog of war (previously, trade routes were automatically cancelled when parts of their routes through unowned territories were not fully visible).
Strategic Overview was extended by "grouped map item types". For now, three groups were added - military, mines, and buildings which allows you to get a better picture of the whole economic and military situation.
Strategic Overview in the list view now automatically scrolls to the currently selected map item and highlights it.
New keyboard shortcut was added to the Strategic Overview - pressing Tab now instantly switches between map and list views.
Brief description per faction was added to the New Game window containing information about the initial setup and how difficult the start will be.
"Tooltip delay" game setting was implemented.
"Map exchange" treaty importance was increased. It is now one of the most "intimate" treaties (apart from military pacts).
Set of positions where particular buildings cannot be built is newly defined for all scenarios (this should prevent exploits such as blocking certain straits by shipyards).
Food production of scrubs was slightly increased.
Trade loss information was added to the tooltip in the Political Map.
The Research progress bar is always visible even when there is nothing being researched. This should make it easier for you to navigate to the Technology Tree and draw your attention to the fact that you are not researching anything.
Report panel stops the automatic scrolling when you first click on an item in the list.
Tooltip comparing governments (when you want to choose a new government) was improved.
Using "Alert" action now also adds dismissed units to the unit loop.
Rewards received for completed Objectives are now better arranged in the information window.
When you click on the fake lock when selecting a faction in the New Game window, a window with a warning pops up and once you confirm your selection, this particular faction will be automatically checked (previously you had to check it manually again).
The AI was also improved in a number of aspects:
AI more adequately reacts to certain events happening to other members of its union as well as events related to its master (such as losing the capital city).
When AI considers how and where to attack an enemy, it takes more into consideration its resource situation and its current needs. If AI is in need of a particular resource, it might redirect the attack to a particular mine(s) or certain producer.
AI will not build fields/farms anymore on tiles outside of the city range.
Improved algorithm in charge of newly built units (and their types).
Improved algorithm for keeping all units supplied.
Movement of Generals was improved.
Bugs and issues fixed:
Too loud intros were tuned down (player's game settings).
Small issue in "Teach technology" action was fixed (you could not teach a technology to your own confederation members).
An issue with building and repairing a temple causing city damages (in particular, when the number of local citizens was low) was fixed.
Small fixes in Objectives and Achievements related to your federation members was fixed.
An issue with Generals deserting when they were in "containers" (like a city) was fixed.
When two factions join in a federation and the member state already has some confederation members, these member states stay as confederation members also in the newly created federation (previously they all turned into federations).
The list of unit improvements checkboxes on the right side of the Strategic Overview was not positioned correctly when UI scaling was active.
Strange bug which was creating more factions with the same name and banner in custom worlds was fixed.
An issue with very weak Hades Warriors was fixed.
Several rare CTDs fixed.
How do you like the changes? Are there any which you consider substantial "quality-of-life" improvements? Share your thoughts with us:)
We are less than two weeks away from the release of Imperiums: Rome vs Carthage. Don't forget to wishlist it and get the release discount!
1.34 is available. Get ready to see many blood on dead bodies!
Obviously, many improvements and fixes have been made. Don't hesitate to report bugs and feedback.
[CHANGELOG] - Add: Bullet hole on body - Add: Screen space global illumination - Improve: Rules of engagment of AI "Hold fire" never engage enemy - Improve: Rendering of footstep SFX - Improve: Speed to go out a window - Improve: Resolution of some texture - Fix: Spatialization of footstep might not work correctly - Fix: "Wet" weather was available on Arctic base - Fix: Edit a map on "Old plain" doesn't work - Fix: Some errors scripts
It's been a long while since I've dropped an update but I've now had the chance to add a few elements that didn't make it into the builds last year. I've also tweaked the balancing in a few places and overhauled the game mode selection so that the difficulty setting is clearer (and set easier by default).
Main changes
"EXTENDED" game mode: This new mode is a variation of "Standard" in which bosses, and therefore factions, are persistent. This means you have to play through ALL stages of every zone along a route in every run. The aim of this is to cater for players who want to be able to use their levelled-up car and weapons on weaker enemies and bosses earlier in the game. It's a little closer to the more "traditional" rogue-lite structure and some might prefer that. However, this mode has a longer play-time and is a more grindy experience in my opinion.
Custom livery patterns: Adding a little more to the visual customisation for the car, you can now choose from seven 2-colour patterns (and select both colours from the existing palette). Note, the Custom livery only becomes available once you've completed the first zone.
"BOSS TOUGHNESS" difficulty setting: This new setting can be found in Options -> Usability (and on the updated game mode menu - see next point). This allows you to tweak how tough the bosses are in terms of the damage they receive. 75% is now the default for a new savegame.
"NEW GAME" menu: The game mode menu has reverted its title to "New Game". Now when starting a new game, as well as selecting the game mode you can also adjust the two difficulty settings ("Damage Scale" and "Boss Toughness"). Hopefully this draws attention to the existence of these options to new players.
Default difficulty: When starting a new game with a fresh savegame, the default difficulty values will both be set to 75%. This is easier than the original default settings. If you want to start a new game equivalent to the original settings then please use 100% for both.
Balancing changes:
Rocket Launcher: Now unlocks at a higher level, is more expensive and causes a lower amount of damage. I hope everyone would agree it was overpowered. That said, it's still going to be one of the choices of preferred end-game weapons.
Mine Layer ammunition capacity doubled to 10.
Increased damage done by Caltrops by 5x.
Forward shotguns: Lowered damage, range and fire-rate slightly. (I've left the Incendiary Shotguns alone for now but I think they are probably also OP and will review further.)
Charge abilities: Weapon Maintenance, EMP Scramble and Caltrops have been swapped around to account for the degree of effectiveness of Weapon Maintenance.
Fourth Union Kickers' (saloon cars) guns do less damage.
Fourth Union APCs' guns do less damage.
Strike Legion large truck guns do less damage.
All helicopters toughness reduced to account for rocket damage changes.
Final boss balancing: All three stages now have the same toughness instead of ramping up slightly with each one. This makes it a tiny bit easier and keeps the health-bar chunks in even thirds.
Value of currency drops increased by about 10% in all game modes.
Other Fixes:
Stability fix for loading screen (mainly a console problem so possibly not seen on Steam version)
Fix for fast animation of loading screen flag when vsync is turned off.
If you've completed Deadly mode and unlocked the secret livery then this will now permanently unlock and be available in other modes. (Has anyone even seen this livery?!)
Fix so that Schematic Scanner should only be offered if a schematic has been assigned to an enemy vehicle.
Next update
The aim is for the next update to have another new game mode (likely a boss-rush style mode).
If time permits, I'd still like to get the controller mapping / key rebinding in. Though I've not seen that many posts asking for this. So, please let me know in the community discussions if this is important to you.
Any further fixes and balancing.
The usual note: Where feasible I will always make the previous version of the build available if you don't want to upgrade. You can access this through Manage -> Properties -> Betas and enter "PREVIOUSBUILD" as the access code. (The previous build is now set to version 1.0.2.0.)