We are giving 10 gems to everyone who logs in as a reward for the first week since the game's release. (Valid until the next update) Fixed an issue where the unique option of the unique pass was incorrectly displayed.
This week comes with a massive quality-of-life addition: an in-game wiki of items craftable in Icarus as a new section of the Field Guide. This includes where to find them, how to craft them, what to use them for, and what they’re connected to.
We also introduce some new exclusive bobbleheads for owners of Stationeers as a thank-you for supporting the studio.
Plus, we have a small update on where Null Sector is up to and what’s coming next week.
Jump in and have a read.
Notable Improvements:
Prospects without local save files are no longer shown on the 'Load' screen. This should fix the issue where players would incorrectly see past multiplayer games in this list without having access to the save file
Mounts are now bound to the account that claimed them instead of the specific character. This should fix the issue where players bringing down mounts that were claimed by a different character on the same account weren't able to properly access it
Modifier state icons are now ordered in list: Biome -> Aura -> Permanent Buff/Debuff -> Temporary Buff/Debuff
Further adjustments to player lighting, with a focus on light strength/progression. Wood Rag Torch, Wood Flare, Biofuel Lantern, and Flashlight affected
Added CPU access to beds' gfur that didn't already have it along with the gfur for the black wolf trophies. This is to fix crashing when placing down a black wolf trophy and may reenable the fur on the beds
Added Cargo Hauling talent option to Horse and Terrenus talent trees
Buffalo (and other mounts) have their roll and twist rotation zeroed on reload, this should be a reliable bandaid fix for issues where mounts would become permanently rotated / on an angle
Fixing the charging device as it was no longer charging powered objects after the new data table enum switch
Chickens will now automatically deposit their eggs into a nearby coop (within 10 meters) if they're unable to path inside for whatever reason
This Week: Field Guide Update - Items
The Field Guide has been upgraded to include a new ‘Items’ section. This new feature acts as an encyclopedia for all in-game items, showing where they’re craftable, what materials they need, what they’re used for, what other recipes require them, what stats they have, and what sets they belong to. Each item is also linked to all related items so you can navigate quickly when researching your next recipe to craft.
'J' is the default key for bringing up the Field Guide in-game.
We’ve also linked this inside each item’s context menu so you can open the Field Guide directly as you play.
This is a substantial QoL upgrade designed so that any future items added will appear with all their relevant connections and information from the day they’re introduced. Ultimately, this should replace the need to google this information and leave the game to find it.
Let us know your feedback on this new addition in Feature Upvote. We’ll continue to improve it as time goes on.
Coming Soon: NullSector
As mentioned in previous weeks, the NullSector (our Free Prometheus Expansion) will include new Operations, a new exploration mechanic, new mutated creatures, and one new giant creature.
We are still actively working on the NullSector, with some big mission revamps in the works, more narrative, more dialogue, and more missions to provide the experience it deserves.
This region is not for the faint of heart. All the adjustments and differences are geared towards this being a hardcore survival challenge, so make sure you enter it prepared.
If you are interested in reading about what we plan to do with missions in the future, click here.
This Week: Exclusive Stationeers Bobbleheads
We have released Stationeers-themed bobbleheads that are unlockable and craftable from the blueprint tree for owners of both games.
Stationeers is another RocketWerkz title that heavily influenced aspects of Icarus in its early development and still does to this day. If you enjoy the hardcore parts of Icarus, you will have fun struggling to survive in Stationeers.
Stationeers is a space station building and management game that focuses on engineering, resource management, and survival. Players construct and maintain their own space stations, managing various systems like oxygen, power, and temperature. The game emphasizes realism, requiring players to understand and manipulate complex systems to keep their station operational.
You build and expand structures to house your life-supporting systems, while exploring planets to gather more resource for your station. It’s full of intricate mechanics that requires careful planning and problem-solving, making it addictive for fans of simulation and engineering games.
If this sounds like your type of game, check it out here:
Next week, we’ll be focusing on further testing of NullSector zones and are planning to open up the experimental branch early for players to give us feedback while we iron out any bugs.
As for the update, we plan to release a few small QoL fixes next week while this is happening.
Update field guide procurement text for stone/oxite
Committed refactor of CPP enum to DT enum for Icarus Resources
Tag ploughs for field guide
Replaced exotic procurement image on field guide to new one
Update field guide resource networks UI to show storage on batteries and fix generator / pump display
Fixed duplicate zebra carcass showing up in field guide
Field Guide: Increase menu scroll bar width by 50%
Fixed field guide Medicine category width
Swap position of Shields and Benches in Field Guide to put Benches closer to the top
Added Cargo Hauling talent option to Horse and Terrenus talent trees
Field Guide: Added sets to C0NT4CT and Beehive for upgrades
Field Guide: Fix alignment on different categories (use/used by notably)
Field Guide: Update scrolling to be grouped in the category for most item types, exceptions are benches as they have a lot of items and resource networks that need to be visible
Field Guide: Fixed alignment on search / items list
Field Guide: Increased number of item categories shown in each row, so main item screen shows all categories icons
Field Guide: Fix filter to have sticks in resource lookup
Updated Field Guide feature level lock to be based on Cheats rather than Development, so it is available on other dev facing builds
Made adjustments to the text on various shovel items for clarity
Enable Field Guide
Field Guide: Fix opening by default opening to items page. Allowed context menu opening to work while the Field Guide is already open
Field Guide: Moved shovels to Tools category and tagged sets
Field Guide: Added fuel and oxygen recipes for items that produce or are used in recipes that produce these resources
Field Guide: Added Character Crafting page, removed old dummy page
Field Guide: Workshop item headers now have a purple border
Field Guide: Add item based fuel sources to applicable benches (campfires, torches, etc)
Adding Ability to show if an Item required DLC in the field guide, and making icon clickable to show the DLC store page
Field Guide: Electricity and Water tools now show their respective networks
Fixed network inspection (R on electricity or water tools) not opening when aiming at a deployable
Unlock Stationeers DLC Package data so we can query for the game
Field Guide: Added procurement info for collecting individual pieces on the ground, moved red exotics to plants so it is shown as growable
Unlock Stationeers Bobblehead recipe and update talents / description
Fix tag casing and removed chicken coop tag
Field Guide: Added resource pages for Biofuel, Electricity, Oxygen and Water
Field Guide: Now shows when recipes require a resource input, such as water or biofuel
Field Guide: Composter and Oxite Dissolvers now show recipes for creating their related resources
Field Guide: Resources now have links and tooltips to their relevant pages
Add Stationeers Bobblehead blueprints and deployable item data
Fix some out of date blueprint pins
Add resources (water etc.) required for recipes in the Field Guide
Adding SK version of bobbleheads to use for interactable BP springy heads when you pat them, blueprint hookup to follow
Redo Remove vesitages of dummy character crafting entry from Field Guide (now we have a real character item)
Redo Add a third (optional) image and description to Field Guide meta
Remove vesitages of dummy character crafting entry from Field Guide (now we have a real character item)
Add a third (optional) image and description to Field Guide meta
Fix Show In Field Guide inventory context menu does not work in space
Field Guide: Show scorpion carapace and sandworm scales procurement info (as these are not drops, not automatically detected)
Field Guide: Update Plants page to show dirt mounds as a growable place. Crop plots now show other plots as their set
Field Guide: Update vestiges page to show correctly for creatures which naturally drop vestiges, rather than requiring taxidermy knife (eg bats)
[/expand]
Fixed
[expand type=details expanded=false]
Committing Quest Fix for Riverlands Stockpile
Added Apex DM meshes for left and right Concrete Corner Stairs
Committing Fix for Crafting Modifications Table
Trail beacon icons no longer show on compass
Committing Fix for Crop Plot Tooltip as it wasn't converted over to use the new resource DT enum
Fixed a few typos
Switched 'spawn actor' node to be 'spawn ai' to fix build error
Resaving UMG_Resource_Connection as it was causing issues at compile time
Fixed typo in cooling bandage description
Optimize expensive (4k+) textures to reduce video memory consumption
Light strength and light temp adjustments made to the standard Fireplace, and Gold Deco Fireplace
Mark a bunch of meshes in (generated) prefabs as static mobility
Redid LODs on CF Underwater rocks, shorter switch distances due to underwater visibility, ensured last LOD is low poly and no RVT, and fixed _02 variation using LOD material on LOD0
Add NoRVT materials for final LODs for meshes which use RVTs. This should alleviate some performance issues by not processing RVTs for meshes that are far away
Optimized expensive (4k+) textures to reduce video memory consumption
Fixing the charging device as it was no longer charging powered objects after the new datatable enum switch
Previous changes to Wood Rag Torch, Biofuel Lantern & Flashlight left them much less useful. Adjusted light strength, falloff and colour/temp. Resulting in overall more light, and establishing a tiered lighting progression
Buffalo (and other mounts) have their roll and twist rotation zeroed on reload, should be a reliable bandaid fix for issue where mounts would become permanently rotated / on an angle
Fixing first person wave animation being out of screen view so that proper audio can be applied to the sound and it can be seen visually in first person
Adding audio to the wave animation to playback sound when in first and third person
Fixed issue where Aluminium Trap Door collision was causing players to fall through when closed on dedicated servers.
Fixed issue where servers weren't updating the animations of windows and doors correctly if they weren't rendered (never rendered on dedicated server), leading to desynchronised collision locations on server vs clients.
Reduced weight of several aluminium deployables and building pieces
Fixing blendspace issue with first person hands using the space station hands animation for idle which caused the hands to distort and bend the fingers on the character when running or sprinting
Replaced iron item icons to more gray-ish ones
Removing adjusted blendspace which was causing issues with arms getting in the way of the aim animation when grenades were aimed and walking or sprinting. Fixes all problems. Lowering left arm when sprinting with grenades
Further adjustments to player lighting, with a focus on light strength/progression. Wood Rag Torch, Wood Flare, Biofuel Lantern, and Flashlight affected
Adding correct audio for charging station
Reducing the chance of wolf howling at distance in the idle audio event to allow the animations of the howl to be the main howls. Currently you hear the sound effect too often this will help reduce it
Modifier state icons are now ordered in list: Biome -> Aura -> Permanent Buff/Debuff -> Temporary Buff/Debuff
Creating a unique event for the tuskers idle audio to be used for the mount tusker.
Reducing the rate of vocalisations on the mount idle to make sure it doesn't become annoying for the player.
Slightly reducing other mounts idles also to account for multiple mounts in a small area
Fixed bug where envirosuit would be returned to HAB if player returned any meta items using OEI. Added in some extra logging to track down meta loadout initialisation issues
Fix Shengong and Larkwell envirosuits not having first person reskins applied
Shortening a bunch of excessively long audio events to reduce voice counts.
Adding bone hit audio to successful hit layer in FMOD fixing a few weapons where it felt too quiet for a successful hit
Added new button in escape menu to copy current player coordinates to clipboard. Fixed UIcarusCompassWidget crash in editor
Fix UMG to fix complile error
Prospects without local save files are no longer shown on the 'Load' screen. This should fix issue where players would incorrectly see past multiplayer games in this list, without having access to the save file.
Prospects in the 'Load' screen list are now sorted by date last modified (prospects associated with current character are still shown above non-associated prospects)
Mounts are now bound to the account that claimed them instead of the specific character, this should fix issue where players bringing down mounts that were claimed by a different character on the same account weren't able to properly access it
Chickens will now automatically deposit their eggs into a nearby coop (within 10 metres) if they're unable to path inside for whatever reason
[/expand]
Future Content
[expand type=details expanded=false]
Adding stasis bag zip up npc player audio and BP imp
Added texture maps for the slug slime splatter
Ice mammoth iteration. Ice mammoth arena has been blocked out. Added 3 new types of birds for the mammoth to spawn. Added nests for birds to spawn out of
Cliff Placement Pass and Macro Cliff Pass, Outpost 11
Fixed mobility on several nest actors to prevent warnings
Improve collision on Army props, optimize textures, add LODs, add 2-sided to camping chair material
Adding the nullsector audio delay map
Weighting cleanup pass on the NPC character, still some slight stretching so a bit more clean up required but 85% there
Committing new json for ashlands camp
Adding Camping Chair as a mission prop
Adding new Camp Setup for the CRISIS mission and adding a new prebuilt structure
Added functionality to allow NPC's to show a mission UI and kick off a mission
Provided a base quest for CRISIS / STRANDED / RESCUE so we have consistent spawning and cleanup where requried
Setting new NPC's to have a recorder component so they can persist between quests
NPC's desciption will now change based on stability
Adding collision to large exotic rock, new mesh copied from meteor
Fixed null ptr on Recipe tool tip hover function by doing a valid check first
Adding Assets for Ashlands Logistics Missions
Added Missing C++ Files for the Mission Character and Item Manipulation Component
Medical Scanner now works with Mounts & Characters
Adding Churches new lines to NPC to play when interacted with
You now treat NPC's by holding the medicine in your hand and treating and right clicking
Fixing issue with the medical scanner where it would shopw the widget offset in 3rd person
Converted the Mission NPC's over to their own c++ base class and assigned them a survival character state
Mission NPC's now use stats and survival character state of stability calculations
NPC interactions now play on clients
Setup new Medical Evac Ship
Medical Scanner no longer opens up when there is nothing to scan
Started Set Dressing Volcano Cave/Creater & Added Geothermal Pools on Outpost 9, on Red Quad
First pass of logic / item data for armour stand
Outpost_012 - terrain and riverbank blending with decals
Converting all npc bark line spacialisers to a preset for ease of use of future tweaking and balancing
Adding in red roat texture and material setup for carcass to use for Lava roat in the nullsec
Prevent players from building on top of teleport components
Further in game volume adjustments for NPCs to make sure they are all sitting at a similar volume
Fixing interact camera orientation on the new Medevac pod for the RESCUE mission
Changing stored names for NPC4 and 5 -> NPC4Rescue & NPC5Rescue for the rescue mission so there is no overlap, cleaned up NPC4/5/Rescue at various quests steps / abandoning
Fixing issue where CRISIS / STRANDED / RESCUE where not cleaning up correctly
Fixing Issue where duplicate quest items where spawned (the audio log for Ashlands Story)
Fixing Spawn Points for the Ashlands Story, the spawn points are now manual, the rockdogs will return to protect the outpost and not spawn in buildings
Adding the Return to Anchor behaviour for Rockdogs as they where missing it
Added BLD_Wall_Angle_Curved_Concrete, including Left, right and inverted variations. Apex DMs still need to be done
Removing Speak Steps in CRISIS / STRANDED / RESCUE as this NPC dialogue is now played in the Briefing Screen
Fixing 'MISSION COMPLETE' Screen and UI so it no longer overlaps with other elements
Fixing Issues with the NPC's in CRISIS / STRANDED / RESCUE not saving their food / water / oxygen values since the base class switch over
Outpost_012 - riverbank and cliff placement, landscape decals
Volume pass on NPC church lines barks vs important orders
Fixed a typo and edited the text for the recovery crew highlightables
Optimized expensive (4k+) textures to reduce video memory consumption
Fixed incorrect physical material on drop pod materials
Adding generic deploy audio to teddy
Tent ropes no longer cast shadows
Mission NPCs now use the 'FriendlyAll' relationship - should stop them being attacked by nearby AI
Atmosphere controller no longer affects level bounds size
Started Set Dressing Volcano Cave & Added Geothermal Pools on Outpost 9, on Red Quad
Updating Medevac pod so the legs have collision and it has a highlightable explaining what it is
Ice Mammoth Arena - mesh and landscape adjustment to reduce overall size of arena
Adding Function Library for Missions, adding functions for checking if an operaiton was complete on this open world and getting the mission in progress
The Mining Trucks Engine has been swapped to the front
Adding Text hints for the Logistics mission mentioning the biofuel tank and water tank
Fixing issue where the Mining Trucks Water & Fuel Tanks fillable state where not persisiting between sessions
Adding Collision to the Mining Trucks Rocks
Fixing issues where the missions spawn blockers where not active, removing search area from mission spawn blockers
NPC's in Rescue are now hurt and have 1 stability
Added Ashlands Blocker static meshes to the Ashlands_Blocker BP
Updated the rotation, scale and material assigned to the medical drop ship legs
Added Ashlands Blocker meshes, textures and materials
Added in new equip and idle animations to fix the strange holding position of the meta fuel canister, suggest to do a hand context for the jerrycan which fits this new hold position as well as need to override the hand position in the locomotion anims to fix the canister rotating back to the old position when moving
Updated the physical material on the exotic meteor to be stone rather than metal. This will play the correct sound when players interact with them in the bed of the truck
Added setup for concrete and aluminium corner stairs
Added minable rocks on Outpost 9, on Red Quad
Adding unique audio for NPC standing healed after being sick
Fix tooltip on character creation/selection button in main menu UI
Started Set Dressing Volcano Cave & Added Geothermal Pools on Outpost 9, on Red Quad
very small volume adjustment to port water carry sound to account for over encumbered speed
Added punctuation for clarity on a hint quest step for pro_d_recovery
Updated the LODs on the medical dropship static mesh
Adding code when beginning or abandoning ASHLANDS story which removes any extra blockers which might be present
Adding logic for destorying new destructible blockers, if the assigned operation has been completed on the current open world
Adding Recorder component for destructible blockers so they don't try and spawn another object everytime the prospect is loaded
Added Decal and VFX to Hammerhead Slug Poison Spot, Added more option to POM shader
Sanity pass and param cleanup on materials which have RVT disabled but tooling picked up on them possibly being enabled
Adding interactable Notes Datatable and setting up ashlands notes
Added Oil Geyser FXs, Oil Material, and OildGeyserText BP
Added minable rocks & foliage on Outpost 9, on Red Quad
Cliff Placement Pass and Macro Cliff Pass, Outpost 11
Outpost_012 - decal and landscape work, added new LOD material for LRG river banks
Added CPU access to beds' gfur that didnt already have it along with the gfur for the black wolf trophies. This is to fix crashing when placing down a blackwolf trophy and may reenable the fur on the beds
Storing references to animations used for bandaging mounts / NPCS so the animations always play. This allows the audio to play also
Fixed map markers not highlighting when walking inside its radius and not showing an icon on the radar for the new search area components. Made old map search area actors use the new component also
Fixed bug where NPCs were looking above the players head when player was mounted. Player Character's 'ViewPoint' location now correctly follows the player's head
Adding audio for bandaging targets npc or mount. This has been put on a duplicate of the petting animation and montages and assigned to the actions table to play back when right click healing. BP imp for the actionable to play the appropriate animations and also only play the animation if there is a valid target. This helps give the player much better feedback for the action of healing others which can be important for new Nullsector missions
Add Scyther Tadpole fish setup, added physics asset setup and another LOD
Disable DT Validation for ProspectList checking if there are MetaSpawns defined vs IsPersistent Prospect check, as this check is no longer valid since we change the way we spawn Meta
Added an albedo texture map for the slug slime splatter effect
Landscape Painting on Outpost 9, on Red Quad
Adjusting the curves of the arm animation for bandaging other players or mounts to differentiate between petting and bandaging
Added metal corner stair icons
Fixed infinite loop dection being triggered during data table validation
Further small adjustment to blendspace of sprinting with grenades to make sure the jogging vs sprinting speeds feel appropriate. Also stopped pinkie finger sticking out weirdly when sprinting with grenade
Add SKItem for Slug Grenade and experimental Liquid shader
Add an EQS failback when teleporting into an instanced level is blocked by another pawn
Added BLD_RoofCorner_Curved_Concrete and BLD_Wall_Curved_Concrete, with all meshes, textures, materials. APEX DMs still need to be made
Cliff Placement Pass and Macro Cliff Pass, Outpost 11
Painted minable rocks & foliage on Outpost 9, on Red Quad
Added roat: Lava variant setup
Adding Great Hunts Feature Level and DLC Package Data
Putting some hard limits on bats to stop using a million audio channels when flying or in aggro states. This is to accomodate for mass bats
Added material instance and map for testing DLC2 landscape materials
Cleanup instanced level flags when unstuck is used
Cliff Placement Pass and Macro Cliff Pass, Outpost 11
Added & Blocked out new cave level CAVE_CF_MED_005_Spider for testing
Added concrete corner stair variant icon
Switched lava light mobility back to movable from static
Submitting test level
Updates to Oil Geyser Material, Behavior and FXs
Added New Slime Decals and VFX to Poison Spot w/ updated textures
Updating Icesheet story to use new outpost build
Updating Icesheet story to fix the quest steps so it can be ended corrected
Updating Icesheet story so the dead prospectors are now spawnable and interactable
Updating Icesheet story so it has notes in the outpost
Updating Icesheet story so the caveblocker uses a correct mesh
Added specific recording and interface for the collectable notes so they don't require a new blueprint each time
Added Lava Roat to Ashlands spawn map
Outpost_012 - landscape, riverbanks, decals
Added BLD_Roof_Curved_Concrete including meshes, textures and materails. Apex mesh still needs to be made
Adding ice mammoth projectile travel and impact event and data table setups. Adding cooldowns to several events to stop multiple events firing at once unnecessarily
Fixed buildable blueprint for iron corner stairs
Hook up Rock Golem Gun mesh
Elysium map blockout - swapped textures in material, added switches into master material to correct and/or remove grass types on changed layers
Lots of adjustments to reduce audio voice counts on cave bats and other things. Lowered priority of bat wings and shortened events that were unnecessarily long
Fix Roat droptable to not have potato and tomato (was previously restricted by a stat never granted to players)
Improve layout of the WorldManager utility Selection tab to make it more usable, hide deprecated functionality. Add Location tab which allows WBs to teleport to a specified location for issue tracking
Fixed icons for Hammerhead coil trophy and small vial variant
Switched up from an animation fix to an attachment offset to catch the locomotion states of holding the canisters too, hooked up to the hydrazine canister which was still using the old focusable
Replaced purple hue plant procurement images for non-grasslands area
Shortening more audio events to reduce voice counts. This helps with boss fights with large amount of creatures spawning etc
Prevented reinitialisation of voxel resource count in-editor to fix bug where they were only giving a couple of resource each
Landscape, Decal Painting & Set Dressing Volcano Cave on Outpost 9, on Red Quad
More shortening of overly long audio events to clear audio voices. This is to prevent voices from running out
Cliff Placement Pass and Macro Cliff Pass, Outpost 11
Elysium (DH map) - added blocked out landscape to test map
Feature locked Ape Carcass, Eagle Carcass and Armor Stand, to ensure they're hidden from the field guide (as they are not released)
Updated many items feature locking to hide from field guide / builds
Monastery of Adelia Abbey, a group of exorcism experts known as the "Battle Sister" gather. One day, they receive a commission.
The commission requests them to clear the emerging evil spirits in a cave, which has now become a mining site. The appearance of these evil spirits poses a threat to the kingdom's economic lifeline. Many miners have gathered there, urgently needing rescue. The one appointed for this task is the strongest battle sister, Leah.
Leah is an exorcist who has been fighting evil spirits since childhood. She first arrives at the checkpoint near the cave entrance. There, temporary accommodation for miners and various facilities for preparing tools are set up.
There is a natural hot spring, with male and female bath areas separated by only a curtain. In addition, there is a "Brothel" created to satisfy male needs, and more...
Sister Leah, a devout sister dedicated to exorcism, whose life takes a sinful turn with lustful!
This is a simple adult RPG based on exploring bases and dungeons. In the dungeon, there is no combat; you only need to chant magic to defeat enemies. However, in the cave, due to the influence of evil spirits, the air is filled with "pheromone gas," and as you progress, the "erotic" becomes easier to increase.
As the "erotic" increases, the consumption of magic points will sharply increase. (To make you defeat, super lusty poisonous swamps are placed throughout.)
Use the skill to exorcise evil spirits with one blow. Erotic status - undergoes obvious changes with each H event! Change outfits obtained in the equipment screen, influencing character illustrations.
Monastery of Adelia Abbey, a group of exorcism experts known as the "Battle Sister" gather. One day, they receive a commission.
The commission requests them to clear the emerging evil spirits in a cave, which has now become a mining site. The appearance of these evil spirits poses a threat to the kingdom's economic lifeline. Many miners have gathered there, urgently needing rescue. The one appointed for this task is the strongest battle sister, Leah.
Leah is an exorcist who has been fighting evil spirits since childhood. She first arrives at the checkpoint near the cave entrance. There, temporary accommodation for miners and various facilities for preparing tools are set up.
There is a natural hot spring, with male and female bath areas separated by only a curtain. In addition, there is a "Brothel" created to satisfy male needs, and more...
Sister Leah, a devout sister dedicated to exorcism, whose life takes a sinful turn with lustful!
This is a simple adult RPG based on exploring bases and dungeons. In the dungeon, there is no combat; you only need to chant magic to defeat enemies. However, in the cave, due to the influence of evil spirits, the air is filled with "pheromone gas," and as you progress, the "erotic" becomes easier to increase.
As the "erotic" increases, the consumption of magic points will sharply increase. (To make you defeat, super lusty poisonous swamps are placed throughout.)
Use the skill to exorcise evil spirits with one blow. Erotic status - undergoes obvious changes with each H event! Change outfits obtained in the equipment screen, influencing character illustrations.
Monastery of Adelia Abbey, a group of exorcism experts known as the "Battle Sister" gather. One day, they receive a commission.
The commission requests them to clear the emerging evil spirits in a cave, which has now become a mining site. The appearance of these evil spirits poses a threat to the kingdom's economic lifeline. Many miners have gathered there, urgently needing rescue. The one appointed for this task is the strongest battle sister, Leah.
Leah is an exorcist who has been fighting evil spirits since childhood. She first arrives at the checkpoint near the cave entrance. There, temporary accommodation for miners and various facilities for preparing tools are set up.
There is a natural hot spring, with male and female bath areas separated by only a curtain. In addition, there is a "Brothel" created to satisfy male needs, and more...
Sister Leah, a devout sister dedicated to exorcism, whose life takes a sinful turn with lustful!
This is a simple adult RPG based on exploring bases and dungeons. In the dungeon, there is no combat; you only need to chant magic to defeat enemies. However, in the cave, due to the influence of evil spirits, the air is filled with "pheromone gas," and as you progress, the "erotic" becomes easier to increase.
As the "erotic" increases, the consumption of magic points will sharply increase. (To make you defeat, super lusty poisonous swamps are placed throughout.)
Use the skill to exorcise evil spirits with one blow. Erotic status - undergoes obvious changes with each H event! Change outfits obtained in the equipment screen, influencing character illustrations.
Monastery of Adelia Abbey, a group of exorcism experts known as the "Battle Sister" gather. One day, they receive a commission.
The commission requests them to clear the emerging evil spirits in a cave, which has now become a mining site. The appearance of these evil spirits poses a threat to the kingdom's economic lifeline. Many miners have gathered there, urgently needing rescue. The one appointed for this task is the strongest battle sister, Leah.
Leah is an exorcist who has been fighting evil spirits since childhood. She first arrives at the checkpoint near the cave entrance. There, temporary accommodation for miners and various facilities for preparing tools are set up.
There is a natural hot spring, with male and female bath areas separated by only a curtain. In addition, there is a "Brothel" created to satisfy male needs, and more...
Sister Leah, a devout sister dedicated to exorcism, whose life takes a sinful turn with lustful!
This is a simple adult RPG based on exploring bases and dungeons. In the dungeon, there is no combat; you only need to chant magic to defeat enemies. However, in the cave, due to the influence of evil spirits, the air is filled with "pheromone gas," and as you progress, the "erotic" becomes easier to increase.
As the "erotic" increases, the consumption of magic points will sharply increase. (To make you defeat, super lusty poisonous swamps are placed throughout.)
Use the skill to exorcise evil spirits with one blow. Erotic status - undergoes obvious changes with each H event! Change outfits obtained in the equipment screen, influencing character illustrations.
Monastery of Adelia Abbey, a group of exorcism experts known as the "Battle Sister" gather. One day, they receive a commission.
The commission requests them to clear the emerging evil spirits in a cave, which has now become a mining site. The appearance of these evil spirits poses a threat to the kingdom's economic lifeline. Many miners have gathered there, urgently needing rescue. The one appointed for this task is the strongest battle sister, Leah.
Leah is an exorcist who has been fighting evil spirits since childhood. She first arrives at the checkpoint near the cave entrance. There, temporary accommodation for miners and various facilities for preparing tools are set up.
There is a natural hot spring, with male and female bath areas separated by only a curtain. In addition, there is a "Brothel" created to satisfy male needs, and more...
Sister Leah, a devout sister dedicated to exorcism, whose life takes a sinful turn with lustful!
This is a simple adult RPG based on exploring bases and dungeons. In the dungeon, there is no combat; you only need to chant magic to defeat enemies. However, in the cave, due to the influence of evil spirits, the air is filled with "pheromone gas," and as you progress, the "erotic" becomes easier to increase.
As the "erotic" increases, the consumption of magic points will sharply increase. (To make you defeat, super lusty poisonous swamps are placed throughout.)
Use the skill to exorcise evil spirits with one blow. Erotic status - undergoes obvious changes with each H event! Change outfits obtained in the equipment screen, influencing character illustrations.
Monastery of Adelia Abbey, a group of exorcism experts known as the "Battle Sister" gather. One day, they receive a commission.
The commission requests them to clear the emerging evil spirits in a cave, which has now become a mining site. The appearance of these evil spirits poses a threat to the kingdom's economic lifeline. Many miners have gathered there, urgently needing rescue. The one appointed for this task is the strongest battle sister, Leah.
Leah is an exorcist who has been fighting evil spirits since childhood. She first arrives at the checkpoint near the cave entrance. There, temporary accommodation for miners and various facilities for preparing tools are set up.
There is a natural hot spring, with male and female bath areas separated by only a curtain. In addition, there is a "Brothel" created to satisfy male needs, and more...
Sister Leah, a devout sister dedicated to exorcism, whose life takes a sinful turn with lustful!
This is a simple adult RPG based on exploring bases and dungeons. In the dungeon, there is no combat; you only need to chant magic to defeat enemies. However, in the cave, due to the influence of evil spirits, the air is filled with "pheromone gas," and as you progress, the "erotic" becomes easier to increase.
As the "erotic" increases, the consumption of magic points will sharply increase. (To make you defeat, super lusty poisonous swamps are placed throughout.)
Use the skill to exorcise evil spirits with one blow. Erotic status - undergoes obvious changes with each H event! Change outfits obtained in the equipment screen, influencing character illustrations.
Monastery of Adelia Abbey, a group of exorcism experts known as the "Battle Sister" gather. One day, they receive a commission.
The commission requests them to clear the emerging evil spirits in a cave, which has now become a mining site. The appearance of these evil spirits poses a threat to the kingdom's economic lifeline. Many miners have gathered there, urgently needing rescue. The one appointed for this task is the strongest battle sister, Leah.
Leah is an exorcist who has been fighting evil spirits since childhood. She first arrives at the checkpoint near the cave entrance. There, temporary accommodation for miners and various facilities for preparing tools are set up.
There is a natural hot spring, with male and female bath areas separated by only a curtain. In addition, there is a "Brothel" created to satisfy male needs, and more...
Sister Leah, a devout sister dedicated to exorcism, whose life takes a sinful turn with lustful!
This is a simple adult RPG based on exploring bases and dungeons. In the dungeon, there is no combat; you only need to chant magic to defeat enemies. However, in the cave, due to the influence of evil spirits, the air is filled with "pheromone gas," and as you progress, the "erotic" becomes easier to increase.
As the "erotic" increases, the consumption of magic points will sharply increase. (To make you defeat, super lusty poisonous swamps are placed throughout.)
Use the skill to exorcise evil spirits with one blow. Erotic status - undergoes obvious changes with each H event! Change outfits obtained in the equipment screen, influencing character illustrations.