Turning off the web version

Edit: Done!

I’m planning to turn off the server for the web version on October 29th. If you’re in the middle of a game there, I recommend finishing up soon!

If you can’t afford to move to the Steam version, never fear; the Itch version is Pay What You Want, and that includes free.

If you’re on Mac, I’ll be looking at doing a port after the release crunch dies down. Mobile users, I’m sad to say, are entirely out of luck. Sorry about that.

Release Date Announced

Fleshcult will be available on Steam and Itch on:

22nd October 2020

 

Keys for Backers

If you’ve been with me from the beginning and backed the project on OffBeatr or PayPal, feel free to forward your proof of purchase to jack@fleshcult.com and I’ll flick you a Steam key.

On the other hand if you’re inclined to buy it again, I would appreciate the extra $2. It all gets me closer to being able to commit to implementing mod support, which would be pretty cool.

Call for testers (Closed)

EDIT: Thanks everybody, I’m now well supplied with testers.


I’ve finished the infestation tome and are looking for a few more people to test it. Specifically people who:

  • Enjoy parasite fetish material
  • Have a Steam account on Windows
  • Can invest enough time to play to the end game

If that sounds like you, ping me an e-mail at jack@fleshcult.com and I’ll send you a key.

Fleshcult Steam Progress Update #2

I’m deep in the middle of writing the Infestation Tome. It’s taking a while. Here’s what I’m trying to achieve:

  1. Players who are grossed out by this stuff aren’t penalised if they don’t pick it.
  2. Players who like this stuff aren’t penalised by picking it.
  3. You can do interesting stuff in encounters with it.
  4. Mortals only get infested consensually, and it’s believable that they’d be cool with this.
  5. After they get infested, there’s enough unpredictability and variation that it feels like the creatures have a life of their own.

I think I’ve got a design that’ll work, but there’s a fair bit of writing to go because it’s starting to look a lot like a second seduction track.

Fleshcult Steam Page Up

I posted the store page for Steam Fleshcult, so if you want to wishlist it, go here!

I did some sales estimates and thought some more about what it’ll take to make the game easily moddable, and I’m not sure I can get there on $1. I’m now looking at a price of $2. It seems to be a popular price point with several other small adult games.

Fleshcult Steam Progress Update

I’ve sent a Windows test build out to testers. On my computers it’s stable and I can play through to the end, but I suspect there’s still many compatibility and polish issues to discover on other configurations.

I’m signed up to Steam as a dev. Signing up is a bit like buying a gun: you can’t release a game until 30 days have passed, to prevent crimes of passion. This puts the earliest possible release date in October. In any case I’ll need some time to dig out and finish off the Infestation Tome, and make allll the marketing assets. Did you know Steam requires 10 logo images, all in different sizes and subtly different aspect ratios? And screenshots – my mind goes blank when I try to think of an exciting Fleshcult screenshot. That’ll be tricky.

So far I’ve been using PyInstaller to produce an exe. I’m unsettled to read reports that Anti-virus programs really hate PyInstaller exes. I guess an interpreter running bytecode embedded inside the same executable looks like fancy footwork to evade detection heuristics. This is not helped by PyInstaller’s lead dev’s pig-headed insistence that it’s not his problem to offer a less suspicious-looking process. I might have to revisit this decision, but we’ll see how it goes.

Fleshcult on Steam?

In the previous post I laid out how I’m gonna make a downloadable version of Fleshcult. The question is, how should I distribute it?

Putting it on Steam has a lot of interesting potential. It’d bring it to a new audience. If it does well, that might put restarting development into a new light. Modding support via Steam Workshop would be really cool. And Steam’s just really convenient to use.

On the other hand, Valve’s not in the business of being a file server for totally free or Patreon-supported games. F2P, yes – totally free, no. As I understand it, to pass store page review it has to cost money, or have in-app purchases, or have a plan to make money later. For example, Doki Doki Literature Club has a token item of DLC that acts as a tip jar. Actual DLC content would be cool, but the project doesn’t have enough momentum right now for me to commit to making anything significant – aside from the Infestation tome, which will go in the base game. I could just charge a buck, that would be simple.

I could also stick it on itch.io. They’ll happily host games in exchange for a cut of the tip jar. So, I’m thinking a buck for the Steam version, which will go towards modding support, and free/pay-what-you-want on Itch.

What do you think? Any other options I should be considering?

Downloadable Fleshcult: A Breakthrough

Remember how I was struggling to make a client-side version of Fleshcult? I’d settled on an approach, but it was still a significant amount of work. Now I’ve found a huge short cut.

There’s this thing called Python CEF and it lets me build a web browser engine into a Python program. I’ll get into the technical details below, but the end result is a totally self-contained version of Fleshcult that runs locally as an application. The downside is that it no longer runs on mobile, and making Mac and Linux versions will require some additional work.

I’ve been working on it for about a week and I’ve already made a lot of progress. I can play through encounters and recruit minions, but there are still of a lot of details to attend to. Hosting the server-side processing has been costing me about $60/month for the past 8 years, so I’m feeling pretty stoked to get that monkey off my back. It also opens up some interesting possibilities that I’ll get to in the next post.

Continue reading

Shutting down the Patreon

After spending the last 5 months working a contract gig, I’m taking stock of the Patreon to fund Fleshcult 2. It hasn’t exactly set the world on fire. As you might recall, I was only going to start payments after reaching a pledge total of $1500. Thanks to 45 stalwart fans, we managed $313, but it looks like it’ll plateau far short of $1500. Thanks again to everybody for getting me this far.

I’m of the opinion that failure to reach a funding threshold isn’t the worst thing that can happen in crowdfunding. In that case, you learn a bunch of things and walk away unscathed. The real worst case is low-balling the threshold, just barely getting funded, and then trying to meet a bunch of obligations without enough money. So no, I’m not going to reduce the threshold and try again.

What Now?

Get a haircut and get a real jooo-ooob*, I guess. Ridiculously, I still don’t have the infestation tome finished, which I’m sure didn’t help matters. I’ll continue to twiddle with that in my spare time. I also still want to do that client-side version of Fleshcult, but neither of these efforts have a timeline.

I doubt I’m completely finished with adult games, but I don’t know if I’d make another attempt without assembling a team first. At the least, a writer or artist as a business partner. Game programmers like myself often overestimate our ability to make an adult game solo, hand waving away the “content” needed. But nobody ever jacked off to a game mechanic, so it’s the art and writing that’s the bulk of the work.


* If you’re looking for a programmer for your adult game and you’ve got a budget to spend, I’d be interested to hear about it at jack@thegamename.com.

I have experience in C#, C++, Python, Java, HTML, CSS and have shipped games using Unity to Steam and to the web, as well as iOS/Android games using a custom engine.