You’re a aspiring preceptor in Cape Vavilos, responsible for overseeing and managing the growth and development of Charges supplied to you by a wealthy client base. Be it to ensure the orphan girl turns into a proper maid able to navigate and blend into the upper houses. To turn the aspiring gladiator into a champion, the clumsy assistant into a scientist worthy of the archives or the shy budding flower into a world renown concubine. Whatever it is, do it well and Vavilos will surely reward you handily. Keep your wits about you however, or your head low. Vavilos is as decadent as it is scheming, and there is always more beneath the surface than meets the eye.
Plan every hour of your charge’s day and night, balancing their physical, mental, and social drives to keep them functioning at their peak. Navigate the delicate line between discipline and indulgence; act as a strict but fair taskmaster and negotiate your charge’s cooperation to keep them invested in their growth. Only then can you ensure they meet the demands of your clients and secure your own standing in the city.
- 36 new events (3 per chore type + 9 lewd), aimed at making daytime segments less rote.
- 9 new lewd events containing new animations. You can stumble upon these while tending to the house, garden, or animals; practicing handicraft or poetry; or volunteering.
- Revamped tutorials: rewritten to be much shorter and more streamlined.
- Refusals due to impossible asks now also cost 75% of maximum Disposition, so an overly risky schedule runs out of steam before it can do serious damage to your Discipline.
- Discipline requirements of some earlier night time activities have been reduced.
- The game now features a freely togglable easy mode. When active: Halves negative mood gain and effects. Prevents Discipline from dropping more than 2 per day or below 80% of the previously achieved all-time high. And halves satisfaction losses.
- Checks are now displayed as bars on screen so you can visually see the odds and what you/your charge rolled. I hope this clears up some confusion and better manages expectations.
- The planning screen now has icons that inform you if something has gotten harder/easier since you last tried.
- Sentiments on memories for the punish/reward loop now use icons in addition to color coding (colorblindness in general should now be handled more gracefully by the game).
- The judgement mini-game now displays a turn order/history.
- Check bar node: lets you visualize a check on screen.
- Flipbook Video Node: allows you to combine and loop video files into more complex animations, so you can e.g. play an intro or transition into a loop.
- Linux versions no longer crash on older systems; the game should now run on any Linux distro with glibc >= 2.31.
- Some performance issues that showed up later in the game have been fixed.
- The planning screen was less accurate in predicting the difficulty of events than intended for some edge cases. This is no longer the case.
- More typos/presentation mistakes have been fixed.
- 12 new story events spanning about 8.500 words with new CG (and some animations) covering the first 3 weeks of the game.
- Post day feedback building mini-game now only shows a max of 4 alternatives per night.
- Game is now able to play WebM videos.
- Flipbook node: Plays flipbook like animations
- Video node: Plays WebM videos.
- Delay node: waits for x seconds.
- The game editor is now accessible from the start menu.
- You can find its manual as a static offline website in the modding documentation folder, (just open index.htm).
- There are some example mods provided in the mod examples folder.
- You can now install and activate mods build with the game editor from the main menu.
- I borked Noelle’s saves, you’ll have to start a new file (oops) I don’t intend to make a habit out of this.
- Tutorials and the introduction can now be turned off at the start of the game.
- Changed clickable text hinting to a glow effect, (the dancing letters effect made me seasick).
- Post day feedback building mini-game now uses icons and color coding to convey more information more quickly to the player.
- Increased the number of text shades to convey your charge’s sentiment about outcomes from 3 to 5.
- For a cost you can now cut short the argument sections when dishing out punishments/rewards after the first 2 turns.
- Introduced a calendar UI
- You can now make promises during activity bartering
- Your charge can now approach you with attribute objectives
- Will (previously called Temperament) is now functional, high Will charges grow more quickly but are more demanding to manage, low will charges are easier to manage but grow more slowly. Will is cultivated by respecting your charge’s agency, and decreases when you don’t.
Win: DATANODES – GOFILE – PIXELDRAIN – VIKINGFILE – WORKUPLOAD
Linux: DATANODES – GOFILE – PIXELDRAIN – VIKINGFILE – WORKUPLOAD









