This journey starts on a ship. Like all the good self-respecting sci-fi stories should.
You’ve been admitted to an exclusive military training program. At the most advanced and prestigious station in the galaxy.
You’ll spend years there. Training. Scheming. Making choices that actually matter. Your decisions will shape your story.
Survive the corruption. Bend the rules. Climb the ranks. And do whatever it takes.
This is your last shot at becoming someone. So for the love of the Empire… do NOT fuck it up.
(This is a FREE game in a very early stage of the development. Content is limited Thanks for your patience!)
| Gameplay Time: | ~40 minutes at “auto” speed. |
| Director’s Cut: | ~15 minutes of exclusive commentary woven between scenes. |
| Extras Time: | ~30 minutes of a “sneak peek” preview into what lies ahead. |
| Lore & Dialogue: | ~23,000 words (Narration + GUI Elements). |
| Extra Content: | ~7,000 words (Codex & Tutorials). |
| Renders & Videos: | ~435 renders in total (+1 video). |
| Minigames: | 5 fully playable minigames 100% completed. |
| 100% Translations: | Russian, Spanish & Portuguese (more incoming!). |
- (Major) New introduction video right after starting a new game.
- (Major) Minigames now have a “Survival Guide” button accessible from the minigames menu, ensuring you know how to handle the experience.
- (Major) Changed the Minigames initialization system via the Main Menu to reduce game crashes and fatal errors.
- (Major) Fixed the mouse mode for the Flappy Bird-style minigame. Previously, the game did not respond to mouse interaction; now it works as intended.
- (Major) Fixed ball physics in the Pong game and improved the AI to make the game more enjoyable.
- (Medium) Added more first and last names to the MC name generator.
- (Medium) Fixed the “Quit” button among the dialogue options during the end-of-content sequence.
- (Medium) Added double-confirmation popups to all buttons that open windows outside the game or quit the game.
- (Medium) Fixed an error that prevented saves from being deleted.
- (Medium) Added more slots for auto-saves.
- (Medium) Improved the game’s main menu to enhance responsiveness and eliminate potential errors.
- (Medium) Fixed a bug in the FAQ/Ending scene that prevented progression when selecting the option “What about the decisions & story-branching?”.
- (Minor) The inventory menu now handles long text correctly when descriptions or names are very long.
- (Minor) The Girls menu now correctly displays the reputation you have with each girl.
- (Minor) The Scenes menu now allows scrolling when the list of scenes is longer than the screen itself.
- (Minor) Fixed countless typographical and linguistic errors throughout the game.
- (Minor) Plus countless minor fixes that generally provide a better game experience—often invisible to the user until things start breaking.
Codex for the Clueless Overhaul:
In-Game Analytics (Still Disabled):
- (Major) Minigame Exit Freeze Resolved: The “End Minigame” button on the final scene was silently failing to trigger the next routine. Fixed. You can finally finish a minigame without the game deciding to take an unscheduled nap.
- (Medium) Legacy Scene Optimization: Older chapters run smoother and load faster. I’ve rewritten and streamlined a lot of the original scene logic and dialogue trees. Less spaghetti code, more actual gameplay. ⚡
- (Major) Actor Visibility Corrections: Characters will actually appear when they’re supposed to. Several sprites were failing to render in specific contexts. They’ve been fixed to show up on time. ️
- (Medium) Missing Voice-Overs Patched: The audio experience is now consistent. A handful of lines were accidentally left unvoiced during earlier builds. They now have proper audio files attached.
- (Medium) Background Music Triggers Fixed: The atmosphere will stay intact. Certain dialogue sequences were accidentally dropping their BGM. The music now plays when it’s supposed to, without skipping a beat.
- (Minor) Director’s Cut Auto-Advance Disabled: You can read the commentary at your own pace. The Director’s Cut lines were previously set to auto-advance, which defeats the whole purpose of sitting down with a virtual beverage and chilling. You should now be able to control the scroll.
- (Major) Input Method Button Mapping: Your controls won’t randomly swap when you switch between mouse, keyboard, or controller. The dialogue menu buttons were remapping themselves on input change. They now stay put.
- (Medium) Audio Volume Normalization: No more sudden silence or volume whiplash. I’ve corrected missing music triggers and balanced track levels so the mix stays consistent from start to finish. ️
- (Minor) Typos & Grammar Cleanup: Reading is easier on the eyes. A handful of grammatical stumbles and spelling errors have been smoothed out. The prose now flows without tripping over its own shoelaces. ✍
- (Minor) Comic Bubble Alignment: Text will no longer overlap or float in awkward places. Dialogue bubbles from earlier issues have been repositioned to match the correct screen framing.
- (Medium) File Size & Load Optimization: Save +50% of disk space and load in-game scenes faster! All without sacrificing a single pixel of that crisp 2K art. I ran the entire asset pipeline through a targeted compression pass. The result is a leaner build that cuts the .zip size in half, eases the burden on your VRAM, and boots up quicker. A proper hat trick, if I do say so myself.
- (Minor) GUI Refinement: Your interface will feel tighter and cleaner. I’ve spent the last few days micromanaging margins, padding, and text box widths to give the GUI a more polished look. I’ll admit a few elements still nag at my aesthetic sensibilities, but those will be ironed out incrementally. ️
- (Medium) Double-Confirmation UI Layer: You won’t accidentally open your default internet browser or quit the game due to a missclick. I’ve added double-confirmation prompts to every button that exits the game or opens an external link. A digital seatbelt for your attention span. ️
- (Minor) Devlog Overhaul: Reading these updates will finally be easy on the eyes, with consistent formatting across every past issue. I’ve rebuilt the devlog template for better readability and gone back to fix the styling on all previous entries. Because nothing says “immersive narrative experience” quite like scrolling through a changelog instead of actually playing the game.
The Save-File Continuity
- (Major) DirectX 11 Stability Patch (Windows): Fixed crashes on systems forcing DX12 by implementing an extra shortcut that forces the game to initiate via DX11.
- (Medium) Visual Correction (Issue 1): Fixed a continuity error when Jules was removing the helmet. :FacePalm:
- (Medium) Audio Restoration (Issue 1): Re-processed the voice line “Do not cause problems for us already” to remove errors.
- Gameplay Time: ~20 minutes at a normal pacing(+ hours with the minigames)
- Lore & Dialogue: ~15,000 words with content (Narration + GUI Elements).
- Renders & Videos: 271 renders in total (+1 video)
- Total Characters: 7 unique individuals.
- Minigames: 4 playable minigames 100% playable.
- Cinematic Quality Leap: My relentless pursuit of cinematic quality begins in “Issue 1”. I am still manually composing every frame to ensure that the experience is exactly as it should be. This has meant infusing each render with deeper lighting and richer texturing. A commitment born out of stubborn refusal to settle for mediocrity.
- Dialogue Speech Bubbles now stay on screen: I spent countless late nights battling the chat bubble elements. They kept floating away during critical narrative moments, a constant, frustrating visual failure that broke immersion. These intimate moments of character vulnerability now hold steady, exactly where they belong.
- Code Improved to ensure a smooth experience: The original opening was cluttered and inefficient. The code was demanding more resources than it shouldn’t have. I had to tear down huge parts and rebuild them from scratch… a messy, painful effort. This new structure is resilient, built specifically to withstand the tidal wave of content we are adding next.
- The Gentle Camera: The camera transitions were improperly configured; simply flawed code. I spent time refining those Ken Burns movements, aiming for something organic… a gradual breath of cinematic motion that allows you to FEEL the narrative unfolding.
- Legal Text: After much effort, I have finally created all the required legal text and the introductory pop-up to ensure every user is of age and is aware of what they may find during the game experience.
- Translation-ready GUI: I set up all GUI in a proper way so it allows multiple languages… Now I only need to create the different languages… So far I’m thinking: Russian, German, Spanish and French.
- Analytics: still no proper analytics system, but I started working on it…
- The Balance Engine: I built a comprehensive tracking tool that logs every variable in this world (stats, reputation, currency). This is my way of guaranteeing balance. It allows me to map the absolute limits of your journey, determining what happens when you succeed flawlessly or fail utterly. This was a week-long effort that stopped me from creating content, but it ensures no choice in the game has an impossible path; it guarantees quality without endless beta testing.
- Visual Workflow Mastery: I have invested heavily in learning complex workflows for image and video production. The jump in quality, especially in this issue shows this commitment. Every single scene is still composed manually (from character poses, outfits to scenarios) and I’m using these new workflows only to polish the final result, giving me the speed I need for future content.
- Translation-Ready Game: The game’s GUI is now translation-ready. I have set up the structure to allow multiple languages (Russian, German, Spanish, French, or any other).
- Analytics System in WIP: A proper analytic system is also in development; a system that keeps FULL ANONIMITY and will use only to guide my own design decisions, and relevant data to (1) fix bugs/crashes, (2) understand what works or not, and (3) allow me to pivot my focus in what really matters to you….. But so far, this is only a WIP, so your feedback is the only metric I still have.
- Nothing, this is a very “small” update to fix bugs that have been reported. If you played the previous v0.0.1a you can skip this one. 😉
- A button labeled “Patreon” that did not lead to Patreon has been hidden. – No monetization exists yet, no page to link to, no financial relationship to solicit. A misconfiguration changed the label of one button. It said “Patreon” but it went nowhere. A label on a door that opened onto a wall. I have removed the door. I’m keeping the wall. You are free to play without the sensation of being hunted or predated. Jump. Run. Explore. Nothing in this version wants your wallet.
- Scenes and characters now display with accurate, vivid colors. – A post-process tint was silently darkening the entire game experience. Everything was being processed through a filter nobody asked for. Now DirectX 11 is forced on the Unity graphics, and you should see reality as it was meant to be. Welcome to the “not-so-dark” side.
- Faster loading times and smoother scene transitions. – Unity’s default pipeline was dutifully initializing depth prepass buffers, shadow cascades, and occlusion culling structures… all of them designed for 3D geometry that does not exist in this game, has never existed, and was never planned. The renderer has been relieved of its unnecessary obligations.
- Closing the game now fully closes the game. – EXIT button now properly closes the app, and an Application.Quit() is now called to complete engine deinitialization. You should not experience any background threads running unattended in your system. If you still do, that’s unrelated to this game. If you still do have them, your PC was already haunted before you launched this game. Whatever is lurking in there is not a bug I can patch.
- Confirmation pop-ups now appear on top of everything and can be interacted with. – The modal was instantiating on a canvas layer beneath the existing graphic user interface… present in the scene, invisible to you, waiting in silence for an interaction that was structurally impossible. Now this modal has been promoted to the correct layer. It can be found. It can be interacted with.
- Skip mode now works without interruption on all dialogue lines. – Auto-advancing interrupt sequences (dialog lines that require no player input) accidentally contained hardcoded “wait commands” of up to 1000ms. Unskippable. One second of enforced stillness with no narrative justification, which is precisely long enough to start noticing the passage of time and forming opinions about it. This has been fixed, and you may now skip continuously, all the way to the end, experiencing nothing. This is your right.
- Choice buttons no longer bleed into minigames or break them. – When a minigame was triggered from the menu, while a choice dialog was active, the choice UI remained visible and interactive on top of the minigame scene… clicking those choices mid-minigame corrupted the game state in ways that were creative, varied, and entirely unwelcome. The choice layer is now properly dismissed before minigame initialization. Each system gets its turn.
- The Pong minigame now runs at a consistent speed regardless of your hardware. – The minigame was running on raw hardware acceleration (no frame cap, no delta time normalization) which meant its speed was determined entirely by how many frames your machine could produce. On capable hardware, playable. Running on potatoes, a disaster. The minigame now scales to screen resolution and quality settings. If it still misbehaves on your system, lowering the in-game quality setting should correct it.
- The “New Stepmother” is now correctly identified as “Aunt”. – When you are adopted by your uncle, his wife does not become your stepmother. Unfortunately, this is how kinship works. The MC’s family tree was silently violating this convention assigning a maternal role to a woman who had not assumed one (by any legal, biological or emotional mechanism). I regret the confusion (I regret it less than I would have regretted leaving it in, though). The MC is now, correctly, motherless.
- Closing the contraband screen from the main menu no longer corrupts the title screen. – Closing that menu triggered incorrect GUI layers to surface on the title screen, blocking every interactive element underneath. This has been fixed, and now the in-game layers are aware that the main menu is not their jurisdiction.
- The save/load menu now accurately reflects the actual state of your saves at all times. – Deleting a save slot was being processed visually but not propagated correctly to the “save and load” menu. This has been corrected. Deletions are now real. What you see is what exists.
- Save slot thumbnails now capture and display correctly. – Thumbnails for save slots were rendering black. You were navigating your save history by feel, by memory, or by a kind of archival intuition that no player should be required to develop. The capture pipeline has been corrected. Slots now show exactly where you were when you saved.
- The DevLog button in the Extras menu now opens the DevLog. – It did not before. The button existed. It was labeled correctly. It was reachable. Pressing it produced nothing… no text, no record of any change ever having been made. A button whose entire purpose was to surface this document was, until now, incapable of doing so (the irony!). All prior announcements listed in this changelog were, technically, unannounced.
- Quick save and checkpoint slots expanded from 16 to 96. – The previous limit of 16 slots was not enough for the needs of the most adventurous AVN players. That number is now 96 for both cases. If that ever turns out to be not enough, I can always expand the number to 999.
- All reported bugs so far have been fixed. If you’ve experienced another bug, don’t be shy, report it here or via Discord!
- Player stats and alignment: Rebel vs. Loyal // Traditionalist vs. Progressive. (Not good vs. evil). These describe your personality and determine what doors open and which ones stay shut.
- Skills: Those are are separate from player stats. They come from minigame performance… specifically competitive matches, not training. They may help you here and there, but they won’t block you of relevant content.
- Inventory: Some items unlock dialogue options. Some are gifts that build reputation. Some are literally required to interact with specific parts of the game. The universe has rules.
- The Holonet: Your contact directory. As you meet characters, they’re added. As the story progresses, entries update based on what you’ve actually done. Helped someone? It’s in there. Sold them out? Also in there. Two different playthroughs could tell completely different stories through the same entry. It’s also a useful way to remember who everyone is after a few months between updates. Not that I would know anything about that.
- Optional Minigames: Four of them, fully built, procedurally generated. I’ve lost count of the hours spent killing Ewoks, perfecting Pong ball physics, and dodging obstacles in what I can only describe as Flappy Tie. Characters will challenge you (each has strengths and weaknesses), and you’ll have to figure out which game gives you the best odds to beat them. Each minigame has modifier powerups that can be configured per match. There’s training mode (unlimited, no stakes) and competitive mode (one try, results affect your character’s skills permanently). The universe remembers. Unless you reload a save.
- Tone: Spicy, parodic, and funny (or at least I’ll give it my best shot). The characters are earnest. The universe they live in makes absolutely no sense, and I will be pointing that out, repeatedly, with great affection. I love this franchise the way you love something that has let you down too many times to count but you still can’t quit.
- Lewd content: Multiple scenes, including at least one fully animated sex scene. I’ll be straight with you… this isn’t my strongest domain yet, and if the game gets the support it deserves, I’d love to bring in someone who specializes in it. I’ll do my best so that the scenes won’t feel disconnected from the story.
- Mechanics: A lot to introduce, rolled out gradually. I’ve built a tutorial system that unlocks things organically (you won’t get buried in UI panels on minute one). By the end of v0.1, you’ll have a clear picture of everything this game can be.
Win: MEGA – BUZZHEAVIER – DATANODES – PIXELDRAIN – VIKINGFILE
Mac: MEGA – BUZZHEAVIER – DATANODES – PIXELDRAIN – VIKINGFILE











