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Unfortunate Adventure

Game Description:

UNFORTUNATE ADVENTURE is a sandbox harem game with frequent updates, it is currently under heavy development and has a distinctive art style. We are hoping you are interested in supporting the development of the game.
UNFORTUNATE ADVENTURE is an adult Visual Novel with light RPG elements. The RPG there is no pointless grinding for stats. The stats merely affect the flavor of the text and the narrative flow.
The sex is also optional (so if someone does not appeal, you don’t have to get close to them), and there is planned wide range of girls to pick from, so there should be someone for everyone eventually!
You are applying for a trip through a portal into another world. The ultimate adventure! But things don’t go to plan, the portal activates, and you are dragged through into a new world before you had even fully agreed. You end up in a bizarre house, meet a Vampire Sorceress who calls you the ‘Great One’ and pledges herself as your first ‘Anchor’. Just what the hell is going on?
There will be a lot more women to meet, so don’t let them wait!

  • Extract and run.
  • FEATURE: Added “skip dialogue” by holding CTRL down due to some feedback. You could always skip dialogue via spacebar, but it was per line and not something you could keep holding. I hope nothing unexpected happens, but so far in testing it has seemed stable.
  • FEATURE: Character Portraits now appear in the location they are in, when you are in the ‘diorama’ view of the room.
  • FEATURE: Character Sprites now appear in the location they are in when you enter the exact spot they inhabit. You can interact with them outside of story events and have ‘small-talk’ with them.
  • FEATURE: Characters now have schedules and they move around the world according to their schedule and story events.
  • ART: Converted Sonja’s Casual sprite set from flat images into a Spine2D atlas. This makes game smaller, and increases performance as well. Now about half of the ingame sprites are converted into Spine2D.
  • WRITING: Clarified the rules/mechanics in the character creations screen, so that players know that Skills/Attributes change what dialogue you see and the messages reflect what stats mattered and where. Still very much a to-be-done page, overall.
  • WRITING: Did a whooole bunch of typo fixing. For some reason I had forgotten to do a spell-check/second pass of anything I wrote in the last update. Oops.
  • WRITING: Rewrote the intro background details so that it won’t say “skill failed”, when all it is doing is detailing the main character’s exact background. Now it will just say the skill name in green to inform you that you got this background detail because you have high enough skill.
  • WRITING: Removed “failed” text from the skill checks. Now the skill/attribute will just show in green or red, depending on the status. This hopefully communicates that the skill mattered for this piece of dialogue, but doesn’t outright say you ‘failed’ at something – more that you got a different experience than with a higher skill.
  • WRITING: Now Donaciana will refer you in subtly different ways depending on how she feels about you. This is not a huge difference, but should be noticeable if you pay attention, maybe. Maybe when there’s more time to move her opinion of you one way or another.
  • WRITING & SCRIPTING: 1300 Words/131 lines, the initial set of Donaciana’s small-talk. All branches are related to your relationship with her, so choices are not really that meaningful here as you can go through these dialogues as many times as you want.
  • WRITING & SCRIPTING: 220 Words/26 lines, barely worth mentioning, this is the minimal small-talk set for Sonja.
  • CODE: The mechanics of Obsession are now decided, and it is in effect right now. Of course, since no one has any Obsession so nothing happens (yet).
  • CODE: Modified the DialogueManager plugin so that now when you have smalltalk with Donaciana (or Sonja in future), you get a number of random options to choose from a set pool. This isn’t something the system supports natively, so I had to do some modifications.
  • BUG: Encounters were triggering wrong when not in Debug mode. Uhh… I don’t think anything terrible happened, but without testing I estimate that you could re-do certain scenes over and over. Which wasn’t what was supposed to happen.
  • BUG: Because of the added CTRL text skipping, you could easily crash the game with race conditions of various types. I did some mitigation on the many issues, here’s hoping it is enough.
  • Dual Core Pentium or equivalent Processor.
  • Intel HD 2000 or equivalent Graphics.
  • 851.06 MB of free disk space (Recommended to have twice as much free disk space than this).