May Update; Character Viewer Preview, GUI Preview, SaveLoad, Player Housing, Future Plans

Hey everyone!

Just wanted to update you all on what’s been happening for the last month or so. ^_^ Before I do though, I wanted to give a shoutout to a couple of very generous donators whom I greatly appreciate. Thank you very much to the following people!


Timmy M.

So, starting off, I want to discuss a couple of things and what the plan is moving forward! First, I’m going to talk about the character creator and the progress regarding that. Second, I’ll talk about the Save/Load state and what the plan for that is, the GUI will come afterward, and then Player Housing and I’ll talk about the main city Map as well. Hopefully by the time I finish this post, I’ll have a video, or a couple of pictures to include.

I’m happy to say that the character creator is progressing nicely. But honestly, half of the viewer’s production so far has been me learning HOW to do it, practicing something, failing and then trying something else and having that work, haha! But anyway, the viewer is coming along and I have all the major sketches ready to be darkened once I finish off the clothing.

There are 16 starting hairstyles which can be changed at anytime (assuming the player can afford it), these include bald, 4 short styles, 4 medium styles, 4 long styles and 4 very long styles, there are also eight clothing pieces; 4 tops (a tubetop, a haltertop, a tanktop and a leather poofy sleeve top) and 4 bottoms (short shorts, a miniskirt, a long skirt and a pair of tights) which are interchangable at will with far more to come.

In short, there are a lot of pictures…over 90 so far; breastsize, lipsize, hipsize, buttsize, hairstyles, ear-type, fingernail length, tail-type, scales, feet-type, pregnancy, fur, tattoo and piercings and so on. But for the time being, I think these are sufficient to get the player started on the adventure. I can always add more upon request, or at my leisure as production goes on. I can also color them production goes on too so little by little it’ll improve.

As for the character creator itself, I have completely finished the main coding for it and all of the questions therein. I think there are around 24-25 which determine your upbringing, family history, your appearance and several secret variables which determine how villagers will react to your character. The creator is a little barebones in the looks department right now but as time goes on, I can make it prettier. Looks are easy to change or update.

(Check it out below. As a warning there is NSFW imagery. I have provided a .MOV and .MKV — If you need any other formats let me know. Also, keep in mind what is shown in the video is just an alpha layer test. I also want to redo the hip-sizes a bit so some of the clothing on the top half of the body doesn’t clip.)

This brings me to the Save/Load system which in my opinion is one of the most important aspects of the new game, especially since this very system is what plagued the first iteration of the APOCAMORPHOSIS in Quest for YEARS and is what initially led me to find a new engine to continue production in. I couldn’t seem to fix it because Quest was a hodgepodge of coding and programming languages with fixes built over fixes. Highly unstable to say the least. I do have a special place in my heart for that engine but…unfortunately sometimes we have to leave things behind in order to grow.

I’m happy to say though, the SAVE/LOAD system in Unity will be much faster and way more reliable. The idea for it is; I specifically want it to be able to save all rooms, player states and object variables, and also load those variables just as they were saved. Like if the player drops an item in their home, I want the item to be saved to that spot, or any storage containers that might be within. If they increase their height, their height will be saved.

Right now, it works on a basic level but isn’t incredibly nice looking. As progress continues, I’ll work on making it prettier and more efficient. I’ll keep everyone up-to-date. Hopefully, it’ll be just as easy to continue in my game as it is for people who play mobile games. Download new update; hit play, game continues is my dream for it.

And now, let’s discuss the GUI; Game User Interface. This is what the player will see as they play the game. The design is wholly original to AUVORA and I’ve designed it with a couple of important things in mind, including; ease of understanding and access, keeping it simplistic and making it so that the player can stare at the screen for long periods of time without hurting their eyes. With that in mind, this is the design I went with…

The top image in the link is the original template I came up with and designed, and the bottom is the more detailed template of what it will look like in game. I really hope you guys like it!

Personally, I think it’ll be really great and I have a lot of confidence in the design. It’ll also give the player information without overloading you with too much text.

One of the first surprises I want to spring on all of you is that AUVORA is starting off as a kind of life-sim surrounded by adventure and danger which you are free to participate in or ignore. The start of the bigger adventure as experienced in APOCAMORPHOSIS is just around the corner however and will be lingering and pulling the player toward it. Will you heed the call of the adventure or do you just want to stay in the town and live your life? It’s completely up to you. Best part about it as well is that you can bypass the town whenever you wish. Or you can stay for a couple of months until you build up your funds and then move on accordingly. Alternatively, you can just better your living situation, work, earn money and get a family, protect the town or pleasure the people there for as long as you wish.

The first major section that I’ve just finished writing is the player housing which turned out to be around 15,000 words of description. This is where you will live, rest, sleep and raise your family. Your home can be upgraded five times in total if you desire for such and is a massive storage area for your convenience. You also have to pay rent on it which is 100 gold every 10 days or so (subject to change). In addition, you can customize certain aspects of it and keep pets — basically, you make it your own. And you’re free to sell it anytime. This means, yes, you can be homeless or you can upgrade your house enough to afford one in a more expensive district. The sky is the limit ^_^

Speaking of districts…the map for the town Ajun (June) is more or less ready to go. There are 39 points of interest/places to visit planned right off the bat when you start in the main area of the town (this is not including areas outside of the village itself which I call ‘Outer Ajun’). There’s…

East Ajun
(Normal Commerce District/Normal Housing)

West Ajun
(School + Law Enforcement, Guilds)

North Ajun
(Rich High Priced District/High-End Housing)

South Ajun
(Housing District + Slums + Refugee Camps)

Now, I’m aware that having a town with four separate Districts and basically 40+ main rooms will be quite daunting for some people. Not to mention, I know that navigating in text adventures can be not only confusing but outright frustrating as well. But I think I came up with a clever solution to help ease the player until they become more familiar with the town.

The first solution was separating each District into smaller Blocks. For example, you have…

East Ajun, Block 1
East Ajun, Block 2

and so on.

On each of these blocks will be several locations which the player can travel a loop in and when they are ready to leave that loop, they simply click a button on the Compass Rose and it will take them to wherever they want to go next.

The second solution is continuing the trend I did in APOCAMORPHOSIS; having a detailed description of where an exit will take the player. This will allow the player to figure out what their next course of action is and allow them to plan accordingly.

The third solution is the city MAP itself which I designed. When visiting a new room or District, all the player has to do is click the map and it will show them exactly where they are in the town. Hopefully that will also help them triangulate their current position and help them figure out where they want to go next.

And finally, the fourth solution will be allowing the player to simply “jump” to whatever location in the town they want to go. So if you type; “Go Kiki’s Bakery” the player will be automatically transported there. When they are ready to go home, if they are inside of the city walls, typing “Go Home” will transport the player there instantaneously. The only downside to this solution is that you might miss random events.

Let me know what you guys think about this or if you would like to see the map so far.

This finally brings us to the future. Having learned a couple of lessons from APOCAMORPHOSIS’ production, I know exactly how I want to handle what’s coming up with AUVORA. Simply put, I will create all the blank rooms of the town first and how they fit together. Then I will do the descriptions for all those places one at a time. After that, I’ll add in each person and their descriptions to each location and then from there I will add the other options.

Once the main town is finished, I will do the same for ‘Outer Ajun’ etc, the more dangerous areas; the farmlands, the forest, the river and all of that.

So what is officially next? Aside from working on character viewer clothing and the art for the Afflictions, I’ll be starting on all of the town location descriptions. My goal is to finish all of them this month. I also, want the GUI to be implemented, the Saveload System to be ready and I want to start adding in the character viewer elements.

A NSFW button has also been added which can easily be turned off and on. This will remove any NSFW questions/content from the game and will allow me to essentially split it in two versions without any trouble at all.

That’s pretty much it for the time being! The important thing to take away from this is that I don’t feel overwhelmed in the slightest and things are coming along very smoothly. However, if you guys have any questions at all or concerns of any kind, please feel free to get in contact with me via the following…
twitter: anonynn1

Until then, see you guys out there! I’m looking forward to speaking with each of you!


‘Auvora’ March Update and Poll Discussion

Hey all!

As usual, before I jump into things, I would like to recognize some individuals who have donated not only their time into Apocamorphosis, but also their money to fund ‘Auvora’s creation. So without further delay, thank you so much to the following individuals:
Classy Fish
Rob G.

and Himeko T.
and I would like to thank all of my donators for their continued support and patronage while I develop the new engine and the new area that will be introduced with it. You are all amazing! ^_^

Now, let’s jump into things!

Character Viewer Poll Results
Thank you for everyone who participated in this poll…

In the end, Pose 1 claimed victory with Pose 2 right behind it. However, because of how adamantly everyone was when casting their vote, I thought I would reward both parties by doing my best combine the two poses into one. I wasn’t expecting to do this, nor did I suspect that the results would be so close, but given the circumstances, I think it’s only fair! I hope this will satisfy both parties!

I will get started on this immediately.

Auvora GUI
Another matter I would like to announce is the brand new UI that I’ve had commissioned, and although what I’m going to show you isn’t the absolute final product, it will be a good idea or indication what the UI for the game will look like. Keep in mind, the set-up is inspired by Apocamorphosis’ but I don’t think ‘Auvora’ will share that arrangement.

The GUI is inspired by something my spouse and I agreed upon.

I hope you guys like the colors and the general theme overall ^_^ Just remember that the set-up/arrangement is most definitely going to change.

This was created by:

So hit him up on Discord if you would like to commission any work for yourselves.

General News
Work on the game continues! I’m mostly focused on the character creator right now and making sure everything is set-up just the way I want it. This includes coding the questions and answers, and making sure as you pick your choices that the results are clearly displayed. That way, you can glance at your stats and make decisions to balance or unbalance your character however you like.

I will also be providing the option to hide what choices gives you in terms of stats and another choice to hide what choices give you in terms of physical appearance. Further down the line, the master command that turns on and off NSFW content will affect the creator too and what options are available.

I’m on question 17 of 23-ish atm though and may add another question or two more by the end 🙂 Careful too! Some of the choices you make in the creator changes how some of the first area’s npcs will treat or regard you.

Creator Questions
I do have another poll I want to run by all of you in a couple days regarding how to set up the questions as well, or what you all would prefer I do. The options will be presenting the creator as: 1) a progressing story like how Apocamorphosis was, OR 2) grouping questions together depending on whether they are moral or physical questions; meaning all of the physical would be together and all of the moral questions would be together.

Start thinking about it ^_^ And I should be creating the poll soon!

Anyway! That’s it for the time being! If you guys have any questions or anything, please let me know! :D!


‘Auvora’ February Update

Hey all!

Before jumping into things, I just want to acknowledge the donor this month.


Thank you so much for your very generous contribution toward the game! It’s very appreciated and helps support my family and I while I bust my booty on the new content! I hope you enjoyed playing through the old version ^_^

With that said, I know I promised I would start trying to reduce the length of these update discussions and in all honesty, I really want to. But I’ve been working on so much that I’ll be extremely hard pressed to live up to that promise @_@ .

A few things have been going on with the engine that I wanted to discuss ^_^ I will summarize below! (Woo!) Remember, if you have ANY questions at all about any of these summaries or topics, please feel free to contact me.

– The main programming for the engine is still underway but the skeleton and character creator are mostly finished, which means I can start working on things as I’ve mentioned before in January.

– I’ve hired a GUI/UI artist for the overall look of the game too; i.e the buttons and the main window. We have tossed around a kind of a nature-inspired UI idea.

– I have gotten back in touch with my background artist and the game’s original composer. And they seem very eager to return to the game which is great news for me! I’m excited to have them back.

– I am planning to have duel “music players”; the first will handle music which can be ‘paused/muted’ and ‘unpaused/unmuted’. The second player will handle sound effects which can also be ‘paused/muted’ and ‘unpaused/unmuted’. I hope this will help people pick and choose what they want to hear (if anything) as they experience the game. Sound effects annoying you? Mute them with a click. Music getting redundant? Mute that with a click as well! Very easy!

– The game will have a NSFW and SFW version which I can switch between with the click of a button. And both will be available to download when the first version is released. That way all audiences can enjoy the world and the setting.

Character Creator
– I’ve started adding the questions to the creator which takes roughly 45 minutes per question to completely program given all the variables, and that’s me moving at mach speed. Holy cow! There will be roughly 21 questions to start with which are divided between physical and moral. If more questions need to be added later, it can be done very easily 🙂

– I’ve also added all the attributes to the player object that will be relevant in-game, which means a far more intuitive experience for me to program and for the player to experience. Less bugs too! Again, I can always add more variables or less variables as needed.

– I have added roughly 30-60 answers to the questionaire than the original character creator had in the lastest version of ‘Apocamorphosis’. I hope this will help people create a more diverse character which fits their imagination better. I can always add more to it later on as well, especially if someone finds that their niche isn’t being represented properly! Choices in the creator will affect how Area 1 treats your character btw. Mwahahah! All of that has been planned out.

– I have 3 poses I want to share with you all and will create a poll for the standing picture of the creator (which gets updated live before your eyes as you go through the questionaire) and the player’s character throughout the game. So vote on your favorite and when all the votes are in. I will draw up and color all the attributes that will be associated with the player.

– I have mostly finalized all of the afflictions, transformations, body modifications and player attributes that will be available in the game. I won’t list them all here quite yet, but each affliction and state of being will have some special art dedicated to it as your character gets afflicted. Naturally, the standing pose of the character will reflect any changes you go through and clothing too. This should all be pretty easy once I know which pose to go with, so vote now!

New Area 1
– Once I finish implementing all of the character creator questions, I will move onto creating the skeleton of the new area, which is essentially acting as a double experience;
* a stand-alone, slice-of-life experience where you can work, have children, date, fulfill guild requests etc
* a leaping off point for the adventure found in ‘Apocamorphosis’ which I will be porting into ‘Auvora’ once this area is done.

This first new area has been 90% planned out. I have created about 12 Sections that contain a total of 72 major rooms, 40 regular jobs (so far), 12 Guild Jobs (for level 1 with 4 planned tiers in total), 1 dungeon and 56 townsfolk with an additional 32 that will be available for intimate relations. d(^_^d)

I’m approaching this in a systematic manner so the work won’t get overwhelming or too much to manage. Meaning, I’m creating the skeleton first, then all the room descriptions. Then the townsfolk and then all the dialogue. It shouldn’t be too difficult based on my experience with ‘Apocamorphosis’.

– I’ve currently completely the city map for the first area and the surrounding area map, including highlights when the player enters that section and fog which the player will automatically remove as they explore. When the game is released, I hope you guys enjoy those because they were a pain in the butt to create.

Future Plans
– Once I have the new area complete, I’ll be readding in the ‘Apocamorphosis’ adventure sections with updated mechanics and combat. I don’t think I have to write, or adjust anything in those in terms of description and very little with coding. ^_^

I think that’s technically it. I’m sure I’m missing something or didn’t talk about something that I meant to. But my brain is fried! So ….let me know if you have any questions about anything and I’ll get back to you as soon as I can.

You can contact via these ways below:






Have a wonderful day! Also! Don’t forget to vote on the character viewer!


Engine Update + Moving Forward

Everything is fine!

Hello, everyone!

Long time no see!

Before jumping into things and explaining what’s ahead on the horizon, I believe I owe a lot of people recognition for not only their dedication and continued support but also their donations over the past year. I’m not sure if all of these patrons are still actively donating or not, but either way, they still deserve recognition for supporting me and other creator’s whose content has inspired and entertained them.

Also, holy moly that year went by fast! @_@

With that said, I want to use the beginning of this the new year to create a new precedent of making smaller update posts, instead of the massive explanations I used to give from time to time about new mechanics and all that. So hopefully you have that to look forward to, haha!

Patron Thank You
Let’s kick start things right with my sincere gratitude to the following individuals/users…

Mitch T.
Phil K.
Sean B.
Zanna C.
Gabriel B.
Paul R.
Dwayne H.
鱼 咸
Holy Knight

Mattis L.
Ethan R.
Lucas C.
Drew H.
Alex R.
Edward G.
Matt J.
Barry R.
Tim B.

And remember, if any of you would like your current codes for the tiers in the current version of the game that you’ve unlocked, just send me a message and I’ll get them to you as quickly as possible ^_^
Haitus Explanation
I guess, I have some explaining to do. But honestly, at the same time there is nothing really to say. ¯\_(ツ)_/¯ At least, there wasn’t until now.

For the past year, I’ve been waiting for the new engine to be developed. The programmer in-charge of it and I have extensively talked and discussed what I’m looking for. During that time one or two prototypes were created from scratch but in the end, after numerous bugs and problems, we decided to switch it over to Unity. Unity will be what the next version of the game is released on and should be available for all platforms.

I apologize about that year of quiet as well, but honestly, there was nothing to really show or discuss, and I didn’t want people getting impatient with all the shifts and changes being made to the engine. Hell, I know how it was because that’s how I was feeling throughout; irritated, frustration, stir-crazy etc.

While all of that was happening. I was being proactive in the creation of the game, it’s future and doing my best to learn C#. I’ve also been refining my art and learning how to do layers so I can create a viable character viewer window. So all the things I discussed in the last post are still the priorities. Nothing about that has changed.

And now onto the…

Good News
Apocamorphosis — now called “Auvora” is FINALLY back in active development. The engine prototype, albeit a very plain and unimpressive looking prototype, has been developed far enough along that I can start programming for it again. Hurrah! If you’re curious about the “Apocamorphosis” title, it will be used in-game. So don’t worry!

However, I have to say that you guys will not see anything playable for a long while. I will be posting updates and showcases and that kind of thing pretty frequently, and will let you all know what I’m developing as I create it. I’ll also be making polls. But I don’t want to release the game until I have the following fully fleshed out and as bug free:

* Mechanics fleshed out.
* The character viewer, Help Guide, and character creator completed
* Section 1 (the new area) completed
* Section 2 (the caravan, alternate paths and the Withered Snag) completed

So there is a lot of work to be done and I’d like to get started on it. If you guys have any questions about any of this, I will be happy to share it as long as it doesn’t involve spoilers for anything. ^_^ So ask anything you want. I should be making a poll sometime this week, I hope, regarding the character viewer and the angle you would like to see your character from.

Here are a couple of samples of art and layers for outfits and apppearances I’ve been experimenting with…

This will be similar to how I envision the character viewer 🙂


January Update: Game Title, Poll Results, Patreon Changes, News and Character Viewer, Updated Stringlists and More!

Hey everyone ^_^

Before getting started with all the announcements, I want to acknowledge and thank all of my patrons from the bottom of my heart for this year of support, which has been especially trying for some of you because of the pandemic and lack of financial resources.

I also want to thank all the newcomers and those who continue to return to offer their support. Please give a warm and sincere welcome to the following supporters who have pledged since the last update:

Anthony X.
Caden P.
Lobster with Knives
Dave Y.
and finally, Daniel (who gave a very generous donation).

Thank you all SO much for being there for me and taking this project under your wing. And thanks to all the returning patrons who believe in this project. You guys really do make working on the game extremely fun and rewarding.

Now onto the announcements.

Here’s the moment some of you have been waiting for (since I mentioned it in the October update). The game is getting a new title to signify the coming of the new engine and all the new changes which I’ve already been working on…

drum roll

and the new title is….


with the subtitle of “The Apocamorphosis” but searching for Auvora should lead you straight to the new game with the new engine when I release it.

“But Anonynn, why Auvora? That seems so random.”

Auvora is actually the name of the last surviving continent on the Planet which the game takes place on. After thinking about it for sometime, I think Auvora is at the center of this conflict and basically what’s at stake; it’s also the lens from whcih the player experiences everything through.

It feels appropriate and the subtitle can change depending on what part of the game you’re currently experiencing. In the beginning, ‘the Apocamorphosis‘ is the center crisis of the story (as well as the underlying conflict throughout the rest of the story) but as you go through the game, that focus may change.

For example, in Lord of the Rings, you have the opening focus, ‘The Fellowship of the Ring‘ which is about the team’s trials and tribulations with the underlying war with Sauron always being present. But eventually that team splits and the focus becomes ‘The Two Towers‘ and so on.

So that’s the idea. Auvora is the new name. The Apocamorphosis is the subtitle for the first couple of areas before the player really gets into the meat of the story (depending on what path they choose to take).

Let me know what you think!

On the Female Protagonist Poll way back in October, having a female protagonist for the game won in a huge land-slide, so all the male content will be shifted into that of a ‘futa-female‘ which is now an affliction that can be received in the game (entirely by choice).

The major reason for this change is that focusing on one gender during writing will help me write faster (instead of writing 8 scenarios per scene, I only have to write 4). In addition, regarding the character viewer, I can only draw women so I don’t have to pay anyone to do it. This is one of my latest drawings…

I do all the drawing on paper and then scan and color in Paint Tool Sai v1.0. It’s not the most sophisticated program but the results aren’t bad. So you can expect something of this quality in the character viewer but I’ll talk more on that soon.

So yes, the game will now feature a Female Only Protagonist ^_^

The other October Poll I took was whether the idea I had for the new Patreon/PayPal Rewards was worth going for. And again, a land-slide victory went toward making those changes a permanent fixture. I’ll be setting those up very soon. If you’re unaware. This is what the new reward system will be…

You will gain access to voting-polls and special posts with a $1 donation (once the new engine is out), the newest version of the game for $3 donations (same as it currently is) and then $5 will grant you access to every single cheat-code the game has to offer (essentially unlocking them ALL for you, forever).

I plan to do this by giving everyone a unique unlock code (and if it gets stolen or put in public forums, I can just pull that code away and then possibly put a temporary ban or perma-ban on those that use it without authorization). I believe this is fair for the people who are/did actually pay for the codes rather than someone who just decides to steal that access.

I think reducing all the costs is only fair to the player base since 1. The pandemic is making everyone’s lives hell, 2. You guys deserve to be treated better after all the Patreon-scams happening from other artists/writers and 3. I just like ya and feel it’s more fair!

So expect the Patreon shifts in the next week or so or hopefully even sooner than that. ^_^

I don’t know much about character viewers other than what I’ve seen other games do. I know I need a body base. I’m thinking this one will be the main base….
since it gives a clear view of the character’s body shape, face and clothing. I may have the arm lowered as well. But you can expect this from the colored version…
Keep in mind, this piece is a little old as my style has slightly changed and I’ve improved in my Paint Took skillz, so it’ll be a better quality than this.

What do you guys think of this? Should I use this pose? Something more fun? Keep in mind it SHOULD do it’s best to show the player their clothing and character so crazy angles might not be best for that.

In any case, I’ve already started on several renditions from the black and white base and will have more to post on that soon.

Going along with the Character Viewer, I also went through the entire game’s previous stringlists and narrowed ALL categories down to more simplified interpretations. This will allow more noticable changes to the character as the game goes on (all of which are entirely optional). Here are some of them (note I cannot post them all as the list is 215 lines and 5k words)……

vampirism = player will randomly grow fangs and lose health until they drink a humanoid or enemies blood; vampire hunters will track you. Some NPCs will attack or run from you. Eyecolor changes to red.

lyncatrophy = at night the player may go through the painful process of transforming into a humanoid wolf; they will appear in a completely different section of the current map upon waking. Player might also attract the attention of hunters. Player’s intelligence will decrease with each transformation until they are unable to resist it.

doll = from morning to afternoon; player will become a supernaturally beautiful doll and become unable to move or speak. Enemies can move the player during these times or violate them if sexy or sarcastic mood dominant. Player cannot get pregnant from this process.

demon = be able to transform at will into a demon but each time they do, some part of them remains demonic; like horns remaining etc. At the end, they become a high-demon. This can happen through sex too upon achieving orgasm.

rabbit’s foot = player’s agility greatly increases; might possibly leading to a rabbit transformation as well who knows!

possession/haunted = whether acute or persistent; player can be possessed by any manner of ghost if their resist isn’t strong enough. Player sometimes does something against their will like moving forward instead of backward. Might also allow enemies to hit them without fighting back. Wasting supplies etc.

futa = player has a penis that has a chance of knocking up NPCs they sleep with. Lesbian NPCs will reject the player however. Sex scenes change. Double the libido/estrus count.

bimbo = player’s intelligence drops to 0 or 1. Libido/estrus triples. Sexy dominant mood locks. Resist can help the player refuse sex. Pregnancy speeds up; body changes double breast, butt and hipsize. Chance to turn hair platinum blonde as well. Bimbo talk. Player slowly transforms into a bimbo with body proportions.

light brown
dark brown
transparent green = goo race only
transparent blue = goo race only
purple = demon/high demon affliction
red = demon/high demon affliction
blue = demon/high demon affliction
green = goblin and alaraune race only
light green = goblin and alaraune race only


And so on. Hope you guys are excited for these!

Around November or so, the programmer working on the new engine (some of you might have gotten to speak with him on Discord) had to take a brief holiday but he returned in December for a short-time, proposed a huge coding re-write of the engine and is now back again in January to continue/finish everything up.

A massive rewrite of the code occurred (as mentioned) which will allow us to make changes easier without breaking the entire engine. But the rewrite is done and we’re moving to implement simple things again like opening and closing containers and using lights (both of which have had a massive overhaul from Quest). As these minor things are added, I’ll keep you all up-to-date but we’re getting to the point where I should be able to start transferring pieces of the game over and seeing what happens.

So this came to me the other day when I was reviewing the opening sequence. And it just didn’t make any sense to me why the player is forcibly exiled from the caravan (as a larger group would be safer to travel in), in spite of the reasoning given in-game.

I thought that this small section needs to be elaborated on and instead of having an artificial reasoning, it needed a more concrete story element for the separation. I figured the player could spend 3 nights with the caravan that span over several weeks. So Day 1 meeting everyone. Day 2 (several weeks later) more interactions. Day 3 (even more time later and the separation from the group). So you can look forward to that and more interactions with those characters if you’ve enjoyed them. The rest of the game will open as normal with a couple of changes to things here and there.
That’s about it for this update on the game. If you have ANY questions at all for any of this. Please feel free to contact me.



Discord User Name

Public Discord:




October Progress Report and Update!

Hey everyone!

I hope all of you have been staying safe and healthy during the pandemic. And if you have caught COVID-19, I wish you and any family members a speedy and safe recovery. Remember to wear your masks at all times to lessen the likely-hood of catching it or getting sick in general. At least until a vaccine is created.

I also want to throw a shout-out to some recent donators (brand-new and returning) from the last month or two, so please give a warm welcome to the following individuals ^_^

Charles B.
Dink D.
and finally ‘-‘

Before I continue on with today’s topics, thank you all so much for your contribution toward the game. I know it may seem like not a lot is going on with it at the moment because of the ‘temporary haitus’ but big things are coming and an entirely new revamped engine is on the way too which should be available for all platforms ((more on that below)). For the time being, thank you for your interest in the game.

I hope it’s been proven to be entertaining and I hope it continues to inspire your generosity and patronage! Every little bit goes towards it’s development and supporting my family and I. For those who’ve continued their donations even through this quiet period. You will be rewarded. I promise 🙂 I have a lot of great ideas for the revamp and new engine!

Oh and before I get to it, I wanted to apologize for the website “” being down for a day or two (October 8th-9th), apparently their was a glitch on the Namecheap side and it was affected the SSL of my website, making it appear unsafe. Thankfully, that problem has been resolved. All is back to normal.


So if you haven’t been hiding under a rock for the past couple of months/year, you’d know that Apocamorphosis is getting a new engine here pretty soon. If you didn’t know, Apocamorphosis is getting a new engine here pretty soon. Hah! 😛

It’s very different from Quest but the coding for it will be “similiar” for my benefit. I say similiar but it does mean as I transfer the game over to the new engine some things will inevitably need to be re-coded (Quest is pretty outdated for one and two, I don’t think the new engine is XML based). Not to mention, over the last year I’ve been mulling over a lot regarding the presentation of the game and how I went about a few things. So I’d want to change up one or two minor things here and there, especially with the way transformation items work. During all of this, I will be getting a crash course about how to code any of the new changes since it’ll be a similar language but not exact in places.

So then, in addition, the new engine allows the game to be played via a browser — so it will no longer be Windows only (which is really really cool because I hated excluding people from the experience). The save system will FINALLY work as well. So after two or three years of broken saves you’ll no longer have to struggle with it.

The engine was slated to be released at the end of Summer but unfortunately, real life got in the way for both I and the programmer and we needed to push the completion date back to the mid-end of November. So that’ll make for a wonderful birthday present!

Alright, now onto the nitty-gritty.

As I mentioned, I’ve been mulling over some ideas over the past year while the game has been in limbo and I’ve come to a couple of conclusions. I’m definitely going to be reducing the amount of races that the player can become (23 currently). Mostly because in the lore in the game, some of them wouldn’t/don’t make sense. This is the new list of planned races though…

OLD (23)
dark elf

NEW (13-ish)
hu-cow (from cow-taur)
centaur (game-over only more than likely)
high-demon (from afflictions — see below).

But I’ll be adding some AFFLICTIONS/CURSES that you can get under different circumstances throughout the game.

1) Vampirism (player will randomly grow fangs and lose health until they drink a humanoid’s blood)
2) Lyncatrophy (12 nights the player will go through the painful process of transforming into a wolf; they will appear in a completely different section of the current map)
3) Doll (from morning to afternoon; player will become a supernaturally beautiful doll and become unable to move or speak). Enemies can move the player during these times)
4) Demon (be able to transform at will into a demon but each time they do, some part of them remains demonic; like horns remaining etc. At the end, they become a high-demon. This can happen through sex too.)
5) Rabbit’s Foot (possibly leading to a rabbit transformation who knows!)
6) Possession/Haunted (whether acute or persistent; player can be possessed by any manner of ghost if their willpower isn’t strong enough. Player sometimes does something against their will like moving forward instead of back. Allowing enemies to hit them without fighting back. Wasting supplies etc).
7) Futa (see below…)

More to come on that. If you can think of others, let me know ^_^

This isn’t concrete and I’ll likely be deciding this via the poll below but I’ve been mulling over making a female-only protagonist. Not only will this allow me to create content faster since I won’t have to make a male and female version but it’ll allow me to finally start on a character creator using my personal art (or if I can find a cheap enough artist, I can ask them). This will allow you to see all the planned races and transformations and clothing for each of them as well. I also write female’s better for one reason or another and given ALL of the male-only protagonist games it might be a good idea to stand out. With this being said, ‘futa’ would finally become a thing since it would no longer be ‘gender-locked’.

Like, I said, I’ll see what you guys think via a poll and go from there but I’m positive I might move in this direction simply because it would be so much faster.

I’ve been looking over the Patron Tier Rewards as of late and honestly, I don’t feel satisfied with them. I’m a person that prefers simplicity and the set-up for the rewards is just a little too difficult-to-follow and understand. So I think I’m going to change the way rewards work once the new engine is complete. My idea is, you will gain access to voting-polls and special posts with a $1 donation (once the new engine is out), the newest version of the game for $3 donations (same as it currently is) and then $5 will grant you access to every single cheat-code the game has to offer (essentially unlocking them ALL for you, forever).

I plan to do this by giving everyone a unique unlock code (and if it gets stolen or put in public forums, I can just pull that code away and then possibly put a temporary ban or perma-ban on those that use it without authorization). I believe this is fair for the people who are/did actually pay for the codes rather than someone who just decides to steal that access. Let me know what you guys think about that though.

But yeah, my plan is to streamline all the rewards into one lump cheat-menu both to simplify and to avoid confusion. This includes all future cheats that I might add to the game later on. Current donators of the game when the cheat-engine is released (or those who’ve donated over $30 life-time will also receive a very special reward which I will reveal once I’ve thought of it for loyalty and all that ^_^ especially during this difficult time. It’s also because I feel like those people trust me to deliver and didn’t need to be convinced to stay.

And last but not least, to make finding the game easier, I’ve decided to go with a different title too (with ‘the Apocamorphosis’ as a sub-title). I won’t reveal what I’m going with yet but I already have a pretty good idea—which is at the center of the game’s conflict and the means of which I’m telling the story. I know that’s a bit cryptic, haha but I think you guys will find that the new title is a lot easier to search for xD

That’s it for the time being! If you have ANY questions or concerns please feel free to contact me in any way that’s convenient for you; email, twitter, patron, the website, etc.

And as always, thank you all very much for your time!


Please check out the polls here!



Checking In And News!

Hey everyone! I hope everyone is doing well, especially with Covid running rampant across the world. Make sure you are staying safe and taking all the necessary precautions to keep you and your family’s safe ^_^

Before getting started with the check-in and the news, I first wanted to thank all the new patrons who have joined over the last two months! So please say hello to the following individuals…
Tom W.
Brendan G.
Avix V.

Clayton D.R.
Wither Sans
and finally, Ben

Thank you so much for your generous donations toward the development of my games and my little company-thing, Adventure and Mischief Studios! It’s patronage like yours that help keep us indie-devs afloat so that we can continue bringing you original and quality content!

I also would like to thank those of you have been sticking through these quieter times of development while the new engine is being created. You’ve helped support my family and I, as well as all the work I’ve been doing and all the work the new engine creator has been doing. So I just wanted to take a moment and remind you all that you are very appreciated and hopefully all the waiting will be worth it.

I do apologize for not checking-in a little sooner than this but honestly, there’s been nothing substantial to report, at least until now. The new engine for Apocamorphosis is about half-way through development with most of the harder-to-code systems already in place. This means the easier, more fun aspects lie ahead and of course polishing and testing once the prototype is ready.

Keep in mind, Apocamorphosis will be moving away from Quest and into a more browser-based setting; meaning it’ll be more light-weight, will support more functions and be available for every operating system.

During all of this, I’ve been tossing around ideas to herald the rebirth of the game, such as a semi-new title and a lot of other things I’ve been meaning to focus on when I was originally finishing the remaster. I’ve also been tossing around other ideas that I’ll likely make into a couple of polls that I think all of you will be interested in. I would certainly love some feedback with those when the time comes.

In addition, I’ve been working on several scenes while the engine is being developed. New sex scenes have been written, I’m currently working on the new events and the directions the player can go at the very beginning of the game. Of course, nothing has been coded or expanded on outside of the general writing because the coding for the engine will be slightly different. Notes are being made though so I’ll know what to do when the time comes. I plan on remastering the rest of the items as well during this time so that when the new engine is released you’ll have a ton of new content to explore. I’m hoping to have at least ten of the first fifteen encounters finished (currently working on 2 atm) but if I can get a good pace going there might be more (some are longer than others though with more in-depth choices to be made)!

That’s really about it. I’m still working on writing those scenes and remastering items while the engine designer is slaving away at bringing the engine and it’s UI to life. We’ve hit about the half-way point now and hope to have a working prototype ready by the end of summer. You know the old saying though… “The best laid schemes o’ mice an’ men / Gang aft a-gley.” — or if you’re more familiar with the modern translations: “The best-laid plans of mice and men often go awry” meaning no matter many dead-lines are set. I can’t promise or guarantee exact figures or dates. It’s coming though! ^_^


Good News!

Hey everyone!

I apologize about the lack of posts lately. I just haven’t had anything major to report in the last couple of months with either AMS Studios or Apocamorphosis itself. But that has finally changed! I hope you find the following news something wonderful to look forward to.

Keep in mind though, I have a lot to say and a lot to explain. So if you aren’t interested in hearing what got us to this point, just skip to the GOOD NEWS section.

Before I get into that though, I have a lot of new and old patrons to thank for their donations during this moderate haitus. Thank you very much to these individuals listed below!

Tyler C.
Herman K.
Paul R.
Kayleigh B.
Cecil K.
Ronnie M

and Jonah

And thank you all for your continued support and donations during these hard times! My family and I greatly appreciate you and hope to find a way to pay back all this wonderful generosity in the next coming months 🙂

Now then. The last you guys heard I was going through a bit of a funk/depression. I wasn’t sure what to do with myself since I had to stop writing on Quest which ultimately halted Apocamorphosis’ production. I just kind of felt like I lost a big piece of myself and my focus when I had to take a break.

As many of you know, during all of this I was trying to go a couple of different routes; most of which ended with little to no results to say the least. Here are some of the greatest hits:

1) 4 programmers that took about 2 months+ to find or who had directly asked to work on the Save System for Apocamorphosis—all bailed or flaked out after a few weeks. Some never even got started but led me to believe they were working.

So that sucked.

2) One of the main programmers for Quest mentioned (several months before all this started) that he was working on a new Save System for Quest which would change the way the games saved and thus would solve Apocamorphosis’ save problems.

Several months of procrastination later, he mentioned he finally got to work on it and was making a lot of progress. I decide, hey, he’s finally working on it and he’s provided a page dedicated to the system. Great news, right? I thought so too. So I kept working figuring it would be an easy fix.

Unfortunately, he ran into several issues and problems that hindered a lot of his progress and then he lost a huge chunk of work when his computer crashed. Well, a couple of months later after finding out all of this, he basically mentioned that it could be several more months—possibly a year or more before he’d even be able to have a working prototype for me to test.

I finally decide…to hell with Quest. If they can’t spare enough man power to create a working save system, then the engine wasn’t worth my time and energy. Apocamorphosis deserved much better and I felt my patrons and supports did too. SO — long story short. I just….stopped.

The problem was if I kept working in Quest—none of the issues with the save system would ever be solved and I would just keep getting deeper and deeper into the game with no solution in sight. I was tired of fighting Quest. So Apocamorphosis production stopped.

3) To fill these new gaps of time, I decided to look for a new engine to transfer Apocamorphosis into which ultimately boiled down to Inform 7 and Unity. Both are respectable engines and both seemed like reliable candidates to continue Apocamorphosis on so I started getting my feet wet by creating mini-games and seeing which of the two was the most compatiable with the style of coding I’d grown accustomed to.

Needless to say, I poured a lot of energy into creating SPACE OPERA 2320 but I wasn’t super pleased with the result. Sure, it’s a challenging game and has some fun action in it—-but that was it. That was pretty much all I learned how to do after several months of coding in it.

I just couldn’t make it more interesting than that.

It also didn’t fill my Apocamorphosis void.

After that, I shifted my attention to Inform 7 and began learning that next. It only took a month/month 1/2 though before I decided that the engine was far too strange and way out of my comfort levels to program in. It was also very difficult to find help in. But hey, the engine itself seems solid and I can recommend it as a learning tool for creating text adventures. If you’re interested. Give it a shot. <– You can download it here.

If you’ve made it this far, you’re a champion….or used to my long rants/spleels. Either way, you’re about to be rewarded for your efforts. This has all led to my GOOD NEWS.

GOOD NEWS *trumpets*:
So what’s been new, you ask? Well, about a month and a half ago, I actually went and hired someone to design a brand new engine for Apocamorphosis from scratch using Quest as a basis for the coding. The cool thing is that this engine will allow the game to be played via any browser for any operating system which means the game will no longer be limited to Windows only and it will have a reliable save system.

Not only that, but it will also have an updated UI, updated inventory interface; something more sleek and streamline but will be coded very similarly to Quest behind the scenes which means it won’t take too long to transfer the game over to the new engine once it’s fully completed.

The bad news about this is that I currently do not have a timeline of when the engine will be completed. I have a rough estimate, maybe 2-3 months but it could turn out to be a little more or a little less.

So while this programmer is designing the engine and working on the tweaks, I’ve begun writing for the game again. Currently, I’m writing transformations items and remastering all the regular items so that when the engine is ready to go and the game is transferred over, I’ll be able to focus on looking forward and increasing content with every update.

That’s where we are at though. I’ll show you a preview of what we have so far but keep in mind this is about a month old and the final product will not look like this. It’s just simplified for the time being to get the basic framework in.

Pretty wild, huh? So yeah, that’s what we have to look forward to. I also have a lot of ideas about the interface and hopefully it won’t be too much trouble to implement them >:) But should really help bring the world of the game to life! Bwahaha! Not spoiling anything else though.

That’s pretty much it for this post. I’ll be staying in better contact and will report when I have something meaningful to say or something substantial to tell you guys. There is another updated version of the video above coming to me soon and if I’m feeling generous I’ll share ^_~ hehe

As always, if you guys have any questions or concerns please feel free to voice them and I’ll be happy to get back to you.


News and Progress Report

Hey everyone,

I apologize about the radio silence as of late.

I’m guess I’m going through a bit of a funk or maybe it’s depression or something. Actually, this is my third attempt to write a message to update you all on what’s been going on and the status of AMS and such. Luckily, I have good news and meh news. Stick around for more information 😛

First off, I haven’t been working much on “The Symbol” after I finished the character examine screen and some other minor code in it that had to do with aesthetics. Truth is…my heart just doesn’t feel invested in Inform 7 and the engine itself feels incredibly clunky to me. Sure, it’s somewhat intuitive (maybe) but I feel like trying to code anything in it is a constant struggle. Ugh.

This was the meh news. Now onto the good!

Now onto the good news!

After wallowing in depression for a while or just general loathing for my failures. I decided to make better use of my time.

I’m not really one to let myself be defeated but sometimes things do get the better of me and I become stagnant…..but only for a while. Afterward, I get determined and angry to fix any problems plaguing me and begin to do so one at a time.

So here we are. I’m not saying things are officially moving forward yet but the good news I wanted to share is that…YES. I am still moving forward with Apocamorphosis and I still am moving away from the abomination of Quest.

It’s left me pretty bitter. But I had an idea and wanted to share. I officially hired some programmers about three or four days ago who are currently working on a customized engine for Apocamorphosis (and any other game I decide to created). The code will be based around the existing code of Quest but with updated programming, aesthetics and the capacity to save.

The best part about this is that since I’m basing the programming around Quest, I may not have a lot of trouble transferring it over to the new engine. Yes, naturally I’ll probably have to recode SOME stuff in it but it should prove to be a very smooth transition once the engine is completed. I’ll keep you guys up-to-date on that.

What you can take away from this is Apocamorphosis is NOT dead and neither am I. I’ve just been trying to find a means to bring the game to a better engine and I hopefully have found a custom one that will allow me to do a lot more like I originally planned 🙂

To those new people who have donated and not heard from me, I truly apologize but depression can be a real bitch to deal with and though I saw the emails, I haven’t really had the heart to reply to those people. Hopefully, that will start to turn around once I rise up out of this and start focusing again on game development. I’ve just felt so empty since being forced to halt AMS.

To those who’ve continued their donations. I really appreciate it. You have no idea how much you’ve been helping me push through this. Hopefully with the development of the new engine your continued support will be rewarded.


PS – If you have ANY questions about anything going on with me or the game in general or you just want to chat, please feel free to send me messages. I’ll be happy to respond.

Progress Report!

Hey everyone!

I just wanted to provide a quick status report for where I am in terms of development projects etc and what is coming in the immediate future ^_^ .

If you haven’t heard yet, I’m developing an adult microgame called, “The Symbol” which is a superhero/sim-life sort of adventure on Inform 7.

This is to help me get familiar with Inform as an engine and then I’ll decide if it’s the right engine to port Apocamorphosis over to. But honestly, so far it’s a big no! LOL. I’m going to keep working on it though and see if things get easier.

The Symbol
Anyway, the game will be about balancing your life between superhero work and normal life. You’ll be able to have a family if you choose, give up on hero work altogether or only go out very intermittently, meet up with friends or lovers, work with other superheroes or eventually become a villain. It’ll have straight, bi or lesbian romances or you’ll have the option of staying single.

The game isn’t planned to be super description heavy like Apocamorphosis so it should be fast to write and to create new scenes and scene variations for as well.

I plan to have the first version ready by the end of this month or the beginning of next.

I’m also trying my hand at a side-scroller Unity game that will be released for mobile called “Momentum”. I don’t want to release any details about it or anything yet but hopefully you’ll see it in the future 🙂 I’ll give more details once the game is further in development.

That’s pretty much it for the time being 🙂 As always if you have any questions let me know.

I also would like to thank those who are donating to the Studio so that I can continue developing games during Apocamorphosis’ haitus.