I tried the winter start and it's rough, not being able to get to level 20 to get stats above 200, not starting with enough gold to get forge early enough for winter because you need gear upgrades cause axe with 200 stats is not great vs the new enemy that seemed to spawn 80/90% of the time at least for me, but we managed, the worst thing though is probably is having to go through all of Lucy's dialog again such as the dialog about undeads after defeating a skeleton even though Scout is already in her romance progression, or when you talk to her about her options such as her interests, beasts, or how she became a mage to name a few, but I dunno, these were just things I found annoying, being half way into winter with rarely anyone to visit the inn making it hard to earn money for upgrades or even to get the forge. It felt really bad when the dwarves would show up and offer meterials but I have no use for them cause the forge was several upgrades away. Started in Fall and had the forge and all stats at 300 with a fully upgraded katana and 2 upgrades of the armor after plate.
Yeah the winter is also missing a ton of its content. The start is there for people that wanna jump straight to it, but it's not the intended way of getting there. It'll feel better as more systems come online.
After extracted the the latest version, I found out that all of my autosave files from the previous version (1.81) is gone, I always kept 2 versions of the latest and the previous so I checked it just in case but is gone too, so I think there might be a files clash or something like that.
I guess there's nothing that we can do about my save files at this point, but I will really appreciate if you focus on the save mechanics as soon as possible.
(Sorry for my bad English, I'm not a native speaker so please forgive me if there's any grammar mistakes)
Sorry to hear about the lost saves, for the future: saves are kept in AppData\Roaming\ForestInn if you need to back them up.
I have manual saves working in the code, but manual loads cause a huge number of bugs as is. I need to completely rewrite the core of the game to get them working (which is fine, I'm willing to do that, but it's a big time investment).
I'll put some time towards it this week, but because of the complexity of the issue, no promises on when it'll come out. It's one of many things getting worked on.
i like the game so far, it's going in the right direction for sure. its a bit grindy at times but pretty good overall. and updates are great and rolling all the time. would like an android version as i think it is perfect for that. controls are simple enough for a phone. hopefully development as easy. thank you.
I love the concept and vibes, its just hard when you can never keep the inn in good condition cause you never get guests, have had two weeks of merchants coming and i can do nothing as guests never show up and i have no way of earning money outside of them
Your inn condition doesnt effect whether or guests show up, just how much they pay. Your inn level + reputation play a bigger role. Once you get the inn restored a bit you'll have steadier business. The early game is intended to be a bit slow, but it's far from perfect balance and will get smoother with time. Better tutorials are on the way as well.
With no way to test the other platforms, I have no current plans. Once I get a little closer to release I'll re-evaluate. SteamOS is likely going to pretty straightforward to test.
Overall, a game so excellent I subbed on patreon after the first run-through. Honestly love this style of games, wasn't even here for the erotica (although for those curious reading comments, its pretty solid too). Anyways, long and slightly rambling feedback/concept post below so if you are just a player coming by no need to read further - play this game.
That all said, I did want to bring up a proposal/concept for what I think is one of the few "underwhelming" things with the game atm: Patrolling the woods, and its inherent RNG nature. Namely, the fact its possible (if not common at low presence) for it to flat out be *Nothing*. For a game with cool events, an enchanting atmosphere, lovely NPC encounters, and fights to be had - it honestly feels hard to believe to the point of immersion breaking that you could possibly patrol for half a day and find NOTHING of interest you know? Also once on-demand save/load arrives there would be little reason to accept a "nothing" outcome.
Therefore, I'd like to propose an idea: Unlockable Patrol types - Standard, Exploring, Hunting to choose under the "Patrol the woods" option.
Standard is as is - risk of nothing included but also a good balance if you aren't quite sure what you are looking for. Could maybe even come with a slight calming effect if nothing else happens as a consolation? It'd be what you start the game with naturally since you are still familiarizing yourself.
"Exploring" would heavily weight towards events by contributing much of the odds of "nothing"/fights towards an event, but in exchange IF you find a fight encounter you would automatically start at initiative disadvantage (or possibly a winded/fatigue debuff of sorts?) from being caught off-guard. This encourages the player to clear the area very well before simply exploring for events. Could possibly tie that option in with the Forest/Greenhouse or Tower NPCs - either in the sense of "Disturbances/Mana in the forest" or "Some old/archived/magical maps or notes she found" perhaps? Give that sense of "still getting to know the place, but getting more confident"
"Hunting" is the inverse - heavily weights towards fights even at lower presence levels but in exchange often finding tougher/rarer opponents than a standard patrol (maybe buffed even more than normal version?). Could maybe integrate it with [Cellar NPC]'s patrols in story in some way? Maybe needing to complete a few of them before she'd trust to share the locations of stuff she saw but couldn't clear for time's sake. Something for those players who simply cannot be satiated with *just* hunting strong beasts at night, they want a double course at extra risk! Or people who just dislike seeing "Low" but can't find that last fight encounter.
Way WAY overcomplicating it almost certainly, but its just kind of my attempt to take the general ideas of "Some kind of control when patrolling", "Some sense of growing more familiar with the area", and "Reducing/Removing the odds of a nothing outcome" and trying to think of how you could tie that into the world without it feeling too gamey like its some sort of natural progression that over time and with assistance of others you are no longer just patrolling - you KNOW this area now and are actively seeking things. I think that would really elevate the experience to the next level above others I have seen before. Anyways, just wanted to say again that the game is excellent and thanks for making it (and for reading this)
Thanks for the support! Really appreciate it. And thanks for taking the time to leave some feedback.
Patrolling is a combat weighted exploration option already. You can also encounter events when hunting/gathering, and that option is less combat weighted. The exact math is the road danger is between 0 and 100, and you roll a number between 1 and 100 - a roll equal to or less than the current road danger results in a fight. Patrolling juices the road danger number by 40 or 50 (somewhere in there).
Just a quick note, it is unlikely that manual saves will be implemented. I'm pretty fond of the current save at the start of each day - and because there aren't any fail states in the game, there's not a lot of incentive to save scum. Who knows though, this may change closer to release.
The exact frequency of events is subject to change, especially as I get more of them made - but I >really< don't want events to happen every day, or even most days, as it really slows down the the game. Right now whenever you go out into the woods it makes a roll to see if you get an event - and if you don't get an event 2 times in a row, it'll make sure you get one on the third go.
Now, all that being said, you have good ideas there and some very reasonable suggestions. I will say that I'm getting started on the Winter season content right now, which places a much bigger emphasis on the patrol gameplay and being self-sufficient (merchants + travelers show up more rarely). A lot of tougher enemies show up in the winter as well.
But, I think you will enjoy the planned Spring gameplay. The inn will become a guild tavern for adventurers, and different job types / contracts will become available for the end-game gameplay loop. Basically you will get different options for the kinds of things you want to engage with when leaving the inn - and also send out adventuring parties to do jobs.
I keep patrolling, gather reagents and food but no sign of Willow. I got some of her bark and researched it completely. But she doesnt seem to be showing up. Any advice? I used an older save and I'm using 175
You need to have the greenhouse built and heart tree fully researched. Once you have both, an encounter with the dryad will get her to give you a heart tree seed. Once you have that, plant it in the greenhouse and give it some time to grow.
If you think your save might be bugged, drop me a line on discord and I can check out the save file and figure out what broke :)
Thank you! All parties will keep adding reputation unless your reputation is maxed out. If that's not the case, its probably a bug! I will check it out.
This game has a whole lot of potential. I love the theme, mechanics, and characters. Once it comes to Steam, it might be the first NSFW game in my library. I really can't say enough about it. Very solid.
If I have to come up with some sort of gripe, I'd only say I want more interaction between the characters (and the player). Probably in the form of events. I'd suggest maybe an event for the first time the player interacts with certain monsters or does specific actions. I feel like this would allow the characters more chances to express their personalities more.
But that's like, just my opinion man. Keep making awesome stuff.
Thank you! And yeah, I agree. As I shift my focus from adding core mechanics, I'll be adding a lot more events. I really like writing events between the characters as well, so expect more of those for sure!
Honestly this is such a good game on it's own that I completely forgot about NSFW aspects of it on my first playthrough. The art is great, the gameplay is fun, the story is interesting and the setting feels quite unique. I had a great time.
One small bit of feedback I can offer is - please consider adding a starting research as soon Late Night Reading option is unlocked. My dumb ass saw that there was only the exp option available, dismissed it entirely and didn't do any research until late fall. It doesn't have to be anything big or important, just something small to prime the player to the idea that research can be done there.
really waiting for the next update! fall is one month from being over, got soldiers at 700 and im just missing two 750xp upgrades, the only quest im unable to complete is the dryad one, but im not sure if its completed or if her chance of appearing while hunting or scouting s really low, as she hasnt appeared for the last month
Gallery won't be for a while, likely towards the end of the alpha. Before then I'll be adding the ability to pick which scenes you are seeing instead of it always being random. That will be added within the next update or two.
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So far this games is really good. Love the vibes and chill playthrough.
Thank you!
I tried the winter start and it's rough, not being able to get to level 20 to get stats above 200, not starting with enough gold to get forge early enough for winter because you need gear upgrades cause axe with 200 stats is not great vs the new enemy that seemed to spawn 80/90% of the time at least for me, but we managed, the worst thing though is probably is having to go through all of Lucy's dialog again such as the dialog about undeads after defeating a skeleton even though Scout is already in her romance progression, or when you talk to her about her options such as her interests, beasts, or how she became a mage to name a few, but I dunno, these were just things I found annoying, being half way into winter with rarely anyone to visit the inn making it hard to earn money for upgrades or even to get the forge. It felt really bad when the dwarves would show up and offer meterials but I have no use for them cause the forge was several upgrades away. Started in Fall and had the forge and all stats at 300 with a fully upgraded katana and 2 upgrades of the armor after plate.
Yeah the winter is also missing a ton of its content. The start is there for people that wanna jump straight to it, but it's not the intended way of getting there. It'll feel better as more systems come online.
After extracted the the latest version, I found out that all of my autosave files from the previous version (1.81) is gone, I always kept 2 versions of the latest and the previous so I checked it just in case but is gone too, so I think there might be a files clash or something like that.
I guess there's nothing that we can do about my save files at this point, but I will really appreciate if you focus on the save mechanics as soon as possible.
(Sorry for my bad English, I'm not a native speaker so please forgive me if there's any grammar mistakes)
Sorry to hear about the lost saves, for the future: saves are kept in AppData\Roaming\ForestInn if you need to back them up.
I have manual saves working in the code, but manual loads cause a huge number of bugs as is. I need to completely rewrite the core of the game to get them working (which is fine, I'm willing to do that, but it's a big time investment).
I'll put some time towards it this week, but because of the complexity of the issue, no promises on when it'll come out. It's one of many things getting worked on.
i like the game so far, it's going in the right direction for sure. its a bit grindy at times but pretty good overall. and updates are great and rolling all the time. would like an android version as i think it is perfect for that. controls are simple enough for a phone. hopefully development as easy. thank you.
I love the concept and vibes, its just hard when you can never keep the inn in good condition cause you never get guests, have had two weeks of merchants coming and i can do nothing as guests never show up and i have no way of earning money outside of them
Your inn condition doesnt effect whether or guests show up, just how much they pay. Your inn level + reputation play a bigger role. Once you get the inn restored a bit you'll have steadier business. The early game is intended to be a bit slow, but it's far from perfect balance and will get smoother with time. Better tutorials are on the way as well.
Can barely even play it, game keeps saying its "not responding"
What platform are you running on? I've got the game running on a variety of windows hardware, including some pretty old machines.
Are there plans to make builds for other platforms, such as Linux?
With no way to test the other platforms, I have no current plans. Once I get a little closer to release I'll re-evaluate. SteamOS is likely going to pretty straightforward to test.
Overall, a game so excellent I subbed on patreon after the first run-through. Honestly love this style of games, wasn't even here for the erotica (although for those curious reading comments, its pretty solid too). Anyways, long and slightly rambling feedback/concept post below so if you are just a player coming by no need to read further - play this game.
That all said, I did want to bring up a proposal/concept for what I think is one of the few "underwhelming" things with the game atm: Patrolling the woods, and its inherent RNG nature. Namely, the fact its possible (if not common at low presence) for it to flat out be *Nothing*. For a game with cool events, an enchanting atmosphere, lovely NPC encounters, and fights to be had - it honestly feels hard to believe to the point of immersion breaking that you could possibly patrol for half a day and find NOTHING of interest you know? Also once on-demand save/load arrives there would be little reason to accept a "nothing" outcome.
Therefore, I'd like to propose an idea: Unlockable Patrol types - Standard, Exploring, Hunting to choose under the "Patrol the woods" option.
Standard is as is - risk of nothing included but also a good balance if you aren't quite sure what you are looking for. Could maybe even come with a slight calming effect if nothing else happens as a consolation? It'd be what you start the game with naturally since you are still familiarizing yourself.
"Exploring" would heavily weight towards events by contributing much of the odds of "nothing"/fights towards an event, but in exchange IF you find a fight encounter you would automatically start at initiative disadvantage (or possibly a winded/fatigue debuff of sorts?) from being caught off-guard. This encourages the player to clear the area very well before simply exploring for events. Could possibly tie that option in with the Forest/Greenhouse or Tower NPCs - either in the sense of "Disturbances/Mana in the forest" or "Some old/archived/magical maps or notes she found" perhaps? Give that sense of "still getting to know the place, but getting more confident"
"Hunting" is the inverse - heavily weights towards fights even at lower presence levels but in exchange often finding tougher/rarer opponents than a standard patrol (maybe buffed even more than normal version?). Could maybe integrate it with [Cellar NPC]'s patrols in story in some way? Maybe needing to complete a few of them before she'd trust to share the locations of stuff she saw but couldn't clear for time's sake. Something for those players who simply cannot be satiated with *just* hunting strong beasts at night, they want a double course at extra risk! Or people who just dislike seeing "Low" but can't find that last fight encounter.
Way WAY overcomplicating it almost certainly, but its just kind of my attempt to take the general ideas of "Some kind of control when patrolling", "Some sense of growing more familiar with the area", and "Reducing/Removing the odds of a nothing outcome" and trying to think of how you could tie that into the world without it feeling too gamey like its some sort of natural progression that over time and with assistance of others you are no longer just patrolling - you KNOW this area now and are actively seeking things. I think that would really elevate the experience to the next level above others I have seen before. Anyways, just wanted to say again that the game is excellent and thanks for making it (and for reading this)
Thanks for the support! Really appreciate it. And thanks for taking the time to leave some feedback.
Patrolling is a combat weighted exploration option already. You can also encounter events when hunting/gathering, and that option is less combat weighted. The exact math is the road danger is between 0 and 100, and you roll a number between 1 and 100 - a roll equal to or less than the current road danger results in a fight. Patrolling juices the road danger number by 40 or 50 (somewhere in there).
Just a quick note, it is unlikely that manual saves will be implemented. I'm pretty fond of the current save at the start of each day - and because there aren't any fail states in the game, there's not a lot of incentive to save scum. Who knows though, this may change closer to release.
The exact frequency of events is subject to change, especially as I get more of them made - but I >really< don't want events to happen every day, or even most days, as it really slows down the the game. Right now whenever you go out into the woods it makes a roll to see if you get an event - and if you don't get an event 2 times in a row, it'll make sure you get one on the third go.
Now, all that being said, you have good ideas there and some very reasonable suggestions. I will say that I'm getting started on the Winter season content right now, which places a much bigger emphasis on the patrol gameplay and being self-sufficient (merchants + travelers show up more rarely). A lot of tougher enemies show up in the winter as well.
But, I think you will enjoy the planned Spring gameplay. The inn will become a guild tavern for adventurers, and different job types / contracts will become available for the end-game gameplay loop. Basically you will get different options for the kinds of things you want to engage with when leaving the inn - and also send out adventuring parties to do jobs.
Thanks again, appreciate the feedback!
I keep patrolling, gather reagents and food but no sign of Willow. I got some of her bark and researched it completely. But she doesnt seem to be showing up. Any advice? I used an older save and I'm using 175
You need to have the greenhouse built and heart tree fully researched. Once you have both, an encounter with the dryad will get her to give you a heart tree seed. Once you have that, plant it in the greenhouse and give it some time to grow.
If you think your save might be bugged, drop me a line on discord and I can check out the save file and figure out what broke :)
Great game - the mechanics are really good. At a certain point of reputation are the Rookie parties supposed to not add more points?
Thank you! All parties will keep adding reputation unless your reputation is maxed out. If that's not the case, its probably a bug! I will check it out.
Ok yeah I noticed I'm not getting any points from rookies
Good spot, I was able to reproduce the problem. It'll be fixed in the 1.8 build, thanks.
This game has a whole lot of potential. I love the theme, mechanics, and characters. Once it comes to Steam, it might be the first NSFW game in my library. I really can't say enough about it. Very solid.
If I have to come up with some sort of gripe, I'd only say I want more interaction between the characters (and the player). Probably in the form of events. I'd suggest maybe an event for the first time the player interacts with certain monsters or does specific actions. I feel like this would allow the characters more chances to express their personalities more.
But that's like, just my opinion man. Keep making awesome stuff.
Thank you! And yeah, I agree. As I shift my focus from adding core mechanics, I'll be adding a lot more events. I really like writing events between the characters as well, so expect more of those for sure!
Honestly this is such a good game on it's own that I completely forgot about NSFW aspects of it on my first playthrough. The art is great, the gameplay is fun, the story is interesting and the setting feels quite unique. I had a great time.
One small bit of feedback I can offer is - please consider adding a starting research as soon Late Night Reading option is unlocked. My dumb ass saw that there was only the exp option available, dismissed it entirely
and didn't do any research until late fall. It doesn't have to be anything big or important, just something small to prime the player to the idea that research can be done there.
Thank you! Yeah that's a very good suggestion, and pretty easy to add.
I came back to the game...and I forgot how to save.
Game saves at the start of every day!
Will it come to steam?
Yes!
i really like the game and the characters, everything is super good!
Thank you, appreciate it!
really waiting for the next update!
fall is one month from being over, got soldiers at 700 and im just missing two 750xp upgrades, the only quest im unable to complete is the dryad one, but im not sure if its completed or if her chance of appearing while hunting or scouting s really low, as she hasnt appeared for the last month
Dryad just has a low chance of showing up. Once I get more content for the dryad in game, I'll increase her spawn rate.
PLEASE add a gallery
A gallery is planned!
is there a prediction for which update it'll be added in
Gallery won't be for a while, likely towards the end of the alpha. Before then I'll be adding the ability to pick which scenes you are seeing instead of it always being random. That will be added within the next update or two.
kms
hey, can i update to the latest version without losing my save file?
if so, where can i find the save?
Yeah save's are all backwards compatible. If you want to backup your saves anyways, they are here: \AppData\Roaming\ForestInn\
Love your game!you know there's a scene lucy says:
"...I know from experience.I'll have you know I've got very clever feet.
...maybe I'll show you sometime."
you know what am saying,add a footjob,like getting caught at night,then some foot movement or something else,
Non native English speaker,but you know what i mean :)Haha, I know you what you mean.