Patrefans
LadyAliceR18 from patreon
LadyAliceR18 patreon

Alpha v8.0 Progress Update 2

🕑 Added 2025-12-07 19:41:26 +0000 UTC
Alpha v8.0 Progress Update 2
Alpha v8.0 Progress Update 2
Alpha v8.0 Progress Update 2

Comments

TH Stan

Why don't you look at that. I'm going to upload an update post today. Why not take a look in a bit?

66 6

Can you tell me how long it will take to release the next version?(An approximate time is enough. In fact, many developers have not updated their works this month.)

TH Stan

I appreciate the feedback. We cannot add a new event like that right now, but perhaps we can add a few new 800m behaviours for the player to choose. The current behaviour has her walk from one side to another, and her feet isn't allowed to track the player. I don't know if I'll have time to fix the shrine houses in time for the test update, but I do plan on improving them for the public update. I can maybe create a shrink house event that acts like the event you described. But all of this is maybe and I can't guarantee anything.

TH Stan

Sorry for late reply. You input the code in the level select screen. If it doesn't work, please let me know.

TH Stan

We'd like to do more with the statues, but we don't have enough resources for them yet. Thanks for the idea

Haiahdb sjs f Bahs,d

May I ask how to activate God mode? I pressed the keyboard but it seems to have no effect

Dreamer

Actually, I wish there were more attack patterns for the giantess to experience. From my gameplay sessions, I’ve noticed that playability tends to drop once the giantess grows too large—specifically, after she exceeds 720 meters. This issue mainly manifests in reduced interactions, the loss of the maze-like gameplay once most buildings are destroyed, and the disappearance of special attacks after statues get broken. Personally, I don’t find the evasion-focused gameplay engaging at all beyond the 720-meter mark; it basically boils down to luck. Here’s a suggestion for a revamp: once the giantess reaches 800 meters, she unlocks a unique special attack. Players are then forced to complete a specific challenge to counter it—failure results in an instant game over or a massive red crystal penalty. If the challenge is cleared successfully, the giantess shrinks back to around 180 meters (a height with much higher interactivity), and a new growth cycle begins with a revamped maze layout (e.g., altered door positions). The 800-meter challenge should also scale in difficulty with each subsequent cycle. This revamp would make the game far more thrilling, requiring players to complete objectives faster and with greater proficiency. Overall, I hope the game’s difficulty is driven more by dynamic interactions with the giantess (like the red house mechanics) rather than tedious item hauling just to meet inflated crucible requirements.

BreadSticks

I would like to see some new stuff to the statues since rn it feels like they don't do alot it would be nice if like after u hit her a certain amount of times that she gets knocked down or like gets stunned for a longer time and the bigger she gets the more u need to hit her with the statues

TH Stan

One: sorry no. Our game is focused on the tiny's perspective. A mode like would take a lot of resources to complete.

TH Stan

I initially hoped the end of February. It may be the end of March. We are having some development issues with the twins, but we are trying our best to resolve them. We'll let yall know our plans after v8.0.

Brody Stirk

Two ideas: One, can you add a mode where you can play as the giantess while an AI controls the human? Two, can you add a sandbox mode with a menu that allows you to change stuff anytime you want? Actually, three, can you fix the jump attack for when she gets really big?

heinz

Looking forward for new update. Any idea, when will be twins released ?

TH Stan

They're no hard cap. There's only a soft cap with how many upgrades exist on the level. Previously shields lasted technically up to ~7 seconds with full upgrades (although growth did increase the gts' stomp damage), shields now could easily pass ~20 seconds I imagine when you combine all upgrades.

WyattMeyer

Are player stats still capped with this new upgrade/crafting system, soft capped (diminishing returns), or unlimited?

TH Stan

We tried sitting, but she takes so much space and the castle wall clipping kinda ruined it. And we need the castle walls so the performance is tolerable. We have some new animations so perhaps we can use them in specific areas and size ranges as alternative idle animations.

TH Stan

I see what you mean. Those three different options doesn't seem tough to add. I'll add it towards the end of the update

Anon30000

Hyped! Do you take suggestions/have an area for them? I apologize if you do and I didn't see it. I think it'd be great if she sat down periodically "to rest", or perhaps crawl around like she does in the lobby while in a level. This game captures sense of scale really well and the gameplay is simple but engaging and the right amount of challenging. Looking forward to the next update

NCharlydibu

I'm looking forward to the next update! It sounds interesting. Also, is it possible to add a growth option to change how she grows, or is that planned for the future? For example, you can change how many growth spurts you want for her, even if she grows the same amount of meters, or the "growth speed", like if you want it to be slow or fast. That could be an idea for the menu on the "Giantess" option before starting a level, or for the enchantments/items you added.

TH Stan

Ohh, that's a nice idea. Spices are easy to implement and add special effects. If I have extra time, I'll keep it in mind

Eugen

i am looking forward to this next update, also got an idea that maybe ya can add something that gives a growth multiplier (maybe something like spices?) so that when she grows the amount varies depending on how much of that item you added. Could be an intressting idea.


More Creators