Intaran Kingdom

F65team

Member
Nov 7, 2018
13
3
Switched to hiatus mode. We decided to keep game online on minimal server configuration.

Play: https://intarankingdom.pythonanywhere.com - no registration required.
Become Patron: https://www.patreon.com/intarankingdom - help us make this game.
Discord server: https://discord.gg/TrepxQj

There is public bonus code in this post, find it to have more character customization options.

We are F65team and we are making Intaran Kingdom, a mix of role-playing game, lifesim, roguelike and political simulator, inspired by games like Corruption of Champions, The Sims, Elona+, Free Cities and Skyrim.

It is an 18+ browser-based (mostly) text rpg. If the game becomes popular we may add an offline/downloadable version. Game has been tested on some versions of Firefox, Chrome and Opera, should work on IE9+, please report if it works in your browser. Some mobiles seems to work, but game probably better played on bigger screen with mouse.

The game is set in a high fantasy world, inhabited by multiple races (humans, metahumans, furries, demons etc), combined in different, often clashing, cultures. At start of each game you create a new character, customize it, and go for a selected life goal, managing stats, property, companions and reputation. Or you could just explore the game world. Pairings/fetishes will depend on game story/origin, from almost no hardcoded limits (open world sandbox story) to scripted characters (narrative story). Most interactions, both sexual and not, will be optional.

To develop this game we NEED your support.
How can you help?
- Become a Patron, as a "Thank you" you will receive bonus codes that will allow more customization for your character and game.
- Report bugs, logical holes, typos to us.
- Suggest new ideas or improvements for existing content. Keep in mind, by sharing your ideas with us, you grant us right to use, share, modify or not use these ideas at all.
- If you can write or draw and want to contribute to game, contact us. At this moment we can't offer payment.

Current dev roadmap/plans.

Short term (we're working on this right now):
- first alpha build, playable game content
- improve/streamline client ux
- add/improve game mechanics
- add first batch of Intar Capital content

Mid term (we will do this within the next 1-3 months):
- add rest of Intar Capital content
- add some Intar Island content (rural town/village, mines, forest)
- fill Codex with game world information
- add some character, event and map art to show planned art style
- add preferences system (backgrounds, fonts, colors, game log settings etc)

Long term (probably next 3-6 months, but no hard time estimates):
- add more stories/origins, more content, move from alpha to beta to stable dev cycle
- add most of Intar island planned locations and characters
- add nobil story/origin, clan management mechanic
- add captain story/origin, long-range world travel mechanic
- add demonic realm locations and origin, transformation mechanic
- keep adding game content as long as people play it

These who managed to read whole post can use public bonus code: RECONTEAM

Play: https://intarankingdom.pythonanywhere.com - no registration required.
Become Patron: https://www.patreon.com/intarankingdom - help us make this game.
 
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Preacher

Well-Known Member
Nov 22, 2016
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The most holiest of grounds
Interesting. I'll check it out and report what I think about it.
 

karunama

Well-Known Member
Apr 17, 2016
443
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Seemed like there wasn't much of anything to do in the current build. I have to admit, I rather dislike the lack of customizability; randomly rolling everything in one lump sum just feels cheap to me. While I am an editor, and I do work on porn games, I haven't seen anything yet that makes me wanna jump on this project.
 
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F65team

Member
Nov 7, 2018
13
3
I like it. Nice graphics. Fun RPG mechanics.
Thank you. Glad you liked.

Seemed like there wasn't much of anything to do in the current build. I have to admit, I rather dislike the lack of customizability; randomly rolling everything in one lump sum just feels cheap to me. While I am an editor, and I do work on porn games, I haven't seen anything yet that makes me wanna jump on this project.

Current (0.1) build is purely tech demo, we added just enough stub/dummy content to test how server react to real people playing. Everything more or less fine, by the way. It was surprising how much time people spent fishing.

Right now you can fight with RNG until good enough character is rolled or roll some base character and customize by adding bonuses/flaws (by using bonus codes you get more customization points). More bonuses/flaws will be added later, once we stabilize game core.
We have outfits, growing hair, fur color, tattoos, scars and other cosmetic customizations in our short/mid term plans, with heavy transformations in long term plans (tho these probably will be used mostly by demons&pals).
Making character fully customizable is kinda tricky, it require more complex ui design, support from internal game mechanics, text descriptions and time to code it all. We may add optional manual character creation, but this is not even in mid term plans. There is only so much time and without Patreon support we can't hire additional dev.

Thinking of it, we may make polls about new content development priority for Patrons. But again, we still testing/tuning low-level internals right now.
 

F65team

Member
Nov 7, 2018
13
3
Updated game to 0.2, it required some internal changes, as result 0.1 games are wiped. Unfortunately during tech demo it will be quite regular event. During alpha we expect less wipes, but still adding unplanned feature will require it. After game become stable, updates usually will be almost seamless.

What was updated:
- some internal changes, like moving "who took my virginity" from game flag to separate variable etc
- added dynamic npc system
- added npc information on hover system, still deciding how much info should go to main area and how much should be optional
- added body/race fetishes for player character, you can test them on slums whore and during taura breastfeeding random event (available randomly when you have Weight/F, in case you not found it yet)
- some minor/cosmetic changes

About NPC systems we use.
Right now there are two NPC types, static and dynamic, plus we plan to add evolving one.
Static NPC is NPC generated at very start, during game roll, well, not generated, but rather seeded. It stay same for duration of whole game. Examples are that king/queen at game setup and kind taura at slums.
Dynamic NPC is NPC (re)generated as needed during game. For example slums whore, every turn new NPC is generated. You can leave location and return she still there, but every turn her seed is changed, leading to new character. Or absence, in some cases.
Evolving NPC will be generated from seed once. During gameplay her stats/traits/skills could change in some ranges. Example could be hired servant, bought slave or pet warg.

Regarding Patreon.
We really could use some cash to contract artist or two, so we could show what art style we planned, how it would look in game. Perhaps we will be able to commission map of Intar Capital to give you idea of city layout and planned places.
While creating some sort of automation tools, right now we process each Patron manually, so it could take few hours, please be patient. If you not received your bonus code in 24hrs, please contact us directly.
Thank you for your support!

Quick fix: slums whore no longer crash panic if your dick is too big.
 
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F65team

Member
Nov 7, 2018
13
3
Updated to 0.3

- internal tuning
- added more consistent items/money gained/lost logging
- added details hover info of what influenced which stat at new turn start
- added fishmonger repeatable tasks, once you sold him enough fishes he can give specific orders
 

F65team

Member
Nov 7, 2018
13
3
Currently: M/F, F/M, Futa/M, F/F, Futa/F, furry, virgin, whores, breastfeeding. Some are accessible all time, some as part of random events. As flavor there are various body shapes of sex partners.
Current content is more or less temporary, before New Year we plan to move from tech demo to alpha, as result most content will be reworked.

We plan to make constant updates as we develop game world, new fetishes will be added.
Not going to happen: underage, incest, bestiality (furry are ok, ferals are unlikely) and non-con (D/s, will breaking is ok, rape is no go). And anything else what is/will be banned by Patreon and our hoster.
But again, we will explore every fetish case by case. If you like something specific, feel free to describe, we will add to our todo list.

With next update we plan to add: M/M, F/M, Futa/M, "blind" bed sharing.
 

F65team

Member
Nov 7, 2018
13
3
Updated to 0.4
This is mostly technical update.

- internal tweaks
- unavailable links and some other stuff were Colour-Coded for Your Convenience(TM), info-only links now have (?) marker
- tasks received/complete/failed logging
- added more task details to quests tab, so you don't switch to item tab just to check how much fishes you have
- other minor changes

Right now working on playable content update mentioned previously.
 

F65team

Member
Nov 7, 2018
13
3
Updated to 0.5

- refactored internals a bit to add content, hence wipe, sorry
- added Drunk Futa Tavern location
- added house system, allowing improvements/changes for places you own/control
- added proper end-of-month events system, currently mostly used by Drunk Futa bed sharing events
- some ux improvements

As mentioned in first post, we in dire need of editor and/or additional writer. If you play bed sharing events you will understand why.

We love feedback, if you like something or don't like something, don't hesitate to write or just like posts.
If you want something in game, don't hesitate to offer. Even if not implemented right now, it will go to our todo list.
 

F65team

Member
Nov 7, 2018
13
3
Updated to 0.6

- added 1,2,3,~ hot keys for tab switching, numbers will switch to specific tab, tilde(key below esc) will switch to previous tab
- private bonus codes now masked in messages and char info screen, to hide it in case another person use your computer
- improved DSL->Python preprocessor, sometimes even Python can be verbose, using DSL allow easier and faster content creation/editing
- made game update succeed/failed messages more detailed
- added few random events, one to test travel to location events system, others because

About random events, when you visit any location first time during month you will have chance to trigger two types or random events.
Travel event is separate scene, usually allowing you to continue as planned. Sometimes it will give choices what will lead you to other places. Example: when you travel to market, mature woman may need your help.
On-location event is small vignette, to trigger it you need to click event link. Example: drunk sailor at harbor or dropped coin at market.
After you trigger event or leave location, no more events will happen in this location during current month.

Right now moving dev focus to combat system and mercenary guild.

P.S.: Sorry if you encountered 500/internal error messages, that will teach me to deploy on linux production server from windows dev machine without checking filenames. ~mmi
 

Zavos

Well-Known Member
May 7, 2016
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I don't know exactly what i was expecting, but i was dissapointed nonetheless.

Potential is there, along with a distinct lack of substance.
 

F65team

Member
Nov 7, 2018
13
3
I don't know exactly what i was expecting, but i was dissapointed nonetheless.

Potential is there, along with a distinct lack of substance.

Thank you for playing and for feedback.

We realize there is currently very little content, plus about half of it is hidden behind RNG as random events or behind skill checks. With every update we try to add at least some playable content.
Some people may dislike lack of long text descriptions, but this is game design decision. Except separate narrative stories/origins, most game will focus on reasonably fast paced gameplay. Hopefully adding art will help to create more immersive experience.

Our goal right now is to get engine and core mechanics stable. Then we will focus on adding actual game world content, which we have lots in todo list. We probably released game into public too early, but thanks to that we found some sneaky tiny bugs and received some ideas how to improve game client.
Plus seeing people actually playing game, even in it's current form, really boost morale. Not to mention ability to commission artist/writer thanks to Patrons.
 
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Zavos

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May 7, 2016
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I approve. For whatever my opinions worth, I fully agree that system stability is priority at this stage.
 

F65team

Member
Nov 7, 2018
13
3
Updated to 0.7

- added combat system

Combat system we plan to use is turn-based, team vs team. Each team can have up to six members, split into two lines (back and front). Each combatant have some abilities available to them, from one with simple creatures, to many with highly intelligent/advanced being. Most melee abilities able to hit only enemy at front line.
You control only your character, allies do whatever their AI decide. You can select only Self/Ally/Close Enemy/Far Enemy, there is always only one ability available for each enemy position type, tho you will be able to learn better abilities or improve your outfit/items, this is not yet coded, but top priority.

Why we decided to use this system?
It is visual, fast paced/dynamic.
It have some complexity, sometimes you will need to apply tactical thinking.
It allows easy teaming, be it with merchant caravan guards being raided by bandits or you and your Imperial Warg companion vs horde of goblins.
It not require too complicated coding and upgrades, like adding new enemies/companions, new abilities, changing AI, are easy.

You can test combat system at Slums, there will be link on top. Orphan will have some trouble, but Mercenary, especially with few bonuses applies to Strength, Dexterity, Constitution and Combat will be able to handle even 6vs1 scenario.
Once we add proper outfit system, we update combat system to integrate it and add some real combat-related content, like city guards job, deer/rabbit hunting, fight pits at mercenary guild etc.

Would love feedback, do you like it, do you hate it, what you think we could improve, what is redundant, how responsive is browser during combat, should animation be slower?
 

F65team

Member
Nov 7, 2018
13
3
November summary.
Thanks to people playing our very early tech demo, we were able to test game engine, both server and client, found some bugs, improved stability, received some preliminary metrics.
Despite our main goal was live testing, we added couple of game mechanics, most important are combat and repeatable tasks, both will be used as core gameplay elements.
It was surprising, but even in current state people decided to support us thru Patreon, really boosting our morale and helping to cover some server costs. Thank you very much!

December plans.
We plan to use first half of December to finish core mechanics and integrate them together.
While doing so we will actively recruit writers and if all goes well we hope to start working on real Intar Capital content at late December, reworking/rebalancing existing, with goal to make something playable with at least hour of game play.
If we manage to get more Patrons, we may be able to commission artist, again around late December.

Thank you for your interest and support!

https://play.intarankingdom.com - play game
https://www.patreon.com/intarankingdom - become Patron
 
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F65team

Member
Nov 7, 2018
13
3
We have found two writers who decided to join dev team.
Right now we started working on first alpha build, filled with real, playable content. Codex also in short-term plans.
We plan to release first alpha update later this month.

If you like game concept consider becoming Patron and with your support we may be able to commission art for next big update.
https://www.patreon.com/intarankingdom - become Patron
 

F65team

Member
Nov 7, 2018
13
3
Switching to hiatus mode.

Ok, there is situation happens. Our lead dev have other projects in work, they need time too and so far there is much more public interest and money from them. Intaran lacking both, plus that little feedback and play logs we got from first 30 days shows some not lethal, but still flaws in game design and monetization system. We thought we could keep working on it trying to fix it quickly, but lack of activity from other team members give another reason to reassess situation.

Money we got thru Patreon was not enough to cover infrastructure costs, not even talking about paying team members, as result we had to look for writers who was willing to work for free, but as with all free things there was a catch, namely lots of initial enthusiasm and complete lack of real activity.

New servers payment cycle will happen around tomorrow and we don't want to waste time and money on stalling project. We plan to revive Intaran once we get extra funds or rework it into something else using feedback we gathered. But for now we decided to put it on hiatus and focus on more promising projects.

Thank you for your support.

P.S.: We decided to keep game online on minimal server configuration.
 
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