Описание:
Стройте отношения и обустраивайте дома с сексуальными девушками-монстрами, борясь за выживание. После нападения на ваш корабль вы оказываетесь на таинственном острове. Собирайте материалы, создавайте оружие и инструменты. Украшайте и стройте свой дом. Пусть ваши желания исполнятся так, как это под силу только девушкам-монстрам.
Build relationships and homes with sexy monster girls while you fight to survive. After your ship was raided, you find yourself on a mysterious island. Gather materials, craft weapons and tools. Decorate & build your home. Let your desires be fulfilled in ways only monster girls can.
Год выпуска: 2025
Жанр: 3d game, animated, big ass, big tits, character creation, combat, female domination, female protagonist, furry, futa, trans, monster, monster girl, rpg, sandbox, simulator, tentacles, vaginal,
Цензура: Отсутствует
Разработчик/Издатель: Sweet Cakes Games - patreon | itch.io | steam | discord
Платформа: PC/Windows
Тип издания: В разработке
Таблетка: Не требуется
Версия: v.1.5
Язык игры: Русский/Английский
Язык интерфейса: Русский/Английский
v1.5 - 2025-10-31
New
Added 69 new buildables in total.
9 New architecture buildables
Tile Floor 1
Tile Floor 2
Wood Floor 2
Wood Foundation 2
Wood Foundation (Stone 2)
Wood Foundation (Stone 3)
Wood Foundation (Stone 4)
Wood Foundation (Tile 1)
Wood Foundation (Tile 2)
24 New stone buildables
Stone Door 1 (Open)
Stone Door 2
Stone Floor 1
Stone Floor 2
Stone Floor 3
Stone Floor 4
Stone Foundation 1
Stone Foundation 2
Stone Foundation 3
Stone Foundation 4
Stone Foundation (Tile 1)
Stone Foundation (Tile 2)
Stone Foundation (Wood 1)
Stone Foundation (Wood 2)
Stone Pillar
Stone Stairs
Stone Triangle Wall 1
Stone Triangle Wall 1 (Flipped)
Stone Triangle Wall 2
Stone Triangle Wall 2 (Flipped)
Stone Wall 1
Stone Wall 2
Stone Wall (Window)
Stone Wall (Window 2)
4 New home buildables
Large Chest
Map Marker
Sign (Scroll)
Sign (Standing)
32 New design buildables
Barrel
Bench
Bucket 1
Bucket 2
Cauldron
Chair 1
Chair 1 (Red)
Chair 2
Chair 2 (Red)
Chair 3
Chair 4
Chair 5
Chandelier
Coffee Table 2
Dining Table
Rounded Dining Table
Square Dining Table
Drawers
End Table 2
Floor Cabinet 1
Floor Cabinet 2
Floor Cabinet 3
Floor Cabinet 4 (Corner)
Sofa 1
Sofa 1 (Red)
Sofa 2
Sofa 2 (Red)
Sofa 3
Sofa 3 (Red)
Stool 1
Stool 2
Stool 3
New skill runes
Stonemason - Learn to shape things out of stone.
New Achievements
"Home Designer" - Build 20 unique buildables.
"Advanced Civilization" - Gain the Stonemason skill rune.
Added 10 new experience animations (2 new positions per companion).
Added jump animations to the player.
Added item smelting at the Forge buildable. Smelted items give 70% of their main crafted material (Rounded in the players favor). Mithril items specifically will also refund their Bottled Passion crafting cost.
Added audio loop to campfire buildable.
Added audio loop to torch buildables.
Added stone category tab to the build menu.
Changes
Increased wood dropped per log (6~7 -> 6~8). This means trees can now drop 2~4 more wood.
Decreased wood cost for end table (4 -> 3).
Decreased wood cost for coffee table (4 -> 3).
Decreased wood cost for the Chest & Flat Chest (12 -> 10).
Mounts now fall 60% further than the player before taking fall damage.
Decreased build hammer destroy stamina (5 -> 4).
Increased the build menu width to display more buildables & support longer names when hovering over different buildables.
Renamed "Storage Chest" -> "Chest".
Renamed "Storage Chest (Flat)" -> "Flat Chest".
Made some buildables have more forgiving placement collision detection:
End Table 1
Coffee Table 1
Wood Pillar
Wood Log Pillar
Doubled the object load limit per frame for map spawners (Trees, Bushes, Ore, etc.). This will slightly decrease game loading time.
Added patreon button to the main menu & pause menu.
Added rainbow text effect to some of the buttons on the main menu.
Adjusted some existing design textures to better fit the game aesthetic.
Changed the default elf names to note their relationship.
Some achievement logic has been made asynchronous which will reduce CPU spikes when certain achievement logic is running.
Optimized memory usage of various buildables & some other textures.
Reduced game's file size by approximately 150mb.
Fixes
Fixed infinite save screen caused by placing down a buildable exactly as the auto save process starts. This bug was caused by the player being able to still use their build hammer while the game was saving. If the save process began & a buildable was placed down before it reached the stage where it saves buildables, it would cause the save process to break.
Fixed player being attacked by animals while in bed.
v1.4.2
This game has been updated to include the fix from Unity.
v1.4.1 - 2025-09-22
Fixes
Fixed spider missionary animation.
Fixed male missionary animation becoming desynced.
v1.4.0
The Mount Update
You can now collect & ride mounts
Tired of traveling on your feet? Haven't unlocked building portals yet? Always wanted the spirit of a slain foe turned ally to hang out with? Well, look no further!
Using mounts
You can now gather the soul essence of bosses you slay and trade them with the witch merchant. Using her mystical powers, she can grant you the ability to summon them or other objects on command for traveling.
Mounts travel faster than sprinting and use up no stamina. But be careful - they aren't a get out of trouble free card! Mounts take time to summon. And they can't hold their physical form if you take damage, so you'll be knocked off!
A fun note on designing mounts
Originally every mount had a different rank (Normal, Legendary, etc.) which effected how fast it was. But we realized that means players might not use their favorite mount because a different mount was faster. So we eventually scrapped that and rebuilt the system so that players can use any mount they want & use skill runes to upgrade their speed.
New Companion Animations
Many people were wondering, so wonder no longer! We've added another 10 new animations to companions (2 new positions per companion) for the male player character.
We've always had plans to continue to expand the number of animations available for all player characters and we plan to continue adding more.
New Updates
As a sneak peek of what we're working on, the next 2 updates will feature lots of new things to build & adding companion customization options, so stay tuned!
The Full Update
New
New items
Dragon Essence
Succubus Essence
Spider Essence
Sun Essence
Witches Broom Mount
Dragon Mount
Cave Mushroom Spider Mount
Master Succubus Mount
New skill runes
Mount Training
Racing
New Achievements
Stylish Traveler - Gain the Mount Training skill rune.
FAST! - Gain the Racing skill rune.
New experiences
Male position - Missionary
Male position - Cowgirl
Added mount equipment slot.
A reward chest now sits outside of the final boss's entrance.
Added new build menu icon for buildables that act as a heat source.
Added setting "Mount Volume".
Changes
Mouse sensitivity lowest setting is now 0.05 (5%) instead of 0. This helps avoid avoid players accidentally disabling their mouse movement.
v1.3.0
The Full Update
New
Added the in-game time to the minimap.
Health & Hunger on the HUD now display text values.
Added player leveling (Experience, Levels, Tiers, Skill Points, Skill Runes, U.I)
Experience Sources: Slaying enemies, Hunting animals, Slaying poison plants, Sleeping, Defeating bosses, Crafting, Harvesting resources, Chopping down trees, Picking up orbs.
Bosses only reward experience the first time you defeat them.
Crafting is meant as bonus experience rather than a main source of leveling up.
Added attached lights to the game. Added equipment slot to the player for attached lights.
New Item: Small Lantern. Crafted at the Smithing Station.
Graphics
Added "LOD Bias" setting. This effects how far away from a model the player has to be for it to swap out for a lower polygon version. Higher number means models will stay higher quality from farther distances.
Added "Render Distance" setting.
I wanted to note, this setting alone may increase FPS on low-end computers enough to allow you to turn up your other settings.
Added "Attached Light Shadow" setting.
Added preset: "Potato".
Renamed preset ("Ultra" -> "Very High").
Updated texture quality names to make sense.
New (Skip if you don't want spoilers)
New Skill Runes
(Level 1) "Lumberjack" - Increase axe damage by 5% every level.
(Level 1) "Iron Hands" - Toughen your muscles. Increase pickaxe damage by 5% every level.
(Level 1) "Swordsmanship" - Swordsman training. Increase sword damage by 5% every level.
(Level 1) "Marathon" - Run! Run 10% longer with every level.
(Level 5) "Strong Back" - All that protein increases your inventory size by 1 with every level.
(Level 10) "Metalworking" - Learn the art of shaping things out of metal.
(Level 10) "Poison Resistance" - Reduce poison damage taken by 15% every level.
(Level 15) "Archery" - Practice makes perfect. Increase bow damage by 5% every level.
(Level 15) "Fire Resistance" - Reduce fire damage taken by 15% every level.
(Level 30) "Mithril Training" - Learn to shape things out of mithril.
Added 13 new achievements
Leveling
"En Garde!" - Gain the Swordsmanship skill rune.
"Blacksmith" - Gain the Metalworking skill rune.
"I'm runnin' circles around ya!" - Gain the Marathon skill rune.
"Timber!" - Gain the Lumberjack skill rune.
"Time to Mine!" - Gain the Iron Hands skill rune.
"Hot Topic" - Gain the Fire Resistance skill rune.
"Pack Mule" - Increase the size of your inventory.
"The Battle of Wits" - Gain the Poison Resistance skill rune.
"Marksman" - Gain the Archery skill rune.
"The wealth of the Dwarves was not in gold or jewels" - Gain the Mithril Training skill rune.
General
"Rusty Worthy!" - Obtain a Copper Bar.
"Acquire Hardware" - Obtain an Iron Bar.
"Beauty that did not tarnish or grow dim" - Obtain a Mithril Bar.
Changes
Wall torches & sun crystals are now considered heat sources.
Build Menu
Expanded the build menu window & updated the layout.
Build menu now displays required skills.
Build menu now shows helpful icons on buildables.
Scrolling on the build menu is now less sudden.
Text popups no longer overlap the book U.I.
Increased the torch item's brightness & effective range.
Torch light now flickers.
Increased King Slime "Dark Gel" dropped (1 -> 2).
Small CPU optimizations to a couple of systems.
Fixes
Fixed a bug where if a companion was already sleeping in a bed when you re-assigned them, they would be in both beds simultaneously. Now they teleport to the new bed.
Fixed file corruption detector sometimes not appearing under certain circumstances.
Added an inventory check that removes invalid items. This stops items with invalid IDs from causing exceptions & breaking game logic. This would only happen to players if they used third party software to edit their save file. But it's a good check to have anyway.
Fixed 1 unobtainable item showing up on the book U.I, preventing players from completing it.
Fixed portal lighting not matching other lights in the game. It now turns on/off to avoid the engine going over the object light limit.
v1.2.0
The Succubus Update
New Succubus Capture Animation
We didn't want to spoil it here, so check it out in-game! We're experimenting with a new style where we include dialogue, let us know what you think.
New Graphics Profile System
I wanted to give players finer control over the game's graphics. So this has been a project of mine to change our graphics settings system. This means instead of selecting a graphics quality & that quality changing settings internally, the settings are now visible & you can select different presets or tune them manually. This brings with it shadow settings/controls.
Because this is a new save format, your anti-aliasing & texture quality settings will be reset back to the default.
This new system will allow us to more easily add new graphics settings in the future & allow the player to adjust whatever new controls we introduce.
Work In Progress: New Leveling System
I thought it would be fun to let everyone know before the update - Player leveling is deep in development! Player leveling is one of many big ideas we've had for the game but didn't have time to get in before now.
This new system will allow the player to gain experience from resource gathering and enemy slaying. This experience can then be spent on different upgrades/perks.
An example of this is one perk that will allow the player to increase their run duration +50% when fully upgraded.
The Full Update
New
Added new Succubus capture animation.
Added new graphics profile system & settings to the display settings.
You can now change raid frequency (including turning raids off) in the difficulty settings.
Starting a new game will now create a popup warning the player that it will erase their previous save.
Added map icons for portals.
New Buildable: Succubus Shrine.
Added a HUD icon next to the player's health that shows your total armor / defense.
Changes
Stairs now snap to the bottom of foundations.
Stairs now snap to the bottom of other stairs.
Stairs are now a lot more forgiving when placing them clipped inside of other objects (Such as the ground).
Walls now snap to the bottom of other walls.
Increased all arrows max stack in inventory (50 -> 100).
Experience camera now moves slower by default (To make positioning easier).
Experience camera no longer clips objects at short distances (Meaning you can now move the camera closer to objects).
Changed how experience poses are named (This is in preparation for a future update).
Fixes
Fixed companion visual creating a sleeping duplicate if you destroy a bed while the companion is in it.
Fixed trees respawning in your base if you built further off the ground above them. Trees will now check for obstacles along their entire height before respawning.
Fixed fire & poison effects not storing what object created them.
EDIT: Forgot to include 1 change in the original post.
You can now change raid frequency (including turning raids off) in the difficulty settings.
v1.1.1
Changes
Enemy night search parties no longer chase the player infinitely.
Raids will continue to chase the player, as raids don't end until all the raiding enemies are defeated.
Fixes
Fixed companions making footstep sounds while sleeping.
Fixed some ore not respawning due to incorrectly calculating that something was blocking it from respawning.
This mostly effected mithril ore deposits.
In existing saves, effected ore will respawn in 1.5~2 in-game days.
Fixed companions sleeping in the bed when the player starts an experience
v1.1.0
Highlights
Enemies no longer chase the player infinitely & will retreat after awhile.
Player can now look around the map using their move keys.
Brand new map texture generating. Now includes biome colors & new topology lines.
Added triangle roof buildables.
Red, Purple, Blue, Green, Yellow.
Added triangle wall buildables.
New
Added quick sort buttons to player inventory & containers (Such as chests).
New Setting: Show Sleep Dialogue (Default: On).
Added so players that want to sleep quickly can turn this off.
All archers now have a chance to drop arrows.
This acts as a nice bonus rather than replace crafting arrows.
Book U.I now displays player health, stamina, and defense.
Added map icon to the final boss entrance.
Changes
Increased chest inventory slots (9 -> 12).
Increased wood dropped per log (5~5 -> 6~7).
This means +20~40% more wood per tree.
Decreased raid frequency.
Decreased passive enemy spawning in all biomes.
Increased Iron Sword damage (100~110 -> 110~120).
Increased Mithril Sword damage (110~130 -> 120~140).
Renamed "Wood Roof" -> "Wood Roof Cap"
Increased torch brightness & range.
Decreased how many chargers spawn in The Sunny Fields camp.
Improved The Sunny Fields bridges NPC pathfinding.
Fixes
Fixed Iron & Copper swords having their stats swapped.
Fixed "Goat Head" in The Sunny Fields talking to the player while enemies are next to you.
Fixed bushes harvest timer not going down if you walked too far away from them.
Bushes & Berry bushes should let you re-harvest them every 4~5 minutes now. Faster if the player sleeps.
Fixed an orb being unreachable.
Fixed Armor Stand sometimes not updating if it had ammo equipped.
Fixed NPCs not pathfinding past the tutorial peninsula rock arch.
v1.0.3
Thanks everyone for playing & giving feedback! This should address all remaining reported problems while we go back to work on regular updates!
New
Player will now respawn at the closest bed.
Added difficulty setting: Enable Starving (Default: off).
Changes
Blur is a lot less intense in the Cave of Darkness.
Decreased NPC respawn frequency in the Cave of Darkness.
Decreased NPC respawn frequency in the goblin camp for The Enchanted Forest (starter biome).
Increased the magical wall radius when fighting the Giant Sun Shard Entity boss.
Fixes
Fixed ore nodes & bushes & pickups not respawning if you walk too far away from them.
On existing saves, allow for 1.5~2 in-game days to pass for resources to respawn.
Fixed bosses thinking the player had left the fight & despawning when they shouldn't.
Fixed some bosses having misplaced magical walls.
v1.0.2
Changes
Massively reduced enemy spawning & aggression in The Enchanted Forest (starter biome).
v1.0.1
Fixes
Fixed falling through the ground in certain areas of the Cave of Darkness.
Fixed not being able to build the armor stand.
v1.0.0
New
Added breast scale slider to player customization
New Items
Monster Candy
Dark Gel
Red Berry Jam
Purple Berry Jam
New Buildables
Mithril Forge
NPC shrines (King Slime, Goblin, Green Slime, Slime)
Torch
Sun Crystal (Cyan, Orange, Purple, Red, White)
Updated companion stove
Added Book U.I: Default hotkey "B".
This lets you see all of the items in the game, building recipes, enemies, as well as view your game stats. Items unlock as you collect them for the first time. Enemies unlock as you slay them for the first time.
Added magical artifacts across the map that grant blessings.
Added updated companion cook job. Companion cooks now create Monster Candy.
Added updated companion farming job.
Added community translations for: Spanish, French, Polish, and Russian. Thank you very much!
New Settings
Anti-Aliasing
FPS Limit
Experience Volume
Added "Are you sure" popups to "Quit to Menu" & "Quit to Desktop" pause menu buttons.
Added a text popup when the player finishes new experiences.
Added help button to the NSFW viewer.
Added map icon for boss areas.
Changes
Updated most characters with higher quality skin textures.
Players now jump higher.
Jumping costs 50% less stamina.
Farm plots now have 3D icons that display their status.
Health bars now adjust size based on how much health an NPC or item has.
Optimized companion rendering from further away.
Optimized various systems to reduce CPU time ~6-12% on average.
The game's rendering system supports 7 realtime lights per object. Lights will now smoothly load/unload so the world can support more light objects without breaking the game visuals.
Added better texture compression to reduce the file size of old textures.
Made so players can't build a furnace in the demo. This was causing confusion. The building doesn't serve a purpose in the demo because there are no ore deposits in the demo area.
Chests now display how many used vs total inventory slots they have when you hover over them.
Player now respawns with less health.
The game will no longer auto save if an enemy is directly next to the player. This has been added to the settings as "Auto Save During Combat" (default off).
The game will no longer auto save while the player is outside normal gameplay (Such as during cutscenes, while downed, in dialogue, etc.)
Reorganized some of the controls menu to be more intuitive.
Player buildings now stop rendering when they're further away. This helps improve GPU usage for players with large bases or houses when they are further away from them.
Balanced audio across the game.
Increased how far away animals spawn.
Decreased animal spawn rate.
Updated male yawn sound effect.
Rebalanced items dropped by nodes (For later biomes).
Increased respawn time for pickups, nodes, and trees (10 -> 15 minutes).
Reduced cooked meat healing (10 -> 7).
Reduced meat soup healing (20 -> 10).
This matches it to other cooked items.
Night now ends 2 in-game hours sooner.
Player now wakes up 1 in-game hour earlier.
Fixes
Fixed hostile NPCs spawning directly next to the player under certain conditions.
Fixed inventory items not stacking when you quick transfer them between inventories (Such as chests).
Fixed bug where you could swap two inventory items to bypass inventory slot restrictions (Such as placing a twig in your armor slot).
Fixed bug where under certain conditions, crafting an item would use more material than it should.
Fixed player cursor showing during cutscenes.
Added file corruption detector. File corruption is rare. It can happen when your computer is writing a file to disc but is forcefully interrupted (Such as crashing while saving). This system can automatically reset those broken files back to default.
Fixed bug where mouse sensitivity wouldn't apply your settings when you first start the game.
Fixed bug where NPCs wouldn't play any footstep sounds under certain conditions.
Fixed objects that fall through the map getting repeatedly teleported back up. They will now have a teleport limit.
Fixed game version text not displaying the word "Demo".
Fixed raids going on indefinitely if a raiding enemy was spawned somewhere where they can't reach the player.
Fixed companions being able to be assigned to multiple beds. For existing saves, this will take effect next time that companion is assigned to a bed.
v9.0.108
Fixed player able to go outside of the demo bounds
Fixed error causing the localization file to not load the first time you launch the game without a save file
Fixed soft lock in the tutorial if you craft an axe before being asked to & place it into your hotbar
Decreased the distance the demo walls do their overlay
Added localization to the demo "out of bounds" teleport message
Massive 2.0 Update Out Now!
The Massive Leap Update
We are incredibly grateful for the attention the game has gotten so far. This update has been in the works for many months. Many things that weren't included in the demo because they weren't ready yet, many things that have been changed/added based on all the amazing community feedback we've gotten from the demo.
So without too much text, I present to you: The massive 2.0 update!
Male Character, Jog, Jiggle Physics
We didn't think we'd be able to pull it off but we decided to go for it. The mostly commonly requested addition is here: Male option!
You now jog instead of walking for faster movement. Along with jiggle physics for characters & clothes.
Map Overhaul
The biomes have received major reworks with brand new graphics & layouts, while still being the same Tropical Monster Girls you know and love.
Companion system overhaul
Reworked to better match our vision. Many new unique dialogue lines, U.I, and brand new functionality.
Player Building 2.0 Has Arrived!
Lots of new things to build & you can now build vertically!
Building your home or base vertically is now supported with changes to the building system. Along with a ton of new buildables such as stairs, floors, updated roof, furniture, decorations, and more!
Added paintings, inspired by the pixel paintings of MineCraft.
Several existing buildables have also received new graphics. Massive changes & improvements to pathfinding across all NPCs. 3D icons now display what companion job is required above them (some may not be available yet).
New Hostile NPCs & Improved logic/behavior
The list of upgrades is long! Almost nothing is the same as it was.
Many brand new enemies have been added featuring their own combat & movement, along with a rework to goblins
Hostiles improvements: New combat behavior. Can now target your companions. Show status icons above their head to let you see at a glance if they are aggro'd or stunned. Spawn further from the player. Added new visual & sound effects, such as stars above their head when stunned. Significant pathfinding and movement improvements such as turn handling, obstacle avoidance, and character avoidance.
New Item Drops
Now with added physics!
More Highlights
New game trailer on the store page
Added navigation map & minimap
New NSFW System
New loading screen
Most U.I across the game has been updated, polished, given animations, added quality of life improvements to, etc.
Build menu has been made better & also new build categories. In demo v1 it wasn't clear what would go in the 'foundation' category vs 'build'. Now the categories make a lot more sense.
Early Access Release Date
The game's release has been set to July 25th. The game was going to release May 30th, and we think it's ready to.
However,
Steam is very picky with their approval process, and have gotten a bit stricter with specifically the approval process for NSFW games. So even though the game is almost ready for release, we just can't get it approved on-time. They also have a rule that you can't change release date within 14 days of release so we had to push it. And because pushing it would land us in June during the NextFest & Summer Sale (which we don't qualify for), we had to push it to July. Every time we submit a game build it's usually 6 days before they can reply, so it can take awhile to get a response and then figure out what else we need to do. We have to do what we're asked, wait a week, do what we're asked, wait a week, etc.
We now know moving forward it means that we should start getting our builds approved a couple of months in-advance of release.
We apologize for the delay.
Backwards Compatibility
Save files from demo v1 aren't compatible with demo v2. The reason being we had to change how saving/loading worked in key areas to make the system more robust for all the new systems we've added. Save files made from this point forward (demo v2) WILL be compatible with Early Access.
If you played demo v1, you don't need to worry about manually deleting your save file. You'll be able to just press "Start New Game" when you launch demo v2.
I've added a Steam branch you can opt into if you want to play the old version of the demo. Might be fun to compare how things have changed. Just make sure to back up your save data first when switching between branches.
Map Before & Afters
Right click & open image in a new tab for a larger view.
Hundreds of quality polishes & changes
We've meticulously written down everything we've done that wasn't in demo v1 as we've done it so we could make this post. But that changelog was over 100,000 characters long. So here are just a few more highlights that I wanted to mention:
NPC Pathfinding has received a big overhaul with better performance and better avoidance of obstacles & characters
Upgraded the engine to Unity 6
The player gets hungry 50% slower
Added new items like the fire arrow & gel
Bosses have received big updates including an intro cinematic and improved behavior
Added vfx to pickups, harvesting, projectile impacts, destroying buildings, player footsteps, and more
Game cursor improvements & better visuals
Interact text fading
Chests now have open/close animations
Added auto save notifications (which can be turned on & off in the settings)
Polished the tutorial & game intro
Added a couple of easter eggs
Lots of game text was rewritten to be more immersive
Big improvements to the saving/loading system
New UI Sounds
Extended the demo boundary
Literally hundreds of other changes, bug fixes, optimizations, and additions
Demo v0.7.300
Initial Release
Стройте отношения и обустраивайте дома с сексуальными девушками-монстрами, борясь за выживание. После нападения на ваш корабль вы оказываетесь на таинственном острове. Собирайте материалы, создавайте оружие и инструменты. Украшайте и стройте свой дом. Пусть ваши желания исполнятся так, как это под силу только девушкам-монстрам.
Build relationships and homes with sexy monster girls while you fight to survive. After your ship was raided, you find yourself on a mysterious island. Gather materials, craft weapons and tools. Decorate & build your home. Let your desires be fulfilled in ways only monster girls can.
Год выпуска: 2025
Жанр: 3d game, animated, big ass, big tits, character creation, combat, female domination, female protagonist, furry, futa, trans, monster, monster girl, rpg, sandbox, simulator, tentacles, vaginal,
Цензура: Отсутствует
Разработчик/Издатель: Sweet Cakes Games - patreon | itch.io | steam | discord
Платформа: PC/Windows
Тип издания: В разработке
Таблетка: Не требуется
Версия: v.1.5
Язык игры: Русский/Английский
Язык интерфейса: Русский/Английский
v1.5 - 2025-10-31
New
Added 69 new buildables in total.
9 New architecture buildables
Tile Floor 1
Tile Floor 2
Wood Floor 2
Wood Foundation 2
Wood Foundation (Stone 2)
Wood Foundation (Stone 3)
Wood Foundation (Stone 4)
Wood Foundation (Tile 1)
Wood Foundation (Tile 2)
24 New stone buildables
Stone Door 1 (Open)
Stone Door 2
Stone Floor 1
Stone Floor 2
Stone Floor 3
Stone Floor 4
Stone Foundation 1
Stone Foundation 2
Stone Foundation 3
Stone Foundation 4
Stone Foundation (Tile 1)
Stone Foundation (Tile 2)
Stone Foundation (Wood 1)
Stone Foundation (Wood 2)
Stone Pillar
Stone Stairs
Stone Triangle Wall 1
Stone Triangle Wall 1 (Flipped)
Stone Triangle Wall 2
Stone Triangle Wall 2 (Flipped)
Stone Wall 1
Stone Wall 2
Stone Wall (Window)
Stone Wall (Window 2)
4 New home buildables
Large Chest
Map Marker
Sign (Scroll)
Sign (Standing)
32 New design buildables
Barrel
Bench
Bucket 1
Bucket 2
Cauldron
Chair 1
Chair 1 (Red)
Chair 2
Chair 2 (Red)
Chair 3
Chair 4
Chair 5
Chandelier
Coffee Table 2
Dining Table
Rounded Dining Table
Square Dining Table
Drawers
End Table 2
Floor Cabinet 1
Floor Cabinet 2
Floor Cabinet 3
Floor Cabinet 4 (Corner)
Sofa 1
Sofa 1 (Red)
Sofa 2
Sofa 2 (Red)
Sofa 3
Sofa 3 (Red)
Stool 1
Stool 2
Stool 3
New skill runes
Stonemason - Learn to shape things out of stone.
New Achievements
"Home Designer" - Build 20 unique buildables.
"Advanced Civilization" - Gain the Stonemason skill rune.
Added 10 new experience animations (2 new positions per companion).
Added jump animations to the player.
Added item smelting at the Forge buildable. Smelted items give 70% of their main crafted material (Rounded in the players favor). Mithril items specifically will also refund their Bottled Passion crafting cost.
Added audio loop to campfire buildable.
Added audio loop to torch buildables.
Added stone category tab to the build menu.
Changes
Increased wood dropped per log (6~7 -> 6~8). This means trees can now drop 2~4 more wood.
Decreased wood cost for end table (4 -> 3).
Decreased wood cost for coffee table (4 -> 3).
Decreased wood cost for the Chest & Flat Chest (12 -> 10).
Mounts now fall 60% further than the player before taking fall damage.
Decreased build hammer destroy stamina (5 -> 4).
Increased the build menu width to display more buildables & support longer names when hovering over different buildables.
Renamed "Storage Chest" -> "Chest".
Renamed "Storage Chest (Flat)" -> "Flat Chest".
Made some buildables have more forgiving placement collision detection:
End Table 1
Coffee Table 1
Wood Pillar
Wood Log Pillar
Doubled the object load limit per frame for map spawners (Trees, Bushes, Ore, etc.). This will slightly decrease game loading time.
Added patreon button to the main menu & pause menu.
Added rainbow text effect to some of the buttons on the main menu.
Adjusted some existing design textures to better fit the game aesthetic.
Changed the default elf names to note their relationship.
Some achievement logic has been made asynchronous which will reduce CPU spikes when certain achievement logic is running.
Optimized memory usage of various buildables & some other textures.
Reduced game's file size by approximately 150mb.
Fixes
Fixed infinite save screen caused by placing down a buildable exactly as the auto save process starts. This bug was caused by the player being able to still use their build hammer while the game was saving. If the save process began & a buildable was placed down before it reached the stage where it saves buildables, it would cause the save process to break.
Fixed player being attacked by animals while in bed.
v1.4.2
This game has been updated to include the fix from Unity.
v1.4.1 - 2025-09-22
Fixes
Fixed spider missionary animation.
Fixed male missionary animation becoming desynced.
v1.4.0
The Mount Update
You can now collect & ride mounts
Tired of traveling on your feet? Haven't unlocked building portals yet? Always wanted the spirit of a slain foe turned ally to hang out with? Well, look no further!
Using mounts
You can now gather the soul essence of bosses you slay and trade them with the witch merchant. Using her mystical powers, she can grant you the ability to summon them or other objects on command for traveling.
Mounts travel faster than sprinting and use up no stamina. But be careful - they aren't a get out of trouble free card! Mounts take time to summon. And they can't hold their physical form if you take damage, so you'll be knocked off!
A fun note on designing mounts
Originally every mount had a different rank (Normal, Legendary, etc.) which effected how fast it was. But we realized that means players might not use their favorite mount because a different mount was faster. So we eventually scrapped that and rebuilt the system so that players can use any mount they want & use skill runes to upgrade their speed.
New Companion Animations
Many people were wondering, so wonder no longer! We've added another 10 new animations to companions (2 new positions per companion) for the male player character.
We've always had plans to continue to expand the number of animations available for all player characters and we plan to continue adding more.
New Updates
As a sneak peek of what we're working on, the next 2 updates will feature lots of new things to build & adding companion customization options, so stay tuned!
The Full Update
New
New items
Dragon Essence
Succubus Essence
Spider Essence
Sun Essence
Witches Broom Mount
Dragon Mount
Cave Mushroom Spider Mount
Master Succubus Mount
New skill runes
Mount Training
Racing
New Achievements
Stylish Traveler - Gain the Mount Training skill rune.
FAST! - Gain the Racing skill rune.
New experiences
Male position - Missionary
Male position - Cowgirl
Added mount equipment slot.
A reward chest now sits outside of the final boss's entrance.
Added new build menu icon for buildables that act as a heat source.
Added setting "Mount Volume".
Changes
Mouse sensitivity lowest setting is now 0.05 (5%) instead of 0. This helps avoid avoid players accidentally disabling their mouse movement.
v1.3.0
The Full Update
New
Added the in-game time to the minimap.
Health & Hunger on the HUD now display text values.
Added player leveling (Experience, Levels, Tiers, Skill Points, Skill Runes, U.I)
Experience Sources: Slaying enemies, Hunting animals, Slaying poison plants, Sleeping, Defeating bosses, Crafting, Harvesting resources, Chopping down trees, Picking up orbs.
Bosses only reward experience the first time you defeat them.
Crafting is meant as bonus experience rather than a main source of leveling up.
Added attached lights to the game. Added equipment slot to the player for attached lights.
New Item: Small Lantern. Crafted at the Smithing Station.
Graphics
Added "LOD Bias" setting. This effects how far away from a model the player has to be for it to swap out for a lower polygon version. Higher number means models will stay higher quality from farther distances.
Added "Render Distance" setting.
I wanted to note, this setting alone may increase FPS on low-end computers enough to allow you to turn up your other settings.
Added "Attached Light Shadow" setting.
Added preset: "Potato".
Renamed preset ("Ultra" -> "Very High").
Updated texture quality names to make sense.
New (Skip if you don't want spoilers)
New Skill Runes
(Level 1) "Lumberjack" - Increase axe damage by 5% every level.
(Level 1) "Iron Hands" - Toughen your muscles. Increase pickaxe damage by 5% every level.
(Level 1) "Swordsmanship" - Swordsman training. Increase sword damage by 5% every level.
(Level 1) "Marathon" - Run! Run 10% longer with every level.
(Level 5) "Strong Back" - All that protein increases your inventory size by 1 with every level.
(Level 10) "Metalworking" - Learn the art of shaping things out of metal.
(Level 10) "Poison Resistance" - Reduce poison damage taken by 15% every level.
(Level 15) "Archery" - Practice makes perfect. Increase bow damage by 5% every level.
(Level 15) "Fire Resistance" - Reduce fire damage taken by 15% every level.
(Level 30) "Mithril Training" - Learn to shape things out of mithril.
Added 13 new achievements
Leveling
"En Garde!" - Gain the Swordsmanship skill rune.
"Blacksmith" - Gain the Metalworking skill rune.
"I'm runnin' circles around ya!" - Gain the Marathon skill rune.
"Timber!" - Gain the Lumberjack skill rune.
"Time to Mine!" - Gain the Iron Hands skill rune.
"Hot Topic" - Gain the Fire Resistance skill rune.
"Pack Mule" - Increase the size of your inventory.
"The Battle of Wits" - Gain the Poison Resistance skill rune.
"Marksman" - Gain the Archery skill rune.
"The wealth of the Dwarves was not in gold or jewels" - Gain the Mithril Training skill rune.
General
"Rusty Worthy!" - Obtain a Copper Bar.
"Acquire Hardware" - Obtain an Iron Bar.
"Beauty that did not tarnish or grow dim" - Obtain a Mithril Bar.
Changes
Wall torches & sun crystals are now considered heat sources.
Build Menu
Expanded the build menu window & updated the layout.
Build menu now displays required skills.
Build menu now shows helpful icons on buildables.
Scrolling on the build menu is now less sudden.
Text popups no longer overlap the book U.I.
Increased the torch item's brightness & effective range.
Torch light now flickers.
Increased King Slime "Dark Gel" dropped (1 -> 2).
Small CPU optimizations to a couple of systems.
Fixes
Fixed a bug where if a companion was already sleeping in a bed when you re-assigned them, they would be in both beds simultaneously. Now they teleport to the new bed.
Fixed file corruption detector sometimes not appearing under certain circumstances.
Added an inventory check that removes invalid items. This stops items with invalid IDs from causing exceptions & breaking game logic. This would only happen to players if they used third party software to edit their save file. But it's a good check to have anyway.
Fixed 1 unobtainable item showing up on the book U.I, preventing players from completing it.
Fixed portal lighting not matching other lights in the game. It now turns on/off to avoid the engine going over the object light limit.
v1.2.0
The Succubus Update
New Succubus Capture Animation
We didn't want to spoil it here, so check it out in-game! We're experimenting with a new style where we include dialogue, let us know what you think.
New Graphics Profile System
I wanted to give players finer control over the game's graphics. So this has been a project of mine to change our graphics settings system. This means instead of selecting a graphics quality & that quality changing settings internally, the settings are now visible & you can select different presets or tune them manually. This brings with it shadow settings/controls.
Because this is a new save format, your anti-aliasing & texture quality settings will be reset back to the default.
This new system will allow us to more easily add new graphics settings in the future & allow the player to adjust whatever new controls we introduce.
Work In Progress: New Leveling System
I thought it would be fun to let everyone know before the update - Player leveling is deep in development! Player leveling is one of many big ideas we've had for the game but didn't have time to get in before now.
This new system will allow the player to gain experience from resource gathering and enemy slaying. This experience can then be spent on different upgrades/perks.
An example of this is one perk that will allow the player to increase their run duration +50% when fully upgraded.
The Full Update
New
Added new Succubus capture animation.
Added new graphics profile system & settings to the display settings.
You can now change raid frequency (including turning raids off) in the difficulty settings.
Starting a new game will now create a popup warning the player that it will erase their previous save.
Added map icons for portals.
New Buildable: Succubus Shrine.
Added a HUD icon next to the player's health that shows your total armor / defense.
Changes
Stairs now snap to the bottom of foundations.
Stairs now snap to the bottom of other stairs.
Stairs are now a lot more forgiving when placing them clipped inside of other objects (Such as the ground).
Walls now snap to the bottom of other walls.
Increased all arrows max stack in inventory (50 -> 100).
Experience camera now moves slower by default (To make positioning easier).
Experience camera no longer clips objects at short distances (Meaning you can now move the camera closer to objects).
Changed how experience poses are named (This is in preparation for a future update).
Fixes
Fixed companion visual creating a sleeping duplicate if you destroy a bed while the companion is in it.
Fixed trees respawning in your base if you built further off the ground above them. Trees will now check for obstacles along their entire height before respawning.
Fixed fire & poison effects not storing what object created them.
EDIT: Forgot to include 1 change in the original post.
You can now change raid frequency (including turning raids off) in the difficulty settings.
v1.1.1
Changes
Enemy night search parties no longer chase the player infinitely.
Raids will continue to chase the player, as raids don't end until all the raiding enemies are defeated.
Fixes
Fixed companions making footstep sounds while sleeping.
Fixed some ore not respawning due to incorrectly calculating that something was blocking it from respawning.
This mostly effected mithril ore deposits.
In existing saves, effected ore will respawn in 1.5~2 in-game days.
Fixed companions sleeping in the bed when the player starts an experience
v1.1.0
Highlights
Enemies no longer chase the player infinitely & will retreat after awhile.
Player can now look around the map using their move keys.
Brand new map texture generating. Now includes biome colors & new topology lines.
Added triangle roof buildables.
Red, Purple, Blue, Green, Yellow.
Added triangle wall buildables.
New
Added quick sort buttons to player inventory & containers (Such as chests).
New Setting: Show Sleep Dialogue (Default: On).
Added so players that want to sleep quickly can turn this off.
All archers now have a chance to drop arrows.
This acts as a nice bonus rather than replace crafting arrows.
Book U.I now displays player health, stamina, and defense.
Added map icon to the final boss entrance.
Changes
Increased chest inventory slots (9 -> 12).
Increased wood dropped per log (5~5 -> 6~7).
This means +20~40% more wood per tree.
Decreased raid frequency.
Decreased passive enemy spawning in all biomes.
Increased Iron Sword damage (100~110 -> 110~120).
Increased Mithril Sword damage (110~130 -> 120~140).
Renamed "Wood Roof" -> "Wood Roof Cap"
Increased torch brightness & range.
Decreased how many chargers spawn in The Sunny Fields camp.
Improved The Sunny Fields bridges NPC pathfinding.
Fixes
Fixed Iron & Copper swords having their stats swapped.
Fixed "Goat Head" in The Sunny Fields talking to the player while enemies are next to you.
Fixed bushes harvest timer not going down if you walked too far away from them.
Bushes & Berry bushes should let you re-harvest them every 4~5 minutes now. Faster if the player sleeps.
Fixed an orb being unreachable.
Fixed Armor Stand sometimes not updating if it had ammo equipped.
Fixed NPCs not pathfinding past the tutorial peninsula rock arch.
v1.0.3
Thanks everyone for playing & giving feedback! This should address all remaining reported problems while we go back to work on regular updates!
New
Player will now respawn at the closest bed.
Added difficulty setting: Enable Starving (Default: off).
Changes
Blur is a lot less intense in the Cave of Darkness.
Decreased NPC respawn frequency in the Cave of Darkness.
Decreased NPC respawn frequency in the goblin camp for The Enchanted Forest (starter biome).
Increased the magical wall radius when fighting the Giant Sun Shard Entity boss.
Fixes
Fixed ore nodes & bushes & pickups not respawning if you walk too far away from them.
On existing saves, allow for 1.5~2 in-game days to pass for resources to respawn.
Fixed bosses thinking the player had left the fight & despawning when they shouldn't.
Fixed some bosses having misplaced magical walls.
v1.0.2
Changes
Massively reduced enemy spawning & aggression in The Enchanted Forest (starter biome).
v1.0.1
Fixes
Fixed falling through the ground in certain areas of the Cave of Darkness.
Fixed not being able to build the armor stand.
v1.0.0
New
Added breast scale slider to player customization
New Items
Monster Candy
Dark Gel
Red Berry Jam
Purple Berry Jam
New Buildables
Mithril Forge
NPC shrines (King Slime, Goblin, Green Slime, Slime)
Torch
Sun Crystal (Cyan, Orange, Purple, Red, White)
Updated companion stove
Added Book U.I: Default hotkey "B".
This lets you see all of the items in the game, building recipes, enemies, as well as view your game stats. Items unlock as you collect them for the first time. Enemies unlock as you slay them for the first time.
Added magical artifacts across the map that grant blessings.
Added updated companion cook job. Companion cooks now create Monster Candy.
Added updated companion farming job.
Added community translations for: Spanish, French, Polish, and Russian. Thank you very much!
New Settings
Anti-Aliasing
FPS Limit
Experience Volume
Added "Are you sure" popups to "Quit to Menu" & "Quit to Desktop" pause menu buttons.
Added a text popup when the player finishes new experiences.
Added help button to the NSFW viewer.
Added map icon for boss areas.
Changes
Updated most characters with higher quality skin textures.
Players now jump higher.
Jumping costs 50% less stamina.
Farm plots now have 3D icons that display their status.
Health bars now adjust size based on how much health an NPC or item has.
Optimized companion rendering from further away.
Optimized various systems to reduce CPU time ~6-12% on average.
The game's rendering system supports 7 realtime lights per object. Lights will now smoothly load/unload so the world can support more light objects without breaking the game visuals.
Added better texture compression to reduce the file size of old textures.
Made so players can't build a furnace in the demo. This was causing confusion. The building doesn't serve a purpose in the demo because there are no ore deposits in the demo area.
Chests now display how many used vs total inventory slots they have when you hover over them.
Player now respawns with less health.
The game will no longer auto save if an enemy is directly next to the player. This has been added to the settings as "Auto Save During Combat" (default off).
The game will no longer auto save while the player is outside normal gameplay (Such as during cutscenes, while downed, in dialogue, etc.)
Reorganized some of the controls menu to be more intuitive.
Player buildings now stop rendering when they're further away. This helps improve GPU usage for players with large bases or houses when they are further away from them.
Balanced audio across the game.
Increased how far away animals spawn.
Decreased animal spawn rate.
Updated male yawn sound effect.
Rebalanced items dropped by nodes (For later biomes).
Increased respawn time for pickups, nodes, and trees (10 -> 15 minutes).
Reduced cooked meat healing (10 -> 7).
Reduced meat soup healing (20 -> 10).
This matches it to other cooked items.
Night now ends 2 in-game hours sooner.
Player now wakes up 1 in-game hour earlier.
Fixes
Fixed hostile NPCs spawning directly next to the player under certain conditions.
Fixed inventory items not stacking when you quick transfer them between inventories (Such as chests).
Fixed bug where you could swap two inventory items to bypass inventory slot restrictions (Such as placing a twig in your armor slot).
Fixed bug where under certain conditions, crafting an item would use more material than it should.
Fixed player cursor showing during cutscenes.
Added file corruption detector. File corruption is rare. It can happen when your computer is writing a file to disc but is forcefully interrupted (Such as crashing while saving). This system can automatically reset those broken files back to default.
Fixed bug where mouse sensitivity wouldn't apply your settings when you first start the game.
Fixed bug where NPCs wouldn't play any footstep sounds under certain conditions.
Fixed objects that fall through the map getting repeatedly teleported back up. They will now have a teleport limit.
Fixed game version text not displaying the word "Demo".
Fixed raids going on indefinitely if a raiding enemy was spawned somewhere where they can't reach the player.
Fixed companions being able to be assigned to multiple beds. For existing saves, this will take effect next time that companion is assigned to a bed.
v9.0.108
Fixed player able to go outside of the demo bounds
Fixed error causing the localization file to not load the first time you launch the game without a save file
Fixed soft lock in the tutorial if you craft an axe before being asked to & place it into your hotbar
Decreased the distance the demo walls do their overlay
Added localization to the demo "out of bounds" teleport message
Massive 2.0 Update Out Now!
The Massive Leap Update
We are incredibly grateful for the attention the game has gotten so far. This update has been in the works for many months. Many things that weren't included in the demo because they weren't ready yet, many things that have been changed/added based on all the amazing community feedback we've gotten from the demo.
So without too much text, I present to you: The massive 2.0 update!
Male Character, Jog, Jiggle Physics
We didn't think we'd be able to pull it off but we decided to go for it. The mostly commonly requested addition is here: Male option!
You now jog instead of walking for faster movement. Along with jiggle physics for characters & clothes.
Map Overhaul
The biomes have received major reworks with brand new graphics & layouts, while still being the same Tropical Monster Girls you know and love.
Companion system overhaul
Reworked to better match our vision. Many new unique dialogue lines, U.I, and brand new functionality.
Player Building 2.0 Has Arrived!
Lots of new things to build & you can now build vertically!
Building your home or base vertically is now supported with changes to the building system. Along with a ton of new buildables such as stairs, floors, updated roof, furniture, decorations, and more!
Added paintings, inspired by the pixel paintings of MineCraft.
Several existing buildables have also received new graphics. Massive changes & improvements to pathfinding across all NPCs. 3D icons now display what companion job is required above them (some may not be available yet).
New Hostile NPCs & Improved logic/behavior
The list of upgrades is long! Almost nothing is the same as it was.
Many brand new enemies have been added featuring their own combat & movement, along with a rework to goblins
Hostiles improvements: New combat behavior. Can now target your companions. Show status icons above their head to let you see at a glance if they are aggro'd or stunned. Spawn further from the player. Added new visual & sound effects, such as stars above their head when stunned. Significant pathfinding and movement improvements such as turn handling, obstacle avoidance, and character avoidance.
New Item Drops
Now with added physics!
More Highlights
New game trailer on the store page
Added navigation map & minimap
New NSFW System
New loading screen
Most U.I across the game has been updated, polished, given animations, added quality of life improvements to, etc.
Build menu has been made better & also new build categories. In demo v1 it wasn't clear what would go in the 'foundation' category vs 'build'. Now the categories make a lot more sense.
Early Access Release Date
The game's release has been set to July 25th. The game was going to release May 30th, and we think it's ready to.
However,
Steam is very picky with their approval process, and have gotten a bit stricter with specifically the approval process for NSFW games. So even though the game is almost ready for release, we just can't get it approved on-time. They also have a rule that you can't change release date within 14 days of release so we had to push it. And because pushing it would land us in June during the NextFest & Summer Sale (which we don't qualify for), we had to push it to July. Every time we submit a game build it's usually 6 days before they can reply, so it can take awhile to get a response and then figure out what else we need to do. We have to do what we're asked, wait a week, do what we're asked, wait a week, etc.
We now know moving forward it means that we should start getting our builds approved a couple of months in-advance of release.
We apologize for the delay.
Backwards Compatibility
Save files from demo v1 aren't compatible with demo v2. The reason being we had to change how saving/loading worked in key areas to make the system more robust for all the new systems we've added. Save files made from this point forward (demo v2) WILL be compatible with Early Access.
If you played demo v1, you don't need to worry about manually deleting your save file. You'll be able to just press "Start New Game" when you launch demo v2.
I've added a Steam branch you can opt into if you want to play the old version of the demo. Might be fun to compare how things have changed. Just make sure to back up your save data first when switching between branches.
Map Before & Afters
Right click & open image in a new tab for a larger view.
Hundreds of quality polishes & changes
We've meticulously written down everything we've done that wasn't in demo v1 as we've done it so we could make this post. But that changelog was over 100,000 characters long. So here are just a few more highlights that I wanted to mention:
NPC Pathfinding has received a big overhaul with better performance and better avoidance of obstacles & characters
Upgraded the engine to Unity 6
The player gets hungry 50% slower
Added new items like the fire arrow & gel
Bosses have received big updates including an intro cinematic and improved behavior
Added vfx to pickups, harvesting, projectile impacts, destroying buildings, player footsteps, and more
Game cursor improvements & better visuals
Interact text fading
Chests now have open/close animations
Added auto save notifications (which can be turned on & off in the settings)
Polished the tutorial & game intro
Added a couple of easter eggs
Lots of game text was rewritten to be more immersive
Big improvements to the saving/loading system
New UI Sounds
Extended the demo boundary
Literally hundreds of other changes, bug fixes, optimizations, and additions
Demo v0.7.300
Initial Release
Тему отредактировал: СынПирокара - 31-10-2025, 16:47
Причина: Тема обновлена до версии v.1.5. / Topic updated to version v.1.5.
Причина: Тема обновлена до версии v.1.5. / Topic updated to version v.1.5.
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