v0.25.0(2022.09.11) - Technical information ⦁ Version: 0.25.0 ⦁ Weight: 3.52 GB ⦁ Weight Packed: 3.49 GB - Content This version is the opening movements in a multi-phase End Game final Mission #3 for Natasha and the initial Agents of Heels instalment. Its content is solely dedicated to “Heels Nat”, the paths of Good Nat and the Corrupt Nats that did not side with Ivy/Maeda previously. Later updates will cover the remaining Nats mission Intros. A total of 7 new Main Story Scenes for Heels Nat, and 4 scene variants, all as a part of Mission #3. Unlike previous updates, this final Mission runs in sequence, as these smaller scenes are blended one after the other to make on large meta-scene that is the Mission. This scene will also blend with the end of the Mission #3 preamble scenes as well. 2 Introduction routes to the mission action, dictated by Nat’s personality, Good or Corrupt, with a Corrupt Variant for one depending on Mission #1 decisions. 2 Perimeter Action routes, again dictated by Nat’s personality, Good or Corrupt, with distinct x-rated results based on the path. 1 Initial Assault scene, common to both Good and Corrupt Nat, with each getting its own text variants on the experience. 2 Inflection Point routes to end Phase 1 of Heel’s Nat’s mission, dictated by the player’s previous side content completion efforts and choices. Each of these two routes come in two text variants, one each for Good and Corrupt Nat, making it 4 scenes in total. X-rated content is also found here, though vary in intensity across the paths. Heels Nat’s Phase 2 will pick up directly after both these points in a later release. 4 mix-and-match paths through the first phase of Mission #3 for Heels Nat, as past consequences, new decisions, and potential allies all come to bear on Nat as she makes her way to her biggest battle yet. That’s 2 distinct possible mid-mission outcomes attainable for Good Nat and Corrupt Nat (same set for both), decided by the player’s previous actions to date. Among the new scenes added, there is included notable length 2 x-rated sequences of mid-mission sexual encounters. These are tailored to fit the narrative and the feel of a mission as best suited. 2 new outfit variants, as 2 of our more iconic looks reappear with custom made, semi-permanent clothing damage effects. Additionally, there are 2 new male outfits as well. Jymes’ British Bulldog battle clothes (and exercise gear), and Heels Sec defender armour set #1. ⦁ There is no added time in playable days to this version, as the game is in its final stretch now. Revamps and improvements to the gameplay sections will come post Mission #3. ⦁ 113 new CGs, ~55,000 words of new text. (That’s 40-80% additional content over a standard release). - Features ⦁ This version contains all the first phase of Mission #3 for Heels Nat, the combination of Good and Corrupt Nat who have stayed loyal to the Heels Agency. All new content is focused entirely on Nat’s counter-assault on Heels’ enemies forces. Some of the scenes / paths are mutually exclusive due to previous decisions or paths in the game! ⦁ 2 Distinct introduction routes for previously Good Nats and Corrupt Nats each, as important elements of her past decisions come into play from the very start. ⦁ This new section of the game largely takes place in one super-environment, an outdoor NYC street system, with over 100+ manually set props, 150+ custom textures, 100+ shaders, numerous weapons effects (from electricity to heavy artillery fire) and a new dedicated lighting rig for the scene. A newly developed clothing damage designer system as implemented by us for the first time. 2 of our most favourite mission outfits take cumulative trauma and fabric damage through mission work (et all), and so we’ve reflected tearing, ripping, cutting and burning effects on tough materials, resulting in 2 new “Outfit Variants”. This is a very first Alpha test for our abilities in this regard, and something unique we’ve not seen in contemporary games so far, so while we are highly excited by this prospect and it’s first results, it is still a long-term “work in progress” as we find opportunities to use this appropriately in future releases/games - Community Feedback ⦁ We’ve become aware of an important bug in our decision/path tracking after Mission #2 which was an important goof on out part. For those who ended Mission #2 with a blown up boat, the main story would stall for some folks on the Bad Nat path. We’ve gone back and made the needed fixes, so hopefully things will run well again there. Do let us know if you experience this again in future. Thanks to all those who pointed these out to us!– Do they need to start over? Are saves fine? Does this fix the Good/Bad Nat bleed over? ⦁ We’ve also become aware during the above investigation on a similar set of variables, we’ve discovered and fixed issues with Corrupt Nat seeing scenes meant exclusively for Good Nat, based on a misread of variables during Mission #2. We made the silly mistake of accounting for the path there and not later actions taken into account, and there for players who went from Good to Corrupt during Mission #2 would trigger things like the vaccine creation scene before Mission #3. ⦁ One more small bug fix we’ve uncovered from this same original prompt, now the mini-scenes with Catwoman caught by the monster will play in the correct order and not be pre-empted by scenes that should come after. - Known Issues ⦁ There is an issue with Mac OS's Catalina which is not addressable by us on the developer side, but can be worked around on the user's end. "Problem is specifically with the guardian system that won't let un-noterized applications run on Catalina. The solution is to chmod -R 777 "/appdirectory/" from the terminal as the application did not have the executable flag set. (Example: chmod -R 777 ~/Desktop/AoH_023_Mac). After this guardian catches it and control clicking on the app lets it be opened." Repeat: Then you've got to CONTROL+Click (not double click like normal). That should allow the app package to run, if not, please tell us! ⦁ We have one Known Issue with the Gallery UI which will be taken care of in future versions, when time permits. The scenes listed in the UI all come with a colour coded icon in the top left which denotes which version of Nat it corresponds too (Standard/Common path, Good, Corrupt and Bad). However, for now this icon is only denoting Standard/Common for all scenes, which will need to be manually fixed for each scene in future. For now, the scene name text label denotes which path the scene should correspond to. ⦁ There is a known issue involving the main story and conditions on the Nat character paths. If the player ignores the main story to the point they miss completing Mission #1 (Day 5ish start) by the time Mission #2 kicks off (Day 12), they will be stuck in a limbo state of having missed the main plot of the game. We will be resolving this minuscule player experience in future versions, possibly with a Bad End since Nat has purposely ignored all story actions for weeks, until after it’s too late to resolve the story. Anyway, a heads up on it, try not to do that alright? Be Bold and beWilder! v0.24.1 Important bug fix. - Community Feedback ⦁ Fixed an important bug affecting the display of a handful of scene CGs that comes from a previously accounted for Unity3D engine limitation based around 4GB sized files. We’ve added a workaround for now, by compressing as much of the non-CG image files in the game as possible. Further overhauls may be needed in the future, but for now this should allow for an uninterrupted game experience now. Thanks to Art for reporting this bug! Be Bold and beWilder! v0.24 Who’s ready to get down with their Bad Nat selves? Huh? Well have we got the thing for you! It’s always a great day in our books when we have a release, and today is one such day! It’s time to suit up again and take New York by storm, as only our red head agent can, now that Agents of Heels is updated and expanded! Bad Nat’s path to her vengeance and to Heels’ door now paved and it’s up to you to lead her each step down until we meet with our fated ends. Just how will it go, and who can possibly stop her now? We’ll find out as Mission #3 comes to bear at last! 0.24.0 Patch Notes - Technical information ⦁ Version: 0.24.1 ⦁ Weight: 3.53 GB ⦁ Weight Packed: 3.55 GB - Content This version is the continuation and end of the End Game phase’s preamble, specifically and heavily focused on Bad Nat’s introduction to Mission #3 and the Solo loyalties path to the final game phase. There is also some final preamble content added for Corrupt Nat, by popular demand. Heads Up!While not necessary, it is advised that Bad Nat players now, like Good and Corrupt Nat players were in the previous version, keep a copy of a save of your playthrough thus far, as once the introduction to Mission #3’s day begins in this version, you will be kept within event line until the conclusion of the Mission for all future content versions. ⦁ 3 new Main Story Scenes for Bad Nat. 1 is a short reintroduction to the main story, reengaging for the beginning of Mission #3, as well as being a notice to players to ready for the End Game. Bad Nat’s Mission #3 begins in scene 2: tired of waiting and building up her newly awakened Ivy powers, Nat readies herself for the fight of her life ahead and she knows there’s no going back. Finally, if she’s burning bridges, she’s taking some things with her. Big things, with a lot of power! ⦁ 1 new Main Story Scene for Corrupt Nat, for those sided with the villains, picking up where the last left off. Now that a tentative trial run as the Maeda Cartel’s Captain and Tatsuro’s personal bodyguard is on the table, it’s time he dress our girl in his colours, or at least send her out to fight for him in a new uniform of less than tactical design and with no regrets left between them. ⦁ Added 3 playable days to Bad Nat’s playtime (up to Day 25 – Final Day), matching Good and Corrupt Nat’s opportunities and the Mission timeline. Bad Nat now has all the time needed and more to complete all side content and exploration at an easy pace before Mission #3 automatically begins. Please note, the other Nats have not been given (or need) any additional time. ⦁ 73 new CGs, ~21,650 words of new text. - Features ⦁ This version contains all the scenes in the preamble build-up to Mission #3 for Bad Nat and continuing our End Game phase for the Corrupt Nat (Maeda/Ivy) path. (Good Nat’s preamble is complete). As of this version, we now have all 3 Nats ready and on the verge of our Main Mission #3 action. Alright! ⦁ 2 New Outfits, both new permanent looks for Nat to keep on through the final stages of the game, showing her loyalties, or lack there of, on her very body for all to see. ⦁ In addition to the new outfits, all 3 of Nat’s final mission suits have been added to the game’s portraits display, as well as a newly added character for this version’s main scene. - Community Feedback ⦁ We’ve taken yet another short list of typos down from eagle-eyed players who have reported them. We’ve updated 3 scenes with cleaner texts. There are of course, countless more to find and correct, more than any 2-man team can completely quality control. If you find more, please let us know so we can attempt a future correction before we reach the end of the game’s development. Thanks to all those who pointed these out to us! ⦁ We’re still on the lookout for Good Nat/Bad Nat content bleed-through after received word some time ago of some potential errors in scene conditions. Specifically this refers to the Good Nat path post Mission #2, where some Bad Nat exclusive (and mutually exclusive with Good) scenes play between Good Nat’s. We suspect this is due to the player’s ability to change paths during Mission #2, but so far we have been unable to recreate the situation on our end after fixing a similar issue in a recent version. We’re on the lookout for any sign of this bug, so please aid us with community feedback if you find this is happening to you. - Known Issues ⦁ There is an issue with Mac OS's Catalina which is not addressable by us on the developer side, but can be worked around on the user's end. "Problem is specifically with the guardian system that won't let un-noterized applications run on Catalina. The solution is to chmod -R 777 "/appdirectory/" from the terminal as the application did not have the executable flag set. (Example: chmod -R 777 ~/Desktop/AoH_023_Mac). After this guardian catches it and control clicking on the app lets it be opened." Repeat: Then you've got to CONTROL+Click (not double click like normal). That should allow the app package to run, if not, please tell us! ⦁ We have one Known Issue with the Gallery UI which will be taken care of in future versions, when time permits. The scenes listed in the UI all come with a colour coded icon in the top left which denotes which version of Nat it corresponds too (Standard/Common path, Good, Corrupt and Bad). However, for now this icon is only denoting Standard/Common for all scenes, which will need to be manually fixed for each scene in future. For now, the scene name text label denotes which path the scene should correspond to. ⦁ There is a known issue involving the main story and conditions on the Nat character paths. If the player ignores the main story to the point they miss completing Mission #1 (Day 5ish start) by the time Mission #2 kicks off (Day 12), they will be stuck in a limbo state of having missed the main plot of the game. We will be resolving this minuscule player experience in future versions, possibly with a Bad End since Nat has purposely ignored all story actions for weeks, until after it’s too late to resolve the story. Anyway, a heads up on it, try not to do that alright? 0.23.0 Patch Notes - Technical information ⦁ Version: 0.23.0 ⦁ Weight: 4.33 GB ⦁ Weight Packed: 3.31 GB - Content This version is the continuation of the End Game phase for Good Nat, and the beginning of the same End Game for Corrupt Nat, including both sets of loyalties. From here on, the defining feature of the paths is who you’ve chosen to side with: Heels, Ivy and Maeda, or Solo (coming later). Heads Up!While not necessary, it is advised that Corrupt Nat players, like Good Nat players were in the previous version, keep copy of a save of your playthrough thus far, as once the introduction to Mission #3’s day begins in this version, you will be kept within event line until the conclusion of the Mission for all future versions. ⦁ SPOILER 3 new Main Story Scenes for Corrupt Nat, for those who have stayed loyal to Heels. One is a short reintroduction to the main story, kickstarting the Mission #3 and acting as a notice to players to ready for the End Game. Nat’s Mission #3 kicks off with some worry as she deals with internal affairs. She’s got to get back on her feet long enough to get the job done, but with time not on her side, she’ll need some new tools for the job, and she’ll get them. ⦁ SPOILER 2 new Main Story Scene for Corrupt Nat, for those sided with the villains. Maeda has found himself on the backfoot in a dangerous game, and he’s only got one chance to escape his fate. Luckily, he’s been working an inside source, so what will Nat do when push comes to shove? ⦁ SPOILER 1 new Mission #3 Scene for Good Nat, picking up where her last encounter with Scout left off. A detour on the way to HQ is a risk, but its needed, because without every tool in her arsenal Heels is in real trouble. A hero has got to rise to the occasion. ⦁ Added 3 playable days to Corrupt Nat’s playtime (up to Day 25), matching Good Nat’s and the Mission timeline. Corrupt Nat now also has the time needed to complete all side content and exploration at an easy pace before Mission #3 automatically begins. Please note, Bad Nat has no additional content, or time. ⦁ 71 new CGs, ~28,400 words of new text. - Features ⦁ This version contains the first scenes in the preamble build-up to Mission #3 for Corrupt Nat and continuing our End Game phase for the Good Nat path. (Bad Nat still to come). As of this version, we now have 2 of the 3 Nats we’ve come to know and love toeing the line on the opening of the Main Mission #3 action. ⦁ 2 New Outfits, including 1 new permanent looks to see Nat through to the final stages of the game. Nat’s Good/Corrupt/Bad qualities begin to take second priority to her choice of allegiances as we reach the climax action of Mission #3 now for 3 of our 4 distinct combinations of paths. ⦁ SPOILER The birth of an icon is complete! The Black Widow rises! - Community Feedback ⦁ We’ve taken another short list of typos down from eagle-eyed players who have reported them. We’ve updated about half a dozen scenes with minor fixes, as well as fixed a few broken portraits as well. There are of course, countless more to find and correct, more than any 2-man team can completely quality control. If you find more, please let us know so we can attempt a future correction before we reach the end of the game’s development. Thanks to all those who pointed these out to us! ⦁ We’ve received word some time ago of some potential errors in scene conditions, specifically on the Good Nat path post Mission #2, where some Bad Nat exclusive (and mutually exclusive with Good) scenes play between Good Nat’s. We suspect this is due to the player’s ability to chance paths during Mission #2, but so far we have been unable to recreate the situation on our end after fixing a similar issue in a recent version. We’re on the lookout for any sign of this bug, so please aid us with community feedback if you find this is happening to you. - Known Issues ⦁ There is an issue with Mac OS's Catalina which is not addressable by us on the developer side, but can be worked around on the user's end. "Problem is specifically with the guardian system that won't let un-noterized applications run on Catalina. The solution is to chmod -R 777 "/appdirectory/" from the terminal as the application did not have the executable flag set. (Example: chmod -R 777 ~/Desktop/AoH_023_Mac). After this guardian catches it and control clicking on the app lets it be opened." Repeat: Then you've got to CONTROL+Click (not double click like normal). That should allow the app package to run, if not, please tell us! ⦁ We have one Known Issue with the Gallery UI which will be taken care of in future versions, when time permits. The scenes listed in the UI all come with a colour coded icon in the top left which denotes which version of Nat it corresponds too (Standard/Common path, Good, Corrupt and Bad). However, for now this icon is only denoting Standard/Common for all scenes, which will need to be manually fixed for each scene in future. For now, the scene name text label denotes which path the scene should correspond to. ⦁ There is a known issue involving the main story and conditions on the Nat character paths. If the player ignores the main story to the point they miss completing Mission #1 (Day 5ish start) by the time Mission #2 kicks off (Day 12), they will be stuck in a limbo state of having missed the main plot of the game. We will be resolving this minuscule player experience in future versions, possibly with a Bad End since Nat has purposely ignored all story actions for weeks, until after it’s too late to resolve the story. Anyway, a heads up on it, try not to do that alright? v0.21 Bold Release: Agents of Heels v0.21 (Kate’s Party Pt.3 Release) Hoorah! Here we are again, and wild times come visit once more! We’ve got one more shot to down while we’re in the party mood, as we spend our time with Kate, Malik, Sam and Tim, plus special guest Kelsey’s one last wiggle too. It’s our last hurray in the side content sphere too, so let’s make it wild! While enough that we make Bat Nat happy, but maybe not so hurty, huh? Find the game ready to rock, because it’s drink, sex and action from here on out! 0.21.0 Patch Notes - Technical information ⦁ Version: 0.21.0 ⦁ Weight: 4.08 GB ⦁ Weight Packed: 3.09 GB - Content This version is the third and final instalment of Kate’s special neighbourhood party, primarily focused on Bad Nat, the sadistic, wild, horny, and happily Ivyspawned heroine of ours. Things get competitive, but even more so they are fierce and cruel, so buckle up for some female domination and kinky sex worthy of a day off from saving (or stealing) the world! 1 new scene extension, the Bad Nat path to the main party scene. Kate’s party kicks off just like before, only the beer pong bet goes a sideways, leading to the girls taking the party out onto the town! The first half of the scene has also been altered with a Bad Nat Variant on this path as well. Similar to the previous version, the 4 party scenes will autoplay as one long back-to-back like a mission scene. This version’s content is exclusive to Bad Nat, and hence no new content is supplied for Good/Corrupt Nat playthroughs. ⦁ 1 added in-game day in the life of our Nat, for added breathing space when playing the new Bad Nat content as some players may have spent their remaining days in the previous Good/Corrupt update releases looking for new Bad Nat content. ⦁ 82 new CGs, ~29,000 words of new text. - Features ⦁ Part 3 of Kate’s Party, focused on the Bad Nat variant to the common scene section of the main party scene, as well as the exclusive Bad Nat party ending path, out on the town, lasting a full 82 CGs. ⦁ Continuation and completion of our first big crossover between our shared world’s main games, as Kelsey remains a guest for one last time during the Bad Nat ends of the party. Once again, we further the Kelsey-Kate friendships and shine a light on some of their older times and party habits together. While Bad Nat has the balls to give them both a push for their money when it comes to their feelings. - Community Feedback For the third time now, we have no Community Feedback to include in our version’s update this time, as the likely remainder of improvements and clean up are fit to be held for the post contented updates to v1.0. We of course are up for and open to constructive feedback on all things regardless of that, but we’re happy to say that for this version we had no needed and notable improvements as suggested by the fans. That’s a good thing indeed. Reminder: As of the previous version’s Community Feedback, Save Files can now be found in the Users section of your hard drive, under AppData\Local\BeWilder\Agents of Heels (Windows version). Mac can be found under ~/Library/Application Support/BeWilder/Agents of Heels (Our best estimate, yours may vary). This was to allow persistent and better easy of use between versions without the need for manual save coordination. - Known Issues ⦁ There is an issue with Mac OS's Catalina which is not addressable by us on the developer side, but can be worked around on the user's end. "Problem is specifically with the guardian system that won't let un-noterized applications run on Catalina. The solution is to chmod -R 777 "/appdirectory/" from the terminal as the application did not have the executable flag set. (Example: chmod -R 777 ~/Desktop/AoH_021_Mac). After this guardian catches it and control clicking on the app lets it be opened." Repeat: Then you've got to CONTROL+Click (not double click like normal). That should allow the app package to run, if not, please tell us! ⦁ We have one Known Issue with the Gallery UI which will be taken care of in future versions, when time permits. The scenes listed in the UI all come with a colour coded icon in the top left which denotes which version of Nat it corresponds too (Standard/Common path, Good, Corrupt and Bad). However, for now this icon is only denoting Standard/Common for all scenes, which will need to be manually fixed for each scene in future. For now, the scene name text label denotes which path the scene should correspond to. ⦁ There is a known issue involving the main story and conditions on the Nat character paths. If the player ignores the main story to the point they miss completing Mission #1 (Day 5ish start) by the time Mission #2 kicks off (Day 12), they will be stuck in a limbo state of having missed the main plot of the game. We will be resolving this minuscule player experience in future versions, possibly with a Bad End since Nat has purposely ignored all story actions for weeks, until after it’s too late to resolve the story. Anyway, a heads up on it, try not to do that alright? Be Bold and beWilder! 0.18.0 Patch Notes - Technical information ⦁ Version: 0.18.0 ⦁ Weight: 3.65 GB ⦁ Weight Packed: 2.71 GB - Content This month’s version was an entirely technical build, besides some rewriting of early in-game content from the pre-beWilder days. This was due to our severely cut schedule time since AoH’s v0.17.1 took an extra amount to add a large additional scene. It is unfortunate, but necessary. We’ll be back on track for v0.19. ⦁ 7 Act 1 Scene Rewrites, 2 Repeatable Shorts Rewrites and 3 Pop-Up Screen Rewrites from Act 1. Rewritten scenes include - Nat’s Briefing on Dr. Harris’ murder (Both Low and High Infection versions) - Catwoman’s introduction and Faceless Joe blowie scene. - Kate’s introduction and story about her expulsion from University. - Kate’s shopping trip and changing room blowie - Nat, Kate and Malik’s flirtations by the pool - Nat and Kate voyeur on Malik and Sam’s outdoor sex by the pool - Nat’s High Infection version of Tanning and Swimming repeatables. - Pop-Up screens for Nat’s choice of High or Low infection (the outfit change decision), Kate’s request to go shopping, and Miller’s pre-scene brief of the first meeting with Maeda (scene rewrite still pending). These scene rewrites include Spook’s versions of texts and wording, for a more consistent tone and writing style throughout the game, as well as a native English speaker’s version on the texts. ⦁ ~9,650 or so new words of revamped Text and Dialogue from Act 1 scenes. - Features ⦁ The long-awaited addition of a Gallery feature expansion to the AoH engine, now ready for a Beta test. The UI is a basic draft for now, with all the functionality needed to preform like a standard VN/Game should. Players can now revisit scenes they have previously unlocked at will! All that Nat on demand, it’s been worth the wait now it’s here! Whether it’s Good, Bad or Corrupt version, she’s ready for you to look back and really enjoy how far she’s come! Note: This is a beta test for the gallery feature in its first proper release. In order to test it to it’s fullest, all scenes are unlocked by default regardless of if you have unlocked them in game through playing for now. As we have more time to work on the feature between future versions, we will improve the underlying handling systems and begin to move to an unlock scene format. v0.16 - Technical information ⦁ Version: 0.16.0 ⦁ Weight: 3.37 GB ⦁ Weight Packed: 2.46 GB - Content ⦁ Added a yet another whole new day to the gameplay and with it another night to make Nat the life of the party! That makes the time frame reach up until the end of Day 17 After Infection. ⦁ Added 2 new full scenes, each with a small Pre-Scene which auto-plays on start. Technically it is 4 scenes, but you as the player will play them as 2. 1 Side Event Scene (and pre-scene) focused on Maeda and his Cartel, as well as his plans for the future. He has off the books work for Natasha if she is interested in some team bonding, now that fortunes and shifting alliances have made them bedfellows. This scene is exclusively for Corrupt Nat, those that have chosen to give herself over to Ivy’s side, taking place at night. 1 Side Content scene (and pre-scene) for both Good and Corrupt Nat, continuing and at last concluding the Catwoman side-line of events. Picking up after Cat won their last game of pool, Nat has to fulfil her end of the bargain as the eye candy in Cat’s heist plans, giving her the perfect opportunity to really test Cat’s skills a real mission of their own. This is by far our longest scene to date with 80 CGs total (that’s a whole version’s worth) and new fetish added to our repertoire going forward. As the scene is so long, there is no text variants between Good and Corrupt Nat, they both get the exact same scene. This scene will autoplay on the next free night Nat has after the previous Cat pool playing scene. (Note: Cat will be in other end game content, this is the last of her scenes, but not the last of her). ⦁ 115 new CGs, ~30,400 or so new words of Text and Dialogue. - Features ⦁ The furtherance of two side event lines, opening the alliance content with Maeda while also concluding the teaming up of Natasha and Catwoman. As said above, while this is the end the Catwoman focused events in MoAR, it is not the end of Catwoman’s part in the game. ⦁ Added new fetish content to the beWilderverse for the first time. We will not spoil the surprise here. ⦁ In attempts to make up for the lower new content count added in the last version, due to technical feature additions, we’ve included nearly an extra 50% content to the CG count this time out. Our main scene for this version is 80 CGs in total, a full version’s worth, with a single path with 65+ CG as well. - Community Feedback ⦁ The results of our AoH v0.16 Content poll were very interesting, and basing our plans for this version and the next few on much of the results, we think it’s fair to say that community feedback helped in shaping the scenes for this version and our take on them. Thanks to all the beWildernauts who took part and cast votes when we asked! ⦁ We’ve fixed up some small typos and grammar mistakes in the middle game scenes, where appropriate. Earlier scenes in Act 1 are still on our complete update / text rewrites and so will be handled then. Thanks to a few people for spotting these! - Known Issues ⦁ There is one small Known Issue with the UI for the Fast Forward skip. When clicking on a comic panel to review its contents, first you have to click on it to turn off Skip if it’s active. In that case, the icon denoting Fast Forward stays active rather than toggling off, even though the feature is off. We’ll fix this small visual bug in a future build. ⦁ There is a known issue involving the main story and conditions on the Nat character paths. If the player ignores the main story to the point they miss completing Mission #1 (Day 5ish start) by the time Mission #2 kicks off (Day 12), they will be stuck in a limbo state of having missed the main plot of the game. We will be resolving this minuscule player experience in future versions, possibly with a Bad End since Nat has purposely ignored all story actions for weeks, until after it’s too late to resolve the story. Anyway, a heads up on it, try not to do that alright? v.0.15.0 ⦁ Added a whole new day to the gameplay for another chance to put Nat through the ringer and rile up New York City some more! That makes the time frame reach up until the end of Day 16 After Infection. ⦁ Added 3 full new scenes, including 1 scene for Good Nat exclusively, and 1 scene with variants for Good and Corrupt Natashas. Unfortunately that means only one scene for Bad Nat in this version. 1 Main story scene for Good Nat, who now catches up to the line for the start of Mission #3 and the finale. Nat returns to meet with Kelly and Scout, getting a progress report on her blood tests and potentially a cure in store for her. 1 Side Content scene for both Good and Corrupt Nat, who have successfully helped Cat out of her jam with her overly friendly follower. Nat and Cat celebrate with a game of pool, which quickly becomes a contest of other kinds of skills. See Cat put her new suit on the line where it counts, and watch it fall away too! 1 Side Content / Activity Scene for all Nats, added to the home Stretch activity. Nat cools down from her daily exercise by falling into watching an episode of Witch One, and getting enthralled as Larissa the Witch of Lust puts her skills to use. NTR Fans, be on the look out for the scene parallels with Noe and Brad’s night on the couch, as the same episode of Witch One is being played. ⦁ 7 Act 1 Main Scene and 4 Activity Scene Updates and Rewrites. We’ve gone back over the original Pre-Spook versions and updated the texts for many of them. Included in this batch of revamps are all the scenes from Natasha’s first medical exam with Kelly, up to and including the aftermath inspections of Mark’s body. Also included are the two original Subway mini-scenes, first contact with Tim, and the first swimming short activity scene. ⦁ 48 new CGs, 22,000 or so new words of Text and Dialogue, plus 8,100 words of revamped scene Texts and Dialogues on top. - Features ⦁ The furtherance of the Act 3 story for Good Nat, placing her at an indefinite stall point before the kick-off of the end game content. Now all 3 Nats are lined up to start their final mission, and for now the game progression can make more of a focus of Side Content event lines. ⦁ Added one new Skip features and laid out the groundwork for another. We’ve overhauled a lot of the text handling system within the engine to include new functions that enable automatic reading and handling of text nodes within the game. This took significant programming work: remember, AoH wasn’t originally a VN engine, so that’s why! The new Skip feature specifically include: - Fast Forward Skip: The typical fast forward, moving within a scene at an automatic and fast pace. Hitting this will run through the texts of the scene until turned off or pausing when decision point is met (though a player click is needed to load the choice UI or turn to a new set of comic panels). Fast Forwarding will also auto-toggle off when clicking on a comic panel to replay it. This should allow players to find specific areas within the scenes at a better rate. Note: Remember that several scenes come with text variants based on the Path you are on, even though the art may be the same. Theme, tone and story details can change dramatically between paths, so be aware of that. We’ve also added the framework ability to Jump Scenes completely, as seen in recent NTR builds. This feature is currently disabled due to the need to thoroughly code each scene’s handling of variable and choices when skipped, which we couldn’t do for this version. We expect it to come online in future versions, but the main work on the feature itself is done. - Community Feedback ⦁ We’ve added a Skip Feature! We’ve detailed the technical end of things above, but this feature was added based on huge player demand and feedback. As the game grew and diverged in various paths, the need for this feature grew exponentially, and now we’ve been able to include it at last. We believe it’s worth the once-off shortened content version. Thanks to literally dozens of people for this feedback! - Known Issues ⦁ There is one small Known Issue with the UI for the Fast Forward skip. When clicking on a comic panel to review its contents, first you have to click on it to turn off Skip if it’s active. In that case, the icon denoting Fast Forward stays active rather than toggling off, even though the feature is off. We’ll fix this small visual bug in a future build. ⦁ Due to a need to update Unity from ‘net 3.5’ to ‘net 4.5’ APIs between on start-up, scenes may reload during the boot up process of the game. This may cause the beWilder Splash screen to repeat once in the beginning, but only in rare cases. Player experience in-game once the programme has loaded should be unaffected. This may be solved in a subsequent release build. ⦁ There is a known issue involving the main story and conditions on the Nat character paths. If the player ignores the main story to the point they miss completing Mission #1 (Day 5ish start) by the time Mission #2 kicks off (Day 12), they will be stuck in a limbo state of having missed the main plot of the game. We will be resolving this minuscule player experience in future versions, possibly with a Bad End since Nat has purposely ignored all story actions for weeks, until after it’s too late to resolve the story. Anyway, a heads up on it, try not to do that alright? Be Daring and beWilder! 0.14.0 Patch Notes - Technical information ⦁ Version: 0.14.0 ⦁ Weight: 3.04 GB ⦁ Weight Packed: 2.07 GB - Content ⦁ Added a whole new day to the gameplay one more time! You’ve not got an extra day to play in NYC and with all of Nat’s friendly neighbours! ⦁ Added 4 full new scenes, including variants for 3. Depending on your path with Nat: Good, Corrupt or Bad, you’ll find a rejoiner scene to collect the various paths from the last version into one. Afterwards, 2 Nat’s will see their history unfold and their futures decided, while the other will end on a serious note. 1 Main story scene for all 3 Nats, as she has a dialogue with that voice in her head at last and her forgot past starts to show itself. This scene comes with text variants for all 3 Nats, and small art variant for Bad Nat. 1 follow up Main story scene for Good and Corrupt Nat, with text variants for both. Nat follows the call right to Ivy, and to a familiar place we’ve seen before… only there’s more to it than we’ve yet discovered. Nat hears Ivy’s side of the story and her loyalties are but to the test, setting her up for which side to stand on when push comes to shove. A third Main story appendix scene, for both Good and Corrupt Nat, but only for those who have unfinished business by now. While still in Ivy’s hideaway, Nat comes face-to-face with a familiar person… if only she had been a better friend. This scene comes with text and art variants for both paths. A second and final short scene for Bad Nat, taking place after the original scene. Nat’s recent actions have brought bad attention down on her head, but she’s not going to let that stop her feeling this buzz, and somebody close to her is going to pay the price for it. A new temporary younger look for Natasha, as seen in her flash back training sections. ⦁ 72 new CGs, 37,000 or so new words of Text and Dialogue. - Features ⦁ The continuation of Act 3 the story, revealing missing backstory, villain monologues and critical decision points. ⦁ Further and significantly diverged Nat’s paths towards the end of the main story, including shifting loyalties and distinct resolutions to plot points as we pull closer to Mission #3’s finale. ⦁ Added new sexual contacts and situations between characters who have yet to hook up with each other, plus returning sex partners now in a new path. ⦁ Included a new and expansive interior location, modularly designed by Unshi, including minor modelling and texturing. Thanks to circumstances introduced by development of the main story in this version, certain side events will no longer be available on certain paths. Good and Corrupt Nat paths will no longer be able to help Cat in her side quests if they haven’t already started it by this point. Bad Nat will no longer be able to take on activities that Scout helps out with. - Community Feedback ⦁ We’ve included more saves to the game to help make up for the lack of a skip function for now, as that is a much-requested feature. SaveSlot99 (Good Nat), SaveSlot98 (Corrupt Nat) and SaveSlot99 (Bad Nat) all will allow you to pick up a path at the Warehouse Assault scene from the previous version, which will lead directly to this version’s new path content. The previous saves we have given, just before Mission #2, are also still included, now called SaveSlot97 (Good), SaveSlot96 (Corrupt) and SaveSlot95 (Bad) if you’d like to start there. ⦁ Fixed the abrupt transition that takes place on scenes in the “Suburbs” section of the city map. Scenes should now end and transition back to the world map in a smoother manner, like in other locations. Thanks to a few people for reporting this minor snag! - Known Issues ⦁ We’ve found an error in out path tracking that effects the Good Nat path only, and after the last scene of v0.12. Those players are picking up from that version and skipped v0.13, and who assaulted the warehouse with Scout’s help as Good Nat will now be on the Bad path abruptly. Our bad. It’s fixed now, but to go back to the Good path you will need to reload a save from before the warehouse attack and play from there. To help, we’ve included news saves for that and other paths. If you don’t have your own, you can play on using SaveSlot99 (Check the info panel for details, you’ll see Mission 2’s status which will tell you the general path saved). ⦁ Due to a need to update Unity from ‘net 3.5’ to ‘net 4.5’ APIs between on start-up, scenes may reload during the boot up process of the game. This may cause the beWilder Splash screen to repeat once in the beginning, but only in rare cases. Player experience in-game once the programme has loaded should be unaffected. This may be solved in a subsequent release build. ⦁ There is a known issue involving the main story and conditions on the Nat character paths. If the player ignores the main story to the point they miss completing Mission #1 (Day 5ish start) by the time Mission #2 kicks off (Day 12), they will be stuck in a limbo state of having missed the main plot of the game. We will be resolving this minuscule player experience in future versions, possibly with a Bad End since Nat has purposely ignored all story actions for weeks, until after it’s too late to resolve the story. Anyway, a heads up on it, try not to do that alright? 0.13.0 Patch Notes - Content ⦁ Added a whole new day to the gameplay yet again! That is, for players who are not already at the day limit on load. Those will get their new path automatically then find the end of version message, ready to spring into the next version automatically. Heads Up Again! We’ve added a new batch of saves for all three paths, labelled SaveSlot99. SaveSlot98 and SaveSlot97. These saves will let you play from the Warehouse Attack of the last version on the Good, Corrupt and Bad paths respectively. That way you can get all this versions content with ease. For best results, play the whole paths for yourself though, it makes her new scenes even hotter! ⦁ Added 5 full new scenes, 3 sex and all story. Depending on your version of Nat: Good, Corrupt or Bad, you’ll be parted into the 3 paths towards the finale and Mission #3 which is coming down the line. The paths include distinctions to Nat’s character, her relationships going into the end game, and also major plot differences in the End Mission that will come in time. 1 Main story scene with Scout, to catch the end of the long day between Miller’s revelations and the warehouse raid. Good Nat will get an extended stay with Scout, to put the couch to the test of two people, with other Nats will be guided to their next scene. 2 Distinctly different scenes of Nat behind enemy lines in Maeda’s club for gentlemen. Corrupt Nat puts on a show in the special backstage showcase, while Bad Nat is in mind for an interrogation with no limits. A 4th and 5th scene at HQ’s Infirmary with two distinct art asset sets, this one a follow on to the main scenes of the version. Good Nat takes a detour away from Maeda, for an important reason we shall not tell here. Corrupt Nat has urgent issues in her story resolved after arising in that path’s main scene of the version. Expect to see a return from Nurse Kelly Walton on this one. A new semi-permanent outfit for Bad Nat, her menacing black corset and mini skirt. ⦁ 113 new CGs, 27,600+ new words of Text and Dialogue. - Features ⦁ The continuation of Act 3 the story, adding sex to all paths as well as bringing back several earlier story points for payoff and conclusion (for some), continuation for others. ⦁ Diverged Nat’s paths towards the end of the main story, setting each of Good, Corrupt and Bad Nats on their own way to the rising action of the final missions, in small steps. Each will have their own way of resolving (or not) issues still outstanding, and find different points of view along the way. ⦁ Added 3 whopping new sex scenes, including a verity of fetishes along the spectrum to appeal to many tastes. Two of these three rack up CGs into the 30 and 40+ CG range, making it the most sex packed update we have ever done. ⦁ Included a new expansion and uniquely modelled interior location added to Maeda’s gentleman’s club, made by Unshi, including minor modelling, extensive texturing and retexturing, lighting and other environmental effects, especially new mirror reflection effects made for our x-rated scenes. - Community Feedback ⦁ While not exactly direct community feedback, we are aware it’s been a while since Agents of Heels: Misadventures of Agent Romanov had a direct update as we tackled other promised VNs and important community improvements. Since it’s the big return after 3 months we made sure to pack each path with a healthy portion of sex for a stunning return, even as we pick the story back up too. Thanks to everyone for understanding and hanging tight. Go nut all over it! ⦁ We’ve included more saves to the game to help make up for the lack of a skip function for now, as that is a much requested feature. SaveSlot99 (Good Nat), SaveSlot98 (Corrupt Nat) and SaveSlot99 (Bad Nat) all will allow you to pick up a path at the Warehouse Assault scene from the previous version, which will lead directly to this version’s new path content. The previous saves we have given, just before Mission #2, are also still included, now called SaveSlot97 (Good), SaveSlot96 (Corrupt) and SaveSlot95 (Bad) if you’d like to start there. - Known Issues ⦁ We’ve found an error in out path tracking that effects the Good Nat path only, and after the last scene of the previous version. Those players who assaulted the warehouse with Scout’s help as Good Nat will now be on the Bad path abruptly. Our bad. It’s fixed now, but to go back to the Good path you will need to reload a save from before the warehouse attack and play from there. To help, we’ve included news saves for that and other paths. If you don’t have your own, you can play on using SaveSlot99 (Check the info panel for details, you’ll see Mission 2’s status which will tell you the general path saved). ⦁ Due to a need to update Unity from ‘net 3.5’ to ‘net 4.5’ APIs between on start-up, scenes may reload during the boot up process of the game. This may cause the beWilder Splash screen to repeat once in the beginning (but not loop as that separate issue has been fixed in this update), but only in rare cases. Player experience in-game once the programme has loaded should be unaffected. This may be solved in a subsequent release build. ⦁ There is a known issue involving the main story and conditions on the Nat character paths. If the player ignores the main story to the point they miss completing Mission #1 (Day 5ish start) by the time Mission #2 kicks off (Day 12), they will be stuck in a limbo state of having missed the main plot of the game. We will be resolving this minuscule player experience in future versions, possibly with a Bad End since Nat has purposely ignored all story actions for weeks, until after it’s too late to resolve the story. Anyway, a heads up on it, try not to do that alright? v.0.12 - Content ⦁ Added a whole new day to the gameplay once again! ⦁ Added 3 full new scenes (technically 4). 1 Main Story scene with Good and Corrupt Nat text variants plus a completely unique Bad Nat path. 2 Side Event scenes in the Good and Corrupt Nat’s Cat/Subject32 event line, bringing that side story into line with the Bad Path and nearing conclusion. 1 Main story scene with Scout, where the duo infiltrate/assault the Maeda Cartel’s warehouse as per Miller’s orders. New info, and more, are revealed to the team and the player. Comes with 2 distinct and unique paths, the Good and Corrupt side having their own variants while Bad side has its own pathway. First Cat/Subject 32 Side Event scene, where Nat and Cat join forces and gear up for the counter hunt of their target. This scene marks an important development in their relationship and future beWilderverse events. This scene contains extensive environmental modelling and design we plan on keeping. A second Cat/Subject 32 Side Event scene, where Nat and Cat work together to catch or kill their target. Depending on choices and stats, characters can cause outcomes similar to the Bad Nat path version, as well as cause x-rated results. Be on your toes if you don’t like that kind of content, it is avoidable if you pay attention! ⦁A new permanent outfit for Cat: Agency Cat Suit, to replace her Homemade Cat Suit in certain paths. ⦁ 85 new CGs, 20,000+ new words of Text and Dialogue. v.0.11 Nat is back and bolder than ever! Her 11th full version is up and out, and with it comes plenty of action! Mission #2 is all wrapped up, and the power returns to the player after they’ve been through the consequences of their behaviour with Scout… But remember, it’s Miller who holds all the cards! Be ready to hear some long awaited explaining, right from the General’s mouth. Plus, we can’t be all serious and not then relieve the tension right? We’ve got just the girl for the job, as Kate returns at long last, after more than a year in the waiting… and she has a little something for all our fans to enjoy, all of them we say! Hoorah, another awesome release is here and with it a big check mark! 0.10.5b BugFixed. 0.10.5 Engine Update Special - Technical information ? Version: 0.10.5 ? Weight: 2.34 GB ? Weight Packed: 1.58 GB - Content Since this was an Engine specific update, there is no completely new content, instead we have improved previous scenes. ? The early scenes in the game, specifically the opening “Mall Chase” and “Morning with Mark” have been completely redone by Spook. These scenes and their paths are now updated to fit the improved style of writing in the latter sections of the games, as well as clean up prickly wordings. The content is still the same, the game’s early story hasn’t changed. - Features ? New “Infinite Save System”! Now you are no longer tied to 7 slots, you can have as many saves as you like! Make as many stops along Nat’s 3 distinct and perilous paths, grab a checkpoint before any unspeakable act you desire or take a trip down memory lane to pick up on any plot points you might have been too giddy for the first time! ? UI Update! The Save/Load UI has been whipped into shape! It’s now as tight as a certain Red Head’s rock-hard ass! With these improvements you can now see more info about each SaveSlot, including Nat’s Stats, Important Story/Mission data and the Save Location too. Now there’s no guessing as to what you’re getting with each slot! ? Inbuilt Save Explorer! You can now find and facilitate any and all Save data from directly within the game. No more messing around in your file systems pregame to find your past progress, with this new feature you’ll be able to find, move and load your saves between versions from anywhere on your computer while you are knee deep in the beWilderverse! A heads up though, this can only be done while in the main menu, and individual saves can be imported as many times as you want so do be careful not to overload the same files needlessly…. It may get messy in your file folders. v0.10.0 - Technical information ? Version: 0.10.0_PRE ? Weight: 2.25 GB ? Weight Packed: 1.5GB - Content ? Added a whole new day to the gameplay! ? Added Good and Corrupt Playable Mission 2 Scenarios (with Bad Path to come) Currently 2 massive scenes, each a distinct playable path that intertwines and crossovers at points, essentially making it 6 scenes joined together. These scenes come complete with both Text and CG variants. More still to come with the Bad Path. ? 101 new CGs, 24,000 new words of Text and Dialogue. Again, more to come with Bad Path. Plus more to some soon. ? 3 new temporary outfits for Natasha: Agency Issued Wetsuit, Sneaking Bathing Suit, and Entertainer’s Body Suit ‘The Rose ? 1 new temporary outfit for Annette: Oriental Administrator. ? 1 new character: Maeda’s Private Hooker #1 ? 2 new locations: Mayor’s Luxury Yacht and New York Bay Pier (Restricted) ? New Major Props. Highlights include new weapons for Nat, special lock boxes, helicopter and much more. ? New major special effects including Liquid Dynamics, Heat Effects, Electrical Discharge effects, Fire Effects, Ballistic Dynamics and Floral Effects. - Features ? Fully complete Mission #2 playthroughs for Good and Corrupt Paths. Players can start the mission in 2 distinctly different ways based on past playing choices, and end in one of 3 distinct ways depending on choices taken and crossover of paths. More to come with Bad Path additions. ? One last chance to shape Natasha’s main character traits and path, depending on choices and actions taken. This Mission will let you change paths, and it will likely be the last time you can easily do so before the ending, so make your choices carefully. To that intent, there are not conditions or skill checks in this mission, so the choice is left entirely to your judgement. ? Serious consequences and outcomes for all characters involved in Mission #2 including permanent effects that may persist throughout the remainder of the game and in the beWilderverse as a whole, not to mention on Natasha. - Community Feedback ? We did some fan requested clean up of older scenes and some minor engine tinkering that will allow us some to add in some key engine feature later on when we have time for a proper ‘engine orientated update’ (likely at the end of the game’s production and content creation). This is really work that will go unseen in this version, but it will allow for easier typo fixes later on (again when we have time and an update that’s not already 24k-42 words) as well as whole early scene rewrites and better transition effect speeds. Thanks to the playability feedback from a lot of people for this! - Known Issues ? If you have not completed the v0.8 Scene involving Ivy and the Files by the time you try and start Mission #2 by Day 11, it will play instead. If you don’t hit the bright yellow button on screen at that point you will miss Mission #2 altogether. We aim to fix this by the full v0.10 release ? As mentioned last version, some of the new scenes that have important distinctions / variants based on Mission #1 outcomes, are inaccessible due to pathing restrictions if you are loading a save in which you completed Mission #1 in a version before v0.7. Loading a save pre-mission #1 and continuing play from there should resolve this issue… and saves already loaded before and played through in v0.7 should be unaffected. This should be the last time we need to post this reminder as the public build as passed out this milestone now. v0.9.0 - Technical information ? Version: 0.9.0 ? Weight: 2.04 GB ? Weight Packed: 1.3 GB - Content ? Added a whole new day to the gameplay! +1 Time you get to spend telling our Nat what to do! ? 2 new Story related scenes, one with variants for both Low and Level 2 Infection/Corruption Nat 1 Scene directly after the files with Ivy, as Nat turns to Miller for answers. Things don’t go as planned right from the start! ]1 Scene to follow up on Scout’s last, where Good Nat can pick up where they left off and seal the deal. Also gives some closure on the Mark investigation! ? Cat’s sub-plot event line with Bad Nat continues… and this one is something else. It will one way or another (depending on your choices), bring Bad Nat/Cat/Monster to a head, and will cement some lasting consequences for this game, and if we can at all make it so, further games to come. ? 1 new repeatable event to increase INT, where Nat and Scout can attempt to study the files for clues on what to do next. ? Typos and important text fix ups to important v0.8 Scenes. Thanks to Dunlop for pointing out a key issue here. - Features ? A sub-eventline comes to a head in this version, and so serious long-term (possibly even multi-game reaching) consequences will be had going forward. We warned you! ? We fixed issues with the short Car drop off scenes added in v0.8. The proper base Infection level (previous referred to Corruption level 1) now play the correct texts, while the Infection level 2 (previously Corruption level 2) now plays the correct images! The scene should no longer play again after choosing an increased infection if you had the car delivered previously! ? A new simple repeatable activity scene is available from this version on. It involves Scout and Nat reviewing files for clues. For now, this simply gives addition character INT, but will be used as the basis for unlocking future story scenes later. - Community Feedback ? Thanks to reports from Dunlop, we’ve fixed texts in the Scout’s Stole Files scene (also known as the Scout 69 scene) from v0.8, where Bad Nat uses texts from Corrupt Nat’s path towards the end. It now means she doesn’t wrongly make mention of Miller not being disappeared. He’s still gone! Thanks for the hand buddy! ? We cleaned up a pesky typo in the very first scene, that has plagued us too long. Those early pre-Mission 1 scene will be rewritten eventually for consistency sake, but at least for now your intro to the game should be all the nicer! - Known Issues ? Notice that massive drop in file size from the last version? We have a reason for that! Unity has a major platform problem when dealing with textures that total a size over 4GB, and so in order to keep the game playable (we mean that seriously) we had to decrease the quality / increase the compression on image from Full HD to simply HD, thereby saving us about 50% or more depending on the image. We suspect this will have little impact on the CGs actual quality (in fact we know because we did something similar to NTR last month and nobody noticed), and our testing on a 2K monitor agrees with us (Unshi's a picky prick at times), so have no fear. We just thought we’d be upfront about this as it will mean some serious unsuspected engine work may be needed before future versions drop! Thanks for the patience and understanding! ? As mentioned last version, some of the new scenes that have important distinctions / variants based on Mission #1 outcomes, are inaccessible due to pathing restrictions if you are loading a save in which you completed Mission #1 in a version before v0.7. Loading a save pre-mission #1 and continuing play from there should resolve this issue… and saves already loaded before and played through in v0.7 should be unaffected. We’ve added a save from Spook’s own fanboy playthrough that should work as it’s from v0.4. We’ve called it SaveSlot7 so you don’t overwrite it with your old ones. Hope that helps you get to the nasty without much difficulty. And there we have it! We’re closing in on the big v0.10, but v0.9 has been quite an accomplishment in its own. We are getting into the tender and juicy meat of what’s going on in the shadowy underworld behind Nat’s everyday life, and we know she has some kind of part to play in it all, but what? Possibly most important of all, we now have Nat having the ultimate good time, so we’re going to keep pounding her hard until the end for sure! Soon though… soon… as in a few days we’ll be back to Philly to see if we can’t get Noemi to catch up a little on Nat as her v0.3 will be ready to drop! Enjoy what we’ve got here everyone, as we go make plenty more beWilderverse happen and get on top of Nat once more in v0.10! v0.8.0 Not available yet. v0.7.0 Nat is back in town and her story continues! Not only that but Cat’s own subplot kicks off, debuting our inter-character relationship system with her varying reactions and demand of Nat… we got some Bad Nat action too and some fun in the park… some good fun! Daring fans will get their hands on her next, just a few weeks away from now, but the Adventurous and Pure Wild are surely busy with her now! She’s just getting start though, she’ll be around all month and we’ll see more of her in July too… for now lets enjoy her latest escapades! 0.6.1 Hotfix: - Fixed Mei's club corruption path - Added SplashScreen 0.6.0 Patch Notes - Technical information ? Version: 0.6.0 ? Weight: 2,96 GB ? Weight Packed: 1,29GB - Major Changes As many of you already know, this new version is written by the magnificent english native speaker Spook2099. I'm sure you'll love his fluency and richness with the language while keeping the pervyness I got you used to. - Content ? Added 1 more day for gameplay ? Mission1 Completion and rewards Added two very extensive scenes that should help clarify what's what in AoH and throw a bit of light in darker places. Weather you got Mission1 flawlessly or you got yourself in trouble for your clumsiness, you'll find out how it unfolds. ? 1 additional Scene with Kate Progressing with Kate's path as you all ask for her. Find out what that kinky little girl has in store for Nat this time. - Features ? New temporary outfit for Nat ? New cool characters (spoilers) ? New environtment (spoilers)