v1.3.5 Yorna v1.3.5 is up for download! Aside from the new story content and a new trap track, you’ll find 1 new monster girl and a special H scene with Sarana. It’s time to finish Yorna once and for all! Will Ada be able to stop her before it’s too late? It’s up to you! You can get the new version here. H content Aside from the usual 2 new H events with 2 options each, v1.3.5 brings a special one. It’s a revenge H scene with Sarana. You can get it after watching the mini-cutscene where she steals a certain something from the camp. Then visit the mansion. It’s a one-shot scene, so if you want to see it again, use the gallery. As for the usual H events, you can get the first pair from new common enemies – Chimeras in Yorna’s lair on Ikko island. The second pair of scenes comes from the big butterfly herself. She’s in the same zone. Also, Anubis’s scene from the previous release got a touch-up art-wise. New features and activities Ambiance sound control is ready. It took me some time to run all the tests, yet it was worth the effort – some potential bugs were fixed as the result. Now, you can adjust the ambiance volume level via the usual options menu. Also, I added ambiance tracks to all zones except safe indoor maps. Now, there are 6 new tracks in the mix. Feel free to share your thoughts on this – do you like the new addition? There’s a new trap tack too. It is similar to the one you can already see in the castle’s ruins, but I added more spice to the action by using both dimensions to roll the boulders. If you liked the previous track, this one will be your cup of tea. Of course, these traps maps are optional and won’t affect the main plot. Completed the dress collection in the gallery. There you can see all the dresses in the game and perhaps spot several that you missed in your playthrough. The Steam version received a new promo teaser and full trading card support. Check it out if you are a fan of these. There are interesting smiles and collectible cards with your favorite monster girls. Please note, since the cards are visible to everyone on Steam, Valve filtered out even semi-lewd options. Small fixes and improvements Fixed an issue that prevented old saves files from activating some of the ending cutscenes. Players don’t need to do anything. The change is purely internal. Increased “heart” icons in trap track zones so players could clearly see how many tries they can do even with lower resolution displays. All healing points where Ada can meditate in trap track zones are now renewable. You can use them only one time during the “run” but if you leave the zone and get back, they will be available again. This also affects the previous castle ruins’ trap zone. Fixed a grammar error in the description of “Vigil Aeterna” skill. No changes in logic and stats. Increased map’s length in Ice Peaks East zone since some players had trouble finding the Eastern exit. Rearranged the castle's travel menu options. More visited places like Ada's room and the courtyard are now closer to the top of the list. Fixed a rare case of bug in Grey castle’s kitchen where ambiance sounds would stop playing even if the player canceled the exit sequence. Adjusted all ambiance tracks by trimming the loop transaction moments. Fixed the mansion ambiance bug. Now it properly plays back along with background music after H scenes. Adjusted geometry in several zones. Added an option to talk with Ayane on the upper tile of her table sprite since some players considered it to be a bug. Stay tuned for news! As always, if you don’t like something about the game – tell me, and if you like Yorna – tell your friends ^^ v1.3 H content The update brings 2 new H events with 2 options each. You can get the first pair from new common enemies – Anubis girls who roam in the tropical forest on Ikko island. The second pair of scenes feature the new boss – Pharaoh Ife with a bit of maniacal lewd ideas. She’s in the same zone. New features and activities The kitsune quest’s ending is ready. Help Ayane with all the preparations and see how this mini-story will end. You will get an alternative look for the Miko dress and another pack of kitsune-flavored cutscenes. The first puzzle is ready is based on the pipe-turning, where you’ll need to connect two exit points with different kinds of pieces. The second puzzle features a QTE minigame. It’s not hard to complete and will serve as a feedback test for players since I plan to use this module for a greater variety of minigames in future updates and projects. You can use either mouse/touchpad or keyboard arrows to select the runes appearing on the obelisk. Getting the right glyph will allow you to move further and picking the wrong one will reduce the timer you have for the current round. I gathered a lot of feedback concerning the ambiance sounds and the dedicated control option for them. Most of the players want to see it, and I will implement this feature in v.1.3.5. Small fixes and improvements Fixed a desync between Ada’s emotion and dress layers after the miniscene in the kitsune temple. Added the second part of reactions to Ada being naked. It’s mainly focused on the castle grounds. Fixed music not playing after loading a saved game in the new mountain zone. Fixed Wisdom and Balance skill. Now it adds the correct amount of bonus stats. Fixed the healing statues. Some of them weren’t blinking with the orb, and players didn’t think they could activate them. Now all healing shrines should have their animations on at all times. Stay tuned for news and upcoming monster girl poll! As always, if you don’t like something about the game – tell me and if you like Yorna – tell your friends ^^ v1.2.5 Anubis sprite will arrive shortly during this week and the artist will focus on a scene for her. And the second scene for the lord of the desert is already in works. The new dress should be finished before Wednesday. I’m done with the maps and tilesets, currently focusing on applying the logic. There are several updates on this front: The second puzzle is ready and this time I want to see how players will react to QTE minigame. It’s not hard to complete and will serve as a feedback test. The kitsune quest’s ending is ready. Ada will get her alter kitsune dress (with a surprise) and see how the whole mini-story will end. As always, expect a bit of weirdness mixed with cuteness – the usual kitsune stuff. Also, I’m thinking about adding another soundbar in the options menu. It will regulate new ambiance sounds you can hear in some zones. Since I’m planning to add more of these tracks, a way to mute or make them louder can be handy for players. New monster girls 1 / 2 New H scenes 0 / 4 New puzzles & trap tracks 2 / 2 New dresses 0 / 1 v1.2 Yorna v1.2 is up for download! Aside from the new story content and usual puzzle & treasure hunting, you’ll find 2 new monster girls and 2 H scenes with them. Hanako wants to stage a diversion so kitsune could finish the Sealing ritual while Ayane and Ada will serve as baits. Isn’t it a bit risky? You can get the new version here. H content The update brings 2 new H events with 2 options each. You can get the first pair from new common enemies – possessed girls with cursed swords. You can find them in the castle on Ikko island. The second pair of scenes features a new boss – the mind-bending dominatrix. She’s in the same region. New features and activities Kitsune’s optional questline received the next step – get inside the great furball library and see if you can get valuable knowledge from it with Ayane. This includes a labyrinth zone and a small puzzle. The new puzzle is fairly simple and uses sudoku logic with a clear hint in the puzzle zone. Since the last one was pretty ambiguous, let’s take a break :) v1.2 will also bring a new type of activities – trap tracks. Since some players prefer more active gameplay, I decide to try out old good traps. It uses new logic, never implemented in Yorna before. After entering the trap track map, you’ll notice a new GUI element – a health bar. If Ada gets caught in the trap, she’ll use a charge to teleport back to a nearby safe position. Losing all 3 will kick you out of the active zone. Keep an eye out for a way to restore it! Also, it would be great to hear your thoughts on this idea – should I do more of there or it doesn’t fit in Yorna? Another puzzle awaits in the kitsune library. It’s a rather simple “push” puzzle where you need to clear a path to the prizes by pushed obstacles away and not blocking the path in the meantime. This update introduces 2 new mini scenes with monster girls, both located in Ada’s camp on Ikko island. The first one features Sarana and her “sweet revenge” on you. The second one is focused on Idris (Raiju) and her lewd reputation. Small fixes and improvements Several zones received additional ambiance tracks in v1.2 to improve the atmosphere as a test rollout. Based on players’ feedback, I’ll either delete these or add them to all other zones. Such tracks use BGM’s volume level. The full list includes pier maps on both islands, pine forests on Ikko island + the main one and both gardens in kitsune temples. Added a new item called “Recall scroll”. After using it, you will be able to pick one of the safe zones like Grey castle or Hanako’s temple and Ada will teleport there. Full list of safe zones: Grey castle, Sand Town, Ayane’s shrine, Coast camp on Ikko island and Hanako’s temple. Some locations will be available after advancing the plot far enough. Alchemists and magic vendors sell these scrolls. Fixed pathfinding logic in Deep Mine’s entrance zone. Now Ada won’t jump over a ledge on the stairs. Added new “Cleanse” potions named “Gaia’s Tear”. Similar to the “Cleanse” skill, they will remove most of the debuffs after drinking and you can do so even under “Silence” effect. Added shimmering effect to the teleport sphere in Ada’s room. Some players had problems finding it – I hope this will help. Fixed Chilly Ridge zone. Now, it correctly plays background music if players load up a save there. Improved Jinko’s box sprite by adding details to her walking animation. She’s no longer sliding in her stealth suit. Mrawr! Adjusted Lizzy’s sprite in the castle’s garden. She’s properly looking at the blooming bush now. Players can’t sell the shovel anymore since some did so before trying to dig up something. In case you already did this – you can get another one on Sand Town’s bazaar. Fixed mansion’s basement. Now the scenes there won’t reset after drinking herbal tea or lust drafts. This way, players can obtain both normal and lewd variations for H scenes in this zone. Rebalanced “Fire Enchantment” skill. It no longer gets bonus damage from the magic attack stat but received extra physical damage scaling as compensation. It’s more or less on par with “Force Wave” from mages. “Overpower” is the top damage option yet at a higher mana cost. Fixed domination and “But Why?” achievements for Steam. Now you can properly get them. Forced Leary to stand still in the garden so she couldn’t appear twice at Titania’s cutscene. Coast camp’s teleporter no longer requires action button to activate. Touching it is enough to trigger the teleportation back to the castle. Also, fixed the orb in Ada’s room (both versions). It no longer changes into a tube. Fixed older cutscenes in Ada’s room (both versions). After adding a new way to get into the room (teleporter from the Ikko island) I didn’t think about the old cutscenes that required strict player positioning. Now, you can watch all of them without getting stuck. v1.1.5 is up for download! Aside from the new story content and usual puzzle & treasure hunting, you’ll find 1 new monster girls, a new beastman and 2 fresh H scenes with them. Hanako finds out a fault with the focusing crystal and Ada will have to step in to fix it. But will it be this easy? You can get the new version here. H content The update brings 2 new H events with 2 options each. You can get the first pair from new common enemies – catmen. You can find them in the new mountain region on Ikko island. The second pair of scenes features a new boss - Kara. She’s in the same region as your new furry friends. Ada’s last maid job scene (1 on 1 with the client) received a graphic update along with a pair of extra frames. You don’t need to re-unlock the scene if you’ve already got it before. Also, I’ve updated last month’s art pack with the new frames. New features Kitsune questline received a new step with a bit of private time with Ayane. Don’t miss your chance ;) This update introduces 2 new scenes with other monster girls, mainly focused on the small trio. You can find both inside the kitsune temple after progression the main plot. I added the last piece of the puzzle staff. You can assemble it in v1.1.5 to get the best weapon with stats of your choice. Yeah, just like with the sword. Also, all options will place different status effects on enemies with direct hits, as the bloodthirster did. Small fixes and improvements Fixed Sarana’s nameplate during her cutscene in the deep mine region. Now it properly uses her name. Adjusted all of Momo’s dialogue sprites. Now, her front hair properly covers her eye to avoid flickering during image swaps. Fixed background music in deep mine’s labyrinth zone. Now all zones properly trigger music after players load a saved game in them. Fixed a rather strange bug that could turn a critical hit into a regular one without any bonus damage. Fixed an issue with the sand cave’s orb puzzle where players could look themselves out from the Eastenr part of the labyrinth after losing to ogres. Now, this map has the reset switch to put the puzzle on step 1. Adjusted mobile option window to accommodate all options without the need to scroll through them. Didn’t notice this weird change before, sorry for the inconvenience. Fixed a rare bug which froze the game after using the dev log button and moving on to the browser. Fixed global map’s desert region. Now it properly uses the same sand tiles everywhere to avoid the rough tiling between the “palm forest” part and the rest of the zone. Added informative icon for buff and debuff states like def or mdef with arrows pointed upwards on downwards according to the effect. This affects only states with a single effect. Increased scroll speed for “Feature” text. Still stuck testing this since the result varies on different platforms. I will add it to the main build later. v1.1 H content The update brings 3 new H events with 2 options each. So, 6 in total. The first pair is tied with Kejourou in the new explorable location – the deep mine on Ikko island. The second pair features Sarana and her boss fight. The third pair is inside the mansion’s basement – check out the rooms to find the new encounter. New features v1.1 brings a new feature - FAQ and feature button in the main menu. Some players didn’t find the FAQ file I put in each release and played without using quality of life features like auto-battle, textbox hiding or Ada’s sprite concealing. So, I decided to make a separate button for this. After hitting the FAQ button, the game will open a new window with the information. To make the file automatically accessible on all platforms, I remade it into the txt format. Hope it will help with your playthrough and make it more enjoyable. Also, v1.1 will bring the first step of kitsune shrine maidens’ optional questline and a new dress. Similar to Octa church and the vagabonds, you don’t need to complete it to progress with the main story, but it will bring its own rewards and funny scenes. This questline line will feature a new labyrinth-like subzone. If players will like the idea, I’ll add a similar area to upcoming releases too. Added new alchemy brewbook and the most powerful potions. These will help you beat even the most powerful enemies. Added strong potions to castle’s and Ikko camp’s vendor lists for convenience. Minor tweaks and fixes Added Miko dress, it will be a pretty interesting choice for a mage with good stats and a passive skill that boosts magic attack and defense. Added new hidden treasure to the new “Crystal mine” zone. It will be the new focus map for v1.1 – don’t forget to check out your inventory and dig up the cache! Adjusted “Features” interface on mobile platforms, namely moved scroll buttons towards the middle of the screen for better comfort. Fixed partly cut 3rd text line for skill and item descriptions. Their logic stays the same. Fixed a typo in the Pandarian dress’s description. Stats, skills and visuals are the same. v1.05 Yorna v1.0.5 is up for download! Aside from the new story content and customary puzzle & treasure hunting, players will meet 3 new monster girls on the new island. Did you love Ayane? Well, now Ada will have 3 kitsune around. Will she be able to contain herself? Existing monster girls will get some love too, including players’ favorite mini-cutscenes. You don’t need to start over if you already finished the game in v1.0.3, both new players and veterans can continue the story. If you finished Yorna in the previous version, just check out the ”Help” function in the on-map menu. The hint will lead you to the next step in the docks. Otherwise, Ada will make a new comment after defeating Yorna. H content This update brings two new scenes with the werewolf. They use the same logic is preview scenes: normal and slutty variations based on Ada’s lewd level at the moment of getting the scene. Don’t forget you can use items to adjust Ada’s lewd level. You can find new scenes after all H events on the main island. This way, you can easily distinguish between the main game and addon’s content. Since v1.0.5 is a switch-over release, it has a smaller amount of H content yet I’m planning to return the usual 4 scenes per update in the next content pack. Gameplay changes Alt no longer turns on the auto-battle feature. Some players were pretty surprised during alt-tabbing out of the game but from v1.0.5 it’s no longer an issue. Changed alchemy crafting lab in Ada’s room. The default room will reduce crafting cost for all potions. Some players didn’t understand that money cost for brewing implied smaller consumable ingredients like wood, coal or bottles to hold the liquid. Since getting too strong too fast is no longer an issue, Ada’s upgraded room will allow you to brew potions for 0 coins. Ada’s physical skills like overpower or enrage will no longer be sealed during silence effects. Now, these work as intended and allow bigger damage output even if you can’t use spells. Interface changes Players no longer will be able to use the 30th save slot for manual saving to avoid possible confusion when the autosave feature was overwriting your data. You can still use this slot for loading purposes. If you try to use it for saving, you’ll hear the standard negative buzzer. I decided to switch the default scene length to the shorter option. This change will only affect new players since they don’t have any save files. Others won’t be affected - you don’t need to do anything to keep your preferred settings. All Android versions no longer use the default RPG Maker icon. I hope it helps with identification on your phone/tablet. Added the “Non-silenced” category to Ada’s skill menu so players could check what options they will have under the “silence” effect. Fixed an issue with combat surrender’s positioning. Now, r letter is no longer cut out. Small fixes and improvements I did a number of improvements from the original EX version based on player feedback. For example, I made a new ledge in the desert zone with a resource node on it so players could easily understand that roots/vines can serve as paths too. Fixed visual glitch during the map loading process when players could see the map before the internal logic made its magic. Players should no longer see graphic switches during the map loading. Improved several hints from the help menu and renamed the first floor of Mortimer’s tower to help in navigation. Added sparks to interactable rubble during the search for Desona so players would immediately understand what’s new in the zone. Added a small path towards Oni’s sand caves since some players had trouble finding it. Expanded the map to show more water on the right side and demonstrate whirlpool disappearance once Yorna is defeated. Medium mana potion no longer shares the icon with weak mana potion. v.1.0C Fixed the issue with old plugins and the new version is available for download with the new interface and few other minor fixes. v.1.0B I’ll post more info about this in the next development plans + a bit inside “What’s next?” section in the changelog. Don’t worry, after completing the main storyline and watching ending sequence, you can continue playing to solve remaining puzzles, get all the scenes (including the ones I’ll add later) or simply watch mini-cutscenes with monster girls. Yorna has 3 main endings + optional outcomes for factions, Octa church and vagabonds. Getting any ending will unlock all dress graphics so you can check them out in the gallery. Perhaps you missed some? Oh, and don’t forget to prepare for Yorna’s fight. As the final boss, she can surprise you. H scenes and art v1.0 brings two usual scenes with lewd and normal variations for common enemies and the boss. New domination event features the gnoll. As always, you can find new scenes towards the end of the gallery. Desona’s normal scene and doppler’s lewd scene no longer fade out the screen in the gallery’s replay mode if the short length was chosen in options. Gargoyle’s slutty scene now plays as intended. Sorry for these glitches. Nun questline ending and cutscenes Finished Octa church’s optional quests in v1.0. Each quest step has hints. You can meet one of Ada’s old acquaintances during it and get a useful talisman as a reward. It may come very handy in Yorna’s boss fight. Added a mini-event with the honeybee in castle’s garden if you decided to help her with honey. Tech stuff Crash problem fix. While I released it before the final v1.0, it’s a big change and I decided to list it here. If you still encounter any kind of issues – contact me with all available info. Autosave feature stays even with its main enemy defeated for convenience sake. Fixed geometry and shadows in several areas – lava depths, Mortimer’s tower, Grey castle and cultist caves with dark matter. Fixed passive effect from “Clarity” skill. Now it correctly applies mana regen to all battles. Fixed combat sprites showing above interface in boss fights. Now they are properly layered under it. Small fixes and improvements Lust draft received appropriate item info. Adjusted Astrum’s (dress) details to reflect that its mana regen is passive and works even out of combat as intended. Corrected 2 issues with total clear counters inside the mansion and Grey laboratory. Fixed Serena arrival at the castle before you save her from Desona. Ada’s no longer briefly invisible after losing to dark matter or doppler and teleporting to Ayane’s shrine. Fixed missing icon for the tray. Fixed some dresses to correctly work with Ada’s undressing. Previously they retained original clothes instead of showing naked sprites. Fixed static cursor during code input for the shady guy if you didn’t used keyboard to change between digits. Sex sounds no longer play after gallery’s H events in mansion are over. What’s next? It’s only a brief description of my plans and I’ll give all the detail in the upcoming dev.plans. In short, I’ll prepare several posts about game drafts I have in mind for the next project. These will be public, just as the poll for deciding the new game. Patrons will have their voting power increased to reflect their contribution, no worries here. The poll will be up for about 2 weeks so players can think about the options meanwhile I’ll try to contact news sites and forums to get more eyes on Yorna and the new project discussion. Any help in this regard is deeply appreciated. Setting the new game aside, Yorna will receive a content update each month. Typically, such packs will contain new H scenes (domi events + mansion), mini-cutscenes with different monster girls. Maybe I’ll add a new optional quest or two, depends on the workload. Don’t want to add stupid fetch errands. Can’t give an exact number of months before the next project goes live but Yorna will receive monthly updates up to the point where the new game takes over as the main project. As a rough approximation, I’d say the interlude will be around 3 months. I’ll provide more info on new features I want to add and reports about each phase of preparation later. Let’s just say I’m planning to bring fully animated scenes in a new way, without League of Corruption’s flaws. Among other things… See you in the next developer’s plans! v0.9 H scenes and art This update brings 4 new scenes. First one features dark matter in the new location, and it has 2 usual variations – lewd and the normal one. The same goes for the doppler, the boss of version 0.9 Nereid gets a new domination scene. Same as always, to get this one, you must defeat her with lust magic only. The last H encounter is tied with vagabond’s optional questline. I hardly recommend checking the finale of this questline – it’s pretty funny. Both these scenes have only one variation. I’m placing domination and factional scenes (nereid and raiju x vagabond) at the end of the gallery so they won’t mix with the regular H events. New dress Players asked for a new dress and I decided to go with pandarian garb to provide a high level option for warrior-like approach. It has a powerful skill for melee combat, so if you prefer brute forcing your enemies – check out Diana’s shop after beating Desona. Scenes and optional content You can find a new mini-scene with Mio and Gabriella inside the garden. Since this update was more focused on finishing vagabond’s optional quest arc, most of the time went there. Now you can finish vagabond’s plotline – check the help button in the “on-map” menu if you don’t remember where you were in the quest chain. It doesn’t require much time to wrap it up and I recommend doing so. You’ll learn more about Raiju and her “Big Hero” in the process. Castle changes Check you your lab! After days of hard work, Serena managed to devise formulas for most powerful weapons to help you. Namely, each of the puzzle swords (Talon, Companion and Spellblade) received their last upgrade. They require quite a bit of money and rare materials yet they are worth it! Made kitchen and lab maps bigger so Ada’s on-map sprite won’t hide the walkable zones. Lust draft and alchemist quest Players asked for a way to bump up Ada’s lust level similar to herbal tea. After completing the first part of the alchemist’s quest in the starter village, she will gladly sell lust drafts. These items work as the herbal tea with one exception – drinking it will increase the lewd level. If you have several bottles in the inventory, the game will offer several options: drink 1, 5, 10 or 15 bottles at once. A convenient option for players who want to play around with Ada’s lewd level. Please note, drinking lust draft won’t upgrade your lewd skills, just the lewd level. Small improvements and fixes Fixed shop scroll for mobile devices. Now it allows checking all options in the list. Fixed color code sometimes popping up with the hint in the lower part of the screen after using items during dialogues. Intra-castle movement now works correctly with all variations of the castle, including the clean, non-upgraded version. Swapped the second scepter of power from the lava depths zone for oakheart staff. If you already cleared the zone and got the scepter, check out castle’s lounge. I added a new npc who sells some weapons, including oakheart. Fixed a rare bug where scenes with warnings didn’t unlock gallery entries after getting the scenes. Now you need to press the action button or click on lumberjack’s village to enter it. This way you won’t get inside if you were walking somewhere else and stepped into the village by chance. Cleared empty choice window after the player picks shopping option. Potions no longer require a confirmation to use in battle. Since Ada fights alone there’s only one target. Deleted the extra text block in nun’s scene. Grammar and typo fixes in some scenes and intra-castle movement menu. Talon family swords now properly apply bleeding on successful hits. Fixed a bug where “on hit” logic was skipped. v0.7 H Content and domination mode This update features 3 new scenes. 1 with the panda, the second one with the honey bee and the last one with the ogre. Yes, it’s the first domination scene with Ada taking the active role. How? By reducing your enemies into lewd heaps driven by lust! To activate the domination mode you will need to win the battle using non-damaging skills – namely Seduce or Lust Bolt. You can use any kind of buffs or heals and even items (Chap’s fine too if you decide to be funny about it) but no direct attacks. Default auto attack counts as a direct aggression and won’t allow you to get domi scene. Since ogres receive extra damage from lust magic – this should be easy. Domination scenes uses a familiar logic with the regular variations. They support full/short length option to change the amount of text you’ll see. At the moment, I didn’t implement “Skip” feature for already watched domi scenes but it will be easy if players will voice such desire. Holding enter will fast-forward the text as usual though. After event’s end, Ada will appear at the battle tile – you don’t need to start the dungeon from the start. You can find domination events at the bottom of the gallery, marked with “Domination” tag. I’ll keep adding them there so they won’t mix up with “normal” scenes. Domi event support both full scene replay option and CG variation in the gallery – just like all other scenes. New dress with medium lust requirement To help you try out the domination mode without turning Ada into a complete slut, I added another craftable clothes for her. It provides the “Seduction” skill and requires only 10 lewd points. Check out Diana’s shop to get it. New dialogue scenes and other improvements in your castle For the start, I added new merchants in the lounge area for player convenience. They provide medium grade potions and craft resources for gold. Serena really kicked up laboratory’s efficiency – check it out for the new enchantment options to help you in your travels. If you are hunting for dialogue cutscenes, visit castle’s garden and Ada’s room. I added 2 new mini-scenes featuring Mio, Calista and Fiora the Panda. Secondary faction quests Both refugees and nuns receive a new quest – 1 for each faction. Ada will be able to learn more about these strange people and perhaps even glimpse the true nature of some characters. Will you be able to guess what’s coming next? Small improvements / Bugfixes Secondary factions received mentions in the “Help” functions for their respective quests. Once you receive them – you can use this feature to keep track of what you’ll need to do in order to progress further. Maneater dress now adds the correct bonus for lust damage and show the correct slut level requirement in the info screen. Fixed a small box in the pine forest. The loot used incorrect icon – healing pot instead of coins. Fixed a problem with the craftable blade inside your castle. Now it has the highest priority and the lab master won’t switch to the regular shop before you finish blade’s restoration. Fixed a bug with endless lewd level checking for dresses which required Ada to be pure (less or equal slut requirement) Expanded herb garden’s size. Now you can’t see butterflies flying over the big black void on the right side of the zone. Added interactive shadows inside the castle’s courtyard. Now they darken the objects under them. Fixed another variation of a bug, which blocked players from getting to the second floor inside baron’s mansion. Fixed one of Ayane's conversations which hid Ada's spire even if players didn't press Q. Added weakness to clear-list for cleanse skill and medicine. v0.6a H content This release has 3 new basic scenes, each of them prepared both in normal and lewd variations. The first scene with the night gaunt is available on the upper floors of Mortimer’s tower while the boss scene awaits you at the top. The third scene, featuring group sex, is inside baron’s mansion – check out the new basement zone. The entrance is to the left of the reception. To get past the guard, you’ll need to have at least 10 in Ada’s lewd level and baron’s scene with the piano. Optional content V0.6 update brings the foundation for 2 factions and their own quest lines. You can check them out and start earning their trust right now. Nun of Octa’s church built a monastery North of Ada’s castle and the refugees have a tent camp just outside of the lumberjack’s village. Starting quests are easy to do and won’t require anything special to complete. They are here to hint at what’s coming in the next updates. So far, I plan to make at least 1 scene per faction aside from a pack of cutscenes and other interesting stuff. Upcoming domination mode While not directly a part of v0.6 release, I decided to mention this feature to mark players’ choice for the next feature in Yorna. It will allow Ada to use lust magic overwhelm her opponents with sexual desire. Then she will take an active role during the new H event. To unlock such a scene, players need to have access to lust magic and win using only it. No clubbing enemies or fireballs to the face. Just pure lust magic like ”Lust Bolt” and ”Seduce” skills which you can get from dresses. Most common monsters will receive the new mechanic. Obvious exceptions are enemies without brains (like skeletons) or non-humanoid types (like the poor sad flower in Nymph’s forest). Why not bosses too? Ada invites new monster girls to her castle after winning and she actually needs to look them in the face afterward :) Interface / Usability changes Added vertical scroll in save and load screens. Now you can press up on the top of the list and the cursor will jump al the way to the bottom. Hitting down on the bottom will place the cursor at the top. The same applies to shops and menu choices. Added a bit of space to the last batch of small maps which had problems with either blocking the exit points with Ada’s sprite or blocked “on-map” sprites during dialogues. Some of the maps: sand caves, nymph’s forest and grey kitchen. Eruvian jack (the card game) no longer asks if you want to take another card while the score is already 21. Instead, the game automatically passes and allows your opponent to draw. The game no longer forces you to enter the pine forest if you hit the escape button on the global map menu. Now it correctly closes the choice menu without moving the player. Fixed a GUI bug where recipe and material lists could overlap during crafting. Fully restored castle now responses to approaching the game – the same logic as the half-finished one. You don’t need to hit the action button to enter one of the rooms. Small fixes / Improvements Changed castle’s garden exit point so it no longer places Ada right before an obstacle. Fixed a rare bug with mansion’s logic which blocked going to the second floor and the whole “maid” business. Added a missing file to the CG gallery for ogre’s lusty scene. Now it no longer forces the game to bombard you with errors. Fixed Oakheart’s description to a proper one. Fixed shadows inside your castle’s kitchen. Now you actually need to solve the statue puzzle before getting inside the “goodies” rooms in the cultist’s lair. Fixed Serena’s scene item unlockable. If you used it before the fix, just walk inside your castle’s courtyard and save. The gallery will check the fix and add the missing scene if you already defeated her. Fixed description for one of Calista’s combat skills. Fixed Mio’s name in the first cutscene with Ayane at her fox shrine. Forgive me, kitty >< Fixed graphics layering problem for snow mountain region on the global map. Yorna 0.5 Full changelog Version 0.5 turned out as a pretty beefy update both for tech and gameplay innovations. Since I really wanted to sidestep the issue with the crashes before Yorna will get some love from tech support, I focused on the logic parts. You can expect v0.6 to include more optional quests and activities. In fact, I’m thinking about adding a small quest system, more on this in the upcoming developer’s plans. Time to see what’s new aside from the usual story and puzzle package. So, let’s start with the H content and the current update has 2 scenes with premium graphics – a new artist joined the art team and you can expect 3 scenes in the next update. Also, he did an amazing job with his first H event because it’s the biggest scene the game art-wise with almost no repetitive frames. One of the H events involves some soft tentacle action, the other one – spanking. Both scenes have warnings (tentacle scene shares the choice with other tenta events) so you can skip them if you don’t like the kink. Gallery will allow you to check them out if you’ll reconsider later. Gameplay functions and features Since my first workaround for the crash problem didn’t help at least on some platforms, I decided to make an autosave feature. Each time you change a zone, the game will silently create or overwrite the data in 30th slot. Be careful and make use an alternative slot if 30th slot is used by one of your own files! Otherwise, the process is completely hidden and non-disruptive. You may remember that the game places the cursor on the last slot you used manually – it stays the same way even with the new feature. While autosave doesn’t fix the crashes, at least it lessens progress loss. I hope tech support will answer with something useful soon though. Don’t like such crap being a part of my game without any real way to fix it from user’s perspective. Bla… I mean Eruvian Jack appears in Yorna. Functionally, it’s close to the blackjack card game with a few alterations. You can play for 100, 200 or 500 dragons, depending on who your opponent is. In the current update, you can find 3 guys to play with. The restaurant in the village close to your castle will offer the first chance to try out the game. A bored hunter inside the lumberjack village can offer pelts instead of money for your winnings. And the last one is a trader – he’s inside new lounge area of your castle and offers to play for high stakes. Each of them will offer an option to check out a quick tutorial before diving in. Ada can learn new potion recipes to brew by getting “Alchemy Secrets” book from cultist lair. Check out the puzzle for details. Oh, and don’t forget – using alchemy table in Ada’s room provides the cheapest prices for brewing potions. Of course, all other crafting pots will allow you to craft new potions too. Skills and dresses Reworked sneak mechanics. Now monsters ignore Ada’s presence on the map and roam around minding their own business. Bumping into them still triggers the prolonged “daze” effect but won’t force them to chase Ada. More like a shadow! V0.5 introduces 3 new dresses with unique skills. You can get one from the final boss, one from Diana’s dress after clearing the chapter. Another one is hidden inside the caches, check the map guy in your castle. Gallery update Not an update per se but I decided to mention it here. Originally, I placed unique slutty/non-slutty frames inside galley’s CG mode. After a bit of thinking and gathering feedback, I decided to sync the frames with real scenes. This means you can check out all the CG frames in the CG mode – just as in the real H event, minus the text part. Sometimes it increased total frame count more than twice. I’m thinking about adding more frames and giving some love to the older scenes during the next update, so give me a shout about the H event which you would like to see expanded/improved. Castle upgrades/changes As I already mentioned, you can expand your castle with a new zone – lounge. It will definitely attract more people with time and present another zone to check out for cutscenes with monster girls and other characters. Reduced resources needed for initial castle repair to make the start smoother. Interface changes I fixed the option to delete your own saves, now it’s working as intended. Deleting an old file doesn’t force the game to crash or spit out an error. There are some ideas about improving the interface for the save/load screen but since they are based on RPG Maker’s core files, I decided to postpone them into v0.6. Also, the inventory screen doesn’t allow the contents to spill over the menu frame. So, you shouldn’t see your items falling out of the bottom section of “on-map” menu. Works for both items and dresses/trinkets. Misc/small/bugfix changes Added more steps to Diana’s story so player progress between dresses bit by bit rather than getting most of them available for crafting after rebuilding the castle. Also, added a text block on the “certificate” tablet on the wall. Now the text block triggers even if you click on it with the cursor. Some of the enemy’s attacks are no longer “silenceable” and some monsters received backup skills to use if Ada decides to play mean with silence effects. Fixed some map tiles and geometry, added more space on the right side of most problematic maps (like the pine forest and gnoll desert). Now you can actually keep Ada’s image on and see where you are going. Some zones still need to be revised but they are okay-ish even now. Added dynamic shadowing on most of the interior maps and zones without them. Looks like some locations won’t be able to support the feature due to tileset limitations but it’s nothing critical. Fixed nereid’s lusty attack comment. Now it properly mentions her. Moth’s scene now acknowledges the skip setting and allows to fast forward it to the last frame if you choose to do so through the options. The “map guy” appears earlier in your castle. Now you can hunt for treasures earlier in the game to make the start easier. Also, I added some starting weapons inside the caches and lifted the restriction about unique weapons in your inventory. You can get more than one weapon in your loot. Sell anything you don’t need. Allowed Leary to move wings during cutscenes. Now she no longer looks like a static image if you talk to her. Regal dress no longer forces Ada’s face to disappear (cre~epy) and properly check for her lusty level. Its skill now properly buffs the player on use. Agni the hellhound no longer appears after beating her in a boss fight. Minotaur’s scene now properly adds exp points for the “Group Sex” skill. Affects both slutty and normal versions. Birds no longer dive underwater lilies mid-flight. Yes, you read that right. Smoothed over some dialogue cutscenes – fade-out effect for some scenes was too abrupt and fast. Now all of them should follow the same standard. Fixed dialogue tags for some characters inside lumberjack village. v.0.4 Graphics and art H events will start the list. You can get 3 new base scenes, each with 2 variations - normal and lusty. There’s one scene for the boss, another one is for the common monster (minotaur) and the last one is in the mansion. I’ll see if the new artist will keep up with 3 scenes plan in the future. 3 new dresses for Ada, now including passive skills and for the first time - a capped lewd level for one of the dresses. Passive skills will be active after learning them regardless of the current lewd stats. Players can get them like all other skills - by maxing out SP of the dress and don’t require any kind of special activation. Roughly half of the maps received an update. Some got bigger so dialogue sprites won’t cover the map characters during cutscenes - like Nymph’s forest. Others received shadow touch-up and fixing like Sand Caves region. Now the shading will react to everything under it, including environment and characters. I will try to upgrade the rest in the next update. Game mechanics Now you can try your instincts with new treasure hunting activity. After repairing the castle for the first time with Arthur’s help, a shady character will appear at the courtyard. He will offer you to buy a pack of maps with hidden goodies. Using the map in the inventory will bring up a small section of the map with an X - the right spot to dig. Use the shovel and get the loot! One of the new dresses is hidden in one such chest. Oh, and don’t worry - all treasures worth more than their price. New releases will bring more maps and hidden goodies. Castle changes and upgrades Your lab received 2 changes in v0.4. First of all, enchantment service is available earlier in the game - right after taming the fire crystal at Ayane’s shrine. Taming the air crystal will unlock an option to upgrade Ada’s weapons. The list includes puzzle and shop weapons, plus unique weapons like Fang and Spellblade. Mio, the oracle cat-girl, settles in Ada’s castle with new cutscenes including her teacher and a certain fairy. I remember some players wanted to see more serious scenes yet she’s too small and cute to be too serious. Small changes and fixes Fixed the herbal tea, now it doesn’t cause dress change loops if Ada’s lewd level became too low for equipping the previous dress. Grey uniform serves as the fallback option for such cases. Fixed the H scene with Sebastian and the piano. Now it correctly shows up in the gallery after unlocking. Cleared diagnostic tiles which sneaked into v0.3.5 and double-check v0.4. Increased the inactivity time for common enemies after touching Ada in sneak mode. I’ll think about switching off ”chase” behavior for the stealth mode in the next update. Tome of advanced alchemy now correctly applies the new recipes to all places where players can brew their own potions. Fixed some exit points in Sand Caves regions - now enemies can’t wander off the map grid. Added more random mini-events with characters for your castle. Now it will be a bit livelier. Leary correctly turns to face the player in her initial pre-combat cutscene instead of talking with her back facing Ada. Rooood. Added an obvious hint in the bridge section of the desert to point out that the vines are interactive. Fixed more than 100% cleared content in saved stats. v0.3.5 H Scenes and art You can get new 4 new scenes. 2 base events, both of them with lewd and normal variations. We also added the first batch of new frames to the moth scene. You don’t need to re-unlock it, just you the gallery if you had it before the update. As I mentioned earlier scenes will get some love in the future updates. I postponed the third scene to November and it will be the third variation of the mansion “Maid Job” H event with Ada being… on top of things. More on this in the upcoming developer plans for November -> December. Mechanics and gameplay Version 0.3.5 has 2 new dresses for Ada: one for beating up the boss and the second one is available in Diana’s shop. Craftable dress features new mechanic – stealth. Using the active skill of this dress, you can ignore common enemies, as they can’t initiate the combat with Ada even if they catch her. Use it for resource gathering and puzzle solving. I saw the parity inside the cutscenes poll and will weight my ideas accordingly for the upcoming releases. 0.3.5 still has a pretty lighthearted mood for most of the cutscenes. This doesn’t mean there won’t be any cute or funny events in the future though. Your castle’s lab is finally up and running! For now, you can upgrade a bunch of trinkets but with time you’ll get options with weapons and armor too. Talk with the lab staff to access the upgrade menu and prepare to spend your cash together with the new material – focus crystals. To avoid various strange scenarios players should un-equip the item they want to strengthen. Otherwise, it won’t appear in the menu. A new type of game package Testing showed I can use online platforms to deploy Yorna for playing in browsers. Controls are the same, including mouse options and the game runs smoothly performance-wise. The problem for such deployment is underlying web server - sometimes Yorna’s logic breaks completely while other web servers allow achieving performance close to a local client. This means I will try several platforms for distributing the public version of Yorna and see how it‘ll go. If everything will be fine players will get another option to play the game without even downloading it. Yet no promises - it all depends on the platform and its staff. Small fixes and improvements Added a switch to bring the desert puzzle back to its original state. It’s on the northern wall of the room. Switched the “glow” effect material nodes have from white to red for the winter regions to make them more noticeable. Crystal caverns use sparks instead. Healing via the statue shrine will not force players to confirm the info message. Now you can use the statue and immediately move even with animations still playing. Fixed Sebastian’s special scene in the mansion. Now it correctly works for both lewd and normal variants without allowing players to trigger it twice. Re-linked the requirements for getting into Oni’s sand caves to finishing the first of Arthur’s quests – get him the Mothercare plant instead of overall clear. Some players got confused why their castle never progressed – that’s why. Ada and enemy skill changes. Previously mage path with spamming firepuff/fireblasts had too much value for 1 mana point. Added a note about saving before checking out the gallery if players used boss unlockable items after defeating them. Leary, Gabby and Calista no longer disappear before their cutscenes end so Ada doesn’t talk with an empty space anymore. Arthur will not only check if Ada has needed materials during the first update but also take them after player’s confirmation. Added a note about the mountains in the East to the help message when Ada talks about Oni’s caves. Spell blade now actually uses zoom-zoom sound during the attack – just as its description says. Yorna v0.3 full changelog A lot of releases shift a bit forward due to my work schedule - this one is not an exception. Oh well... Yorna v0.3 is here and ready to roll! So let's check what's new aside from the usual cutscene and story pack and start with H scenes: Due to the previous goal and the new artist I prepared 3 scenes + extra frames for the sofa scene in the mansion. News H events feature moth, raiju and Baron Sebastian in a special scene after getting a high score with any of the clients. I added a clothed variation to the sofa scene and made different frames for outer and inner finishes. 10 new frames in total for this scene. Special event with the baron is a one-time scene so getting a normal variation will unlock the lewd one too and vice versa. I hope the next month will involve less "behind the scenes" changes and more work done. Yet it's understandable that newcomers require some time to settle in. Hopefully, the next month artist can step back a bit and update an existing scene for better quality. Something like we already did with mansion's scenes. We'll see how it'll go. Performance and tech updates I migrated Yorna to RPG Maker v1.6.1 and Kadokawa fixed most of the problems in a year. I also tweaked the plugins and pruned less useful of them. Both garbage collector and pixi graphical engine received some love too. The results are quite nice - resource consumption went down x1.8-x2 compared to 1.5.2. Yes, there is a gap in results due to the testing methods I used – I’m pretty sure no one will fast-forward different scenes 50 times in a row. Right? All features and saves are compatible so you don't have to worry about starting a new game for Yorna v0.3. There are some things to polish but I’m happy with the results as is. The next big tech thing will be MacOS investigation. I shortened the SP calculating delay after battles as some players thought their game froze. The logical functions are still the same. Features and interface Players wanted to see the names for H scenes in the gallery, even locked ones. I implemented this feature so you can get the hint how to get your locked events. Deafeted monster girls will offer a small stat increase after you bring them to the castle. This is still a work in progress and you can expect more such interactions. Check your castle - these events are among the new monster girl cutscenes pack. Now you can buy herbal tea to counter Ada's lewdness if it gets too high for your liking. You can't get her to a completely pure state though and remember - using the tea will make lewd skill training harder in the future. Added dynamic shadows as a test feature. This means they will properly darken all objects under them, not just floor. Default RPG Maker's shadows are boxy and meh at best so I experimented a bit. If all goes well all shadows will be swapped to the advanced variation. Minor updates and fixes Fixed a flicker with calculating numbers inside the combat screen. Now there's nothing appearing under Ada's HP and MP bars during hit animations. Arranged combat sprites closer to the center of the screen for better composition. Increased healing skills cast speed to help players with "Oh crap" situations. Changed Jack's dialog so he could appropriately comment on Ada's lewd level during their first scene. Blocked the function to press and hold action button on permanent interactive vents like wells. Plugins didn't like such interactions. Fixed a small cliff inside the desert zone. Previously players could climb it even without vines. Allowed to eat "lizard-on-a-stick" item both during combat and map exploration as it was intended. Yummy! (Careful with food poisoning tho) Fixed gnoll's battle skill description during the animation. Fixed jinko's (tiger) scene results. Now it properly unlocks her scenes according to Ada's lewd level and checks if the player wants to skip the second playthrough of her scene. Fixed Diana's store not offering all the intended dresses after upgrading the castle to the last stage. The usual typo and dialogue tag fixing. Yorna v0.2.5 changelog I decided to shift the release earlier because I’m going on another business trip today and can’t guarantee a stable connection to make a proper release. Without further ado, let’s see what’s new in Yorna v0.2.5 aside from the usual new zones and story pack: Scenes and Art V0.2.5 has 2 new base scenes, each with 2 variations - normal and slutty. The mansion got a new type of interactive scene - coach adventures with some backside exploring. The scene has all the 3 clients from the start and supports gallery activation. Similar to the first, blowjob scene, it will receive extra frames and branches in the next Yorna update, bringing it to the full intended scale. Also, I plan to do a half-clothed version in v0.3.0 if the time will permit it. Just as previous feedback poll suggested, I added H sounds to all interactive maid scenes, both new and old. This change includes all clients and variations inside the scene. The second base scene is centered on the big cat that you will find in the new forest zone along the plot line. ”The Big Fluff” monster girl is also present but, at this update, limited to plot story involvement, cutscenes and some mind-reading tricks. Also, teasing and fluff domination :P Main Features Yorna received the base logic for enchanting items and you can test it out with the sword part you’ve been collecting through your journey. v0.2.5 has the third and last piece so you can assemble the blade and tune it to your preferred play style. To use this feature, you’ll need to restore your castle after gaining the trust of a certain furball. There are other improvements you can do - like repairing the shortcut bridge to your castle. Visit the lumberjack village for this opportunity. I will expand the enchanting system to more items in the upcoming updates since the idea of giving more slots for equipment weren‘t solved in a satisfactory way. Every solution had its own drawbacks, so I decided to do this kind of sidestep. So far I see no penalties for using it and plan to support it all the way to Yorna’s final release. v0.2.5 got the biggest pack of cutscenes and monster girl sprites out of all previous ones. All of them received synchronization of big on-screen sprites and portraits inside the text block. This includes all the previous monster girl cutscenes too. I plan to use such cutscenes to add more monster girl interaction after their initial capture and some choices with buff or item rewards in the future. Also, I finished all the monster girls sprites and plan to avoid using general ”flying ball” as an enemy sprite. Hopefully, this will add a bit of immersion to the game. Small improvements and fixes: Adjusted the gold line in the after-battle loot window so it doesn‘t climb higher than intended. Fixed a single castle tile which was ignoring local -> global map size conversion. No more pygmy Ada :P Re-marked craftable sword pieces as key items to avoid showing them in the regular inventory and confusing players. Changed active piano sounds in the mansion. Reduced costs for Sand Town smithy – the novice staff was too expensive. Fixed a rare looped start for the interactive maid job scenes. It sometimes happened right after finishing one scene and the second one started without getting the money from Jack. Added a mention of a local alchemist during Deadroot monologue to help players locate the interested person. Fixed alchemist quest so she no longer asks players to get some Deadroot after they already gave some to her. Changed grass graphics inside the Grey encampment - the edge is no longer looking like it’s close to a chasm. Fixed some typos, missing dialogue tags and passable map geometry. ver 0.2 Graphic and scenes v0.2.0 has 2 new scenes in lewd and normal variations – 4 new unlocks for the gallery. The “maid job” recursive scenes receive 13 new frames with new graphics and 2 new clients with their own character and gifts for the job well done. New frames are focused on Ada working with her hand and happy endings. As the result, recursive scenes has more variety now. I will add lewd sound to these scenes during the next update – didn’t have the time in this dev cycle. Monster girls receive their own sprites and mini-cutscenes in the castle. Calista the lamia will receive her unique sprite in the next update and I will try to move from generic stuff towards more specific and original graphics. Yorna v0.2.0 has 2 cutscenes: 1 for Leary and another one for Gabby. You can try out 2 new dresses. One can be crafted after updating you castle to lvl 1, which you could do in the v0.1.5. Check Diana’s shop afterward. The lamia boss has the other one. Your castle and improvements Players can upgrade their default “Firepuff” magic skill to a more powerful “Fireblast” in the luxurious Ada’s room. Check the bookshelves on the left. You can upgrade your garden with a batch of red herbs for alchemy and other crafting needs. Also, I added a well inside the herb garden to gather water. All water gathering yields twice the amount to speed up the gathering process. Castle receives a default “kitchen/mess hall” zone where you can buy food with a discount. Plus, you can check how well Gabby is behaving while you are gone. After all, the girl has her needs… Arthur no longer gives the introductory cutscene if the player visited Ada’s room on their own before triggering it. Crafting and alchemy Sand tribe’s town offers a book with advanced alchemy recipes. Buying it unlocks new types of more effective potions. Added materials to monster’s drop list to make crafting easier and more appealing. Reduced crafting cost for some weapons to make them available earlier. Interface and GUI Added gold window to the main “on-map” menu. Now you can check your money by hitting the escape anywhere. Moved status bar under HP and MP bars so players could clearly see the debuff or buff icons. Removed confirmation on healing items in-combat because Ada is the only correct target for them. Increased the size of gallery preview pictures so you can clearly see the details. The screen holds 4x3 pictures at the current configuration. Added scrolling to the gallery mode. To view all the scenes (14) you need to scroll down by pressing the arrow with the mouse pointer or tapping down on the keyboard. Renamed “Blowjob” to “Oral” as Ada will get opportunities to dive between ladies’ legs too. Balance & enemies Placed some monsters further away from entry points so players could away combat if they decide to do so. Rebalanced the oni so you can beat her easier. She was pretty tough in the v0.1.5 and players had problems with her. Adjusted skeleton’s movements speed to the usual “aggressive standard”. They were faster than intended. Losing to monster and bosses now yields less SP. I increased SP for wins to counter this change. Other changes and improvements Deleted debug tiles which slipped in during the previous dev cycle. No more cheating :p Fixed mountain tiles on the global map. Now they are stick together correctly. Fixed ignored sprite hide command for Ada during one of the dialogues with Arthur. Fixed some lewd sounds which had a strange panning to the right. Must be a misconfig on my part. Fixed a bug with the gallery not unlocking the second type of the scene for a specific monster if players already got one type of scene unlocked and had “Skip” as their watched scenes option. Now it works with all the options. Fixed a bug which blocked the alchemy table in Ada’s room. Now you can brew at home too! Fixed visual jitter if players attempted to use a pedestal in oni’s puzzle without orbs in their inventory. Fixed some typos and missing actor tags in dialogs.