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Welcome to The Outlands: Anchor Horizons. You are an Anchor, a human plucked from your universe to serve a god as a succubus/incubus-like be

Welcome to The Outlands: Anchor Horizons.

You are an Anchor, a human plucked from your universe to serve a god as a succubus/incubus-like beast to enter universes, find people, then corrupt them into lust to gather their energy harmlessly.

Now that you're here in the Outlands...it's time to enjoy your new life! Learn new kinky moves to use against your opponents, unlock items and upgrades, explore the open world, and learn all about the new world you're in. Face challenging foes, including six bosses and a tall battle tower. Practice the 160 available minigames for the highest execution bonuses. Meet the many new and familiar faces that live in the Outlands and become friends with everyone!

This game features animations for every attack, including detailed backgrounds, arts, and character portraits. Thank you Observilos for working with us and the incredible art for the game~!

Please enjoy the five months of constant work we've put into the biggest game we've ever developed!

Update 1.0 - 18- Boss battle attacks have an error that pops up above timers. I made sure that does not happen again. If you find more instances of it, please report them!- Volt (and all bosses) lead to a black screen once you finish the encounter. That's been fixed- A debug screen has been added to Atmos' Tower in case events lead to black screens, which detail certain variables I'll need to debug any softlocks. Please report them if you find them!

Update 1.0 - 19- Alterra's dreamworld gimmick had a problem with selecting moves from it's array. I implemented a fix that SHOULD work.- All items in the city shop did not have back buttons. They do now!

Update 1.0 - 21- Atmos' Tower's events now properly work!- Alterra's moves would break if your system tried to bring up move number 1, or tried to bring up the moves a second time. It does not break anymore!

Update 1.0 - 22- Talisman of Pride's instant KO message will no longer repeatedly display- The disabling of talisman equipping won't be present everywhere anymore.

Update 1.0 - 23- The shop now properly displays your credits in the menus

Update 1.0 - 24- Alterra's glaive attack properly sets itself up without starting immediately or sending you to a random fumble screen.

Update 1.0 - 25- Scottie's parrying attack improperly says someone else attacks. That's been fixed

Update 1.0 - 26- The focus stat does not have a cap, and doesn't check if the cap is raised above the maximum when parrying Ruin's attacks. That's been accounted for now.

Update 1.0 - 27- Winning against Scottie will properly register the win and give you the fate.- Small spelling mistake correction- The speed-attack flag will now lower after defeating Scottie

Update 1.0 - 28- Udder growth properly resets it's variables now

Update 1.0 - 29- Speed attack can now be toggled in the library.- I also fiddled around with the forest battles. They should properly reset now

Update 1.0 - 30- Enemy "uncontrollable cum" attack will now properly cap your execution bonus at 100.- I implemented a few checks to make sure battles properly take you to the right place in the world after winning. This is more of a duct tape solution. Let me know if there's still any problems with, for instance, appearing in the arena after you win a fight in the forest

Update 1.0 - 31- Scritching 2 would have multiple scritching buttons show up if the scritches happen on the far right. That's been fixed

Update 1.0 - 32- Uncontrolled orgasm now properly brings you to the correct results instead of floating cum, and therefore, properly unlocks endless cum flood properly.- Implemented a fix that SHOULD fix an error message that comes up if trying to respawn the enemies and events in Atmos' Tower, however this bug fix is only a guess. If it's still around, let me know

Update 1.0 - 33- Atmos' Tower enemies have been nerfed in floors below and including 56, and the players attack has been buffed to more easily deal with earlier enemies.- The attack modifier for enemy anchor attacks was not accounted for and would not be adjusted, this has been implemented in this build.

Update 1.0 - 34- Atmos' Tower events now actually, actually work. I swear this time!- Casual cum attack had the potential to not stop spinning. This has been fixed.

Update 1.0 - 35- Volt's battle continuously resets the credit system to 500. This was because I had it reset for debugging purposes while programming. This has been fixed.- game doesn't switch to the players move when the enemy has attacked causing a loop in enemy behaviour. This was due to the Smooth Moves quirk not properly trading off to the player once it was over. It should be fixed now.- talisman of fire doesn't unlock in the library. Pretty easy fix.- inflation omega attack doesn't seem to be able to be cleared. This was because the variables did not properly reset. That's been fixed.- Egg balance toy has a go-to error. Easy fix.- Forest does not properly reset stats, and can be already corrupted. I did some extra making sure that the game properly resets itself once the battle is over.- The dialogue sprite doesn't clear when it should. I did a once through the whole game to make sure dialogue sprites are cleared.- The time extender multiplyer for Null Bulge growth will now affect the time it takes for the gauge to decrease instead of the actual time.Potential issues:- flapping attack and muzzle growth have caused a softlock.I don't exactly know why this is the case, as the programming doesn't tell me anything obvious. If it happens again, please contact me with what you were doing right beforehand.

Update 1.0 - 36- Enemies, when moving into phase three, sometimes blackscreen the game. I put in a failsafe that if that happens, the enemy will default to phase two again.- I also made sure that phases properly reset whenever a battle resets.

Update 1.0 - 37- Having an enemy appear underfoot when you arrive in a new floor in Atmos' Tower will now not lock the floor description anymore.- This change log will now appear in-game at the title screen.

Update 1.0 - 38- Did some more making sure Smooth Moves properly disables itself once finished.- Penta-Cock Orgasm doesn't complete and fumbles every time. This was due to variables not properly resetting and has been fixed.- Executing Floating does not unlock the Talisman of Freedom. This was mixed up with another talisman unlock, the talisman of knowledge, and has been fixed.- The passage after resisting Merging from an Enemy Anchor displays (set: 0 to it * $ before going into the text. This was a mistake on my part and has been deleted.- A .5 credit was included in the payout for doing a bounty in Atmos's Tower. This was due to a multiplication error and has been changed to a ceil operation- Got to Floor 48 in Atmos's Tower before fighting -----, which caused a lot of problems. This was because I set the game up for debugging purposes when I was programming it and did not remove it. That's been fixed. - Inner Peace Level 1 has been stuck permanently. This was because it was not in the quirk-reset list for some reason. - The results screen of all battles says "Fate given: 0" whether you use a Fate or not. This was because of a misspelt variable. This has been fixed.- Using Thought Corruption and being asked to answer with the word starting with E fumbles it. This was due to ENF being all caps, which made the system confused. The game has been changed a little bit in how it takes in an answer to fix.- The minigame for trying to resist an Enemy Anchor's Udder move feels nigh impossible to succeed at. I reprogrammed the minigame to better scale the speed at which the gauge moves on its own to the time extending multiplier.- I changed the way Talisman of the Familiar is handled on the programing side. It is still quite a difficult talisman to achieve, but it now actually works, as the programing was originally looking for something impossible.- Every option for Domination Power Fantasy fumbles it. That was a simple mistake that's been corrected!

Known issues that I couldn't figure out:- Udder Cock Drinking doesn't unlock in the Anchor Moves & Experienced Stories book.(There's no reason why this shouldn't work. I tested it and it unlocked fine, so if this continues to happen please keep my updated)- Certain Enemy Anchor moves do full damage despite being resisted successfully. Vine Bounding, Hypno Snap, Null Bulge, Face Sitting are examples, but there may be more(this is another thing I'm a bit confused by, since all testing seems to work fine. I'd need more examples for what exactly is happening)

Update 1.0 - 39- I've redone the way the forest creates enemies, which should straighten out a few bugs that came up due to it. Keep an eye out for any more potential bugs.

Update 1.0 - 40- Fixed Udder cock drink not unlocking itself in the library properly.- Fixed a potential softlock in Order's Buckshot roulette where Order, or you, can have negative life.- Fixed an issue of reentering the tower at floor one and spawning outside the walls of the tower.- Wow so many bugs, there's even bugs in the forest now! (New buggo sprites have been added to the forest)

Update 1.0 - 41- Fixed a mispelled go-to macro for tail-growth during Alterra's dreamworld gimmick.

Files

Comments

Shooks

It's tiiiime. Sadly not home but I'll give it a whirl on mobile till I get home.

Shooks

Ohhh. Wow this is incredible so far. Definitely going to wait till I get home so I can experience it at its best. Went through the combat tutorial and it's VERY intriguing.

xvos1337

Idk where to report bugs but atmos tower events seem to be bugged and cause an automatic soft lock 100% of the time for me. just black screens and have to exit out and restart game to continue.

xvos1337

yes, you hit the event button and it just goes to a black screen with nothing on it.

Chaos/Ruin - (Defied Realities)

okay. The new update has an extra screen on it if that happens which details a crash report. If it happens again, could you please send what you see on that screen to us on Discord?

Black Robed Mage

Two fights now, I've gotten into a loop where the enemy gets infinite turns. The first time was reportedly because of Smooth Moves, but if I'm supposed to do something about that, I'm not sure what as there doesn't seem to be additional info on that. The second time is against a deer, and it's not doing anything but all I can select is Enemy Turn over and over. Edit: Even after a restart, every fight turns into endless enemy attacks. I'm not sure what I did, but Smooth Moves seems to be permanently active and always triggers. Edit Edit: I found a work around for that issue by enabling skipping enemy turns, but now have a new problem. I've got a slime kitty over 100% corruption but the fight is not ending. I'm at 50 steps into the woods, if that makes a difference. Edit Edit Edit: You get a goto error when purchasing the balancing egg toy.

DIYote Gaming

currently playing update 37, "smooth moves" is still kind of broken; I played through the first part of "atmos tower" with it working presumably as it should (sometimes the enemy gets a second turn) and then went to the forest and a pace-1 enemy completely locked in with no way to stop the cycle outside of the "skip enemy turn" cheat. :/

Chaos/Ruin - (Defied Realities)

I got some more reports of that too, yeah. I've done a few more making-sures to disable Smooth Moves during the turn change, but please let me know if it's still a problem

Pathfinder

since we are in the bug squashing mood. For the buckshot roulette minigame its possible to kinda softlock yourself by using raised setting on order while he has only 1 health. i'm pretty sure the game checks if his health is equal to 0 but this causes his health to go to -1 making so the only way he can die is if he uses a crystal on himself.

redruntime73

The reason why Udder Cock Drinking doesn't unlock is that the passage "Udder penis drink game" routes to "Udder hand milk check" instead of "Udder penis drink check". I found that out by reading the code because I was curious why it didn't unlock in the LAMB, and the result description kinda didn't make sense. Another curious thing is that the merge attack by enemy Anchors can't be lost under certain circumstances. The "Enemy furry merge" passage checks if temp0 >= 5 despite the temp0 variable neither being used in the minigame nor being reset by it, so if it already was at least 5 for some reason, it makes you autowin the attack. One more thing, sometimes the first floor in Atmos' tower cannot be progressed through when reentering after having escaped on a tile from a floor somewhere higher up. This happens when there is no tile in floor 1 at the coordinates of the tile you escaped from, so you effectively spawn outside the map, because you always reenter floor 1 at whatever coordinates you left on any floor. There might've been more things I've noticed but have forgotten, I was a bit lazy with reporting thus now, sorry lol I'll tell you if I find more ;)

redruntime73

Just remembered another potential bug: I might've encountered the pool trap in Atmos' tower two times in separate floors, and it probably didn't reset correctly. Triggering the second trap didn't eliminate the enemy, instead it said something might've happened if I hadn't defeated the enemy first. I went to the event before beginning the encounter, so the trap should've triggered successfully. I haven't investigated that bug, but I believe the variables don't reset for the next trap.

Ike Russo

This is kind of a dumb question, but how do you actually use fates once you have them?

Chaos/Ruin - (Defied Realities)

You should be given the option to use a fate once you finish a battle. If it’s not doing that then somethings wronggg. I’ll have to look into it once i get the chance to