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Hello friends! We are on version 0.8.2h as of a few minutes ago, with two bugfix updates going out this week.

And now... it's dev diary time, and furthermore, time to look at the development focus poll.

Aggregating the platforms, we end up with:

Breaking this down, there's a strong contingent for new stuff (campus lake, spring break... arguably roommates, since it's building on the housing I just added), and also a strong contingent for extending existing content (pregnancy events, the basic campus/town/residence hall/Greek event sets, NPC sim events, starting options, QoL stuff). So I'll be mindful of not always just adding shiny new things (however tempting that is) and making sure I also spend time extending existing events.

It's also clear that the general consensus here is a strong focus on new events (which totally makes sense, they're the soul of the game) and a bit less on things that would focus on mechanics or under-the-hood sort of stuff. Which also makes sense, as 0.8.0 involved a ton of under-the-hood work that could now stand to be filled out and surfaced more.

In any case, the clear number one winner is to continue my work on housing and implement roommates, so that's what I will be working on for now.

The closest thing to a roommate situation in 0.8.2 is being over at a partner's place after a hookup or permanently having access to their house. You might have noticed that this uses a little bit of a hack: it just always places your partner in the room with you, with the exception that they refrain from following you bathrooms.

Why is this? Well, it's because the game doesn't quite know where townies are supposed to be, and this dates back to decisions I made way back before release.

Now, not to shatter the illusion, but in a game like this, appearing to simulate something is often mostly identical to actually simulating something when it comes to the player experience, yet is a lot cheaper. NPCs don't really move from place to place in a way that the game keeps track of; rather, when you move to a location, it will quickly assemble a list of NPCs that could be there and then pick a subset of them to actually be there, tending to prioritize NPCs that you've shown interest in or that the algorithm thinks you might be interested in.

There are exceptions to this, where an NPC's presence is more deterministic, and there have been more exceptions added as the game develops: students are at their classes, people are reliably at their nightlife locations, and so on. This isn't to say NPCs have no schedules whatsoever, but the granularity tends to diminish with their distance from the player. Students in Chicory Hall have the most specific observable schedules: they shower at specific times, eat at certain times, and so on.

Townies, on the other hand, don't really get any granularity at all. They're just a big pool of people that are around town mostly randomly, and while the nightlife system (added post-release) now directs them in the evening, it's mostly a free-for-all.

This works to the degree that the player isn't in a position to notice discrepancies. If you see an NPC at a park, then head to a store and see them there too, that isn't implausible; if you got there in that timeframe, so could they. But if an NPC is sleeping in your bed, then you go to their workplace and they're on shift, then you go back home and they're still in bed, then suspension of disbelief starts to break.

So far this hasn't often been a problem simply because it's difficult to observe a single NPC closely enough to notice discrepancies. But once almost every NPC in the game might become your roommate, this changes! So, the first step to knowing whether an NPC should even be home when you are and what they're doing is to nail down all NPC schedules.

So, that's been my project for this week. This plays into another goal that's been on my list: to let the player locate NPCs during the day and not just through their chosen nightlife activity. A big part of this is giving them actual work shifts, instead of picking randomly from the pool of possible employees when you walk into a job location. NPCs will now work up to five days a week at specific times. Students, naturally, are most available on weekends, but may take late shifts through the week that don't interfere with their classes.

Townies have now also gained the same kind of basic schedule that students have always had, so we know when they should be asleep, when they shower, when they'll eat, and all that. With all of this done, we can determine not just when NPCs are at home but also which room they're in and what they might be doing there. That gives us the basis we need to start fleshing out the experience of living with somebody else.

Another necessary extension I took care of is that it's no longer enough to know who owns a housing unit, we also have to know who each bedroom belongs to. I'll probably let the PC override NPC decorations in common areas (it'd be annoying to have to live with NPC decor and never be able to upgrade it), but bedrooms will be private areas. Housing information will record one owner and however many roommates, and similarly, a bedroom might have one or multiple owners.

All of that more or less takes care of the foundation of the roommate system. I've also planned out several of what I call "key narratives" — experiences I want the player to be able to have that will be conveyed through events and mechanics. These include arguing over chores, a housemate bringing over a date, a roommate walking out of the bathroom wearing very little, and things like that. My logic is that once a bunch of key experiences like that are possible, then the system at least has a good start. So, for the remainder of the week and into next week, I'll be writing the events that lead to these.

That's where we are for now! Thanks for reading, and as always, a huge thanks for your support, it means a lot. I'll be getting back to work on the project now, and I'll be back next week with another progress report! Have a good week!

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Comments

Anathema

Hi Anthaum team, First, thank you. Course of Temptation is one of the few adult games that treats sex as a system rather than a cutscene, and the sandbox chassis you've built — skills that grow with practice, body stats, NPCs with their own responses — is genuinely impressive. I'm writing because I think the game's biggest untapped strength lies exactly there: the payoff side of sexual skill. Right now, leveling a sex skill mostly changes the adjectives. "She rode his cock expertly" tells the player the character is skilled, but it doesn't show it — and showing is where the heat is. Compare: "she tilted her hips to the exact angle that dragged his frenulum along her anterior wall, kegels and abs tight, and felt his rhythm come apart." The second version is hot because it's specific enough to interiorize — you can feel the mechanics. Skill expressed as technique is erotic; skill expressed as an adverb is a stat sheet. Let the difference between skill levels be legible in the prose itself. A few directions that I think would pay off enormously, all buildable on what already exists: Sex as a power contest. Real sex is saturated with power dynamics — who sets the pace, who reads whom, who overwhelms whom. That makes it naturally powergameable: initiative, momentum, stamina exchanges, control as a resource that skilled characters seize and unskilled ones lose. Let a maxed-out character feel genuinely dangerous in an encounter. The Coolidge effect as a mechanic. Desire habituates; novelty re-ignites it. A truly skilled lover effectively manufactures that effect — keeping a long-term partner's arousal from decaying by varying technique and reading responses. A habituation meter that high skill can reset would make skill matter in ongoing relationships, not just first encounters. Entrainment and conditioning. These are real phenomena: syncing and leading a partner's breathing and rhythm, and building conditioned responses over repeated encounters — cues, triggers, trained reactions. That's a ready-made long-term progression system with NPCs, and exactly the kind of thing your simulation could track. None of this needs props or fantasy. No BDSM gear, no monster girls required — realistic human physiology and psychology is deep enough on its own. If the historical record is even half accurate, lovers like Wu Zetian, Casanova, and Theodora were terrifying: people who made their partners effectively addicted. That's the fantasy a sex-skill system should let a player approach. Let the body stats matter in bed. A knowledgeable, perceptive partner with a VO2 max in the sixties and an ACTN3 RR genotype would genuinely wreck an average person regardless of gender — cardio, power, and attention are a real build. Fitness and perception feeding directly into encounter performance would make character building meaningful in the bedroom too. You already have the chassis for all of this — the skills, the stats, the NPC simulation. What's missing is any sign that the payoffs will deepen to match. I'd love to see the roadmap give the sex systems the same love the rest of the sandbox gets. Thanks for reading, and for the game.

Nessa Rodgers

I'm having a bug where there is no option to ask if I can record. It seems like my inventory disappears when I interact with NPCs.

Dronexxx Drex

Can I see my virtility %? Or somehow increase it? Im one of the people who love the pregnancy system you have and just got one of my poly partners pregos. If there was more info on the chances or system added to increase chances would be epic. I do have the chances on 3x. But im facing alot of resistants to getting from point a to point c. Because b is " Not inside" Every time and on a rare blue moon enjoys it. haha. Its fun. But receptivity to the way I play the game would be epic.

courseoftemptation

Probably a casualty of the refactor of location inventory... I'll take a look!

courseoftemptation

Most NPCs just don't want to get pregnant, at least not without some convincing! Being in a committed relationship helps, and you may be able to persuade them by discussing birth control with them. If you want to go a more cheat-y route, adding inclinations like Risktaker, Breeding Kink, and particularly Nature Prevails will change their attitude about it.

Nessa Rodgers

Thanks. there's also a weird on if you ask to hang out and they say I'm busy but what about tomorrow. Type error something something undefined something. The popup doesn't let me copy the full text.

GothamRose

Ooo I can't wait to have a partner with a hot roommate 😍 😆 the drama this game honestly gets better and better it reminds me of a sims 3 alittle bit because if how addictive it is to play, and the fun to be had. Thank you so much for the game and the consonant updates.

Ian Kinnell

I'd like to see hypnosis & even stuff like daring the hot milf teacher to wear a micromini whilst having a vibrator whilst teaching

Anna

Will older NPCs have larger houses, or at least live alone if they don't have a partner? Can we rent a room in a married couple's house? If they have a partner already, will we able to seduce their partner while living there? :)

SeekAndFind

As always, thank you for your hard work and continued innovation and improvement on one of the best games going! One thing I'd really love to see (and this is probably more suited for when you expand the existing event sets) is the option to take on a more passive role in certain events. In order to access certain scenes in the Quickie Burger and E-Sports stories, your character needs to willingly go topless in public or be a cam model. As someone who tends to play a more shy and reserved character, those aren't options I would tend to pick so I miss out on those events which is a shame because they're really good. I do think certain events probably should be limited to certain playstyles for replayability purposes but I think having different approaches to how events play out can also promote replayability. Maybe it can be like the River Rat stuff where you can take a dominant or submissive approach to certain customers. Anyway, I don't mean to backseat dev. Keep up the great work!

Abby

How can you add or unlock the breeding kink, or is that not available yet? Thank you for all the consistent updates! This game is amazing!

Vampkiss x13x

With the lake, could camping be implemented? Having sex while camping could be in tents (ha)

Vampkiss x13x

Also could add the chance of being heard and have someone watch or join. Same with skinny dipping at the lake, or sex on the dock. Or on the beach. Exhibitionism 😝