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maybe it's just a trouble with my laptop but, i have an issue with the textures than make everything red and black.
How can i fix that?

The Unity graphical pipeline I use in alpha 2 can be picky about drivers and using a GPU that isn't too old. Make sure your drivers are up to date and you aren't using a 5+ year old GPU.

I checked the components and apparently they are updated, the laptop has not been purchased for long, being around 1 year since I bought it, I really don't know how to solve the problem :(

What's your laptop GPU?

Intel iris xe

Oh. Sadly the game doesn't support onboard intel atm.

Hi, I am really confused about this game. It looks really nice, I'm really into it. But I keep seeing people in the comments mention chases and captures and stuff like that. But I am unable to find any of that content on my own. Am I missing something? How do you get to the capture sections, is there any walk through anywhere? Thanks! Hope to see more of this game in the future.

The alpha 2 branch lacks hostile NPCe currently as the new years build focuses on the improved models, lip syncing and the improved graphical pipeline. The work is still there and just requires reimplementation on my part when I am not getting swamped with work at my full time gig.

Sweet! Okay I thought I was going crazy looking for stuff that wasn't there. I ended up buying the older builds of the game and they were great! Keep up the good work! I've been a fan of your older projects and just found out about this one today! Sorry for the confusion!

I recently had the chance to test out the 2 alpha version of 'Soggy Horror', and I couldn't help but wonder if this was just a showcase. While I was able to explore the environment and listen to some voice dialogues, they seemed to repeat themselves every time I interacted with the creepy characters. and in bella's domain came i not go out. I'm curious to know what the future plans are for this game. Overall, it has potential, but I hope to see more variety and development in the future. Best regards, :3

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the free alpha 2 is a showcase. I decided to expand it to include minor gameplay element, another stage and a 4th floor on the elevator as well as some inventory equipment and items. I generally work 50 hours a week these days and get floored during the holidays so progress is slow.

That sounds great! It's great to hear that you're taking the time to make sure the game is the best it can be. Keep up the good work and don't overwork yourself. :)

cute and scary at the same time! I frightened myself every now and then. I'm more of a bad ending type of person! It's a pity that the captured is just pictures, but it's okay! Will animations be added or will it stay the same, in the futher? kind regards!

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more animations are being added. I want to the capturee sequences to be more then just images but it will require a lot of legwork that I am looking forward to during 2024 so give it some time.

That sounds exciting! It's great to hear that more animations will be added in the future. I can't wait to see the capturee sequences become even more immersive. Keep up the great work! ;)

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If possible please make an android port

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can you make this demo available on chrome cause I cant access the game

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This is a lotta fun, I went ahead and bought it! I never thought I'd have so much fun messin' around with piles of diapers and things. Kinda makes me me wish I could do more with em.

I didn't have any problem with the other mansions, but in mansion 2, the part after the giant diapers and cow girl, the room with the ten messy diapers all lined up in front of a fireplace and stack of abri forms, and other diapers stacked up. I can't figure out for the life of me how to progress from there. I'm not actually sure if it's possible, and was just left like that cause it's an alpha, but the other two mansions have a clear end so I assume this one does too.

If there's one thing I'd like to see more of it's losing screens! That pic from DeerServas is fantastic and I love it to bits, but I can't get enough. Dosen't even have to be anything fancy like cut scenes or art, I'd be happy with text. I just wanna see what happens as a consequence of the player character getting caught.

Overall I had a blast playing this, and I can't wait to see more!

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So, past the "stay off the floor" is actually the end for alpha 2 and just serves as a physics minigame you can toy around with. I have another stage very early in development but that's going to serve as the endpoint for alpha 1.1 and 1.2

I will be making the A.I. less jank in 1.2, will improve the lakeside stage and add a few assets that missed the cut. Mostly sound related.

Had a blast playing through all of the demo levels but there a few issues/bugs that i saw in my playthrough.

The objectives for the outdoor level don't have an obvious trigger and leads you wandering aimlessly for the next building for 10 minutes. 

In mansion 2, you can softlock yourself.  if you skip the first section by taking the locker to the box room and continue normally from there until you make it past the cowgirl.   If you take the locker back to the spawn room and do the scripted run portion of the level, you are led to the box room again, but the zone below isn't loaded and your trapped.

I had a hard time figuring out what to do after the cowgirl section which is what led me to finding the softlock mentioned above.

Mansion 3 was very well designed but there's some AI issues there.  All of the AI can see through doors and will attempt to chase you through them if they spot you.  This can get them permanently stuck in the door and for the upstairs part of the level, make it impossible to move past the cowgirl.

Overall had lots of fun with the alpha and I hope you continue to do a great job on this game

yeah, that lakeside is still very early and doesn't havr objectives set up along wiyh a bunch of issues. I will be working on that stage the most with 1.2 and update both the paid and free version of the game since thats just cut content and Quality of life.

Softlock in mansion 2 due to the teleport will be corrected as it was largely used by internal testing to skip the thorn chase rather then allowing more freeroam exploration as intended.

AI is getting a lot of critical eyes on it and will be modified throughoit the next series of patches.

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Gave this a playthrough. Had a damn good time but I'd like to note down a bunch of issues that you're doubtlessly already aware of (and hopefully some ones that you aren't!)

Objective trigger for the first mission is misplaced. I only discovered the "find the green portal" text after looping back while exploring the island.  Found the "Avoid Detection" marker this way too as it's only on one of the many possible routes to the mainland.

Water hazard around the level is a bit ill defined and comes out the ground in some places. Caught an enemy running through it but didn't catch on printscreen.

A LOT of objects are non collidable. I understand that some of this is to make the chase AI's job easier (Trees etc.) but when you fall through giant stuff like ships in the ocean it's kinda jarring. 

The AI also glitches out when you get to certain elevated spots. I'm fully aware that I'm being a parkour-y bastard (and it's rather easy to abuse geometry to get to places you shouldn't) but these spots are just beside (and sometimes IN) the normal playing field. These are places a regular player would try, not just a trickster like me.

It's also currently the best way of escaping enemies as they have an annoying tendency to either be too persistent and scooby doo chase you around the entire map or give up after you turn the first corner.

The strange usable diaper pack near the exit portal on the side of the main island is nonfunctional.

Not sure if this is intentional or not but enemies are almost completely invisible in the darkness. There's a nice example of good visibility in the long courtyard before you get to the mansion gates in the first level where the area is completely dark but the patrolling enemy's silohette contrasts nicely against the fog.  I see that you've added red rim lighting to them and glowing eyes and diaper tapes but it's very subtle. I also see that there's some quiet sounds for some nearby enemies (although I'm playing without headphones on, my PC's fans were like a jet engine and I just notice that I had the sound turned down so it's hard to tell if they're loud enough)

Obviously this issue (if it even is one) requires a lot of tweaking to get right so it's just something to keep in mind.

Saving and reloading resets everything (including your inventory) and it's completely disabled after the first level (possibly to avoid softlocking).

Enemies phase through doors instead of opening them.

If you crouch and fall off ledges in a certain way (hugging the wall), your playermodel clips through the camera.

The second and third levels have tons of copyrighted placeholders from Tykables to Abena to Johnson's powder.

The locker teleports mess up if you activate them from an odd position. (Usually climbing on furniture)

That wolf girl in the chase sequence isn't very good at keeping up. (and her diaper texture is a copyrighted placeholder from ABU)

The t-pose jumpscares are pretty lame. I *hope* that they're intended to be mostly comedic/sexy because jumpscares are rarely a good addition. Maybe OK as a "caught" animation though.

Anyway, I'd just like to say that - despite the obvious issues (it's an alpha, after all) - I was having a whale of a time.

The models are excellent and I like the 2d menu art too.

The atmosphere is SPOT ON (in the first level and in the resort level). I especially liked the rustling trees and shifting lighting (both spotlights and mystical glowing) in the first level.

You are well rewarded for exploring off the path and there's lots of nice little setpieces like the looming cooling tower in the background or the broken railways.

All the little nods to other horror games like the lantern and the herbs were cute.

The puzzle system is cool and I really enjoyed opening the lock box.

Definitely enjoyed the freeform stealth bits more than the heavily scripted chase sequences though.

So yeah. Please don't read this as me bashing the game, I see a lot of potential and it's clearly had serious passion put into it.

Anyway, here's the bit where I shamelessly suggest stuff for future content:

I really like the enemy models. Maybe sneaking about, trying to get a peek at them should be a mechanic? (Certainly what I was trying!) A bit like an inverted Amnesia: TDD.

If you win the game I think there should be a POV lapdance mode ...and maybe in general have sequences along the campaign that are like a sexy version of Outlast. (and if we're going full sexy Outlast mode, maybe the option to play as a male character?)

Ps. I've got a big 'ol .xcf file containing labelled screenshots of goofs (and a bunch of enemy shots that I liked) if you want it.

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This write up is great! Thanks so much I will review it as soon as I am rested up. As you probably already expect the lakeside island level is still in very early development, has a bunch of bad collission triggers and a duplicated door or two and a few bad placements. The enemy AI also has a bunch of problems I will be working hard to mitigate or solve.