Team Venus

Team Venus 

Creating an adult game Project Venus

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Donation pool for project and Aromabish's chemotherapy

About

This is an official page of Team Venus. Our goal is to create a quality adult games with an actual gameplay.
Currently we are developing Project venus.
Project Venus - action zombie shooter with rpg mechanics and adult content. This is the first part of the whole story.  Take control upon our Jillian, game's protagonist, and help her to escape from infested city and find her sister. Join our Discord server!
F95 page.

Update Status

The next update is coming very soon. Yes, we’ve said that before — but this time, it’s actually close.
So what caused the delay?
The update was originally ready around Christmas. However, after testing it ourselves, we realized something was off. The story was there, the new scenes were there… but the gameplay? It was barely present.
Up until now, every update (aside from hotfixes and reworks) included both gameplay and scenes. This time, it ended up being about 30 minutes of reading and static content, which felt more like a generic visual novel than the kind of game we want to create.
Because of that, we made the decision to significantly expand the update.
We moved forward the implementation of a new location and, as a result, began developing a range of new systems and features, including:
  • Ambient occlusion and improved lighting
  • Dynamic loot system
  • Zombie sound system
  • Difficulty system
  • Additional visual effects (like blood splatters)
  • New weapon with ammo-switching mechanics
  • A new boss
  • Custom zombie speed settings
Over this time, we’ve been fully focused on building this new location and integrating these systems. We truly hope the extra time and effort will be worth it.
At this point, the update is nearly complete. What remains is:
  • A few final events
  • Sound implementation for new animations
Thank you for your patience — we’re almost there.

Development Roadmap (Work in Progress)

For a long time, many of our players have asked us to provide a development roadmap.
The truth is, creating a strict roadmap for an indie game is quite difficult — plans can change, and sometimes during development we realize that new features can and should be implemented (as is happening right now).
That said, we believe the technical foundation of the game is nearly complete. What remains is polishing and, most importantly, adding core content.
Below is a rough roadmap for Acts 2–3.
Please note: there are no deadlines or dates, as development speed depends on the level of support, which is currently very limited.

ACT 2 — Expansion & Sandbox Focus

New Mechanics & Features

  • Optional blood splatter effects when hitting zombies (already implemented for the next update)
  • Optional Field of View (FOV) system — you only see what the heroine is facing (ready for next update)
  • Optional dynamic camera — slightly follows the mouse to extend visibility (ready for next update)
  • Dynamic loot system — ammo and bandages drop based on player inventory (ready for next update)
  • New weapon with ammo-switching mechanics (ready for next update)
  • Zombie sound system (experimental):Idle soundsCombat sounds (ready for next update)
    • Idle sounds
    • Combat sounds (ready for next update)
  • Difficulty system — adjustable during gameplay (ready for next update)
  • Animations for old and new scenes (partially ready)
  • Better AI for NPCs — now NPCs like David and Abe are making distance between them and zombies during fights (ready for next update)
  • Auto saving — (ready for next update)
  • Gallery — this one is a pain in the ass, really. It takes a lot of time to put implemented scenes there. (partially ready)

Graphics & Technical Improvements

  • Ambient Occlusion & advanced lightingNew, more powerful light sourcesLight no longer passes through wallsReal-time shadows(currently available on a new map)
    • New, more powerful light sources
    • Light no longer passes through walls
    • Real-time shadows(currently available on a new map)
  • OptimizationOngoing processConstantly adjusted with each new featureNo fixed milestones here
    • Ongoing process
    • Constantly adjusted with each new feature
    • No fixed milestones here

Design Direction: Sandbox Shift

Act 2 is conceptually different from Act 1.
  • Act 1: urgency — escaping the city
  • Act 2: adaptation — learning to live in the new world
This means:
  • More freedom of movement
  • More side content
  • Less linear progression
The main story remains, but player freedom becomes the priority.

Core Content Additions

  • Procreation mechanicCode existsNarrative and scenes are in development
    • Code exists
    • Narrative and scenes are in development
  • New settlementsPopulated with multiple NPCs
    • Populated with multiple NPCs
  • Jobs & activities for the heroine
  • Light settlement development systemNot as complex as Fallout 4Focused on unlocking new people and opportunitiesDesigned to stay non-intrusive
    • Not as complex as Fallout 4
    • Focused on unlocking new people and opportunities
    • Designed to stay non-intrusive

Exploration Systems

  • Free exploration mode (experimental)Procedural map generator in developmentMay be released as a test feature firstPotential integration into the main game later
    • Procedural map generator in development
    • May be released as a test feature first
    • Potential integration into the main game later

Character Progression

  • Physical training via regular exercises (ready for next update)
  • Increased melee damage through usage (ready for next update)

Content Expansion

  • Large variety of new weapons
  • Situational outfits
  • New zombie types with unique attack mechanics

Mutant Branch Expansion

  • New mutant enemies (distinct from zombies)
  • Integration into the main story
  • Adult content involving mutants is uncertain (may not fit tone)
  • Don't expect overly grotesque designs (e.g., excessive tentacles or extreme body horror)

Narrative & Adult Content

  • Significant amount of adult-oriented content
  • Expanded character relationship arcs:Romance (heroine ↔ NPCs)NPC-to-NPC relationships
    • Romance (heroine ↔ NPCs)
    • NPC-to-NPC relationships

Tone & Themes

  • Death and darker themesThis is not a “safe” zombie apocalypse storyWhile we do not support or promote violence,expect darker aspects of human nature to be explored
    • This is not a “safe” zombie apocalypse story
    • While we do not support or promote violence,expect darker aspects of human nature to be explored

Note

Most of the above represents high-level plans.
More detailed changes will be shown in upcoming updates.

ACT 3 — Narrative Finale

  • Return to a more linear, story-driven structure (similar to Act 1)
  • Shorter than Act 2
  • Focused on concluding the heroine’s story
Features:
  • Guided progression (“on rails”)
  • Some branching paths leading to different endings

Design Philosophy

This structure is intentional:
New encounter in the Police Station... Friend or Foe?
Level required:
Supporter

Fixed 0.2.1 version and full changelog

Delivering a proper changelog for version 0.2.0 and releasing a fixed 0.2.1 version.
Major Updates and New Features
Act 2 has arrived:
  • 10 new maps added (Act 2)
  • Farm themed zombies added
  • A new character - Fiona
  • Abe and Sarah received new clothes for summer
  • Farming crops. Right now it provides food, which will be usable in next updates.
Optional events:
  • Help david in the barn. If you are corrupted enough, he'll give you a reward. This scene is repeatable
  • David might peek on you when you wake up if you have helped him in the barn
Interacting with Liam near the windmill will start a side quest:
  • Help Liam to fix the water pump
  • Help Liam to apply some oil to windmill's blades
  • You can notice a huge hole in the barn's wall if you'll take a walk alongside barn's right wall. This scene is a placeholder for future events.
  • Interacting with sofa in the living room now skips time to evening. Right now this is a placeholder with a small dinner event for immersiveness. In future updates a night version of the farm will contain a lot more events.
Combat, Visuals & Effects
  • Camera core added (the camera now moves smoothly with a slight delay)
Blood Particle Effects:
  • Added blood particle effects when enemies take damage. This effect is displayed only for enemies marked with the blood effect in their note tags (for example, humans and "bloody" zombies).
Pickup Animation:
  • Introduced a new animation for the player character when picking up loot, making the action more immersive.
Weapon Idle Animation:
  • The character now remains in a holding weapon pose after using a weapon, until movement resumes.
Dynamic Mouse Facing:
  • The character and equipped weapon now dynamically turn to face the mouse cursor, providing more responsive controls.
  • Weapons, Items & Status Effects
Molotov Cocktail Improvements:
  • Overhauled Molotov mechanics: creates a fire zone on impact with realistic burning effects.
Burning State:
  • Both the player and enemies can now catch fire when entering burning areas. The player can extinguish themselves by using a water bottle from the inventory.
AI and Survival Mode
  • Pathfinding system has been improved and optimized (the number of simultaneous enemies on the map has greatly increased. FPS on older PCs should improve during high-load moments).
  • AI for allies has been significantly improved.
Survival Mode:
  • Fully implemented wave-based survival mode. The next wave does not start until the player visits the shop. Between waves, there is a prep phase for restocking and recovery.
Dynamic Skill Progression:
  • Player skills and stats now improve through use
  • Running increases stamina.
  • Using melee weapons increases strength stat, which adds damage
Mini-Games for Training:
  • Lock picking mini-game has been created
  • Added mini-games for “barbell squats” and “push-ups” that allow players to train and boost stats faster. These are implemented as interactive events/QTEs.
Interface and Miscellaneous
  • Inventory and Hotbar Improvements
  • Hotbars and inventory can now be temporarily disabled during cutscenes and important events.
  • Weapon reload logic has been reworked (reloading is interrupted if the player starts shooting).
  • RMB (right mouse button) logic has been revamped: now holding RMB causes continuous firing until the ammo runs out.
  • M249 weapon has been enhanced (visual and sound effects).
  • Movement while firing automatic weapons is now blocked.
  • Spawner logic has been reworked.
  • Added a load button in the ESC menu.
  • Cheat menu for ammo has been created and added.
  • Adrenaline duration doubled. 
Optimizations and Bugfixes
  • Improved zombie pathfinding and overall AI performance, especially with large numbers of enemies.
  • Multiple small fixes and improvements across the UI and item pickup system.
  • Save becoming suddenly corrupted was fixed. Now it should be ok, but trying to edit the save file will still break it
  • Shops working again
  • Intro cutscene was skipped previously, now it is back
  • Fixed an issue where elevators triggered a transition during the fight with Mr. X
  • Moved one zombie in outskirts which was spawning right at the entrance of warehouse causing players to get stucked
  • Bug with medkit prices at sewer traders has been fixed.
  • Bullet trajectory logic has been reworked. Now bullet starts it's way from gun's barrel, not from MC's legs. This makes shooting a bit easier.
  • Added a new "ABSonDamage" feature that plays a sound when damage is dealt. You can notice it while using a baseball bat. You hear a hit sound only when you actually hit a zombie.
  • Fixed minor visual bugs.
  • Loot generation logic on the map has been reworked.
  • Loot system improved (sprite sizes reduced by 50%, dynamic ID pooling system added to prevent ID loss in loot objects).
In Progress & Upcoming
  • Expanded hearing system for enemies with new reactions to noise.
  • Additional mini-games and skill training mechanics.
  • More status effects
  • New enemy types with unique behaviors
  • Some zombies on map now have moaning sounds. It is experimental and will be expanded in future.
  • Added a new item search mechanic. You'll face it while looking for wood and glasses for Fred. It's experimental and will appear in future in some places.
Downloading link: https://drive.google.com/file/d/1YdpjYsdm3tddqkjk_JWAXZPLvP6NUw5r/view?usp=drive_link
Smartphone code: 1990000
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1. All benefits from previous tiers
2. Your nick(name) in credits
3. Order you scene (after discussing it with us ofc)
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