creator cover Vistonwafi
Vistonwafi

Vistonwafi 

I make parody games for adults.

69subscribers

53posts

goals1
$101.98 of $945 raised
[Project_Haydee] Full-Time development.

[Download Links] Project_Haydee

If you don't trust other web resources where the game is distributed, you can download Project_Haydee from here, with a full virus-free guarantee.
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project_haydee_linux.zip335.26 Mb
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project_haydee_windows.zip326.68 Mb

Build_4 Status - 03.02.2026

Let's talk a bit about the updated combat system and survival system, and also touch on the skill system. Everything you'll see is in a WIP (Work in Progress) state: animations, interface, and game design. I also took the time to read reviews from f95zone and tried to develop a better game design of the combat system.
 
The next month will be spent implementing the systems outlined below. It will take time, so your patience is appreciated. 

Combat System T1

The initial vision for the combat system was entirely focused on a 2D space setup. I gained considerable experience working in Unity, specifically in developing the zero version of the combat system, which merely replicated the version from the RenPy iteration - a design that certainly had its drawbacks, such as the inability to fully appreciate defeat animations. The combat system is one of the hallmarks of my fan game, and I intend to invest significantly more effort and time into this system so that, in the future, only minor refinements will be needed.
First of all, what you'll notice is the camera angle. The camera is now positioned to the side of Haydee and pointed toward the enemy, similar to what you might have seen in games like Malisa and the Machine or Fear & Hunger. Also, most importantly, a turn progress bar has been added. It appears for both Haydee and her enemies. Upgrading a specific skill branch will allow you to accelerate the progress bar's fill rate.
Looks great so far! Glad to see some of the old monster designs are back!!! Just wondering, in this manner, how will defeat animations work? Will it be a sort of post-fight cutscene?
WhiteDoggo, Yes, I have plans for a post-fight cutscene, but that's for future Build_4.x versions, and I will most likely start looking for an animator for this part of the content to focus on what I do best.
For flavor, maybe label the skills with a reasoning?
Damage improvement is "Vital Targeting", damage mitigation skill is "Deflection Posture", etc.
You've made impressive work so far.

[OAT] Build_4 - 01.02.2026

Note: This Build does not contain all of the intended features, which will be added iteratively to the notes as they become available.
 
Combat System is disabled.
Локализация на русском будет исправлена к концу цикла тестирования Build_4.
 
Testing Focus:
  • Item System T1
  • Inventory T1
  • Equipment System
  • Hotkeys for panels
  • [Update] Disclamer
  • [Update] Main Menu
 
Not ready for testing:
  • Combat System T1
  • Survival System
 

Disclamer Update

I was advised to replace the previous disclaimer due to issues with ultrawide monitors and a similarly problematic background. I also added a warning stating that the game is in a WIP state.
 

Main Menu Update

The video clip has been removed and replaced with a full-fledged in-game scene. Additionally, players can now observe the differences between the graphics settings.

[OAT] Build_4 - 29.01.2026

Note: This Build does not contain all of the intended features, which will be added iteratively to the notes as they become available.
Combat System is disabled.
Локализация на русском будет исправлена к концу цикла тестирования Build_4.
Testing Focus:
- Item System T1
- Inventory T1
- Equipment System
- Hotkeys for panels
Not ready for testing:
- Combat System T1
- Survival System

YAY! This sh*t fixed.

[OAT] Build_4 - 28.01.2026

Note: This Build does not contain all of the intended features, which will be added iteratively to the notes as they become available.
Combat System is disabled.
Локализация на русском будет исправлена к концу цикла тестирования Build_4.
Testing Focus:
- Item System T1
- Inventory T1
- Equipment System
- Hotkeys for panels
Not ready for testing:
- Combat System T1
- Survival System

New Idle animations for Equipment Panel

Haydee has gotten Idle animations again, but while in the Demo this took up about 500 MB for each movement, equipment, and weapon, now all of it is done at the engine level... However, there's one critical issue related to the weapon bone's position. I continue to research the export of FBX animations with Rig and will try to sort out this crap as quickly as possible.
 

[OAT] Build_4 - 26.01.2026

Note: This Build does not contain all of the intended features, which will be added iteratively to the notes as they become available.
Combat System is disabled.
Локализация на русском будет исправлена к концу цикла тестирования Build_4.
Testing Focus:
- Item System T1
- Inventory T1
- Equipment System
- Hotkeys for panels
Not ready for testing:
- Combat System T1
- Survival System

Major stability optimization

All RAM-hogging Protogens have been identified, captured, and the code has been polished.

[OAT] Build_4 - 25.01.2026

Note: This Build does not contain all of the intended features, which will be added iteratively to the notes as they become available.
Combat System is disabled.
Локализация на русском будет исправлена к концу цикла тестирования Build_4.
Testing Focus:
- Item System T1
- Inventory T1
- Equipment System
- Hotkeys for panels
Not ready for testing:
- Combat System T1
- Survival System

Item System T1

In version T1, the item system underwent extensive refactoring, incorporating numerous bug fixes and quality‑of‑life (QoL) enhancements. Additionally, a tooltip feature has been implemented: item names are now displayed when the mouse cursor hovers over them.

Build_4 Status - 20.01.2026

The Open Alpha Test of Build_4 is scheduled for next week.
 
How quickly time flies, doesn’t it? I wish I could also keep up with the deadlines for developing this game. In this post, I’ll share with you some information about the new equipment system, as well as about QoL improvements.
 

Equipment System

In the previous post, the inventory interface was too simple. I decided that with Unity 6, I could put in the effort to create a more convenient and visually appealing interface - one that would resemble those found in other RPG games.
 
On the left side of the panel, you’ll find Haydee status information: Energy, Lewdness, and the Clothing HP bar (which appears only when applicable). On the right side, you can interact with the equipment slots. You may also notice some grayed‑out equipment slots - these are currently inactive but will become available in future updates.
Excited for the new build as usual!
Quick question; since the game is planned to be released either this year or 2027, how long can we expect the main story to be? Will there be additions to the story afterward, like DLCs?
also, do you have a roadmap available?
WhiteDoggo, Regarding DLC and new content after the game’s release — at this point, I don’t have a clear vision of how things will unfold. I’d prefer not to get too locked into developing Project_Haydee long-term.
Re: also wanted to add onto my previous comment; what major features, other than optimizations and such, are you planning to implement next?
Vistonwafi, Sounds good! I'm glad to hear that at least lots of progress has been made. Once again as usual, you have my full support for this project.

Build_4 Status - 13.01.2026

The weekend is over and I'm back to working on the game. Of course, I spent time on project_haydee over the weekend as well, and I've practically finished rewriting the inventory with the new equipment system. But first, I'd like to get some feedback on the inventory, as I've heard some criticism regarding the inventory changes.

Inventory T1: New Item Data, New Design and QoL improvement.

The inventory overhaul is complete, and I'm ready to show you the pre-final version of the inventory. The design has now returned to resemble the Demo version that was released back in February-March 2025. In addition to the new design, the inventory code has been significantly reworked. Items from the Weapons and Equipment categories now store new unique data: Ammo count, Item HP, Short description, Stats, etc. All of this will solve the problem of emptying a weapon's magazine and allow equipment state to be preserved after a fight with a mob.

Build_4 Status - 26.12.2025

Okay-okay, this will be the ABSOLUTELY LAST progress post for development by the end of 2025. I want to share a few more inventory changes with a demonstration of how it works.

[WIP] Inventory: Items Storage Update

As I mentioned before, probably dating back to Build_2, I really wanted to implement storing ammunition data and equipment HP so that they are directly stored within the item itself. Well, it required rewriting a large part of the inventory code, and now weapons and armor store the necessary data within them. For example, with weapons, you will be able to see their damage as well as how many rounds are currently loaded. And with equipment, its current HP. Demonstration video below.
The design and dimensions of UI elements will be modified and refined. What you see is not the final result!
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