Release Date: 2020-04-28
Developer: Syvaron Patreon – Discord – Wiki
Censored: No
Version: 0.12.0.1
OS: Windows, Linux
Language: English
Overview:
Portals of Phereon is an exploration/ management/ breeding / turnbased (on tilemaps) strategy game with Monstergirls.
Characters:
There are 3 different maincharacters (female, male, futa) with a different set of abilities/ goals etc.
There will be a lot of base species
(currently 10 (Beast, Centaur, Harpy, Succubus, Mermaid, Plant,Insect, Lavagirl,Lizard and a Light Creature))
and ALL possible combinations as hybrids as your characterpool to recruit from/ breed.
(+ some special hybrids with more than 2 bases)
Npcs will mostly be variants of those species or completely unique ones.
Exploration:
Go through randomly generated Portals, discovering/ recruiting new Species, finding interesting items/ events etc. and bring your rewards back home.
Some portals may need flying characters etc. to access.
The overworld map is also tile based.
Combat:
Turn based on a tile map with permadeath. Characters have a lot of unique abilities, passives based on species. First all your characters act then all enemy characters. To make permadeath/injuries in this system not too frustrating, ranged abilities are very limited so enemies couldnt just focus all their attacks on one of your characters, instantly killing it. Instead characters are able to seduce others from far away, increasing their lust. While their lust is above 50% they get a lot worse (take double dmg, deal half etc.), so “ranged” characters still have a big influence on the game while not feeling too unfair. At 100% lust characters cant do anything except masturbate/fuck, effectively stunning them for a round.
mana and hp never regen naturally and the gametime passes during combat, making every single battle important, forcing you to think about how you want to prioritize your ressources (hp, mana, time, characters, etc.). (I always hate completely meaningless filler battles in games).
Breeding:
Breed your characters’ traits/stats to create a team specially tailored to your playstyle and/or portal environments or to prepare for certain fights/fullfill requests etc.
Town:
fight in arenas
train your characters/your sexSkills and put them to use in the brothel
build upgrades etc.
do quests/ interact with npcs
SexScenes:
They will mostly be Image slideshows with descriptions etc. (maybe sometimes animated)
There will be a lot of random events that occur based on your party/ biome/ rng etc.
Npcs will have more complex scenes where you have a lot of choices.
I try to have everything porn related to also have gameplay consequences, so seeing sexScenes etc. is not the reward in itself, otherwise it would feel weird to be punished for it gameplay-wise.
v0.12.0.1 Summary:
- More interesting portals
- Spirits integrated more. (more enemy variance etc.)
- Farm/fusion work more together.
Portals/Overworld:
- Tooltips for portals for modifier descriptions etc.
- Portals now have a native trait that each character in there has, including some unique ones
- New basic modifiers
- weather effects per portal that can change each day (affecting spirit spawns etc.)
- combat modifiers, affecting all battles in a portal
- new world types with more restricted movement (caves etc.)
- special consumables + unlockable farmpotions for special world types
Characters/Creatures:
- 2 new elements (total 10 new species) some previously existing creatures moved into the evolution lines
- Light: combo based magic/support species
- Shadow: terrain based team species, introducing shadow tiles in combat
- 11 new unique characters (mostly missing unique combat sprites, but many aren’t really battle characters)
Shadow species rework:
- they work together with shadow spirits and share similar skills
- generally more hp/ less reliance on shadowform. bonuses in shadow/malus outside
- shadowform increases speed more and only costs upkeep outside of shadow. no longer increases armor
- requirements of being in shadowform often replaced with being on a shadow tile
Farm:
- simplified a lot of stuff
- removed focus, now always similar to previous default settings but better
- control shifted more towards using farmpotions
- you don’t assign characters to farm ( characters at home show in farm, can assign any two to place in farm)
- removing pairings puts characters back home
- pairings are shown more clearly and separately with quick infos
- separate sortable lists for left/right character. (rightclick can now close as other windows)
- can use instantbreed without pairing (can still pair afterwards and keep progress)
- can toggle between creature/humanoid (can breed same species creatures)
- some new farm items unlocked through explorations/events.
- descriptions now adapted to alchemists bonus.
- fertility/virility potions increase by a flat amount of 30 instead of +50%
- eggs/day capped at 3 per pair. removed doubled crystal gain for farmer. eggs spoil quicker
Quickruns:
- some new world modifiers exclusively for it. Most runs now have a world modifier
- rival power starts higher than other runs (not just stage 1 spirits in final battle etc.)
- more modifiers/starting traits
- always start with an S-rank tavernquest available
- generally higher chances for more interesting/rare things
Other:
- new events
- evo art update + outfits
- unranked arena battles can have combat modifiers
- Rivals can have any element, not just the basic 3
- Corruption now sets the maxlevel to the characters current level. those species are stronger now (might be weird with summoning/fusing)
- Castalia sells potions once you unlocked the reward thresholds
- new genetic traits (mostly start/end of combat effect)
- new mostly neutral difficulty modifiers
- Can now buy potions from castalia once unlocked
- genes have less impact on stats (10 = doubled stats, prev *2.5 – *3)
- slime type characters are stronger, but corrupt sets their maxlevel to current level
Noteworthy bugfixes:
- tavern characters didn’t correctly scale with rank (always had same low total genes)
- party strength (for mining/woodcutting etc.) was based on magic instead of strength
- story mission portals had normal enemy spawn rate (could often just walk through without fights)
- sleeping multiple times the same day resulted in same events
- crafting draining bow required wrong resource
First weekly seed: “glowing”
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