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The RPG Maker Central Blog for my game.

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Purple Phantom

For those of you who don't know, Aftermath: Gears of Hope is the ambitious first installment of a three-part series. I've had this idea in my head for a world in which cyborgs are the minority for some time, now. However, the original theme, backdrop, etc. of the game have all changed drastically. In this post, I will explain the origins of the idea, how it has changed and what you can do to help me make this game a reality.


How it all began and how it has changed

Many years ago, I was thinking to myself, "What about a world where the cyborgs were a minority?" This idea sat for a while, before I started making some kind of concept. I, of course, started with the history (which has changed since those days). Funnily enough, the original concept was simultaneously bigger and smaller than what I'm making, today - it only had one ending, but it took place in a large futuristic city. It eventually turned into a town, then a single building and finally, a small campus town. I ironed out the story, as well. I remember when I first brought the idea to the forum - you were a cyborg, you attended a school, nobody liked cyborgs, save for one person who would help you, so don't get found out. Good luck. Since then, I've come up with multiple endings, very detailed characters and several in-world truths you can discover about each and every character - including the MC. What you could call the final concept for the game actually came around last year - about the time I posted the game's post in Games In Progress.


How you can help

In my experience, not many people are really willing to help somebody with a project of this size for just getting their name in the credits and getting a full copy of the game on the release date of the demo. I've offered my own services and people still say no. I've come to the conclusion that I need to actually pay people to help. I know I won't be getting this game done any time soon. I can also see that the interest in the game is beginning to fade. I've even been accused of abandoning the project altogether. this isn't the case - it's just that the project is so overwhelming that one person simply couldn't pull it off. However, I don't have much money. I can't just pay people money I don't have. So, instead of taking ten years to make a game, I'm going to try a different approach. I'm going to open art commissions to make money to pay people to help me out with the game. Originally, I was going to do this for the sole purpose of getting money to buy myself a new computer and help my Mum out with bills, but I've realized that I simply can't make this game without the help of others and others won't help me unless I pay them. When I get my art references done, I'll get the commission shop started. There's absolutely no guarantee I'll get money, but it's all I've got at this point.



Eventing - This is more or less what needs the most work, so I'll need the most people in this category.

Mapping - My maps are dull and uninteresting. I need help with that.

Background Artist - I can draw people like nobody's business. I can't draw backgrounds. Since I'll only be able to have one art style, I'll need at least one person to help me out with this. The more the better, so that if somebody quits for some reason or another, I'll have people on backup.

Move Routes - More or less, I don't like designing long move routes. Not a necessary position, but I'd like someone to help.

Testers - This is the position I expect won't have any trouble being filled. Everybody here loves playing games (or why else would you be making them?).


Where we go from here

Without making the game less than I'd like, the game certainly won't be out by Christmas of this year, like I had planned. In the mean time, I do plan on working not only on Aftermath, but other projects to keep you entertained while you wait. I want to keep the game alive while it's made and its release is anticipated.



Videos explaining various parts of the game.

Smaller games (often within the Aftermath universe).

Short stories and small (written) views into the cutscenes.

Character and character concept art.


In the mean time, thank you for following the development of Aftermath: Gears of Hope.

Purple Phantom

In Aftermath: Gears of Hope, your relationships with people will be very important. Depending upon your relationship with a character, there will be varying effects from your actions. For instance, if a character dislikes you, they might avoid you or taunt you. If they don't know you, they might try to get to know you or be completely indifferent to your presence. If they like you, they may try to talk to you or be more willing to do things for you. Once you have a character liking you to a certain degree, if you're their type, you can try to date them or, in some circumstances, they may even try to date you.


In this post, I hope to explain in-game relationships, how they will work in the final game and why they are important to gameplay.


In Aftermath: Gears of Hope, no matter what you do, you'll need friends (or at least people who don't totally hate you). No matter what your gameplay style is, there are a few people who can serve your needs, whether that be information, items, ideas or something else. It's easy to gain a few friends simply by joining a club, as some people will automatically like you for having a similar interest. However, many others will need some coercion before befriending you. By doing quests for people, you can gain friendship points for that person. You can also learn about different topics and discuss them with that person in an interactive conversation. If you know who a person is friends with, you can befriend their friends to make yourself more likable in your target's eyes.


Let's say you want to befriend a character who enjoys video games, anime and manga, sweet foods, alternative music and Japanese music, and has five friends. A way to go about this without doing a single quest would be to learn about various video games, mangas and animes, listen to some music that this person likes, and purchase or learn how to make sweet foods. The more you talk to this person about their interests and the more you give them the thing they like, the more friendship points you gain with that person. Every person will have at least three interests, at least one favourite food and at least one friend. The number of quests will vary and some may be conditional, based on events.


Once you befriend someone, you can hang out with them, which will further raise your friendship points. If you find one of your friends in some trouble, you can help them. This also raises your friendship points. Once you hit a certain level in your relationship with this person, if you're playing as a preferred gender of the character and appeal to their love interest interests, you can enter a relationship. You can ask the character out or, in some cases, they will ask you out. You can also have a platonic, sibling-like relationship with characters. After all, not all good friends end up dating.


If you're in a platonic relationship, the NPC will show more fondness over the MC than a normal friend. They may also become competitive with you during recreational activities such as video games. However, they will protect you, defend you and adore you, much like a sibling. You'd have to do something seriously against this character's beliefs or to this character or their friends to lose this relationship, but once it's lost, you can never hit this point, again... With one exception. It's possible to turn this relationship into a romantic one. If dating this character isn't what you wanted, you can turn it back into this.


When you date a character, your options of things to do increases. However, the dating relationship must be maintained. Automatically, NPCs will tend to it. However, if the player turns down too many things and/or doesn't present enough dates/gifts/etc., a breakup is inevitable. The player can also break up with the NPC. In many cases, this will leave the NPC heartbroken. It's up to the player to decide if the MC is heartbroken.


When an NPC is heartbroken, they're in a very vulnerable state. They are more affected by things such as bullying and harassment. Killing them is much easier, as well. On the note of negativity...


Bullying and harassing students will cause them to dislike you. After a certain point, some characters may stop talking to you. They may avoid you, entirely. Then again, they might beg you to leave them alone or listen, but do nothing more than cry. After a certain point, they might even commit suicide. (But that's for another post.) If you wish to befriend someone, but are bullying or harassing someone they care about, they won't befriend you. If you bully or harass your datemate, they'll likely break up with you. Killing will have this effect, as well. Say you kill/bully/harass someone's sibling, friend or datemate - they likely won't like you for that.


From a gameplay standpoint, this mechanic is very important. Being close to people gives you easier access to information and items, which are very important to this game. It also adds a sense of immersion and depth. In most runs of the game, you'll need at least one friend. The exception, of course, being the "Destruction of Humanity" path, during which you'll not really need them, but they'll be helpful for certain aspect of that... For a while, anyway.


Developer's Notes:

  • This version of the relationship system has nullified the need for a reputation system.
  • Friendship points are an internal variable. Much like real life, you don't have a number and desired number telling you where you are and where you need to be in reference to your current relationship with someone and your desired relationship with them. These changes, as mentioned, will be obvious through dialogue and actions.
  • Some characters will enjoy school subjects, others won't and others will like a mix of the two. It really just depends on the student. What I can promise, here, is that out of the (around 60) characters in the game, there are bound to be overlaps, especially in friendship groups, families and clubs.

Let me know what you think and ask any questions in the comments! ^_^

Purple Phantom

A few days ago, I made a blog post about an idea I had about moving the setting of Aftermath: Gears of Hope from a high school to a college. Overwhelmingly, people wanted it kept at a high school level mainly because, from what I understand, my reasoning for not wanting to attract too young of an audience really isn't a big enough reason to make such a large change to the game. However, there was one anonymous person who voted for the change.








As such, I've decided to give the idea one more go-'round, with more reasons than the target audience. In fact, after this, I don't plan on mentioning the target audience once.


Before I begin, I would like to address one thing: Aftermath: Gears of Hope is most certainly more about real issues and less on parody and whatnot. I plan on having as few high school/college/(whatever it ends up taking place in) tropes as possible, because, even though I'm within that particular age range, I find it rather uninteresting. The "school" thing is really just a setting - a backdrop for the actual game. In my original planning stages, I figured it would be easier to have a school with a small campus town than an actual town or city. I will hereby be referring to this as a backdrop change, as opposed to a setting change. The classes/clubs/etc. will most certainly provide things for the player and having things set around a school schedule certainly helps with figuring out who will be where, when they'll be there, what they'll be doing, etc., etc., etc. (Note: The second game in the series will not be revolving around a school. It will focus more on the rest of the country than just one small campus town.) To explain why it doesn't just take place over summer break, I've always wanted the game to take place within the timeframe of one year (or less, in some cases).


Both a high school backdrop and a college backdrop have their ups and downs, unique challenges and game mechanics that could go many different ways.


The Pub/Inn - I had already made a pub for campus town's enjoyment. However, the actual alcohol would've been reserved for the adult NPCs. In a high school backdrop, the pub would be more of a meeting place, a place to spy on people and a place to use if getting to your room in the halfway house is too much. In a college backdrop, actual alcohol could be served, resulting in an interesting challenge. Let's say you're meeting somebody at the pub and they offer you an alcoholic beverage. If you accept, you'll soon discover that cyborgs cannot get drunk. I imagine that getting somebody drunk, however, could result in an easier way of getting information. To balance that out, it'd be entirely possible to accidentally blow your cover (or at least look suspicious) by either not drinking what you ordered or by not getting drunk off of what you're ordering.


Classes - My plan for classes was that you'd be able to attend them to learn more about a subject so that you could use it to get information/befriend characters/learn new techniques for things every once in a while/etc. In a high school backdrop, you would have a very large arsenal at your disposal, as every class would be available to you. The biggest challenge would really just be figuring out what does what, who likes what and going from there. In a college setting, you would have to specifically choose your classes, thus limiting what you can actively study in. In both cases, I would allow the player access to books, websites and television programmes that would allow them to learn things from every possible in-game subject, but that comes at its own price. Also, in a high school backdrop, there would be an actual consequence for missing a day of school/skipping a period. In a college backdrop, there wouldn't really be a consequence.


Misc. - In other areas, there are many things that a high schooler couldn't get away with that a college student could. For instance, a college student would be allowed to smoke cigarettes, whereas a high schooler couldn't. There would be more extracurricular activity options in a college setting than in a high school setting. There would be more opportunities for part-time jobs in a college setting, as well. I imagine there would be several unique puzzles for completing mission objectives, hiding your identity as a cyborg, removing threats to your cover and many other things in both backdrops. In a college backdrop I imagine you could deliver an item to a student that wouldn't be allowed in a high school backdrop. In the high school backdrop, the same delivery would be riskier, with penalties for getting caught with the item.


On another note, I could add an "age range" setting at the beginning. Theoretically, the player could select the age range for what backdrop they would prefer. "13-17" would set the game with a highschool backdrop, whereas "18-25" would set the game to a college backdrop. The game would have the exact same characters and story, it would just have a different way of going about things. Perhaps once the player achieves the "true ending" in the high school backdrop, they would unlock the college backdrop (or vice versa), for a different experience.


However, I could also keep the school range completely and utterly up to interpretation. As Aftermath: Gears of Hope takes place in the future, I could throw all rules and regulations of what you can and can't do at certain ages out the window and just say, "Hey, do what you want."


Here is another poll. Please vote and let me know what you think, in the comments below.

Purple Phantom

So, I've been doing some thinking and research. As it turns out, a game taking place in a high school setting or other setting primarily occupied by younger age groups is highly likely to attract people of that particular age group, regardless of the intended age group. While there are exceptions, they are few and far between. Often times, a game developer will create a game based around a certain setting, intending for an older audience to play it, but find that the players are mostly just a bunch of kids who were attracted to the idea of a game taking place in a ______ setting.


As much as I try to avoid mentioning this game anywhere in regards to Aftermath, a good example of this would be Yandere Simulator. For those who don't know, YanSim is a game where you play as a yandere, trying to win the affections of an upperclassman. You have to defeat ten rival girls over the course of ten weeks through various means, most of which involve bloodshed in some way or another. The developer describes it as "a horror game where you are the monster". While this idea wouldn't normally appeal to a younger audience, the game happens to take place in a high school. It doesn't matter how much the dev tells people it's not for children, as children still play the game.


I'd hate for the same to happen to Aftermath. You may be asking yourself, "Why don't you want it to be played by a younger audience? It's not a horror game." No, it's not a horror game, but it deals with matters such as racial segregation, child abuse, violence, spying, bullying, mental illnesses (including depression and schizophrenia) self harm, suicide and many more things that I, as the developer and former child, do not think children should be exposed to.


As such, I've been considering changing the setting in which the game takes place. While keeping it in a school setting, I could move the school level up so that, instead of it taking place at a high school, it takes place at a college or university. Before I make my decision, however, I would like your input. While I understand that doing this may make it seem as though I'm "sheltering" children or am acting in the ways of a "bubble mother" (or dev, as I am not a mother), I honestly feel as though it would be in the best interest, but would it bring down how many people decide to play the game?


Let me know your opinions in the comments, below and do this poll. (Be sure to comment that you've done the poll, please, so as not to taint the results in one way or another.)

Purple Phantom

Hello, everyone! I wanted to give you a progress update about Aftermath: Gears of Hope!


Not much has been made since the last time I updated, mainly because I'm waiting on some assets. However, I've done some mapping for club rooms, Peterson Manor, the school and a few other places I can't mention, due to importance to the story. However, I can assure you that what I've gotten done is coming along nicely! ^_^


As for the announcement, I'm almost to the point where I can get the actual game up and running! However, I am unable to get there until my resources come in. In the mean time, I'll be working on another game by the name of CarnivHell while AGoH is on hiatus. I think you'll recognize one of the characters in CarnivHell as an Aftermath character! All of my games take place in the same universe, so you'll likely see some of the Aftermath characters in multiple games, if it would make sense for them to be in a game taking place before the events of the first Aftermath game.


But what is CarnivHell about?



It's about a group of kids who get trapped in a carnival haunted house and hunted by the Boogie Man, who happens to reside within the house's walls at night. After a certain point in the game, the kids meet a guy who works there, who accidentally broke the rule of "don't be in the haunted house after 7 PM". The Boogie Man realizes there's a teenage with them and tries to separate them using the ghosts of his past victims. In order to survive, the ghosts must be released to that they can cross over into the afterlife.



It's a rather linear game, as opposed to what my main project (Aftermath) is. I figured it would be a fun and productive way to pass the time. I know, the story is cliché, but I don't care. I like this kind of thing and that's the only thing I really make, game-wise - stuff I would play. "Write the book you want to read" is a phrase that I think applies to all of the creative arts. "____ the ____ you want to ____."

Purple Phantom

All edits are in purple Comic Sans.


I've been talking to some people in regards to fan stuff, such as fanfiction, fan games, people doing "voiced" versions of games, fancomics, fanart, genderbends and other stuff along those lines. Many people aren't fond of these things, whereas others are huge fans of them. As a creator, I would like to give my opinions on these things.


I, personally, like these things. I don't bash any of them. You think a certain couple is cute? Good for you! ^_^ You want to make a game exploring your own view on things? Awesome! ^_^ You want to draw your favourite character? Nice! ^_^ You think that particular character would sound a certain way? Cool! ^_^ You want to make a comic about how you perceive things? Dude, that's really cool! ^_^ You want to draw this character as the opposite gender? Go for it! ^_^


We're all allowed to do as we please. If you don't like fanmade works, then don't participate. If you do? Have fun! I help admin a page on Facebook and one of the biggest rules on the page is, "If you don't like something, keep scrolling." In my opinion, this applies to fanmade works, as well.


On top of fan stuff being an amazing way for the fans to express their likings of things, it also helps the community spread and grow; it helps the thing become more well-known. Not only does it benefit the fans, it benefits the creator of the thing. Something I've noticed is creators discouraging fanmade works. While it doesn't make much sense, strategically, you should still respect their opinions. Some creators adore fanworks and others don't. That's their opinion. You don't have to like it, you just have to respect it.


If you're a fan of something, you express it however you want (unless stated by the creator that you ought not do that)! You have a right to express yourself, so you express yourself however you like. :) If you're a fan of Aftermath, I encourage you to make fanmade works. You write that fanfiction and draw that fanart! You express your being a fan however you want to!


As for those of you who oppose it and decide you want to bash the fanmade works, I have something for you, as well. ^_^









Make as much fan stuff as you want. If you don't like it, don't whine about it.

Edit to tl;dr: My apologies, I made it seem as though I was saying that people shouldn't whine about their fans making fanstuff. I was referring more to the people within fandoms who go out of their way to berate people because they made a fanthing. My apologies for the confusion.

tl;dr for the edited tl;dr

Just be nice to each other. To quote adults everywhere, "If you don't have anything nice to say, don't say it at all."


Be excellent to each other and party on, dudes!

Purple Phantom

So, after some thinking and discussion (seen here), I have made some decisions about how hacking is actually going to work. I'm going back to my "original" plan. (Keep in mind I've been planning this game for around 5 or 6 years and my plans have changed. What I'm saying is my "original" plan is the first one I thought was good, but scrapped for a specific reason.)


The Original Plan

Redacted would be a lot like Info-Chan, just without the... Interesting cost for services. Instead, Redacted would focus on less perverted modes of payment, ranging from a small favour to risking your life for the information. Naturally, they'd be sneakier with those life-threatening payments. The player/MC cannot hack, but has ways of getting information other than Redacted.


I scrapped the idea after finding out about Yandere Simulator and the character of Info-Chan, not wanting it to seem like I was copying the mechanic from the game. However, I've thought of a way to make it seem less like I'm making some sort of Info-Chan clone (besides not having panty shots as a form of payment). Instead of being able to have Redacted be available throughout the entire game, you'll have to learn about Redacted from another source, such as a student who knows about them (and possibly uses their services).

Purple Phantom

General Update


I've been working on the game quite a bit and have some larger updates that are or almost ready!


-It is now possible to hang out with one of the characters (Toby), but only if you go to the Pub. I need to copy/paste the event and fix things that don't quite fit in with the other locations.

-It is now possible to date that same character... To an extent.

-I remapped an entire area so it more closely resembled a mansion and not just a big home.

-You can now shove people into lockers to make them miss a day of school. They will miss an entire day of school, but be freed from their locker around club time.

-School schedules are now added.

-It is now possible to complete a quest for Toby. Another student's (Jonas) quest has been removed due to it being an infinite money glitch.

-It is now possible to pick up a wear items of clothing belonging to other people.

-You can find the controls for the game by reading video game manuals left by various students.

-Some datalog sticks now have functions.

-More music has been added.

-The outdoor maps now have a snowing effect and all indoor/outdoor doorways are now dusty.

-Savepoints have been updated and increased.

-You can read a manga and a journal.


Now, to explain the bold, purple updates.


In Grandview, keeping up good grades is important, so attending your classes every school day is important. If a student misses a day of classes, they'll miss important information. If enough days are missed, tests could be failed, privileges could be lost and they could be kicked out of clubs. At the moment, this cannot happen, but I'm working towards it... And not just for the other students at Grandview, but you, as well.


The idea behind wearing another person's clothing is rather simple... But its use has yet to be implemented. As you know, you can kill the residents of Grandview. However, if you're wearing a piece of clothing belonging to someone else, nobody sees you kill whoever it is you're gonna kill (and survives) and the person who owns the piece of clothing is still alive, you can frame the clothing's owner and get them arrested. Of course, you could also just steal their clothing as a prank, put it in the wash basket or wear it as a fashion statement.


By reading things, you can learn more about the world and people. Journals give you character information, history books and other non-fiction will provide world information and things like manga, comic books and other works of fiction will provide... Well... It varies from thing to thing. Eventually, video games, films and television will join the list of, "Hey, you can get skills and knowledge."


Thank you for keeping up with the progress of Aftermath: Gears of Hope! if you have any questions or comments, leave them down below!

Purple Phantom

Update Entry

Hello! It's been a while since I've been on the forums! I've been hard at work on Aftermath: Gears of Hope while I've been off the site and I felt that I've finally made enough progress to tell you guys about it without it being a small list of, like, two things.





-NPC move routes for going to lockers, then to class.

-Some voice acting from the wonderful Ragnos.

-Actual character interaction, instead of just a greeting.

-A battle.

-The ability to take four classes, as opposed to basically being able to take all of them.

-A dungeon area.

-Some placeholder facesets, courtesy of Ragnos. (Thanks, man!)

-A fully interactive "hanging out" scene.

-Interactive objects, such as readable books.

-Some useful scripts, such as Yanfly's Ace Message System and Vlue's Basic Quest System. (Thank you, Ragnos, for sending me the link for the Yanfly script!)

-More music, such as tracks by DOCTOR VOX and Kain Vinosec.

-A new tileset by Frontier Works.

-Functionality to the Datalog Sticks.



-Several bugs and errors.

-Buggy move routes.

-Buggy tiles.

-That thing that happens where NPCs aimlessly stare at the wall for no reason.



-The reputation system. (It wasn't going to work properly.)

-Unnecessary parts of the opening scene. (Seriously, the intro didn't need to be that long.)

-Unnecessary items.

-The pet shop. (Pets aren't allowed in dorms.)



-Some maps, to take away from the blandness of it all.

-Many sprites, to add diversity amongst the citizens of Grandview.

-Events, to fix several errors.




I'm going to tackle this one character at a time, avoiding all crossed paths with other characters until I have the other needed characters implemented to near-completion, as well. The last thing I'll worry about is the murder function, as I'll need to get battlers made for that. As I'll be drawing my own facesets, cutscene art and battlers, this will take some time. However, Ragnos is making some placeholder facesets so the message boxes don't have an empty feel. I'll be working on an introductory "hanging out" sequence for each character, so as to begin your interactions with them. After that, I'll work on the matchmaking and dating systems and the quests, adding things in as they're needed, before finally tackling the whole murder part of the game.




Why did you scrap the reputation system?

I scrapped it because the way RPG Maker VX Ace works with variables wasn't going to work with what I had in mind, unless I wanted to go for something unrealistic (such as your rep going up or down the levels with every interaction) or do something more time consuming and complicated than I want to deal with. However, I have a solution. using a combination of scripts, switches and variables, I can imitate a somewhat life-like response simulation. For instance, if a student witnesses you committing murder, they'll do something about it. Now, as I said, each character has their own rep, right? I'm replacing this with something far easier to event. If you build a student's confidence, they'll be generally happier. If you lower it, however, they'll get sadder and, in some cases, do something drastic.


Why are you making your own facesets if Ragnos is making them for you?

Because the facesets he's making for me are in MV and I don't own MV, so I cannot legally use them in a published game. Besides, it'll take a while for me to actually make the custom artwork for the game and I'll need a placeholder until I can get at least basic emotions created for each of the 56 (give or take) characters in the game.

So, why not just use faces from the VX Ace maker?

Because it's creepy and the faces stare into your soul like little Eldritch horror abominations ripped straight out of R'lyeh.

But if it's illegal, then why are you doing it in the first place?

I'm not actually going to be publishing any version of the game that contains the MV facesets, save for distribution to Ragnos (my playtester and the guy making them). They're there mainly so I'll know how much space I'll have in the message boxes for text... Plus, I like seeing little emotions beside the text.


In regards to the dating system, will the NPCs have their own sexualities?

Yes. I'm not getting into this too much, but yes, they will.


If you have any questions, comments, etc., please do so! ^_^


Thank you for staying updated on Aftermath: Gears of Hope!

Purple Phantom

In Aftermath: Gears of Hope, you can go along many different paths, each with their own unique set of endings. While developing the game, however, I've started to wonder... Are all of these paths really necessary? Would the game benefit from fewer paths? I mean, Hitlist Assassin (formerly known as Assassin's Greed) could just be a consequence. It could be an ending. It might even be a path changer that turns your path into the Destruction of Humanity path... I guess my reason for making this post is to ask you guys what you think I should do? What seems necessary? What doesn't?

Purple Phantom

In Aftermath: Gears of Hope, it's no secret that you can date people. In this, I'll be discussing just what will go into dating, how it will affect the game and the pros and cons.


How will it work?

After befriending characters to a certain degree, you can gain the option to flirt with them. If you flirt with them enough while maintaining the friendship (so long as they aren't in a relationship/a yandere/have their heart belonging to somebody else/etc.), they will either ask you out or you can ask them out. No special dating sim screen will appear. Instead, you'll go out to a location, such as a restaurant, to date the character. Cheating on your datemate is impossible. If you want to date somebody else, you'll have to either stop maintaining the current datemate's friendship, relationship or both... Or outright break up with them. Breaking up, however, makes it impossible to date the character again. It also has an impact on your reputation. Not maintaining the friendship can permanently damage the friendship, as well.


NOTE: You cannot date the game's one yandere character. They don't have those kinds of feelings for you.


How will it affect the game?

By dating a character, you get free access to things you otherwise wouldn't, such as their journals, their deepest, darkest secrets... You'll also be able to more easily manipulate the character or gain access to their little vulnerabilities, if you so choose to use this for evil. If you choose to enter a Destruction of Humanity Path fight, they will be easier to defeat, due to being emotionally compromised. Dating a character will have an impact on your reputation. If you get caught fighting your datemate, there will be another impact on reputation. Naturally, if your datemate discovers you're a robohuman, there will probably be a slight impact on your reputation.


Pros of Dating:

You can date a character in the game.

Your reputation will probably be boosted by dating some characters.

You have a lot of options.


Cons of Dating:

It's more likely that you'll be discovered by at least one person.

It complicates things.

Your reputation can be lowered by dating certain characters.


What do you think of the idea? How could it be improved? What's missing from it? What could be added to it? Tell me your ideas in the comments, below!