Take to the night as the local legend; the noble thief Summer, in this (18+!) game-like CYOA story!  The kingdom of High Basin has had an issue with its derelict lower class districts that the orphan Snow has been trying to slowly rectify with her talent in taking what does not belong to her.  Take from those who have more than they need to save those who have less than they need.

 

The white anthro fox Snow by day the black fox Summer by night, she has been swooping in to make a joke of the local guards for years now, but this heist is a bit different.  Only removed from royal security for a single night- the only time you can steal the Elder Stone is during a party where the mansion is covered in hired mercenaries and filled with high-status guests!  Everyone else thinks it would be impossible.  Maybe they are right.  But if it is; you want to find out first-hand.

 

One night, one treasure, one mansion... many, many paths.  Train in four different skills and change up what equipment you bring with you on the 'impossible' heist to change your method of approach.  Sleight Of Hand for speedy movement and the ability to finesse locks to get into places you shouldn't be.  Deception to make love not war- trick enemies into fumbling over themselves or better yet; romance some of the guests into HELPING you steal it, while also having a fun little romp in the process.  Combat to improve your strength and skill for if one of the several fight-able mercenaries catches you.  Sometimes you just need to plow your problem into the ground and hit it a few times to make it go away.  And last but not least- Magic.  With the ability to shapeshift into several different forms, you can take routes that were impossible otherwise and simulate abilities the other skills would normally cover.

 

Sex scenes, fight sequences, multiple routes and a mostly free-roaming approach to breaking in.  Eavesdropping on guests, finding hidden passages, treasures, or just encountering different events throughout the night.  Though the story is relatively short- there is a lot of variance, allowing it to be played through many, many times while always discovering something different or a location you didn't know about.

 

For a bit of added motivation to work toward while trying different things- there is a bit of a progression system, unlocking four backstories as you progress and earning up to six commemorative coins that represent specific stat-builds.  Heck, there is even a stat to track just how pleased you made your partner if you decide to have sex with someone.  There are five tiers of ending to be achieved; Bad, Bittersweet, Happy, Perfect, and Absolute!

 

For this night, you are Summer!  This is your heist, time to steal the show!


Updated 28 days ago
StatusReleased
PlatformsHTML5, Windows, macOS, Android
Rating
Rated 3.6 out of 5 stars
(11 total ratings)
Authoriplank
GenreInteractive Fiction
Made withTwine
TagsAdult, Erotic, Fantasy, Female Protagonist, First-Person, fox, Furry, LGBT, Story Rich, transformation
Average sessionA few seconds

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Snow In Summer 3.1d.html 4.9 MB

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Can we get a download link?

Huh, that is weird... did itch.io change something recently?  People could definitely download it before- the analytics say its been downloaded over 200 times.  Well, there should be a download link now, below the game description n above the comments.  Do note that the illustrations are not baked-in, so if you download and play it while offline, the images won't load.  Not that it is super image-heavy in the first place, lol

please add 8 screenshots and tell us what the adult content is like.

8 screenshots?!  I was hesitant to add the 3 I already did.  Do I just just scroll down the page and screenshot the entire intro or something?  It is all text.

As for adult content, it is interspersed through the entire game, ranging from mentions of anatomy in describing some beast aspects, and having the soft bits grazed in combat- or actual sex scenes on the other end of the spectrum.

All erotic scenes are technically optional (though you could not get the final ending without doing a few at least) and mostly dictated by Deception, one of the four stats.  6 people can be seduced total, 3 have 2 different scenes for disguised or regular approach, one is unlockable and has 13+ variations by choosing different combinations of transformations for her.

There is a guide to tracking them all down in the devlogs- Love&War.

you can add screenshots to the right side panel, they will then show up if you hover over the game in game search.
pictures should contain some of the overworld, dialogue, battle, and sex scenes.


(1 edit)

Well I added 3 screenshots just two or so days ago already.  But... the overworld, dialog, battle, and sex scenes are all just text.  There is nothing to look at other than the words, you'd be reading the story via screenshots.  One of the screenshots currently is in a fight, and another of the start of one of the seductions.  So I have two of those down already, lol.  There isn't an 'overworld' the entire story essentially takes place in one building.

UPDATE: Okay, took four more screenshots- one during Jennifer's sex scene, investigating the painting in the master bedroom, talking to Paige about a statue, and standing in the middle of the backyard.  Kinda feels pointless to screenshot words, lol, but there they are anyway.

Seems to have issues starting in browser. The starter image loads halfway down the screen before stalling out. I'll check back later!

Just the image?  Illustrations are not baked-in, so if you have a problem with the images it might be your internet connection.  They are being hosted elsewhere and direct-linked into the story, so none of the images would load at all if you were to try and play offline.

Full disclosure, I haven't finished the game, nor have I come even remotely close to seeing all the content based on the other comment responses. Just wanted to get some initial feedback down while I had it in mind.

First off, the scope of this game is really impressive for a Twine project - there is a lot of content in here, and I really feel like I've barely scratched the surface of what's there.

That said, while the idea for a text-based heist game with a bunch of different infiltration routes is really cool, I'm finding this one a little tough to complete. It's very easy to lose spatial awareness when you're only seeing the next available direction or action, and this meant that I often felt like I was blindly fumbling my way through for most of my time so far. Like on my first (failed) run I made it to the maze, took too long, and got caught, but I honestly have no idea how I got there, what I did right to do so, or what I could improve other than actually drawing out the maze as I go, so on my second run I feel like I'm just as blind. 

I think one thing that could be helpful here is a sentence or two at the top of each passage when you're roaming the area to clearly state where you are and what's around you. I get that part of the idea here is that Summer doesn't know where to go either and is trying to figure that out, but it would do a lot to help playability if there were at least a few signposts and reminders.

On a similar note, it would be helpful to have some pop-up boxes when you're on the heist to remind the player of names and such when they appear. Reviewing the guest list when preparing is a lot of information being thrown at you at once, so while I can remember that someone like John or Mire is a character I should be aware of, I don't necessarily remember which one of the twenty that were in the brief they were. This gets even more confusing since there are also named characters that aren't in the brief, and this led to multiple moments where my first response was "who the fuck is Dane" and "who the fuck is Merric". If you don't want to go the straight glossary route, maybe an option to quickly telepathy-call Paige for a reminder could be useful.

Other things to note:

- I really wish there was an option to save at any time. I get that part of the idea might be to discourage save scumming during a run, but runs take a fairly long time, at least when reading everything and trying to absorb a lot of lore and other information being thrown at you at once. There are definitely points where I'd want to be able to save, not necessarily to cheese, but just because this is kind of a lot and I want to take a break. "^.^

- The blue "ally' text is the same color as the links to the pop-up boxes, so if there are boxes in dialogue where someone like Paige is speaking you can't really tell unless you mouse over them. Kind of wonder if, since there are so few allies at least as far as I've gone, if friend characters like Paige and Jim could've gotten their own text colors. All my experience in Twine is in Sugarcube, so I don't know if it's 1:1 for this format, but there are like hundreds of text colors you can use there.

- Most of the writing is good, but I did notice some consistent errors, especially when it came to subject-verb agreement. Lots of issues along the lines of "there is many doors" when it should be "there are many doors". 

I really like what I've seen so far, especially with all the attention to detail in crafting the lore and characters for the world, and given the effort I think this game deserves to be explored and completed, I just needed to pause for a while and hopefully some of the feedback is useful.

(+1)

The text vs link problem actually just got solved today!  Was already a minor annoyance on a list of fixes to make.  The ally text is cyan while links are blue, but in the intro when Paige is ranting about magical kingdoms- the links are inside of her text which caused them to adopt her text color, it is fixed now, they are all the standard link coloration.

For pathfinding- it is definitely a selective problem, people who do not have strong visualization when imagining things have issues while others do it effortlessly.  Even some people who can imagine things easily normally will struggle if their mind has issues switching tasks between that read and 'consume' imaginative ability and the action/input aspect of it.  Major areas do have expandable text describing their contents like the backyard and 'belly' but not individual sub-areas.

The story keeps track of both what room you are in and also where you are within that space, giving you text appropriate to where in the room you are- so the major apex areas are just one passage with many, many scenarios for you exiting/entering from every possible entry point.

For characters, there IS descriptions of them when you actually interact with them and it becomes relevant.  All fight and seduction encounters or just major encounters with characters have descriptions of them during the fact- far more detailed than what Paige gives you in the beginning.  There are instances where you can contact Paige to ask about items or people of interest throughout the story.

Like Dane for example- his description when you see him in the side yard is already more information than Paige is going to be able to give you in the first place.  He is just a mercenary- she doesn't know who he is, who he is wouldn't have become public news at any point for her to know anything.  Almost every person in the entire game is named at some point and given at least a glancing description.  But it is only detailed when it becomes relevant to you.  Or your eavesdropping and deliberately trying to snoop, lol.

It was one thing I tried to stuff into the story as much as possible; through random encounters and eavesdropping you can see glimpses of other lives, stories, or personalities behind various people including several of Terastios' plain servants.  I didn't want anyone to seem like some blank-slate NPC standing around as 'roadblock#4'.  Each time you play, you see and learn a little bit more about everyone.

The story has a LOT in it, but it is not long, like, at all.  It is a lot to absorb at -once- but its designed to be replayed, so, you're presumably being exposed to much of it, repeatedly.  Like, it seems long now because you don't know where to go.  If you actually knew what routes to take, you could get to the end of the story in like, 5 minutes and blow through all the content.

If it makes you feel any better- that maze is batshit insane.  Like the story, it is also very short but to make up for it, its also extremely deceptive and even in my playtesting I generally just avoided it entirely.  The maze is not necessary to beat the story- you can technically just avoid it entirely.  If you want to run it though there are two ways to make it easier- first, there is an area where you are given the option to rest and potentially talk to Paige.  Using the rest area resets the timer on the maze.  And can be used as many times as you want.  The other is an answer most don't want to hear but DEFINITELY helps, a lot.  Run the OTHER maze.  There is a hedgemaze at the front of the building- if you complete it you will know how to run the one upstairs.  The hedgemaze has a unique design to it though so running it is different, but also most importantly- there is no time limit technically.  You can take all the time in the world to run that maze without consequence.

And if you want help visualizing the layout of the mansion... without spoiling too much- the study is somewhere on the second floor.  It contains things like, maps, images.... the illustrated blueprints for the entire mansion...

Thanks for the detailed response! ^^

The navigation thing might be a skill issue, fair enough, though to be honest I haven't had that much trouble navigating other text-based games, including old school enter-a-word-into-the-box-to-do-a-thing ones so I'm not sure if my problem here was really an imagination issue. Unfortunately I haven't really been able to try this one again since the previous comment, so maybe there's still some hope that if I get back into it while I'm a little more awake that it'll be easier.

All very good things to know about the maze and the study and such though - I will definitely try using those to suck a little less.

Regarding the characters, yeah there are descriptions after an interaction starts, but my issue is more on the initial encounter. If the player hasn't encountered e.g., Merric before, it would be more helpful to have the text read something like "a battle-scarred goatman mercenary is patrolling the hallway" than "Merric is patrolling the hallway" as the former both represents what Summer is seeing and is more useful for determining the next action. 

Similarly, for the VIP guests, when choosing who to eavesdrop on, it would be helpful to have a reminder of which one is which before I make that decision since time is limited. Even something like "listen to John, the caecilian businessman*" (*I can't remember what John's actual job was, I'm sorry, it's been a while TT) would go along way compared to just "listen to John", y'know? 

Anyway, hope to have more once I get back around to it, but didn't want to leave you hanging. 

Ah, well expanding their titles in the many eavesdropping scenes should be easy enough, I can put that in on the next update.  Although it wouldn't make sense for at least a quarter of them, since they are not guests of honor.  A good chunk of the eavesdropping scenes are people you only know exist thanks to the eavesdropping scene.  Like two of the scenes you can potentially get when you approach the front of the house for the first time- Lady LaBlanc and Aqualia Granidine.  The chance encounter you see there is the only time either of them appear in the story, if you don't see them there, you will not know they even exist.  Unless you've beaten the story twice and unlocked Terastios' origin story, then you'd at least know Aqualia exists, lol.

The text for encountering people like that was similar to what you wrote originally, but was later changed.  If i would set up that...hmm, it would take quite some doing, I would basically need to create some sort of recognition system that tracks who you have already seen.  Because too familiar talk about them would be weird if you haven't encountered them, and too unfamiliar like this would be really weird if you have already encountered them.  The problem is that the story is free-roam, I have no control over when you see them or even if you see them at all in the first place.  So I would switch all the encounters for every merc to a much less familiar, fuller statement, but then rig a variable to each mention of their name in the story so once it has been said once, it swaps the text out with a more neutral version like I have now.

But that is quite an undertaking... their names are mentioned a lot, and because I have no control over where you encounter them... EVERY mention of their name would need to have this swap-out trigger.  Even the 192 ending sequences for the event you never encountered them at all, and they show up in the ending sequence.  So, I doubt I could have that in the next update, that is like, an entire update onto itself, like, two weeks worth of work at least, so that would be much further down the line.

The last update (1.2) should make things a bit easier for you- there is a retry mechanic now that the Bad Ending drops you off at, giving you the option to restart at the front of the mansion with your current or a different build- completely bypassing the library, prep, and intro sequences.

Yeah, totally get that. In terms of the coding itself, adding the pre-meeting descriptions is easy enough. Basically just <if metX> A [species] [role] is [action] <else> [name] the [role] is [action], but the issue is sheer volume. To that end, if it's too much I don't think you need to go through and do all that for this game, you can just take that more as advice for next time. It's not really game-breaking or anything and I certainly don't want you to do all that just because one guy said something "^^.

seems to not work, stuck on a png of the title with the black fox

ACK! Sorry, it was a setting that didn't even exist the last time I posted something to here, so I didn't know it needed to be clicked- should work now  T-T

(2 edits)

No worries. But a heads up, some things that you click for more info that open a tab, sometimes they are bigger than the page height, so it crops the tab, which in turn hides the button to close it and continue with the game. You can circunvent it by either hitting tab then enter, or reload the browser page back a stage then foward. You might want to fix this as someone who's not aware will prob think game is broken and close it.

Deleted 84 days ago

Well, took forever, but an update on this issue- finally solved.  The new 2.0 version finally can resize dialog boxes to whatever screen resolution they are opened on, so it should now be compatible on all devices!

(+1)

is there or will there be futa content ? 

(1 edit) (+1)

There is- but it would take some doing to get to.  It is more of a adventure/story than erotica, so the erotic bits are not super abundant (though that is essentially what one of the four stats are for).

Paige's sex scene allows you to choose vulva or penis (as well as dog hybrid, horse hybrid, giantess, shrinking, multibreast, and udders), so you can choose to give her a penis and voilà!  Futa!

Since hers is by far the best of the sex scenes it also needs to be unlocked though.  You need to get a 50% overall romance rating to unlock access to her, so you need to seduce other people and make them happy, first, lol.  Romance Rating is a semi-hidden stat, it will show up on NG+ if you ask Paige to see what your stats are.