What's happening?

Developer: Nanney Teasford
Censored: No
Languages: English
Version: 0.7.6.5
OS: Windows
Game Engine: Unreal Engine
Age Rating: 18+
Game Size: 8.31 GB
Release Date: 31 Jul 2025
Game Details

Synopsis

My Pretty Toy is a stealth game set in an open fantasy world. The core of the gameplay is bondage and an extensive system of interaction with everything around. You can either capture naughty girls and punish them, or you can take on the role of a captive yourself. Who knows what they will do to you.

My Pretty Toy
My Pretty Toy
My Pretty Toy
My Pretty Toy
My Pretty Toy
My Pretty Toy
My Pretty Toy
My Pretty Toy
My Pretty Toy
My Pretty Toy
My Pretty Toy
My Pretty Toy

Changelog

v0.7.6.1
Bondage System :

  • Rescue Mode - You can now switch between normal mode and rescue mode. Prerequisites:
    • Nothing should impede movement (legs free).
    • Nothing should impede interaction (arms free).
    • The transition can be done from the default pose (standing pose).
  • Added "Doggy Walk" state. Additional conditions:
    • Entry is performed via the "On Knee" pose.
    • Entry is only possible if the hands are free ( Mittens are an exception ).
    • You cannot use items with the "Arms", "Legs", "Knees", "Thigh" assignment while the target is in the "Doggy Walk" pose.
  • Struggle head is banned in Lying Down Left / Right pose.
  • Struggle head is banned in On Stomach pose.
  • Struggle head is banned in On Spine pose.
  • Struggle arms is banned in On Spine pose.
  • Added animation for exiting "Rescue" mode from the "On Knees" pose.
  • Added animation for exiting "Rescue" mode from the "Doggy" pose.
  • Added animation for exiting "Rescue" mode from the "On Sit" pose.
  • Added animation for exiting "Rescue" mode from the "On Spine" pose.
  • Added animation for exiting "Rescue" mode from the "On Lying Down Left" and "Lying Down Right" poses.
  • Added animation for exiting "Rescue" mode from the "On Stomach" pose.
  • Added animation for exiting "Rescue" mode from the "Hogtie Left / Right Side" pose.
  • Added Struggle Legs animation in On Stomach position with "Tied Arms + Tied Calf Knee and/or Tied Thigh Knee" combo
  • Added Struggle Legs animation in On Stomach position with "Tied Arms + Tied Legs" combo
  • Added Struggle Legs animation in On Lying Left Side and On Lying Right Side position with "Tied Arms + Tied Legs" combo
  • The power bar will not be consumed when the "Player Can Self Rescue" option is disabled.
  • Aid items will not be consumed when the "Player Can Self Rescue" option is disabled.
  • Items used by the "Resource bar" fall under the "Non-returnable" category, which means that regardless of whether the item was removed from an NPC or a player character, it will not return to the inventory.
  • Added the "Resin" component. The component is available when playing as "Chrysalis". List of available assignments:
    • Hands
    • Lowerarm Elbows
    • Upperarm Elbows
    • Ankles
    • Calf Knees
    • Thigh Knees
    • Gag
    • Collar
    • Mittens
  • During the struggle, the active element attached to the item will play an animation.
  • Equipped items displayed on the screen in "Rescue Mode" will also display which aid items affect their removal (icons are displayed in the upper right corner of each item).
  • Added a component that tracks the resource of a unique item for bondage (mana bar).
    • All unique items like "Resin" or "Web" will act as actions that consume a "resource bar" when used, instead of the usual items with N-quantity.
    • The resource bar is replenished automatically, and the replenishment rate may depend on external factors.
    • The resource bar is displayed in the upper left corner of the screen.

AI :

  • The number of cycles of iteration of a potential target in rage mode has been increased from 3 to infinity. This means that an NPC under the effect of a rage bolt will perform a behavior pattern until the effect ends or is interrupted.
  • AI will automatically switch to the "On Knees" pose from the "Doggy Walk" pose if it was previously in the corresponding pose and the leash was removed or destroyed when too far away from the target.
  • AI on a leash will use the "Doggy Walk" behavior if it was previously in the "On Knee" pose and the distance between the owner is more than 200 units (2 meters).

Context Actions :

  • Added "To Knees" context menu option if the target is previously in the "Doggy Walk" pose.

Sight Tracking System :
A major rework of the system structure has been carried out, significantly reducing the consumption of GPU resources.

  • Animation override scheme call reduced from 23 to 1 (Animation scheme moved to a more efficient solution).
  • Added "Look at camera" option in game settings (Player character will try to look at the camera when in Rescue Mode).
  • The system is forcibly disabled if the character is far from the camera or outside its visibility range.
  • Sight Tracking Update Rate option in game settings - removed, due to the transition to a more optimal execution scheme.
  • Visual contact field radius for slavers changed from 350 units to 650 units (6.5 meters).
  • Updated the conditions of the target detection decorator for slavers. Now they will establish visual contact with the player character only if he was defined as a "target" in the AI incentive registry (was seen or heard).
  • Optimized the target selection method based on priority (Selecting the closest character from the priority list during the target search call, instead of constantly detecting every game tick).
  • The gaze tracking component is now attached to a socket, instead of tracking coordinates (performance improvement).
  • Added an external target search manager, now processing occurs once per second instead of constantly searching at a lower frequency.

Game Settings :

  • New game settings option "Item Popup Type" - compact or detailed popup of interactive items.
  • New game settings option "Show Blindfold Effect" - enable / disable the blindfold effect (Only works in Sandbox mode and personal hub).
  • New game settings option "Auto Rescue Mode" - enable / disable automatic entry into Rescue Mode. If disabled - the player's character will enter Rescue Mode only in cases where something objectively limits movement or the ability to interact with objects.

Actions :

  • The "Sit / Stand" action has been removed from the radial menu and from the context menu as a possible option. Instead, the actions are split into "To Knee" and "To Stand", which appear as possible actions in the context actions panel.

Game User Interface :

  • Added a hint about changing the type of projectile for weapons (reload offer).
  • Added a hint on input, when exactly you can switch to liberation mode and vice versa.
  • Added a hint widget, informing about the disabled option "Player Can Self Rescue". You can disable the widget in the game settings in the "GUI" tab.

Radial Menu :

  • Added hovering over an item relative to the cursor direction when using the keyboard and mouse. Now there is no need to hover over an item completely to select it.
  • There is no longer a need to hover over an item completely to add it to favorites.

Context Actions Panel :

  • Added animations of elements when updating the list of available actions in the context actions panel

Workbench :

  • A simplified assembly instruction for a semi-automatic crossbow from a regular crossbow and several components has been added to the workbench panel.

Default Cloth :

  • Storage areas with basic clothing for all character classes have been added to the Spy Shelter.

Weaponment :

  • Changed animations for holding weapons while sprinting.

Ability :

  • Removed the "Mule" ability for the "Refugee" mode on the "Wild Forest" map.
  • Added the "Taboo" effect for the Fallen race (Using non-magical bondage items also costs mana).
  • Added the "Martyr" ability for the Fallen race (The more items you have on your character, the less energy you spend when trying to remove them).
  • Added the "Stone Bonds" ability for the Chrysalis race (You generate resin that can be used to disable targets).
  • Added the "No Limit" ability for the Chrysalis race (When using sprint, you use flight).
  • Added the "Thorn" ability for the "Dragonid" race (Items you have on your character consume their durability twice as fast).
  • Added ability "Warm-up" for the race "Dragonid" (You do not spend stamina while running).
  • Added ability "Mule" for the race "Dragonid" (You can use sprint while carrying a passenger on your back).
  • Added ability "Inner Kernel" for the race "Dragonid" (The strength scale is spent half as much during the struggle if you exceeded the main strength limit).

Fixes :

  • AI :
    • Fixed a bug due to which some NPCs could not walk or execute commands.
    • Fixed a bug with native movement (NPCs used native acceleration if they were outside the camera area, which gave a significant increase to their speed).
    • Removed irrelevant items from the starter sets for NPCs of the "Slave" class.
    • Fixed some errors in the assignment of items in the set of starting restraints.
    • Removed irrelevant clothing from the starter sets for NPCs of the "Spy" and "Slave" classes.
    • Fixed navigation locations that created problems when unpacking NPCs from hostage furniture.
    • Fixed a bug due to which an NPC could get stuck in the ground during an emergency unpacking from a carrying device.
    • Fixed a bug with the "Horn" item function (AI could use Horn by starting an animation in the game character, which broke the controls and animation).
    • Fixed a bug causing accelerated sliding for some NPC classes in rage mode.
    • Fixed a bug due to which NPCs after the end of rage could only move by running for no apparent reason.
    • Added a decorator to the AI behavior in "Rage" mode. Now the AI will check for paths to the character and exclude it from the list of potential targets in case of failure (A common problem associated with this - NPCs could perceive the closest position to the player character as the actual one, which did not prevent them from tying it, even out of reach).
    • Fixed a bug where tied NPCs after being hit by a rage bolt could slide and tie the target.
  • Audio :
    • Removed obsolete audio assets when applying the "Rescue" action.
  • Game User Interface
    • Fixed display of abilities for some races on the player panel.
  • Slaver Camp :
    • Post-processing global illumination in single-person cameras has been replaced with Lumen (Unnatural shading of characters).
    • Increased threshold for auto exposure compensation in single-person cameras (some characters could be difficult to read in a too-dark room).
    • Post-processing global illumination in all underground complexes has been replaced with Lumen (Unnatural shading of characters).
  • Systems :
    • Fixed navigation through the pop-up menu of context actions (when using a gamepad - the keys for scrolling through the list were mixed up).
    • Fixed an error in the state of aid items (Knives and lockpicks could have a full state of durability, even if these items were not in the inventory).
    • Fixed an error that provided the ability to free yourself using pocket knives and lockpicks when the "Player Can Self Rescue" option was enabled.
    • Fixed icons of items removed from the body that were not displayed.
    • Fixed the problem with stacking clothing items (You could only have one copy of clothing and any manipulations with its movement could cause a stack and loss of this very clothing).
    • Fixed an error where the game character could sometimes fall under a collision when using the "I'm stuck" function.
  • Bondage :
    • Fixed navigation assistance for some poses (when using a gamepad, some keys were swapped).
    • Fixed a bug related to incorrect determination of the force expenditure during struggle for some abilities.
    • Fixed the condition for applying shackles (the item decorator did not allow it to be applied if the legs were tied only at the knees).
    • Fixed the displacement of the skeletal mesh during playback of the Struggle animation in the Hogtie pose (On Stomach)
    • Fixed the displacement of the skeletal mesh during playback of the Struggle animation in the Hogtie (Left Side) and On Hogtie (Right Side) poses
    • Fixed the blending of the animation transition (From the pose "On Knees + hands tied" to the pose "Standing + Hands tied".)
    • Fixed the bug causing T-Pose when moving the character to the "On Knees" pose without objects on the arms and legs.
    • Fixed a bug with the "Sit / Stand" context option (the option did not appear in the context menu if the target's legs were tied).
    • Fixed the skeletal mesh offset during the Struggle animation in the On Stomach pose.
    • Fixed the skeletal mesh offset during the Struggle animation in the On Spine pose.
    • Fixed the skeletal mesh offset during the Struggle animation in the On Lying Right Side and On Lying Left Side poses.
    • Fixed the transition from Sit to Lying Left Side and Lying Right Side not working with the "Tied Arms + Tied Calf Knee and / or Tied Thigh Knee" combo.
    • Fixed a bug causing T-Pose in the On Stomach + Tied Arms + Calf Knees and / or Thigh Knees combo.
  • Sight Tracking :
    • Fixed a bug due to which the character's eyes could set several transformations per frame, which led to excessive rotation.
    • Fixed a bug due to which the character's eyes incorrectly determined the point to which they should be directed.
    • Fixed an animation error due to which the eyes could only rotate horizontally.
    • The Sight Tracking system could not follow the parameters specified in the game settings - fixed.
  • Settings :
    • Fixed navigation errors for some menu items.
    • Fixed a bug causing the wrong type of scrolling of the ribbon when using a gamepad.
    • Fixed a bug causing a failure in navigation through tabs when using a gamepad.
    • Fixed a bug causing a failure in navigation when using a gamepad.
  • Animation :
    • Fixed blending of weapon holding animations during montage playback (weapons in hands could take unnatural positions in hands when the player character played animation montages).
    • Fixed a bug with blending of leash holding animations for some character classes.
    • Fixed a bug with blending of leash holding animations with weapons in hands (Blend could be ignored).
    • Fixed bugs causing weapon reload animations to be missing.
  • Scenes :
    • Fixed collision of watchtower supports on the "Wild Forest" map.
    • Fixed decals on the "Blacksmith Village" level.
  • Captive :
    • Fixed a bug that caused hair to be rendered with a bag on the head after the NPC was unpacked from the carrying device.
  • Movement :
    • Fixed a bug due to which it was possible to use sprint in a bound state (the method of rotation of the character's capsule could change, which caused control problems).
    • Fixed incorrect animation mixing when switching from sprint to walking or running mode.

Developer Notes

At this stage, the game is available in alpha testing with the sandbox mode. You can go on a free voyage and experiment properly. I’m not going to limit myself to one sandbox and plan to add story missions with branches, where not only the fate of others, but also yours, will depend on your actions. You can also subscribe to my discord channel, where you can find all the information you need about the game and just chat about your favorite topics.

Installation Instructions

Extract, and run the game.

Leave a comment

Name *
Add a display name
Email *
Your email address will not be published