ongoing
CYOAhtmllife-simreal-pornfemale-dominationfemale-protagonistfetishkinkymale-dominationsandboxtext-baseduniversity
You have arrived in the country of your dreams with one clear goal - build a successful new life. Before you can enter college, however, you will need to prepare for the exams, earn some money and find your place in an unfamiliar city.
About this game
- Genre
- Adult Game
- Developer
- YellowArachnid
- Release date
- September 2026
- Status
- Ongoing
- Other games
- DebtLoop
Updated on May 13th 2026, what's new in version 0.41?
Version 0.41 adds 29 hostel request cards, a unified relationship system, 35 new outfits, expanded content for Elizabeth and Theo, and new events at the Community Centre and college. It also introduces around 500 animated adult clips, rebuilds the promiscuity system, improves outfit and skill effects, expands the gallery, updates the mirror and character menus, fixes several progression issues, and automatically migrates existing saves.
v0.41
1) Hostel requests — 29 cards. Jack, Jenny and Alim approach you with errands, favours and propositions. Every promise lands on the board by the stairs. Break it and they remember. Jack's deck is work-first, NSFW unlocks as his quest progresses. Jenny does whatever she wants within the hostel. Alim collects on promises — his favour deck has 9 cards in three tiers of escalating audacity. And yes, I forgot to mirror it so you can approach them. Next time.
2) Relationship system — unified. Everyone shares the same ladder now: 6 / 16 / 32 / 56 points, four stages, same gates for every NPC. Each stage opens more interactions. Some old quests might be broken because I spent two weeks rewiring and can't remember if I caught everything. If you find a dead gate — that's me, not you.
3) 35 new outfits. 21 sexy work uniforms at Larry's — bar, cafe, library, office, cleaning, massage — each gated on the job skill it flatters. 14 fetish costumes at the sex shop — latex, sheer, the apron with nothing under it, the bunny suit — gated on promiscuity 10–18. Prices $200 to $650. Stats balanced, tags assigned, every one shows in the mirror.
4) Elizabeth got her setup. Two new stage events (the arrangement and the one where she tells you how she knows it works), a thorough correction option, and a new Archive Keeper promotion at skill 25 + loyalty 30. ~15 new texts.
5) The gym expanded — Theo. A personal trainer, 28, who flirts like he coaches. 10 conversation topics unlocking by stage. Three stage events. Three Friday scenes (stretching / shower / the full evening) × 3 text variants each. A "long session" premium option at $250. Sporty outfits now give +1 fitness on every workout. Total: 30 new texts.
6) Community Centre — the circle without Paula. Three name-and-silhouette members (Nina the seamstress, Victor the DM, Ben the photographer). A 5-level escalation ladder: innocent → teasing → touching → foreplay → sex. Silence moves it forward, making a scene moves it back. ~30 cases with 3 variants each on the repeatables. One "almost caught" scene. The D&D and sewing nights got their own prose (they were sharing a script — don't ask). Vending machine works 24/7 now.
7) College — the deskmate. A 5-level nerve ladder: glances → notes → hands under pretexts → under the desk → the walk home. 6 escalation events × 3 variants, 5 escort scenes × 3 variants, checkpoint tests every 5 classes (pass = free credit + standing, fail = free retake). Getting caught = $150 fine + 4-day ban + the desk resets. Gender rolled once per save. ~25 texts. The old frat-invite system now feeds off your outfit tags — provocative is +25% on the vector, modest is −10%.
8) ~500 animated clips across the whole adult side. Both glory holes (the basement's 5 stills became a pool of 99, with 21 finish frames; the park branch got its own 29-clip namespace). The showers (3 scenes on animated pools, Theo's Friday shower included). The bar toilets (12 scenes, 35 clips). The college frat pools (oral 22→35, behind 17→37, cowgirl 11→22). The library (2 NSFW pools). Jenny's strapon (29 clips, and it opens both ways now — you bought it, you get your turn). Everything rotates. Everything moves.
9) Promiscuity rebuilt. Three bands as a percentage of your limit: under 50% is quiet, 50–80% grants +1 AP on waking, 80%+ burns it, at 100% stats degrade. Promiscuity no longer drops on its own at night. There's a manual valve (shower, self-play) and a toy that amplifies releases. Elizabeth raises the ceiling — the thorough correction gives +5–8, the rite +15. Learn to manage it.
10) Under the hood: mirror shows relationship stages in words and which band you'll wake in, characters grouped by location (Hostel / Cafe / Library / Bar / Sex Shop / Gym / Loanshark), shower block restyled, bar uniform gate actually checks bartending skill now (it didn't since 0.40 — sorry), save migration automatic for all new variables, gallery grew to 21 folders + 21 pool cells, and a dozen recurring sex scenes stopped repeating word for word.
v0.40
A Third Smaller Download
The artwork folder went from 1987 MB to 1314 MB with nothing on screen changing. Stills are now WebP (698 files, 685 MB -> 55 MB), short GIFs became animated WebP (70 MB -> 26 MB), and every frame and frame duration carried across unchanged. The heavy animated scene packs were deliberately left alone — measured re-encodes were either -14% for minutes of CPU per file or visibly choppy.
Relationships Have Stages
Every relationship now sits on a ladder: acquaintance (5), someone you know (15), close (30), inseparable (55). The Mirror shows the stage as a word beside the number. Stages are capped per character (Leonard, Mark and Larry stay transactions; Jack, Elizabeth, Claire and Edward can be close but never inseparable), and dropping back needs 3 points of hysteresis so one refusal cannot flicker you across a line. The ~30 gates the writing already used had clustered exactly at these rungs — the ladder regularises what was already there, and stage 4 is where a route can end. It latches.
Talking Is No Longer an Infinite Faucet
One small talk per character per day pays +1 relationship; one substantial talk pays in stats instead. Everything above that comes from doing things with someone. At stage 4 talk pays no relationship at all. The screen says all of this out loud — the cap used to be silent and read as a bug.
Gifts
Money had nothing to buy after about day 55. Gifts are bought at the hypermarket counter and given in eight hubs: something small ($40, +1, 2-day cooldown), a proper gift ($180, +3, 5-day), something lavish ($500, +6, 10-day). Cooldowns are per person, so buying affection is a schedule, not a lump sum. Character matters: Alim accepts nothing until he considers you his; Jack and Jenny are embarrassed by the expensive tier.
Jack Finally Has a Track
The landlord — the person you see every night — had five relationship sources in the whole game, four buried in one library event. He now has conversation in his office, the loan reads his standing, and the hostel work ranks below are the other half.
The Hostel Runs on Two Axes
Cleaning and sleeping around no longer feed the same counter. $hostelStaff grows only from labour, $hostelrep only from sex work in the hostel, and the lobby shows them as different things.
Refusing a Tenant Now Costs Something
Turning down an offer to "help" a resident rolls the dice: on a failure the disgruntled tenants undo part of your cleaning, and you read about it in the lobby. The odds rise with your reputation and stored resentment, and fall by 10 points per work rank. The further in you are, the less freely you can say no.
Work Ranks Discount the Rent
Labour ranks at 15/40/80 knock the bunk from $150 to $110 and the private room from $250 to $190 across the tiers. Rank 3 also tips you $20 on a cleaning job.
Two Hubs Stop Disappearing
Reaching the route ending used to REPLACE Nick's flat — along with Nick, Mark, the television, self-study and the way out. Same shape in Alim's room. The ending offer now sits above the hub instead of instead of it.
Consumables
Seven items bought at the hypermarket, carried in a bag, spent automatically where they apply: energy shot, 3-in-1 coffee, wet wipes, mints, chocolate bar, isotonic drink, pocket toy. A consumable amplifies something you already do — it never cancels a consequence and never extends the day. Wired into the gym, self-study, masturbation, the library reading room, the community centre, classes, training and the park; deliberately not into conversation, work or events. Auto-spend is a per-item toggle. Vending machines in the hostel and the centre stock the line at a 40% markup — you pay for the hour, not the goods.
Three Purchases That Were Not Doing What They Claimed
The sex shop's eight toys had no reader anywhere — masturbation granted no promiscuity at all, so the solitary path fed none of the counters the vice locations pay from. Both ends now connect. The salon's "Full Spa & Body" and "VIP Spa Day" overwrote each other in one slot — separate slots now, verified to stack to +20. Six fitness items costing $460 stopped paying once raw fitness passed 51; the gate is lifted to the general ceiling.
The Park Franchise
The glory hole in the park becomes something you run rather than visit: client flow from advertising plus Claire's boost, a d100 roll against promiscuity/bar standing/streak, heat that drives the chance of trouble, and what you wore matters. Three event families (clients, crew, trouble) and three new screens. Claire's route into the park gained two screens of her own and +23 lines — the largest single block of new writing — and a burned Alim route no longer leaves her quest invisibly dead: the park states what stage the plan is at. Vice pays on the first day now (the glory hole used to pay $0-9 against the cafe's $50-90).
Twenty-One New Outfits
The wardrobe goes from 57 to 78 entries, including nine complete work uniforms (bar, cafe, library, office, massage — the bar had none). The mall gained an "Evening & Party" tab. Ten outfits marked as sex-shop stock were unbuyable from the day they were added — shop windows now filter the catalogue by shop instead of listing id numbers, and the card you click is the card you buy (fixed properly, with a canary harness).
A Shift Is Not a "Get Money" Button
Social cards are back in the work decks — each with a choice of three reactions — carried by two new bar screens; the cafe and library cards are wired to their dispatchers instead of sitting unreachable. The hostel's cleaning offer now carries who is actually asking (one man / a woman / two of them / a group) and the tier resets on entry.
Five Things That Were Paying You to Play Badly
Character creation printed money (six clicks of "-10" returned ~300 points: intellect 90, $100,000, every skill). Two scenes advanced the day directly, skipping interest, collectors, the over-limit penalty, the jealousy tick and the rent night — in scenes that mean "you lost control of the evening". Wages paid debt down one-to-one and halved the remainder — carrying debt was a buff. A promiscuity limit below 20 was a permanent stat-drain trap (no longer sold; old saves healed). Vice paid nothing on day one — see the park.
The Day Is Visible
The panel shows the day and the phase as an icon plus a "3/4" tracker. Character creation closes once the run starts. Both night bypasses are shut, and the three repeatable earners now have daily gates. A shift costs 1 AP again — the escalating 1/2/3 experiment was reverted because it taxed working several different jobs in one day, the most interesting way to play.
The Economy Pass
Entry wages raised on the bottom rung only (cafe $50, bar $62, library $58). Jack's credit: 15 days / $450. The 2->3 AP fitness boundary moved from 30 to 13 — the old one was a two-week bootstrap trap. Sleep comforts cap at +3 energy together. The community centre study shelves cost 1 energy and one subject a day (reading about waitressing used to beat waitressing). Debt bookkeeping: a second loan no longer inherits the first one's principal, and warning strikes cap at 4. Jealousy caps at 25; promiscuity headroom caps at 150.
Old Saves
The wardrobe catalogue lives in the save and was only rebuilt when missing entirely — a continuing player saw 57 outfits of 78; purchases and the worn outfit survive the rebuild now. $Rand is seeded (ten passages branch on it; a blank screen was possible). The hostel split migrates at zero — the old build credited cleaning to reputation, so there is no honest work history to convert. Jack's trust, tenant resentment, the daily gates and the consumables bag are seeded on load.
Editorial Pass
An editing pass went too far in three decks (PaulaEvents -83%, RadaEvents -66%, LeonardRandomEvents -53%) and was only caught by diffing the two builds — every case, link and image was intact and only the prose was gone. Restored and merged back case by case. In three smaller decks the pass had systematically rewritten taken control as negotiated control — on canon for Elizabeth, against it for Mark and Paula; five scenes rewritten to keep the edit's economy with the canon dynamic restored.
Art
About 190 new frames: clothing 31, items 32, dialogue portraits 30 (new as a category — small character faces beside their lines), bar 16, library 14, cafe 11, Alim/park 9, pawnbroker's office 8, salon 7, hostel 6, misc ~20. Plus four animation packs restored after the compression flattened them.
Housekeeping
Four animation packs flattened by the conversion were restored (AlimLeft3, AlimAnger, Shower1, Shower2). The static auditor was blind to four BOM-carrying passages — it read 167 of 171. WorkEvents lost a word-for-word duplicate of the glory hole deck deliberately. The Rada/Edward entry roll had been thrown since 0.36 and read by nothing — connected.
v0.39
College
New location, open from day 20 (morning/afternoon/evening). Tuition bought in blocks: $140 per class, down to $110 each for a full term; fraternity standing discounts up to 25%. Each class costs 1 AP + a phase, pays intellect.
About 1 in 3 classes ends with an optional invitation to blow off steam: 4 scenes × 4 descriptions, 60 new clips. Declining costs nothing.
Intellect Ceiling
Base intellect capped at 40, +5 per owned study book, up to 90 via college coursework. Outfit and collection bonuses are uncapped. Old saves seeded at current intellect.
The Day Actually Ends
12 activities that spent energy but no time now refuse once the day is spent. Coffee and paid massage still work at night by design — they cost money/energy, not time.
Repeat Actions Now Have Varied Text
Gym, shower, self-study, self-care, park bench, salon, six community centre activities, and eleven library subjects now read differently, 3–4 variants each. Existing lines kept.
Previously Empty Scenes Filled
Empty slots since 0.34 now filled: 4 bar evenings, 2 glory hole shifts, a 7th after-hours loanshark scene, a 4th Nick branch, a 4th hostel beat; cafe professional/risky shifts filled.
Loanshark office rebuilt on 129 new clips; hostel cleaning gained encounters on 60 clips.
Pawnshop Finished
Larry’s side job now has prose. Wage when debt-free, tips while working off debt, staying after pays and counts as a second shift. 4 shift descriptions, 6 staying scenes, Larry beats.
Archive: Two New Floors
EVENTS: 18 folders of event tiles with branches inside. POOLS: 10 “place + act” cells over 254 clips, fresh clip/line on every Again. Open for gallery points only; nothing locked; old saves keep points.
Fixes
Paragraph splitting and reveal link placement fixed; archive replay layout matches the game.
Three softlocks fixed; stuck gallery flag no longer silently stops pay/stats.
Replaying an archived scene no longer walks you out or pays you for an unworked shift.
25 broken reveal links in Alim/Mark fixed.
College tuition board now prints real prices.
Old saves repaired: shop windows populated, sex toys restored.
Library morning shift no longer pushes the day backwards.
v0.38
1) Added the first questline for Claire - establishing a branch of Glory Hall. She'll offer to do this one of the times you leave her glorious establishment. I won't spoil it or give away the entire chain, but it will lead to your own Glory Hall. For now, you won't be able to improve it, upgrade it, or manage it.
The lineup includes three large, unique events with Alim, plus a small pack of random events with GIFs. To make things more enjoyable and varied.
2) Leonard's refinement and rework.
The order of quests and events has been changed. Now, until you activate the sex scene with Leonard in the cleaning branch, you'll only be performing blowjobs in the office after working as a waitress. Nothing else.
After the scene that was already in the game, a new unique event activates, which 1) returns sex with Leonard to the event pool after your shift, 2) Leonard begins checking you out for beauty and throwing money at you to maintain it. On a smaller scale, I've added new GIFs for random and other events.
Leonard's Maid branch's development - cleaning has been expanded to include sex in the workplace. A unique event. Activates Leonard's advances after cleaning with a certain chance. Small events, random GIFs, and extra pay.
v0.37a — "Career, Credit, and a Good Start"
The economy has been redesigned: challenging for newcomers, but fair; it becomes easier as the heroine grows.
Work is a career, not a grind.
Wages now depend on the position, not on infinite skill growth. Skill affects shift reliability.
Promotions — small scenes after shifts (cafe: $35 → $55 → barista; bar: $45 → $70 → "Nick's right-hand man" $100; library: +$10 "senior assistant").
The "harder every day" penalty has been completely removed.
The city runs by the clock.
Cafe — morning/afternoon, bar — evening. One shift per location per day. Maximum of 3 shifts (morning + afternoon + evening).
Soft Start (not a freebie)
"Beginner's Fervor": +1 Energy in the mornings for the first 10 days.
For the first 10 days, catastrophic shifts are mitigated; failure never results in $0 (minimum 30% of the bet). After a failure, a bonus is added to the next roll.
Jack's Notebook: For the first 10 days, you can borrow a night's lodging (max. 2 nights), which can be repaid with money or cleaning (4 cleanings = a night). If you have no debt, you can rent a private room.
Honest Loan (complete redesign)
Reverse Interest: $500 → 5%/night, $1000 → 3.5%, $1500 → 2.5%. A small loan is expensive, a large one buys you time.
Collectors come when the debt grows to 1.65 times the amount borrowed. Each loan has its own limit and overnight reserve (~8/11/15).
Full terms are shown before signing. The sleep screen shows the debt growth and the reserve until the "line." Partial repayment extends the deadline.
"Strikes" are melting: 4 nights below the line = minus one warning.
New expenses – energy and time for money
Energy drink at the supermarket: can $30 / 6-pack $150. Drink anywhere (+1 energy, no more than 2 per day).
A private room gives +1 energy in the morning.
Tutor in the library ($150) – quick intellect.
Personal trainer in the gym ($150) – guaranteed physical training.
VIP spa in the salon ($520) – luxury treatment.
New meeting with Rada
Completely rewritten: coffee without asking, "rule one – nothing is free," a quarter's debt, advice about Leonard.
+15 thoughts on the sleep screen
Adapted to the new economy: city schedule, promotions, Jack's notebook, credit, energy drinks, tutor, warning about the end of "beginner's fervor," and more.
Fixes (including critical ones)
Crash with any outfit other than the starting one (fixed in 12 locations: bar/cafe/library).
Softlock in the shower (two branches were draining energy and preventing you from leaving).
The character journal now displays quests and hints.
Character colors are now consistent with canon, negative balances are eliminated, and purchases require money.
Grid in the wardrobe and clothing stores.
Old saves now support all new variables (including through the "Mending Threads of Fate" fortune teller).
v0.37b — "Hotfix: Broken Scenes"
The "Drink" and "Find a Sponsor" buttons in the bar were displaying errors and resetting all text and images. The problem was systemic – the entire project and bar were cleared.

