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XXX
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Release Date
01/06/2024
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02/11/2024
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1.02
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Alpha
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Version: 1.02

Version: 1.01b

Version: 1.01a

Divelocked

Mirror image of a young man - one side is wearing a VR headset.

Divelocked is a semi-roguelike adult game built with Twine/Sugarcube.

In Divelocked, you play as a gamer who has become stuck in a full-immersion VR game. When you're separated from your guild in a dangerous dungeon, you'll have to rely on determination, strategy, and luck to escape with your mind and body intact, because seemingly everything and everyone in the dungeon wants to transform you into a submissive, desirable plaything.

Currently, all transformation in this game is MtF, but support for starting as a girl is in development.

Current adult themes/kinks include:

 

  • Physical Transformation
  • Humiliation
  • Forced/Non-con sex
  • Crossdressing
  • Bondage
  • Sexual Slavery
  • Latex/Rubber
  • Chastity
  • Impact play
  • Face-sitting
  • Knotting
  • Lactation
  • Pregnancy

Please note that while all of these are present, some are much more prevalent than others. I've attempted to list them in order of emphasis; you'll likely encounter kinks at the top of the list more often.

v1.02 now live

Welcome to v1.02, Divelocked's first content update! I'm excited to share what I've been working on. Please give feedback, if you have any! I think there are some bugs that I haven't uncovered in the new content, probably.

General Game Changes

  • In the sidebar, the outfit image is now always visible
  • Outfit image now updates one passage earlier (so that you don’t have to click to the next passage to see changes)
  • Layered images are now possible, so certain body modification changes will be visible on the player’s avatar
    • Note: this is currently slightly bugged, such that the image is displaying several pixels too far down the page
    • Future uses of this tool would include makeup, hairstyles, jewelry, and more
  • Added a button to explain icons and stats on the sidebar
  • Redrew some player images to make the player look slightly more masculine when not transformed
  • Redrew the outfit images where the player is heavily made-up

Exploration loop

  • EP (energy) is now MP (mana)
  • You now start with 5 MP instead of 3 EP; uou can choose to recover 2 MP on respawn
  • The Monk class starts with 7 MP instead of 5 EP
  • Added scrolls, which are items that can be used mid-combat
  • Added several new encounters
  • Added 5 new outfits
  • Introduced the first character who creates a status effect (but the status effect doesn’t do anything yet… hehe)
  • The rookie class now has the added feature to retain your weapon when you die
  • Some enemies have had HP slightly buffed; I’ll keep tweaking difficulty as I test
  • Added the “Auras” feature, which allow players to pick a different effect for their special attack (previously called “all-out attack”)

Captor loop

  • When captured, your captor can freely add bondage whenever they wish; you’re their property, after all. However, I’ve set a new requirement where your captor won’t add bondage if he’s very happy with the PC. This should somewhat prevent the “add bondage, remove bondage” deathloop that can sometimes happen.
  • If sufficiently depraved, you can regain some pride if you give your captor a particularly enthusiastic blowjob.
  • Slightly reduced the lockpick difficulty for Goblin and Gnoll captors.

------------

Previous Updates

v1.01b now live

As I work on developing the big new stuff (a new area, a new captor, the next events of the story), I've made a few smaller updates worth sharing now.

Note: I'm prioritizing patches based on user feedback, so please let me know if you find an issue!

Updates:

  • Weapons should all now display their attack bonus before you must choose whether or not to pick them up
  • Fixed an error where some of the final submission scenes when captured prevented you from continuing
  • Slightly increased the chances of escaping bondage when struggling.
  • The goblin potion vendor now sells two items that give you a bit more control over how you're transformed
  • Added a Scroll of Healing item that can be used mid-combat
  • Fixed an error where the player could be given additional nose rings and tramp stamps if captured by the orc multiple times

 v1.01a

First quick patch for the game; no new content, just fixing several bugs involving playability.

Note: I'm prioritizing patches based on user feedback, so please let me know if you find an issue!

Updates:

  • The "quiet reflection" scene that prompts a name change was causing issues. I've removed the scene until I can fix it.
  • A shortcut to a boss fight was pointing to the wrong boss. It's been fixed.
  • The final submission scene when enslaved by the goblin chief had an error that prevented the scene from being displayed. It's been fixed.
  • When a player is stuck in an "un-strugglable" bondage situation, I've tweaked the likelihood that the captor will be merciful and remove them from the situation


Review by aloopy

Version reviewed: 1.01b on 01/14/2024


This is impressive for a very early release. There are problems for sure, but for a "1.01b" release there's at least a good idea of where the developer is headed and I like it. This is a game, not just a story, but it has some really fun writing in it even so. It ticks all the boxes for me but the current release needs both balancing and quality of life improvements.

It seems like the dev is trying to create something of a mash-up of TrapQuest, Dungeon Depths, Corruption of Champions, and Skyrim mods like Sanguine's Debauchery, Simple Slavery, Deviously Cursed Loot, and Defeat, which is to say there are a lot of ideas feeding in here and the result has a certain uniqueness.

The basic exploration and combat is seriously in need of some expansion and tuning. There are only a few unique encounters, and the loot returns are arbitrary.

I'll come back to the issues with the base encounters momentarily, but the exploration part of the game is definitely not much fun right now.

Assuming you are defeated and progress into the slavery portion of the game, where, in theory, you can escape, there's a whole bunch of different content, and some nice things. While the escape portion/sub-game of this is poorly balanced and effectively broken, the idea is good and with some minor tweaks could work well.

One of the downsides (for new players) right now is how long you have to play to even discover that there are character classes and levelling. The dev does a bad job of explaining the progression system up front, doesn't even tell you about "XP" gains or anything like that, and so you feel you're doing fights and just being ground down with no progression. The progression there is, is seriously unbalanced, but the idea exists and the basic concept is fine. Like most of the things in this game the numbers need tweaking and the way it communicates with you needs to improve.

Even the basic fight experience is a little muddy, requiring you to read carefully to see the enemy HP, how much damage you took and dealt, etc.

There's a rock/paper/scissors approach where you can make three kinds of attacks. In theory, enemies should be weaker to one kind of attack. This doesn't really work out right now. Because your values in all the attacks are really low, and because weapons add evenly to all of them, and due to the random-number-generator, it ends up being difficult to figure out  which attack type is most effective for a different enemy. You're also penalized for repeating a given kind of attack, so you at least have to alternate two kinds of attack, and this doesn't mix-up well with the gear progression there is right now.

There's a stat view to the left, but it's unnecessarily tiny, and lags behind everything by a step. It has no hover tips for the sometimes obscure little icons. It could be a lot better.

A few suggestions for combat:

  • Make the combat action descriptions clearer. The "snare" attacks are clear, but the basic ones require careful reading, slowing down combat.
  • Always show player HP, enemy HP, damage you dealt, and damage taken in the main view in a clear way, not buried in text.
  • Make the weapons modify different attack types differently: a dagger could be +3 finesse, but only +1 strength, etc.
  • Add more weapons overall - with clear distinctions - finesse rapier, strength 2H greatsword, aggression double-headed axe, etc.
  • Don't start the player with just a fist, as this is needlessly tedious; the player is excessively at the mercy of the encounter RNG until they can get their first weapon.
  • Make the "expensive" kinky armors that cost 30g better overall; they're hard to get and easily lost. They're better than the slaver amor, but not by enough.
  • More varied armors. Mostly, you'll be wearing the slaver armor because it's easy to get and decent, everything else except demon armor seems worse.
  • Add more, even better armors, earlier.
  • Make the cash loot for all enemies better. It doesn't need to be as tedious and grindy as it is.
  • Let the player own TWO weapons, and in some cases even use both together.
  • Let the player hold TWO items, so holding onto things for later use is more valuable.
  • Always let the player choose to use their existing consumable before picking up a new one (this is currently not always the case).
  • Let the player fight-on (at a penalty) if they are snared but have sufficient willpower.
  • Offer an action to remove snares at the expense of attacking (you might get re-snared tho).
  • Make wizarding more dependable.
  • Possible to get seduced without rock-bottom dignity, consequences shouldn't be too bad.
  • Slutty MC should be able to try and bargain their way out of a lot more fights.
  • Add an option to forego an attack and "inspect" an enemy to learn its weakness (and loot).
  • Don't give enemies the appearance of loot items then make them unusable (e.g. undead).
  • Let the player loot and use the slaver and orc rope "snares".

Also, for loot generally, the player should be able to re-pick-up an item they discard as long as they don't make a new exploration action.

A lot of the time, you are struggling to get enough HP no matter how you come by it, so you don't make any choices about what potions you drink. You certainly can't afford to even consider just going for "safe potions".

Overall, the explore and fight part of the game is extremely grindy and repetitious right now, and very based on the RNG and what areas come up. Some of the area clues are kind of worthless, or maybe don't work right. This is the most tedious part of the game and I hope it can improve soon.

The random nature of exploration can be super-tedious when the randomness is streaky. There are times you won't get a chance to see a vendor for dozens of encounters, or get nothing but undead, over and over. Knowing what the hints mean is no help if you only get bad choices. Maybe any given choice set should always have one "good" choice?

 

The captured/enslaved part of the game is an entirely other thing... this uses some of the mechanics of the main combat (if you have to fight) but has its own stats and actions. This is quite well thought out in principle, but like combat, it needs some serious tweaks to be playable/fun. Currently, escaping is all but impossible unless you have really high dignity and determination (or whatever they're called). If you are enslaved with either of these below about 50, forget escaping... this has poor consequences for ongoing play, I'll get to shortly.

One thing I found really frustrating during an escape is that it seems like you can't use a weapon you found right after finding it. It seems like you have to find a weapon, stash it, then can use it on a later attempt. This is ... weird. Also, looking for lock picks is confusing, because you'd think you need them to get to get out of the cage to look for lock picks, but it seems sometimes you don't. It feels like you're always confronted after one action when escaping. It's very unlikely you'll get a second chance.

In general, the masters are too capricious. You should have to actually resist to get punished or bound in a serious way. If you are a completely broken shell, there's just no need for them to constantly pile more bondage items onto you. This inevitably stops you trying to regen any of your stats. Sure, there should be a point where those high stats can draw negative attention, but you should have to show some sign of resistance first.

The butt-plug restraint is one of several that spells insta-doom. The impact of the butt-plug is excessive, and because any other restraints will have to be cleared before you can remove it, you're almost certainly doomed if you get it.

If you actually resist a captor, the reactions are ... quite punishing ... and if you had any stats left at that point, they will quickly be erased.

The problem with captivity in general is that you probably won't even be able to attempt to play the escape game, you'll spend all your time broken or just struggling, and this becomes increasingly certain as the game progresses. This is OK while the content is fresh, but once you've seen the majority of it, it becomes repetitious, and all you want to do is fail as fast as you can to get to "game over" and restart at that point. This is a serious balance problem, but it wouldn't be that hard to address, plus adding more captivity content to flesh out the experience would increase how much time the player can spend in that mode before becoming totally fed-up with it.

It seems like the best approach is to struggle, if you can, until you get to 0 "lock thingy" but more often than not the master is so insistent that you are just constantly getting locked in more stuff and are exhausted, have to wait, then get locked in more, then struggle down to 2 lock, then get bound in some new thing or otherwise assaulted, so you never get a chance to try escaping even though you are totally submissive and the master is delighted.

Some suggestions for captivity:

  • Masters shouldn't add restraints beyond a collar unless you resist them.
  • Masters should offer more and nicer rewards if you please them.
  • Dignity and Willpower loss should be threshold based rather than a straight delta. e.g. If you only have 10 dignity, then sucking a cock won't remove any because you are already a slut, but a shameful orgasm from a fucking machine might remove some. Maybe events could always remove at least one point, but the large loss events should be scaled back a bit? Currently, these stats hit zero very, very easily, and then any further loss becomes meaningless and pink potion becomes a bit of an exploit.
  • Weapon use during escape should be possible if you find a weapon and don't stash it.
  • It should be easier to go wandering with plenty of restraints on; cages should only be locked if you repeatedly escape or aren't restrained.
  • There should be jobs for you to do for your master, which may offer various opportunities to please or anger them without direct obedience/disobience (not so stat related) and some could also offer ways to progress your escape. These shouldn't short circuit just because you have low willpower.
  • Tweaks so you aren't nearly always floored at zero/zero with no choices available (see all of the above).
  • Options to beg for food, water, removal of bindings, etc.
  • Each defeat ending should add a distinct kink that has to be removed separately from mental stats - the tattoos are like this, sorta, but need more development. Should be lots of kinks to build up, so you can play multiple defeats and still see new stuff.
  • Let the MC surrender and give-up any time they have 0/0 mental. Currently, the surrender result seems to appear somewhat randomly.

Also, more auction content would be great; the ability to escape while at the auction house would make sense and there could be a mini-game for that.

The levelling up part of the game could do with more clarity, and perhaps should be more impactful. It takes a long time to level. The player shouldnt' be forced to level all the lower-level classes before accessing a higher level one.

The game-over options could do with a little tweaking. Reasonably, the transform changes and mental stat repair could be much more effective - as it is, even with them, you spend most of the game at the stat cap, whether for transform, or zeroed out (or close to) on mental stats. This might have been challening to the developer, but for most players it's just a bit too tedious.

Other general suggestions:

  • More content generally, yes please.
  • Getting feminized should impact combat stats in a way you can see. Currently a character with goblin girl proportions fights the same as a muscular hunk.
  • You should be able to pick restoration of all your "all out attacks" stat as a post-death benefit.
  • A way to recover mental stats during exploration - currently everything except the post-death option reduces them, so once they're zeroed, it's very hard to get them back up.
  • More control over where you go during exploration - with more reliable access to vendors.
  • More headroom for the transformations - it's easy to top them out, then there's nowhere left to go and the only thing happening is you get shorter, and shorter, and shorter. It would be neat if the degeneration was slower and topped out at a more extreme state. While the text descriptions are dramatic-ish, the visuals aren't.
  • Make the armor view the default, not the naked view, or at least allow the player to choose.
  • More rewarding loot and XP for exploration - it just feels like a downward spiral most of the time.
  • Snare capture percentages shouldn't be so high if your mental stats are low - capture percentages should depend on your combat stats, always - this would make sexy cursed armors genuinely scary, and make post-defeat replays much more playable. Mental stats should keep their impact on seduction though.
  • Mental stats should be used as a "save" if you get snared, so you can fight on despite snare if you have the will. It should be chance based, not absolute.
  • Sexy attacks are just meaningless right now. It should be easier to get seduced without rock-bottom mental stats.
  • More dramatic physical transforms - with consequent stat modifiers. Plus ways to reverse them.
  • The main combat stats should have a bigger range: e.g. 0 to 100, instead of around 1 to 10, so armor and class effects can be more granular and there's more scope to apply modifiers due to feminization.
  • Drawbacks from lactating during exploration.
  • Drawbacks from fertility during exploration.
  • Drawbacks from piercings during exploration.
  • More ability to leverage being a slut during exploration. (See threshold based stat losses above to help make this more viable).
  • The ability to milk yourself and get some benefits.
  • General demonic corruption plotline with a corruption stat.
  • Bimbofication with a pink-haze stat.
  • Let the player capture enemies and sell them at the slave auction house!
  • More player agency in where you go and how you get there.

 

Some bugs:

  • Masters will add overlapping restraints - such as a blindfold AND a hood, or handcuffs and an armbinder.
  • Masters will add a fertility tattoo even if you already had one from a previous life.
  • Masters will add a device then immediately remove it.
  • Once you have a pussy, anything that reduces penis size repeats the penis loss texts.
  • Left pane updates lag behind one step, so you can't reliably rely on them for info on your current state.
  • Masters sometimes cuff your wrists with ankle cuffs.
  • Shouldn't give exploration destinations with duplicate hints ... e.g. shouldn't be three "dry and musty path" items available and nothing else.
  • If you have the boss location, it shouldn't re-present as a discoverable location. Currently, you can keep "discovering" it again.
  • Armors that say they are cursed do not appear to be locked on in any meaningful way.
  • Not a bug perhaps, but the streakiness in the RNG for the demoness, undead, or lockbox to appear is sometimes absurd. You can be in the furnace and farm numerous encounters but never get an undead, or the reverse, but never get the lockbox, or ... getting the heroic weapon and demon armor together is crazy hard to do, and then all you can do is go on an XP farming spree ... seems no way to exit the furnace? Also, that all those victories don't help your willpower or dignity recover is unimmersive.

 

Overall, this is an interesting game - and actually a game, not just a story - I hope it goes on to get more content. Right now some modest rebalancing of some probabilities/modifiers could improve what is there considerably. There's ample opportunity to add more stuff, and every component of the game suggests tons of ideas to make it better, so hopefully we'll see some of those.


Review by maytch

Version reviewed: 1.01b on 01/10/2024


I like the premise and it's a good basis for a game. There's not all that much variety though.

You essentially go through a dungeon, find some random encounters and hit attacks until you win or lose. If you win, you might get something, if you lose you restart. The progression is nice, with stats and gear slightly improving while undergoind slow transformations, unless you manage to avoid these.

The only image of note is the avatar, in which the breasts get larger with transformation. Genitals are censored. The avatar with clothes option is good, but you only see it when clicking the button to do so, and it disappears on the next page. In my opinion the clothed form should be the main avatar.

I'd like to see a lot more art for this to hold my attention a bit more. Easiest start would be to find some images (or do some AI ones) for the enemies you encounter.

I think there also need to be some scenes, such as bad endings when losing to an enemy.

 

I agree with the previous reviewer who felt this game does not need the XXX rating. There's no full nudity and no sex.


Review by albinosmurfs

Version reviewed: 1.01a on 01/08/2024


The game is quite fun and the writing is excellent. My only issue is that this is listed as XXX. I would say it's more X (or R if NC doesn't count as more adult). The images are the place that falls behind in a XXX game, only showing the chest. I'm looking forward to playing more of this game, though, and nice work!


Review by Aphrodite

Version reviewed: 1.0.0 on 01/06/2024


Overall a fun game with pretty decent art. Mechanics and rogue-like elements are decently fun. I think it would be nice to show more clearly what the properties of items are before picking them up (e.g. I was surprised the sharp dagger I picked up was weaker than my handaxe). Ditto for armor sets as it's not clear what they actually do. There's also a gamebreaking bug when you are given the option to change your name, where the game can't find the next passage if you change your name.


Review by Illanya

Version reviewed: 1.0.0 on 01/06/2024


If getting captured and caged you get a certain minigame to try to escape. But the ways to escape are too rare. If you aren't a rogue and out of lockpicks, you are pretty much screwed as it takes ages to get free by means of dialogue. Even if the dialogue escape options appear they are pretty hard to access due to constantly getting restrained and reduced in compliance, perversion and getting horny. Making it pretty much impossible to meet the requirements.

I think the main problem lies with the fact that the chance to break free of constraints by means of the struggle option is pretty much non existant. Being constrained locks you out of the actions needed to break free. You can't pick locks and you can't get rid of your horny state by masturbation in order to escape when being led to the orgy.

 

Also if you find new gear it would be nice to be able to see the stats they give before choosing to go with them of not. Especially because you don't have a inventory in which you can edit your loadout.

 

 


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