Summertime Saga

Summertime Saga [version 0.20.1]

Summertime Saga is a high quality Dating Sim/Visual Novel game in development!

Set in a small suburban town, a young man just entering college is struck by the death of his father. Mysterious circumstances surrounding the death are only the beginning of his adventures as he learns that his father was in debt to a group of shady criminals. Adding to the list of problems, our young hero needs to save enough money for his college semester and find a date for prom night!​

+ Changelogs
– Improvements:
– Added a notice for when a save has been migrated, and what to expect as a result.
– Bug Fixes:
– Updated Cassie, Ross and Rump cookie jar scenes to use correct backgrounds.
– Fixed Mia and Jane’s cookie jar scenes to ensure they repeat correctly.
– Ensured achievement ping gets dismissed after viewing achievement list.
– Delayed ability to purchase beach house until after the main story intro.

v 0.20:
New content:

The Main Story – Part One!
Added apartment complex location.
Maria, Josephine and Tina can now be impregnated.
Expanded Bank location.
Expanded Dealership location.
New minigame.
New minor characters: Tina and Nadya.

Gameplay Touch-ups:

Improved pizza delivery minigame experience.
More detailed backgrounds and evening variants for some existing locations, including: Beach, Glazies, Library, Planet Thiccness, Police station
Dimitri and Igor character art has been updated and expanded.
Dynamic backgrounds continue to roll out, providing more focused dialogue backgrounds.

New Features:

Support for scripted phone calls to add variety to character interactions.


Reworked phone to drastically reduce CPU usage and make parts translatable.
Reimplemented the pizza delivery minigame.
Optimised for consistent play-speed and smoother frame rates.
Made delivery more consistent; aim Anon’s head at the front door.
Art has also received a touch-up and been re-exported to reduce seams.
Tuned the dynamic background code to be quicker and less memory hungry.
Better support for perennial backgrounds (i.e. those without time variants).
Stat check notifications have been moved out of dialogue to a separate UI element.
Passed stat checks are now also shown, so branches are a bit more visible.
Cutscene transition standardisation continues, with many more updated.
ATM performance has been improved.
The shower rota roulette has been improved to offer more flexibility.

Bug Fixes:

Resolved crash in phone caused by having no active quests.
Enabled Consuela to carry twins, as always intended.
Restored erroneously unused Diane cutscene asset.
Fixed 100s of minor spelling and grammar issues.
Reordered layer to show posing for some Consumr dialogue that was previously obscured.
Removed possibility of taking Consuela to a locked church during her job hunt.
Renamed the regular beaver plushie to be an otter to match its depiction.
Corrected some of the flower names in Cupid.
Updated some dialogue where the player’s chosen name for Debbie or Jenny was not being respected.
Switched to using the correct background during Debbie’s day zero phone call.
Fixed player name alignment on report card.
Improved sleep prompt during Mia’s call for help quest.
Remedied the time of day in which Grace & Odette’s date takes place.
Fixed issue with daylight background being used at night during Jenny sex visits.
Taught Micoe to give accurate information about the location of Pregnax, Priya and the lab.
De-duplicated Jenny when she’d appear in the recovery room and at home after giving birth.
Prevented a segment of Eve’s dialogue triggering prematurely on weekends.
Given Debbie the ability to correctly identify a baby’s gender.
Fixed Anon’s internal virginity tracking so he can be honest in the game with Eve.
Updated a few instances where an incorrect blur was being used in the background.
Removed some disused/superseded assets.
Added some rails to Jenny’s ElectroClit quest to help avoid blocking other quests making use of Pink.
Fixed visual oddity occurring on entering the school for the first time.
Restricted access to Debbie’s panties while she’s in the room to prevent a conflict.
Resolved multiple blocking quest conflicts with Jenny mentoring Roxxy.
Removed an unneeded Bissette quest prompt that would play at the wrong time and without any background.
Fixed multiple visual and gameplay issues in Roxxy’s first study quest.
Prevented being able to jump start Diane’s breeding partner quest the night before.
Added confirm step to stat resets in order to give a second chance to people that don’t understand.
Improved school sneak quest rails to prevent accidental triggering of other quests.
Revisited pregnancy updates such that they play in sequence instead of only the first.
Fixed Annie’s button at her house to use correct dialogue.
Limited Richard and Lucy’s dialogue prior to taking delivery of Diane’s milk for continuity purposes.
Guarded against soft-lock when fooling around with Debbie instead of completing Diane’s route.
Prevented the search dialogue prompt in Jenny’s room playing if she is present.
Repositioned a Diane button that was trying to escape through the ceiling.
Removed a redundant dialogue option from Ivy’s button menu.
Restricted Lucy’s dialogue options about kids to when she’s in the daycare.
Removed the pregnancy minigame once insemination has already occurred.

New Content:

Five additional cookie jar scenes.
A new quest featuring Consuela and the Rumps is now available.
Conseula can now be impregnated.
It’s now possible to access Rump Manor and it’s inhabitants.
The beach house has been extended with a kitchen.
A new recovery ward has been added to the hospital for women that have just given birth.
New minor characters: Chef Gamsay, Father Keeves, Melonia, Ricky and Thotbot.

Gameplay Touch-ups:

Improved pregnant bathroom visitation for Eve, Grace and Odette.
Tony’s pizzeria is now open in the evening, complete with new art.
Some old character buttons have been updated with the reworked visuals.

New Features:

Periodic autosaving has been replaced with a more checkpoint-like system.
The goal here is to provide more reliable and comprehensible backup saves.
The Debug Menu is now available to all users after acknowledging a disclaimer.
The loading screen now displays from which version a save originates.
Visual hints: Sepia for old but upgradable, and greyscale for unusable.
A warning is now displayed on loading a “recovered” save to expect odd behaviour.
A best effort attempt will be made to update older compatible saves on load so as to experience minimal disruption.
New method to display native language dialogue with subtitles when a character is speaking an unfamiliar language.
An experimental new system for generating background close-ups for dialogue.


Move character rename pop-up onto the new pop-up infrastructure.
Continue process of updating cutscene transitions.
Rework of season detection and related debug controls.
Experimental sex options screen with forward looking translatable interface is being trialled.

Bug Fixes

Bug fixes:
Fixed a missing screen in the mall toilets.
Fixed Logger writing logging header to file when persistent.debug_log is disabled.
Fixed a crash when talking with Admiral Sploosh.
Fixed being locked inside the gym after yoga.
Fixed Odette disappearing during the evening.
Fixed an FSM action that wouldn’t trigger on Diane’s FSM.
Fixed hospital lobby background name.
Fixed soft lock in Erik’s house during the karaoke tryouts if you go in the mornings/afternoons.
Fixed soft lock in school when progressing Roxxy and Bissette at the same time.
Fixed the Orcette package monopolising the mailbox when loading a save made after its delivery.
Fixed the bank statement randomly showing up in the week with no interest, now Monday’s like clockwork.
Fixed Erik’s mailbox occasionally displaying as having mail when that wasn’t the case.
Moved the “clean auditorium” quest for dewitt from eve’s button to the park douches button.
Fixed the game being playable without extraction on MacOS.
Fixed more Diane wardrobe malfunctions.

– New content:
– Eve, Grace and Odette are now pursuable characters
– Eve, Grace and Odette pregnancies, and H-Scenes
– Ground up rework of the bank ATM:
– You can now deposit/withdraw any amount of money from the bank.
– You are no longer limited to $25, 000 in your savings account
– You will still unlock the tuition achievement once $25, 000 is in your bank account, even through interest
– The ATM will tell you how much interest you will make for this week.
– You can either use the number row, the keypad or the virtual keypad to enter the amount of money.
– You can now access Debbie’s bank account, to help her repay her debt
– Has no effect right now but will be used during the 0.20 update.
– Debbie’s debt starts at $30, 000 and will progressively gets worse every week.
– The ATM will tell you how much money debbie owes, and how much money will be taken the following week.
– Future difficulty settings will impact how realistic the loan interests are.
– New character : Tuuku, who will hang out at the Tattoo Parlor
– New tattoo parlor locations : Apartment, Bedroom, Bathroom, Roof, Fire Escape, Garage, and Alley.
– New School location : School Frontyard
– New Mall location : Mall Parking Lot
– New Police station location : Police Station Front
– New Hospital location : Hospital Forecourt
– Added DatingSystem feature (mock-up)
– in an effort to foreshadow future save incompatibilities, the dating system (v1) has been implemented.
– each machine has a set of likes/dislikes defined in data/dating.json
– likes/dislikes include activities, gifts and so on, and range from a -5 to a +5 value.
– That value is added to that machine’s “dating points”, whenever the associated action is performed
– each machine has a set of thresholds to unlock available actions with them, after a certain amount of dating points have been acquired.
– The more an action is performed, the less points will be rewarded for that action. The rate follows an exponential decay with a time constant tau equal to 3.
– Added a new UI message feature
– This shows animated messages on the UI screen
– Animated messages may be when you spend/gain money or when you gain stats.
– Animation is just a move up and fade away animation.
– Showing a message is as simple as showing the screen ‘ui_message’ with the following arguments:
– position : the absolute position of the message on screen
– displayable : a displayable to show as the message. Every renpy displayable is supported as well as CDDs
– fadeout_tick : the current tick for the the animation (defaults to 0.0, and is used to refresh the screen every anim_tick_rate)
– anim_tick_rate : a float in seconds representing the tickrate for the animation (controlling the speed of the animation). Defaults to 0.1.
– timeout : the total time it takes in seconds to play out the animation. Defaults to 3.0.
– To access a proper ui_message screen, you need to use the classmethod ‘Game.get_available_ui_message_screen()’ which will return an appropriate screen name for you to use.
– Up to 10 UI messages may be shown at once, after that, the earliest UI message screen displayed is used (and its animation ends abruptly)
– MC may now meander around Summerville in the dead of night enjoying the quiet and seldom seen backdrops to various locations.
– Be warned: Beside a few quest events, not much happens at night, but now players can visit the art.

– Rework of the codebase:
– Major reworks have been issued in order to achieve save compatibility.
– FSMs are now instantiated at init time.
– FSM action changes :
– Changed some “exec” actions to be evaluated at runtime rather than passing the callable straight through
– Changed location unlocks from an “exec” action to the new “unlocklocation” action, in order to prevent machines from not
resetting when reloading different saves
– FSM Actions have been reworked to clean up the code. The actions are now individual functions stored in a dictionnary local to “process_actions(…)”
– FSM data is now stored in an FSMData object that will not change version to version. That object is created when you start a new game.
– The only state saved is the chain of triggers the machines went through. This offers several benefits :
– States can change names or delay and it won’t break save compatibility
– If a state is added in the middle of a machine and your save is past that point, you will be restored to that change, and can then resume as normal.
– Variables and location schedules can be changed dynamically, given that the actions are processed on load
– Location data has been moved away from the Player class and into its own object.
– Missing triggers is handled by the new loading system. If a trigger is missing, it will skip it and resume loading as usual.
– The loading process is now timed, and printed out to the console.
– The Player and Game classes have had some changes made to them in order to preserve save compatibility in case they undergo some changes in the future.
– Getting an attribute from those classes will yield the attribute if it exists, but if it doesn’t,
it will yield the attribute as it is defined in __init__. If it is still not there, it will yield None.
– The same changes have been made to the FSMData and LocationData classes (new savegame objects)
– Improved location locks handling.
– Calls to the lock_check label will be done automatically. If the location doesn’t have a label for lock checks, then no checks will be performed.
– The calls to that lock_check label will be done through the MoveTo screen action. Any other action won’t perform those checks automatically.
– This is done to streamline lock checks, whether it’s in the home, or any other location that may benefit from railroading the player temporarily.
– Improved logging of errors for the game
– Errors and debug messages will be dumped to a file named “summertime-saga.log” in the game’s directory (where the log.txt file is)
– When reporting a bug, this log file is now required.
– Due to being unable to disable prints going into the log.txt file, some data may be duplicated between the two files.
– Exceptions, and other critical errors will be printed to that log file with the ERROR level
– Critical systems, which will not cause a total game break will be reported with the WARNING level
– Debug messages will be reported with the DEBUG level
– Info messages will be reported with the INFO level.
– Modders may access the logger object in order to log some messages
– Please use logger.debug, logger.warning, logger.error and as appropriate, and pass in the mod argument
to separate mod messages from the actual game messges.
– Improved save sharing. The game will reset the return stack to the current location’s label.
– That info is logged in summertime-saga.log
– Reworked SoundManager class to be used later on in replacement of out of date “playSound” and “playMusic” functions.
– Rework of the mail system in game. Mail can now be forced to a specific mail item (i.e. the orcette).
– All mailboxes have the same item list available, but all of them are in a “locked state”, meaning the RNG can’t select those items
– Mail unlocking refers to allow the randomizer to select specific mail items.
– Some tests have been implemented to catch future easy to spot errors on lints.
– Updated some screens to take advantage of newer Ren’Py syntax features.
– Improved readability of hints on the cellphone.
– Improved diverse background uses throughout the codebase.
– Backgrounds are now defined using the image function from RenPy.
– Blurred backgrounds are generated at init time, which should cut down on art work as well as game size in the future.
– Backgrounds now follow a strict naming convention : {i}location_(location.formatted_name)(period)(tod)(attr){/i}.
– location.formatted_name : formatted_name for the location, a no-whitespace lowercased string.
– period : game period, like _halloween or _christmas
– tod : time of day, one of either ‘_day’, ‘_evening’ or ‘_night’
– attr : an attribute, one of ”, ‘_blur’, or ‘_closeup’
– the background_names dictionnary holds all of the defined backgrounds for each location.
– Overhaul of notification, buying and warning popups.
– Now using screens and consistent styling.
– Removed need for dedicated art for each popup — reuses existing item art.
– Improved ease of use in both dialogue and screens.
– Painstakingly replaced all existing popups through the game.
– Added a bunch of previously missing popups (mostly item acquistion).
– Improved inventory screen to use fewer images and improve description display.
– Simplified save game version compatibility checking.
– Old-style renpy themed styles have been namespaced away from the core game.
– This provides a more neutral starting point when designing new screens.
– Has benefitted the computer and popup rewrites directly.
– FSMs have a new attribute ‘can_talk’ which defines if a particular character can be talked to or not
– Works in a similar way to the location system, but simplified to a 2×4 matrix instead of 7×4
– One 4-list for weekdays, one for weekends
– Each list is comprised of 4 booleans, determining if the player can talk to the character for each time of day.
– New FSM actions :
– unlocklocation : unlocks a specific location
– forcemail : forces a mail item for a specific character
– setcantalk : sets the can_talk flags as described above
– cleanlocation : an action which resets the force_loc, force_locations, and location_conditions lists for an FSM
– Rebuild TV to take better advantage of modern RenPy features.
– Added visual channel numbers.
– Allow input fields to be tabbed between, deactivated and to submit on return.

– Modding support:
– Added mod hook to global_lock_check label, adding the possibility of designing your own lock checks on any location in the game.
– Added feature to the ModManager to bee able to get the “Mod” object associated with a specific modname.
– Mod developers may use this to check if a conflicting mod is installed
– raises a ModLoaderError if no mod with the specified mod name can be found
– Mod object provide an API to interact with the data of that mod’s manifest.
– Added feature to the ModManager to implement your own FSM actions

– In-game Computers rewrite:
– Complete rewrite of in-game PCs, both Jenny and MCs.
– Techical reexport of all assets including minor modifications for depth.
– Asset composition is now done in engine for a better experience.
– All text is now in engine to facilitate future translation efforts.
– The sticky note may now be clicked in lieu of typing MCs password.
– App windows may now be respositioned. This will be remembered.
– Multiple windows may be opened at the same time and focus shifted between them.
– The incepted Summertime SAGA is now animated and interactive …
– … and the error screen now takes the inception to new heights!
– The correct physical background is now shown when using remote access.
– A disconnect button is used in place of the shutdown button when remoting.
– An auto-typing animation is used to transition into PCs once the password is known.
– Email navigation has been tweaked to have a working inbox button.
– Even more lewd puns and references!
– Restored clue about Pink TV channel when reading the email for the first time.

– Erik content moved to FSMs and touched up:
– Move Erik, Kevin, Mrs Johnson and June away from the old events system.
– Make Roz’ two minor quests more flexible in how and when they trigger.
– Added many more bridging dialogues to Erik’s story to aid progression and
make it feel a bit more natural.
– Added short circuits for when required items have already been acquired.
– Added small nods to other paths that have already been played. Micoe <3
– Reduced conflicts and non-sequitor location based dialogues.
– Most significant is that the Orcette must be handed over at his home.
– Removed ability to immediate re-enter Erik’s room after handing over the Orcette.
– Combined dialogues to smooth the progression (i.e. poker quest).
– Added an easter egg.
– Added Erik, Mrs Johnson, Roz and June to the cellphone’s hints app.
– Move Erik’s House and the Hospital to the newer nav systems.
– Resolved some of the weird behaviour present in the sleep cycle.
– Chopped out loads of unnecessary transitions.
– Nuked the out of date Event and Event_Queue systems, since they are no longer being used.

– Layered Image rework:
– Eve
– Continued the MC layeredimage
– Grace
– Odette
– Ross
– Bridget
– Roxxy
– Missy
– Becca
– Harold
– Yumi
– Thanks to a new feature of RenPy 7.3, layeredimages can now be tied in ‘say’ statements. This
Encourages further reworks to simplify the posing of characters, as well as the syntax.

– Pregnancies:
– Eve, Odette and Grace pregnancies.
– Each character can now have distinct chances to get pregnant. Not all birth control is 100% effective. Except Cumdoom
– Pregnancy chances :
– Odette : 50%
– Eve : 10%
– Grace : 5%
– Jenny : 20%
– Diane : 30%
– All pregnancy chances are doubled when the player is using Pregnax.

– Bug fixes:
– Fixed conflict between Roxxy and Mia’s storylines regarding the police station. Mia’s machine won’t force earl to be MIA anymore, allowing you to complete Roxxy’s story, and then mia’s.
– Corrected sizing of non-ascii characters in credits.
– PC login is now once again required on first access.
– Fixed an exception happening when diane is put in the kitchen when the livingroom is in use for another home character (Debbie movie nights or Jenny porn watching).
– Fixed conflicting routees between Roxxy and Mia’s storylines with earl being MIA.
– Fixed Priya’s hint app unlock.
– Fixed computer lab button when both Erik and June are present.
– Restored Game Over achievement.
– Fixed layering edge case in seasucc scene.
– Improved clarity around contraceptive items and their usage.
– Fixed item description text wrapping in the inventory.
– Fixed assorted posing issues when meeting and interacting with Pussywillow.
– Fixed lack of acknowledgement when trying to clean Diane’s garden with wrong spray.
– Fixed lack of dissolves when speaking to Ivy about Diane’s package.
– Fixed a bug where sometimes the money sound wouldn’t play.
– Fixed time-reversion in Debbie’s story on movie nights.
– Fixed helen going MIA during the “servant fun” quest, in the evenings.
– Fixed a chance of Jenny being in the shower when Deb sends you to invite her to breakfast.
– Fixed an issue with locks and repeating dialogues during the covert glue mission.
– Added missing items to Diane’s route; milk deliveries and water glass.
– Fixed just_wokeup dialogue being called after all of the regular bedroom dialogues, causing some flow issues.
– Addressed issue with some characters being in several places at once.
– Fixed standard wake up triggering after a story event wake up had already occured.
– Fixed some wake up dialogues repeating when re-entering the bedroom.
– Fixed a bug where Debbie’s laundry note could show up early causing part of her route to be skipped.
– Fixed flow for the cheerleader deal in Bissette’s story, MC now automatically pays jenny if he has the money.
– Fixed Jenny’s pregnancy being less important than other quests progress (namely debbie outings and mobster coming at the house)
– Fixed Judith glasses quest not triggering the proper dialogue if the player already has the school master key.
– Fixed a typo in the hint for the last quest for Jenny.
– Fixed unexpected dialogue when exiting the house after having entered through the UI bed icon.
– Fixed home entrance to kitchen doorway art so it’s dark outside at night.
– Fixed the TV channel shown playing the night you catch someone having fun with themselves.
– Fixed the height of the dining room table which was getting wobbly in its old age.
– Fixed game timer not ticking when talking to mr. Bubbles for Jenny’s stalker quest.
– Fixed Roxxy dialogue option appearing before cletus reveal.
– Adjusted button placement for Tony&Maria in the pizza shop.
– Fixed Harold being at Raven Hill at night.
– Renamed android package to “com.kompasproductions.summertimesaga”

– Fixed Mia’s and Erik’s mailbox causing save files issues, and being overlayed on top of every subsequent screen.
– Fixed Jenny watching you hack her computer. She’s now also MIA for the evening while you’re in her hack computer quest.
– Restored getting caught scene when trying to hack during the morning.
– Fixed inconsistencies and minor posing issues during movie theatre intro.
– Fixed repeated and confusing dialogue when seeing a movie alone.
– Typos! Yay!

New content:

Jenny new sex scenes (3) in dining room, outdoor pool and bed at night
You can now climb into Jenny’s bed at night (this was removed in 0.18.0, and is coming back now)
You can now ask Jenny for some late-night adult content watching. This will force her to catch you in the act on the couch.
Jenny has a little bit of extra content added to her, besides the new sex scenes, her story has been expanded to fit one new quest.
X-rays have been added to all of Roxxy’s, Becca’s, Missy’s and Jenny’s content. X-rays are triggered only when you cum inside.
The daycare location is now unlocked once any character is in labour

Rework of the codebase:

Creator Defined Displayables have been implemented to replace the following existing art assets:
Sex actions dynamic buttons (optimising)
Box dynamic buttons (optimising)
Menu dynamic buttons (optimising)
Most information popups (location unlocking, item acquiring/buying etc)
Those can now be translated directly.
Locations are now instantiated at init time instead of in a label called after loading/starting a game.
Any future change to the Location object will no longer break save compatibility
Location state is now saved in the Player class
Time played (displayed in quit message) now uses built in timer (which ignores time spent in menus).
The PregnancyManager API has changed.
Added LocationSchedule objects to the pregnancy managers, dictating
where a character should be located at any point during their pregnancy.
They are stored in a dictionary, with keys corresponding to each stage of the pregnancy
– Keys are as follows : “”, “_pregnant_bump”, “_pregnant_belly”, “_labor”, “_baby_[girl/boy/twins]”
Added a “state_actions” attribute to the pregnancy managers.
This attribute allows you to trigger machine actions at various stages of the pregnancy
Use the “add_action” method of the PregnancyManager class to set up.
takes 3 arguments
key (either “first” or “repeat” depending if you only want to execute the actions the first time or not)
stage (integer that represents the stage of the pregnancy to trigger the action on. Stages increment for every week passed)
actionslist : a list of {i}even{/i} length for the actions. Format is the same as for FSMs
Actions are triggered right after the pregnancy manager switched its stage (i.e. at the beginning of the week)
Actions are processed for the machine that has the same name as the pregnancy manager, a lookup is done on the store.machines hash table to get that information.
The State class has a new method ‘int add_delay(int amount=1)’ to add delay to the state dynamically. Returns the current state’s delay.

Debug Menu:

Added pregnancy button to every FSM in the debug menu
Shows a screen that display debug info about the pregnancy
Allows incrementing manually the pregnancy, get a character pregnant and re-init the pregnancy
Reinitializing the pregnancy can cause weird behaviours, and should be used with extreme care
Persistent skip intro no longer forces cheat mode, enabling will skip first day regardless of mode.

Other improvements:

Rebuilt GUI from scratch to be cleaner and more maintainable.
Name entry screen:
Uses the last name used as the default (Anon if first time playing).
Does not save name until start is clicked (back or esc cancels the change).
Will no longer allow an empty name.
Save screen:
Save game description can no longer be empty.
When saving over an occupied slot, the OK button will become a red Overwrite button.
Added about screen containing licensing information.
Right click (while in game) now opens the game menu (previously went direct to save menu).
Changelog is now browsable by version and has a visual scroll bar.
Clear Persistent in settings now prompts for confirmation.
Added hover effect to save game thumbnails.
Now possible to exit cookie jar scene early using the game menu (right click/esc), and “End Replay”.
Added hints to impactful choices in Jenny’s quest.
Allowed access to previously locked action when repeating cheerleader scene.
Added new environmental effects to Jenny’s shower scenes, and made them consistent.
Shop item popups are now done in code, and used everywhere possible
Item buying is now done exclusively with the BuyItem Action, which handles all the item buying logic, and shows the relevant popups.
Credits page now has visible scroll controls.
Added a PSA notifying players of the serious consequences of pregnancy.

Bug fixes:

Fixed Debbie’s posing when talking to her when she’s leaning on the counter.
Fixed pregnancy minigame happening even if a character is pregnant already.
Fixed being able to ask Clyde about the statue piece before learning his last name.
Fixed autosaving – saves will be made roughly every 200 clicks, and on quit.
Fixed art used when taking CumDoom pills.
Fixed problems that could arise when inspecting items in the inventory.
Fixed issue that prevented some characters being correctly rendered on the credits screen.
Fixed minor visual quirks with main menu animation.
Fixed being able to access the save menu when replaying a scene from the cookie jar.
Fixed being able to access the save menu when on mode select screen (esc will return to main menu).
Prevented alpha warning at Rump’s house from bleeding into subsequent scenes.
Main menu music starts after (rather than during) the splash screen, as originally intended.
Use correct background when spying on Jenny in shower.
Fixed Diane being nowhere to be found when pregnant.
Fixed floating pills chests in Dr. Priya Singh’s laboratory.
Fixed entering MC’s bedroom triggering the bad guys event in Debbie’s story.
Fixed BuyItem action not showing item popups
Fixed being able to buy the cyclone mask in advance, effectively wasting your money. The item will become available when needed.
Fixed Dexter’s library book’s dialogue staying well after the associated Bissette quest.
Fixed issue where Comsumr could grant random cash to player.
Limited the fetch Diane a drink quest progression to day time.
Removed dialogue repetition when speaking to Annie in her house.
Fixed issue with treehouse controller acquisition dialogue.
Added missing art and updated posing for Diane’s “How’s the baby?” dialogues.
Miscellaneous posing errors with jenny and mc have been fixed.
Fixed “Roxxy” dialogue option appearing when jenny is by the pool or in the dining room, causing posing issues.
Added a delay to ‘S_diane_dinner’ from M_diane if M_debbie is in state ‘S_debbie_diane_visit’ to avoid conflicts.
Fixed a dialogue repeating indefinitely by opening and closing jenny’s nightstand when figuring out her PC’s password

Rework of the codebase:
Assumed that patch updates will not break save file compatibility.

Bug fixes:
Fixed Jenny’s panties going walkabout.
Fixed game brick when exiting CAMslut window on PCs.

Rework of the codebase:

Cheat option now maxes out your stats on startup.
If you have taken birth control pills, the pregnancy minigame will be skipped.
In the cookie jar, the player’s pregnancy chance defaults to 0

Bug fixes:

Fixed jerk off menu options not in a bold font.
Fixed pizza minigame not paying out.
Fixed exception on entering the treehouse at night
Fixed missing trigger for bissette’s storyline (roxxy x jenny cheerleader routine infinite loop)
Fixed exception when talking to somrak about his panties obsession.
Fixed laptop button appearing when jenny has her laptop in bed.
Fixed Jenny dialogue option appearing too early.
Fixed Jenny’s photoshoot being in the wrong order.
Fixed time ticking during diane’s delivery to pizza place.
Fixed Jenny being in the shower and asking you to go to her room at the same time.
Fixed Dexter’s book not appearing. Go to the basket ball court!
Fixed mixup between Consumr and Cosmic Cumic backgrounds on event day.
Fixed mall event finishing too early.
Fixed mall event and rump event visual conflict.
Fixed exception when seducing Miss Ross.
Fixed rockin’ up to Smith’s house too early.
Fixed third milk delivery reminder.
Fixed bank statement appearing in front of dialogue.
Fixed RNG values for living room couch.
Fixed issue preventing buying of the whip.
Fixed Diane’s cookie jar scenes erroring out.
Fixed Diane’s outfits.
Adjusted hint for Jenny’s talk by the pool during J20.
Fixed not being able to leave Crystal’s button dialogue.
Fixed exception if anyone but Jenny tried to birth twins.

Visual improvements:

Laptop duplicate on Jenny’s desk fixed.
Added more Jenny art in the shower scenes to match dialogue and improve quality.
Fixed shower spying scenes so Jenny moves more.

Other improvements:

Basic support for self-voicing mode in some menus.

New Features:

New revamped Jenny story
Once a week, you get a bank report in the mail. It will sum up the money you have saved and interest gained over the week.
Birth Control pills added to the game.
– Available at the end of the Priya side quest
– Will set your pregnancy chance to 0
Take a pregnax to increase your percentage back up (take 2 to get to 40% chance, which is the maximum)
– Effect is permanent until pregnax is taken.
Added a ModManager static class to handle future mods of the game, with the possibility to enable/disable mods on the go.
Side note : once you start a game with a certain sets of mods enabled, you should not disable them if you want to keep using that save.
SayTextFilter class to handle multiple text filtering functions.
Remapping of the weightlifting minigame key (for now).
Remapping is done with the “set_key” function. It takes the following arguments:
– key_name (only the string “key_str” is valid at the moment)
– key_id (use the pygame variable for the key you want)
Remapping is only viable for the weightlifting minigame
Remapping can only be done via the console
– Example : set_key(“key_str”, pygame.K_p)
– refer to for key codes.
Hidden attic scenes

Debug Menu:

Added Items tab to the Debug Menu. It has a search field for items in the game and you can add/remove any item from a click.
Added skipping forward day/week/month/year to debug menu
Changed Locations screen to a draggable/scrollable area with all available locations.
Added button to lock/unlock locations
Added button to move the player to said location
Added button to set the location’s visited status
Added button to set the locations’s “can leave” status
Changed Machines screen to a draggable/scrollable area with all available machines
Added button to advance the machine
Added button to show the screen’s variable
Added screen for displaying said variables
Added keyboard shortcut (Shift + W) to show the debug menu. Only works when the UI screen is showing, and the game is in dev mode.
Added the option to skip the intro and the first day of the game

New Locations:

Mayor Rump’s House

Rework of the codebase:

Triggers are now in an init block as to not be saved in the save files.
Added pickling methods to our custom objects.
Moved achievements and cellphone assets to their own folders.
New screen actions implemented in:
– Annie’s House
– Beach
Rework of the music minigame. The notes highlight in red if you’ve missed them, and green if not.
There is also sound effects and a counter of fails displayed.
At 5 fails or more, the minigame will “fail”, and you’ll have to retry.
Sound effects are me, recording my guitar playing broken chords if you’re interested. You can use them however you want.

Layered Image rework:

MC (only for jenny’s storyline for now)
Debbie (only for jenny’s storyline for now)
Mr. Bubbles

New Characters:


New sex scenes:

Camshows improved and reworked
Shower hscene improved reworked
Shower bj
Night time visit hscene
Jenny bedroom hscenes reworked and added
Couch sex improved and reworked

Bug Fixes:

The map screen now shows the location you’re going to on hovering that location. This is returning behaviour that disappeared in the 0.16 update.
Fixed save resetting bug (with the mysterious statue – piece 1)
Fixed time spent playing namespace issue that caused it to be counted multiple times
Fixed exception that could happen when winning the spin the bottle with MC.
Fixed “Skip First Day” option in the debug menu to work with jenny’s FSM and skip the hallway dialogue.
Fixed daylight scene happening in the evening when Diane’s barn has been finished.
Fixed day/night backgrounds issues in Diane’s barn.
Fixed overlap of milk item acquirement and pizzeria unlock popups.
Fixed Machine variables not reloading properly (Clyde and the dog quest)

+ Passwords/Cheats
Sister’s Computer: BAD MONSTER
Porn Channel Sub: L6bv12R
Porn Channel Pass: 12345

Console Activation:
! Note: Messing around in the console can cause serious bugs, only enable console if you
know what you’re doing and are happy to take the risk.

1) From the main game directory navigate to the renpy folder, then open the common folder
2) Find the 00console.rpy file and open with notepad++
3) Search for the line: # If true, the console is enabled despite config.developer being False.
4) Edit the line below from: config.console = False to config.console = True
5) Save and close the file

To open the console in game press: SHIFT + O
To close the console type in “exit” or right click

– Stat increase (+1, Max 10):
Increasing stats via the console WILL cause bugs, as events will not fire (especially
around the sister story line) so these instructions have been removed.
– Set Money:

+ Lain's Mod Pack
Fan DLC Scenes Mod
This mod adds new scenes and quests created by fans to the game, so that means no more long waits for new scenes! Right now the mod adds 2 new quests, animated scenes, and 172 new images for Eve, Roxxy, Jenny, and Mia!! Use the Fan Scenes guide app on the in-game phone to see how to start the new scenes. Thanks to Jihef, Hefelo, and Kryptozoid for letting me use their fan art!

PC: Unzip the mod and put the “game” folder from the mod in your “SummertimeSaga-0-19-5-pc” folder.

+ Naughty Tribute Mod

This mod is meant as a fan tribute to the original game, sticking to the original as much as possible.
This mod will not alter/modify/extend the original story line in any significant way.
This mod alters some of the artwork and coding of the original game:
to be more naughty.
to get smoother animations.
to correct functional and logical bugs.
to enable some disabled features.
to increase immersion.
This mod will attempt to fix any bugs to the original game, if you give a reproducable example and attach a savegame here, if possible.
This mod will improve game mechanics (minigames, UI, navigation etc.) to make the game more enjoyable.

Check the readme to see more details! The readme can also be accessed via in-game menu.

+ Trailer

Release date: 5 May, 2020
Genre: 2DCG, Animated, Male Protagonist, Dating Sim, Voyeurism, Exhibitionism, Inc, Mother/Son, Brother/Sister, Aunt/Nephew, MILF, Masturbation, Sex Toys, Camgirl, Oral Sex, Titfuck, Footjob, Handjob, Anal Sex, Vaginal Sex, Virgin, Group Sex, Big Ass, Big Tits, Footjob, Groping, Stripping, Twins, BDSM, Lesbian
Censorship: NO
Developer / Publisher: DarkCookie
Platform: Windows / Linux / Android
Version: 0.20.1 + Incest Patch + Gallery unlock + Wallpapers + Naughty Tribute Mod 1.08 + Lain’s Mod + Save
Language: English
Size: 1.05 GB

Download from [K2s] Download from [RG]

One comment

  1. Hi! the file (Incest Patch), is it important? and if so where do we place it? same for the file (Save), is it important? and if so where do we place it ?. please

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