unnie Games released a new game called Coffee Story and the version is 20260608v6. The game’s story is about Forced male to female transformation of the MC Experience a lewd dreamworld. Physical changes within a dream will potentially alter the character once the dream is over. Inspired by Yume Nikki, .flow, LSD Dream Emulator and some others.
Version 20260608v2
Story
- Reiko, Sora, Jun and Miki now appear on campus starting from Morning
- Requires meeting them through the story (see last update)
- The location is randomly selected from a pool each period
- Miki always appears at the entrance and tells you where everyone is
- The other three have 5-6 looping conversation
- 1 conversation per day, for each.
- After completing all conversation for the first time, Jun will tell you where Nanami’s friends are located on subsequent conversations.
- No reward mechanic implemented for Sora and Reiko yet. (Sora needs Kari’s quest to be implemented first and Reiko needs the Occult Club implemented) ~900 lines of dialogue
Lectures
- In the morning you attend class.
- You then get an option to either pay attention at the cost of 40 stamina and will/mind gain or to doze off to restore stamina.
- Currently, only 6 are available. More to come.
- These lectures happen irrespectively whether the player views them, and are reshuffled when the list is exhausted.
- Most of them are thematically relevant for world building or adjacent the plot. Some are red herrings.
- These are mostly pseudo science or scifi. Some are actually real.
- ~dialogue 250 lines, though they are lengthier.
Notable Bugs and Changes
- Conversation with Kari at breakfast doesn’t use up that day’s conversation now.
- Added a couple more arm positions to dialogue portraits for variety
- Stamina now shows the value that’s going up or down with interactables
- Changed what not eating does: Neglecting thirst or hunger till it’s red halves Stamina gain; Neglecting both prevents Stamina gain. In waking world only.
- Previously thirst and hunger did absolutely nothing due to a bug. Didn’t stop everyone from complaining about them though.
- Certain interactable no longer need you to move away in order to interact with them again. There is a 0.5 – 1 second cool down timer instead.
- It’s not possible to lose consciousness now. You have to interact with the bed to end the day.
- The water fountain by the bathrooms now lets you replenish thirst.
- Added pastel irises as an option to the dream mirror
- Going to the cafeteria with Kari now uses 20 Stamina instead of Mind. You get 1 of each orb for going.
- Hunger and Thirst now jitter when they affect stamina outcome
Mechanics
- Stamina now plays a bigger role.
- Interacting with named NPCs at school costs 10 stamina. The main cast is currently exempt from this.
- If stamina drops to 0, MC wakes up at the nurse’s office with 21 stamina and the time period advances.
- You can also rest there to recover 30 stamina and a bit of health at any point before dusk. This also advances the period.
- You can advance time at the classroom desk at dawn and the afternoon. Basically, works same as before. In the morning you attend class instead.
- Saving manually doesn’t pass time now. Just costs 5 Stamina.
- Some interactables have been adjusted to use Stamina.
- There’s now second floor at the school. It’s mostly unfinished at the moment but some of characters can spawn there.
- You can now go to the cafeteria and the locker room.
- Some tweaks to the harbinger animation.
- Changed centaur behind while facing the front to look more top-down.
- Fixed crash when interacting with Harbinger or Harlequins while wearing an outfit with linked pieces.
- Added 3 more autosaves
- Fixed issue with wrong eye colors (Jessica, Red Ghost; might not work with old saves)
- Crash when trying to start Yuri’s cat quest when she isn’t around
The game is in an incomplete state and some mechanics or story segments might not yet make sense. The purpose of these releases is to showcase content and test mechanics. Any aspect is subject to change as development progresses.
A reminder and warning:
- The game auto-saves every time a location changes. The saves rotate through 6 files. You can make manual saves at the computer desk in your room.
- The puzzles are obtuse and cryptic. The mechanics are vague by design. While there are some standards and patterns you may start to recognize, do not presume that if an object doesn’t bring up a familiar gui, it’s not interactable. Experiment.
- If you’ve found a solutions to a puzzle, that does not mean it’s the only solution, or that it’s even a good solution. There are red herrings.
- The Dream World physically resets every day, but the knowledge the player character has attained remains. Some puzzles are designed to be solved after multiple attempts even if you know what you’re doing.
- There are no rewards to solving complicated puzzles other than lore and more puzzles. Most of the current story can be accessed with minimum interaction with the dreamworld.
- You can review what can be done to advance the story at the computer desk in your room. The story segments are nonlinear. Some choices have major affects on the plot.
- This game is a work-in-progress. Neither the narrative, nor the gameplay are in a complete state.
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