yeomanR released a new game called The Claim and the version is 0.14.0. The game’s story is about In “The Claim”, a young man takes on a summer job watching over a home. This turns out to be a less ordinary experience than he was expecting. He may choose to prove he is worthy of an astounding inheritance, but it won’t be easy. Fortunately, he will get some help along the way.
v0.14.0
Dusting things off…
Build Retooling:
Bugs/Accessibility:
- Swap body scan image on the inner door pages to the updated PNG version.
- Proofreading pass: fix around 70 misspellings and 50 grammar slips (doubled words, a/an, its/it’s, your/you’re, lose/loose) across the game.
- Smooth out awkward phrasing in the introduction, Marissa’s letter and early house scenes.
- Master bathroom now explains that your toiletries are in the hallway bathroom, with a link there.
- Fix elliptical text claiming you weren’t sure you made progress, right before reporting a skill gain.
- Dollsuit training task now mentions how to get to the ballet studio (via your self-driving car).
- Choosing to stay as you are at the ansible crossroads keeps the surgery option available from the pod.
- Remove a startup console warning shown before game scripts finish loading.
- Fix “Heath Check” typo on the pod’s health check options.
- The Maristech 5K run-walk can no longer be missed: if Friday passes (for example during the sea station trip), another run is held the next Friday.
- A slow 5K finish no longer shuts out the triathlon arc. Mariella now invites you once you’ve built up your running. Older saves that missed the 5K or the invite are put back on track the next morning.
- Fix a dead end when going to bed after a failed door attempt from the fifth day on.
- Opening the inner door now clears any leftover door tasks (hair, heels, makeup, gaff) from the task list.
UX Refinement:
- Faster start: the door to the inner chamber can now be opened on day 3 instead of day 5, and the rest of the story follows on from whichever day that happens.
- Sue now suggests a gaff along with the makeup, so it can be bought on the first shopping trip. If you skip it, the scanner’s “male presence” error sends you straight back to her the same day, rather than waiting for the next.
- You can try your makeup as soon as you’ve watched the tutorials, instead of waiting until the next day.
- New “Get ready for the scan” option in the secret room: once you’ve tried the door in Stacy’s clothes, one click puts on everything you have for Marissa’s look and applies your makeup.
- Early task hints now say where to go: the strip mall shortcut, the laptop for makeup tutorials, and Sue’s store for the gaff.
- If the faster start puts your first work day on a weekend, the computer gives you the weekend off and onboarding begins on Monday (you can still start early from the console).
- After “Get ready for the scan” you can stay in your bedroom, and until the inner door opens the bedroom has a shortcut back to the secret room.
- Saved outfits now remember whether you had makeup on. Wearing one from the mirror puts makeup on or takes it off to match (once you’ve learned to apply it), and outfits with makeup show a . Outfits from older saves, or saved before you learned makeup, leave makeup as it is.
- Going to bed in your room after the inner door opens now explains you’re too wired to sleep, instead of showing an empty page.
Story+Continuity+Worldbuilding:
- Gender confirmation surgery is no longer forced when choosing to continue life as a woman after the temporal ansible discussion. MC can now choose to continue on as she is.
- App Info now has a “How it’s made” note on the use of Artbreeder and an LLM, and its “What’s on the horizon?” list follows the current roadmap.
- New optional scene: a games night in the living room with Stacy’s old console and a copy of Iron Vanguard III. Later, GamesHut sells the sequel, with a short chat with the cashier. A free weekend before onboarding now suggests a walk into town or something to do at home.
Internals:
- Retool the build environment after an extended window without upkeep.
- Playthrough test now seeds randomness, so every run follows the same story path instead of occasionally failing on a different branch.
- Playthrough test made more reliable: links are clicked directly in the page, with a retry if a page fails to advance, and SugarCube errors are now reported clearly.
- Playthrough test runtime cut from ~74s to ~23s.
- Early-week days now count from story progress rather than fixed day numbers (the daily routine begins after the claim starts, not always on day 7).
- yarn test also plays the fast door route, checking the door opens on day 3.
- Fix occasional playthrough test failures: jQuery’s random calls no longer use up the seeded sequence the game relies on.
- Playthrough test applies makeup by hand once, then lets the saved door outfit put it on, which also checks outfit makeup.
What’s on the horizon?
- Preparations for the player’s summer “internship” with MarisSpook. (Clothing)
- Long term training/Preparations for player to use advanced Drone interface (Ballet + Waist training)
- Detailing of drone work and exercises for more variety.
- Planning of first endgame scenarios
- Feedback:
The Devs time is woefully limited, he can use some wisdom from the crowd to help prioritize where improvements would be the most helpful. Bug reports in particular are much appreciated, especially where they are specific and reproducible descriptions of previously unknown problems.
Do you like this game?
Click on a star to rate it!
Average rating 0 / 5. Vote count: 0
No votes so far! Be the first to rate this post.












