TunnelBound
A downloadable game for Windows and Linux
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Sidescroller with turn based combat featuring bdsm theme. Explore tunnels and fight enemies with restraint type magic.
The project is in very early stages so expect missing assets, bugs or anything similar. It is published only as a prototype to see if anybody likes the idea.
Game assets are made with generative AI and manually edited to be usable in the game. My intention is to change that if the project turns out to be a good idea. If you are an artist or know one and wish to contribute to the project then let me know.
Development status board: TunnelBound
| Updated | 12 days ago |
| Status | Prototype |
| Platforms | Windows, Linux |
| Rating | Rated 4.0 out of 5 stars (6 total ratings) |
| Author | VeryWeirdDev |
| Genre | Role Playing |
| Made with | Godot |
| Tags | 2D, Adult, bdsm, bondage, NSFW, Side Scroller, Turn-based, Yuri |
| AI Disclosure | AI Assisted, Graphics, Text |
Download
Download NowName your own price
Click download now to get access to the following files:
TunnelBound-Windows-v0.9.0.zip 81 MB
TunnelBound-Linux-v0.9.0.zip 72 MB
CharacterAssets-v0.9.0.zip 1.3 MB
TunnelBound-Windows-v0.8.0.zip 77 MB
TunnelBound-Linux-v0.8.0.zip 69 MB
CharacterAssets-v0.8.0.zip 1.3 MB
TunnelBound-Windows-v0.7.0.zip 81 MB
Development log
- v0.9.012 days ago
- Status update #221 days ago
- v0.8.029 days ago
- Status update #134 days ago
- v0.7.060 days ago
- Development status board68 days ago
- v0.6.070 days ago
- v0.5.073 days ago





Comments
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can you make it run on Mac?
While it is technically possible, I don't know if I will do it. I don't have any Apple device to verify that the game runs on it and exporting to Apple ecosystem is a bit convoluted. So the answer is maybe in the future but I won't make any promises.
I think I'd like to see tooltips for the different stats. E.g. What does having low/high dominance affect? What does losing Mind do to the player's stats?
Otherwise, it's alright so far.
Thank you for letting me know. Tooltips exist for few things right now but I think that I will remove them in the future simply because I want to port the game to android and tooltips aren't really suited for mobile UX. With that in mind I will probably create a very short text guide for things that I'm unable to explain through UI. Since the core mechanics are still not complete (for example: I don't know if I want to keep Focus stat), I'm postponing those changes.
surprisingly entertaining game
ps: some people in comments say its difficult but its pretty much easy as long as u use restoration spells.
Other than that its pretty fun to play, couple balance changes would be nice but thats all in the future.
How i fight when have enemy more then one without knife?
I don't see how i win, becasue floor has enemies patrol more than 1. They'll quickly reinforce when the batter begins.
I like the idea this game but enemy is too many and i can't seal them. And i don't see how up my level even I'm winner the combat. The high level enemy can break free all my restraint and that is means i have to refight them all agian on the everytime i pass.
You can cast restoration spells to free parts of your body while in combat. That should help you with 1v2 scenarios. Though bare in mind that the game is still not balanced as new updates will include mechanics that affect combat. Game is still in prototyping phase so I am trying out different things and keeping the ones that look fun. That is the reason why balance is still not something that I work on right now.
You can level up by draining stats from a defeated NPC. To do that just go to bound NPC and interact with them by hitting 'E' to reach UI component that allows it. There are limits on how much you can drain and how many stat points are needed for a level up. I will eventually add a tutorial to the game that explains the intentions better but it is still too early for that.
It's really fun already, I can't wait to see more! You might already know about this but there's a bug where enemies won't aggro you or leash you if you have over 100 restraints on. So you can just get captured on purpose and then heckle the guards until they get tired of you and set you free, then hop through the whole dungeon and loot every chest freely regardless if you haven't stepped in the room yet or if they're hunting you down.
Glad to hear you like it! I am aware of that bug though it is partly intentional. The idea is that the player poses no threat when they are restrained at over 100 restraint strength which is why NPCs don't care about the player. In the following updates I want to change it so that some NPCs will still want to leash the player regardless of the restraint strength level.
The reason why the player needs to be able to traverse the room while restrained is because the Sub playthrough will require it.
I like the concept but its way too difficult, the enemy cheats are so unfair, can't win a single encounter even when I get the drop on them. How come enemies are able to attack while their wrists and mouth are restrained, yet I can't, once the player's wrists are restrained it seems like its basically just a death spiral, every restraint you dispel or try to remove instantly gets replaced, and they also get extra turns. Honestly just frustrating to play this in it's current state, I know you've said there is no balance right now but this is borderline unplayable
You have to restrain all arm slots and mouth in order to stop the enemy casting spells in current version of the game, not just the wrists. The same rule is applied to the player. So if you are in 1v1 combat the most efficient way to win combat is to go for all arm restraints and mouth. Just bare in mind that stats play a role in turn order and restraint resistance/strength so go for equally leveled NPCs. Though you will probably raise commotion to the max value and all free enemies will rush to you. The commotion mechanic needs updates. There will be a tutorial in the future when the main gameplay loop is established.
I am currently working on an overhaul of the NPC subsystems. With your feedback in mind, I will do something about the difficulty when I finish the stuff that is in progress right now.
I also wanted to make the combat faster so I would appreciate if you could tell me if the pace feels slow.
Alright I tried one more run, and this time it actually went much better, maybe I was just really really unlucky those first few tries, or maybe I'm just cooked. I rescind my earlier comment though, pretty fun game, can't wait to see more of it
I'm happy to hear that. All of the blame is on me for not making the game mechanics clear enough.
Small suggestion: would be nice to have facial expressions added down the line
Also, if you're not planning to monetize the game, you could open source it so you could receive help from the community. In theory, it could cut down the time for updates.
I like the suggestion of facial expressions...the issue with them is that they require new game assets which I'm very slow and bad at producing. I'm beginning to sound like a broken record when it comes to game assets. I've started reaching out to artists in order to fix that problem.
As for the monetization and FOSS:
Right now my intentions are to keep the game free at least during the development of it. I don't even know if the game will have a complete state. Since I don't intend to be alone on the project right now (I need at least an artist) I can't promise that the intentions will remain the same. I will think about that much more after I talk with my potential future partner. That also partially answers the state of source code, it will be closed indefinitely.
Side note: I immensely respect FOSS even though I never practiced it myself. And a side note to the side note, I like working alone when it comes to programming so I will politely decline everyone who wants to contribute with code for now.
You should make a discord if you don't have one already
Sounds like a good idea. I just need to figure out how to moderate it. I will make a post the when I create it.
There are bots, and you can always ask the community, though that's heavily reliant on luck.
I will slowly look into it. A lot of stuff is new to me when it comes to this project so things might take time before I figure them out. As always, thanks for the suggestions.
Hey! Just wondering if one day your gonna make it for mobile! Ive been longing to try the game but just can't since I sadly don't have a computer, it would be amazing if one day mobile players can try it!
Technically that would be possible. I will at least try to port it at one point in the future.
Alright! Cant wait
i wish we coud save
Saving will have to wait until the game gets fleshed out. I could try adding a save functionality that would store only one run but there is a high chance that the save will break on every version update.
Fun concept that I'm excited to see get fleshed out more. Any chance of adding spanking to the game in later updates?
There's a chance though I don't want to promise that.
Understandable, thanks for the reply and good luck with development
Certainly has great potential, keep up the work!
Are there Any plans for more clothes in general? I'm personally looking for skirts and dresses, and possibly leotards, but clothes in general are always nice
They are absolutely planned. Though I don't know when will I start adding them. I'm a software developer so game assets are the biggest bottleneck by a large margin.
How Open Debug menu?
Debug menu is hidden behind password and it is intended for development only. Depending on general response I might expose the password to Patreon supporters.
The game is still in very early phase. Balancing will eventually come, in fact I am building a simulator that should give me at least some insight into how difficult the game is. I have no idea how long will it take me to make it or how good it will be. Simulators can be nasty thing to make generally speaking. Until then I can only rely on feedback, based on actual human attempts, like the one you just gave me. Thank you for letting me know about the difficulty.
I will admit, putting the debug password behind paywall was a dirty tactic. But I will keep it as supporter only feature since the supporters are most eager to see the project succeed and they want to provide more than the feedback.
Uhh, let me give you some information. You can hide your password better. The debug password can only be found with 10 minutes of reverse engineering and AI assistance. So it's up to you. Nobody will try to find that password like an unemployed guy like me, but they can still find it. But if I need to give you feedback, the game only happens from cycles onwards. After a certain point, it enters a cycle. To increase the playtime, maybe a small story-like element or tunnel-end bosses could be added, or more dynamic things could be added, such as interacting with NPCs: touching, poking, fingering, tickling, arousing, etc. These things could increase playtime. Or, going a bit further, a custom dungeon could be created based on player construction. A currency system could be added to the game, and we could create our own custom dungeons and buy items. For example, BDSM tools, BDSM chairs, BDSM items... You could add things like tickling chairs and torture devices to make it more geared towards sadistic players (by the way, I'm also a game developer, but not published on Itch.io, more on Roblox :p). So, I think this much feedback should be enough for your current state. I wish you success in your development ^^
That's the general feedback I'm looking for! Some of the things you said were already planned but others did spur my imagination.
Since you are a developer as well I believe you know that some things take time to create and polish. Thankfully I don't have to explain that any further.
...As for the password security...yeah, that was a duct tape solution which is good enough for now. I am not going to hate people practicing piracy. It would be hypocritical as I have done it so many times when I was growing up. I might make it more secure later though.
so i try the game i end up lv 13 whit evryone tied
here my here my review(WELL AWAER IT A PROTOTPE
the game need a tutorial took me soem time relise i coud select where i coud tied
a way to save
info about stats like when you lv up focus what it even do
it whoud be nice if we coud have a maps
greats work cant whait to see what coming next
Thank you for the feedback!
interesting idea, though when you encounter 2 enemies at once the difficulty spikes dramatically
is there any way to learn new spell schools yet? or is it just rope for now?
Yeah the balancing is currently non-existent...that is something I intend to work on as new features come and people give feedback just like you did. Thank you!
There are already tomes that are put automatically into the inventory when looting chests and defeating enemies. Those tomes teach the schools. Bare in mind that the schools are very far from being complete.
played it and I love it already.
I already want to see more.
I am glad to hear that!