Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
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Messedupmatt
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
Me too! I have a diy box and a coyote 3.0 coming in the mail!
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SkyLigth
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
Im surprise I just came to find this out, can you tell where I can download it. Thank you
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
@SkyLigth: There are a few downloads here and there online, but V0.14.3 is only available on the tester link. That link automatically updates to the latest version. Just send me a pm for the link.
Speaking of which, I'll post some progress updates on V0.15.0 soon. No ETA yet, but a lot of people have been asking about it so I'll post some information about what has been done and what remains to be done soon.
Speaking of which, I'll post some progress updates on V0.15.0 soon. No ETA yet, but a lot of people have been asking about it so I'll post some information about what has been done and what remains to be done soon.
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
Here is a quick progress update on V0.15.0:
A major project at work is now winding down, so my work load should return to normal. This should allow me to dedicate a bit more time to game development over the next few months. Not as much as I'd like, but more so. I also plan to take a full month off during the summer for game development. No ETA yet for this next release.
Here is what has been done so far for the next release:
- All five new Psyons for the new level 9 water temple zone are finished and thoroughly tested. This includes their monster pics and their psonic projection pictures. These are water themed so there are bubble baths and the like. There are three normal Psyons, one elite, and one three star zone boss. This is only the second, level 3 elite thus far in the game (a water demon). Like the other bosses, combat starts with special dialog that can slightly impact her battle stats. I think players will find this dialog particularly interesting. She first tries to lower your willpower by probing your mind for femdom watersport fetishes. You can try to resist via a willpower roll, but failing causes an additional lingering affliction. After that, she decides to conjure a water succubus to try to get you to cum before combat even starts. Additionally, like the other bosses, if you have a companion with you, each has a unique scene that plays out with the Psyon. All three are tentacle related.
- I've made most, but not quite all of the temple images and planned out most of the level.
- Added dozens of new pain and pleasure estim files, mostly for use in the new zone and new enemies, but will sprinkle some of them around the game.
- I added many dozens of level 8-10 inventory items, equipment, spells, and weapons for the new zone. Some of the inventory items are consumables, some are kinky, some are just valuable junk that you can sell. The equipment and attacks come in a variety of tiers from common to epic, so some of it is quite rare. The elites and especially the boss have a chance to drop some of the high tier stuff. There will also be a few treasure chests in the new zone. The lower and mid tier items can be found in ordinary containers, as drops from normal enemies, and has a chance to appear in the town stores.
- I used AI to help with the biggest typo purge in the history of the game. My testers are great at reporting typos, but the AI found about a hundred to fix. Keep in mind that with tens of thousands of lines of dialog, some of which only trigger under very rare circumstances or at the end of uncommon dialog options, there were bound to be a fair number. Most of these were double words such as "the the" or the wrong version of a word like you/your/you're. I hate typos, so AI was a very useful tool here.
- I also fixed a few bugs. AI helped track down a subtle AI logic error buried in the combat code related to how and when the enemies use potions if they have any. It was subtle enough that I doubt I or any tester would have discovered it.
- I made a few changes to Mud's forest temple location (there is now a beautiful stone statue of her), the doors leading to the water temple, and some of Raven's dialog as she sends you on the main water temple quest.
- I added a new game difficulty setting that I think many people will like. You can now select from four levels of enemy scaling difficulty. This is separate from general combat difficulty. Some power players report that combat gets a little too easy at higher levels. This is because some players really like to build a god tier hero character. In addition to normal xp-based leveling, some players also track down the very best epic loot, enchant their weapons and gear, track down every skill book, find all of the hidden boons, pay trainers for lessons, and so forth. Players that do all of those things may find that by level 6 or 7, the enemies aren't keeping up. This new game setting should fix that. If you tend to like the challenge of maxing out your character, simply select the hard or hardcore enemy scaling option. As you'd expect, this will require you to work harder to keep up with higher level enemies. It doesn't impact their base health or attack damage like combat difficulty does, but rather it scales all of their skills. Setting both options to hardcore should test the resolve of even the most seasoned RPG enthusiasts out there.
Things that still need to be done before the next release:
- Actually coding out all of the locations in the new zone and finish a little bit of the artwork. This is going to be larger than the cathedral zone north of the graveyard, so this will take a while. I'm also trying to develop some cool puzzles to solve and some hidden secrets.
- Develop the side quests for the zone. In addition to the main quest that sends you into the temple for the essence of water, several of the townsfolk will have some things for you to do in there. I'm still developing those.
- I'll either add in Miko's brothel test or the next promotional level of tavern work (ass worship), or both.
A major project at work is now winding down, so my work load should return to normal. This should allow me to dedicate a bit more time to game development over the next few months. Not as much as I'd like, but more so. I also plan to take a full month off during the summer for game development. No ETA yet for this next release.
Here is what has been done so far for the next release:
- All five new Psyons for the new level 9 water temple zone are finished and thoroughly tested. This includes their monster pics and their psonic projection pictures. These are water themed so there are bubble baths and the like. There are three normal Psyons, one elite, and one three star zone boss. This is only the second, level 3 elite thus far in the game (a water demon). Like the other bosses, combat starts with special dialog that can slightly impact her battle stats. I think players will find this dialog particularly interesting. She first tries to lower your willpower by probing your mind for femdom watersport fetishes. You can try to resist via a willpower roll, but failing causes an additional lingering affliction. After that, she decides to conjure a water succubus to try to get you to cum before combat even starts. Additionally, like the other bosses, if you have a companion with you, each has a unique scene that plays out with the Psyon. All three are tentacle related.
- I've made most, but not quite all of the temple images and planned out most of the level.
- Added dozens of new pain and pleasure estim files, mostly for use in the new zone and new enemies, but will sprinkle some of them around the game.
- I added many dozens of level 8-10 inventory items, equipment, spells, and weapons for the new zone. Some of the inventory items are consumables, some are kinky, some are just valuable junk that you can sell. The equipment and attacks come in a variety of tiers from common to epic, so some of it is quite rare. The elites and especially the boss have a chance to drop some of the high tier stuff. There will also be a few treasure chests in the new zone. The lower and mid tier items can be found in ordinary containers, as drops from normal enemies, and has a chance to appear in the town stores.
- I used AI to help with the biggest typo purge in the history of the game. My testers are great at reporting typos, but the AI found about a hundred to fix. Keep in mind that with tens of thousands of lines of dialog, some of which only trigger under very rare circumstances or at the end of uncommon dialog options, there were bound to be a fair number. Most of these were double words such as "the the" or the wrong version of a word like you/your/you're. I hate typos, so AI was a very useful tool here.
- I also fixed a few bugs. AI helped track down a subtle AI logic error buried in the combat code related to how and when the enemies use potions if they have any. It was subtle enough that I doubt I or any tester would have discovered it.
- I made a few changes to Mud's forest temple location (there is now a beautiful stone statue of her), the doors leading to the water temple, and some of Raven's dialog as she sends you on the main water temple quest.
- I added a new game difficulty setting that I think many people will like. You can now select from four levels of enemy scaling difficulty. This is separate from general combat difficulty. Some power players report that combat gets a little too easy at higher levels. This is because some players really like to build a god tier hero character. In addition to normal xp-based leveling, some players also track down the very best epic loot, enchant their weapons and gear, track down every skill book, find all of the hidden boons, pay trainers for lessons, and so forth. Players that do all of those things may find that by level 6 or 7, the enemies aren't keeping up. This new game setting should fix that. If you tend to like the challenge of maxing out your character, simply select the hard or hardcore enemy scaling option. As you'd expect, this will require you to work harder to keep up with higher level enemies. It doesn't impact their base health or attack damage like combat difficulty does, but rather it scales all of their skills. Setting both options to hardcore should test the resolve of even the most seasoned RPG enthusiasts out there.
Things that still need to be done before the next release:
- Actually coding out all of the locations in the new zone and finish a little bit of the artwork. This is going to be larger than the cathedral zone north of the graveyard, so this will take a while. I'm also trying to develop some cool puzzles to solve and some hidden secrets.
- Develop the side quests for the zone. In addition to the main quest that sends you into the temple for the essence of water, several of the townsfolk will have some things for you to do in there. I'm still developing those.
- I'll either add in Miko's brothel test or the next promotional level of tavern work (ass worship), or both.
Last edited by nocnoc on Tue Mar 10, 2026 9:48 am, edited 1 time in total.
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m_dominic_m
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
nocnoc wrote: Sun Mar 01, 2026 10:49 pm Here is a quick progress update on V0.15.0:
@nocnoc
Thank you for the update about V0.15, we are certainly all looking forward to it!
By moving to V0.15 I would hate to lose the high level I reached on the current version, with the long happy hours spent to reach it, I am also eager to start from scratch again with a different character class.
I am a level 13 mage meaning that I now defeat easily any Psyons (as you wrote: “the enemies aren't keeping up”) to the point that I prefer to “Pass” in combat or force my way in the dungeon or pickpocket NPC in order to enjoy some pain estim… However, since I am asking for these pain moments, it is not a surprise anymore and it removes a lot of the earlier beginner excitement.
Therefore, I would gladly go back to the beginner experience of the risk of being zapped or even defeated!
And I am looking forward meeting again some tough bosses worthy of combat (Why do they get defeated for good without the chance of coming back?).
By the way, you commented: “some players really like to build a god tier hero character”.
I am not sure what you mean by “like”.
Personally, I am just happily following the wonderful game that you created but is there a way not to “build” the character?
I am not playing to become such hero but still ended-up as one.
I am not using much potions nor consumable, nor saving gold but still end-up being overwhelmingly strong versus the Psyons.
I would be quite happy not to be a “hero” and go back to getting some unexpected / uncontrolled HFO.
I have to confess that it was the primary reason for playing such a special game, compared to rest of the usual estim webteases on Milovana or CockHero.
So could you explain a little more why is that not necessarily the whole point?
Now, I have a few questions about your progress update (And I hope some other people will also feel free to comment or even disagree) :
1) combat starts with special dialog
I may have had such precombat dialogs with existing bosses, but I have to confess that I did not fully realize the significance of it. Could you explain a bit further the use of it, i.e. for the earlier bosses in the cathedral or the maze under the well?
2) level 9 water temple zone
Could you remind us about the zone level?
And how do we know what zone level we are in at any moment?
3) added many dozens of level 8-10 inventory items/ some are just valuable junk that you can sell
More items, really? I have to confess that I have had too many already in my inventory (more than 50) to the point that I did not know what was what and what to keep and what to sell.
Of course the sell Junk function is useful to manage the inventory but I noticed that some of the junk could be kept for gift so I don’t really trust it any more since gifting may become more relevant at the later stage...
For weapons etc, I just keep the top 4 strongest ones and I am not sure why I should keep more.
For consumable and potions, I have to confess that I lost track and don’t use any except health potion in case of emergency.
When you have a list of more than 50 items in simple alphabetic order, it is not anymore ”fun” to manage when your mind is set on more basic below the belt priorities....
So if you intend to add more, I would recommend that you separate inventories between consumable, gifts and etc.
For instance, I don’t look at consumable anymore and my main focus is now gifts for NPC to increase their disposition, but it is quite bothersome to try to look for it in a list getting longer and longer.
So it would be useful to have an inventory for gifts separate from the rest.
Other opinions welcomed!
Of course, I regularly go to sell items but I am a bit at loss on what to keep and what to sell.
I have been carrying stuff for some time before realizing that there was no need for it (i.e bird seeds, fishing rod, minerals, etc).
For consumable and potions, I still carry many without clear purpose, any advise on this?
4) enemy scaling difficulty
Thanks for thinking about it, to keep motivation for higher level players.
It is refreshing to see that you are taking our feedbacks into account despite the extra work that this must represent for you.
However, you commented like if it was a surprise: “options to hardcore should test the resolve of even the most seasoned RPG enthusiasts out there.”
Well, I got a bit confused: isn’t this “testing the resolve”, (meaning being stimulated potentially up to orgasm) the main purpose of playing this game? Or am I overly “below the belt” simplistic?
Anyway, my question is about this “enemy scaling option”: it will be an option available during the game, and not at initial set-up, correct?
Some other estim webteases on Milonava have it at the original set-up but this is a completely different purpose, correct? (Scaling up and down option during the game to manage the "below the belt" urge)?
5) some players also track down the very best epic loot
Gosh, I have not been doing that, and I don’t even understand what you mean.
Am I missing something?
I am basically following the great stories that you created, notably quests.
Could you explain what other players are doing by “tracking down stuff” that you did not intend for them to do?
6) side quests for the zone
That could be a great improvement when all main quests have been completed, thanks.
But why limit that to the water temple zone?
Couldn’t it appear in other zones?
7) either add in Miko's brothel test or the next promotional level of "brothel" work (ass worship), or both.
Did you mean next promotional level of “tavern” work?
And what is "Miko's brothel test"?
In any case, between the brothel and the tavern, my priority would go to the tavern, in term of the flow of the game.
8) Also, would you fix the existing quests that, to my understanding, cannot be completed yet:
“Pristine Snow Rose” “Learn About the Vox”.
For the first one, I may have missed something but I have look in all "very cold and very dark"places I could thing of and could not find it.
For the second one, I understand it is a bug on Kendall side.
Sorry for the long list of questions.
In any case, a BIG thank you for your hard work that we all benefit from!
And again, if anybody else could comment and answer my many questions, I am sure NocNoc would appreciate the help.
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m_dominic_m
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
nocnoc wrote: Sun Mar 01, 2026 10:49 pm Here is a quick progress update on V0.15.0:
I am making a separate post from the previous long one as it is on the specific question of audio estim files.
Sorry, it is again a quite long post, but I trust that NocNoc’s many years of development deserve for the readers to read it.
@nocnoc
In your progress report, you did not comment about audio estim files, despite these being a fundamental part of the game, the real basic but fundamental physical / bodily part versus the more intellectual part of the game.
This is the “below the belt aspect” as being my main motivation to play your game that I was referring to in my previous post.
I don’t know the percentage of your audience that I represent but from my particular point of view, your game is absolutely unique from the “estim interaction” point of view.
I understand that you have 70 audio files to manage, correct?
So simple but broad questions
- What are your plan about these audio files in the future?
- Any plan to add stereo files?
- Notably meant for tri-phase use?
Also, I don’t know if it is possible (and it should not delay the release of V0.15) but would it be possible to display the audio file level being played at any time, both in combat and out of combat mode?
I have to confess that I am still not fully confident in my estim calibration, particularly for pain files, so having confirmation of the level being played could help me be more relaxed about my calibration so not to worry about it and simply enjoy your game.
For reference, I am using a stimkits.com Tingler, which is I beleive the cheapest and most straightforward “pre-build” DIY stereo audio estim box (No display of output level no LED). That was before the release of the more pricy Etsim Hero box that you support but that I have not tested.
More info here viewtopic.php?p=386820
The Tingler does not do any signal processing, so I believe that there is no influence from the box itself on what estim I get from your audio files.
Still, sometimes I get much of nothing (pain files) and sometimes I get a sudden overly strong zap, and I don’t fully understand why and how to calibrate.
But please somebody correct me if I understand it wrong.
And yes, I do understand that this is not supposed to be a sweet ride and sudden burst are meant to be.
After all, in this game, we are slaves in a femdom universe and punishment is to be expected.
But punishment is easier to accept if it is understood,
Therefore, I would prefer to know if it is intended “in the game” rather than being a problem with my set-up and calibration, knowing that estim is not an exact science with so many different estim boxes and electrode types out there.
Everybody in the estim world understand (or should understand) that the estim webtease creators cannot be expected to be responsible for the actual player experience in this estim aspect: every player is solely responsible for his own calibration and is supposed to calibrate for his own environment.
But since this particular game, Legend of the Psyons, is really unique, a little help with a display about the level of the estim audio file being played would be a great help, especially since it is still a test version that is not yet released. Therefore, there are many parameters that could go wrong in a test release and knowing what level of audio estim file is being played would reduce this uncertainty by one parameter.
By the way, before, I was using the much more sophisticated 2B but with signal processing, which of course did not give me much from the pain audio files. My calibration was an absurd setting (pleasure 1/2/3% and pain 80/90/100%) and still pain was basically nonexistent.
That did not stop me getting some fantastic HFO so I would still recommend the game to 2B users, as long as you understand the restriction on the pain from defeat in combat.
However, even on the 2B solely on the pleasure side, I was not so confident in trying wide differences on the calibration of the low/medium/high levels for the pleasure files. When you enter the graveyard or the forest, or go down in the crypts or the maze, I guess you get higher level of pleasure files (I am not even sure about that).
So, it was not clear enough for me to keep my hand away from the 2B box’s control knob and just fully entrust the game.
Anybody having more confidence on that part of the setting, please do comment!
Last edited by m_dominic_m on Wed Mar 11, 2026 7:45 am, edited 1 time in total.
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
@m_dominic_m
I think your idea about an estim info display is a great suggestion! I could add that to the side menu. It could inform the player if a pleasure or pain file is playing and at what percentage. There are a good number of "manual" players that don't use estim, so that would help them as well. Not sure if this will be in the next update, but I'm leaning toward a yes. Somewhat relatedly, I'm also pondering a game setting for gradual ramps. This will force the estim engine to always ramp up over a few seconds, even when administering punishment estim for things like combat damage. Some players like the intense shock (pun intended) so it will be an option.
The highest level enemies in the game are level 8. If you are a level 13 mage, no enemies will be a challenge. Generally, if you are 3 or more levels higher than the opponent, it will be an easy fight. Level impacts the combat above and beyond your base stats. Level alone plays a big role in crit chances. So if you are a much higher level, you will frequently crit with your hits. The new water temple zone will be level 9, meaning level 9 enemies. The new gear, weapons, and spells are level 8-10 which will drop from those enemies and also randomly in chests and containers. The "junk" can cause some inventory clutter, but as you say, you can sell it as junk. Some of it is also there for adult humor if you read some of the inventory descriptions. Figuring out what stuff might serve as good gifts for some of the NPCs is part of the fun. I do need to add more clues about that though. Eventually, I plan to add a player home that you can buy in town around level 5 that will have a few containers to help people sort and store their inventory. Many players enjoy collecting a lot of stuff in RPGs. It's sort of a tradition. You should just use up most of the consumables as they are meant to be a commonly available buff. A few can be used for very specific purposes, like a short strength boost to help you move a heavy object that your character ordinarily can't move.
Gear, weapons and spells have both a level and a rarity tier. These both impact the value and how good it is. The five tiers are common, uncommon, rare, epic, and legendary. Each level increases the stats by about 10% and each tier increases the stats by about 20% and epic and legendary tend to have more special effects. Some players try to find all of the very best stuff in the game. The high quality stuff can also be enchanted, making it even more powerful. That is what I meant by some players becoming overpowered even when fighter enemies around their own character level.
Enemies also have levels and also have tiers from normal, one star elites, two star elites, and three star elites. One star elites are sprinkled all over the map and are meant to keep the player on their toes with harder combat, perhaps requiring potions and the like. The two star elites and three star elites are mini bosses and bosses, respectively. These are meant to be one time encounters, featuring special dialog and the like. These fights are designed to be memorable and the fact that they stay dead should give the player a sense of progression. They also have a chance to drop some of the best loot in the game.
I did create dozens of new pain and pleasure estim files for the new zone. All done and tested. I just forgot to mention it. I edited my earlier post. And as you pointed out, I meant tavern jobs. I fixed that in the original post as well.
I think your idea about an estim info display is a great suggestion! I could add that to the side menu. It could inform the player if a pleasure or pain file is playing and at what percentage. There are a good number of "manual" players that don't use estim, so that would help them as well. Not sure if this will be in the next update, but I'm leaning toward a yes. Somewhat relatedly, I'm also pondering a game setting for gradual ramps. This will force the estim engine to always ramp up over a few seconds, even when administering punishment estim for things like combat damage. Some players like the intense shock (pun intended) so it will be an option.
The highest level enemies in the game are level 8. If you are a level 13 mage, no enemies will be a challenge. Generally, if you are 3 or more levels higher than the opponent, it will be an easy fight. Level impacts the combat above and beyond your base stats. Level alone plays a big role in crit chances. So if you are a much higher level, you will frequently crit with your hits. The new water temple zone will be level 9, meaning level 9 enemies. The new gear, weapons, and spells are level 8-10 which will drop from those enemies and also randomly in chests and containers. The "junk" can cause some inventory clutter, but as you say, you can sell it as junk. Some of it is also there for adult humor if you read some of the inventory descriptions. Figuring out what stuff might serve as good gifts for some of the NPCs is part of the fun. I do need to add more clues about that though. Eventually, I plan to add a player home that you can buy in town around level 5 that will have a few containers to help people sort and store their inventory. Many players enjoy collecting a lot of stuff in RPGs. It's sort of a tradition. You should just use up most of the consumables as they are meant to be a commonly available buff. A few can be used for very specific purposes, like a short strength boost to help you move a heavy object that your character ordinarily can't move.
Gear, weapons and spells have both a level and a rarity tier. These both impact the value and how good it is. The five tiers are common, uncommon, rare, epic, and legendary. Each level increases the stats by about 10% and each tier increases the stats by about 20% and epic and legendary tend to have more special effects. Some players try to find all of the very best stuff in the game. The high quality stuff can also be enchanted, making it even more powerful. That is what I meant by some players becoming overpowered even when fighter enemies around their own character level.
Enemies also have levels and also have tiers from normal, one star elites, two star elites, and three star elites. One star elites are sprinkled all over the map and are meant to keep the player on their toes with harder combat, perhaps requiring potions and the like. The two star elites and three star elites are mini bosses and bosses, respectively. These are meant to be one time encounters, featuring special dialog and the like. These fights are designed to be memorable and the fact that they stay dead should give the player a sense of progression. They also have a chance to drop some of the best loot in the game.
I did create dozens of new pain and pleasure estim files for the new zone. All done and tested. I just forgot to mention it. I edited my earlier post. And as you pointed out, I meant tavern jobs. I fixed that in the original post as well.
Last edited by nocnoc on Sun Jun 07, 2026 7:52 pm, edited 1 time in total.
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m_dominic_m
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
The sexy Psyons images during combat are not showing.
I must have activated the Psyonic block option by mistake.
Where is the menu to turn it back on?
Thank you
I must have activated the Psyonic block option by mistake.
Where is the menu to turn it back on?
Thank you
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
@m_dominic_m
For various story theme and dialog reasons, once you turn on psyonic block at the start you can not turn it off. You can however use the cheat console to solve the issue. Open the cheat options in the menu and type:
execute psyonicBlock = false;
I haven't had much time to work on finishing the V0.15.0 update, but I'm eager to get back to work on it as soon as I can. Still no ETA but I'm about 65% done with it. The remaining work however will still require many dozens of hours of dev time that I unfortunately haven't been able to find. Worst case scenario I will take a few weeks off from work in August, but hopefully I can squeeze in the time before that.
For various story theme and dialog reasons, once you turn on psyonic block at the start you can not turn it off. You can however use the cheat console to solve the issue. Open the cheat options in the menu and type:
execute psyonicBlock = false;
I haven't had much time to work on finishing the V0.15.0 update, but I'm eager to get back to work on it as soon as I can. Still no ETA but I'm about 65% done with it. The remaining work however will still require many dozens of hours of dev time that I unfortunately haven't been able to find. Worst case scenario I will take a few weeks off from work in August, but hopefully I can squeeze in the time before that.
Last edited by nocnoc on Sun Jun 07, 2026 7:55 pm, edited 1 time in total.
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m_dominic_m
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
Thanks for the cheat, I really did not want to start from the beginning....!
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m_dominic_m
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
Yes we of course understand.nocnoc wrote: Sat Jun 06, 2026 2:03 pm @m_dominic_m
I haven't had much time to work on finishing the the V0.15.0 update, but I'm eager to get back to work on it as soon as I can. Still no ETA but I'm about 65% done with it. The remaining work however will still require many dozens of hours of dev time that I unfortunately haven't been able to find. Worst case scenario I will take a few weeks off from work in August, but hopefully I can squeeze in the time before that.
You need to keep focusing on your paying job!
So no pressure...
I could not wait so started a new character in a new role (I was high level mage but started a new character as warrior. so now I can use sheild!)
And it is plenty satisfying, despite knowing the scenario in advance.
We will all keep eagerly waiting for 15.0, particularly for the new AI generated graphics.
And August would be perfect, not to worry!
Big thanks for what you did up to now...
And wish you the best for 15.0!
