Secret Dawn is an adventure RPG for adults full of intrigue, lust, and deception. Set in the near future, the player follows lovestruck rural commoners Jon and Eva as they are unwillingly led to participate in a world-famous game show called "Crucible". Their relationship will be put to the ultimate test, as they realize they have been made pawns in someone else’s much larger, and more dangerous, game.
Note 1: The game will feature NTR, and this thread is not the place to voice your opinions on that genre.
Note 2: Game development includes changes to mechanics. Updates do not merely add to the story. Bugs are expected.
Thread Updated:: 2025-05-01
Release Date: 2025-05-01
Developer: – – – –
Censored: No
Version: 0.12
OS: Windows 8 or later
Language: English
Genre:
Technical: 3DCG, Animated, 2D Game, Male Protagonist
Sexual Content: Corruption, Cheating, Handjob, Masturbation, Voyeurism, Vaginal
Planned Sexual Content: Netorare (unavoidable), Corruption, Interracial
Non-Sexual Content: Adventure, Combat, Dystopian setting, Graphic violence, PoV, Puzzle, Rpg, Sandbox, Sci-fi
Installation:
1. Extract and run.
Changelog:
v0.11
N/A
v0.10
Major changes/additions:
– (Eva) New Suit model "Phantom": (1) increases bow draw speed, (2) Phantom Arrows power-up. (Redesigned sensor suit Link/scan/sense page planned for next update.)
– (Eva) Meet Jon at pool.
– (Eva) Flash Challenge continuation with Marion (gloryhole).
– (Eva) Talk to Jon in your room in the evening. Tease challenge.
– (Eva) Picnic -> talk to Chang -> talk with Jon -> go to Kelly. (Main story content ends at this point.)
– (Jon) Meet Eva at pool.
– (Jon) Chang dialogue, discover note near dead guy in dungeon. (Must have done Vanessa’s cat quest to move stone in dungeon.)
– (Jon) If you haven’t found picnic spot, go outside walls (dungeon north-east) then explore forest (island west). Maybe pick some flowers as a gift.
– (Jon) Talk to Eva in your room in the evening and get teased.
– (Jon) Birthday Picnic -> futile search (the abandoned room?) -> return to support hub -> picnic -> futile search (tower?). (Main story content ends at this point.)
– (Link) G&A Commercial (Crucible News)
Minor changes/additions:
– (Eva) Strength attribute. Mildly increases bow arrow speed/distance. Full exercise adds 1, but falls back to 0 at a rate of 1 per quarter day.
– (Jon) Eva at gym, added variation to behavior, resting interaction, and image for Look command.
– (Jon) Restrooms, added chance for gloryhole mini-event during afternoons.
– (Map/event) Gardens, added a couple apples. A free source of food for when in a pinch.
– (Map/event) Marion, if watching TV, reacts appropriately to recorder device explosion.
– (UI) Font, changed transparent bg (descriptive) font to match the dim bg (thinking) font.
– (Items) Buffed Fusion Detonator with shorter countdown and higher damage on direct hit.
– (Sleep) Sped up the fast-forwarding process (and hence the sleeping animation).
– (Visual/audio) Sprites, improved several, including androids, agent hub lockers, mission digits, and Eva’s chrome city outfit.
– (Visual/audio) Eva’s 3d model and some bust/face image sets redone for quality and consistency: bikini, chrome city outfit. Also added phantom suit bust and Look-command images in the same style.
– (Visual/audio) Changed the Core BGM.
Mechanics changes and bugfixes (thanks to wonderful bug reporters on Discord/Patreon for helping identify bugs; any new/remaining bugs are exclusively Haldane’s fault!):
Major bugfixes/mechanics improvements:
– (Visual/audio) Improved camera zooming, making camera less jumpy when entering/exiting aim mode.
– (Config) Added Autoplay Speed config setting.
– (Hunger) Added chance to get high hunger warnings when idling. Also fixed game over condition at 100% hunger. If loading into a save with max hunger, eat as soon as you can.
– (UI) Gear selection window, redesigned it. New window is far more responsive and consistent with other windows, like Shop and Memories.
– (UI) Memories, added Condensed as new default sorting mode. It groups together series of renders/animations (scroll left/right on them), which is easier to navigate.
– (Link) Intel page, made intel entries more dynamic. Fixed the fact that Crucible Stats show up (on partner/contestants’ entries) prior to the game’s start.
– (Visual/audio) Shadows for human(-oid) characters, changed how they look and made them dynamic.
Minor bugfixes/mechanics improvements:
– (Eva) Alpha 3 (stages 1 and 2 particularly) got much needed love: changed ball timer explanation and visual, cleaned up android move paths, fixed bugs related to map transfer and reloading.
– (Eva) Phaser Androids range reduced to 9.
– (Eva) Unequips gear while returning to hub from mission area, preventing issue where mission-specific gear could remain usable.
– (Eva) Fixed bug causing Jon to not be willing to charge Fusion items due to timing.
– (Jon) Cleaned up event logic around the end of Beta2 involving Marion.
– (Jon) Dream sequence on third night, changed logic for playing animation (blood river Eva) to possibly prevent a reported loading/timing issue.
– (UI) Save files, changed "World Date" to "World Time", includes clock time when saving after Crucible begins.
– (UI) Mid-dialogue save button, now works without advancing event and plays confirm sound.
– (UI) Mid-dialogue save button, loading a mid-dialogue save, fixed bug where some properties sometimes didn’t get restored properly. However, still a couple known bugs.
– (UI) Enabled Fast-Forwarding character movement with ‘F’ and ‘Space’, so ‘F’ is now a universal fast-forward button for cutscenes.
– (Map/event) Underhouse, cleaned up the pendant search event, should no longer be clickable until visible.
– (Map/event) Dungeon, fixed timing issue which could cause boulder not to get destroyed. Cleaned up event overall.
– (Map/event) Mission hub, fixed/updated mission digit signs.
– (Map/event) Private quarters, made the shop interaction get gradually less verbose as it becomes familiar to player.
– (Map/event) Garden, fixed garden generator Link message repetition.
– (Map/event) Amenities area (WC), fixed no-clip bug happening for Eva on morning after lounge party (before Gamma3).
– (Map/event) Gamma3, changed bust image mode to better match Sophie’s suit style.
– (Map/event) Gym, Eva can no longer be surprised by the existence of a sauna after her interview in the sauna.
– (Map/event) Island, made several changes aimed to improve performance as it’s the biggest map by far.
– (Items) Fixed bug where canceling Gear selection with a weapon equipped could disable the aim action.
– (Items) Made selecting already-equipped Gear from your inventory unequip it.
– (Items) Food descriptors, added hunger and satiety information.
– (Items) Fusion Detonator, improved cost/countdown logic, changed graphic, fixed bug where Z would trigger aim reticle after unequipping.
– (Visual/audio) Reverted a change to layer graphics (introduced in v0.9) which was causing longer transfer times and some minor visual glitches.
– (Visual/audio) Changed animation z-axis for better terrain occlusion.
– (Performance) Converted renders to WebP images, allowing for lower file sizes compared to PNG. Other image types TBD.
– (Performance) Changed the loading process for bust images (accompanying text), should be more efficient.
– (Performance) Optimized some important event grouping functions, improving performance on larger maps especially.
– (Performance) Nightly data cleanup, added better clearing of data from past maps, reducing save file sizes (for Eva especially).
v0.9.1:
– (Eva) Fixed a bug causing Jon not to appear in the Core.
– (Jon) Beta console: Addressed a bug that could cause an error upon exit.
– (Jon) Beta console: Added particle effects, improved BGM.
– Fixed a shader issue on some of Desmond’s bust images.
v0.9
Content changes/additions aside from missions (warning: vague






