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Accidental Woman Expansion Poll

Once more, it is time to vote on the next expansion of Accidental Woman! All the details are below, along with the link to the poll itself.

Voting Details

This will go pretty much like the last two expansions, and we've got three exciting options to choose from. In the past, we put out a larger list of options, but this time we're going for a more curated list. When we had more options in previous votes, we found that we had issues with votes getting wasted on less popular categories... so this will hopefully make the decision more decisive.

Voting will be weighted, with higher tiers receiving a stronger vote. In the case two options finish with less than a 5 percent difference between them, we'll hold a simpler second vote with just those two options. This will allow people who voted for the third option to weigh in on their preference. When voting, make sure you include your email used on your Patreon or SubscribeStar account!

Because these big polls happen so infrequently, inactive supporters that have contributed on Patreon or SubscribeStar in the past but aren't currently subscribed will also be able to participate. We want to make sure that people who have contributed get to have a say in where we're going. Anyone who supported us in the last year will get a number of votes based on their support tier and duration.

Those who have never supported the game will also be able to vote, though this will be for information purposes so we can get an idea of the broader preferences.

Opinions Section!

The poll also has an opinions section, so you can share your insight on AW's continued development. From how we split our efforts, to the specific kinds of content you'd like to see, your feedback really helps us give you what you want! Even if you don't have a strong opinion on the expansion, please take some time to share your thoughts!

How Expansions Work

As with our previous expansions, the chosen topic will become our primary focus but won't be our only focus. We'll continue to work on the base game outside of the expansion topic, adding content, expanding and improving mechanics, and just generally improving the game. After the expansion comes to a close, we'll do another poll much like this one, so the two options that aren't chosen this time will have a chance next time.

Our efforts will be split, with about a half to two-thirds going to the expansion and the rest going towards the base game. This amount will vary month to month, of course! There are a number of reasons we've taken this approach, and it has worked pretty well so far!

  1. The split effort means that there's more for everyone to enjoy even if they aren't into the expansion. There will still be plenty to look forward to in the coming months regardless of where everyone stands.
  2. It reduces the boredom! Focusing exclusively on one thing can become monotonous, and not just for us. Even people that are really into the expansion content will likely enjoy having other parts of the game improved.
  3. If we focused exclusively on the expansion, we'd be letting the rest of the game fall behind. We don't want to just bolt new mechanics and content to the existing game, we want to make the whole game better. This allows us the space to make improvements where they're needed, revisit things that aren't working as well as we'd like, and even better-integrate the expansion into the game.

1 - The Transformation Expansion

This has been a popular option in the last two polls, so I suspect it'll be pretty popular in this one as well! The focus here is on character transformations, though there's a lot more depth to this than you may expect. For one thing, there won't just be a bunch of pills you can take, but a whole variety of methods, themes, and content for them.

Mechanically, the process of transforming is largely already prepared and will use existing systems. A key player will be the transformatives framework, which we created to handle the hucow transformation (and in expectation of eventually doing this one). We'll also be using other approaches you're likely familiar with, resulting in a healthy variety of ways the transformations occur. Below are some examples of various ways transformations can happen mechanically in the game, and many new transformations will likely use more than one of these elements.

As for data, we've already got a lot of that prepared as well. We have a lot in our PC/NPC data structure that we're not making use of, that has been added in anticipation of doing things like this. There are a lot of things from clit color to skin type that currently exist but aren't used, ready for us to make use of. On top of that, the way things are set up, adding even more won't be difficult. In addition, we've already got the fertility system and other areas pretty well ready to take advantage of more craziness.

As for the transformations themselves, we're going to stick with the AW theme. That is, the things are going to be largely based on some kind of sci-fi science, and not just "nanobots" hand waving. We're going to have plenty of animal and tentacle/creature themed transformations, though a lot of them will be more internal. For example, going into a variety of estruses, gaining a bunny's superfetation ability, seeing in the dark, sensing/smelling nearby cocks, and those sorts of things.

We're not looking to go furry here. There are other games that focus more on that sort of content, and in general it just doesn't fit the setting and our tastes that well. There will, however, be some externally animalistic things. You can think more like what you'd see in Japanese media, like cat girls or monster girls, that sort of thing. Largely human with some animal extras. Some examples already in the game are the horse cock, tenta balls, or various ear types you can get. We'll probably add a setting to prevent the more extreme changes from happening.

Content-wise, it's going to be all over the place. The Institute Employee Enrichment Center will be made fully operational. There'll be opportunities to participate in more "research". Various unique scenarios and story lines, such as possibly stealing something from a lab and dosing the town's water supply. You know, the usual sorts of things. Sketchy drugs to buy/obtain in various ways, and existing sketchy drugs like heat may start doing more things too. Of course, there will also need to be plenty of content to go with the transformations themselves, as the PC's body changes. We are also expecting to add "test subject" as a side hustle to make more money (like selling milk, prostitution, etc.).

As for revisions, several existing transformatives will likely be touched up here or there, particularly where they might interact with something new. The medical district will get some changes, with more publicly accessible research/drug trial type facilities, and opportunities for experimental treatments. Basic body modifications that already exist will likely be restructured and consolidated, possibly with improved mechanics tied into deliberate body changes.

Finally, we're looking at an overall sort of "corruption" mechanic, where piling on body changes starts to have a negative impact on your health/mind/future transformations, or cause other unique scenarios or even bad ends to occur. We're also looking at making certain parts more mutable, such as taking enough breast-growth mods causing them to change more dramatically when a new transformative causes them to change.

2 - The Relationship Expansion

This one really focuses on addressing a major weakness in the current game, and that is NPCs and how you interact with them in a systematic way. This expansion touches on a lot of things, with the goal of making a much better relationship experience in the game. It will require a total overhaul/replacement of multiple game systems, along with a lot of writing that tends to be some of the most tedious. The result, however, would be a big transformation to how the game plays. This will probably be the most challenging expansion, but also likely the most rewarding in terms of gameplay.

A key thing to note is that because this expansion will require tearing out multiple existing systems, the game will be without them for several releases. This will mean there will be plenty of releases where things like dating just aren't possible. We want to do things the right way, so this won't just be slapping on some duct tape and band-aids while sprucing up the appearance a bit. Because we're talking about big things impossible to fit into a single month, there will be plenty of growing pains and "excuse my mess" sort of things along the way.

Here are the key things we want to do with this expansion:

  1. Amateur Neurosurgery: Pull out the Coconut Brain AI system NPCs currently use (which itself was a replacement to the failed neural net opinion system of the 20-teens.) We will replace this with a brand new NPC AI system. This system is important because relationships with NPCs depend a lot on the AI.
    • A new NPC Personality Core. This will also leverage my psych knowledge, but with a different structure not intended for a neural net. It will use key personality and values markers assigned at NPC generation to determine how they are likely to react to a variety of situations. This will likely utilize Big 5 personality traits (possibly the dark triad as a supplement), along with a few key "values" such as how strongly they value independence, tradition, family, etc.
    • A brand-new NPC Decision Module, or Coconut Brain 2.0. This will use statistics-based randomization based primarily on personality core data as it relates to the specific decision and any provided situational modifiers. (for example, a decision on reaction to the player cheating may have a modifier supplied based on how they found out.) Without too much jargon or details:
      • We set up a framework consisting primarily of general statistical functions. It'll also include a randomization engine designed to derive a result based on those statistics inputs.
      • We create many small functions specific to a unique situation/decision. This leverages those baseline functions to do most of the work, making these small functions easier to create while letting them be more realistic than a few simple if/then checks. Each time we run into a new thing we need to make an npc weigh in on, we add to this list of small functions.
      • This isn't easy... but having NPCs that are more than just a couple traits and some basic logic, and thus are more realistic, is a long-standing desire.
    • A brand-new NPC Memory system that works with the Decision Module. The primary purpose of this system is for the NPC to remember the specific "decisions" it made at an earlier point in the game. This is actually fairly simple to do, but is important when using randomization so that the NPC reacts in a consistent way for certain decisions. (some decisions will be calculated each time, to help emulate changes in daily mood, like whether they enjoy fine dining or something.)
  2. Dating Overhaul We're going to completely scrap the current dating system, and replace it with something new! The goal will be to make dating more streamlined and a bit quicker too. We want to take a decision and outcome approach, rather than the current setup that is more freeform.
    • The progression of a date will be more direct, with the player making most choices at the start of the date, and then making only key choices along the way.
      • Like with the Evening Activities system, you will chose some general objectives and attitudes at the start of the date.
      • You will optionally suggest a specific restaurant or activity, along with some other optional things like wanting to have a "serious talk" during the date.
    • Date locations will be determined based on the player's input and the NPC's personality.
      • Each location can have multiple segments and events. A food location will likely involve conversation segments, while an activity could have multiple things that happen during the course of the activity.
      • NPC AI and the player's personality/traits/kinks/etc. will be used to automatically determine the outcome of segments.
      • Segments will have content variation based on the result and other factors like the NPC's personality, how you chose to act on the date, and NPC-unique information such as their background/history etc.
      • The text for each segment will be on the short side, enough to describe what happened and learn about the NPC, but not a long play-by-play to read through.
    • Certain event segments can occur in various places along the date. This could be asking to start dating, a marriage proposal, running into an ex lover, being interrupted by rain, protestors interrupting you, etc. etc.
    • Some segments may result in a choice that you'll need to make before the rest of the date text is displayed, that will likely affect your relationship and/or the course of the date itself.
    • There will be options for some follow-on segments at the end of the date, such as inviting them home for coffee, or visiting another location to keep the date going.
  3. Home Dates After a few dates, couples rarely go out every single time they meet up. Usually it's hanging out at one place or another. Also, these happen a lot more frequently, can involve sleeping over, and are a lot more freeform and unplanned.
    • This will largely utilize the same dating system outlined above, but with a separate set of events and segments.
    • Overall this will be shorter in text than a "formal" date, as it is a more common/typical dating experience.
    • Can serve as a replacement for Evening Activities, particularly when living together.
    • Will start fairly spontaneously, though can be declined. expect "can I come over" or "wanna come over" type texts etc.
    • involve things like dinner at home, watching TV/movies, and recreational activities in the general local apartment area.
  4. Evening Activities Will be the main focus of friendship interactions, and can also occasionally involve your romantic partner.
    • New activities/variations that involve your lover, like sharing a walk in the park instead of going alone, but most activities will remain without them.
    • A lot more activities will be written to involve your friends if you have them.
    • We're looking at making friendship a smaller more compact system that happens more automatically. We have more planning work to do here.
  5. Living Together A big overhaul of how this works in-game.
    • A lot of time spent together will actually be handled with home dates.
    • Rework of how the NPC's schedule and activities are handled outside of this.
    • New "bedtime" setup, so there is more acknowledgement that you are sharing the same bed.
      • Changes to going to sleep to account for having someone else in your bed.
      • Overnight and morning events.
    • Fixes to home maps, living together no longer requires a large home, and mechanical stuff there.
      • Possibly, maybe, hopefully, living together with Lily--at least in a scripted way.
  6. Advancement & World Spruced up relationship progression and nature.
    • Will probably alter how quickly relationships advance to be quicker in some sections.
    • Will work on better reflecting the atmosphere of the setting in relationships, as dating and romance are quite different in AW than the real world.
  7. Marriage Probably won't be dramatically changed.
    • improvement/overhaul of the mechanics of getting married, along with things like buying a dress and all that.
    • Probably a few more ceremonies and wedding nights.
  8. NPC Interaction System Scrap
    • We're going to totally scrap the current NPC interaction system where you can talk to random NPCs on the street.
    • We will replace it with a system of location-specific contextual events that present an opportunity to (optionally) talk to/interact with someone.

As you can imagine, getting all this done will be a lot of work. That's the main reason we haven't tackled it so far, because in order to do it properly it isn't something that can be done piecemeal and fit in here and there. Handling it as an expansion allows us the time and consistency to do it.

3 - The Sex Expansion

This option is fairly straightforward, focusing specifically on generic sex scenes (scenes using a sex system, without unique writing). There are a lot of issues with the kind of repeating sex scenes found in text games (and elsewhere, for that matter). I think it'll be worthwhile to talk about what we've done in the past so far, to get some context for explaining the direction we want to go with this expansion.

We originally took a turn-based simulation approach, and built the system to allow new positions and actions to be added via mod. We tried to fall somewhere in the middle between having a lot of action choices with limited content and AI response (e.g. Lilith's Throne), and having more limited options with more text and AI/situational variation (e.g. New Life). Unfortunately, that meant we ended up with a lot of the problems of both. We also got a dose of extra bugginess and some limitations thrown in because of using soft checks to allow mod content to slot in.

While we ended up with over 100,000 words of written content for the scenes, I think the result is fairly lackluster. Partly, this is because it creates expectations for either more control/choices/freedom, or for more granular NPC and kink interaction depending on the player, and those are contradictory desires. Whichever way we went, we also run into the problem that exists with all such sex systems... they tend to get boring.

In AW, even with 100,000 words, you end up reading the same content over and over again. This is partly because some actions are a lot more common, and partly because a lot of that content is spread out between different kinks and situations, so the average player doesn't see most of it. Add in clicking action-by-action through the scene, and it can get tedious.

Next we made the Quick Sex system. I personally think this approach has been rather effective, and has a lot of promise if expanded. The idea here is to make some choices up front, and allow the system to simulate out the general events of the scene to present you with the outcome to read. It has the advantage of being much faster to go through, with text a lot more relevant to the effects on the broader simulation. As it stands, however, Quick Sex is too vanilla and simple.

Another approach we've tried is the Sex Card Game, which we created as a sort of demo or proof of concept. Like Quick Sex, it's still fairly simplistic, but also shows promise. The focus here was to turn sex into something that is more persistently fun and game-like, rather than focusing on it being sexy. The game would focus on the uniqueness of the PC and NPC to help vary the game itself by changing out cards instead of focusing on how uniqueness would impact the overall simulation results or written content. The limitation is that it's time consuming, and doesn't tie back in to the overall game well.

There are pros and cons for both, along with people who prefer one over the other. The sex expansion will focus on expanding both of these systems. The original sex system will be retired and removed as a standard option for sex scenes. (We might retain it in some form for players who want to revisit it.)

Quick Sex Will become just the sex system. It will be expanded primarily to account for more aspects of the PC and NPC, situation, and kinkiness.

Card Game Will remain the optional sex system, with a goal focused primarily on fun rather than simulation realism.

The Rest

Thanks for taking the time to at least scroll through all that!

The poll is now closed.

We're all looking forward to the result!

~ ThaumX

Current Results

These are the current results of the poll, to give you an idea of how it's going! These results are completely raw, with no vote weighting or anything like that, just a 1 vote per person who participated. They update automatically, so you can come back anytime to see the latest results!

Official Results Coming Soon!