Secret Dawn [v0.16] [Haldane]

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Secret Dawn Latest Version: Ongoing Adult 18+ NSFW Game Download For Windows with Walkthrough. Download And Play Free 18+ Adult Games Only On 18AdultGames.


About “Secret Dawn” Game

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.​

Changelog:

v0.16

N/A

v0.15

Mini walkthroughs (suggested):
– Jon: v0.14 end night: Zuni/key dream -> mission: Alpha 6 -> Pool -> City (follow Sophie, get money from her in cosmetics shop, explore new areas, talk to Petra, check out nightclub) -> home, talk to Eva ->
get the key from the Zuni/key dream -> check out lower dungeon -> sleep -> film Eva challenge -> sleep vision and dream -> mission: Beta 6 -> talk to Moreau (scoreboards) -> more City (back alley generator, get nightclub job)
– Eva: v0.14 end night -> do morning yoga -> mission: Alpha 6 -> City (follow Sophie, get money from her in cosmetics shop, buy makeup?, take photos with her, say goodbye to her, talk to Petra, check out nightclub) ->
home, talk to Jon -> wait until 12:00 and do Nightlife challenge (change in the WC and talk to Marion in hallway at night) then return to your room for another challenge -> sleep vision -> morning yoga again ->
new suit model -> mission: Beta 6 -> tower ceremony (go up stairs on left) -> maybe more to do in City, or check sauna

Major content changes and additions, aside from missions:
– (Maps) Made 5 new City maps: extension to Main Street and two linked stores, and Wild Times club and back rooms.
– (Maps) Made Lower Dungeon map.
– (Maps) Made a dream map for Jon.
– (Jon) Added Wild Times job and generator fixing chain. Talk with Sophie and get money from her in Cosmetics shop. Buy gloves, fix Wild Times generator in Back Alley, talk with DJ and owner.
– (Jon) Two talks with Fiona in Lower Dungeon.
– (Eva) Sophie chain in new parts of city. Cosmetics, photo posing, goodbye scene.
– (Eva) Added makeup and some associated mechanics. Possibly you might see some mismatching style and overlay combinations, for now, but it’s WIP (very simple to correct/add more).
– (Eva) New suit model, Lotus, with its own power, Dash, tied to jumping.

Minor content changes and additions:
– (UI) Changed the interactable icons for improved visibility and appearance.
– (Eva) Added a small super-fan challenge on the Gardens beach (the Rest/Look interactable). Only available after having done Marion challenge and when still wearing the first camo outfit.
– Improved jump animation and code.
– New (additional) gym outfits, with sprites/busts.
– New sprites for Zuni matching her normal look, and improved all her other sprites.
– New busts for Bridget with a new look for bikini.
– New sprites and busts for Jon and Chang for swimwear.
– Added detection mechanic with visuals indicating exposed areas. Detection is based on sight and sound range. Only used in Lower Dungeon so far.
– Added hacking timed input mechanic. Only used in Lower Dungeon so far.
– Added A6 observations to Observation Chamber.
– Added pistol and gun firing, as well as new bomb and laser mechanics.
– Improved some interactables, like the gym lockers.
– Improved the look of several maps, city maps most of all.
– (Jon) Added a Dash practice module, a Sense entry obtained following B6. Wrote lots of code for the Link related to this.
– (Jon) Added a Dash challenger in the new city area. He rewards you up to three times, for now.
– Added collections of inspectables, i.e. photo albums. So far only implemented for the Dash challenger rewards, but might make other things grouped in the same way. Might also change its UI; as of now it’s just a series of images.
– Improved Jon’s bust images for better silhouette against bright colors.
– Improved Reflector interactions a little (Link button when having Reflector equipped). Indicates what partner is doing. Also added code for remote style based on expected style where partner is at (e.g. Eva in gym clothes rather than underwear if at gym).
– Added Hold animation for Jon.
– The map in the room now shows estimated position of the other contestants. It’s based on regular schedules, but might be updated to include special events.
– Added Music Tracker neural chip (bought in tech store) which installs a Sense entry.
– Improved the text message window background grid pattern, fixing graphical tiling issue.
– Improved the look of warped / distorted effects.
– Added sauna use scene. In a basic form for now, will refine and evolve.

Major bugfixes and mechanics improvements:
– Made a new, stronger and easier interactive event authoring method, and overhauled the interaction code in general.
– Reworked live-cutscene saving. Should now properly restore game state on load, including image/video. Saving while presented with choices should now also work. Certain edge case issues may still occur.
– Made a fully dynamic visual overlay system to change character sprites, face UI, and bust images, e.g. for adding equipment or accessories. Visuals are easy to add, but they’re mostly WIP so far. Examples in-game: holding item when aiming, makeup, blush (face, bust, character), mask.
– Improved story route code and tracking state/memory, including a better way to track player choices. Future updates may see color-coding of some choices.
– Made a Focus Window above the face menu. It can be toggled by clicking a field on a Sense data entry (e.g. Core Scoreboards data fields such as the clock, or the Suit telemetry). Shows the data live without having to open the Link.
– Fixed issue causing a 1-3 frame visual hiccup when fading in one render on top of another (slower systems especially).
– Downscaled several map layer graphics (island, dungeon, city) in a way that preserves visuals. Benefits memory and load times.

Minor bugfixes and mechanics improvements:
– Using Link while Reflector is equipped starts a video call instead. This interfered with cutscenes that involve opening Link, which has now been fixed.
– Memories: Fixed bug that special-effects images could be set as menu backgrounds (despite not having [Shift] help text).
– Added nested choice handling to the centralized special dialogue parser.
– Fixed minor scaling issues with videos since last update.
– Link: Added ability to reorder entries.
– Link: Added ability to move the Link window around. Press the header area and drag.
– Link: Now stays on the Link window after editing an entry text.
– Island map: Redid how it handles elevation and atmospheric audio. The new approach should have better performance.
– Dungeon map: Fixed some issues with the Jon’s catching-Eva-in-pool event that had accumulated due to mechanics changes over time.
– Back alley Nightlife event, fixed crowd disappearing on mid-scene save loading.
– Made mouse triggering (e.g. on Jon’s missions or generator maps) not run when using the mouse to close dialogue message.
– Fixed issues with generators getting locked up in some cases.
– Improved how generator grid cells and Jon’s Alpha-mission corner cells work under the hood, allows for more types of setups and mechanics.
– Improved look of savefile comments in the saves list.
– Fixed a bug sometimes causing proximity messages to unintentionally disappear.
– Made saving stay on the save scene rather than jump back to the menu. This makes it easier to add a comment to the savefile. Similarly, made editing a Link entry stay with that entry open.
– Started work on a “website” scene, which is technically in game but not in the story yet. Planned to tie into Link buzz and spotlights.
– Made eating a little quicker, and made it show actual Hunger stat after.
– Fixed the Reflector bust-background glitchiness between messages.
– Changed how run and action animations work, hooking them onto regular character updates rather than custom timing, which should be less error-prone.
– Link links which don’t link to existing Link entry now fail more gracefully and don’t jump pages. Link links which link to links now link well.
– Many other minor changes and fixes to Link in general.
– Made fast-forwarding speed and endpoint persist on saves, which prevents a class of bad bugs.
– Prevented autosaving upon loading a save from the title screen. Now the autosave is the latest save or map transfer, regardless of what was loaded last.
– Made a priority hierarchy for interaction overlays (the icons that pop up when you get close). Act (various verbs) -> Talk -> Look, then their faded variants, then directional arrows.

v0.14

N/A

v0.13.2
It’s a big one in terms of visuals and narrative stakes.

v0.13.1 Hotfix

– Fixed bug causing Reflector challenge loop upon lounge re-entry.

v0.13

– Fixed bug causing Reflector challenge loop upon lounge re-entry.
Content changes/additions (warning: vague spoilers!):

Major content changes and additions, aside from missions:
– (Jon) Hear about Reflector
– (Both) City visit with Fei
– (Jon) Meet Moreau?
– (Eva) Look in WC mirror
– (Both) Chang’s Reflector challenge
– (Both) Wake up to pump-o-rama, (Eva) toilet?
– (Eva) Work out
– (Eva) Meet with Desmond again in dungeon
– (Both) Meet at hatch
– (Jon) Small dream after

Minor content changes and additions:
– Made a few new BGMs.
– Added observation chamber.
– Added theta chamber.
– Added new (Eva) beta missions map.
– Added new (Jon) alpha console map/simulation.
– Designed a couple other maps that won’t come online until future updates.
– Added some SE from VA sound packs with attribution in Credits.
– (Jon) Extended mission timeslot on consoles from 8-17 to 8-18. The timeslot is when the active mission can be entered. Whether/which mission is active depends on what Eva is doing at the current point in the story.
– Improved laser/phaser projectile sprites.
– Improved Eva’s 3d model (lower body especially) and the lighting/studio rig.
– Made and implemented new costumes for Eva and Fei, with bust images and spritesheets.
– Added “Reflector”, a pad to communicate live over video. Implemented as item (equippable gear) and a bust image modifier.
– Improved the lighting on the Amenities Area (the lounge) along with a few other maps I can’t remember.

Major bugfixes and mechanics improvements:
– UI: Title screen, added a pure “Continue” button for insta-loading most recent save. Changed the layout:
– If player has a playthrough, menu is: “Continue”, “Load”, “New”, “Options”, “Exit”.
– If there are saves but no player saves, menu is: “Load”, “New”, “Options”, “Exit”.
– If there are no save files, menu is: “New”, “Options”, “Exit”.
– Beta Console (Jon): Changed scoring/target/streak mechanics, bonus/doubler now destroys connected bricks, hides cursor on bounce area, mouse y-position affects shot speed, and enabled exit when image cleared. Also improved other stuff.
– Implemented a “Moving Bust Images” option which simulates moving/breathing bust images. It’s experimental and off by default, so try it out via Options.
– Memories: Can set selected render as the menu’s background image with Shift. Pressing Shift again, with the same render selected, disables background image.
– Made many changes across different parts of the game, such as changing how visuals fade to make them sync better with fast forwarding, improving the wait command, and a lot more.

Minor bugfixes and mechanics improvements:
– Sprint: Redesigned it (sprinting now lasts a short duration after ‘f’ is pressed, doesn’t need holding) and tuned the effect.
– UI: Fixed bug causing mid-convo save icon to hang around after text was shown.
– Config: Fixed issue where Shift/Tab/Ctrl keys couldn’t be rebound. Also improved the colors of the keyboard config window.
– Renders: Added different interpolation types for smoother zooming and transitions (e.g. when doing ‘Look’ on actors).
– Made an improved system for controlling actor positions/behavior across maps.
– Slightly slowed fast-forwarding on dialogue.

v0.10

Content changes/additions aside from missions (warning: vague spoilers!):
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 spoilers!):

Big changes/additions:
– Scene: Eva get changed after Gamma mission / Jon go find Eva in changing room after Gamma mission.
– Scene (optional): talk to Vanessa/Ebert outside (questline ends with her moving back in).
– Scene: Sleep through night, deep vision (Bridget).
– Scene: Interview at gym.
– Scene: Post-interview in room.
– (Eva) Added Quantum Disruptor, item given by Fei. Allows you to break the exit barrier on Alpha and Beta missions. Only 3 charges, but can be re-charged if friendly with Fei (gifting her flowers or crystals for now).
– (Jon) Added Script Override, item produced via script generator panel in the Support Hub. Once obtained, a script allows you to skip Beta Mission stages (but without loading the images). Listen to recording in the lounge area to use the script generator.
– (Eva) Added optional gear for missions: Fusion Shield (Tool) and Fusion Detonator (Weapon). Visible on both PoVs in points store, but purchasable only by Eva.
– Fusion Shield (Tool): Absorbs damage while worn, draining power. Power is recharged by talking to Jon in Core.
– Fusion Detonator (Weapon): Throws a fusion grenade, draining power. Power is recharged by talking to Jon in Core.
– Memories: Replaced the Directives menu option with a Memories window, listing all the Directives and Renders/Animations encountered on the playthrough.
– Toggle between time (chronological) and visual (alphabetical) mode by pressing the icon on the top right.
– For old saves: seen Directives are stored as Vague Memories, but seen Renders/Animations are not stored and would require a fresh playthrough. This includes the premade saves.
– The default Z-button works as before, displaying (and storing) a new Directive message.
– Added some buzz about recent events.
– Increased hunger rate (an existing mechanic) to a slightly more noticeable level. Hunger now ticks by 5 every quarter day (20 per day). If reaching max (100), game over. Food can be bought from game store. Occasional high hunger warnings.

Smaller changes/additions:
– (Eva) Made bow aiming zoom out slightly for better visibility, and slightly increased arrow range/speed.
– (Eva) Lowered Delta 2 mission key requirement from 4 to 3, touched up map visuals.
– (Eva) Lowered Phaser (blue) Android max HP from 3 to 2.
– (Eva) Lowered Recovery Point price to 250 from 400, as it is a one-time use item.
– (Jon) Added Fusion Recharger machine in Support Hub which fills up Eva’s shield/detonator, providing a narrative element and a way to progress time. Her Shield/Detonator levels drain between mission stages. (TODO: In-mission effects for Jon’s PoV.)
– (Jon Beta missions) Changed brick collision sounds to be more satisfactory and informative.
– (Jon Beta missions) Jumping bonus blocks now launch an additional free ball (max 8) upon collision.
– (Jon Alpha missions) Clicking on turrets now incapacitates them for a couple seconds instead of firing.
– (Jon Delta 1/3) Made Eva move faster when out of the guiding spotlight.
– Delayed one of Vanessa’s dialogue options (about island/flotsam) to improve narrative flow.
– Added dialogue with partner in Core about fusion gear, including giving player-Eva a way of recharging Fusion Shield/Detonator.
– Made Ebert (Reef House) quicker to warm up, requiring fewer gifts to start quest chain.
– Remade Eva’s bikini bust renders to bring more in line with other bust images.
– Added Eva’s jacket bust renders, and 2 new bust image sets for Moreau. (TODO: Update a couple previous scenes to use new busts.)
– Delta 1/3 maps, added torches for visibility, changed maze layout for easier navigation, and improved BGM.
– Gym map, added Eva (17:00-17:59) for Jon’s PoV, improved BGM, added workout animations for Eva.

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!):

Big bugfixes/mechanics improvements:
– Changed one of the Link updating mechanisms for Comms to ensure persistent state. Previously there were a couple instances where you might miss a Link update if you got unlucky with a save/reload timing, which is fixed.
– (Eva) First super-fans thread could still freeze if viewed at the wrong time, which is fixed.
– Removed a color effect inside Crucible facilities which was causing performance issues on large maps when using Procedural Effects.
– Added file caching and existence checks for a few classes of images, avoiding some potential file-not-found crashes.

Small bugfixes/mechanics improvements:
– (Eva) Fixed issues with shop for swimwear on challenge 1 (was still based on the old shop scene).
– (Eva) Delta 1/3, changed traps to only spawn on jumpable straight lines.
– (Jon) Beta missions, improved block collision detection, paddle physics, and increased aiming accuracy of initial shots.
– (Jon) Alpha 3, movable blocks now correctly re-generate with the Reset button, not just on map reload.
– Z-button Directives were disabled whenever any guide icon was showing. Now, they still work while non-interactive icons (like direction arrows) are showing.
– Fixed incorrect monologue for Eva in Support Hub on morning of Alpha 1, and when loading the Gardens generator.
– Fixed a couple condition issues with the Crucible News sense update received after the brothers’ deaths, making it appear consistently on the morning after doing D1 for both Jon/Eva.
– Changed canvas/camera move and zoom logic, addressing an issue where map boundaries could be exceeded. Still somewhat WIP to iron out janky zoom effect.
– Changed a commonly used event movement algorithm for better precision.
– Fixed bug where you could get stuck in lounge prior to party event (v0.8).

v0.8.1
Content updates in addition to missions (warning: vague spoilers!)

Big changes:
– ‘Hot moments’ buzz fanart.
– Jon restroom event.
– Underhouse map, pendant search.
– Gym map.
– Gym lockers events.
– Lounge party event.
– Eva fashion dress challenge.

Smaller changes:
– Added mirrors in restrooms.
– Added Island debris.
– Added Jon talk to Chang after Vanessa/flotsam.
– More Jon/Chang dialogue in support hub.
– Prettified the Island forest.
– Added to Jon’s birthday planning moment in Island forest.
– Added gym events & updated schedules.
– Intercom-Moreau now static (& support for other bust effects).
– Added a couple new BGMs and improved a few old BGMs.
– Slight change to cowgirl event from previous update, Eva now tests biocharge properly. Should also only be available once.

Mechanics changes and bugfixes (special thanks to wonderful bug reporters on Discord/Patreon for helping identify bugs, & any new/remaining bugs is exclusively on me!):

Big bugfixes/mechanics:
– Remade the item shop window mechanics and design.
– Quadrupled the scheduled scripts storage space and reworked the scheduling system, addressing potential capacity limit issue.
– Death position resets/timeouts are now no longer frame-based, improving consistency. Now 1 second world-time, requiring movement to regain menu access and become vulnerable.
– Fixed player-Eva potentially getting frozen when responding to first super-fans.
– Fixed lockers in the lounge media booths, can no longer get changed arbitrarily.
– Fixed bug causing text speed config to not persist across sessions.

Small bugfixes/mechanics:
– Fixed issue where map-specific switches sometimes reset upon map transfer. Only known affected event was Bridget in Pool stall.
– Improved falling sequence and enemy AI on Delta mission 2.
– Improved projectile hitboxes for larger targets.
– Implemented positional audio for projectile impacts.
– Refined the condition for Eva’s dungeon pool bath extended scene. No longer triggers until after Delta mission 1, and triggers subsequently if no bath on first visit.
– Fixed issue with music fading in/out on evening talk at end of previous update.
– If accepting outfits challenge while already in booths, transports player to prevent movement issue.
– Fixed bug where Zuni could cause block while sunbathing on lounger.
– Changed loungers to no longer allow resting through night.
– Changed gifts reception for better customized messages.
– Made flower/mineral gathering no longer be a “QTE”.

Changes to version 0.8.1:
(Eva Alpha 3) Improved ball motion sensor explanation
(Eva Alpha 3) Increased ball motion sensor time, allowing more player movement
(Jon Beta) Increased paddle responsiveness
(Lounge party) Adjusted cutscene event ranges to address potential freeze
(Jon after Beta 3) Fixed bug causing Marion to potentially remain invisible
(Neural Chip 1) Fixed bug preventing the Beta 1 neural chip from from working


Installation:

SEE

– Extract to the desired location.
– Click on “Game.exe” to start playing.


Game Info:

Tags: 3DCG, Adventure RPG

Release date: 2025-11-15

Developer/Publisher: Haldane

Game Engine: RPGM

Censorship: Uncensored

Version: 0.16 [Ongoing]

Platform: Windows 8 or later

Language: English


Genre

2D Game, 3DCG, Adventure, Animated, Big Tits, Cheating, Combat, Corruption, Dystopian Setting, Female Protagonist, Graphic Violence, Touching Fantasy, Handjob, Male Protagonist, Masturbation, Multiple Protagonist, NTR, POV, Puzzle, RPG, Sandbox, Sci-Fi, Short M Character, Teasing, Virgin, Voyeurism, Action, Role Playing, Hacking, RPG Maker, Secrets.

Planned tags: Interracial


Secret Dawn Walkthrough

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Not available.


Images

HD Media

Media


Secret Dawn Game Download


– PC/Windows

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Size: 5.35 GB

Link: DATANODES – GOFILE – MIXDROP – PIXELDRAIN – VIKINGFILE


Game Credits

Haldane Patreon – Itch.io – X (Twitter) – Discord


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