Unfortunate Adventure [Ongoing] - Version: 0.0.13 Public
Developer:
NoMoCo
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Release Date: 28 November, 2025
Game Size: 943.4 MB
Censorship: Uncensored
Game Engine: Others
Current Game Version: 0.0.13 Public (Ongoing)
Total Views: 9,560
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Game Informations
UNFORTUNATE ADVENTURE is a sandbox harem game with frequent updates, it is currently under heavy development and has a distinctive art style. We are hoping you are interested in supporting the development of the game.
UNFORTUNATE ADVENTURE is an adult Visual Novel with light RPG elements. The RPG there is no pointless grinding for stats. The stats merely affect the flavor of the text and the narrative flow.
The sex is also optional (so if someone does not appeal, you don’t have to get close to them), and there is planned wide range of girls to pick from, so there should be someone for everyone eventually!
You are applying for a trip through a portal into another world. The ultimate adventure! But things don’t go to plan, the portal activates, and you are dragged through into a new world before you had even fully agreed. You end up in a bizarre house, meet a Vampire Sorceress who calls you the ‘Great One’ and pledges herself as your first ‘Anchor’. Just what the hell is going on?
There will be a lot more women to meet, so don’t let them wait!
How to install?
- Extract and run.
System Requirements:
- Dual Core Pentium or equivalent Processor.
- Intel HD 2000 or equivalent Graphics.
- 943.4 MB of free disk space (Recommended to have twice as much free disk space than this).
Unfortunate Adventure - Ongoing - Version 0.0.13 Public Download Links
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Android APK Buzzheavier Datanodes Mega Pixeldrain Vikingfile
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What's New in Unfortunate Adventure Version - 0.0.13 Public?
- KNOWN ISSUES listed at the bottom of the Changelog.
- GODOT: CHANGED BACK TO COMPATIBILITY renderer. The game should work identically as before, but Iāve gotten bunch of reports that it doesnāt start at all. And Iāve found out since that Godot 4.5 has an issue in falling back to the compatibility layer. Iām not using the Forward+ fully, so might as well go back to compatibility mode. Hopefully this will fix all the issues people have had with the game.
- GODOT: Updated the game to run on Godot 4.5.1. Basically just some stability and bugfixing updates. Should not show up to the player as anything. It barely did anything for me either, to be fair. Just figured I should try to work in the bug fixes whenever possible.
- FEATURE: Now you can browse any book that is within the user:// folder. Right now your bedroom bookshelf contains ALL the books in the folder, whereas Donacianaās bookshelf contains only some of them. The books each have their own generated covers.
- FEATURE: Quest log is now more than skin deep static piece of text. From now on quests have names, descriptions of them, several stages (and associated hints for Patrons), and in general can be marked completed, or active.
- GUI: Touched up the āstarting new gameā screen a bit, very minor changes.
- GUI: Added new Save/Load screen.
- ART: Did the art for the Save/Load screen, which was a major project, considering it is ready for animation and isnāt typical piece of art for me.
- ART: Added a shader to make the lights pulse in to the Kitchen Background Scene. So that it mirrors the rest of the house.
- ART: Added generative book cover art elements into the game. Thereās 4 borders, 10 cover patterns, 4 ācenterā illustrative elements, 3 top illustrative elements, 3 bottom illustrative elements, and of course book cover color. Some of the elements also have the option of not having the element at all. Additionally thereās a separate small possibility of each of the border, top, center, and the bottom elements being of gold-foil variety. So some ultra rare books might have all of the four elements be gold foil.
- ART: Created a gold-foil shader. Itās kind of hacky, but it looks good enough? It was created by cribbing together code from a bunch of guys who actually know how to work GLSL. Which I really donāt. I can just about barely read it.
- ANIMATION: A work-in-progress animation added to the background figure of the Save/Load screen, basically it should look like sheās breathing. Iāll add more movement later on. Should be easy now that the SpineSprite is integrated into the game and the animation is already playing. Just need to change the animation and export.
- WRITING: Rewrote and added some bits to the Nalara introduction, mostly just clarified her characterization and other small details.
- WRITING: Added new topics to her small talk scenes, mostly to clarify that the shifting slang and style is a feature and not a bug. Still not certain if it is really working, so I might have to do some more rewrites of her later on.
- WRITING: Nalara Smalltalk is now up to 3923 Words/358 lines.
- WRITING: Revised and rewrote a lot of the older interactions with the world. Nothing anyone will notice, however. Primary goal of the rewrite was to hide the āmeta-fictionā layer (if youāve noticed it, thatās great, if you havenāt itās not that important) from those with 5 or lower Mind.
- GUI: Added a bunch of additional fonts that are mostly used in the Quest Log, but will probably propagate to rest of the game some day.
- GUI: Added a book browsing interface for the books. This is still unfinished and kind of rough around some edges, but it is 90% where it needs to be. The book reading interface is still unchanged, for now.
- MUSIC: Composed and added one (1) new song, which plays when youāre in the Save/Load screen.
- CODE: Created a generative book cover system for the books, they all now use the few basic elements I have added to generate an āuniqueā book cover depending on what the name + author of the book is.
- CODE: Rewrote the Book system, although reused most of the reader stuff. Now the whole thing is decoupled the book system from the game logic and state, it is basically a plug-in now.
- CODE: Refactored the skill check and relationship success/failure message injection system to be more consistent between the two. This is in preparation for some distant future day of making it into its own global system, rather than just be distributed across the codebase.
- CODE: Refactored how Smalltalk system works. Technically itās much more performant, but more importantly it is now future proof. In theory the old system could have started to lag on slower computers, as it was relying on DialogueManagerās parser ā now loading of correct dialogue files is implemented within GDScript as an intermediate step.
- CODE: Added start of a system that each girl will have their own Font in their own name, to give some extra personality. First just need to find right fonts for them.
- BUG: Wall art was not working, as in 0.0.12 I changed the root CharacterPanel class, and I always forget that āWall Artā is a character, at least from the perspective of the game.
- BUG: The option āthatās not an answerā to Nalara didnāt work.
- BUG: Because of the above bug, there was an unseen bug in Sonjaās posing when that line of conversation was happening. The whole branch works now as intended.
- BUG: There was a chance that the game could get stuck after saving a game, because of race-conditions, this should be fixed. Cross your fingers.
- BUG: There was a visual bug with Sonjaās Warpaint/tribal outfit, in some poses the upper body was not quite attached to her lower body.
- Known Issue: There are lots of locations that the girls might be at, or are in, that you will not be able to have small-talk dialogue with them. This is because thereās just no graphics to show for that location. When the location becomes more relevant, I will add it into the game. Donāt worry, you are not missing anything critical. All plot relevant discussions are unskippable, you canāt miss them.
- Known Issue: If you are loading an old save from version 0.0.12 or earlier, the quest āIām an Eldritch Monster?ā may display the incorrect stage description. This is a cosmetic issue only and does not affect gameplay. The quest will function normally, and the stage will update correctly as you progress. New games are unaffected.
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