Trap Quest Development Plan

This page will be kept up to date with what Aika is working on, and an explanation of who is working on the game and what the future plans are.


Who is working on the game?

Currently, 95% of the coding, bug fixing and creating new game elements and mechanics is done by Aika. Aika lives and works in the UK and manages this blog.

Danaume is the game's main artist, and one of only two individuals other than Aika doing continuous dedicated paid work. She has done lots of bits and pieces but her main project at the moment is the character window. She lives in the US.

Keriax is working on an alternate character window. He is also being paid, the money coming from Aika's Patreon income.

Wonderfuller is the game's third artist, and is also being funded from the proceeds of Aika's Patreon. Currently this window is only available to Patrons. To see a preview of this window, go here.

Gurgles is the game's fourth and final paid artist, and is helping out with improving the Danaume character window.

MG, Selkie, Phaos, LGStephy and some others are collaborators on the project's private GitHub, which means they're actually coding and committing changes themselves, without much need for my input. Which is awesome :-) For example, MG has added loads of stuff to orgasms and masturbation, and a metric fuckton of speech lines to flesh out the interactions between the player and NPCs; Selkie has written some epilogues; Phaos created the succubus class from scratch.

Several other individuals have contributed and in some cases continue to contribute to the game. Kat is writing up some flavour text for monsters here and there. Nicole Redwood has written lots of the room descriptions. Anya Snowdrifter worked on flavour for when cursed items are worn or attempted to be removed. Lucas has added some titles for camera photo posters, and some underwear to the game. Narse was an early mentor that helped a lot with Aika's learning of the language. Scipio provided the code for graphical windows.

What's being worked on right now?

Aika is always working on:

  • Bug fixes
  • Website and other admin
  • Reading and replying to comments and emails
  • Improving and optimising the code
  • Review and QA of collaborator's additions
  • Converting the contributions of others to actual i7 code

Right now, Aika is also working on:

  • Check out the latest blog posts or Aika's twitter for an idea of what Aika is creating at the moment.

Danaume is slowly (due to a wrist injury) working on:

  • Her character window
  • Lots of other bits and pieces such as the map

What are the short term goals?

This is what is planned in the coming months.

Fleshing out the existing features

There are several features in the game which right now are really shallow, imbalanced and in desperate need of some love. I'm always slowly working on adding content to older things to make sure they aren't left in a semi-complete state forever.


Once the player escapes the game, it's unlikely that they've got off scott free. They'll have some physical and mental changes to deal with in their new life, as well as possibly lots of money or lots of debt. The game will look at lots of these variables and tell you in three short segments what happens in the hours, weeks and years after your experience in the game. The possible combinations of these will hopefully create a huge number of potential epilogues.

These epilogues are slowly being created and added to the game, but are currently only available to alpha testers.

Medium Term Goals

This is things that are planned for the future, realistically within the next year.

Balancing the game

With win conditions there will arrive a greater need for balance. We'll have a proper look at fair interesting ways for the player to gain stats without encouraging excessive grinding or making the game too easy.

Character window improvements

The character windows will continue to get developed. We'll look at ways to incorporate the clothing that the player is wearing into the graphical interface.

Long Term Goals

There are future plans to deal with the fact that i7 is creaking at the seams trying to accommodate the complexity of the game.

More Modular Code

The game engine was coded with very poor coding standards and uses a lot of long if/else trees. The game would be much easier to expand, debug and would run faster if the code fully utilised calling functions and subroutines. Aika is slowly improving the old code in order to hopefully fight back the increasing lag between turns as the number of things that the game engine has to track and change each turn increases.

A potential port

A seasoned Unity developer is currently looking into how realistic it would be to port the game to Unity. Even if he decides the answer is yes, this would likely take quite a long time to actually make happen! But if it did, it would be super cool and the game would probably look and play a lot like NetHack, but with a character window at the side.

Very Long Term Goals

Assuming World War 3 doesn't destroy us all, you can hope to enjoy this stuff eventually!

Another game?

Aika already has plans for another game you'd all hopefully love, and is currently spending a bit of time learning the Unity engine in the hopes of one day making this a reality.

Open Source Code

When the game is finally considered complete, it will hopefully become open source. Fans will be able to make extension files to add their own custom made NPCs, items and traps to the game.

Where does the money go?

At the moment, about 40% is likely to make it to Aika after fees, taxes and reinvesting in the game.

Using September 2016 as an example, out of $11,481.00 processed within the month:

  • $436.34 (3.80%) was taken by card processing fees
  • $574.05 (5%) was taken as Patreon's cut
  • $10,470.61 (91.20%) made it to Aika's Patreon wallet
  • $40.00 was paid in fees during withdrawals to PayPal.
  • $400.00 was paid on art by Danaume.
  • $200.00 was paid on art by Keriax.
  • $300.00 was paid on art by Gurgles.
  • $200.00 was paid on art by Wonderfuller.
  • Approximately $200 was paid on other art for the Trap Quest Art pages.
  • Approximately $100 was lost in PayPal conversion fees when the money was converted to GBP.
  • Approximately $4500 (50%) was reserved to pay for income tax, UK national insurance contributions and compulsory student loan repayments.
  • Approximately $4500 went to Aika to help live a bit more comfortably and pay off existing other student debts!