Space rescue code pink прохождение

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'Space Rescue: Code Pink' Introduction




Game Play Aspects & Puzzles



How “Early” is this "Early Access" Anyhow?


Sexcellence (And Reminiscing of Sexcellence)


Music: The Section No One Reads


A little R&R: Ratio & Resolution


Misc. Mentionables


Final Thoughts 'NTwats


Nothing, But Plugs


Комментарии 'Space Rescue: Code Pink' Introduction "Tea. Earl Grey. Hawt AF!", this delightful sex-romp in space makes a solid Early Access investment, with the lite 'Point & Click' / 'Visual Novel' hybrid serving up those “Monkey Island” sensibilities in that “JAB Comix” style. [Uncensored, Hardcore, Animated]


Gotta say I’ve become a major fan of TinyHat Studios for publishing a diverse selection of adult gaming from unusual genres & styles, with their common link being high effort and quality (hey, that's like the exact niche our group curates). Well--like most of their offerings--this one comes by way of Steam's Early Access program…which always means a whole lot of questions on the table. (And, ultimately, some will linger there even after I’ve said my piece here).

Luckily, I got an early start on checking out the available launch content and managed to get through it all--well, as far as I could tell anyway. So, I’m gonna do my damnedest to uncover those bigger gaps & elaborate what’s in-store for early buyers.

In a world where we’ve finally terraformed Uranus (heh), you’re the chief engineer on a delightful "Rescue & Relax" ship. Apparently, a class of starship that goes around helping stalled travelers in that great dark abyss by offering repairs, or a nice dip in the spa. So kinda like BangBus In Space.

Going by the name of Dorky McDicknose (alright, so I didn’t really catch his name), you’re also the newest member of the crew, synching character & player to get acquainted with this unfamiliar environment together. BTW: the only engineer still makes you chief engineer--okay!

“Space Rescue” solidly lands in a category I’ve deemed “classic sex romp,” in which you romp around and ♥♥♥♥ everything that moves as a continuing experience rather than locked relationships & replays.

Meet the super QT pilot! The deliciously thiccc plant lady & her PLANT-lady! The alien masseuse from the planet Nurucum! The bombshell captain--who totally disappears after her intro! And there’s the (fraternal) twin vacationers. presumably the start of an assortment of other passenger encounters, offering a realm of sexcapades where no man has gone before!!
(Uh, maybe wear a condom anyhow).

All pictured together in the image below

Following the tradition of HR Giger’s ‘Alien’ designs, the setting incorporates a symphony of phallic space delights & sexual imagery in everyday objects and décor. Though, the vibe here isn’t so much “oppressive sexual terror” and all “cartoony cuties” & “sillywilly sexytimes” naturally.

Game Play Aspects & Puzzles

Okay, so it’s not really like ‘Monkey Island’ as I said earlier on—hey, it was a good line, shup up. I just meant it’s got that general point-and-click design; goofy cartoony characters; and an affinity for humorous dialog… though not quite as slapstick & random-wacky here.

While ‘Space Rescue’ utilizes a P&C structure, that’s not really the jam here. Sure--you click, you point, you click again. Good times. But it’s more a framework for interaction & progress. It’s definitely not the sort “pixel hunts” more intensive examples of the genre torment you with provide. Most finds are obvious enough that even the laziest Lebowski shouldn’t need a guide.

In a lot of ways, the game has more of that lite Visual Novel feel, centering on narrative and dialog (and they nail some pretty solid jokes, btw). Dialog trees are typically your avenue for progress: requiring one question to get the next, & so on, until task. Honestly, these dialog exchanges are linear to the point they could be condensed into one uninterrupted conversation like a quasi-cutscene. Personally though… ♥♥♥♥ that ♥♥♥♥. Games inherently create by constructing illusions--and illusory interactivity beats real passivity as a design choice.

The design applies a lot of little considerations, which I very much respect. There’s a 3D printing mechanic overall to avoid pixel hunts. Alternatively, avoid the minigame that collects resources for printing, and just look around the station for most parts. Or skip both---you can make your pilot Luna do the runs and give you materials. Essentially, none of these common (and commonly annoying) side elements that certain players despise should ever disrupt them from the main plotline. There's not enough utilization of the printing/resources that it matters here, but it’s more about the groundwork laid and philosophy in future updates envisioned.

What a glue-guzzling ♥♥♥♥. I love it.

There aren’t really puzzles per-se. You’re occasionally repairing or constructing things, and that requires the specific material components… most of which you can 3D print anyhow. But due to my active exploring for clickables—and the fact you can pick up most stuff before you need it--I almost always had everything needed when the opportunities arose. And the few times I didn’t, it just required me to go back to static areas I knew anyhow.

Since you’re running into a lot of those “TBD” areas rather early on, I sort of get the impression that much of the game is meant to be rather non-linear by the time its finished. However, the content available at the moment is entirely linear with the exception of your progress on the twins & plant lady storylines. That didn’t exactly work out narratively though. When I'd switched over to finish the plant-ladies storyline, that put some time-skips into the story. which meant those twins stood around, half naked, waiting on that drink order for like a week. (But I find the implication amusing as hell.)

There’s only one minigame included so far--though the menu controls allude to others to come. It’s decently fun as an asteroid dodging game & your means of collecting resources for that dirty, dirty 3D printer of yours. Again, it's (nicely) not required, with an option to have your pilot do that ♥♥♥♥ herself. But it’s definitely worth a spin, unlocking a new sex-scene if you reach level 13.

And don’t try save-scumming to protect your progress, you scoundrel! . it only starts all over on reload :cryng:.

Since there’s specifically 21 levels, I keep going on so I could let you know about any other unlocks. And you know what? ♥♥♥♥ you. I got no idea. Spent at least an hour on it, and never got over level 15 before ♥♥♥♥♥♥♥ everything up. Rocking full-shields, I'd suddenly double press my mechanical keyboard only to smash up 2 ‘roids at once & land in a deadzone with no outs.

There's like 3 different ways of controlling your ship too. but the fact WASD isn't one of them is gawd damned criminal.

But there is that level 13 unlock anyhow! [Scroll Over For NSFW Spoilers]
Bubbly Love.

How “Early” is this "Early Access" Anyhow?

Oh, hey--look everyone--it's literally the most important question.

Well, I’m prettttttty sure I’ve completed all available content available on release, with the main storyline now closing off and at least 5 interaction areas interrupted as in-construction for the next update. You’ll actually encounter some of those barriers early on--which made me think there wasn't that much around--but don’t sweat it. They seem to be side-exploration & plots for later; you shouldn’t expect content to run out until you're getting close to the pool.

My playtime ran 4 hours, though with an important caveat that at least an hour of that comes from that ♥♥♥♥♥♥♥ asteroids minigame to see what happens maxing it out. ♥♥♥♥ myy keybboarrd. (And this sort of review does require me to jot down notes, y’know, so probably a bit slower).

If you're trying to gage progress, there's also a leveled card system (like Metal Gear Solid) granting access to different ship sections (and crafting options). That gloop-guzzling 3D printer indicates at least 4 levels of access planned, though by the end of the content now you’ll still be on Access Card 2.

There’s a lot of not-yet utilized areas, information, and mechanics that really lay groundwork for future additions. The very premise and way you dock with other ships should makes expansion into new encounters and scenes rather seamless with open-ended potential. Among the underutilized aspects that get minimal usage—with the printing mechanic—there’s also the teleporting system / the mail delivery / food blending, which seem like fairly organic systems to center new objectives and story beats around. Whether they will end up utilizing those mechanics (particularly resource crafting) in a way that really makes them worthwhile--well, that’s for time to tell.

Sexcellence (And Reminiscing of Sexcellence)

There’s no real gallery in this game for replaying scenes, however the game is structed in away where certain points in a character’s storyline do allow you to access repeatable, animated sex scenes.

There is a sort of sense as to why the other encounters aren't repeatable. Most are story-bringing moments, relying on unique occurrences or characters acting in certain ways they wouldn't (or wouldn't need to) afterwards.

However, it's also a ♥♥♥♥♥♥♥ shame. Some of those one-shot moments are among the best scenes in the game. (Specifically, got my mind on this moment when you're fixing the vents from leaking pink planty vapors)

And, somewhat an estimate here, but this is the number of scenes that aren’t repeatable per character, but which would probably go into a gallery if it existed.

1 with Lune, the pilot
2 with Sophie, the plant lady
1 with Melonie the plant
3 with Mindy & Cindy Sandy, the twins
1* in locker room with random passengers

*It’s a nudity moment (and pretty funny) but super brief and not really like the above scenes where nudity is sensualized & progresses character flirtation (and a couple include sex acts too)

Music: The Section No One Reads

There’re literally 3 tracks in this game—and 2 of them are just dandy—but the one you hear near ♥♥♥♥♥♥♥ constantly most often is this monstrous cacophony of, like, slide-whistles and… a sitar, or something. Look, I don’t know music. ♥♥♥♥ off. It’s meant to sound all futuristic, but it’s drilling more holes in my brain than Mad Cow Disease. I dunno. Maybe its all a me-thing.

It wasn’t as violently irritating after turning my headphones off sonic and adjusting their settings to lower beeps into bops or whatever. Still, it’s annoying enough that I’d suggest a good CYA disclaimer or trigger warning on the store page, like “WARNING: Please Exit The Game Immediately If You Start to Experience Suicidal Or Homicidal Ideation.”

Hell, I probably would’ve played it in one go if not for the mental health refractory period---recovery! Recovery! That's mental health recovery period.

A little R&R: Ratio & Resolution

The normal game resolution ends up 4:3 ratio (at 2744 x 2054), so full screen mode includes the black bars on the side. Those do follow onto Steam’s screenshot feature by the way (unless you switch over to windowed mode first).

Misc. Mentionables

Some of the instructions strongly implied some sort of a tablet or mobile version, so maybe keep an eye out for that. [Which also might explain the 4:3 resolution choice]

It’s absolutely criminal that I couldn’t open the Booby Hatch on the Titty Ship. (Really though. of all the “content TBD” moments this was the most disappointing of all to me). You didn’t even try caressing the edges of the hatch in reversing semi-circles. And that always works!

There’re about 5 different interaction spots that end up with that 4th wall break indicating a future update zone. (Obviously not including all the rooms you can’t enter yet and keycard progress you don’t have)

The Holo-deck goes unused, but THERE’S A ♥♥♥♥♥♥♥ HOLODECK! Similarly this opens a world of possibilities (then again, it’s always a 50/50 on whether those things are gonna try to kill you)

Got that common issue of P&C heavy Ren’PY games where auto-play ends up functionally useless since all that clickin’ means you’re accidentally going to yank yourself out of auto-play quite often. Spacebar ahoy!

The main menu interface needs some smoothing, but pffff to that anyhow for now to prioritizing game content.

Future sex scene with the 3D Print-O-Matic? Eh? Eh? That thing is a mega-flirt---and I’m sure it wouldn’t be the first time that someone ♥♥♥♥♥♥ their 3D printer.

I’d definitely like to see more world building. There’s not a lot of context for what the future is like outside of the spaceship so far or the course that humanity took [my money is on talking Apes taking over Earth and kicking us out]

Final Thoughts 'NTwats

I started writing this review without knowing the price point and initially intended to flow with more reservations expecting the more typical starting price for their titles at ($20), but finding out that it’s coming out the gates at $10 makes it a rather easy investment to recommend.

Still like all Early Access titles, “Space Rescue” leaves a lot of important questions up in the air I simply cannot answer---ones which only time will reveal.

What sort of roadmap are we looking at? Will updates end up being content batches with complete questlines added at a time, or more frequent updaters offering incremental quest progress? And what’s inside that damned titty ship?

Nothing, But Plugs

Thanks for skimming!

Here's the link back to the game review so you can hit thumbs up, if only to help other people find it, (though my ego says sup too).

By the way, we're currently looking for staff on both groups. Wait don't panic! Your reviews don't have be ♥♥♥♥♥♥♥ insane like mine tend to be. Better that you find your own voice anyhow. Please hit me up if you've curious, even as like a one-shot trial sort of deal. There's a lot of great stuff on our plate to cover right now, and never enough time.

Space Rescue: Code Pink

На этой странице вы можете познакомиться с визуальной составляющей Space Rescue: Code Pink в действии посредством трейлеров и видео. На этой странице вы найдете как официальные трейлеры проекта от разработчиков, так и другие видео по игре, например обзоры, превью или видео мнения.

Трейлер – это рекламное видео, цель которого - представить проект в наилучшем свете. Трейлер может быть сделан как на основе реального игрового процесса, так и с применением сложной компьютерной графики (CGI).

Под основными видео вы найдете большое количество других видео по игре Space Rescue: Code Pink – это полная коллекция видео, опубликованных в новостной ленте MMO13 за все время существования ресурса.

Space Rescue: Code Pink

Space Rescue: Code Pink — это игра в жанре приключения, разрабатываемая Robin для платформы PC. Окружение в игре относится к cтилистике фантастика, а выделить особенности можно следующие: сексуальный контент, нагота, приключение, point amp click, nsfw, юмор, ранний доступ, головоломка, хентай, визуальная новелла, для одного игрока, ретро, инди, казуальная игра, космос, для взрослых, 2d, мультипликация, коллектатон, поиск предметов. Вам будут доступны такие игровые режимы как «для одного игрока».

Во всем мире игра Space Rescue: Code Pink будет распространяться по модели разовая покупка издателем Robin. На данный момент стадия игры — в разработке, а дата её выхода — 22.02.2021. Бесплатно скачать Space Rescue: Code Pink, в том числе и через торрент, нельзя, поскольку игра распространяется по модели разовая покупка.

MMO13 еще не вынес Space Rescue: Code Pink оценку. Игра распространяется в магазине Steam, пользователи которого оценивают эту игру своими отзывами на 8.4 баллов из 10.

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