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Bound Town Project cover Alpha - 0.1.10 – Unreal Engine adult game by Ryuu01 free download

Bound Town Project

by Ryuu01

2.9 (9 votes)
Unreal Engine Alpha - 0.1.10

Game Details

Version
Alpha - 0.1.10
Developer
Ryuu01
Engine
Unreal Engine
Status
Ongoing
OS
Language
English
Censored
No
Updated
4 July 2026

About

A woman moves into Boundtown, a place with only female residents, and gets kidnapped almost immediately — that's the whole setup, and it's played more or less straight despite the premise. This is a BDSM-flavored exploration and stealth game, and it means it: no nudity, no sex scenes, just the mechanics of being caught, held, and trying to get out.

The loop is about avoiding capture and dealing with the consequences when you fail. Getting caught costs you your inventory of non-unique items, and there's now a retrieval system that spawns your gear back in the checkpoint room, though it won't get overwritten if you're apprehended again before you collect it. Weapons like the handgun and tonfa aren't automatic either; you have to dig into the inventory and gear tabs and equip them yourself. It's early and rough around the edges, built more on systems than spectacle, with character creation up front but nothing explicit behind it.

Changelog

v0.1.10
  • bailing out will make u lose your whole inventory that consist of non-unique items
  • implemented inventory retrieval (it will always spawn inside checkpoint room for now)
  • handgun and tonfa are now weapons that needs to be picked up and equipped (for now u have to manually equip it in inventory then gear tab)
  • retrieval inventory will not be overwritten if the player gets re-apprehended when her status is either "escaping" Or "in custody" (there's no "escaping" state just yet)
  • implement cash (cannot be used yet since there's nothing to buy just yet, only for bail out)
  • retrieval inventory will be overwritten every time u get captured while free
  • change so kicks and melee swings don't lock into where you look into
  • change backstep animation distance
  • reduce the tracking and animation speed of enemy attack swings
  • implement weapons as loots that gets into gear tab and equipable from inventory
  • when overwriting retrieval inventory, gear wont be cleared from the inventory, only nonunique items or gadgets
  • change lockpick to gear instead of misc
  • change the gear tab HUD
  • experimental textures used on the level, for performance testing
v0.1.9
  • change lockpick so when the action is successful, the door doesnt automaticly open
  • added text prompt to interactions / interactible sites
  • restraint icons progress bar dont follow the actual amount, but disect by 10th of each?
  • added 2 skin tone
  • added 2 hair variations
v0.1.8
  • restraint icons are now invisible if there's no corresponding restraint applied
  • if there's no arrow above restraint icon, it's on default (arms)
  • added animation to mittens struggle if arms is not bound
  • added animation io crotch struggle if arms is not bound
  • tweaked hair physics
v0.1.7
  • added boxtie to restrain interaction list
  • added boxtie to be implemented to player
  • boxtie now can be applied by NPC randomly by chance
  • added restraint models to adjust for boxtie pose
  • boxtie works similiar to high-arm but have some properties of regular tie
  • without being mittened, can pickup handhelp prop while being boxtied and useable
v0.1.6
  • engine shift from 5.1 to 5.7, expect some performance changes
  • recommended visual studio is 2022, make sure directX runtime is installed
  • lighting changes
  • changed high arm tie to consume 3 restraints (might still have bugs)
  • re-adjustments from prior version to latest engine version
v0.1.5
  • mittens are now added as loot
  • useable from restraint interaction
  • NPC now can add mittens, only happens when security is above medium
  • minor fixes
v0.1.4
  • update on NPC interactions
  • when interacting with a knocked down or restrained NPCs, it will be split into 2 steps of pages, actions that can be taken and the other page is restraint action page
  • restraint action page are divided into 3 column, restraint list, applying location / style, applied restraints
  • restraints that are shown on the left are those that player have brought with them, it's updated only inside the instance, if players decide to cancel, it will reset before the change has been made
  • applying restraints will make player into an animation lock of restraining the interacted NPC until action is completed
  • the other actions works as like before
v0.1.3
  • gag struggle while arms is bound is available
  • gag struggle while arms is bound only available on standing, crouching, kneeling, sitting
  • not all gags can be struggled while arms is bound
  • added mouth mask to accessories
  • changes to some clothes now are glowing on section 3
  • player will only be hogtied on max security (should be)
v0.1.2
  • test the new restraint target feature
  • struggle are now used only with LMB / R1, it changed which part to struggle when pressing what was the button on using item (R / D-Pad Up)
  • Gag Struggle Have animation, it can be interrupted if player is running or doing an action that locks her in motion
  • mittens are now seperated, arms restraint max level has been adjusted to lvl 3
  • added mittens to self-bondage function
  • high-arm tie now is gonna always be in lvl 3 (max) either implemented by NPC or by self-bondage
  • adjusted struggle help hitboxes in certain poses
  • mittens have 2 types, hands tied together and seperated
  • if mittens are seperated, the hitbox is in front of the player, pressing struggle while mitten struggle icon bar is yellow will break the mittens, this will be changed into animations
  • crotch rope struggle now doesn't have animation, but should work like before, just different button, target struggle to underwear icon and then press struggle button (LMB / R1 by default)
  • various small changes
  • Alpha 0.1.1
  • re-implemented Long, Long Tail and Ponytail 3 hairs
  • hairs are now tucked when gagged, but hairs that has tails on back or sides will not be tucked, only the side bangs will be tucked
  • added 1 more accessory slot
  • other minor adjustment
  • Alpha v0.1.0
  • hey lads! we're into alpha now, first thing's first here's what has been done with it
  • updated character models with shape keys
  • while restrained, there are details of her body being squeezed
  • added face sliders
  • reduced the current pool of clothes in change of updated texture, more will be added
  • updated NPC clothes according to the new updated clothes
  • minor changes on storage room
  • loadout slot now remembers the current name of the slot
  • struggle prop and struggle hitbox adjustments
  • some minor clipping issues adjusted
  • Prototype 34
  • escaping restraints now will grant player restraints according to which restraint is broken
  • only tape bind will not yield restraints if escaped
  • added armbinder for players to use on NPCs
  • the only way to get armbinder is to escape from it, which can only be done with the escape device
  • escaping lvl 3 and 4 armbinder will not yield armbinder but straps instead (which type depends on the color)
  • Prototype 33.1
  • implemented new function for players to tie up NPCs
  • whem in middle of tying, a smaller HUD will pop in the middle of the screen showing which location to tie and which restraints can be use for the selected location
  • the game will be paused while player is choosing inbetween location and restraints
  • changes on melee NPC behavior, NPC will not instantly react after out of range but instead they will always finish their attack combo first if not interrupted
  • Prototype 33
  • control changes with reload on keyboard specificly
  • added few sound settings, only works on player's footsteps / restraint sound and player moans atm
  • Prototype 32.1
  • NPC AI overall behavior fixes
  • Melee oriented NPCs now have different weapons, with slightly different behavior
  • black & red catsuited dominant will have a stick
  • purple suited guards will have one handed tonfa
  • Prototype 32
  • player can now have checkpoint after getting to room with blue colored card key
  • when player get their checkpoint, player no longer spawns in cell but in safe room
  • if player is captured at any point, checkpoint should be reverted and spawn back to cell
  • there's a keycard in the cell in order to test the green colored key card
  • Prototype 31.1
  • small changes to character customization HUD
  • some doors now have Devices which is a locked door
  • in order to open locked doors, players need to find a keycard for the specific door
  • added Game Start Screen
  • Prototype 31
  • changes to wetsuit and Combat Suit
  • added lockers, top open the locker player have to be close to the device implanted, to close either from inside or interact with the device again with E key on keyboard or Triangle / Y on controller
  • if bound, the hitbox to open lockers are located on the hands so player need to align they hands to the device to open and close the lockers
  • lockers will block visibility so it's a completely safe hiding place even when bound, and when player's inside it, the door will go transparent
  • changes to gear/inventory HUD for further developments
  • Prototype 30.2
  • added counter desk prop, it has sharp corner on a very specific spot, it's quite small
  • adjustment to crouch walking animation and crouch hitbox
  • now in order to avoid sight, ducking under the cover is recommended, if your head is still visible to the NPCs, they will still see you and shoot you on the head
  • implemented hearing sense to NPCs that can be hostile to player, NPC will be alerted once it heard player's noise if it constantly hear the player
  • once alerted, the next noise that NPC heard will make her stop for a second and move into the source of the noise, until it stopped moving, it will follow the last noise that is produced by the player, so if player is trying to run away instead of crouching to somewhere, it will backfire instead
  • tweaked the overhead HUD when NPC is alerted, when NPC starts to hear player ((( ))), when it's alerted but not yet see the player (?), when it fully sight player (!)
  • added Alarm Trap, if triggered it will pop out a loud noise alerting nearby NPCs
  • Prototype28p1
  • N/A
  • Prototype28
  • added fashion loadout, to access simply press the + button on the right after opening character customization page, the option will pop on the left side
  • players are given 10 slots to save their loadouts
  • to save, simply press which slot, it will be highlighted indicating which slot u wan to save into, give it a name and save, if successful, the name should be changed on the list
  • to load simply press the loadout slot and then press load on the bottom
  • added 1 "new" hair
  • just tweaks on Catsuit 2
  • security level now gets autosaved
  • re-take on Voice 4 specificly on fully gagged moans
  • Prototype27
  • Temporary Security system is added
  • security level will increase every time player gets send back to cell by being captured by head guard, armed guard or dominant
  • added temporary Bail out system
  • bail out button will give player the option to "reset" the game with selected security level (selecting sec level will be removed in the future)
  • bail out will spawn the player back to cell (for now) with all restraints broken, basicly a safeword
  • changes to head guard patrol path
  • box prop distribution
  • Voices shoutout to
  • Voice 1 shoutout to QuetzalyVerde,
  • Voice 2 shoutout to Aife_thedarkelf
  • Voice 3 shoutout to Tsuma-AMSR
  • Voice 4 shoutout to ErisVox
  • Voice 5 shoutout to Bashful_Echo
  • Voice 6 shoutout to Rhaena
  • Prototype26
  • Implemented automatic sliding doors
  • doors will always be opened when a character is near it and will close when there's no longer any characters near it, use it as an advantage
  • players now can be apprehended even if their arms is free, as long their legs is bound
  • player/dummy-chan's arms will be tucked to the back as long they are apprehended
  • Prototype20
  • Prototype18
  • N/A
  • Prototype17p1
  • N/A
  • Prototype14
  • N/A
  • Prototype13
  • Prototype12
  • changed room color
  • handgun now actually shoot shock bullets and deal damage to dummy-chan
  • after enough shots, dummy-chan will be knocked down and can be restrained as usual
  • player no longer need to crouch in order to do chloforom takedown
  • dummy-chan now do not crouch when player is in range, and will chloroform player if their back is shown in range
  • bullets will still make moans on tied dummy-chan
  • the game is forced to run at 60 fps now, so if specs are lower than minimum, sometimes u can still run, but the game speed will not decrease like before, but plays in lower frame rate instead
  • Prototype11p2
  • Prototype10p2
  • Initial Release

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