Cape Vavilos
by NekoNekoLab
Game Details
- Version
- v0.2
- Developer
- NekoNekoLab
- Engine
- Godot
- Status
- Ongoing
- Language
- English
- Censored
- No
- Updated
- 21 July 2026
About
You're hired as a preceptor in Cape Vavilos, handed a charge by paying clients and expected to shape her into whatever they ordered: maid, gladiator, scientist, concubine. The city rewards results and doesn't ask how you got them.
Underneath the training contracts sits a city that runs on decadence and quiet scheming, and a preceptor who slips up tends to end up as someone else's cautionary tale.
The work itself is scheduling. You plan your charge's hours, balancing her physical, mental, and social needs, pushing discipline against indulgence and negotiating her cooperation so she stays invested rather than breaking under you. Manage her well and the client is satisfied, your reputation grows, and Cape Vavilos keeps its hooks in you a little deeper.
Changelog
- Content:
- 12 new story events spanning about 8.500 words with new CG (and some animations) covering the first 3 weeks of the game.
- Gameplay:
- Post day feedback building mini-game now only shows a max of 4 alternatives per night.
- Mods and game editor:
- Game is now able to play WebM videos.
- Flipbook node: Plays flipbook like animations
- Video node: Plays WebM videos.
- Delay node: waits for x seconds.
- Mods and game editor:
- The game editor is now accessible from the start menu.
- You can find its manual as a static offline website in the modding documentation folder, (just open index.htm).
- There are some example mods provided in the mod examples folder.
- You can now install and activate mods build with the game editor from the main menu.
- Gameplay:
- I borked Noelle's saves, you'll have to start a new file (oops) I don't intend to make a habit out of this.
- Tutorials and the introduction can now be turned off at the start of the game.
- Changed clickable text hinting to a glow effect, (the dancing letters effect made me seasick).
- Post day feedback building mini-game now uses icons and color coding to convey more information more quickly to the player.
- Increased the number of text shades to convey your charge's sentiment about outcomes from 3 to 5.
- For a cost you can now cut short the argument sections when dishing out punishments/rewards after the first 2 turns.
- Introduced a calendar UI
- You can now make promises during activity bartering
- Your charge can now approach you with attribute objectives
- Will (previously called Temperament) is now functional, high Will charges grow more quickly but are more demanding to manage, low will charges are easier to manage but grow more slowly. Will is cultivated by respecting your charge's agency, and decreases when you don't.
- Initial alpha release.
Talk about this game