Flight of the Swallow
by marinekelley Blogspot
Game Details
- Version
- v0.21.1
- Developer
- marinekelley Blogspot
- Engine
- Unity
- Status
- Ongoing
- Language
- English
- Censored
- No
- Updated
- 28 April 2026
About
Sandy Curnow wakes up stripped and cuffed aboard the Diomeda with no memory of how she got that way, and the game spends its runtime making her claw back the answer one restraint at a time.
She's the ship's flight engineer, and the story unfolds through cutscenes and dialogue as she deals with the rest of the crew, some of them friendly, some clearly not, while trying to piece together why she ended up bound in the first place.
Movement runs on a physically simulated active ragdoll, so getting Sandy through the ship's low- and zero-gravity sections is its own puzzle before you even get to the bondage escape scenarios, which ask you to work her limbs free rather than watch a scripted animation play out. The current build only covers the first day of the story, running a few hours end to end, with a second day already in the works.
Changelog
- Add: A rubber armbinder, it's a whole new restraint that covers the arms and secures them tightly behind the girl's back. It's pretty tricky to get out of, and once locked it's impossible (it can be locked while unworn, even without the key, but no way to lock or unlock it while wearing it, meaning if you're locked in it you're stuck). Please note that the story doesn't make use of it yet, it's there only for testing purposes. You will find it in one of the lockers in the Locker Room in REC, in the same locker you find the body harness. It has a few known issues, including some I have no idea how to fix, but it's very usable already. Be aware that since it covers the hands, you can't grab or manipulate anything while wearing it, making it the most restrictive restraint in the game, by far.
- Add: A tight rubber corset, as a new piece of clothing to make Sandy look pretty. You will find it in the same closet, be aware that it's so tight Sandy has trouble catching her breath while wearing it.
- Fix: When Monica puts Sandy in shackles during Pictures Of You, the shackles duplicate (one set is found in the wooden closet behind her). This isn't game-breaking, but normally those shackles are supposed to be unique so I'm not sure what to do about them.
- Fix: In various scenes, some NPCs walk at a reduced speed (usually to wait for Sandy who's trotting in chains behind them), but sometimes they were too slow and couldn't even climb stairs.
- Fix: When Sandy's legs are chained loosely, going to ragdoll mode then back to animated mode while kneeling or crouching, then standing back up immediately would override her leg animator layer with the wrong weight, allowing her longer strides than the chain should allow.
- Fix: When Percy teleports to CMD during Afterglow, sometimes he could want to teleport right back to LIF to finish his former patrol, potentially breaking the scene.
- Fix: In some scenes (e.g. World In My Eyes), the robots suddenly failed to instantiate some ropes.
- Fix: During the negotiation in You Came, Zap might try to go back to his former patrol in the corridor, breaking the scene. This bug seems is due to how a robot loads its saved data when activated, while it should read it when loading a game, activated or not. The tricky part is not to overwrite the data afterwards when activating, since some initializations are made. It might also have made a robot revert to its previous data when deactivated then reactivated, and might explain some other incomprehensible bugs, which are hopefully fixed now as well.
- Fix: During Vogue, the suspension ring failed to activate on time when loading a game saved in the middle of the photoshoot, breaking the scene.
- Fix: During Vogue, the very last photo was not skippable (even though the game pretended it was, it was just a copy-paste gone wrong).
- Add: The whole quest Pictures Of You. I didn't want to release it half complete as I often do (a full quest is long to write and implement, but this one is pretty short), and I didn't want to ruin the surprise of what it is about. To avoid spoiling, it is to Vogue what Some Kind Of Monster is to the detention block arc. And please make sure you have the pictures taken during Vogue still in your Photo folder, in particular the "Single" ones. If not, the game will use default ones instead. The rest... I hope you'll like what you see!
- Add: Elegance shackles for the elbows. They behave exactly like the police elbow cuffs, except they're less painful for Sandy.
- Add: New chain attachments for the Elegance shackles, to match what the Police cuffs can do. Now a character can be chained up exactly the same way in Police cuffs and in Elegance shackles.
- Add: A new option to select how you prefer "Propel" to work. Either propel Sandy towards the object under the crosshair (the default and original mode), or in the direction parallel to the camera (meaning there's parallax but easier to aim when Sandy is against a wall), or in the forward direction of Sandy's chest (in other words, where her breasts are pointing), which is trickier but more dynamic since the camera isn't required at all in that mode, you aim with her body. With those new modes aiming at making Propel more comfortable and dynamic, the stamina cost of propelling has been reduced from 30% stamina to 15% so Sandy won't be winded after the second propel in a quick succession.
- Change: Since ElevenLabs dropped their default voices last month, including Charlotte who voices both Sandy and the player, I had to find another service to continue doing text-to-speech voicing for both characters, while keeping the same quality and of course the same voice. You will notice that Sandy is now actually more expressive than before, as I'm using both another online service and a couple offline solutions (I spent a week trying to find the best solutions, actually, part of why this version took so long to make). The offline solution is good but only delivers 24 kHz voice files, as opposed to the 44.1 kHz I get from the online services, and I think the difference is audible.
- Change: When a robot grabs Sandy but there's an obstacle between them and she can't "float" to the shoulder within a few seconds, the robot should notice it and drop her. It happens sometimes in the art gallery during Pictures Of You.
- Change: The stairs in REC are now opaque for a robot, even though he should in theory be able to spot Sandy through the steps. But it's too annoying when the robot tries to grab her and fails anyway.
- Change: The Reach ability is now taken into account when calculating the attract radius of each hand (that radius is normally equal to the grab radius multiplied by the factor you set in the Helpers, and determines how far the hand will be attracted to a handle when wanting to grab it). But since this is going to be an unpopular change, there's a new switch in the Helpers to ignore Reach, keeping things the way they were before this change. FYI, at Reach 0%, the attract radius is equal to the grab radius, and goes up smoothly as Reach increases. That way, a low Reach still yields a useful attract radius, even if it's smaller than a 100% Reach.
- Change: Normally, all operators (hands, feet, voice etc) use their minimal volume when in ragdoll mode, at least those that have several volumes depending on the Reach ability (hands and feet). For the hands, the volume will now be interpolated exactly like it is in animated mode, instead of always considering Reach is 0. This is because hands and arms are mobile and there is no reason for the game to expect the player to place Sandy's hands exactly on buttons in ragdoll mode and not in animated mode. Of course, when the bondage is tight, the Reach is low so the player has to be more precise than when Sandy is free. For the feet, nothing changes, they still have to be very close to whatever Operable the player wants to operate, but at least it should be easier to operate buttons, closets and doors with the hands when in ragdoll mode now.
- Fix: A few missing lines during the trial in Some Kind Of Monster.
- Fix: During the trial, when Jones says "It got across sideways", I forgot to make him lose a point.
- Fix: "None of us robots is programmed" becomes "None of us robots are programmed", even though Kate is formal and "is" should be correct, "are" sounds better for most native English speakers.
- Fix: During Zap's negotiation scene, I forgot to make Sandy lose a point in one of the branches.
- Fix: During You Came, Archibald is now smarter and frees Sandy from all her disposable restraints (ballgag, tape gag, tape, ropes) and transfers the reusable ones to her Lost And Found Restraints closet in her room. He leaves her shackles and cuffs alone, though.
- Fix: The space and planet angles weren't properly restored when loading a game, if the speed factor is 0 (as is the case at the end of Some Kind Of Monster). As a result, the sequence where the characters go outside, which is supposed to play out on a clear planet background, could play out in the dark and the player wouldn't see much of what's happening.
- Fix: At the end of Some Kind Of Monster, during the death scene, there was some inexplicable momentum added to a ragdoll... Actually this was because of Unity's "continuous speculative" collision detection. Now the ragdoll shouldn't have any parasitic motion anymore.
- Fix: At the beginning of Hunting Down A Killer, the camera no longer moved to predefined points to indicate where to go in HAB.
- Fix: In some cases, Rad was still doing his patrol when he was supposed to go see Sandy in the Detention Block.
- Fix: The tether on the ceiling of Virginia's office should now be more versatile and allow for chains and tape as well, no longer only rope. Same for the tether under the fan in Virginia's room in HAB.
- Hotfix time! As always after the release of a big version change (like from 0.17.2 to 0.18), there was one deep change introduced in 0.18 that broke nearly all the
- tethers. And it was one of those ideas that sounded
- good on the paper but proved to be worth ending up into the "stupid ideas" box.
- Here is the change log:
- 0.18.0.1
- Fix: Tethers weren't working anymore for cuffs and shackles. This was a game-breaking bug and it warrants this release so shortly after the release of 0.18, which was where this bug was introduced. - Fix: Characters would sometimes vanish when instructed to go to a precise position that's outside the navmesh. In practice, it happened only when an NPC was instructed to walk behind (or in front of) another NPC at a set distance, while that other NPC was standing too close to a wall, making the destination out of bounds.
- Fix: Robots should stop grinding Sandy against a door handle when carrying her on their shoulder and crossing a door (in particular an elevator door).
- —
- Fix: Rick was mistakenly thinking Sandy removed her gag during Don't Give Up even if she didn't, but only when the player was fast-forwarding.
- Have fun!
- Fix: When starting a new game, Sandy would collide with stuff inside the ship, stuff she isn't meant to collide with. This bug appeared in 0.9.11.1 and wasn't a game-breaker, but was definitely annoying and confusing for a new player.
- Fix: When repairing the ragdoll or changing outfit while in FPV, the FPV voice channel would change to the TPV voice channel and that bug would survive a reload (we had to restart the game to fix it). This was because FPV uses the player agent's audio source rather than Sandy's, and repairing the ragdoll while in FPV modified said audio source. And the player agent remains active in the main menu, it's never unloaded.
- Fix: Going to the main menu did not stop the delayed actions from some specific triggers in the Space scene, which never unloads (it contains the space, the planet, the ship subsystems, and a few general triggers for power, engines and lights). As a result, loading a game with Sandy in Virginia's room for the second time, with DAL preparing to fire up the engines to 1 G one minute later, but immediately going to the main menu, would unload all the scenes except the Root and Space ones, making that trigger still count down. And if we loaded a save before the countdown reaches zero, DAL would fire up the engines in any other save we would be loading at the time, since the countdown was still active. Yes, that's a very specific bug and it's like 2 years-old. No wonder nobody found it until now.
- Fix: The star should be less pixelized now. It's also bigger, but it might not stay that big in the future.
- Fix: Automatically self-refreshing reflection probes (such as the one in Sandy's room) would make the environment flash for a split second every period. In Sandy's room that would happen every 10 seconds. The flash in itself isn't a bug but a workaround for a much more annoying bug that isn't even from my code, but self-refreshing probes should not require that workaround in the first place.
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