Click to zoom
1 / 4
Ongoing
v0.7
Dormitory23
Game Information
Developer
StafiLynxVersion
v0.7
Engine
Others
Release Date
Mar 9, 2026
Last Update
Apr 5, 2026
Censorship
Uncensored
Overview
Welcome to Dormitory23, where the halls whisper secrets and nothing is quite as it seems.
Gameplay & Mechanics
Navigate a mysterious dorm filled with peculiar residents in this point-and-click adventure. Uncover their stories, solve puzzles, and make choices that'll shape your relationships with them.
Key Features
- Immerse yourself in a rich fantasy world filled with furry characters.
- Experience branching storylines and multiple endings based on your decisions.
- Collect and enjoy beautiful 2DCG artwork throughout the game.
Installation
1. Extract and run.
Changelog
### 0.7
- v0.7
- N/A
- v06
- • Lia — LEWD option unlocked (affinity 65+)
- - New intimate scene: Bubjob
- - Full dialogue sequence with Lia's character (reserved, strict, but warm)
- - Scene unlocks gallery entry "Soft and Warm"
- - Costs 3 energy
- • Maria (Mall) — Intimate scene added
- - Triggered after meeting Maria in the clothing department
- - Unlocks gallery entry "Back Room"
- • Clara — Flashback scene
- - Triggered by finding and reading Clara's photo album
- - Unlocks two gallery entries
- GALLERY:
- • In-game gallery now shows all unlocked scenes
- • New entry: Lia Bubjob scene (locked by default, unlocks after scene)
- • Gallery rebuilds on each open — unlock state always up to date
- • Unlock progress counter added (X / total unlocked)
- SYSTEMS:
- • Energy cost added to all LEWD actions (3 energy)
- • City map exit now costs 1 energy
- • Gallery unlocks now save automatically to the correct slot
- • Quest "Maya Document Delivery" can no longer repeat after completion
- • Zone transitions now have a subtle fade effect
- FIXES:
- • Fixed game freeze after asking characters questions (Ask menu)
- • Fixed character menus not closing when switching zones
- • Fixed dialogue panel staying open and blocking input
- • Fixed Lia Bubjob scene not returning to correct DormFloor
- • Fixed request_sleep_menu argument error (Bed2.gd)
- • Fixed gallery not showing new scenes after unlock
### 0.5
- v0.5
- MAJOR NEW FEATURES:
- CITY SYSTEM:
- • Added interactive city map with multiple locations
- - Student Dormitory (home base)
- - University campus
- - Central Park
- - Victory Monument
- - Train Station
- - Night Bar
- - City Hall
- • Dynamic danger levels based on time of day
- • Location-specific descriptions and Ash's comments
- • Quest-based location unlocking system
- • Hover effects and interactive UI
- NEW CHARACTERS & SCENES:
- • Maya - New character introduced at City Hall
- - Document delivery quest from Lia
- - Choice-based dialogue system (honesty affects relationships)
- - Maya recruitment storyline
- NEW QUESTS:
- • "Maya Document Delivery" (Secondary Quest)
- - Given by Lia
- - Deliver documents to Maya at City Hall
- - Unlocks City Hall location
- - Choice system affects Maya and Lia relationships
- LOCALIZATION SYSTEM:
- • Full English and Russian language support
- • 1000+ translated strings covering:
- - All UI elements
- - Character dialogues
- - Quest descriptions
- - Location names and descriptions
- - Menu items and buttons
- • Language selection on startup (18+ warning screen)
- • Language switcher in Settings menu
- • Real-time UI translation when switching languages
- • System locale detection for default language
- • Persistent language preference saving
- SPLASH SCREEN & INTRO:
- • Replaced video splash with animated splash screen
- - Animated logo sequence (StafiLynx + Dormitory23)
- - Smooth fade-in effects with glow and color shifting
- - Cinematic camera zoom on background
- - Vignette shader for atmosphere
- - Background music: "Pixel Drift Intro.mp3"
- • 18+ Age Warning Screen
- - Content warnings for mature themes
- - Age verification (18+ confirmation)
- - Integrated language selection (English/Russian)
- - Background image with atmospheric design
- GAMEPLAY IMPROVEMENTS:
- • Enhanced relationship system
- - Affinity changes based on quest choices
- - Character reactions to player decisions
- - Long-term consequences for choices
- • Quest tracking improvements
- - Quest completion/failure states
- - Quest-based location unlocking
- - Multiple quest outcomes
- - Quest reminder dialogues
- • Time and energy management
- - Daily activity limits per character
- - Energy-based actions
- - Time progression system
- - Day/night cycle affects availability
- UI/UX ENHANCEMENTS:
- • Settings menu with Language tab
- - English/Russian language buttons
- - Current language indicator
- - Real-time translation updates
- • Improved pause menu
- - Gallery access during gameplay
- - Better navigation
- - Translated menu items
- • Enhanced inventory system
- - Item descriptions
- - Quest items tracking
- - Visual feedback
- • Character interaction menus
- - Talk, Ask, Spend Time, Lewd options
- - Context-sensitive availability
- - Daily interaction limits
- NEW ASSETS:
- • City map background and location sprites
- • Maya character portraits and expressions
- • Gallery scene artwork (2 scenes)
- • Splash screen images and logos
- • Vignette shader effect
- • New background music tracks
- • Sound effects for UI interactions
- KNOWN ISSUES:
- • Some city locations not yet accessible (coming in future updates)
- • Additional gallery scenes planned for future content
- • More character storylines in development
### 0.4
- v0.4
- CONTENT ADDITIONS
- Dialogue Lines
- - 100+ new dialogue lines for Pedro
- - Updated dialogue for Clara and Lia
- - Quest-specific dialogue sequences
- - Dream sequence dialogue
- - Night event dialogue
- Scenes
- - Pedro introduction scene
- - Clara photo quest scenes (accept/refuse/fail) WIP
- - Clara/Lia dream sequence
- - Night toilet event
- - Ash flashback scene
- Fixed Portrait Mouth Staying Open
- - Added Pedro portrait closing in
- hide
- dialog()` function
- - All character portraits now call `set_talking(false)` on dialogue end
- - Fixed
- hide
- pedro_portrait()` to properly close mouth
- - Ash's mouth no longer stays open after dialogue
- Fixed Click Blocking Issues
- - Updated `_input()` in Room.gd to check all character menus
- - Prevents dialogue closing when mouse is over any character menu
- - Checks Clara, Pedro, and Lia menus
- - Proper input event handling hierarchy
- Minor Fixes
- Fixed Duplicate Constant Declaration
- - Removed duplicate `MENU_X_GAP` constant in PedroPresenceClickable.gd
- - Kept single declaration at line 33 ETC...
- Performance
- - ⚡ Optimized portrait animation system
- - ⚡ Reduced unnecessary UI updates
- - ⚡ Improved tween management (proper cleanup)
- - ⚡ Better memory management for modal blockers
- Code Quality
- - Centralized quest management in QuestManager.gd
- - Consistent naming conventions across character script
- - Improved code documentation
- - Better separation of concerns (UI, logic, data)
- User Experience
- - Smoother menu transitions
- - Better visual feedback for locked content
- - Improved dialogue flow
- - More intuitive character interactions
- - Clearer quest objectives
### 0.3
- v0.3
- Added a major story expansion focused on Ash’s past
- The narrative now dives deeper into his family history, emotional trauma, and internal conflicts.
- Implemented the first flashback arc, divided into structured scenes
- These moments are triggered through dialogue and story progression, blending seamlessly into gameplay.
- Introduced heavier, dialogue-driven scenes
- Conversations now rely more on pauses, silence, and subtext rather than exposition.
- Dialogue Improvements
- Expanded dialogue system usage for:
- Interruptions
- Emotional pauses
- Short, sharp lines during tense moments
- Improved pacing in conversations
- Dialogues now feel less “game-like” and closer to real, uncomfortable human exchanges.
- NEW MUSIC.
- ⚙ New Systems & Experiments
- Added an experimental Cheat Panel (early version)
- This is the main new feature of the update.
- It allows direct interaction with game states and flags and will be expanded in future versions.
- Laid groundwork for:
- Conditional story branches
- Hidden narrative states
- Player-aware systems (the game knowing what you know)
- Technical Changes
- Refactored several scripts to support:
- Multi-part scenes
- Flashback transitions
- Cleaner state management for story events
- Improved scene loading stability
- Reduced hard transitions, added smoother fades and black-screen beats.
- Fixes
- Fixed dialogue triggers that could fire multiple times
- Fixed soft-locks caused by unfinished scene states
- Minor UI fixes related to dialogue windows and input timing
### 0.2
- v0.2
- Core Gameplay Structure
- Solidified the
- top-down dorm layout
- flow (DormFloor as the main hub with corridor/living room/character rooms).
- Reinforced the
- day phase structure
- (early morning → late night) as the backbone for scheduling and events.
- Relationship & Stamina Systems
- Continued building out
- affinity
- as a primary progression gate (rooms/options unlocking through relationship thresholds).
- Improved
- stamina handling
- and interaction logic groundwork, preparing it for stricter daily limits later.
- UI & Interaction Improvements
- Refined the
- dark, soft-panel UI style
- (clean borders, readable layering).
- Ensured important menus render
- above portraits
- so UI doesn’t get covered.
- Stabilized character interaction flow with the modal menu structure:
- Talk / Ask / Spend Time / Lewd (locked) / Leave
- Save/Load Stability Fixes
- This was a big pain-point in early builds, so v0.2 tackled the worst offenders:
- Fixed critical compile/load issues caused by broken script references (e.g. wrong preload targets).
- Resolved naming conflicts that caused runtime weirdness (like variables colliding with built-in methods).
- Cleaned up several script errors (missing identifiers, incorrect casts, bad indentation) that could break autoloads and prevent saves from working.
- Early Quest & World Logic Cleanup
- Improved how quests and world-state interact so progress doesn’t randomly roll back.
- Started aligning “world truth” (like unlocks and important item states) with reliable save data.
### 0.1
- v0.1
- Core gameplay framework
- Basic player navigation between rooms
- Interactive objects that react to player input
- Early quest logic and progression flags
- Dialogue system (early version)
- Text-based dialogues without character portraits
- Clean dialogue panel with name and text separation
- System prepared for branching and future character interactions
- Ash — the protagonist
- Introduction to Ash as the main playable character
- Internal monologues and environmental reactions
- The beginning of Ash’s routine and daily life
- UI & atmosphere
- Initial UI layout (dialogue panel, menus, buttons)
- Time-of-day system groundwork
- Background music switching for day and night
- Minimalistic, moody presentation to set the tone
- Technical groundwork
- Scene structure and room system
- Save/load-ready architecture (early stage)
- Modular codebase prepared for future characters, portraits, and events
- Demo
- Initial Release
- v0.7
- N/A
- v06
- • Lia — LEWD option unlocked (affinity 65+)
- - New intimate scene: Bubjob
- - Full dialogue sequence with Lia's character (reserved, strict, but warm)
- - Scene unlocks gallery entry "Soft and Warm"
- - Costs 3 energy
- • Maria (Mall) — Intimate scene added
- - Triggered after meeting Maria in the clothing department
- - Unlocks gallery entry "Back Room"
- • Clara — Flashback scene
- - Triggered by finding and reading Clara's photo album
- - Unlocks two gallery entries
- GALLERY:
- • In-game gallery now shows all unlocked scenes
- • New entry: Lia Bubjob scene (locked by default, unlocks after scene)
- • Gallery rebuilds on each open — unlock state always up to date
- • Unlock progress counter added (X / total unlocked)
- SYSTEMS:
- • Energy cost added to all LEWD actions (3 energy)
- • City map exit now costs 1 energy
- • Gallery unlocks now save automatically to the correct slot
- • Quest "Maya Document Delivery" can no longer repeat after completion
- • Zone transitions now have a subtle fade effect
- FIXES:
- • Fixed game freeze after asking characters questions (Ask menu)
- • Fixed character menus not closing when switching zones
- • Fixed dialogue panel staying open and blocking input
- • Fixed Lia Bubjob scene not returning to correct DormFloor
- • Fixed request_sleep_menu argument error (Bed2.gd)
- • Fixed gallery not showing new scenes after unlock
### 0.5
- v0.5
- MAJOR NEW FEATURES:
- CITY SYSTEM:
- • Added interactive city map with multiple locations
- - Student Dormitory (home base)
- - University campus
- - Central Park
- - Victory Monument
- - Train Station
- - Night Bar
- - City Hall
- • Dynamic danger levels based on time of day
- • Location-specific descriptions and Ash's comments
- • Quest-based location unlocking system
- • Hover effects and interactive UI
- NEW CHARACTERS & SCENES:
- • Maya - New character introduced at City Hall
- - Document delivery quest from Lia
- - Choice-based dialogue system (honesty affects relationships)
- - Maya recruitment storyline
- NEW QUESTS:
- • "Maya Document Delivery" (Secondary Quest)
- - Given by Lia
- - Deliver documents to Maya at City Hall
- - Unlocks City Hall location
- - Choice system affects Maya and Lia relationships
- LOCALIZATION SYSTEM:
- • Full English and Russian language support
- • 1000+ translated strings covering:
- - All UI elements
- - Character dialogues
- - Quest descriptions
- - Location names and descriptions
- - Menu items and buttons
- • Language selection on startup (18+ warning screen)
- • Language switcher in Settings menu
- • Real-time UI translation when switching languages
- • System locale detection for default language
- • Persistent language preference saving
- SPLASH SCREEN & INTRO:
- • Replaced video splash with animated splash screen
- - Animated logo sequence (StafiLynx + Dormitory23)
- - Smooth fade-in effects with glow and color shifting
- - Cinematic camera zoom on background
- - Vignette shader for atmosphere
- - Background music: "Pixel Drift Intro.mp3"
- • 18+ Age Warning Screen
- - Content warnings for mature themes
- - Age verification (18+ confirmation)
- - Integrated language selection (English/Russian)
- - Background image with atmospheric design
- GAMEPLAY IMPROVEMENTS:
- • Enhanced relationship system
- - Affinity changes based on quest choices
- - Character reactions to player decisions
- - Long-term consequences for choices
- • Quest tracking improvements
- - Quest completion/failure states
- - Quest-based location unlocking
- - Multiple quest outcomes
- - Quest reminder dialogues
- • Time and energy management
- - Daily activity limits per character
- - Energy-based actions
- - Time progression system
- - Day/night cycle affects availability
- UI/UX ENHANCEMENTS:
- • Settings menu with Language tab
- - English/Russian language buttons
- - Current language indicator
- - Real-time translation updates
- • Improved pause menu
- - Gallery access during gameplay
- - Better navigation
- - Translated menu items
- • Enhanced inventory system
- - Item descriptions
- - Quest items tracking
- - Visual feedback
- • Character interaction menus
- - Talk, Ask, Spend Time, Lewd options
- - Context-sensitive availability
- - Daily interaction limits
- NEW ASSETS:
- • City map background and location sprites
- • Maya character portraits and expressions
- • Gallery scene artwork (2 scenes)
- • Splash screen images and logos
- • Vignette shader effect
- • New background music tracks
- • Sound effects for UI interactions
- KNOWN ISSUES:
- • Some city locations not yet accessible (coming in future updates)
- • Additional gallery scenes planned for future content
- • More character storylines in development
### 0.4
- v0.4
- CONTENT ADDITIONS
- Dialogue Lines
- - 100+ new dialogue lines for Pedro
- - Updated dialogue for Clara and Lia
- - Quest-specific dialogue sequences
- - Dream sequence dialogue
- - Night event dialogue
- Scenes
- - Pedro introduction scene
- - Clara photo quest scenes (accept/refuse/fail) WIP
- - Clara/Lia dream sequence
- - Night toilet event
- - Ash flashback scene
- Fixed Portrait Mouth Staying Open
- - Added Pedro portrait closing in
- hide
- dialog()` function
- - All character portraits now call `set_talking(false)` on dialogue end
- - Fixed
- hide
- pedro_portrait()` to properly close mouth
- - Ash's mouth no longer stays open after dialogue
- Fixed Click Blocking Issues
- - Updated `_input()` in Room.gd to check all character menus
- - Prevents dialogue closing when mouse is over any character menu
- - Checks Clara, Pedro, and Lia menus
- - Proper input event handling hierarchy
- Minor Fixes
- Fixed Duplicate Constant Declaration
- - Removed duplicate `MENU_X_GAP` constant in PedroPresenceClickable.gd
- - Kept single declaration at line 33 ETC...
- Performance
- - ⚡ Optimized portrait animation system
- - ⚡ Reduced unnecessary UI updates
- - ⚡ Improved tween management (proper cleanup)
- - ⚡ Better memory management for modal blockers
- Code Quality
- - Centralized quest management in QuestManager.gd
- - Consistent naming conventions across character script
- - Improved code documentation
- - Better separation of concerns (UI, logic, data)
- User Experience
- - Smoother menu transitions
- - Better visual feedback for locked content
- - Improved dialogue flow
- - More intuitive character interactions
- - Clearer quest objectives
### 0.3
- v0.3
- Added a major story expansion focused on Ash’s past
- The narrative now dives deeper into his family history, emotional trauma, and internal conflicts.
- Implemented the first flashback arc, divided into structured scenes
- These moments are triggered through dialogue and story progression, blending seamlessly into gameplay.
- Introduced heavier, dialogue-driven scenes
- Conversations now rely more on pauses, silence, and subtext rather than exposition.
- Dialogue Improvements
- Expanded dialogue system usage for:
- Interruptions
- Emotional pauses
- Short, sharp lines during tense moments
- Improved pacing in conversations
- Dialogues now feel less “game-like” and closer to real, uncomfortable human exchanges.
- NEW MUSIC.
- ⚙ New Systems & Experiments
- Added an experimental Cheat Panel (early version)
- This is the main new feature of the update.
- It allows direct interaction with game states and flags and will be expanded in future versions.
- Laid groundwork for:
- Conditional story branches
- Hidden narrative states
- Player-aware systems (the game knowing what you know)
- Technical Changes
- Refactored several scripts to support:
- Multi-part scenes
- Flashback transitions
- Cleaner state management for story events
- Improved scene loading stability
- Reduced hard transitions, added smoother fades and black-screen beats.
- Fixes
- Fixed dialogue triggers that could fire multiple times
- Fixed soft-locks caused by unfinished scene states
- Minor UI fixes related to dialogue windows and input timing
### 0.2
- v0.2
- Core Gameplay Structure
- Solidified the
- top-down dorm layout
- flow (DormFloor as the main hub with corridor/living room/character rooms).
- Reinforced the
- day phase structure
- (early morning → late night) as the backbone for scheduling and events.
- Relationship & Stamina Systems
- Continued building out
- affinity
- as a primary progression gate (rooms/options unlocking through relationship thresholds).
- Improved
- stamina handling
- and interaction logic groundwork, preparing it for stricter daily limits later.
- UI & Interaction Improvements
- Refined the
- dark, soft-panel UI style
- (clean borders, readable layering).
- Ensured important menus render
- above portraits
- so UI doesn’t get covered.
- Stabilized character interaction flow with the modal menu structure:
- Talk / Ask / Spend Time / Lewd (locked) / Leave
- Save/Load Stability Fixes
- This was a big pain-point in early builds, so v0.2 tackled the worst offenders:
- Fixed critical compile/load issues caused by broken script references (e.g. wrong preload targets).
- Resolved naming conflicts that caused runtime weirdness (like variables colliding with built-in methods).
- Cleaned up several script errors (missing identifiers, incorrect casts, bad indentation) that could break autoloads and prevent saves from working.
- Early Quest & World Logic Cleanup
- Improved how quests and world-state interact so progress doesn’t randomly roll back.
- Started aligning “world truth” (like unlocks and important item states) with reliable save data.
### 0.1
- v0.1
- Core gameplay framework
- Basic player navigation between rooms
- Interactive objects that react to player input
- Early quest logic and progression flags
- Dialogue system (early version)
- Text-based dialogues without character portraits
- Clean dialogue panel with name and text separation
- System prepared for branching and future character interactions
- Ash — the protagonist
- Introduction to Ash as the main playable character
- Internal monologues and environmental reactions
- The beginning of Ash’s routine and daily life
- UI & atmosphere
- Initial UI layout (dialogue panel, menus, buttons)
- Time-of-day system groundwork
- Background music switching for day and night
- Minimalistic, moody presentation to set the tone
- Technical groundwork
- Scene structure and room system
- Save/load-ready architecture (early stage)
- Modular codebase prepared for future characters, portraits, and events
- Demo
- Initial Release