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Ongoing vChapter 1 - Issue 02 (May the 4th be with you!)

Star Wars: XtormTroopers

3.7
(10 votes)

Game Information

Version

vChapter 1 - Issue 02 (May the 4th be with you!)

Engine

Unity

Release Date

Apr 30, 2026

Last Update

May 1, 2026

Censorship

Uncensored

Overview

Star Wars: XtormTroopers throws you into a wild parody of the galaxy far, far away, where you're an unlikely hero navigating a new family, Imperial programs, and unexpected sexual encounters.

Gameplay & Mechanics

Manage your harem of alien beauties, engage in animated 3DCG sex scenes, and experience a humorous take on classic Star Wars elements, all while trying not to mess up your chance at becoming someone.

Key Features

  • Manage and interact with a diverse cast of monster girl lovers
  • Engage in various sexual activities such as handjob, oral sex, vaginal sex, and group sex
  • Experience animated 3DCG scenes with humorously familiar Star Wars parodies

Download and play Star Wars: XtormTroopers now on Gaxload.

Installation

1. Extract and run.

Changelog

### 0.0.1b
- v0.0.1b
- Spoiler:
- TLDR; no content, just bugfixes
- NEW CONTENT:
- Nothing, this is a very "small" update to fix bugs that have been reported. If you played the previous v0.0.1a you can skip this one.
- ;)
- BUG FIXES & IMPROVEMENTS:
- A button labeled "Patreon" that did not lead to Patreon has been hidden
- . - No monetization exists yet, no page to link to, no financial relationship to solicit. A misconfiguration changed the label of one button. It said "Patreon" but it went nowhere. A label on a door that opened onto a wall. I have removed the door. I'm keeping the wall. You are free to play without the sensation of being hunted or predated. Jump. Run. Explore. Nothing in this version wants your wallet.
- Scenes and characters now display with accurate, vivid colors.
- - A post-process tint was silently darkening the entire game experience. Everything was being processed through a filter nobody asked for. Now DirectX 11 is forced on the Unity graphics, and you should see reality as it was meant to be. Welcome to the "not-so-dark" side.
- Faster loading times and smoother scene transitions.
- - Unity's default pipeline was dutifully initializing depth prepass buffers, shadow cascades, and occlusion culling structures... all of them designed for 3D geometry that does not exist in this game, has never existed, and was never planned. The renderer has been relieved of its unnecessary obligations.
- Closing the game now fully closes the game.
- - EXIT button now properly closes the app, and an Application.Quit() is now called to complete engine deinitialization. You should not experience any background threads running unattended in your system. If you still do, that's unrelated to this game. If you still do have them, your PC was already haunted before you launched this game. Whatever is lurking in there is not a bug I can patch.
- Confirmation pop-ups now appear on top of everything and can be interacted with.
- - The modal was instantiating on a canvas layer beneath the existing graphic user interface... present in the scene, invisible to you, waiting in silence for an interaction that was structurally impossible. Now this modal has been promoted to the correct layer. It can be found. It can be interacted with.
- Skip mode now works without interruption on all dialogue lines.
- - Auto-advancing interrupt sequences (dialog lines that require no player input) accidentally contained hardcoded "wait commands" of up to 1000ms. Unskippable. One second of enforced stillness with no narrative justification, which is precisely long enough to start noticing the passage of time and forming opinions about it. This has been fixed, and you may now skip continuously, all the way to the end, experiencing nothing. This is your right.
- Choice buttons no longer bleed into minigames or break them.
- - When a minigame was triggered from the menu, while a choice dialog was active, the choice UI remained visible and interactive on top of the minigame scene... clicking those choices mid-minigame corrupted the game state in ways that were creative, varied, and entirely unwelcome. The choice layer is now properly dismissed before minigame initialization. Each system gets its turn.
- The Pong minigame now runs at a consistent speed regardless of your hardware.
- - The minigame was running on raw hardware acceleration (no frame cap, no delta time normalization) which meant its speed was determined entirely by how many frames your machine could produce. On capable hardware, playable. Running on potatoes, a disaster. The minigame now scales to screen resolution and quality settings. If it still misbehaves on your system, lowering the in-game quality setting should correct it.
- The "New Stepmother" is now correctly identified as "Aunt".
- - When you are adopted by your uncle, his wife does not become your stepmother. Unfortunately, this is how kinship works. The MC's family tree was silently violating this convention assigning a maternal role to a woman who had not assumed one (by any legal, biological or emotional mechanism). I regret the confusion (I regret it less than I would have regretted leaving it in, though). The MC is now, correctly, motherless.
- Closing the contraband screen from the main menu no longer corrupts the title screen.
- - Closing that menu triggered incorrect GUI layers to surface on the title screen, blocking every interactive element underneath. This has been fixed, and now the in-game layers are aware that the main menu is not their jurisdiction.
- The save/load menu now accurately reflects the actual state of your saves at all times
- . - Deleting a save slot was being processed visually but not propagated correctly to the "save and load" menu. This has been corrected. Deletions are now real. What you see is what exists.
- Save slot thumbnails now capture and display correctly.
- - Thumbnails for save slots were rendering black. You were navigating your save history by feel, by memory, or by a kind of archival intuition that no player should be required to develop. The capture pipeline has been corrected. Slots now show exactly where you were when you saved.
- The DevLog button in the Extras menu now opens the DevLog.
- - It did not before. The button existed. It was labeled correctly. It was reachable. Pressing it produced nothing... no text, no record of any change ever having been made. A button whose entire purpose was to surface this document was, until now, incapable of doing so (the irony!). All prior announcements listed in this changelog were, technically, unannounced.
- Quick save and checkpoint slots expanded from 16 to 96.
- - The previous limit of 16 slots was not enough for the needs of the most adventurous AVN players. That number is now 96 for both cases. If that ever turns out to be not enough, I can always expand the number to 999.
- KNOWN BUGS:

### 0.0.1a
- v0.0.1a
- New Content:
- - Full Prologue playable from start to finish, including opening crawl, character introductions, and first interactions with 5 of the 8 main characters
- - Complete End-of-Version screen with guided tour of all current features
- - Setting established: a space station under construction, pre-Year Zero BBY, with multiple interior environments already built
- New Features & Fixes:
- Voice Over System:
- Organic, scalable voice acting pipeline. Every line is recorded and integrated
- Music & Sound Design:
- Full audio layer combining original score with adapted Star Wars music, plus contextual sound effects. Each scene has its own audio identity
- Ken-Burn Effects:
- Custom-built background motion system. Not video, not traditional animation
- Main Menu:
- Fully functional with complete feature access. Clean, navigable, no distractions
- Save System:
- Multiple save slots, autosave, and scene checkpoints. The universe remembers everything... but if you need to go back and try again, the infrastructure is there
- Director's Cut Mode:
- Toggleable annotation layer, accessible from Extras. Adds creator commentary to scenes. Already implemented in the intro
- Point & Click Interaction:
- Clickable objects and areas hidden inside scenes. Rewards exploration with inventory items, hidden achievements, alternate dialogue, and exclusive story paths
- Hidden Messages:
- Environmental storytelling baked into scenes. Clues, easter eggs, and rewards for players who actually look at what's in front of them
- Achievement System:
- Fully implemented. Tied to exploration, decisions, minigame performance, and story paths
- Pet Names System:
- Unlockable address system for main (and some secondary) characters. Names earned through reputation and story decisions. Specific events generate specific names until overwritten
- Advanced Decision Tracking:
- Every player choice stored and queryable at any future point in the script. Includes a developer tool to calculate maximum achievable score per stat per playthrough
- Player Stats Screen:
- Two alignment axes (Rebel/Loyal and Traditionalist/Progressive) that evolve based on decisions. Separate skill track tied exclusively to competitive minigame performance. Training damage stats for ego purposes
- Inventory System:
- Functional item collection. Items serve as dialogue keys, character gifts (reputation boosters), and interaction requirements for specific GUI elements
- Girls Menu:
- Relationship tracker for main characters. Shows reputation scores, current status, and pet name aliases
- Holonet (Contact Directory):
- Character registry that updates dynamically based on your decisions. Same entry tells a different story depending on what you've done
- Scene Replay System:
- Unlocked scenes saved and replayable at any time. Tracks per-playthrough unlocks
- Contraband Gallery:
- Unlockable spicy content tied to items, decisions, and specific story paths
- Codex:
- In-universe encyclopedia. Has an entry explaining what the Codex is, which is exactly as meta as it sounds
- Sith Holocron:
- One per chapter. Find the code from in-game clues. Requires the physical Holocron item in inventory to open. Grants access to everything missed in that chapter
- 4 Fully Functional Minigames:
- Procedurally generated, each with modifier powerups configurable à la carte. Two modes: Training (unlimited, no stakes) and Competitive (triggered by character challenges, one attempt, results affect Skills). Characters have strengths and weaknesses across games
- Tutorial System:
- Gradual feature unlock designed to onboard mechanics organically as the story creates space for them
- Feedback Screen:
- End-of-version interactive sequence with sentiment tracking and F95Zone integration prompts
- Known Bugs:
- - Do not try to delete saves... I'll fix that soon.
- - Button to exit the game may not 100% work.
- (That's because I love you and I want you to play forever... Alt+F4 still works, though)

Star Wars: XtormTroopers

vChapter 1 - Issue 02 (May the 4th be with you!) Windows

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