Frosh Life 0.6 - Status Update


The transition from 24-hour clock to a morning/afternoon/evening time cycle went smoother than expected and has been in a working state for almost two weeks now.

I have removed the energy status, as I feel like it doesn't play a role any longer. I'm still on the fence about the health status. I kind of think the current implementation, where low health increases the risk of not getting e.g. the fitness points when working out, is overly complicated. Another idea would be to have the health status have an effect on e.g. exam results and swimming results (when competitions are added to the game).

Similarly, I plan on dropping the arousal status. As you've probably noticed it doesn't really do anything and I have struggled to find a good use for it.

Now that you're sort of limited to 3 actions per day and don't have any energy to play around with, I plan on introducing 'boosts'. These are items that you can use during certain actions to boost the effect.

Each action will have a base value, e.g. fitness+1 for working out and knowledge+3 (i.e. knowledge for that particular course) for studying. By drinking a bottle of water and eating a sandwich after the workout (see image) you will gain an additional fitness point. By drinking a coffee before studying you will gain an additional knowledge point (all values subject to change and re-balancing...)

The boosts are in no way mandatory to tinker with. If e.g. you're focusing on the relationship with one girl and don't care about getting top grades, you can pretty safely ignore them. But if you're the type of player who wants to get as much done as possible in one playthrough, then you will have to use them.


I've also added some more course information under the "Me" tab in the menu, so it will be a little easier to see how you're doing study-wise.


This is the new look of the gym location. It didn't really make sense to have 3 sub-locations when there were no real differences between them aside from some images. I also decided to remove the running girl (you know, the one with the animation?). She may be added back to the game at some point, but right now there are just too many characters with half-finished or barely implied sidequests and she's pretty far down on my priority list. Oh, and I've re-rendered all the gym stuff in 1920x1080 resolution.

Some new stuff in the UI as well. Time of day, in this case "Evening", is obviously one thing. I've removed social/energy, since energy isn't used anymore and there's rarely any need to see any of the other player statuses when roaming.  Also changed the black head icon for opening the Relations menu. Now a random girl from the 6 main girls will show instead (changes girl e.g. when traveling and returning from a story sequence).

The final new thing I've added are mandatory events. These are story events that can't be skipped, and there's a new shortcut icon that takes you directly to the correct location whenever there is such an event. You can shop and do stuff that doesn't consume time when there is a mandatory event, but you can't do stuff like studying or working out. Examples of mandatory events are e.g. the Frosh Week events, which actually weren't wholly mandatory before. You could skip quite a few of them, but it was a pain keeping track of it.

Now I've started creating new content for 0.6, doing some lectures and doing renders for meeting Zoey in the library. The content vote for 0.6 has been finished, with bench press girl Sam taking the victory. Look forward to the end of her sidequest (involving wrestling and sex!) in version 0.6 .

If you want to vote for pubic hair designs for Leslie and Zoey you have until August 31st to become a 10$ patron at Patreon and make your vote.

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