Breeder's Haven Version 11.29.17 by whiskeyrose

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Due to a cataclysmic virus event, 99% of males have been eradicated from the earth with females remaining untouched (How convenient!) . The world now stabilized, uses the Haven System in order to repopulate the world. A Haven is a region that is governed by a male known as a Haven Administrator (That's you!). Its the Haven administrator's responsibility to screen applicants for his haven, impregnate said applicants, and then manage the upgrades and choices regarding the haven. Each applicant brings specific skills to the table, but you can only accept a limited number of applicants, so choose wisely. The more improved an area of your Haven, the more qualified applicants will approach to join your haven.

You have 16 turns (4 real years) to manage your haven before you're reassigned to a new haven to start all over (New Game +). You will receive starting bonuses to your next play through based on your performance. So while most upgrades and applicants will be out of reach the first couple playthroughs, keep at it!
November 29th CHANGES:
-Gone are tech points, you instead have four pairs of value points that are opposites of one another. Increasing one decreases the other. Like with Tech Points, each resident has these values that adjust your haven when recruited. These values are added again when you impregnate a resident after recruitment.
-You now use funds and labor to purchase upgrades/policies for your haven. Funds are granted at a flat rate for each impregnation, where as labor is granted during casual sex sessions. Upgrades and policies will play a bigger role in future updates.
-You can now have twins and triplets, each doubling and tripling rewards. The current proc rate is low, future releases will have options to increase the rate.
-There are now 4 different types of housing slots for residents. Each turn you are granted an additional slot in a rotation through the housing types. You can spend funds/labor to build more slots if you do not wish to wait.
-Removed achievements and random events temporarily.
-You now receive an ending based on the value make-up of your haven. Currently these endings are basic, and something I hope to improve on in the future. A heads up, the webms on some ending slides may have sound...
-Added 9 new residents, resulting in a roster of 74.
-Added a catch-all if you somehow bug past the max turn limit in normal mode, should end the game correctly.
-Added the option to end the game once you pass turn 16, for those that have unlocked a large amount of max turns but don't wish to play through 20+ turns before receiving an ending.