You must be 18+ to view this content
Bitch Land may contain content you must be 18+ to view.
The creator of this page has specified that it contains mature themes and content. Please enter your birthdate to verify you are 18 or older:
Build 10 Patreon Release
Yo, I've added the Zea arc in main missions, the ability to have newborns, and new sex poses. And more below.
Newborns will instantly turn adult, inside a Growth vat pod. When you're pregnant you can go on the clinic, and the doctor will handle it very proffesionally. You can also ask pregnant NPC's to follow you, and at the clinic ask the doctor to handle them too.

The "offsprings" will be in the new growth pods in the clinic for under 2 minutes, and then you can give them a name and they spawn as an NPC, then you can take them to anywhere in the city.
I've added 5 new sex poses: (Missionary Leg Lock, Missionary2, Shoulder lock from behind, Spooning leg up, Sitting on knees) Be sure to check them out with your favourite NPC's

I've added this far into the main plot line:

If you've been in the discord while I've been doing this build, you must have seen the countless times I've expressed that making these missions was Exausting.

But I'm slightly happier that it's done. I will only be fully happy once the Whole game is done. (Yes I plan to finish it eventually)
I have a pretty clear vision of the development road map for this game.
Let's break it into 4 parts:
1 - Features/Gameplay
2 - Main missions
3 - Open World
4 - Side missions/Extra content
The 1st part, is practically done already, except for features specific to the open world.
The 2nd part, we can also break into 3 parts, Zea's Arc, Jeanne's Arc, End game.
Zea's arc is complete with today's build.
The next build (Build 11) will be focused on the Open world. (More about this below)
For build 12, I plan to add Jeanne's Arc, Although I might need to break that into 2 builds, since I don't know how much work it'll take.
Essentially, in the way that the story of the game is played, the player is put in the middle of the story. There's things that happened in the past that the player can't know because they got there in the middle of it. Like when you get late to a movie, so now you have to work with the plot forward and guess what happened before. This is interesting and all, but there's a few consequences from it that I forgot to consider when I designed the game initially. For example, the "image" of some of the characters, sometime ago I wrote about how the whole playerbase knows Sarah as the blue haired girl that's always fully uniformed. That's what became the "normal sarah" for players, but that's actually not the normal sarah for me, Sarah's normal state for me is her offwork state, no painted hair and casual clothes. But in the way I designed the main plot, you'll never get to see her that way. This isn't neccesarily a problem, but it's still something I want to solve. A quick solution for Sarah in specific is just to give her "side quests" where she's in her casual state.
But this is also gonna happen to the Jeanne character. She is insane, extremely lewd and sexual woman. And she used to be the prision manager, lots of BDSM stuff let's say. BUT this is NOT what the player will see when she shows up in the story line. In the main plot she is in a diferent state of mind, and will have other things to worry about. This bothers me A LOT. The story initially felt interesting TO ME, because we were seeing her in an unusual state. But I totally forgot to show the player how she originally is meant to be like. 💀
So the solution I have for it, to so add her ingame during HardMode, before she changes personality. So the player can experience all the BDSM she can offer. 🤭
I plan on adding more to HardMode with her new part there, for example instead of specificly 5 days in there, you'll stay any days it'll take to earn "lewd training points", and only then you can complete the "training center".
But I'll still think a lot about it until we actually get to Build 12.
Essentially, this is Jeanne, and this is how the player must get to know her as (in hardmode):

And then later in the story (in medium mode) the Jeanne that the player will come across will be "focused about other things" (you'll only understand why in a post endgame cutscene/mission) (Reminder that I've got it all planed and designed before I even started making the game)
Anyway, in the future when the first 3 parts of the game will be technically finished, I'll consider the game technically done :D After that I will still be working on it obviously, mostly with part 4 (Side missions/Extra content).
Well, after you play the new missions, I've added a new menu to the Settings where you can speedrun them and it'll save your record times, Let's see if you can beat mine's :J

But please, play the new missions normally first, so you can experience the plot properly.
Mods
This build I've changed the compilation method from il2cpp to Mono. What this means is that it's now possible to create Mods for the game.
There's already a few mods that you can get from here: https://discord.gg/S7hcQvYzmJ
Including a "Pubes mod", that adds a new option to New game where you can set the % of NPC's spawn with pubes. If you're not interested in pubes (like me), you can just disable/not add that mod.
But please check the mods anyway, there's some good things there, like extra +30 hair styles mod, and more other things.
Next Build
For the next build I'll be working on adding the Open World. The open world will have a random generated map/world.
In the build I'm releasing today, you can already see the "construction tutorial" during one of the new missions.
In the open world you'll be able of building more structures, either it be simple walls, or full buildings. And also furniture + other things.
In the open world, you'll also have some NPC's as you own population, and there will be a new population management aspect to the game, where you can plan and design what structures to build, and then assign your NPC's to the Worker class, and they will automatically go build your plans + mine for resources needed.
In the open world there'll also be the Science research tree, where you'll unlock many new things to build/do.
The "color classes" that currently exist in the game will make more sense and be useful in the open world, in general it goes like this: You obtain a new NPC, and first assign them to the Training class (Yellow). Once they are trained, you can assign them to any other class: -Worker class (Red): Will automatically go Mine, Construct, Farm, Any needed hardwork; -Civilian class (Blue): Will automatically do Sex work, Science work; -Army class (Green): Will automatically Police and Defend your city;
If you got some favourite NPC's you can assign them to the Royal class (Orange), and they will be your "wifes/husbands", and if you build a statue of them, you can also assign them to manage other classes.
This class system will be mentioned in today's build new missions, and you'll see who are the class managers of the player dad's city.

There are many things I still must consider about the world's generation. In the past I've already done some experiments with terrain generation.

Ideally I'd like it to be like in Minecraft, where the world just generates around you seamlessly. The way that works is with "map chunks" where they can get loaded/unloaded depending on the player's position in the world. I will try this method, but ultimatly if it's being too heavy, I might have to settle for another method, where it loads just a "section" of the world. For example 5000x5000 meters, surrounded by "map borders". And then you'd travel to another sections by using a "travel" option.

(very quick sketch on paint of a possible "map of world sections")
I will consider these options and settle for the one that'll run better.
Feel free to give me any open world suggestions you might have :3 There might be more important things I forgot to talk about, but it's fine.
Downloads:
https://www.patreon.com/posts/138854771
The build will be available here for free in 1 week.
Change log:
-Added [Zea's Trip] mission
-Added [Back Entrance] mission
-Added [Zea's Mistake] mission
-Added [ESB Headquarters] mission
-Added growth vats in the clinic
can be used for healing
can be used to grow a newborn to adult instantly
-Added 5 new sex poses (Missionary leg lock, Missionary2, Shoulder lock from behind, Spooning leg up, Sitting on knees)
-Added [Build menu] to Journal
Only one thing can be built now, actual structures and furniture will be left for another build
-Added Setting to Disable autosave
-Added Settings to change autosave timer (5mins, 10mins, 30mins)
-Added "Speedrun menu" to Settings menu
-Added 3 new musics to the clubs
-Added "Never mind" option when [asking for sex]
-Adjusted vehicle physics trying to make it flip less
(someday I will fully remake vehicle driving)
-Removed some content
-Censored some content
-Added dll mod loader (so you can put mod dll's in Assets\Mods\ and the game will load them)
-Fixed, Panties Gag making the player move uncontrolably when holding in hand
-Fixed, the game respawning more NPC's in the pit when loading the game
-Fixed autosaves not showing up in the list
-Fixed [delete save] button not doing anything
-Fixed multiple bugs during/after sex
-Fixed, the game not loading Cowboy hat, Cat ears, female body armor
-Changed autosave default timer from 2 minutes to 5 minutes
-Added npc hangspots to club safe house
-Reversed order of items in load menu so newest saves appear on top
-Fixed Settings for camera position not working
-Tried fixing occasional bug where NPC's would not follow player when asked to
-Made npc's in the pit have no money
-Fixed getting stuck when using urinal
-Made it reset day light when pressing F8 (in case you press it from a dark location)
-Fixed Alley's sewer entrance
-Added decoration and sit spots to sewers
-Fixed, getting "out of bounds" in hardmode after sex
-Fixed, ability to add 0 bitchnotes to a locker
-Fixed, Lockers in "vending street" safe house not working properly
-Fixed, misc bug in "Zea's Tshirt"
-Made storage menu include items in Hands + Body
-Fixed, unable to buy VR Headset in stores
-Fixed, stores having 0 items for few minutes after loading game
-Fixed, Charater creation, Upper arm sliders not doing anything
-Fixed Zea blocking exit after tshirt mission
-Fixed item duplication bug
-Tried to fix ESB running away in drive mission
-Fixed, male player unable to pickup items to hand
-Fixed male player using weapons
-Fixed male's head being visible in firstperson
-Made so if the player tries to equip something the can't, it'll not despawning it
-Fixed many misc bugs
Get Bitch Land
Bitch Land
Trashy sluttery
| Status | In development |
| Author | Breakfast5 |
| Genre | Simulation, Action, Survival |
| Tags | 3D, Adult, Exploration, Hentai, Indie, NSFW, prostitution |
More posts
- Bitchland Bug-Fixing build 11.d73 days ago
- Bitchland 11.c Public ReleaseMar 14, 2026
- Build 11 (OpenWorld) Patreon ReleaseMar 07, 2026
- Build10 Public ReleaseSep 21, 2025
- BitchLand Build 9.c Public ReleaseJun 22, 2025
- BitchLand Build 9 Change logJun 14, 2025
- BitchLand's Story & DevelopmentMay 19, 2025
- Bug-Fixing Build 8.5Mar 29, 2025
- Build 8.e Public releaseFeb 07, 2025
Comments
Log in with itch.io to leave a comment.
can chinese be added?
I plan to add a text file where you can change the text of the game to any other language.
But this will likely only get done once the game is complete.
Now that NPC generation is a thing, will there be a way to remove unwanted NPCs? Kill them off, send them to prison, etc. I’m afraid of what my pc will do with the influx of motion.
Also is there a list for the specific changes regarding censoring/removal?
I really enjoy what you’re making. Thanks.
Oh never thought about removing them, hmm I might add a new feature for that in the prison "intercom".
What was removed was "human waste", and the censorship is in certain lines of the story.