Download Summertime Saga APK v0.19.1 For Free - Summertime Saga Android APK Game Full + Save Data Finish Game Download, Summertime Saga Android Adult Game

Summertime Saga is an adult game made by: DarkCookie (Art, Story, Design & Dialogue), NhKPaNdA (Lead Code), Hurfy (Code & Posing), Catbug (Dialogue & Posing), AoiichiNiiSan (Music & SFX), FL22 (Server side & Website) and sam9 (Stream, Discord & Awesomo’s daddy).

Set in a small suburban town, a young man finishing up High school and soon enlisting into College is struck by the death of his father. Mysterious circumstances surrounding the death are only the beginning of his problems as he learns that his family is in debt to a group of shady criminals. Adding to the list of problems, our young hero needs to save enough money before his College semester begins and find a date for prom night!

Summertime Saga is wholly supported by generous donations on Patreon. Please give us a bit of your loose change if you have any to spare!

After his father died leaving his mother, sister and him behind, their father’s death though was suspicious and police investigated it. He also left the family a huge debt to some shady people. So now he has to look after them both plus find the people that caused hisfather’s death, save for college and find a girl for prom.​

 

 

Release Date: 2019-10-19
DeveloperPatreon – Website – Wiki – Discord – Bug Report – Progress Tracker
Censorship: None
Version: 0.19.1
OS: Windows, Mac, Android, Linux
Language: English
Genre: 2DCG, Animated, Male Protagonist, Dating Sim, Voyeurism, Exhibitionism, Incest (Mother/Son, Brother/Sister, Aunt/Nephew), MILF, Masturbation, Sex Toys, Camgirl, Oral Sex, Titfuck, Footjob, Handjob, Anal Sex, Vaginal Sex, Virgin, Group Sex, Big Ass, Big Tits, Footjob, Groping, Stripping, Twins, BDSM, Lesbian, Religion (Nun)

 

v0.19 
– {i}New content:{/i}
– Eve, Grace and Odette are now pursuable characters
– Eve, Grace and Odette pregnancies, and H-Scenes
– Ground up rework of the bank ATM:
– You can now deposit/withdraw any amount of money from the bank.
– You are no longer limited to $25, 000 in your savings account
– You will still unlock the tuition achievement once $25, 000 is in your bank account, even through interest
– The ATM will tell you how much interest you will make for this week.
– You can either use the number row, the keypad or the virtual keypad to enter the amount of money.
– You can now access Debbie’s bank account, to help her repay her debt
– Has no effect right now but will be used during the 0.20 update.
– Debbie’s debt starts at $30, 000 and will progressively gets worse every week.
– The ATM will tell you how much money debbie owes, and how much money will be taken the following week.
– Future difficulty settings will impact how realistic the loan interests are.
– New character : Tuuku, who will hang out at the Tattoo Parlor
– New tattoo parlor locations : Apartment, Bedroom, Bathroom, Roof, Fire Escape, Garage, and Alley.
– New School location : School Frontyard
– New Mall location : Mall Parking Lot
– New Police station location : Police Station Front
– New Hospital location : Hospital Forecourt
– Added DatingSystem feature (mock-up)
– in an effort to foreshadow future save incompatibilities, the dating system (v1) has been implemented.
– each machine has a set of likes/dislikes defined in data/dating.json
– likes/dislikes include activities, gifts and so on, and range from a -5 to a +5 value.
– That value is added to that machine’s “dating points”, whenever the associated action is performed
– each machine has a set of thresholds to unlock available actions with them, after a certain amount of dating points have been acquired.
– The more an action is performed, the less points will be rewarded for that action. The rate follows an exponential decay with a time constant tau equal to 3.
– Added a new UI message feature
– This shows animated messages on the UI screen
– Animated messages may be when you spend/gain money or when you gain stats.
– Animation is just a move up and fade away animation.
– Showing a message is as simple as showing the screen ‘ui_message’ with the following arguments:
– position : the absolute position of the message on screen
– displayable : a displayable to show as the message. Every renpy displayable is supported as well as CDDs
– fadeout_tick : the current tick for the the animation (defaults to 0.0, and is used to refresh the screen every anim_tick_rate)
– anim_tick_rate : a float in seconds representing the tickrate for the animation (controlling the speed of the animation). Defaults to 0.1.
– timeout : the total time it takes in seconds to play out the animation. Defaults to 3.0.
– To access a proper ui_message screen, you need to use the classmethod ‘Game.get_available_ui_message_screen()’ which will return an appropriate screen name for you to use.
– Up to 10 UI messages may be shown at once, after that, the earliest UI message screen displayed is used (and its animation ends abruptly)
– MC may now meander around Summerville in the dead of night enjoying the quiet and seldom seen backdrops to various locations.
– Be warned: Beside a few quest events, not much happens at night, but now players can visit the art.

– {i}Rework of the codebase:{/i}
– Major reworks have been issued in order to achieve save compatibility.
– FSMs are now instantiated at init time.
– FSM action changes :
– Changed some “exec” actions to be evaluated at runtime rather than passing the callable straight through
– Changed location unlocks from an “exec” action to the new “unlocklocation” action, in order to prevent machines from not
resetting when reloading different saves
– FSM Actions have been reworked to clean up the code. The actions are now individual functions stored in a dictionnary local to “process_actions(…)”
– FSM data is now stored in an FSMData object that will not change version to version. That object is created when you start a new game.
– The only state saved is the chain of triggers the machines went through. This offers several benefits :
– States can change names or delay and it won’t break save compatibility
– If a state is added in the middle of a machine and your save is past that point, you will be restored to that change, and can then resume as normal.
– Variables and location schedules can be changed dynamically, given that the actions are processed on load
– Location data has been moved away from the Player class and into its own object.
– Missing triggers is handled by the new loading system. If a trigger is missing, it will skip it and resume loading as usual.
– The loading process is now timed, and printed out to the console.
– The Player and Game classes have had some changes made to them in order to preserve save compatibility in case they undergo some changes in the future.
– Getting an attribute from those classes will yield the attribute if it exists, but if it doesn’t,
it will yield the attribute as it is defined in __init__. If it is still not there, it will yield None.
– The same changes have been made to the FSMData and LocationData classes (new savegame objects)
– Improved location locks handling.
– Calls to the lock_check label will be done automatically. If the location doesn’t have a label for lock checks, then no checks will be performed.
– The calls to that lock_check label will be done through the MoveTo screen action. Any other action won’t perform those checks automatically.
– This is done to streamline lock checks, whether it’s in the home, or any other location that may benefit from railroading the player temporarily.
– Improved logging of errors for the game
– Errors and debug messages will be dumped to a file named “summertime-saga.log” in the game’s directory (where the log.txt file is)
– When reporting a bug, this log file is now required.
– Due to being unable to disable prints going into the log.txt file, some data may be duplicated between the two files.
– Exceptions, and other critical errors will be printed to that log file with the ERROR level
– Critical systems, which will not cause a total game break will be reported with the WARNING level
– Debug messages will be reported with the DEBUG level
– Info messages will be reported with the INFO level.
– Modders may access the logger object in order to log some messages
– Please use logger.debug, logger.warning, logger.error and logger.info as appropriate, and pass in the mod argument
to separate mod messages from the actual game messges.
– Improved save sharing. The game will reset the return stack to the current location’s label.
– That info is logged in summertime-saga.log
– Reworked SoundManager class to be used later on in replacement of out of date “playSound” and “playMusic” functions.
– Rework of the mail system in game. Mail can now be forced to a specific mail item (i.e. the orcette).
– All mailboxes have the same item list available, but all of them are in a “locked state”, meaning the RNG can’t select those items
– Mail unlocking refers to allow the randomizer to select specific mail items.
– Some tests have been implemented to catch future easy to spot errors on lints.
– Updated some screens to take advantage of newer Ren’Py syntax features.
– Improved readability of hints on the cellphone.
– Improved diverse background uses throughout the codebase.
– Backgrounds are now defined using the image function from RenPy.
– Blurred backgrounds are generated at init time, which should cut down on art work as well as game size in the future.
– Backgrounds now follow a strict naming convention : {i}location_(location.formatted_name)(period)(tod)(attr){/i}.
– location.formatted_name : formatted_name for the location, a no-whitespace lowercased string.
– period : game period, like _halloween or _christmas
– tod : time of day, one of either ‘_day’, ‘_evening’ or ‘_night’
– attr : an attribute, one of ”, ‘_blur’, or ‘_closeup’
– the background_names dictionnary holds all of the defined backgrounds for each location.
– Overhaul of notification, buying and warning popups.
– Now using screens and consistent styling.
– Removed need for dedicated art for each popup — reuses existing item art.
– Improved ease of use in both dialogue and screens.
– Painstakingly replaced all existing popups through the game.
– Added a bunch of previously missing popups (mostly item acquistion).
– Improved inventory screen to use fewer images and improve description display.
– Simplified save game version compatibility checking.
– Old-style renpy themed styles have been namespaced away from the core game.
– This provides a more neutral starting point when designing new screens.
– Has benefitted the computer and popup rewrites directly.
– FSMs have a new attribute ‘can_talk’ which defines if a particular character can be talked to or not
– Works in a similar way to the location system, but simplified to a 2×4 matrix instead of 7×4
– One 4-list for weekdays, one for weekends
– Each list is comprised of 4 booleans, determining if the player can talk to the character for each time of day.
– New FSM actions :
– unlocklocation : unlocks a specific location
– forcemail : forces a mail item for a specific character
– setcantalk : sets the can_talk flags as described above
– cleanlocation : an action which resets the force_loc, force_locations, and location_conditions lists for an FSM
– Rebuild TV to take better advantage of modern RenPy features.
– Added visual channel numbers.
– Allow input fields to be tabbed between, deactivated and to submit on return.

– {i}Modding support:{/i}
– Added mod hook to global_lock_check label, adding the possibility of designing your own lock checks on any location in the game.
– Added feature to the ModManager to bee able to get the “Mod” object associated with a specific modname.
– Mod developers may use this to check if a conflicting mod is installed
– raises a ModLoaderError if no mod with the specified mod name can be found
– Mod object provide an API to interact with the data of that mod’s manifest.
– Added feature to the ModManager to implement your own FSM actions

– {i}In-game Computers rewrite:{/i}
– Complete rewrite of in-game PCs, both Jenny and MCs.
– Techical reexport of all assets including minor modifications for depth.
– Asset composition is now done in engine for a better experience.
– All text is now in engine to facilitate future translation efforts.
– The sticky note may now be clicked in lieu of typing MCs password.
– App windows may now be respositioned. This will be remembered.
– Multiple windows may be opened at the same time and focus shifted between them.
– The incepted Summertime SAGA is now animated and interactive …
– … and the error screen now takes the inception to new heights!
– The correct physical background is now shown when using remote access.
– A disconnect button is used in place of the shutdown button when remoting.
– An auto-typing animation is used to transition into PCs once the password is known.
– Email navigation has been tweaked to have a working inbox button.
– Even more lewd puns and references!
– Restored clue about Pink TV channel when reading the email for the first time.

– {i}Erik content moved to FSMs and touched up:{/i}
– Move Erik, Kevin, Mrs Johnson and June away from the old events system.
– Make Roz’ two minor quests more flexible in how and when they trigger.
– Added many more bridging dialogues to Erik’s story to aid progression and
make it feel a bit more natural.
– Added short circuits for when required items have already been acquired.
– Added small nods to other paths that have already been played. Micoe <3
– Reduced conflicts and non-sequitor location based dialogues.
– Most significant is that the Orcette must be handed over at his home.
– Removed ability to immediate re-enter Erik’s room after handing over the Orcette.
– Combined dialogues to smooth the progression (i.e. poker quest).
– Added an easter egg.
– Added Erik, Mrs Johnson, Roz and June to the cellphone’s hints app.
– Move Erik’s House and the Hospital to the newer nav systems.
– Resolved some of the weird behaviour present in the sleep cycle.
– Chopped out loads of unnecessary transitions.
– Nuked the out of date Event and Event_Queue systems, since they are no longer being used.

– {i}Layered Image rework:{/i}
– Eve
– Continued the MC layeredimage
– Grace
– Odette
– Ross
– Bridget
– Roxxy
– Missy
– Becca
– Harold
– Yumi
– Thanks to a new feature of RenPy 7.3, layeredimages can now be tied in ‘say’ statements. This
Encourages further reworks to simplify the posing of characters, as well as the syntax.

– {i}Pregnancies:{/i}
– Eve, Odette and Grace pregnancies.
– Each character can now have distinct chances to get pregnant. Not all birth control is 100% effective. Except Cumdoom
– Pregnancy chances :
– Odette : 50%
– Eve : 10%
– Grace : 5%
– Jenny : 20%
– Diane : 30%
– All pregnancy chances are doubled when the player is using Pregnax.

– {i}Bug fixes:{/i}
– Fixed conflict between Roxxy and Mia’s storylines regarding the police station. Mia’s machine won’t force earl to be MIA anymore, allowing you to complete Roxxy’s story, and then mia’s.
– Corrected sizing of non-ascii characters in credits.
– PC login is now once again required on first access.
– Fixed an exception happening when diane is put in the kitchen when the livingroom is in use for another home character (Debbie movie nights or Jenny porn watching).
– Fixed conflicting routees between Roxxy and Mia’s storylines with earl being MIA.
– Fixed Priya’s hint app unlock.
– Fixed computer lab button when both Erik and June are present.
– Restored Game Over achievement.
– Fixed layering edge case in seasucc scene.
– Improved clarity around contraceptive items and their usage.
– Fixed item description text wrapping in the inventory.
– Fixed assorted posing issues when meeting and interacting with Pussywillow.
– Fixed lack of acknowledgement when trying to clean Diane’s garden with wrong spray.
– Fixed lack of dissolves when speaking to Ivy about Diane’s package.
– Fixed a bug where sometimes the money sound wouldn’t play.
– Fixed time-reversion in Debbie’s story on movie nights.
– Fixed helen going MIA during the “servant fun” quest, in the evenings.
– Fixed a chance of Jenny being in the shower when Deb sends you to invite her to breakfast.
– Fixed an issue with locks and repeating dialogues during the covert glue mission.
– Added missing items to Diane’s route; milk deliveries and water glass.
– Fixed just_wokeup dialogue being called after all of the regular bedroom dialogues, causing some flow issues.
– Addressed issue with some characters being in several places at once.
– Fixed standard wake up triggering after a story event wake up had already occured.
– Fixed some wake up dialogues repeating when re-entering the bedroom.
– Fixed a bug where Debbie’s laundry note could show up early causing part of her route to be skipped.
– Fixed flow for the cheerleader deal in Bissette’s story, MC now automatically pays jenny if he has the money.
– Fixed Jenny’s pregnancy being less important than other quests progress (namely debbie outings and mobster coming at the house)
– Fixed Judith glasses quest not triggering the proper dialogue if the player already has the school master key.
– Fixed a typo in the hint for the last quest for Jenny.
– Fixed unexpected dialogue when exiting the house after having entered through the UI bed icon.
– Fixed home entrance to kitchen doorway art so it’s dark outside at night.
– Fixed the TV channel shown playing the night you catch someone having fun with themselves.
– Fixed the height of the dining room table which was getting wobbly in its old age.
– Fixed game timer not ticking when talking to mr. Bubbles for Jenny’s stalker quest.
– Fixed Roxxy dialogue option appearing before cletus reveal.
– Adjusted button placement for Tony&Maria in the pizza shop.
– Fixed Harold being at Raven Hill at night.
– Renamed android package to “com.kompasproductions.summertimesaga”

 

v0.19.1
Bug fixes:
Fixed a missing screen in the mall toilets.
Fixed Logger writing logging header to file when persistent.debug_log is disabled.
Fixed a crash when talking with Admiral Sploosh.
Fixed being locked inside the gym after yoga.
Fixed Odette disappearing during the evening.
Fixed an FSM action that wouldn’t trigger on Diane’s FSM.
Fixed hospital lobby background name.
Fixed soft lock in Erik’s house during the karaoke tryouts if you go in the mornings/afternoons.
Fixed soft lock in school when progressing Roxxy and Bissette at the same time.
Fixed the Orcette package monopolising the mailbox when loading a save made after its delivery.
Fixed the bank statement randomly showing up in the week with no interest, now Monday’s like clockwork.
Fixed Erik’s mailbox occasionally displaying as having mail when that wasn’t the case.
Moved the “clean auditorium” quest for dewitt from eve’s button to the park douches button.
Fixed the game being playable without extraction on MacOS.
Fixed more Diane wardrobe malfunctions.

 

 

 

Sister’s Computer: BAD MONSTER
Porn Channel Sub: L6bv12R
Porn Channel Pass: 12345






103 thoughts on “Summertime Saga APK v0.19.1

  1. Ely says:

    How to get v0.18 ?

    1. DroidApk says:

      not yet release bro.

  2. tza says:

    Yea,,but the game borderless……The rest of the screen is blacked-out…so when i played… the text during game so fuc#ing small dude…
    I’m using 5inch phone…
    But awesome dude thank 4 the game…really awesome

  3. tza says:

    How to fix fullscreen problem…!!!

    1. DroidApk says:

      its already full screen in my device

  4. Padd says:

    I cant download the link

    1. DroidApk says:

      please read our download instruction. or use the mirror

  5. Cris17 says:

    Pls update this v.1.18 pls update

    1. DroidApk says:

      not yet done

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