Wicked Island [v0.8.4.8 Hotfix] By RawDarkness

RawDarkness Games released a new game called Wicked Island and the version is Hotfix. The game’s story is about Adult open-world survival with a sex defeat system. Combat horny monsters, Craft and upgrade your gear, unlock pet monsters, and upgrade them for more sex animations.​

Developer: RawDarkness
File Size: 14.9 GB
Version: Hotfix
OS: Windows
Languages: English
game details

Game Version Changelog:



  • falling through the map should now teleport you back to start of map. Preferably you shouldn’t be able to fall through the world, but shit happens torches
  • codex input mapping under inputs menu
  • ability to change building height (shift + scroll)
  • added black birds circling overhead of most points of interests (dungeon entrances, camps etc)
  • All trees will procedurally spawn a stump when cut and will spawn logs when falling to the ground. Also added effect for tree trunk shrinking when cut as well as tree falling.
  • added some more coal to palces missing it
  • stun as a status effect
  • power attacks that will stun enemies but cost stamina (attack + ctrl)
  • dash attack will stun enemies in its path
  • 2 troll animations that for some reason wasnt added before
  • Quest descriptions for each stage of quests
  • ability to spawn specific item in cheat menu
  • Actor count in cheat menu, this is for debugging purposes, it counts all actors across the map and displays the count goats


  • Removed stamina cost of normal weapon attacks
  • Interaction text to be in the middle of the screen
  • reduced size of some text widgets
  • increased out of combat stamina regen
  • nightly spawns should no longer appear near buildings
  • hid pubic hair options in menu as they don’t currently work
  • replaced all ruins with new meshes and made them much bigger (and added a new one as well)
  • replaced graycott village with a much larger and more detailed village
  • replaced stonhelm castle with a much larger and more detailed castle
  • disabled several unused plugins
  • changed so that the mouse should always be locked to viewport, even after alt tabbing
  • replaced the model of coal ore and the item description
  • increased respawn duration all ores
  • increased size of iron ore
  • increased time before cooked food spoils (from 15 to 30min for standard tier and to 45min for high tier foor)
  • added a delay between an item drops and before it is auto picked up
  • removed mallet from crafting list as its not used for anything currently
  • changed the model of branches to make them easier to spot
  • changed the model for wheat
  • Reworked UI design across the game
  • Journal and codex are now in the same UI, also changed the look of how quests are tracked
  • naming the character will now prompt you before starting a new game, to prevent players missing it
  • enemies with weapons will have the weapons hidden during scenes
  • changed face light to be rectangular for better eye reflections
  • changed default keys for dodge, jump and toggle walk (jump = space, dodge = alt, walk = f)
  • tweaked jumping to feel better overall and made jump height higher
  • quests will now look if item already exist in inventory as well as if its being added when checking for collection/crafting/giving birth
  • made limbs harder to cut off enemies and made feet cuttable before death
  • tweaked AI to be better at detecting the player and not getting random blackouts mid fight
  • Changed AI flocking behaviour to only affect certain AI,s the others will instead have a home location they go back to
  • location of character presets, this means some presets will be added by default to all installs. To move your old presets, copy them from %LocalAppData%\UnrealEngine\5.3\Saved to you game folder\WickedIslandFull\Windows\WickedIsland
  • Renamed weregoat baby to satyr
  • horse is now summoned by a warhorn (item) rather than a key
  • Changed horse model and mount system completely to be more fluid in movement and nicer to control
  • Disabled enemies/POIs on compass/map until i get it sorted properly
  • removed skillpoint gain from discovering landmarks until load/save of them can be fixed


  • Unable to eat cooked meat
  • Can now repair bows
  • unable to build after closing build menu using the close button instead of right mouse button
  • You should no longer be able to randomly end up on top of dungeons after scenes
  • load button sometimes now spawning in main menu even when a save game exists
  • NPCs walking away during dialogue (RUDE!)
  • unable to sleep unless jumping
  • building inside houses should no longer be counted as unstable and break placed object, same goes for cliffs
  • cancelling sleep blocking inputs
  • trees turning completely invisible at large distances
  • presets now work properly without having to spam to add morphs (randomly, thanks unreal, i guess..)
  • enemies/npcs sometimes not spawning correctly after level transitions
  • blacksmith dialogue not continuing (this prevented initiating trade, which should now work as well)
  • name of mayors quest missing
  • fixed tattoo intensity to default to higher, making tattoos more visible, also increased max intensity
  • items should be refunded when placing a building that instantly breaks
  • Isabell quest should now be able to turn in
  • rabbit and pig ragdoll
  • item auto pickup covering entire map when loading a game
  • some followers/pets not following the player (werewolf/werebear/nightmare/drake/minotaur should now follow player)
  • being able to sit while swimming
  • Minotaur offspring
  • Mount point dragon
  • build placed sound now playing where building placed, not in a distant galaxy


  • refactored code running on tick to running event based in multiple places
  • enabled nanite on more meshes
  • tweaked grass for better performance
  • optimized sky for medium or lower settings, should add some performance boost
  • removed several unoptimized prop meshes that could tank performance for non-nanite systems
  • optimized a few shaders to be more performant
  • optimized some code for the dragon to make it run in a separate thread



  • Follower UI (u button to open) that tracks every one that you have as a follower. You can drag them from the ui into the world to put them in that location. This does not mean all of them will be following you, this is just an overview of your current “flock”. This will be used more in the future for other systems.
  • Slaves freed in dungeons will be available for you to spawn from the follower UI when in the open world, allowing you to bring them out of the dungeons.
  • Stranger wandering around the island that might randomly appear in a few different areas
  • Several NPC’s to village, dialogue/personalities will be added in the future
  • birds
  • enemy dismemberment
  • Enemies spawned during night will disappear come morning
  • bronze axe/pickaxe
  • outline to notify texts for better visibility
  • greatswords as craftables as well as legendary armor
  • New enemy AI system built from the ground up. Converting over all the AI will take some time and be done gradually. New system uses calculation to take the best action based on context. Will use jump attacks, block, dodge, chase, investigate, flee. Also calculates sleep/hunger/social/sex need and when out of combat will take actions based on these, as well as walk up to points of interest to interact with them. The simulation part needs to be expanded and will be limited at first. Also has behaviour to stick together in groups when multiple of the same type of ai is close to each other.
  • Pigs
  • rabbits
  • water interaction
  • some ambient sounds in confier forest


  • Overhauled how stamina works to make it more vital and decisions surrounding it more meaningful, as an effort to make combat more decision based. It wont go up with level, nor will it be as easy to buff up.
  • Attributes (endurance/determination) no longer increase stamina and stamina regen
  • Rebalanced all status effects that affects stamina to have a lesser effect (both buffs and debuffs)
  • Slaves and female NPC’s will now maintain the same customizations across loading/saving
  • Slaves and female NPC’s random appearances will now include random hair, haircolor, skin color and makeup
  • reduced the size of the main island to make each area more unique and making it feel less empty, this will be ongoing work to populate the map more
  • Repair kits will now repair 100%
  • Removed Futa option from menu as well as in game as they need a rework if they should be brought back
  • Fisherman appearance upgraded
  • bread now also bakeble in cauldron
  • tweaked cauldron fire look and made it so its only active while crafting
  • daytime is now 15minutes, night time 5 minutes
  • Reworked the code for applying damage, added a friendly fire check for some AI enemies, tweaked hitstop effect, enemies can now also apply bleeding/stagger
  • Changed blocking into parrying (right mouse button), which is limited to a very short time frame but will break the enemies attack and stagger them if successful
  • Dialogue UI to match rest of other UI in style
  • Tweaked (increased) energy use of several actions
  • increased sprint speed from 600 to 800
  • changed dash into a dash attack
  • tweaked damage/durability values of all axe/pickaxes
  • tweaked some dialog replies to use short form when selecting to prevent ui issues, full reply will be shown after selecting item
  • Background music should now change according to day or night time
  • reordered workbench crafting items to make it easier to find stuff
  • player will now gain exp from crafting even when not at crafting station
  • increased animation speed of mining and wood cutting
  • autosaves will now save with a time suffix, also fixed auto saves not working
  • changed icon for spoiled food and dragon scales
  • reduced drop rate for collectibles/ore
  • text of sex journal
  • tweaked hit reactions to look less borked
  • tweaked physics assets of all enemies to work better for ragdoll/hit reactions
  • removed fog of war from map
  • Changed AI to anew AI system for several enemies (RIP kung fu werewolf!)
  • Enemies changed: Werewolf, werebear, Deer, Stag, nightmare (even scarier now!), boar, drake, vampire, minotaur
  • Changed mesh of boars
  • changed mesh of bears
  • Drakes will breath fire on you
  • new water system at lake
  • made caves brighter
  • added minotaurs guarding all cave entrances
  • increased dragon max flight speed
  • increased horse max speed
  • required resources when building will show red if requirements not met
  • disabled automatic penetration detection as it is not ready yet


  • Sitting no longer bugs out attacking
  • Bed not acting as respawn point
  • Mouse cursor not visible when sleep dialogue appeared
  • Toggle clothes button not working in main menu
  • ocean sounds respecting audio settings
  • potentially fixed baby items falling through the world
  • Sky/weather not loading properly on level transitions resulting in permanent night time
  • green dragon not mountable through dialogue
  • slaves not starting dialogue
  • Vampires spawning as cubes in caves after loading a save
  • spawns not being disabled when close to buildings (foundations)
  • Some foods not giving correct buffs
  • removed all metal robot characters from the map
  • Auto pickup after killing enemies autopickup now works
  • hp widget no longer shows when mounted
  • male wildling armor without texture
  • censor boxes scaling and being applied properly to all creatures
  • mounting horse should work better
  • Vampires should work this time around and not be werewolves.
  • Shadows “skipping” during sunset/sunrise
  • game locking when pressing start in main menu
  • Auto targeting now works again
  • unsummoning horse while mounted no longer possible to prevent bugging out the game
  • Fixed multiple enemy kill exp being incorrect
  • “Enemies approach” text appearing even when none where spawned
  • An issue where building piece locations would be offset at a distance on older GPU’s
  • Fixed snapping on some crafting stations that was off
  • Items dropped at death being capped at 15 items
  • Minor adjustment on cloth loincloth
  • rotten food no longer turns into spoiled meat after a while
  • potions will no longer decompose over time
  • dealing damage twice of first hit on trees/mines
  • babies never spawned after birth
  • quick saving not working
  • ragdolls only simulating half the body
  • collisions in steneby
  • lods of locked chests and tent that was sunken into the ground
  • vampires in caves are no longer small boxes running around on the floor
  • riding anim on dragon
  • spawning dragon from console will now spawn the correct character
  • music not playing properly
  • constantly being counted as in combat (preventing saving in some isntances)
  • horse tooltip staying after dismounting
  • fixed tattoos not working as well as not being saved across save/loads
  • fixed multiple hairstyles to have the same material


  • Further tweaked some underbrush shadow performance
  • Tweaked max distance lights are visible to increase performance
  • Optimized some texture sizes
  • Added LOD’s for many items lacking them as well as adding more LODS for existing models for better performance
  • Enabled nanite on lots of meshes lacking it
  • optimized landscape texture
  • consolidated and removed multiple spawnpoints
  • optimized some code to not run on tick
  • optimized UI performance to not calculate hidden widgets

Developer Notes:

!!!Please note this is the first beta build available. It is for testing purposes and is far from finished. Expect lots of bugs and a very small portion of what will make up the game once released.!!!

  • * Detailed sex scenes with free camera mode
  • * Gather resources to survive and craft better gear
  • * Combat your way through dungeons
  • * Unlock and upgrade monsters to fuck at will
  • List of features
  • Detailed sex animations with different monsters
  • Sex defeat system
  • Pregnancy
  • Cum inflation
  • Get ambushed while sleeping
  • Unlock monster system for revisiting your favourite animations at will
  • Character customization
  • Action based combat
  • Resource gathering and crafting
  • Player home
  • Open world with dungeons, caves, ruins etc
  • Day/night cycle
  • Dynamic Weather

Game Images & Screenshots


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