About the Game
You play the role of a scientist at Rack Laboratories, where you conduct sexual experiments for research and profit!
Rack 2's core gameplay is similar in nature to Rack 1. You will be presented with characters in science-themed bondage scenarios, and given a number of toys and gadgets to interact with them. Unlike Rack 1, Rack 2 will feature several different bondage poses and machines, and it will allow you to control a heavily-customizable scientist character, so you can pleasure your subjects personally in a fashion similar to Bedplay.
Because Rack 2 is being developed in 3D, you will have full control of the camera and viewing angles, including a first-person interaction mode and the ability to set up cameras throughout the testing environment for alternate views in real time. Like Midnight Fireworks and Bedplay, Rack 2 will have a method to automate your actions, while your hands are busy doing other things.
Like Rack 1, your laboratory in Rack 2 will begin with only the basics. As you play the game, you will gather specimen from your test subjects, which can be processed into chemicals and used to research new technology and equipment. After you've unlocked new technology, you'll purchase it using the proceeds from your scientific research, sex toy manufacturing, and pharmaceutical business. You can also earn additional revenue from clients who come to the lab seeking very specific sexual experiences. The happier you make them, the better they'll pay!
And for those who prefer to enjoy the game without having to deal with unlocking technology, a Free Play mode will give you control over a fully-stocked laboratory and an unlimited budget. Rack 2 is, first and foremost, a porn game, and I know that sometimes you just want to get straight to the good stuff.
Toys and Tools
Rack 2 will feature the same types of sex toys and gadgets you encountered in Rack 1, including sciencey favorites like the portal devices, size modification tools, orgasm denial rings/paints, estim equipment, and fucking machines. It will also introduce several new toys catering to a number of new fetishes, along with the ability to own and use multiple instances of the same toy.
In addition to custom character support, Rack 2 also features a built-in character creation system that takes advantage of highly modular and highly flexible character elements. The game is built to handle a wide spectrum of character species, shapes, and sizes, and as the game is developed, the diversity of characters you'll encounter throughout the game will expand.
I want people to be able to create their own characters inside of the game, instead of commissioning me to make their character and add it to the game, like I did for Rack 1. I prefer spending my time working on new features and bugfixes, rather than making custom characters, and I know that's what my Patreon supporters would rather I spend my time on, too.
Rack 2 will allow you to customize:
- Your character's sex organs, including support for animal-styled genitals and nonbinary sexes like hermaphrodites, andromorphic females ("dgirls"), and gynomorphic males ("cboys")
- Your character's size, physique, and masculinity/femininity, independent of their gender / sex organs
- Your character's species, including individual control over head, hands, feet, tail, and wings, allowing for several degrees of hybridization
- Your character's colors, patterns, and hair/fur styles
- Your character's sexual preferences and personality traits
In addition to your own playable character, the character generator will also be used to populate your clientele list with randomly generated characters. You will also be able to design lab assistants to help you carry out your scientific duties, and bioengineered test subjects who happily exist for the sole purpose of extended research.
Rack's gameplay revolves around bondage, sex toys, and fetishy science equipment. All of the fetishes that were found in Rack 1 will be present in Rack 2, along with several other commonly-requested fetishes, like heavier BDSM (whips, canes, spanking), paw play, sounding, milking/feeding, and bulging.
In order to make sure nobody has unwanted fetishes shoved down their throat, all non-essential fetishes will be optional. Regardless of what fetishes do get added to the game, you will always be able to choose which fetishes (as well as character types/genders) you do and don't want to see in the game, and your progress will never be restricted because of a fetish or gender you've disabled.
Rack 2 will allow you to design your laboratory as you see fit. Machines, bondage equipment, and research stations can be placed anywhere in the laboratory, and you'll be able to light, decorate, and configure certain areas of the lab separately for a variety of different testing environments. Exotic test environments such as low-gravity and underwater will return in Rack 2. Lab configurations can be saved, loaded, and shared.
In addition to testing rooms, where you'll perform most of your erotic experiments, you will also build up a state-of-the-art research and manufacturing facility, where you will unlock and produce toys, tools, chemicals, bondage equipment, accessories, and other scientific wonders. These goods can then be used in your experiments, or sold for profit.
One of the core progression mechanics of Rack 2 is a new chemical research system. After you've collected specimen from your test subjects, you will be able to process it into six different chemicals. The type of chemical you earn is determined by how you're interacting with the subject. For instance, when a test subject is exposed to new and unfamiliar toys/fetishes, you will harvest a higher amount of felinium, or you can edge them over a very long session to earn a higher yield of equimine.
Using these chemicals, you will unlock chemical compounds that can be delivered to your test subjects via direct dosage or exposure to sex toys and accessories that have been treated with the chemical. These compounds allow you to control almost every aspect of a test subject's appearance and behavior, like their physical features, their sexual preferences and fetishes, their personality and emotional traits, and their body's sexual functions.
Compounds may initially come with side effects that you'll need to isolate and refine away. Once you've perfected a chemical, you'll be able to merge its effects with other chemicals to create custom drugs, which can then be used in the lab or sold for profit.
Custom Content / Modding
Like Rack 1, Rack 2 will allow you to load custom characters from anywhere, as long as they have been properly rigged and formatted to work with the game. Custom character artwork for Rack 2 can be created using Blender, which is completely free. I am doing all character modeling, rigging, and texture painting with Blender, and will release tutorials/explanations on the process once the game is closer to release. Character preferences and body type specifications can be edited using the game's built-in character customization tools or the text editor of your choice. Anyone supporting the game on Patreon at the $10 tier and up will also receive source files for characters I've created, which can be used as a starting point for new characters.
In addition to characters, I also intend to make static laboratory equipment, decorations, and several toys importable - especially dildos, fleshlights, and clothing.
A copy of Unity (Personal Edition) will be required in order to package up any custom assets you create. The Personal Edition is 100% free, it requires very little setup, and bundling your assets takes only a minute or two. A tutorial will be posted explaining how to install Unity and use it to package up your custom assets once the game is closer to release.
I've compiled several of the most commonly-asked questions here, for easy reference.
Details and Roadmap
I am only able to do what I do because I'm supported by a whole bunch of amazing people like you.
Platforms and TechnologyRack 2 is being developed in Unity. I worked with Unreal Engine back in college, and I almost went with that instead, but Unity's community and support pipeline are much more active right now, and my experience with Unreal's asset pipeline wasn't always pleasant.
Rack 2 will be available on Windows, Mac, and Linux, and updates will be released for all three systems simultaneously. So far, development builds have already been tested on all three platforms. I don't currently have a dedicated testing box for Mac or Linux, which occasionally leads to some hiccups on those platforms, but I intend to get a firsthand test box for each OS once I get to phase four of development so I can ensure that all three platforms work smoothly.
The game will not be available on mobile devices. I have no interest in restricting or redesigning the game's controls to work with a touch interface, and I don't believe I can optimize the game well enough to do everything I want to do at a reasonable speed on mobile.
Release Date, Method, and MonetizationRack 2 does not have a release date or an estimated date of completion. Rack 1 was developed, on and off, over the course of a year. I expect Rack 2 to take about twice as long.
With that said, I don't intend to keep the game bottled up until completion. I want everyone - especially my Patreon supporters - to begin enjoying the game as soon as I feel that it's ready. The game is still very much in its infancy, but if you enjoy playing with unfinished products, and as long as you understand that there's still a lot of work left to be done, you can get your hands on development builds by supporting me on Patreon at the $10 tier or higher. Alternatively, you can grab the latest package immediately on itch.io.
Making furry porn is my full-time job. I have a mortgage, medical bills, and student loans to pay, plus a mouth to feed. I need money to survive. With that said, Rack 2 will be released for free once it is finished, and I will post free, public development builds all along the way. They will often be a build or two behind the development builds that Patreon supporters are playing, but you will always eventually get everything for free, even if you don't give me a dime.
If I ever feel the need to generate additional revenue from Rack 2, it will come in the form of completely optional, non-gameplay-impacting reskins of existing content. Stuff like alternate dildo colors, music packs, or fur patterns to use on your character. (Never stuff like new species, new toys/machines, or new gameplay features.)
I have always preferred Patreon/donations over the retail/paywall model. Nothing in the world makes me feel more fulfilled or secure than knowing that you enjoy my work enough to give me money voluntarily. The fact that I get to do this for a living is absolutely fucking unreal, and I try my hardest to never take it granted. As long as you guys continue to support me through Patreon, I will continue to release everything I do for free.
Roadmap / ProgressEvery game developer has their own little system, and mine is very simple. When I'm building a game, I work through 5 phases:
I'm not always great about keeping it up to date, but I do have a Trello where you can see what I'm working on and how far I've gotten.
Track RecordUnless I get hit by a metaphorical bus, I will actually finish this game. This is not another piece of furry porn vaporware, and I have the track record to prove it. In the very short time I've been participating in the furry community (July 2014), I have started three games, and I have finished all three of them: Rack 1, Midnight Fireworks, and Bedplay.
Prior to that, I worked as a front-end developer for six years, while building mobile/web games on the side. I prefer not to officially link my old development history to my new furry porn career, but I'm happy to privately share links to some of those games on request.
Before that, you guessed it - I made games. I've been building games since high school. This is what I love to do. This is what I do for a living. I finish what I start.
Another important factor: I work alone. I write the code, I make the art, I animate the art, I license/record and edit the audio. There are no politics to worry about, no relationships to go sour. It's just me, doing what I love to do, and getting paid to do it.
Get your hands dirty
If you enjoy playing with unfinished products, I offer development builds to my supporters.