
Flight of the Swallow is a story-driven bondage-themed erotic 3D adventure game that puts you in the shoes of Sandra “Sandy” Curnow, a flight engineer aboard the Diomeda spaceship.
You control Sandy’s body and limbs using a physically simulated active ragdoll system to navigate through the ship in low- and zero-gravity environments, with regular movement being possible when in low orbit.
As you explore the ship’s various sections in challenging traversal sequences and struggle out of restraints in bondage escape scenarios, you’ll get to interact and build relationships with the ship’s crew, unfolding the story through cutscenes and dialogue while trying to figure out why you woke up stripped and in handcuffs one day.
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Developer: Kelley – Blog | DeviantArt | Discord | Subscribestar |
Censored: No
OS: Windows
Language: English
Genre: 3D Game, Female Protagonist, Female Domination, BDSM, Voiced, Male Domination, Sandbox, Sci-fi
Installation:
Extract and run.
v0.23.3.2
- Fix: The navmeshes on the stairs between the two floors in MED was cut, preventing robots from walking from one floor to the other, potentially breaking quests.
v0.23.3.1
- Fix: Cleaned up the navmeshes of all the levels (4 per level) so the robots stop teleporting to the floor above Sandy when she calls them from below a ceiling.
- Fix: The patrollers failed to look at Sandy when trying to use their vacuum gun on her, and could even lose track of her while using their gun.
- Fix: The “Propel” UI bar wasn’t positioned properly in some screen resolutions.
- Fix: More capture spots in the Reserve room in the Med Bay in case the two are already taken by that big crate and the air duct grate. That way the robots should stop dumping Sandy in the observation room below.
- Fix: The capture spot in the observation room has been moved a few cm to the left so Ignatus stops grinding Sandy against the bed on the right when dumping her there.
- Fix: Slacker didn’t properly hogtie Sandy anymore in Put Your Arms Around me. He would hogtie her, then go to the nearest locker to deposit an imaginary rope, then steal the hogtie rope and put it there, freeing Sandy in the process. In fact, he didn’t realize the rope he had in his hand had already disappeared (or rather, he noticed a rope appeared in his hand at a moment when his AI should have been off).
- Fix: During Pictures Of You, in the lounge, Monica took Sandy’s clothes in her left hand but dumped the contents of her right hand into the wooden closet. But her right hand was empty, she kept the clothes until later where she dumped the contents of her left hand (including the clothes) in the “reserve” container, which is inaccessible to the player. Now she takes Sandy’s clothes in her right hand, like she should have done from the start.
- Fix (sort of): The BGM “7_district” can now also be set by calling “set bgm seventh_district” so Keyhunt can use that BGM too.
v0.23.3
- Change: The ballgag is now easier to struggle out from, but much more punishing if you fail (in short, it goes right back into Sandy’s mouth). Its complexity is low, meaning its sequences are often flat, and it is easy to examine. Solving one sequence decreases the Security by 1, but failing increases it by 2! This does not impact the tape gag. Struggling from the gag is identical to struggling from arm restraints.
- Change: The blindfold is trickier to struggle out from, not much harder, but more difficult to examine so there’s a lot of guesswork. It isn’t punishing when failing, though. Also the lower the Security, the farther you can see, even if the blindfold is still on. When struggling out of it, it drops. Struggling from the blindfold is identical to struggling from arm restraints.
- Fix: A tiny bit of clipping on Sandy’s back when wearing the Hotwork shirt and skirt, and standing in Submissive attitude.
- Fix: An Operation was spamming the console and the player’s log (bug introduced in 0.23.2).
- Fix: The UI bars for restraints weren’t updating themselves properly anymore.
v0.23.2
- Change: Propel now has a variable force! If you tap the Propel key (Y/triangle, or Z by default on the keyboard), Sandy will propel herself just like before. But if you press and hold then release a bit later (max 0.5 s, no need to fall asleep on the key), she will propel herself harder and fly faster. Even better, you can start preparing a strong propel before even grabbing something! If you release the key while grabbing, she will propel herself at full strength. If you release before grabbing it simply cancels the propel, no harm done. With this change, you can be much more aggressive towards robots when ambushing them from above in zero-G! Please note that the stamina cost doesn’t change, regardless of the duration of the press. You don’t want Sandy to pant audibly and be heard by a robot when you try a “death from above” technique, right? You can change the maximum factor in the Gameplay options (default is 2x the original force when pressing for 0.5 s or more, 5x is very strong, personally I like 3x). The factor is 1 when you just tap the button, regardless of the value in the options, like before. I hope you’ll enjoy zipping your way through corridors and ambushing hapless robots!
- Change: When a patroller is deactivated, he drops whatever he was holding in his hands right where he’s standing, to avoid locking those items away from the player.
- Change: When a patroller has items to store in a container (usually after having captured a girl), he will now avoid picking a locked container, even if it’s the nearest one in walking distance. He’ll choose an unlocked and accessible container in priority. But if he doesn’t find any container that is unlocked and that can contain the items, he’ll say screw it, pick the nearest one and resume his patrol after that.
- Change: The collision detection mode is now “Continuous” by default instead of “Continuous Speculative”, since it doesn’t seem to have an impact on the FPS and it’s more precise.
- Fix: Holding the latex or leather hawk hood in a hand would also hide the hair, as if it was worn.
- Fix: “Lame ducks” does not mean what you think it means, Vivi. The expression you’re looking for is “sitting ducks”.
- Fix: Apparently, the “Robot carrying Actor” navmesh was missing from LIF as well. Either I didn’t notice (though I checked them all, there are 4 navmeshes per floor), or it disappeared right before I released 0.23.1.1.
- Fix: We couldn’t struggle out of a blindfold (that’s not a problem since the blindfold is always applied by a character during a script, but it might become important later).
v0.23.1.1
- Fix: In World In My Eyes, a patroller carrying Sandy or Natalie carrying Gail would fail to go where they needed, softlocking the game.
- Fix: The handles next to the ceiling lamp in the elevators were marked as “static”, meaning their visual part would remain immobile while the elevator moved away. No harm could be done to any character as it was only visual (the physical presence remained where the ceiling lamp was), but it looked silly.
- Fix: Some Items started the game (i.e. were created in the Actors scene before being changed by the loaded save) with a scale different from 1. That could lead to issues when inserted in a container with a scale different from 1, then saved, then loaded, then taken out and dropped. Subsequent saves would accumulate the non-normal scale, making them inflate or deflate and ultimately breaking the game that way.
v0.23.1
- Change: In Master And Servant, Ash and the “kuffs” (the cops) now strip Sandy completely when they capture her, shoes included. Because they must be thorough! Attention, this change won’t do anything in a save where their patrols have already started. You must load a save that takes place before Sandy is picked up by Monica in the maintenance room. The autosave right before she and Virginia are alone in the POW elevator corridor (and Sandy gives her “pep talk”) will do just fine.
- Change: When a robot’s headlight is active, his “cone” of vision is now narrower but longer (20 m range instead of 15 m). It matches exactly the cone of light, which is now narrower as well. For the record, I call it “cone” but it’s actually two pyramids back to back. One big (its tip on the headlight) and one small (same base, but less long, its tip at the farthest point from the robot).
- Change: When Sandy (or Virginia) hits her head, the detectable sound (the part an NPC can detect and identify as a sound) was way too loud. Robots could hear her complain from the other side of the floor. Now she’s quieter (44 dB for the head hits, 40 dB for the chest and abdomen hits). However, she adds 2 dB if she’s gagged, i.e. about 25% gain. I know it’s counter-intuitive, but when gagged she has less control over her vocal output so she makes more noise, not less. Or maybe it’s simply a way to emphasize the fact that being gagged is not supposed to be a helper gameplay-wise.
- Change: Patrollers now can be instructed to follow other people, instead of following a patrol themselves. Well technically they’re following a patrol with only one non-local waypoint telling them who to follow and at what distance. This can make a robot’s patrol much harder if another robot is constantly watching them like a hawk.
- Change: Buff’s patrol is now just “follow Ash”. Guess you didn’t see that coming, huh?
- Change: A workerbot’s standby button will now turn off its icon when the button is deactivated, to make it clear their button can’t be operated.
- Change: The “kuffs” (Sandy explains what that means) can now run too!
- Fix: Virginia didn’t correctly identify some items when rummaging through Sandy’s stuff during Master And Servant. I cleaned up her glasses, spanked her a few times for good measure, now she identifies them correctly.
- Fix (sort of): In Master And Servant, just in case Virginia would try to restore the power by herself too soon (for instance when her ragdoll is stuck somewhere), the power management won’t respond to power inputs anymore between the time when Sandy is in the maintenance room in MED and the time when Sandy is back to POW after accomplishing her mission.
- Fix: The hand predictors should no longer be obstructed by Sandy’s hand and hip grabbable points. Before this fix, one of her hand predictors could be displayed on her hip, pretty much defeating its purpose.
- Fix: Monica was walking a little too slowly (or fast, I don’t remember, it changed a lot) during Master And Servant between the bathroom and the elevators. Note to self for later: at 0.5 G, a Hostess’ walking speed is 100% while a human’s walking speed is 82.5%.
- Fix: Ash wasn’t applying the correct ropes, he was applying the old version instead of the morphed generic one. Same thing for Buff.
v0.23
- Add: The first part of the new quest “Master And Servant”. It’s taken a long time to make, I hope you’ll like it!
- Change: Calling a robot by whispering is now detectable from a little farther than before (44 dB instead of 40 dB but it’s not a 10% gain but almost a 60% gain since it’s a logarithmic scale) to make it more useful.
- Change: When calling a patroller with one of the “attract” actions, he will now interrupt his current conversation and come check right away. This is especially useful on robots that tend to be chatty when patrolling. Before that change, they had a tendency to ignore Sandy completely when they were busy talking or checking corners, or talking while checking corners.
- Change: Patrollers can now run! Don’t panic, most won’t except a handful of them, those that must be difficult to run away from. For example, a patroller would run towards Sandy when he’s more than 15 m away (direct distance, not walking distance, it’s important and useful for the player), walk when closer than 7 m, and keep his current pace between those two distances. This means you won’t escape a patroller by simply running away in a straight line, you need to use the layout now, and it’s not always possible. But don’t worry, robots won’t come charging at you like bulls with no hope of escaping them. As a side-effect, followers now also run when they’re too far. It makes them much more natural as they try to catch up by breaking a leg, and avoids setting a chained character to run all the time when they should do so only when too far.
- Fix: It should no longer be possible to leave Virginia’s room during The Fog until the last moment where Sandy leads Virginia outside. This should avoid letting the player lock themselves out when Mina calls Sandy over.
- Fix: When calling a robot while he was already on high alert, he wouldn’t come check because setting himself on high alert again would silently fail.
- Fix: Since 0.22.9.1, Police handcuffs and Elegance wrist shackles were mutually exclusive when it came to physical constraints.
- Fix for Keyhunt: The items that had the same name now have a unique name, that way Sandy’s dresses, sandals, underwear and all those clothes with color variants will be accessible (once Keyhunt is updated to make them accessible, that is, but it wasn’t possible until now).











