1/3
3 Years of Service
- Allow others to update?
- yes
- Developer Name
- ILSProductions
- Developer Links
- Version
- 0.17.0
- Latest Update
- Apr 21, 2026
- Release Date
- Jan 25, 2025
- Language
- English
- OS
- Windows
- Linux
- MacOS
- Android
- Other Games

Overview:
It rolled in slowly. In a town in its off-season, no one noticed when the city streets grew empty. No one thought twice about it when people called in sick. And then, while at work, John and his coworker, Kallie, witness an unusual fog surrounding their office. Cellphone service stopped. Phone lines went dead. Almost immediately, they lost contact with the outside world. When they went out to investigate, the fog burned their exposed skin and made them sick. Stranded, they have to find out what’s happening and how they might be rescued.
3dcg, Male protagonist, Mobile game, Animated, Supernatural
Extract and run
v0.16.0
v0.12.0
PATCH:
This is to fix a known issue where achievements may not pop. It's a fix that's already in 0.03.0 but if you drop this file in the game folder and go back to before the end of the chapter, it should pop. Also, it may reset your Chapter 01 achievement, but this will fix the issue going forward.
v0.01
Initial release
- Added Chapter Sixteen
- Fixed typos and grammar errors
- Tweaked code in CH10/12 to address issues with Laura/Kallie threads when telling Laura about your relationship with Kallie
- Added Chapter Fifteen
- Fixed typos and grammar errors
- Corrected code issue where players don't get the flag for Shelley's CH14 love scene
- Added Chapter Fourteen
- Fixed typos and grammar errors
- Corrected typo with Ch13 Achievement
- UI update in Stats menu
- Added Chapter Thirteen
- Fixed typos and grammar errors
- Corrected code in bathroom conversation with Laura in CH12 if you are only dating Kallie
v0.12.0
- Added Chapter Twelve
- Fixed typos and grammar errors
- Added in code for update to Stats screen
- Added Chapter Eleven
- Fixed typos and grammar errors
- New music and updated track for interior day music
- Added Chapter Ten
- Fixed typos and grammar errors
- Moved specific audio to voice channel
- Added Chapter Nine
- Fixed typos and grammar errors
- Fixed render error in Ch8
- Fixed code error in the Credits page
- Added a new small scene in CH5 during the trip in the SUV
- Added Chapter Eight
- Fixed typos and grammar errors
- Reshot two scenes in Ch4 and 5 to improve visual fidelity
- Added a change camera angle button for scenes with multiple animations
- Added Chapter Seven
- Fixed typos and grammar errors
- Altered code for Stats menu link in side menu if Quick Menu visibility is on or off.
- Added new music
- Added Chapter Six
- Fixed typos and grammar errors
- Fixed a tag in chapter 4 where Kallie may get credit for seeing the dead monster when she hasn't
- Added Visibility option for the Quick Menu. For Android users, swipe up to go into the menu when turned on.
- Fixed a typo in the Chapter 5 achievement
- Added new music
- Added Chapter Five
- Fixed typos and grammar errors
- Added transparency option for the text box background. Code suggestion from Discord user shreek.
- Known issue: The achievement for CH 5 says CH3. This is fixed in 0.06.0
- Known issue: One of the music files may not loop correctly. This is fixed in 0.06.0
- Added Chapter Four
- Fixed typos and grammar errors
- Fixed tags in scene in Chapter 2 where Kallie/Laura's names were flipped.
- Added Chapter Three
- Fixed typos and grammar errors
- Fix issue with Achievement Notifications not triggering (may require players to re-unlock the first two Achievements)
- Added Chapter Two
- Fixed typos and grammar errors
- Fix issue with notify image not showing up when taking a screenshot
PATCH:
This is to fix a known issue where achievements may not pop. It's a fix that's already in 0.03.0 but if you drop this file in the game folder and go back to before the end of the chapter, it should pop. Also, it may reset your Chapter 01 achievement, but this will fix the issue going forward.
v0.01
Initial release
About TOXICity:
It rolled in slowly. In a town in its off-season, no one noticed when the city streets grew empty. No one thought twice about it when people called in sick. And then, while at work, John and his coworker, Kallie, witness an unusual fog surrounding their office. Cellphone service stopped. Phone lines went dead. Almost immediately, they lost contact with the outside world. When they went out to investigate, the fog burned their exposed skin and made them sick. Stranded, they have to find out what’s happening and how they might be rescued.
TOXICity is a character-focused, narrative-driven experience, smaller in scope that our previous efforts. After having to juggle a sizable cast for TID, we decided to go back to a handful of characters. This, hopefully, will produce a more intimate experience where you grow to learn about your fellow survivors throughout the story. Unlike N&T, these won't be people you already have a pre-established relationships with who are more prone to like you from day one. Sure, Laura and Kallie are coworkers and you know them as such, but you'll have to talk with them and consider their perspectives when making choices. You'll have to earn their trust because they have lives to return to if they survive their situation.
One of the main elements of TOXICity is a concept we call "micro-choices" where you can respond to conversations without it making huge changes to the scene. Instead of your comment triggering an alternative path, what you say will just be heard (and maybe briefly responded to). But, what you say will alter how your fellow survivors view you through one of five stats.
Love - A measure of the romantic feelings a character has for the Main Character. Raised by performing activities that involve intimacy or affection. Do you show kindness or care in a moment when they’re struggling? Or, do you blow them off?
Friend - A measure of your friendship with the other characters. Improving this will alter conversations and potentially unlock variations in scenes that might allow for romantic events.
Desire - Represents the sexual tension between characters. Even if they are not romantically involved, this stat might open up moments you normally wouldn’t see.
Trust - Does the character trust the Main Character’s decision-making ability? Can they be relied on to follow his lead? This is a modifying stat that can alter conversations and scenes.
Anxiety - Is the character stressed by the events that go on around them? Can the Main Character convince them that it’s all going to work out or they are safe in the meantime? This is a modifying stat that can alter conversations and scenes.
In terms of graphics engine for renders/animations, we are now using Honey Select 2 Studio. While I won't say we were experts with HS1, we were good enough to knock out 8-900 renders and 30+ animations in a month with it, so making the jump to a new program is going to take some time to learn. Sure they share a similar UI, but there's a fair number of plugins and mods that are different or don't exist in the new Studio, so we've had to figure out how to make the same experience through a different means. A bit of on-the-job training.
It rolled in slowly. In a town in its off-season, no one noticed when the city streets grew empty. No one thought twice about it when people called in sick. And then, while at work, John and his coworker, Kallie, witness an unusual fog surrounding their office. Cellphone service stopped. Phone lines went dead. Almost immediately, they lost contact with the outside world. When they went out to investigate, the fog burned their exposed skin and made them sick. Stranded, they have to find out what’s happening and how they might be rescued.
TOXICity is a character-focused, narrative-driven experience, smaller in scope that our previous efforts. After having to juggle a sizable cast for TID, we decided to go back to a handful of characters. This, hopefully, will produce a more intimate experience where you grow to learn about your fellow survivors throughout the story. Unlike N&T, these won't be people you already have a pre-established relationships with who are more prone to like you from day one. Sure, Laura and Kallie are coworkers and you know them as such, but you'll have to talk with them and consider their perspectives when making choices. You'll have to earn their trust because they have lives to return to if they survive their situation.
One of the main elements of TOXICity is a concept we call "micro-choices" where you can respond to conversations without it making huge changes to the scene. Instead of your comment triggering an alternative path, what you say will just be heard (and maybe briefly responded to). But, what you say will alter how your fellow survivors view you through one of five stats.
Love - A measure of the romantic feelings a character has for the Main Character. Raised by performing activities that involve intimacy or affection. Do you show kindness or care in a moment when they’re struggling? Or, do you blow them off?
Friend - A measure of your friendship with the other characters. Improving this will alter conversations and potentially unlock variations in scenes that might allow for romantic events.
Desire - Represents the sexual tension between characters. Even if they are not romantically involved, this stat might open up moments you normally wouldn’t see.
Trust - Does the character trust the Main Character’s decision-making ability? Can they be relied on to follow his lead? This is a modifying stat that can alter conversations and scenes.
Anxiety - Is the character stressed by the events that go on around them? Can the Main Character convince them that it’s all going to work out or they are safe in the meantime? This is a modifying stat that can alter conversations and scenes.
In terms of graphics engine for renders/animations, we are now using Honey Select 2 Studio. While I won't say we were experts with HS1, we were good enough to knock out 8-900 renders and 30+ animations in a month with it, so making the jump to a new program is going to take some time to learn. Sure they share a similar UI, but there's a fair number of plugins and mods that are different or don't exist in the new Studio, so we've had to figure out how to make the same experience through a different means. A bit of on-the-job training.
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