Download game A Very Full House [v0.36.6] [APK]
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Details GameA Very Full House [v0.36.6] [APK]
Developer: MetaMira
Version: 0.36.6
Operating system: Windows, Linux, Mac, Android
Update date: 10/08/2025


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About Game A Very Full House [v0.36.6] [APK]
A Very Full House [v0.36.6] [MetaMira]
A Very Full House! It’s a game about love, seduction, and corruption, all centered around a MILF-y main character.
Do your best to take control of your household and keep everything under control, by any means necessary!
Image Game A Very Full House [v0.36.6] [APK]




Other Information Game A Very Full House [v0.36.6] [APK]
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Installation:
ChangeLog:
v0.36.6
- Updated to Renpy 8.4.1
- Nerd is now asleep during the Morning time slot after his ‘Caves of Grothnar’ raid. House stability decrease only triggers if he isn’t woken up in the Early Morning or Morning.
- Tweaked tootlip fade in timing.
- Refactored choice menu to eliminate some redundant Fixed displayables.
- Properly centered menu options.
- Refactored choice menu buttons to avoid costly interaction restarts. Menu buttons now always have a hidden tooltip that is revealed when hovered.
- Menu buttons now properly place hotkey buttons underneath the foreground image (no visual difference atm, but might matter eventually).
- Added MiraMenuRequirement class. Subclasses of this class are used to handle button requirements. Includes pass/fail logic as well as display control. Note: These are static classes, they are not instanced.
- Mods can now add their own menu requirements. See ‘Classes/Display_Classes/MiraMenuRequirement.rpy’ for more information on how this is done.
- Updated MiraMenuOption to use MiraMenuRequirement structure.
- MiraMenuRequirement returns a set of results that can be modified by subclasses. Currently used return values are ‘enabled’, ‘slug’, ‘npc_requirement’.
- Added {arousal} text tag to quickly insert an arousal icon into text. Also includes an {alt} tag wrap to describe the image for any functionality that uses it.
- Added {corrupt} text tag to quickly insert a corruption heart icon into text. Also includes alt text.
- Added {stress} text tag to quickly insert a stress icon into text. Also includes alt text.
- Added {control} text tag to quickly insert a control icon into text. Also includes alt text.
- MiraMenuRequirement _pass_slug and _fail_slug functions can return a ‘string’, a tuple of (‘text’, ‘colour_code’), or a list comprised of either of those. Tuples allow colouring parts of the text.
- Menu button argument ‘tag_requirement’ now only checks chore_list for tags. Updated a couple of events to use new requirement keywords.
- Menu button argument ‘corruption_tag_requirement’ added. Checks the MCILF for the given corruption tags. Can be given a string, a tuple (displays the second element, optional third on pass), or a list (iterates through previous).
- Menu button argument ‘npc_arousal_max’ added, mirroring the existing ‘arousal_max’ requirement for the MCILF, but for whatever NPC is set with ‘npc_requirement’
- Made subscript text 65% of base font size, up from 50%.
- Added warning notifications when starting a test build or loading a game in a test build. The warning can be suppressed by adding a file ‘ignore_test_warning.txt’ to the game file.
- Made the version number more prominent. Added some simple animations the version number if playing on a test build.
- Did a better job making sure characters finish sliding in when starting conversations.
- Added an aesthetic fade to black when loading saves.
- Fixed path scry failing on nodes that lacked parameters or keywords.
- Fixed path scry failing when attempting to get character stats.
- Prevented the MCILF from napping on the very first morning and missing the early shower scene. Should help direct new players without overwhelming them with options.
- Prevented the MCILF from skipping time with her phone on the very first morning and missing the early shower scene.
- Fixed some improperly named animation calls for the MCILF that resulted in her boobs being less jiggly than they should be.
- Updated art for Jock’s weight set.
- Improved Jock bedroom base art.
- Added boob lift animation for new Jock event.
- Added new Jock event when getting groceries.
- Added late night workout event for Jock. Multiple paths through the event, including six different sex/tease options and a ton of cumshot options!
- Added ‘First Fuck’ corruption tag for the MCILF, Jock, Slacker, and Nerd. Added in any event that triggers the ‘Person.gave_vaginal’ sex stat event.
- Added two new corruption points for the Jock and one new corruption point for the MCILF, all added inside of his workout event.
- Added ‘Brotein Powder’ quest. After picking up Brotein Powder the first time you’ll be able to stock up on it any time he’s low and you go grocery shopping.
- Added a ‘female_climax_threhsold’ to the common values list, equal to 80 arousal. Updated some events to reference this instead of having a magic number.
- Added colour to Caves of Grothnar location art.
- ChoreList.check_tag_time_remaining() now takes an optional ‘default_value’ parameter. If the tag is not present the default value is returned (default is None).
- Thought and speech bubbles now animate at 60fps, reducing jitteryness on high refresh displays.
- Nerd is no longer summonable when he is raiding late at night (currently no difference; might matter for future events).
- All bed NPC images no longer hide when interacted with.
- Fixed the kitchen table being off by one pixel.
- Fixed lifted boobs being shaped strangely inside of the boob frame.
- Speech bubbles for NPCs not currently displayed are now displayed even further to the left, as if coming from off screen.
- Fixed one Firebrand chat->tease branch giving Control instead of Arousal (if only it was that easy!)
- Mirrored condom and climax animations for men in many events. Should ensure condom state is properly displayed. I have plans for updating the animation and frame system to make this more streamlined.
- Updated Jock, Slacker, and Nerd Live2D models to properly display condom cum bulges. Improved condom cum bulge transitions.
- Fixed several events that weren’t setting the ‘is_hard’ flag for Nerd, Slacker, and Jock.
- Fixed bathroom door having two door knobs.
- Fixed MCILF minified work outfit not respecting underwear set rules (like lifted boobs) when trying it on for the first time.
- Person.apply_outfit(new_outfit, new_underwear) now automatically applies the person’s current underwear if new_outfit is defined but new_underwear isn’t. Hand new_underwear = False to explicitly not include underwear.
- Updated some outfits to have ignore_underwear_tags, unlikely to change anything major.
- Fixed some tan effect layering issues that was resulting in swimsuit tans being applied over some pieces of clothing.
- Fixed some similar tan errors in the pussy, boob, and butt frames.
- Fixed blowjob frame using wrong parameter name for tan effect, resulting in no tan being applied.
- Fixed Cheerleader’s masturbation help button using the expected Control cost instead of the Arousal cost.
- Fixed some incorrect variable comparisons in Caves of Grothnar code.
- Removed redundant scene statement from change_location label.
- Fixed Nerd being displayed behind the bathroom door when peeking through it.
v0.35.2
Fixed crash during the Caves of Grothanr intro for real this time.,
The ‘Current Chores’ pinned list is now shifted downwards when the Caves of Grothnar character sheet is being displayed so they don’t overlap.,
Notify entries now display lower when the Caves of Grothnar character sheet is being displayed to prevent overlap.,
Fixed ‘kept_coins’ variable being shown as text instead of being interpolated after a fight with a companion.,
Fixed a crash caused by unexpected ‘use_all’ parameter for some chores. Caused by incorrect extension in the SewingChore class.,
Nerd will no longer clean the bathroom while other people are having a shower. They aren’t that friendly… yet.,
Fixed some logical issues with how chore_list handled the event, daily, turnly, and timed tags (I have no clue how this hasn’t caused issues already),
[15:20]
Fixed a potential crash when trying to use or remove timed tags (Seriously how did this not crash a bunch?!?! I think I’m more worried now!),
Fixed some Caves of Grothnar item duplication issues (wow, it’s just like a real MMO!). equip_item now removes the item from inventory if it’s there by default.,
Fixed Caves of Grothnar crash when trying to buy an item you could equip right away.,
Fixed Nerd’s default late-night location not applying correctly. Attempting to hand ClickableConditional incorrect types for default value or options results in an exception now.,
Fixed infinite loop during detention caused by logic errors within ChoreList.,
Sewing machine folder being incorrectly located inside of the Caves of Grothnar folder. This Tron marketing is getting insane.,
Fixed save compatibility for saves that haven’t unlocked Caves of Grothnar event yet.,
Caves of Grothnar is now rarity wrapped anywhere it appears! Use [cog_title.name] to do the same within your own modded events.v0.34.2
N/A
Note:
Major Update Features
- Jock Art Update! The ongoing effort to fill in all of the basic character art continues! This update, The Jock has received his full body character drawing, complete with all the different stages of clothing. Old events have been updated to make sure they’re using the new art to it’s fullest extent!
- New Events! A whole collection of new events have been added to the game, mostly focusing around the (very busy) shower.
- Swappable Phone Backgrounds! No need to live with that boring black phone background any more! You can now swap your phone background for a number of spicier options. Patron supporters will also have access to animated backgrounds as part of their reward! Enjoy some bouncy-jiggly goodness every time you open your phone!
- Mod Support! A proper framework for loading mods has been added, making it easy to add your own content to A Very Full House. The patch system has also been updated, so mods will be able to keep saves compatible between versions, as well as patch out their own bugs. Happy hacking out there!
This is a very early demo for the game. There will be placeholder items, locations, interactions, and art galore! Almost everything you see will be improved, replaced, or expanded upon during development.
That said, this release does contain all of the code I’ll need to add new content – written events, art, outfits, and so on – right away! Here’s a rundown of the major features I’m hoping this version shows off:
Map Movement – This is pretty straight forward, but it’s obviously still important! The full game will be filled with dozens of locations, each populated with items and characters for you to interact with. The current room images are all placeholders; I’ll be adding in high quality assets to replace them.
Item Interactions – Another simple concept, but just as important. Clickable items are easy to add, and easy to add new interactions to. The goal is to have every location filled with things to interact with! Just like with locations all of the art you’ll see for these are placeholders.
NPCs – Probably the single most important part of the game, NPCs can be interacted with. Every NPC has a collection of stats like Arousal, Control, or Corruption Level which locks or unlocks interactions with them. At the moment only the five main housemates are represented, and those are still using old placeholder art developed for my original prototype. Replacing these with high quality models is a high priority!
Game Mechanics – A Very Full House is more than just a visual novel with boobs in it. You will have to manage your household, making sure you get all of your chores done without driving yourself mad with stress. To do that you’ll have to use the only tool you have at your disposal: your body! Tease your housemates to create Arousal, then make them promise to do chores in exchange for “favours” from you. Do it right and you’ll keep the household from falling apart. Do it wrong and you’ll find yourself stuck in a spiral of corruption and impossible promises!
Animated Live2D Models – The main character MILF is an example of what all character models will eventually look like. With animations and physics both being used you can expect to see plenty of bounces, wobbles, and jiggles from every character!
Dynamic Clothing System – Every character will have a full collection of outfits that they can wear. In addition to that, each piece of clothing can be stripped off separately for maximum flexibility when I’m writing new content. For now the main character MILF has one default outfit, plus a towel outfit used for a single event. New outfits will be added, some of which will be needed to enable specific events.
Modular Smart Phone – You can’t set a game in the modern era without having a smart phone in it! Your phone will act as the main piece of UI, listing out character stats or chores for you. Behind the scenes the entire system is dynamically created, so adding new apps and phone based events will be a breeze! Swappable backgrounds and phone upgrades are both planned! For now, there are just a few basic interactions to prove it all works.
Mod Support – This is less a feature and more a promise. I love any game with an active modding scene, so I want to make sure A Very Full House is as friendly as possible to modding as I can make it. I’ve tried to organize and comment all of my code (which is provided unencrypted to save you the hastle) so it’s as easy as possible to read through and modify. Going forward I’ll do my best to design systems so that mods have easy places to hook in new characters, items, and interactions!
If you’ve made it this far then thank you for your interest in A Very Full House! I’m excited to speed up development of the fun parts of the game now that the tricky code and design bits are all finished!
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