True Facials - Version 0.57 Full Pro

Information
Name: True Facials
Genre: 3D Game, Male protagonist, Parody, Big tits, Oral sex, Futa, Vaginal sex, Group sex
Version: 0.57 Full Pro
Censorship: No
Author: HenryTaiwan
Last updated: 15 October 2025
Language: English
Made in: Unity
Size: 1,43 GB 7Z / 1,85 GB UN7Z
About game
You get to cum on the faces of beautiful and lively girls.
I. Character Updates:
Aside from new characters from our polls, we've improved our existing characters with more customization options:
Ada Wong – Added pantyhose and expanded outfit slider options.
Aerith Gainsborough (Final Fantasy VII Remake) – Added short dress option.
Cindy Aurum (Final Fantasy XV) – Added alternate hairstyle (without hat) and a bikini set.
Yennefer of Vengerberg (The Witcher 3) – Added lingerie set.
Ciri (The Witcher 3) – Added sauna-wear set.
Lifeguard Tifa (Final Fantasy VII Ever Crisis) – Added alternate hairstyle and a bikini set.
Quiet (Metal Gear Solid V) – Added bikini set, expanded outfit slider options.
Morrigan (Dragon Age: Inquisition) – Added bikini set.
Rangiku Matsumoto (Bleach) [R2 Studio] – Expanded outfit slider options.
Jessie Rasberry (Final Fantasy VII Remake) – Added one-piece outfit option.
Triss Merigold (The Witcher 3) – Added lingerie set.
Invisible Woman (Marvel Rivals) – Added option to disable hair highlights.
Note: Due to the past poll schedule being messed up, we will have to delay the October poll winners (Juliet Starling, Eva & Alcina Dimitrescu) to November.
II. New Feature - Color Mixer:
You can freely customize the look of any individual part of a character! Including their skin, hair, and outfits.
While holding Alt:
Drag LMB on a part to change its color.
Drag RMB to change its material properties (metallic, smoothness/wetness).
Click RMB to change presets or reset to base.
Click LMB to copy the last change to the current part.
All color mixes are now SAVED in the pose file. To load a character's color setup, make sure to enable the “Replace ENTIRE scene” option when loading (loading just the pose will not load the mixes).
III. New Feature - Light Mixer (plus Sun & Skybox):
Similar to Color Mixer, you can freely change any light's intensity and color.
While holding Alt:
Drag LMB on a light to adjust its color (Hue & Saturation).
Drag RMB up/down to adjust its brightness.
Click RMB to reset it to default (RMB no longer changes the hue).
Sunlight and skybox are also adjustable while holding Alt on the sky.
Drag LMB to rotate the skybox and adjust its brightness.
Drag RMB to rotate the sun light and adjust its brightness.
All light mixes are also saved in the pose file. To load a scene’s lighting setup, make sure to enable the “Replace ENTIRE scene” option when loading (loading just the pose will not load the light mixes).
Notes:
The lighting transition during adjustment is currently not smooth.
The default lighting of maps is intentionally kept neutral.
IV. New Feature - Body Canvas (Experimental - Pro version):
Make your own piece of body art with markers, dynamic paint, and water!
While holding Ctrl:
Drag LMB on characters to draw.
Drag RMB to erase.
Scroll up/down to change the brush preset.
Markers dry instantly, while paints and water will flow down surfaces.
This feature is experimental and not saved in the pose file. We do want it to be saved and will be looking for solutions.
V. Other Improvements & Changes:
Much better CPU performance, typical systems should be able to handle 4+ characters without being CPU limited (the more cores, the better).
Many enhancements for the skin, including skin pores and better blending.
More posing capabilities, hands can now grab arms (though not both hands on both arms at the same time).
Areolas can be color-mixed independently.
Reduced direct light flickering.
Greatly reduced noise from skybox lighting.
Fixed graphical issues when two characters’ faces were too close during certain animations (long-time bug under the radar).
Corrected eye reflections.
Fixed character shadow disappearing for various reasons.
Skybox resolution is now capped at 4K to prevent game crashes.
Greatly improved UI performance in long lists.
[FIXED] missing music and voice lines for new characters from the Technical Test.
[REMOVED] We've removed pubic hairs for now, we feel it needs to be much better.
We're temporarily removing the experimental Volumetric Intensity, it needs to work differently with the new lighting system.
Removed Temporal Anti-aliasing.
VI. Known Issues:
True Facials v0.57 may still experience issues on certain AMD graphics cards. It seems to be a common problem that happens with other Unity games as well without clear solutions. We will be following up with affected users to fix it.
While the CPU bottleneck is more or less resolved, the GPU requirements are a bit higher.
Some body parts and outfits cannot be painted on. In some cases, painted textures may appear pixelated.
VII. Future Development:
There are a lot of lighting-related features that we've always wanted to add in this update. For a long time, we've been faking it with many techniques, basically nothing is remotely accurate but tweaked heavily to look "good". However, things starts to look the same even in different lighting conditions.
We're now doing the opposite, using actual state of the art techniques for direct and indirect lighting. It is more physically accurate (unlimited shadow), which doesn't always mean better looking, but with material and lighting control the possibilities are endless.
Importantly, only improvements are needed going forward rather than workarounds or overhauls. The same applies to the multithreaded animation system, which essentially gives us free performance forever.
I know that the time we took for this can look unreasonable (even lazy) for these features. But in reality, rendering and multithreaded programming are THE hardest things in game development. As such, more than half the time I spent was on failing. In hindsight, it was unwise to try to do them back to back.
Luckily, we're now on the other side. And as we have another programmer on board now so we will be able to cover more ground. I will focus on the heavy system tasks and he will come in more from the user experience side (QoL). We will be looking closely at the suggestions you've been making to see what we should aim for.
Overall, TF's development will be more balanced as it should. Thanks everyone for putting up with me so far.
Game images gallery
|
|
|
|
|
|
Users of Guests are not allowed to comment this publication.






