Overall I'd say while there's a lot I wanted to finish in 2024, I accomplished a good number of my intended goals both relating to Lilith Descent and personally.
Now that we're firmly in 2025 I want to take a moment to say thank you to everyone that has followed this game over the years. While I've mentioned it before I can't overstate how much the interest in Lilith Descent far exceeded what I considered possible with my skills.
Thank you very much for everything.
The next build will be bigger in terms of added content, at least compared to the previous build so it'll take longer for sure but I do have a small progress report and a poll to help me decide the perspective in one of the H-Battles.
Small Update to the Wall-Duress
Something I've wanted to do for awhile is make the Wall-Duress both more threatening as a dungeon hazard and give it a more interesting sexual interaction (mainly an excuse to include more pixel animations).
The range in which a Wall Duress can grab has been slightly increased, and when triggered you'll be met by a timed QTE that only requires directional inputs.
If you successfully complete the QTE you'll enter battle with the Wall Duress like normal. However if you fail your character will enter a grab animation and lose a varying portion of Health.
From this point the QTE will randomize and appear again until you either succeed and enter battle with the party leader's health reduced, or alternatively...
If they fall below a health threshold by failing the QTE enough times are simply being caught with low health and failing it once, the Wall Duress will cum and instantly defeat them, resulting in an immediate capture.
If you're running a single character you'll then begin the normal Wall Duress post defeat H-Battle, however if there's more then one character in the party then the next character will take over and comment on what just happened.
From that point a hole will be left in the wall where the Duress captured your character. It's safe since the Wall Duress already got what it wanted.
It's important to note that I've adjusted their spawns to have more randomized locations and more then one Duress can now spawn looking for a snack.
Characters defeated during the QTE will be sent back to the nexus with a small comment on their experience.
Tunnel H-Battle Perspective
Now I'd like to place a poll to help me gauge your opinion on the best perspective for the Tunnel navigation scene.
Generally since Journey isn't the only playable character I can play with alternate perspectives for most H-battles with a few exceptions like the normal faction defeat scene the Raiders, Demons and Goblins use.
This particular scene is a similar case wherein you're navigating tight tunnels while being hunted, in this case by a unique goblin. So the characters will at least have to be seen from the same viewpoint with varied postures.
l'll leave the poll up for awhile but in the meantime I think that about covers this progress report.
My next update should cover the decided perspective and my progress on the goblin subjugations and King Porci's H-battle, until then take care and I wish you an even better 2025!
Happy holidays everyone! So I finished the next patch build for the Goblins and cleaned up a few errors players were running into. After this there's one last build I'll be releasing for the Goblins that'll complete their subjugation and I'll be moving on to the Raiders.
With that said I'll get into some of the details now.
Optional Boss Material Drops
A minor addition I've added are boss materials to The Dithonion and King Porci, although Porci specifically only has one item available with his material.
If you defeat either of them a new character will appear in the Nexus that can take the materials and turn them into weapons for your use.
Alex is a witch from a Hex coven, here for her own reasons and she's only interested in transmuting the materials of powerful entities. It's important to note that the material drops aren't guaranteed to drop each time.
She's pretty standoffish and outwardly cold even for a witch but she won't be the only one you'll meet in the game.
Smaller Additions and Adjustments
Updated Lilith
I've been intending to cleanup Queen Lilith's design for a while and finally got around to finalizing her. Both her dialogue CG and her idle sprite has been updated and uses 6 frames instead of the 3 frame animation I use for most assets, npcs and mobs.
Small contextual defeat
Now when losing a battle against any enemy excluding bosses, a small contextual scene will play involving the enemy. I wanted to include versions were certain enemies will carry the defeated heroine away, hopefully I'll have time to include that later.
Faction Activities
The factions, namely the goblins can now initiate their actions properly and benefit from them, gaining various buffs or breeding captured characters. Currently if they choose to repeat an action more then once they won't gain any additional benefit, but in the next build repeated actions will increase the faction's level.
The next Raider Subjugation Build
I've got two more H-battles, some cave areas and a few other details to finish for the goblins in the next build. Working on them has allowed me to refine the faction subjugation template I originally setup for them from The Dithonion.
This'll make finishing the Raiders and Demons after them even faster, mainly coming down to their areas and H-battles.
Along with the completed Goblin faction I'm planning to include the first portion of the Raider faction Subjugation as well. I wanna avoid saying too much right now but the Raider faction area will be a bit different from the goblin caves in that it won't be as hostile of a place, depending on where you go.
That about finishes up this progress report, sorry this one took so long, I even released the last build without it since I felt I was going too slow.
The patched build will go up right after this post, I'll be checking for any additional bugs that pop up and I'll have another post soon to ask for feedback on the tunnel shortcut scene.
With that I'll head off and Merry Christmas again to anyone that celebrates it! (づ。 ◕ u◕。) づ
Hey everyone, while I've been finishing up the next test build it's become clear I'll need a bit more time polishing the new areas and events before I'm comfortable asking you to play and bug hunt.
In regards to what specifically I'm finishing, it's the implementation of the faction leveling, the visual details of the Goblin stronghold maps and the associated events and scripts for new items, doors and interactables. All of the other art needed including the H-scene, Boss and enemies are all completed. I feel like I've been slower this month for various IRL reasons but I'm not interested in excuses.
I'll be posting this build next Friday/weekend and I'll be using the extra time to finish up some work I originally intended to push into the next build.
I'm really grateful for your patience and sorry if this post let you down. At the very least I'm more excited then ever working on the game with some of the ideas I've got in store.
Until next weekend, take care everyone! (づ。 ◕ u◕。) づ
I unfortunately went all through September without an update post and I'd like to apologize for the wait. I did share a small snippet of progress on the discord but of course not everyone has seen it.
So in this progress report I'll go over what I've completed so far and my plans for the next build this month.
Starting with The Goblins
The battle artwork for the main goblin additions has been completed. Primarily the goblin champions spawned from your characters.
I wanted the visual aesthetics of the champions to match their mother's so you can easily infer which character they draw their powers from.
I've also completed the Goblin leader's dialogue CG art, both with and without his feline companion.
Being able to add the Goblin King's cat to your Nexus is a really small addition and I'm going to look for more chances to include similar instances of Nexus customization toward the full build.
Now I mentioned before that I planned to add unlockables that I wouldn't over-spoil or delve into to much detail so you can find them on your own, hopefully through organic means.
New Journal Entries
You may be familiar with the Journal entries that can be viewed in Findings from the Pause Menu.
I'm getting around to adding the new entries I've had planned for a while now. They're inspired by the lore art pieces in Dragon's Crown from VanillaWare.
They'll serve as collectable artworks, largely lewd in nature, and they'll be accompanied by the lore of a relevant character, faction, creature or the world of the game such as Sectaria, Brigit's homeland.
Most of the Journal entries will focus on scenes or details that aren't possible to explore in Lilith Descent.
Dialen's Journal Entry is finished and the rest are still a work in progress but I'm shooting to have at least three finished for the next version release at the end of October.
Goblin Subjugation Test Build
Now It's been a long time since the last test build so I'm planning to release the first half of the goblin subjugation test that'll include the new area, goblin enemies, goblin pillory H battle and boss.
The goblin pillory H-battle will be unique to the Goblin Caves locale. A special occurrence during the scene is that an unoccupied goblin under certain circumstances will go and retrieve an Anpula to join in on the fun, an animal they typically use as a beast of burden.
If this happens the beast will make the battle much harder.
That covers this update post, I've got to lock-in a bit for the release this month, it's been a hectic few months IRL but it seems like things should be slowing down a bit, finally.
Thank you for your patience and support as always, I'll be back again at the end of the month (hopefully) with the new build!
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