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Blue Swallow profile
Blue Swallow
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Blue Swallow
Blue Swallow, an adult sex-pionage adventure game
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Agent Applicant

Thank you for contributing what you can to the development of Blue Swallow, or checking out what we're creating!

You get: Discord Access Polls to Guide Game Development

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Origin - OLD

This role will be deprecated at the end of December, please switch to the new Origin role or the new $1 tier

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Origin

Thank you for contributing what you can to the development of Blue Swallow, or checking out what we're creating!

You will have access to every version of the game around 3 weeks after release, input on our polls, as well as access to our Discord server.

(I don't know what the image is, ask AI)

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Dossier

Thanks for being integral to the continued success of Blue Swallow!

You will receive access every release around 2 weeks after release.

You will also be able to influence future development by taking part in polls, as well as benefits of previous tiers.

And access to our Discord.

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Sudden Agent

We appreciate your substantial support and your belief in our product.

You will receive all releases around 1 week after release, alongside all benefits of previous tiers.

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Handler

Wow. You flatter us!

With this kind of support, we can try to expand scope and size of our team over time.

You will have access to our private development Discord to see what we're working on and give direct comments and critique.

On-time access to every release.

And benefits of previous tiers.

Handler
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Agency Chief

We don't know what to say, honestly.

If you have ideas for what this tier should offer, please let us know, but in the meantime, it's just a way for you to show the love and help us move the needle.

Agency Chief
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Welcome

  • Thank you for being a part of supporting continued development of this game! We are looking to create a deep, adult game with meaningful choices, a substantial amount of quality content and on a release schedule that is reasonable.
Blue Swallow

Goal

What are we setting out to do here?

First and foremost: a game that's being developed towards a finite and clear end, rather than milking patrons.

I'm sick and tired of watching good games flounder because of feature bloat and a (natural?) desire for more monies. The subscription-style of patronage certainly influences the latter.

Vision

What is this game? A sex-pionage adventure game where our MC is thrust into the position of being the only option to go undercover and potentially save not just her estranged mother, but also the country. She has none of the requisite skills, none of the training or experience, but the agency has no other options and...well, you'll get there.

Time is of the essence.

The format of the game will be 'sandbox' where there will be mission lines that have gated parameters, so each release will allow the players to reach another checkpoint, each of which has options for what path they want to attempt.

Each path may lock or unlock others, may increase or decrease overall success, may increase or decrease skills and personality traits, and some may be time-gated.

Once the MC has completed the objective, yay! game over win. If she runs out of time or fails, uh-oh! super bad game over loss.

Frequent Responses

I don't want to create delays and fatten the product with bells and whistles that are unnecessary. If you, the patrons, want something strongly enough, we'll work on including it and developing it out. But that's because you think it'll make Blue Swallow better, and are willing to deal with the 'consequences'.

And what about the story? We've finished the Prologue, we're diving into the spy story.

I have a beat sheet of people that Claire could encounter and how they interrelate with the larger story, I have an arc of progression for where she needs to go to succeed. But do I have a full storyboard? No. Will there be multiple ways to achieve victory and loss? Absolutely. Are they perfectly defined? No.

There will be flex and give as you all influence the story, as it naturally evolves, and as collaborators add their touches, flair and guidance.

The development is as much a Choose Your Own Adventure as the game is.



Blue Swallow
Public post

Goal

What are we setting out to do here?

First and foremost: a game that's being developed towards a finite and clear end, rather than milking patrons.

I'm sick and tired of watching good games flounder because of feature bloat and a (natural?) desire for more monies. The subscription-style of patronage certainly influences the latter.

Vision

What is this game? A sex-pionage adventure game where our MC is thrust into the position of being the only option to go undercover and potentially save not just her estranged mother, but also the country. She has none of the requisite skills, none of the training or experience, but the agency has no other options and...well, you'll get there.

Time is of the essence.

The format of the game will be 'sandbox' where there will be mission lines that have gated parameters, so each release will allow the players to reach another checkpoint, each of which has options for what path they want to attempt.

Each path may lock or unlock others, may increase or decrease overall success, may increase or decrease skills and personality traits, and some may be time-gated.

Once the MC has completed the objective, yay! game over win. If she runs out of time or fails, uh-oh! super bad game over loss.

Frequent Responses

I don't want to create delays and fatten the product with bells and whistles that are unnecessary. If you, the patrons, want something strongly enough, we'll work on including it and developing it out. But that's because you think it'll make Blue Swallow better, and are willing to deal with the 'consequences'.

And what about the story? We've finished the Prologue, we're diving into the spy story.

I have a beat sheet of people that Claire could encounter and how they interrelate with the larger story, I have an arc of progression for where she needs to go to succeed. But do I have a full storyboard? No. Will there be multiple ways to achieve victory and loss? Absolutely. Are they perfectly defined? No.

There will be flex and give as you all influence the story, as it naturally evolves, and as collaborators add their touches, flair and guidance.

The development is as much a Choose Your Own Adventure as the game is.


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Blue Swallow
Public post

Where do you find your version of Blue Swallow?

You can always find your current release dependent on what tier supporter you are in the following posts:

Agency Chiefs and Handlers

Sudden Agent

Dossier

Origin

Public

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Blue Swallow
Public post

0.9.2.1 for Handlers+

0.9.2 for Sudden Agents

We're dropping a hotfix! Which -- as we always do -- is more than simply bugfixes. Here's what 0.9.2.1 encompasses:

-Dead-ends have been fixed in: Prom, Argentina's Gap Year, the Big Event.

-Other fixes to 'bodies' selection passages that were troublesome.

-An improved and 'stowable' stats display for the RPG players.

-Speech Bubbles added throughout the entire Act I. Every single instance of speech now has a speech bubble during the main game.

-Some additions of <>s in Act I so that there's more breaks in the text. Improving flow, reducing too much text to read in one go, etc. This will be a slow but continued process from here on out. There's a lot of writing, tons of branches and options and I get that sometimes it can be overwhelming, so we're endeavoring to chunk this out more. Originally, I had thought that the 'all at once' was an improvement over other text-based 'games' where it was 'look for the link and click' for no real purpose, making it feel like there was more content than there was. Apparently, I was wrong! That's okay. We'll make it better.

-The addition of Claire's Mom, Elle, to the speech bubble headshots. You can now see what your version of Claire's Mom looks like during the Prologue! This is based on the choices you make on Claire, creating her Mom's phenotype as well.

Note regarding these bugfixes and improvements: We're looking for dedicated testers to keep these improvements coming.

The biggest issue with these is the sheer amount of content. We test as much as we can, but usually it takes people playing through all the varied options and combinations (some of which we might never expect!) before we hear that something's broken or just doesn't make sense. So we need more eyes on the case.Are you a supporter? Are you a former supporter? Are you someone who's never been able to support? Reach out to me either here or on the Discord with your desire to be a tester.

What will this mean for testers?

We'll send you a current version of the game that you'll play through a bunch. Fun! Early Access and whatnot.

This will be sent over as soon as we have new versions, if possible. Or, if not, slightly after a new release.

What do we expect from our testers? Communicating to us frequently and fully on a number of things:

-Broken code.

-Mis-spellings and other proofing errors.

-Inconsistent content. Does something just not make sense here?

And not just code/bugs, but also content!

-Opportunities for passage art.

-UX/UI: Improvements to flow, spacing, chunking out of large passages to improve flow, readability and engagement.

-Places for previous choices to be emphasized. Are there moments where you think that a: kink; body type/variation; sexskill; skill or trait; previous choice; etc, should be included?

The whole point of this is to improve the experience of playing the game from all angles: content, flow and feel, inconsistencies, broken code, and opportunities to make players feel agency (agents should feel agency, right?) that the things their game is unique to them and their choices.

We're only a few people with only our minds and eyes, so we need more of those to show us what we don't think or see.

Will every person who wants to be a tester be picked? No. We also don't need hundreds, just a few really good ones.

Will all the changes happen (especially recommendations or asks for entire arcs and paths)? Probably not.

Will the bugs get fixed? Absolutely.

Will we endeavor to make most of the ideas and suggestions come to life? In some way, shape or form -- 100%.

So send me a message, let's get some testers testing!


On to 0.9.3! I'll be adding more Big Event content (middle portion), and expanding/improving the Prologue Acting HSVs as requested in the polls.

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Blue Swallow
Public post

Release Day!

0.9.2 for Handlers and Agency Chiefs

0.9.1.1 for Origin

The lead up to the Big Event is complete and released to our top tier supporters!

-If Claire's working at the Club, she can be potentially selected to work the Big Event. If not, she can try and maneuver her way onto the team during the intervening nights. If she's not working at the Club she can figure out what approach she and the EROS team are going to have that night.

-Claire's personality is implemented for the section above. It's a test that will keep going through the end of the Big Event before we retroactively implement it throughout all of Act I's content to date during 0.10.

-An additional Bargirl event has been written and added to round out that sequence of random work events.

-We've added hundreds upon hundreds of speech bubbles. A lot of work left to do, but this should make the experience of playing the game better, easier to understand and more fun for your eyes.

-Speaking of speech bubbles, we've added in headshots for: Andrew, Angelo, Arvin, Ava, Claire's HS best guy and best girl friends, Ethan, Nate, and Tao!

-We've re-run the Jock, Nerd and Popular Quick Start Claires to be updated with all the current code.

-We've fixed how taking Plan B works in the main game -- if Claire's already ovulating, it won't work now.

-64 updated tops for the new cupsize, HD and pixelated

-9 new pieces of passage art.

-Dozens of fixes like broken images and occasional bad code.

And...a new outfit finishing out the set for the Argentinian Au Pair Gap Year arc!

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Blue Swallow
Public post

Release Day + Progress Report

0.9.1.1 for Dossier

It's been a lot of writing over the past couple weeks. One of the most difficult aspects of approaching this release has been where to draw a line in the sand. There's a TON of content between the approach, waiting, event and outro, so it certainly needs to be split into a couple releases. So as I've written, I've been trying to find the most natural place to put a release break. As I mentioned the last progress report, the structure for the Big Event has evolved into the following:

-The nights up to the event, whether or not Claire reported in and whether or not she's working it. Which means there's a couple small bifurcations and one larger one: Does she try to get herself picked if she wasn't selected beforehand.

-This is then split up into the three sub-paths: is she a working girl? bargirl? dancer?

-Then there's the day 'of' the Big Event with an EROS check-in and plan of action (if she reported in to them first). If she's not working the Big Event, she can make a choice of how she wants to approach being an agent in the field on that evening.

-The night of the Big Event. Either as an agent in the field operating on the outside, included in the Event and operating on the inside, OR blissfully unawares of EROS' desires and potentially just working a night at the club or at the event without contact with the agency. <-- Heading into this portion is where it seems to be the most natural break between 0.9.2 and 0.9.3.

-Wrapping up the Big Event. Checking in with EROS or not, confirming results and next steps.

Meanwhile (when my brain needed breaks), I've gone through probably 15,000 or so lines of code and added in missing speech bubbles. That's over half of the existing Club portions and will likely be hitting some more stretches. Soon there won't be any missing sections! I hope this cleans up the play and makes it more interesting on the eyes, easier to read and comprehend.

AND There was one bargirl event that hadn't been added to working at the Club that I'm in process of including.

On the art end of things: we've finished up the last of the new outfits for the au pair arc. It's a sexy little 'roleplay-ey' kind of thing for Claire's wardrobe. A hint of Mary Poppins and whatnot.

All the pixel art for her clothing has been updated to include the new cupsize, HD art to round out in the next month or so.

I've also gone back to the contractor that has been working on Claire's mom and we're going to get her headshots in the game as soon as the work is done. Lots of variations, depending on how Claire looks.

Long story short: probably a couple more days on 0.9.2, which currently has 3 new sex scenes (multiple variations within) and the test run of the Personalities! Because of the latter, new games will be necessary, so I'm going to try and run through and update all the Quick Save Claire's for 'easy access'.

Thanks for your patience!

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Blue Swallow
Public post

Release Day

0.9.1.1 for Sudden Agents

During the past week, we've implemented the first version of Claire's 'personalities' into Act I and begun structuring the "Big Event".

  • There's some time between the announcement and it happening, so there's time for Claire to report to EROS, attempt to get 'hired' for it or not, as well as establish the atmosphere of the club in the meantime.

  • There's two major pathways for the event: Claire picked for the event and not. If she does, she'll be working it from the inside. If she doesn't, she'll either be stuck back at the club or if she never worked at the Club a more 'secret agent' infil-style approach.

  • Each major pathway will have success and failure conditions and pathways, sex content, etc.

  • And then the Outro and results from how it all went down.

Beyond that, I've been making my eyes bleed and been going through Act I sections to add in speech bubbles that had been missing. There's a LOT of code, jeez. But all for a good UX cause!

Art-wise, we're about two months out from all HD assets being done. Pixel assets for the new cup-size will be complete for 0.9.2. And...

We're working on a couple outfits that will be unique to the Argentinian Gap Year arc (unless you buy them during the main game). Here are a couple examples!

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164 posts

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I'd like to commission additional art assets. This amount would allow me to drop some of the subscriptions into one-offs with artists to enhance the experience of Blue Swallow.
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I'd love to bring additional hands onto the team. This could look like a team artist or team developer. I'll open that decision up to you all when we hit this.

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