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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

Agent Applicant
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$1
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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

Origin
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$3
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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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$5
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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.

Dossier
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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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$50
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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

Release Day + Progress Report

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Posted for $1, $3, $5, $10, $25, $50 tiers
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Blue Swallow
Public post

Release Day + Progress Report

0.9.4 for Sudden Agents+

A big week for art: 11 added pieces of passage art and Five sexy bits of passage art in Act I (getting taken home as a bartender, the virgin, the first encounter with Callum, the office with Nino and the divan encounter). I'll tease what one of them looks like next week. Finally, we've added a new headshot for a certain someone that can be met while at the party with Nate.

Of course we're doing some bug fixes in the background -- and we have our first official playtester! That should help us surface these issues sooner and address them before you run into them. They'll also help me out with flow and opportunities for art.

Content-wise, I've been building out the intro for Claire's attending the Big Event and the initial encounters at the estate.

On a sad note, I think my laptop (where I do all my writing) is telling me it's time to move on. Black lines of death are slowly growing in number and creeping up the bottom of my screen so that might be a transition in the coming few weeks.

Anyway! Back to writing while I still have a screen to work with!

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Blue Swallow
Public post

Release Day!

0.9.4 for Handler+

0.9.3 for Origin+

Our dear, talented Fictionary pointed out to me the other day that while we had planned this to be a 'hotfix' and 0.9.3.1, given how much content was in it we should really consider it a full release. Hence 0.9.4.

So what's all in it?

-Fixes for issues players were having with the 'Bodies' list.

-Fixes for some headshots not appearing correctly.

-Fixes to the Acting HSV so it connects properly.

-Adding in new tattoos for selection! An additional set or two will be added in future releases.

-Names now with Headshots! Should add clarity and help players know who people are.

-Hint added to Character Creation to highlight the Settings for HD art, dark mode, and other features.

-New passage art!

-And the content: Something like 10-20k lines that comprises Claire's infiltration with Nate at the party or with Angelo in the Club (and the ability to infiltrate the Club for 'That Door' even outside of the Big Event!). Multiple paths and results in both arcs that allow for Claires not working at the club to get something out of the Big Event. [Oh and there's an infiltration outfit for the Angelo arc].

What's next? 0.9.5

-More sexy art from Noice!

-The last Quick-Start Claire's to round out the options.

-More piercing options.

-The remaining Big Event content for all three working-Claires as well as content for Claires who aren't working the Big Event.

Then we'll close out the 0.9 arc, do a Public release and move into 0.10.

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Blue Swallow
Public post

Release Day + Progress Report

0.9.3 for Dossier+

I've just wrapped the writing of the club infiltration and what's behind 'That Door'. It was a lot of fun to write, with some sexy moments on either end and a lot of tension in the middle. I was drawing inspiration from those do-or-die moments in Mission Impossible films.

It was also a lot of coding. Way more than I had originally expected. I had to keep track and code in variations based on Claire's appearance and abilities, but also choices that had been made prior to the segment, AND choices made during the infiltration. They all had their own bearing on the results and success (and potentially repercussions). Hopefully it will be as fun to play through as it was for me to write.

It's a path that can happen if Claire isn't selected for the Big Event, it's also possible to open the path based on activities while working at the Club. So I've opened up both paths for potential access!

Will you have to infiltrate the Club this way? No. The information there will likely be (mostly) available on other paths and arcs, but I'm purposefully keeping nuggets of intel different in these early investigative paths. I want there to be as much fun in discovery and as little rehashing as possible. Later, it will be more important to have a full knowledge of as many puzzle-pieces so that's when some cross-pollination would be beneficial.

Also in the past week we've added another batch of passage art, and the two new sets of (non-HD) doll tattoos for selection at Character Creation or in any of the 'Tattoo Parlors' in game.

Additionally, I've done some other proofing and UX improvements to sections of the game and a couple of bug fixes -- one of which may have prevented some players from being selected for the Big Event at all!

This weekend, I'll spend a lot of time digging in and writing as much of the Big Event as possible, probably starting with the party infiltration with Nate (007 party-inspired) before turning to the versions of the event when Claire's selected.

Whatever content is ready to go for early next week will be released as a 0.9.3.1 and when all the content is ready to go, we'll release 0.9.4. That will come close to the end of content for the 0.9 development cycle, but we still have some items in the hopper:

-More content on the Escort path with Bona

-More content with Claire's potential friends in Manila

Thanks again and see you all next week!

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Creator Stats

173 posts

Goals

46.4%
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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.
18.5%
collected
to reach
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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