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Boundtight Games profile
Boundtight Games
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Boundtight Games
Bondage themed video game
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For kinkster who like to follow the projet

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Your support helps this project grow faster. This is the perfect tier if you want to play the game as it develops and be part of the community.

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You believe in this project and want to see it grow faster!

Your support at this level lets me invest more time into development! More animations, more content, bigger updates. You're directly accelerating how quickly this game (and future kinky games) come to life.

As an Insider, you'll also get:

Access to the live development log (requierd discord) - see exactly what I'm working on and what's coming next

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You want to see Boundtight Games make more kinky games and build a bright future!

Your support at this level is an investment in the studio itself!

You're helping build something that lasts beyond just this one project.

As a Producer, you'll also get:

Access to studio assets - FBX models and musics I've created

Private Producer Discord channel - A direct line to influence the futur of the studio

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Features

  • Subscribers get monthly updates with new gear, features, and improvements!
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Boundtight Games

Kinky Studio - PreRelease 0. 1. 12

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Boundtight Games

from 05 Jul, 2026

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Kinky Studio - Devlog 009


In this devlog, I'll talk about the last two updates of Kinky Studio: 0.1.9 and 0.1.10.
As the game moves forward and the number of features increases, the need to develop better tools to control everything has started to emerge.
A couple of weeks ago, I introduced the leash system, which made it possible to drag and move models around the studio. This is cool, but it also created the need for a better system to control which model we are interacting with.
To help with that, I've added an outline that appears around the character. It detects the distance between the main character and the other models. This makes it much easier to see who we are controlling when walking around the area and playing with multiple models.
In snapshot view, the game also detects if there are multiple models in front of the camera. If that's the case, a small icon appears on the left, allowing you to switch from model to model while keeping the active menu open. The goal is to make it efficient and give quick access to the domination menu while controlling multiple models.
I also made a DX11 version in order to be compatible with older GPUs. The number of downloads really confirmed that this was needed, as many users are running the game on older hardware. And it actually works great! I was able to test it myself on my 10-year-old GTX 1080.
So during development, I will keep releasing alpha versions in both DX12 and DX11.
Since I'm talking about versions, I also sometimes make a Linux version, and it works. But since I currently don't have Linux installed, I have to rely on people who try it out, and so far I got good feedback about it. However, I cannot really maintain it properly during development. So if you want to try a Linux version, feel free to write to me. Since I cannot debug or test it myself, I don't expose it publicly for now. But I do plan to make a proper Linux version at release or post-release.
I will also try to make a Mac version. I already tried, but it's more complicated than the Linux one. So I'll probably look at the Mac version after release, as it can be a bit more difficult to do properly.
Now let's talk about the latest update!
The latest update brought three new features: a clothing management system, a tape gag, and video snapshot mode.
Let's talk about the clothing system first. For this, I worked with a latex designer friend who makes her own latex clothing. She uses software to create the patterns, and after some R&D, I found a way to import those patterns directly into Unreal.
This has some big advantages. I could give her the base models, she could easily adapt them in her clothing software, and then export the clothing directly. In Unreal, there is a new clothing system called Chaos Cloth, which is really powerful but also a bit sensitive. After spending some time experimenting with it, I was able to get some nice results.
Then the challenge was: how do I adapt the clothing to each character?
Until now, all the gags and bondage restraints are adapted to each body and face. This takes time, but it allows for real diversity in bodies and faces, and I think that's one of the strong points of the game.
But for clothing, adapting everything manually can be much more time-consuming than adjusting a strap on face gear. Luckily, Unreal had a solution for that. Because I'm using Metahumans, there is a workflow that allows me to create dynamic clothing that adapts to the body. As long as I have one working piece of clothing on a Metahuman body, I can reuse it to create dynamic models.
Which is actually insane! It means that even future avatars I create will be able to wear the clothing.
That was a really nice discovery. I plan to add more clothing, and maybe some non-latex clothing as well.
To make the clothing system work, I had to create a masking system to hide parts of the avatar. During the R&D, I also experimented with Mutable, which is Unreal's built-in way to make dynamic avatars. It looked nice, and it has some really powerful features, but it also feels kind of packed inside itself. Currently, I feel more free building the avatar my own way with a custom blueprint class, because it gives me more control.
I also made a new tape gag. This was really interesting to do, and I discovered a couple of things while making it. The best thing I learned was the workflow to transfer face weights to the gag. This is actually really nice, because it allows the tape to move with the facial expression and look much more realistic.
Now that I understand this workflow better, I will see if I can do something similar with leather gags, in order to have the straps sit closer to the cheeks. But there is still some R&D needed for that.
I also made some UI changes. In order to expand the number of gear options, I made the UI more dynamic and able to move around. This means I can greatly increase the amount of gear and have everything reorganize itself inside the wheel.
The main menu also moves up and down now to center the current selection. This gives me more flexibility, as I might add more categories in the future.
The UI feels more future-proof like this, while still being simple to use and quite intuitive. By release, I aim to remove the text and use only images/icons, as I think it will look much nicer and clearer than text on a black background.
The last addition was video snapshot mode. Since the game focuses a lot on expressions, I think it's nice to be able to capture video as well.
A few words about what comes next!
The game is starting to feel more complete with all the features it now has. There are still some big features missing. For example, the outfit system currently works for clothing, but I also need one for shoes and boots. This will impact sound, but it will also create conflicts between some clothing and some shoes. So, similar to the body and clothing system, it will require a masking system so everything can combine properly.
Content-wise, I need to add more restraint options as well. I'm still missing some thigh bondage features that I would love to have.
I like to make things in parallel so I can directly see the problems that each feature creates. I try to anticipate a lot, but I always miss some issues that appear along the way. So I think the game is in a good spot now, with lots of systems already present. This will help me see and manage issues as they appear when I add more thigh restraints.
I also want more gear, more sounds, more voices, and more content in general. Everything needs to become more furnished.
For the last big part, I want to work on the struggle and agent systems. I think it will make the studio feel more lively if the models can have a will of their own. But I want to have all the systems in place, and more content inside the game, before going there.
So yes, I'm really looking forward to all of this! I'm also excited to start creating more content now that the core systems are starting to feel solid.
If you want to be the first to know when the game is available, you can add it to your wishlist on Steam or follow it on itch.io.
If you cannot wait for release, I distribute an alpha version monthly on Patreon and SubscribeStar.
You can also join my Discord, where I publish work-in-progress pictures and info.
Thank you all for the support and interest in my game! 
Stay kinky! 🔒
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Boundtight Games

Kinky Studio - PreRelease 0. 1. 10

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Boundtight Games

Kinky Studio - PreRelease 0. 1. 9

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Kinky Studio - Devlog 007


This is the devlog for update 0.1.8 of Kinky Studio, let's dive into it!
This update brings a bit of welcome chaos into the studio! By introducing the leashing system, it's now possible to leash and drag the models around! This feature is really nice for giving freedom to move the models and also just for the pleasure of using the leash!
But it also brings some issues with it as well. The snapshot system and close interactions don't work well when you have lots of models close to each other. So this is something I will address in future releases, in order to have better control over that!
So this is nice, but it also brings some chaos and some issues. As you can see in the video, the character jumps when you walk into them. Also you can actually leash all 3 models at the same time, and it kind of works! But it's really not optimal yet, and you might have some issues with it. But it's fun to try it out and play with it. I had once a bug where one of the avatars just stopped moving completely. So yes, this is still very fresh, and I need to address all this, fix the bump, and add a pre-selection when there are multiple models around or in front of the snapshot.
It's now also possible to leash from neck to knee, which gives this tight neck to knee restraint. I've added two new animations: the knee to neck tied idle and walk. When I have more time I will rework them a bit, and generally speaking I think some struggle animations are really missing, so I'll try to add some as well!
Another addition is the drool! I think this adds a lot of nice dynamics and creates an organic touch! I would like to go further with that and add more detail to it, as well as some drips and bubbles!
Some little additions that are nice are the moving rings of the collar, that make them less static and feel more real!
Also I've added a new panel gag! After modeling two posture collars and this panel gag, I'm getting used to Blender again, as it's been a couple of years since I've used it in production for the last time. So now I feel used to it and I will make more. But also I'm not 100% satisfied with how the panel gag is at the moment. It's too loose, and I need to make it tighter and also make the strap in the back of the neck higher. Now that I'm really comfortable in Blender it's way easier and faster to do that than directly inside the editor with UE modeling tools like I did before.
I've added a new "Shut Up" command to stop the moaning, which is really repetitive for the moment, and it's all the same for all the models, and it's lacking diversity of sound as well. So after some time in the studio it can be a bit annoying, so this gives some control of it (at least for the models; the player model cannot shut itself up, so you'll have to ungag yourself if you don't want to hear the moaning for the moment).
I've also added some settings. I've tried the game on my older computer that runs on a GTX 1080. So with some graphics settings setup it can run smoothly. There are some issues with the hair and blur, so I've added a checkbox that fixes it, simply called "fix hair blur". So if you see totally weird blue hair when you are inside the snapshot, this should fix it by simply disabling the depth of field on the hair.
Settings-wise I've also added the possibility to change the snapshot resolutions, which can change a lot the time it takes to make a screenshot depending on your configuration and GPU.
Also now on first launch the game is trying to determine the best graphics settings. It's kinda working, but it's not really precise to be honest. I found it a bit better than nothing, but well it's better to spend some time to find good settings that work for you, and all the settings are saved between sessions.
So that's most of it! There are some other fixes and small additions here and there as well!
If you like the project and want to support it, there's a Patreon where you can get the latest release, including this one!
Also the game now has a Steam page! If you like the project and are waiting for the release, you can wishlist it to be informed as soon as it's released!

More infos 
Thank you for your support and your interest in the project!
Stay kinky! 🔒
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