Personality System Overview
(Image shows several environmental props from the Dark Cultist area.)
In the current version of the game, you may have noticed moments where
the protagonist’s reactions feel a little inconsistent.
She snaps back at villagers who threaten her;
she suddenly freezes when a filthy fat man harasses her;
she acts aggressive toward goblins, yet becomes unusually gentle with humans.
Individually, these behaviors make sense —
but without a unifying personality structure, the character can feel contradictory.
To resolve this, the next update introduces the “Personality Initialization System.”
The protagonist will now be defined by four categories:
Value: Tradition / Heretic
- Tradition-leaning characters bond more naturally with humans.
- Heretic-leaning characters resonate more easily with goblins, beastkin, and Dark Cultists.
Temper: Aggressive / Gentle
- Aggressive characters unlock forceful, threatening, or confrontational options.
- Gentle characters gain conciliatory, yielding, and pacifying choices.
Insight: Emotive / Rational
- Emotive characters gain heightened intuition during rituals, illusions, and magical events.
- Rational characters more easily detect traps, deception, or mental influence.
Kink: Dominant / Submissive
- Affects only H-scenes.
- Entirely independent from Temper, allowing intentional contrast.
For example, an aggressive character may still act submissively in bed.
Before being pinned:
“One more step and I’ll slit your throat.”
After being pinned:
“S-slower… I can’t handle it that fast…”
That contrast — fierce first, vulnerable after — is part of the appeal.
We are currently revising events, dialogue, and branching flags
to support this new system. Our goal is to deliver a more expressive
and coherent protagonist before Christmas.
Stay tuned!