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Stay up to date and get emails about posts on what erotic and kinky games are cooking!
This tier has now been retired! You're free to upgrade or stay on as long as you'd like. :) While I can't promise exclusive stuff to this tier anymore, I will probably include you in the new $5 stuff.
Get access to read and vote on "The Captive's Dilemma", the community Choose Your Own Adventure erotica story PLUS get access to exclusive, sub-only game demos.
Get access to read and vote on "The Captive's Dilemma", the community Choose Your Own Adventure erotica story PLUS get access to exclusive, sub-only game demos.
This tier give you double the voting power, and an itchio key to the latest commercial released game by the Overlord Empire LLC on subscription.
Current FREE Game: Lust Knight Lisa
Please allow 24-48 hours for the game key to be generated and sent to you. Thank you for your patience!
Get access to read and vote on "The Captive's Dilemma", the community Choose Your Own Adventure erotica story PLUS get access to exclusive, sub-only game demos.
This tier give you TRIPLE the voting power, and an itchio key to the latest commercial released game by the Overlord Empire LLC on subscription.
When subscriber exclusive game demos are available, you also get access to special cheat codes.
Current FREE Game: Lust Knight Lisa
Please allow 24-48 hours for the game key to be generated and sent to you. Thank you for your patience!
For those that want to give a little extra. Functionally the same as the Tainted tier.
Get access to read and vote on "The Captive's Dilemma", the community Choose Your Own Adventure erotica story PLUS get access to exclusive, sub-only game demos.
This tier give you TRIPLE the voting power, and an itchio key to the latest commercial released game by the Overlord Empire LLC on subscription.
When subscriber exclusive game demos are available, you also get access to special cheat codes.
Current FREE Game: Lust Knight Lisa
Please allow 24-48 hours for the game key to be generated and sent to you. Thank you for your patience!
For those that want to give some more extra. Functionally the same as the Tainted tier.
Get access to read and vote on "The Captive's Dilemma", the community Choose Your Own Adventure erotica story PLUS get access to exclusive, sub-only game demos.
This tier give you TRIPLE the voting power, and an itchio key to the latest commercial released game by the Overlord Empire LLC on subscription.
When subscriber exclusive game demos are available, you also get access to special cheat codes.
Current FREE Game: Lust Knight Lisa
Please allow 24-48 hours for the game key to be generated and sent to you. Thank you for your patience!
For those that want to give a lot extra. Functionally the same as the Tainted tier.
Get access to read and vote on "The Captive's Dilemma", the community Choose Your Own Adventure erotica story PLUS get access to exclusive, sub-only game demos.
This tier give you TRIPLE the voting power, and an itchio key to the latest commercial released game by the Overlord Empire LLC on subscription.
When subscriber exclusive game demos are available, you also get access to special cheat codes.
Current FREE Game: Lust Knight Lisa
Please allow 24-48 hours for the game key to be generated and sent to you. Thank you for your patience!
With the summer in full swing, things have been busy. Aside from some issues IRL (including yesterday being completely awful), things are going very well for the Corruption Crucible. It’s a shame that can’t be said about Lustfall, but there’s only so much that can be done about that.
It’s been about a year since the Patreon thing too. Damn shame those fucking thieves made fools of us all, but with how current events are going, I am VERY glad I didn’t give their third-party company that selfie with my social security card and all sorts of other sensitive information. It a shame those cowards didn’t have a phone number that I could have yelled at them over, but that’s just their M.O. Do terrible shit and run from the consequences.
For those that might be out of the loop, Lustfall is complete and just needs the final pieces of art to be commissioned before it can be released for everyone to enjoy (for free). With as many downloads as it gets on itchio each day, I estimated that a fundraiser for the final chapter would take about a month... We are now in the third month with 39% funded. That hasn’t moved in about a week either. Do most people genuinely not care about Lustfall anymore? Did I miss read the situation?
I really do want to get the game out to everyone, especially those very generous individuals that made large contributions to the funding goal, but unless it gets more traction, I don’t see it coming out for a long time. I’m still putting my personal money towards it when I can, as I have for the past 4/5 years, but there’s only so much I can put towards it at a time.
Am I being unfair to ask a fraction of the 75,725 downloads for a buck? I am just disappointed and frustrated with myself that I misread the situation by such a wide margin. Oh well, as long as donations come in, more commissions will be made, no matter how fast or slow the process is. For everyone who has stepped up to contribute any amount and/or has been sharing social posts, you’re the real MVP and I appreciate you!
June turned out to be quite busy, all things considered, so I am really looking forward to seeing how much more I can get done in time for the subscriber demo at the end of this month. I expect things to be largely uninterrupted (except for the shitty noise issues on Thursdays. FUN!) so things are going to progress by leaps and bounds!
Learning Godot 4 has been pretty easy going and, aside from Vector math, things are clicking pretty well thanks to my time in Unity 10+ years ago. Compared to RPG Maker, there’s a lot more to do (even for basic things) and there’s a lot less already available, but in return it provides SO MUCH MORE flexibility when it comes to implementing whatever twisted ideas I come up with.
One of the most challenging things I thought I would have to face, pathfinding for the enemy AI, has even been taken care of thanks to something called NavRegions. It’s so convenient that it almost feels like cheating. There are still some things that I will have to go back and iron out when the time comes to start polishing the code (there’s something funky with acceleration going on), but that might be a logic-based issue.
The big thing that was accomplished this past week is the Struggle Phase System. That post about fishing was more than just a joke! Check out the video posted to see what I mean.
Since enjoying the animations for getting caught in traps or fucked are a big part of the game, I wanted to make the struggling fun to interact with. Other games usually fall back on timed button presses or (increasingly infuriating) mashing, but I am not really a fan of either. I tend to put that sort of thing on “auto” if the game has an option for it.
A Stardew Valley-eque system of trying to match the bar to where a moving cursor is going makes for a great (and flexible) solution. During the struggle, you’ll take damage over time until you either run out of health or your meter reaches 100% to break free. The meter is filled by moving the white area of the bar to contain the pointer that moves around.
This current implementation is quite basic, but I plan to add a lot of customization to the struggle phase when I get around to polishing the core gameplay systems. Options such as: Losing % when the bar does not contain the arrow, the bar shrinking over time, the bar shrinking the lower your health is, damage not ticking down if the bar contains the arrow, more damage if the bar doesn’t contain the arrow, etc...
The next big step is to start making some levels, so I plan to have one ready for the end of the month (a real demo, even if it is short and full of place holders). This should have the basics in place for some of the levels, including doors, keycards, the first enemy completed sprite and the first struggle animation.
Building the geometry in Godot is going to be an interesting endeavor. It doesn’t seem like there is any native environment tools, so it looks like I will be building scenes with the basic geometry meshes (which fits with the DOOM-like aesthetic). I will also have to play around with light-sources that go beyond the default environment. Since things are sci-fi themed, I’d love to put in some nice glowing effects to help set the scene.
I’m also planning on having some of the non-commissioned art implemented. I found some resource packs that fit with what I plan to do, so that should start to give everything a visual identity. The environment stuff will be sort of pixel-y in design, while everything else will have a look to match Zinovia’s designs...
That means I will be breaking out Krita and attempting to draw things like ammo boxes and maybe even the gun animations myself!
On top of that, there’s still the actual menu part of the pause menu that needs to be implemented, alongside the actual player death and respawn loop code that I plan to get down in at least a primitive form for the end of the month. Later on I want to link those to Game Over CGs like they would be in one of my RPG Maker games and then add a gallery to the menu, but that will come when there’s a bit more gameplay first.
I’ve crunched the numbers, but the poll says it all. It looks like you are going to help out Lydia in an early bit of cooperation. For those that chose the more sinister option ( >:D ), I might add a little bit of a tease for you too. I’ve been cooking up what happens next, so I hope you all are ready for next week’s chapter!
Thank you all once again for the amazing support! If you were excited to see what I’ve been cooking after last week’s developer demo, you’ll be super hyped to see what shapes up by the end of the month!!! And if you weren’t... you will be. ;)
Stay safe and stay KINKY~
A very exciting day is almost here, so I wanted to prepare everyone for the first of the monthly game demos. I'm making this public so that those who are considering an upgrade or a sub will know what they are getting before they commit, since this is a very early workshop build.
This isn't a demo in a typical sense. The amount of "gameplay" is like 20 SECONDS or so since I am still in the stage of setting things up and learning the engine. What's there is what I have been working on this month (minus irl distractions). Honestly, it's probably not worth the effort to show off, but I do want to learn how to build out Godot games too and the hidden complications that may come with it, so this exercise is good. It's also a tangible way to show off some progress.
It's also full of placeholder art and sounds (fans of my other games will recognize them). It's very much just turning out my developer sandbox. The Sister Fister dummies don't really represent anything that is planned to be in the game right now, but the Hanaja's Body Gimp enemy is the Alien Hunter enemy I have been working on.
Obviously, a TON of refinement will happen over time and I hope to have an actual demo level with the MC art and the Alien Hunter ready for next month (even if it is criminally short). I am in the phase of building the pieces to the puzzle that I will be putting together once I have behaviors and game mechanics sorted and functioning properly.
This is not a demo that you should judge the game by! If that's what you're looking for, I suggest you wait until the end of next month for something a bit more impressive. I feel like transparency is important with these kinds of things, and at the end of the day, I am still super proud of what I've accomplished by diving straight into Godot!
Stay kinky~ SubSupreme