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Fetish Games by the SubSupreme! profile
Fetish Games by the SubSupreme!
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Fetish Games by the SubSupreme!
Adult Games and Erotica that blends the highly kinky and sexual themes with the core gameplay for hentai game experiences unlike any other!
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Displaying posts with tag CorruptionCrucible.Reset Filter
Fetish Games by the SubSupreme!
Public post

Subscriber Demo Coming August 1st!

I've been hard at work getting the first level for the DOOM-like kinky FPS, Corruption Crucible, up and running in Godot 4. Despite this being the first time working in the game engine, I am proud of how quickly the game is coming together.

This is a bit of awkward month for this schedule, since the 1st is a Friday and there are five Fridays in August instead of four, I've decided to release the demo for subscribers on August 1st instead of the expected July 25th.

This will give me some extra time to polish up the environment and tweak the code for things like the Alien Hunter pathfinding to be a little less "slippery." With the building blocks coming together, it will give me time for more flourish in the textures and sound effects as well as fix up anything I might have missed.

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Fetish Games by the SubSupreme!
Public post

Fishing Mini-Games are just Struggling Mechanics, right? Total Progress Report – July 2025

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.

Lustfall Funding Rally in Month 3...

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!

Corruption Crucible

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...

Plans for July’s Demo

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.

The Captive’s Dilemma (Community CYOA Erotica)

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!

Until Next Time!

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~

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Fetish Games by the SubSupreme!

Corruption Crucible DEV-01 build (June 2025)

This post also includes Mega.NZ content links
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Fetish Games by the SubSupreme!
Public post

The First "Demo" - What should you expect?

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

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Fetish Games by the SubSupreme!
Public post

Even More Unknown than Last Time... Total Progress Report – June 2025

Hello everyone! I hope you’ve been enjoying the new vibes over here at the Star. I’ve been thinking about pulling the trigger and changing things up for so long that it’s almost surreal that I actually went and did it! I will miss the weekly polls a little, but having less overhead here means more time to focus on what we’re all here for... GAMES!

Damsels of Vice 3

While I was just starting to get some good progress made with the sequel to the superheroine bimbo games, I ran into a little (very irritating) problem called “budget.” It’s a bit of a balancing act on the amount of art I can commission for each game that I do, and I need to be able to make the most out of it for the time being. Unfortunately, after figuring out everything I wanted with DoV3, it would be a hard sell even with a $15 price point.

The game was going to have a lot of changes to the series formula that would hopefully appeal to both old and new fans. Gone is the timed button press with enemy attacks, and in its place was a cooldown-based skill system that fans of Granblue Fantasy would recognize. Attacking would fill a charge bar that would replace your attack with a super signature move when it was at 100%.

You would be able to customize your skills and the bonus effects of your super signature for both heroines with gear you find and unlock, with later gear giving multiple skills in one slot for efficiency.

Among many of the things that I couldn’t get working with the RPG Maker MV engine was a version of Granblue Fantasy’s “Omen” system, where an enemy would ready an attack that would come with a special condition. Fulfill the condition (deal X damage, debuff, etc...) and the attack would be canceled, otherwise, prepare for trouble. I would be able to set something up in game logic, but working with RPG Maker’s Window class to actually give some sort of display about the Omens was not working.

There were also planning to be a lot of more bizarre villains and associated erotic perils this time around, really leaning into the campy comic book theme. Unfortunately, with everything coming together, there was just too much that couldn’t be cut. The challenge of the DoV games is having two protagonists, so that’s twice the erotic images and a large increase in how much each CG costs to commission. All and all, to do what I initially planned, it would cost a lot more to develop than Lust Knight Lisa did... and DoV3 was planned to be a $10 game like the first two.

That’s not to say that I won’t go back. I did all that work with some neat little effects and core combat system overhauls (custom damage numbers to more easily take control of the combat loop, for example)... not to mention hammering out a narrative where you play as Dr. Vice and are still less evil than the antagonist, who is also (alternate universe) Dr. Vice. There’s a good chance I will pick this back up after the project that I decided to pivot to is released...

Bimbo DOOM?! It’s real?!?!?!?! (Corruption Crucible)

Since getting the art for DoV3 is out of the question for now, I thought long and hard about that to do instead. The only other option I could think of was to switch to a different project entirely! After checking with Zin on some estimates BEFORE I decided on what I wanted to spend a few weeks working on, the Bimbo DOOM idea is back on the menu, chef’s special!

The last time I used a 3D game engine was over TEN years ago, so the idea of tackling this was pretty intimidating, even if the prospect of having the skills to make games beyond RPG Maker is enticing. Jumping in, thanks to a tutorial that I found that was pretty similar to how I wanted to kick things off, it was a lot more intuitive than I thought. It turns out that a lot of the old Unity 2.0 knowledge was still there. Godot Script is a little strange, being indentation focused, but aside from syntax, it might as well be JavaScript.

Despite having a lot to learn, there are so many things that are very nice. Things that I would have to figure out how to cheat/create in RPG Maker are built in, like the 2D/3D Animated sprites. It’s really nice to not have to fight with the rigid structure of RPG Maker or mess with other people’s plug-ins to do simple things. The only things that are a bit of a struggle is Vector math and finding answers that aren’t 5+ years old.

I’m still working out what I want for the game in general, but it’s going to keep the player-focused lewdness like my other works (due in part to how the cost would grow exponentially if I did it the other way around). This means that there will be plenty of traps and enemies looking to do lewd things if they get too close.

When you trigger a trap or get hit by an enemy enough times in a row, you will go into a “Struggle” state where the character will appear on screen and a struggling/fucked animation will play while you try and escape before you lose all your HP!

Expect a DOOM feel to the gameplay (old PC version) with the mostly 1st person perspective and set levels with the goal of collecting health, armor, ammo, and making it to the end while killing as many enemies as possible.

I’m still working on a solid theme to wrap everything up in, but corruption is a big aspect of it (latex, hypnosis, bimbo, etc...) so you can expect it to revolve around that. I’m thinking that you’ll play as a witch, and the different weapons are “spells” to switch between. Your “Ammo” will be like MP or crystals that you need for the different weapon types.

For now, I’m calling the game “Corruption Crucible” and I expect to have it done and for sale sometime near the end of the year, around October/November.

Lustfall and the Final Chapter

I’ve spent what we raised over the past month on getting some of the card art needed to release the epic finale of the grand game, but the donations dried up pretty quickly. I’m honestly not sure if it’s a visibility thing, or if people genuinely don’t care about it anymore. I’m a bit bummed out about it because I really want to put the project behind me. I feel like I am spamming it a lot, but maybe I just need to be more aggressive in the advertising?

Until we get a little more from the fundraiser, or we get a lot more support here, I’ll just be slowly chipping away at the commission list with the donations that come in and post the card art for subscribers here to enjoy in the meantime.

The PLAN

The plan for this month and probably the next few is as follows:

  • First Friday of the month will be this big update post.

  • Second Friday of the month will be the CYA Erotica post and the poll for what happens next (I have an idea I’ve been waiting to try for this so get hyped for next week)

  • The LAST Friday of the month will be an exclusive demo of Corruption Crucible for subscribers. This demo might be ugly, buggy, and full of placeholder art (especially true for the first few months), but I think we’ll see a lot of progress made from month to month. You’ll essentially be playing the Early Access version of it.

These posts can take me a while to write up, so having less of them will give me more time to work on Corruption Crucible while I’m still learning the ins and outs of Godot 4. I still might make other posts when I feel like it, so it all depends on what exciting is going on that week.

BIG THANKS to the continued support after all of these changes! While I know some of you are looking forward to DoV3 (I am too!), I am super excited to bring this Bimbo DOOM idea to life and find a new direction to grow and evolve! Who knows, maybe 3D is in the future too? So many devs are doing it, there must be some good resources out there!

Oh hey, turns out Godot has a build in game recording function, so you can see what I’ve been doing this week as a little bonus!

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