Stay up to date and get emails about posts on what erotic and kinky games are cooking!
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!
Who’s gonna tell ‘em? That title was a funny Bluesky comment I got this week on one of my posts that is so weirdly aggressive that I find it hysterical, especially considering that DOOM 2 literally has Wolfenstein levels in it. Of course, that person doesn’t appear to follow my on Bluesky, so I assume it was just a random drive-by “I am very smart” type of person. But I digress...
WELCOME NEW STARS! I’m happy to see that the news of the August demo with the second level and a boatload of improvements from the first one made it past all the holiday weekend shuffle and managed to reach some people. I feel like my understanding of Godot is improving ten-fold with each passing day, so it’s really exciting to put it out there even in its unfinished state.
The good news is that I did get the money from itchio last month, so there wasn’t any issues considering their random porn ban/deindexing and the rumors that other people were having issues... The BAD news is that this month’s itch income is only around 20% of what it normally would be. This puts me in a very nasty spot financially, so every bit here helps a ton! I hope that those that can will continue to stick around for a bit. The more we grow on here, the less reliant I will be on itchio and Steam to make ends meet. (We won’t even talk about DLSite that is, and has been, practically nothing these days).
The itchio de-indexing situation has hurt everyone a lot, especially when it comes to stuff like Lustfall. The donations were slow enough before it all went to hell, but now there has been nothing. No surprise considering it has a fraction of the views it used to have. I’ve extended the duration of the funding drive through the end of the year.
So, where does this leave Lustfall? Will it stay in un-funded limbo forever?!
No.
My plan for now is to use the money from this last batch of donations to get the title screen commissioned (which the artist should be available to work on it at the end of the month) and then, with whatever is left, get some more battle card art commissioned. While it’s not nearly enough to get everything done, it will be enough to have plenty of new lewds to find. With the other cards, I will just make some generic swirl or something to fill the frame and leave it at that.
I’d rather get Lustfall done for good then hold on for non-existent funding to finish. I feel like I’ve been holding out too long, and I’m not sure how many people are even looking forward to the ending. Of those that do want to see the ending, how many are that concerned about a dozen or so pieces of art on the battle cards anyways?
While Lustfall is nice, the reason why most of you are here today is:
You might be surprised to hear that the third level is already complete! It’s another step up from the previous ones, so please look forward to it! This one features a more complex level design complete with the actual implementation of the bimbosis TVs! It also shows off some more technical aspects I’ve designed around trigger zones and spawning enemies. Now that you’re used to the controls a bit, you have to be on the lookout for ambushes!
The best part, aside from all the kinky stuff? This features a new weapon! The Jupiter Cannon! This powerful gun shoots an exploding ball of energy that deals AoE damage to everything around it on impact (this includes you, so be careful). There will be plenty of opportunities to serve out some electric justice to swarms of naughty foes.
There’s a lot to look forward to in the next release! I’d like to get a fourth level done (possibly a fifth, but they do take a while to put together in the engine). The new level will introduce the next enemy type, a Hypnotic Extraterrestrial Doctor that will use their funny spirals to slow you down. Stare too long and you’ll be eagerly on your knees with a face full of “space sausage” in a new struggle animation.
Another wicked type of trap will await you in future levels as well, one that will really give your back a work out. Whether it be gas, injection, or a different otherworldly attack, you will find yourself struggling to pull yourself off the ground with your hyper-inflated, beanbag sized breasts. I hope you’ve been working on your core strength!
I’ve also started on the struggle system re-work. Each different type of “capture” will have a little twist on the escape mini-game.
On top of all of that, I intend to touch up how the struggle animations work, particularly with the sound effects.
When it comes to the guns, there are some changes made with them too. Now there’s a little animation that plays when you switch weapons to give things a bit more polish and balance. Switching to the Jupiter Cannon, for example, will take slightly longer that switching to the pistol or the melee weapon. You can also now quickly switch between weapons using the mouse scroll wheel for that faster, more satisfying on-the-fly action!
A fifth level and a machine-gun type weapon are on my list of “nice-to-haves” ready for the end of the month, but we will have to see how well the other tasks go in the meantime.
I’ve been thinking about this, and before I start advertising this on high-traffic places like TFGamesSite and Steam, I want to have a demo ready for the public. Even if we don’t hit that goal right now, I plan to put something together. As of now, it will be JUST the first level (with whatever improvements are made) and some still images of things they can expect by subscribing.
This means I will want to go and touch up the first level a bit. Changing the side of the Health Packs made them float on the first area, so I want to remedy that and break up some of the wide-open spaces with pillars in some areas. There won’t be a lot of changes, and those changes will be in the subscribe version with the rest of the levels at the end of the month.
The only thing I might do differently is put a few bimbo TVs that don’t belong there just to show off a little more of the corruption/transformation, but I don’t want to give too much away. I want enough to get people enticed to check things out here and subscribe for a while. Once the public demo is done, I probably won’t update it anymore.
Chapter 1 – Chapter 2 – Chapter 3
The poll is a lot more varied this time, so I will have to take a peak behind the scenes and run the numbers to see where we go with the next chapter! If you’re new here, The Captive’s Dilemma is a subscriber exclusive fetish erotica that is released once a month, where a poll for subscribers indicate what happens in the next month’s chapter. If you missed out, be sure to catch up and vote with each new chapter! We have bondage, encasement, hucow milking, and much more to come...
So, I think I am going to change up the goals again for the page (if you have any feedback or goals you’d like to see, please let me know). The reasoning is that since a lot of subscribers are here for Corruption Crucible, the goals should be focused on Corruption Crucible. The erotica illustrations are an ok idea, but something like the Lustfall BAD END Illustrations is a lost cause. I’d rather set goals that people are excited about, like adding new enemies, struggle animations, and CGs to Corruption Crucible. Give you more for the game you are here to support, ya know?
I am having so much fun with designing and creating Corruption Crucible! I would love to have enough support to delay the release for a while to add more stuff instead of feeling like I need to rush it to get rent money coming in. Hopefully, this next month will good enough that these tight ass budgets will start to look like a thing of the past!
The next demo is coming on September 26th, so prepare yourself for another kinky gameplay revolution!
Stay safe and stay KINKY~
I want to start things off with a BIG WELCOME to all the new subscribers and followers. I am touched that the first showing of Corruption Crucible has piqued the curiosity of so many fresh faces! Feel free to indulge in the past posts, Lustfall related stories, and participate in the poll for the monthly community CYOA erotica, The Captive’s Dilemma too.
Last month was certainly something for our industry at large. The Steam takedowns were alarming enough, but then itchio comes and nukes everything they have without warning or any sort of communication (until a day afterwards, leading people to panic and speculate). Things have always been hard for Adult content creators. We follow extremely strict rules and guidelines, walking a line that no other kind of artist will ever be expected to, just for companies like itchio to instantly and eagerly throw us under the bus even though they claim to support us (since, without adult games, no one would give a shit about itchio). Every time you think you can breathe and just focus on making art/games, you get stabbed in the back. I guess we get another “Fell for it again NSFW edition” award.
On top of all of that, my apartment building is trying to replace our door locks with some app-required system. Like, you have to sign up and download the app to use it to unlock your front door every time you want to enter your own apartment unit. It’s not hard to imagine why that is one of the stupidest ideas in existence... So I am also juggling phone calls and emails about that, including making preparations for a lawsuit since it’s likely that it counts as tampering with the locks.
Needless to say, it’s been quite a stressful July, so we could really use some big wins in August.
We had a nice boost to the funding last month, bringing us to around 55% of what I am asking for to get the rest of the art commissioned for Lustfall. I haven’t updated the main page in a few weeks because I am waiting to see if I get the payout from itchio. As of the writing of this post, my games are still on itchio and for sale, but with the rumors of payouts being denied to Adult creators, I am a bit apprehensive.
Usually, the payout takes about 14 business days to get the money from itchio to my account when I request it at the beginning of the month, so I will be waiting for another week or so to see if the cash comes it. If it does, I will be reaching out for more of those Lustfall commissions. If not... well, I have a serious rent crisis.
I’d love to get the art done as soon as possible to finish Lustfall for good, since the development is already done, but that depends on how quickly we can reach our goal and if I am able to collect the money for it.
I am super happy that people are loving Corruption Crucible so far. While I initially planned for the game mechanics to be a little more polished before this past release, I opted into doing a lot more of the end-cycle stuff like textures and sound effects to give it a better presentation and I feel like that was the right choice. Since I am new to the “monthly demo” model, I am making adjustments to how I normally put things together on the fly.
For the demo at the end of this month, my goal is to have at least the second level up with a new enemy type (Assimilated Agent) and TWO new struggle animations (Bimbotized Masturbation and Hand-over-mouth Groping). I might also add a new weapon, either using Energy or Chemical ammo to find, but for now, that’ll be an extra thing depending on how well this month goes for the base goals.
I’ve been adding a lot of toys to use in the level design already. Just like in DOOM, I have areas that will trigger enemy spawns! Not only will the baddies be hot to trot and ready for action as soon as they teleport it, but it will also trigger other nearby enemy spawns!
Speaking of teleports, there are now teleport pads that will warp you from one place to another, leading to all sorts of traps and secrets that can be discovered. You will have to keep an eye out, however, since some of the teleport pads can actually be traps that will instantly encase or bimbotize you as soon as you step on them.
Similarly, there are floor segments that actually hide a film like the latex trap doors in the demo underneath of them. If you’re not paying attention, the floor will slide out from underneath you and you will drop below, being encased in latex as you fall through the film!
Oh, and if the Agent doesn’t have it hard enough with these new traps, the Alien Hunters have been overhauled and improved this week!
The shots have been changed from hitscan (saving this for a different enemy) to a goopy projectile. It’s a lot more fun trying to dodge actual shots this way. This also makes it possible to survive when there are multiple enemies gunning for you if you are good enough to avoid the barrage.
Their detection ranges have been upgraded to tell when you are getting close, even if they’re not “looking at you.” You can just give them a hug and mess around with them anymore. They’re looking for you and they’re going to take the shot whenever they have the chance!
Finally, the enemies, much like the teleport spawners, are able to alert nearby allies when they spot you and/or when they’re under attack! Just being detected by vision gives a smaller alert radius than getting attacked and damaged, so keep that in mind. I also plan to have the player’s attacks themselves call out and alert the enemies that are close enough to hear it, but that is a layer of polish that can come later.
It looks like there wasn’t much of a poll with this one. You all unanimously decided to take the risk and have Lydia put the sensory deprivation latex hood on you while you get milked. While you might not have much of a choice in the current predicament but to trust her, I wonder if perhaps you are too eager to do so... >:D
Thank you all again so much for the show of support, both through the mess that was last month, and the Corruption Crucible demo itself. I am having so much fun making the game and coming up with all sorts of tricks, traps, and naughty enemies to encounter. It goes without saying, but as support grows on here and we start reaching our goals, I will be able to commission and make new enemies and struggle effects to enjoy. Ideally, I will be able to “uncut” the two enemies and the one struggle effect that I had to in order to make the budget work for now.
I can’t wait to share the next Demo with you at the end of this month, and I hope that you can’t wait either. Hehe! ;)
Stay safe and stay KINKY~
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~
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!
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...
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.
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 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!
You might have noticed that some things changed a little bit over the weekend. With Lustfall just waiting for the art to get commissioned, it’s effectively done (the sooner we can reach that donation goal, the sooner it will be released)! This means it’s time to shift gears and mix things up a little bit. I’ve been wanting to make some changes around here for quite some time, so this is the perfect chance to do so.
The first thing is that the tiers have been updated with hot new images and an overhaul of what they offer. I’ve talked about the “Choose Your Adventure” erotica that would be fun to write for some time now, and subs will not only be able to read it, but also participate in the vote for what happens in the next chapter! This will be something fun to do while I test out some other things for the Star. I am going to say that there will be one chapter a month minimum, with the polls closing the week before the next chapter comes out. I have a very fun scenario in mind for starting things off, so expect something around next Friday.
Sub-only game demos?! Is it happening?!! You bet it is. I’ll explain more on Friday with my monthly development log (that will now be publicly available), but this next project is going to be something different for me, so I think getting a build out to entice people to support it long term is the best option. It will be good practice for how building the game works with this new game engine.
The old $1 tier has been retired. Those who are on it can stay on it for as long as they like, but it’s not available to anyone else. SubStar really hates such a small tier and I can’t think of anything special to offer on such a small scale, so I figured it was time to phase it out. It wasn’t exactly super popular to begin with.
Other than that, the tiers are similar. The newly named “Corrupt” $15 tier still gets you the latest and greatest commercial release, and gives your vote for the CYA story more power. The “Tainted” tier also gives access to special cheats that I put into my games if/when applicable. Things like infinite health/ammo and/or other things I program while testing the game will be yours!
I’ve added a few more tiers for those who want to go beyond. I might decide to do something special with them later, but it shouldn’t be expected when going with the last three tiers.
I’ve kept the goals as simple and obtainable as possible. The public demo is one that we should easily be able to reach once I get a few demos/WIPs of my next game project complete. After that, we have illustrations to CYA that I will commission every month and update the erotica posts for subscribers.
The final goal is getting the rest of the BAD END CGs (that I already did a few of back in Update 7/8) for Lustfall commissioned and shown off to subs. Once enough are done to warrant an update, I’ll put them in the game for everyone.
Ultimately I wanted the goals to benefit subscribers, since you’re the ones that are actively contributing to the goals. Based on my hardships with Lustfall and doing the weekly polling for many years, most of the time it’s the people who are invested that care about these things. Other people don’t, so it doesn’t make sense to make goals to appeal to them.
So, I said I will explain more on the dev log post this Friday, but due to budget constraints, I am putting down DoV3 (all that work T.T) for now and am doing the teased Bimbo DOOM game in the Godot game engine instead! It’s going to be quite the adventure, so I hope I can count on your continued, enthusiastic support!