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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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Fetish Games by the SubSupreme!
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TOO MUCH HEAT!!!! Total Progress Report – September 2026

OH god, this week is so fucking hot and humid outside! I feel like I jinxed it. Bleh, what a miserable slog... but that’s summer for you. The closer it gets to ending, the worse and more oppressive it becomes for everyone. Not great, makes for poor sleep and less grass-touching (and yet somehow, with all the holidays, concerts, and back to school stuff going on it’s noisier and more disruptive than ever!) Still, it’s nothing I’m not already well accustomed to as long as it cools off a bit soon.

Full Body Alchemist – FREE DEMO

Play the first area for free over on itchio!

Full Body Alchemist – Out of the Swamp and into the ?????

Between this month’s release and the public demo, there’s been a lot of great feedback and insight! While there were a lot of suggestion of things already on the docket, there’s been some other things that I am now thinking about adding... at least tentatively.

Now that the Nuclear Swamplands is compete and there is plenty to see and do with the new events and area, it’s time to move on to the next zone... and YOU, the subscriber, get to choose which one it is! Normally I would have these polls go on for a little longer, but because it’s the start of the month, I need to get the first set of commissions ordered from Zin asap.

The poll to vote is only open for a few more days so hurry up and choose which areas you wan to see the most: https://subscribestar.art/posts/2665847

If you missed it, I also put out a quick bugfix update to the August releases. This addresses an issue where you couldn’t make progress by winning a run in the Nuclear Swamplands AND it adds the fully implemented CGs for the area, complete with the dialogue and sound effects like the CGs from the Mall.

Full Body Alchemist – Milestone of Mods and More

With all the excitement these past few weeks, we surpassed a second milestone for Full Body Alchemist: MOD SUPPORT! This is something I thought would be fun to do when I was first structuring the code and data for the game, so I’m happy to see how people will utilize them. You have three things you can mod, Attacks (and finishers), Exploration Events, and Status Effects. There will be some documentation, and you will be editing JSON files to create new mods, but you will be able to add a lot of good stuff to your liking. You can even share your mods with others when the time comes.

I’ve started implementing the system this week and everything is good to go, so I just need some documentation to go with it and hopefully things will go off without a hitch. It’s not bullet proof, but I have set up a few safeguards to keep things explosion resistant. You will be able to toggle the mods on and off in the settings menu.

It’s also got me refactoring the status effect system to make it a little more flexible and less dependent on hard code. Cleaner code makes it easier to do a lot more with it, not just for the modders, but for myself as well!

In other news, I’ve taken the liberty this week to implement a quick-click for the dialogue. Now if you click while a dialogue is playing, it will auto-complete the rest of the text so you don’t have to wait for the yapping to scroll letter-by-letter. There’s a setting in the menu that you can toggle to automatically complete dialogue without having to click.

Full Body Alchemist – September Plans and Other Thoughts

Aside from getting started on the third area once the poll is closed, there’s a lot more to get done! The Mod support will be the big thing, along with a lot of QoL and updates that I have on the docket for these next few weeks. UI background overhauls, fixing the blurry visuals in menus, and more BGMs are on the boring side of things, I’m sure, but there’s some more stuff cooking too!

I am thinking about how to make the Exploration Map/Nodes more interesting to navigate through. There’s not a lot of choice in which nodes you click on each tier because there’s no information to work from. I actually have art for different node “previews” in the game, I am just mulling over how I want to/can implement it to make the choice of nodes more impactful.

I also want to strategically reduce the randomness of which attacks you get to choose from each turn in battle. I’ve sketched out a few ideas, but I think I am going to tie specific actions to specific attributes to encourage more diversity in builds. For example, Kissing and Voice based attacks (based on their icon) will be tied to your current Charisma attribute. The higher your Charisma is, the more likely those two types of attacks will show up when possible (and will probably influence damage dealt too). If you like to kiss, you’ll naturally seek out builds with high CHA and TFs that positively influence that aptitude.

The boss of the Nuclear Swamplands will get his own special battle effect, much like the Mall Cop has with her bubble gum bondage special. I’d also like to add some real graphical values to the Pleasure/Submission/Energy indicators on the attack buttons to clean those up a bit and fix some energy gain/loss syntax.

Finally, for CHEATS, I will add one that ignores stat caps (allowing you to pump your starting attributes without needing to increase the cap by winning rungs) and one that gives you 99 starting Stamina (extra lives, essentially).

The Captive’s Dilemma (Community CYOA Erotica)

Chapter 1 – Chapter 2 – Chapter 3 – Chapter 4 – Chapter 5 – Chapter 6 – Chapter 7 – Chapter 8 – Chapter 9 – Chapter 10 – Chapter 11 – Final Chapter

The next chapter of art is being commissioned! I’m in talks with BDGA and now that he’s available, I expect things to be finished sometime this month.

Schedule Dates

  • Monthly Dev Log – TODAY!
  • Full Body Alchemist Public DEMO Save Fix Update – 9/7 or 9/9
  • Full Body Alchemist September Release - 09/25

Wrapping up!

What a huge explosion of support! I am thrilled to be working on this for everyone here and I can’t wait to see how this evolves. I know people have expressed interest in an enemy gender/appearance filter, and I am considering it. There are some issues, like severely impacting enemy diversity and cases like the Biohazardous enemy that female coded but has a slime dick, but that’s a future thing to think about.

Oh, and I have a save fix for the free demo coming soon. It has a few QoL upgrades thrown in such as sound settings and full screen/resize support. Woo!

~Stay safe and stay KINKY!

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Fetish Games by the SubSupreme!
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Core (Mod) Developments! Total Progress Report – August 2026

While some may assume that June and July are the times when summer hits the hardest, those months are only the beginning. Summer part 2 is here and I’d be shocked if it wasn’t going to bring a heatwave or two with it like it normally does. Either way, nothing is as hotter as Full Body Alchemist, so get ready because the “path to demo” has been set.

Corruption Crucible – Pick it up on Steam (playable on Steam Deck) or Itchio!

Get it on Steam!

Itchio version is here.

Full Body Alchemist – Core Mod System, Activate?!

It feels good to finally have everything into the game to some extent and working together properly in a single build! The first area is done and good to go, with the second level to explore coming at the end of the month, hopefully with all three new CGs to go with it! On top of that, the battle loop has been improved and the art is in for everything implemented in the game thus far... with more to come!

I’ve been really working hard this week, but as you can see in the video below, I now have the final system implemented: Core Mods! These function like relics or similar powerups like in games like Slay the Spire where they provide a unique buff/debuff or other effect once collected during a run.

In Full Body Alchemist, winning a run with one or more Core Mods will bring them back to the lab, allowing you to start future runs with them by spending Mod Points (MP) to equip them in the archive screen. You get one Mod Point for each new Core Mod you unlock, so be sure to win runs with them all for maximum buffs!

But wait, there’s more. Hehehehehe! With the introduction of Core Mods, you will also quickly gain the ability to increase your “Stamina.” With more than 1 point of Stamina, you will be able to lose a battle without it ending your run. You even get a complimentary full heal out of pity... In exchange, the enemy will force a special (punishment) core mod upon you that will actively hinder you in fun and evil ways. Once example is the Plastic Core, which will force a body part to transform into the Bimbo Doll version at the end of each turn (for the rest of the run).

Aaaaaand because I know how many of you think, yes, these corruptive Core Mods can also be unlocked and used on future runs if you’d like. In fact, just obtaining it is enough to unlock it and because the effects are detrimental, most won’t even cost any MP to use. Heck, you even get a MP for each one you are (un)lucky enough to discover.

Full Body Alchemist – Path to Demo? A FREE Demo?!?!

That’s right, much like Corruption Crucible before it, Full Body Alchemist is getting a free demo for the first area. While I am still working out some things, you should be able to transfer your save to the real game when you decide to either subscribe or get it on itchio/Steam when it inevitably releases.

I have a list of things I would like to do before the demo is released, and one of them was getting the Core Mod system implemented so people would get an idea of the whole scope of the game from their free sample of it. Some relics might be limited, especially because the demo will only have access to the Mall of the Mindless.

Aside from that and some bug fixes, I need to get the title screen art from Zin before anything can go public. I am also thinking of how to put some tutorial messages in there to help people wrap their heads around things like the combat, but aside from that, everything else on my white board is just polish.

Just like Corruption Crucible, there’s no plans to update the demo, and if there is an update in the future, it will only be to show off UI improvements and add QoL features. If you want to play future content and see more than 1 of the CGs, you will have to either subscribe or buy the full game when it’s released in the future.

Full Body Alchemist – Area 2, Nuclear Swamplands

Those who frequent this site have seen me mentioning it before, and the big supporters can see the new transformation right now, but this month will bring the Rat Mutant transformation, and the sludgy, scrap-laden lands of a nuclear dumping site.

This area is crawling with weirdos and mutants, including the slime filled biohazard suit, gator men, gator women, and one mad, touched-in-the-head, scientist. Events will hit harder and be trickier to come out on top of, but have better rewards and more sexy CGs if you come across the Points of Interest for them.

While enemies will focus their transformations on making you into a rat mutant, bringing your Bimbo Doll transformations into a run might serve to give you some special options and unlocks of your own, so keep an eye out on when to mix and match. Even some bondage might help you more than you think.

The Captive’s Dilemma (Community CYOA Erotica)

Chapter 1 – Chapter 2 – Chapter 3 – Chapter 4 – Chapter 5 – Chapter 6 – Chapter 7 – Chapter 8 – Chapter 9 – Chapter 10 – Chapter 11 – Final Chapter

With things starting to recover from the summer funk, I’ll be reaching out to see about getting another chapter illustrated for everyone to enjoy. In the meantime, give the whole saga a read yourself!

Schedule Dates

  • Monthly Dev Log – TODAY!
  • Full Body Alchemist Public DEMO Target – 8/21 or 8/22
  • Full Body Alchemist August Release - 08/28

Wrapping up!

Thank you all once again for the continued support. I’m very happy with the development of Full Body Alchemist so far and I hope to see many more people giving the game a try once the demo is out there. It turns out that making an RPG in an engine that doesn’t do a lot of the engine work for you takes a lot of gumption, and I am happy to make it happen!

~Stay safe and stay KINKY!

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Game Development is 90% Creating Menus! Total Progress Report – July 2026

It’s been crazy hot to kick off the month. I guess we’re in some sort of “heat dome” for the rest of the weekend, but then it should cool down to regular summer levels of uncomfortably hot all of the time. Can’t complain too much, we actually got spring this year, and nowadays that’s not a guarantee.

We also have a long month that perfectly ends on a Friday, so despite last month’s big crunch, this month is giving me a bit more time to shore things up for the release, which is a relief. It should also give Zin a little more wiggle room with the deadlines, so I can expect to get everything in by the last week this time.

Oh, and did you know that the Steam and Itchio SUMMER SALE is happening RIGHT NOW!? That’s right, for only one more week, YOU (that’s right, you reading this right now) can get ANY or ALL of the kinky, sexy games I’ve made for a whopping 20% off! Absolutely amazing. I personally would recommend buying 69 copies of everything, but that’s just me idk...

Corruption Crucible – Pick it up on Steam (playable on Steam Deck) or Itchio!

Get it on Steam!

Itchio version is here.

Full Body Alchemist – ALPHA

I’m really happy with how things are shaping up. Taking the time to add in some early polish (that’s still subject to change) really added depth to the experience. Just a little bit more to fill in some unfinished looking bits and we might be looking at a public FREE DEMO like I did with Corruption Crucible on itchio. I’m hoping to have something by either the August or September release. I’ve actually held off on positing this to TFGamessite until I can get a demo out, since I’m pretty sure that’s what I did with Corruption Crucible, and people seemed to appreciate it more.

Among the things that I didn’t have time to properly implement before last week’s release, saving your progress was the big one. Save data is something that you have to get right, because if something gets corrupted in this early stage or the game can’t load it properly, most users don’t know enough to dig up and delete the bad save file so that they can continue playing the game. Nor should they be expected to.

Fortunately, this week I got it all sorted out and the save feature is a go! I might tweak it once I get a proper settings menu up and running to allow for multiple save slots, but for now your progress is good! It autosaves every time you return to the lab, and your Homunculus settings that you set up in the customization room persist so you won’t have to constantly rename your character Dingus 12 every time you load up the game.

I’ve also got the status effect pop-ups going along with some other QoL battle functions. Now special categories of attacks will be highlighted in different colors so you can tell what it is at a glance. Finishers are tinted red, while resting actions are tinted blue. The battle scene now displays the name of the attacks when used by either you or your opponent (and eventually, an animation of sorts will play).

I also have it so you can now try and struggle out of your bondage during battle. You get one attempt per turn, and doing so costs a Reroll Point, but it doesn’t consume your turn, so you are free to act once you’ve tried to escape. The more you fail, the more likely the next escape will succeed, and that persists between fights.

I also have all three of the CGs for the Mall of the Mindless in my hands and I am working on a fun way to implement them. I have a dialogue system working (like the games where it makes little blips at the characters speak to represent their voice) that I will introduce into various parts of the game, including having Zoey talk to you about things in the lab, but the biggest thing is using it for the CG scenes (because who doesn’t like a little dirty talk?)

The big decision I need to make for the CGs is how to go about implementing each one. I could just do a more passive describe-then-show approach like I’ve done with my past games like Corruption Crucible, but I want to give the scenes a little more pizazz! I know how I’m going to do it, it’s just a matter of whether or not I want to make an entire new scene and ‘hard code’ each CG, or if I want to try to fit everything into a dynamic scene that I can plug in JSON files and have it play the scenes. Either way, it’s a big implementation.

I’m also about to commission art for the second level of the game, a swampy, nuclear wasteland full of slimy corrupted rad suits, monster/furry people (gators, rats, etc...), and the maddest of scientists! The plan is to have the transformation of the area be a rat man/woman with bondage consisting of corrupting hazmat masks/goggles and binding radioactive sludge. Of course, this might change a bit depending on Zin’s thoughts, but the idea will stay the same... Have to save the REALLY kinky areas for when we hit that subscriber milestone so you can all vote on what area is added next.

Other than getting more systems in place like the Aptitudes and Cores/Relics, I’ll be going over and tweaking a lot of the balance and map node generation. Since there’s no extra parameters, you can have a run that’s “Oops, all encounters!” or one that’s just events, and that makes it harder to progress if there’s no balance. While still random, I want there to a balance of encounters and events. On top of that, I want to set things up so some events won’t happen more than once per run.

I can’t say whether or not the second area will be ready by the end of the month, since just adding the attacks and events it quite a time consuming task, but I will have a better idea of things in the coming weeks.

The Captive’s Dilemma (Community CYOA Erotica)

Chapter 1 – Chapter 2 – Chapter 3 – Chapter 4 – Chapter 5 – Chapter 6 – Chapter 7 – Chapter 8 – Chapter 9 – Chapter 10 – Chapter 11 – Final Chapter

Thank you all for the votes and the amazing journey that was The Captive’s Dilemma. I might have a new art coming this month so don’t be surprised if it suddenly pops up near the end of the month.

Schedule Dates

  • Monthly Dev Log – TODAY!
  • Full Body Alchemist July Release - 07/31
  • Full Body Alchemist Public DEMO – August or September?!?!?

Wrapping up!

The month of July is off to a very hot, but strong start with everything I’ve managed to set up this week. With a little luck, the core feature list will soon be complete and then it’s all content all the time! As always, I am happy to hear any and all feedback from those of you who have been playing it thus far (either here or on the discord), and I hope you are looking forward to a great update at the end of the month!!!

~Stay safe and stay KINKY!

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Image Image Image Image Image! Total Progress Report – June 2026

Summer is quickly approaching and with it apparently is the event fucks that base blast the entire neighborhood every Thursday from now until August, so that’s great... At least if the stuff I dug up about it is to be believed, it’s not going to October like last year, so there’s slightly less suffering. I’d seriously considering moving, but I don’t think there are a lot of good options right now.

I’ve been hyper-focused on Full Body Alchemist these past few months, and things are starting to come together! If you haven’t noticed yet, I’ve set up some fresh new goals for this brand new game! If interest and subscriber numbers are good once I get out a more polished looking version of the game, I’ll add more in between them as well!

Corruption Crucible – Pick it up on Steam (playable on Steam Deck) or Itchio!

Get it on Steam!

Itchio version is here.

Full Body Alchemist – POST-PRE-ALPHA

Now that we have scooched a little closer to a real alpha release, the basics are all set and there’s plenty of base attacks and events to work with. I wanted a solid foundation to work from as I started adding more content and areas to keep everyone interested. Nothing is worse than a roguelike event system with like 2 or 3 random events. This number will continue to grow with each release as well.

It’s a shame I didn’t get the art in time to implement it in the game last week, because what I have now to show off is pretty great! It combines some Victoria’s Body DNA with Lust Knight Lisa in a very satisfying way. I had most of the gameplay loop done to give you a good idea of how things will flow between combat and RNG events, but this is where things start to ramp up...

Full Body Alchemist – The FUTURE in 21 days!

I’ve spent the better part of this week getting the art for the homunculus to fit together, and that took a rewrite of the entire image structure system for the third time (second if you don’t count the prototype step). I can say with confidence that it is good for new art moving forward. Even the enemies, which also need a bit of coding, will sometimes have a random coloration to their clothing... or even be nude! (You can thank Zin for going above and beyond for that.)

The attributes are working and influencing parts of the game, as of the POST-PRE-ALPHA, so it’s time to amp it up. Enemy balance and progression is a big part of things, so now since the enemy designs in the first area are in place, scaling them as you explore is next up. They will be easier at first, but the more time you spend exploring every nook and cranny, the stronger they will get!

Not only will the enemies have a few of their own unique attacks to pull from, you will also gain access to new attacks based on both your transformation and whether or not you have different areas of bondage!

Another part of the core gameplay loop will be the starting attributes and TFs of your homunculus character. Using the materia specific to each area will allow you to unlock starting TFs of different body parts if you so choose. The generic materia can be used to increase your starting attributes... to a cap. To increase a cap for each stat, you must complete a run. Your stat cap might increase based on how high each attribute was at the end of it. Keep in mind, the cap doesn’t reset or go down, so there’s no harm in having a weaker run.

I also intend on adding more UI elements and art to give the game a level of polish that it needs to start drawing in curious new fans and supporters. Aside from some visual additions and replacing most of the purple/black checker placeholders, I also want to add some UI sound effects to the game. I’m not sure I will be able to pull in voice work yet, but I will do that in the future, even if I have to lean into the OpenNSFW voice bank again.

I will also be tweaking the map node generation to work with parameters I want, like minimum amount of Combat nodes and making some random events one-time occurrences per run.

CGs coming this month!

The another major thing I’ll be adding to this month’s build is CGs! I’ve talked before about how I was thinking about working them in. The CG on defeat method doesn’t work since there’s too much customization and too many variables for the player character this time around, so instead they will feature that hot blonde MILF that you see in the progress video.

Throughout your exploration, you will sometimes come across “Points of Interest.” You might discover them by choosing a specific option in a random event scene, defeating enemies, etc... Once you’ve cleared the area at least once, you will then be able to send Zoey, the aforementioned blonde MILF alchemist, to investigate the PoI’s you’ve discovered in that area. Each one will trigger a kinky scene and unlock the scene and CG in the gallery for future enjoyment.

While these PoI might take a few runs to discover, and you might have to try some different choices in events, once you discover one it will remain discovered, even if you fail the run and/or cannot investigate them yet.

In the future, you will be able to use materia to unlock a hint, a spoiler, or even just outright unlock the Point of Interest. Finding them naturally is the best way to do it (maybe with a hint), but I want to make sure that everyone can see the hot new scenes eventually, even if they have to grind a bit to make up for not finding them.

I’m thinking at least 3 or 4 CGs per location to discover, but that all depends on interest and subs, which directly affect budget.

A future CORE feature

One of the BIG systems that I will be adding in a future update, but don’t have a timeframe nailed down yet, are “Core Materials or Core Mutations.” If you’re familiar with roguelike games like Slay the Spire, these are functionally the “Relics” in other games. These allow for passive benefits (or demerits) to influence your run. You can find them randomly out during exploration, but for the ones you’ve discovered, you can unlock them back at the lab to start with them too!

In the case that you lose a fight to the enemy, instead of Leveling Up like you would when you win, you will get a Core Mutation. These will be based on the area and/or enemy you are fighting and may even be the key to discovering a Point of Interest in the future. Maybe an enemy tweaks your core to make your tits extremely sensitive, or another that makes a cock TF permanent for the rest of the run.

Future Attribute Aptitude, Say it Three Times Fast

Now that’s a tongue twister. Another change I’ll be making in a far future version of the game is to implement Attribute Aptitudes. Instead of TFs, bondage, and other factors affecting your attributes directly, they will change the Aptitude of said attribute.

The Aptitude influenced how much each attribute point affect what they are supposed to. For a simple example, each point of Strength gives 5 Max Energy. Having a combination of TFs with low Strength Aptitude would cause each point to only give 1-2 Max Energy instead. The Aptitudes would be in flux, but the actual attribute values would stay the same, to keep things from getting too confusing at a glance. It would also be a good change for those trying to boost their starting attribute caps.

The Captive’s Dilemma – Chapter 11’s Poll (Community CYOA Erotica)

Chapter 1 – Chapter 2 – Chapter 3 – Chapter 4 – Chapter 5 – Chapter 6 – Chapter 7 – Chapter 8 – Chapter 9 – Chapter 10 – Chapter 11 – Final Chapter

Thank you all for the votes and the amazing journey that was The Captive’s Dilemma. I have some more art coming for the next chapter, and will continue to post a new piece around once a month once the chapter art is finished.

It was a fun experience, but now I will take a break from the writing. Will I do another one in the future? Perhaps... Once FBA is going strong, I’ll think about maybe doing another like it.

Schedule Dates

  • Monthly Dev Log – TODAY!
  • Lustfall Retrospective – 06/12 or 6/19
  • Full Body Alchemist Alpha - 06/26

Wrapping up!

I’ve been teasing a Lustfall retrospective for some time now. I guess I should put it out there. I know back when it was in development, a few people commented about being interested in it so I can put something out there about the massive experience. I’m not sure which Friday it will be, but I will commit to one of them.

Other than that, I’ve been thinking about other games that I would like to prototype that are more action oriented. I saw something that was a kinky shmup recently, which seems simple enough to grasp and could be fun. I also had an idea for an idle clicker game where you are trying to corrupt a heroine in a sort of DPS check. You’d have to build your corruption faster than she could cleanse it. Might play around with the concept on my day off.

The start of summer has always been a bit rough, especially with the extra tax payments, so I really appreciate everyone for sticking around! The June release of Full Body Alchemist will be a big factor in the outlook of Full Body Alchemist and really start to gauge people’s interest.

And with that, I better get to it! There’s a lot of initial polish stuff to take care of, and it’s more time consuming than it seems. Until next time!

~Stay safe and stay KINKY!

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Press X to JSON! Total Progress Report – May 2026

The weather was pretty nice for a while, but now we’ve gone back to cold and windy days. I know this time of the year is kind of a dick like that, but it would be nice if for one year it wasn’t. I need to go and touch grass before I start making more memes of terrible games. This one, however, is appropriate and not a grass-touchless delusion, since I’ve spent the past few weeks with working on JSON files and formatting them... and importing them... and sorting them...

It seems like I’ll have some extra time next week, so I will have to get a head start on some Spring Cleaning! While it might be cold and dreary outside, I can at least have a lemony fresh inside if I can pull myself away from FBA long enough for some interior dusting.

Corruption Crucible – Pick it up on Steam (playable on Steam Deck) or Itchio!

You can now find Corruption Crucible on Steam!

Itchio version is here.

Full Body Alchemist – PRE-ALPHA

Thanks to everyone for your support in the super early state of Full Body Alchemist. Obviously, setting things up takes a ton of time (and prototyping some stuff before I order art adds to that), but I wanted to get something out there for the end of the month to keep things up during the transition between games. I assume that nothing exploded, so that’s a good start for the foundation of things. Still, if the month was a day longer, I would have a bit more to show off.

Full Body Alchemist – The Plan!

There hasn’t been a lot of questions popping up here or on the discord, so I assume that’s because there’s not a lot to ask about right now and that it’s a busy time of the year for a lot of people. I’ve shown off how the character customizer will work and the fact that there’s a map screen, but let me go more into how things will start to shape up in the next few months.

You’ll start in the lab every run, where you can customize the homunculus you send out to one of the locations you’ve unlocked depending on the mission at hand. Once you set out to the map screen, that’s when the run begins.

The map will have nodes that you can click on to explore, and these will contain things like encounters and random events. The random events will be drawn from a pool based on a bunch of conditions and you will have some options on what you can try to do. Some choices have pass/fail outcomes that can be affected by your attributes, while others provide choices with more reliable outcomes.

You will, among other things, collect types of currency called “Materia” that you can use to power-up future homunculi if you make it back to the lab. Materia Prima can be found everywhere, where other Materia, like Materia Merx, are mostly found in their corresponding themed zone.

After exploring some nodes, more will open up of a higher “tier.” Encounters on these higher tiers are more threatening, so you want to explore and power up before moving on. Some builds will work better for different areas and encounters, and transformations will affect your stats both positively and negatively.

Strength – Increases max energy, helps with struggling Willpower – Increases max submission and energy recovery Charisma – Increases max pleasure and pleasure damage Focus – Affects status effects, resistance, and duration Cunning – Affects skill draw options, chance of “retaliation” abilities and counters

I also have the Attacks, Status Effects, and Events set up in a way that will work for modding, so when the game is a little more mature I will be able to start allowing people, including YOU, to add their own spin to the game. That won’t be for a few months yet, but it is part of the Magnum Opus (a little alchemy joke for ya).

CGs will come to the game later on as things to discover through events and/or achievements. The soon-to-be-revealed alchemist MILF character will be on the receiving end of these special events, but I am still working out how I want to implement them. CG on loss doesn’t feel like it’s the best fit for how things currently work.

There’s also the obvious polish, like UI upgrades, information, effects, pop-ups, bg and icon art, etc... Once more of the game comes together, I’d also like to add some animations to the battle attacks, so there’s more to it than just both sides lunging at each other.

Full Body Alchemist – What’s coming in May?

Now that things are a little more planned out, I have some good stuff coming at the end of the month. I’ve been hammering out the random events system and it’s just about done (it’s a very involved process, more so than I thought), so the full gameplay loop will be done soon! There’s still a lot that will go into it yet, but the groundwork coming together.

The first area is the Forgotten Shopping Mall! Explore the strange, ever-changing hellscape of vapid bimbo shoppers, living mannequins, and expired discounts as you search for the first hints of the game’s overall plot. The transformation featured here that enemies can inflict you with is the Female Sex Doll.

You not only have the fantastic new body to play as (Zin just finished it, so I haven’t been able to implement it before today’s post), but you also have the first transformation that comes with it.

Bondage is also coming in this first update. It’s a little twist on the LKL system, where the bondage of body parts is separate, but each body transformation has their own themed version of it. For example, if your arms are bound and they are homunculus arms, they will be shackled in front of you with lead cuffs. If you had sex doll arms, or were suddenly transformed into sex doll arms, they would instead be bound by zipties to a cardboard backing.

Hypnosis effects will also be in the game soon. I’d love to get some done in time for the release, because this kind of combat system would be really hot with hypnosis, but we will have to see where the schedule takes me (and how cooperative the other things I am programming for the month feel like being).

The aforementioned attributes also need to be properly implemented, so I can start refining the gameplay loop around building up the homunculus. Eventually I’d like to add a merchant/shop system and hints for what types of things nodes have for a more strategic experience.

The Captive’s Dilemma – Chapter 11’s Poll (Community CYOA Erotica)

Chapter 1 – Chapter 2 – Chapter 3 – Chapter 4 – Chapter 5 – Chapter 6 – Chapter 7 – Chapter 8 – Chapter 9 – Chapter 10 – Chapter 11

The finale is almost here, and it seems like there’s overwhelming support for the two of you to escape the bizarre game together! Don’t forget, games have rules, and when you don’t follow them...

Schedule Dates

  • Monthly Dev Log – TODAY!
  • The Captive’s Dilemma FINAL CHAPTER – 05/8
  • Full Body Alchemist post-PRE-ALPHA - 05/29
  • Maybe Lustfall retrospective devlog?

Wrapping up!

I’ll be editing the Goals soon to match the current project a bit better, since we’re moving on from Corruption Crucible for now. I am still working things out, but I can see things like hats (everyone loves virtual hats) or other cosmetics, community enemies/bondage/TF art suggestions, and even a tool with a nice UI to create custom events/attacks/status effects without having to resort to JSON!

Other than that, perhaps a poll to vote on which area I work on for June? I have several hot ideas sketched out with the types of enemies and encounters you can find that I might end up sharing in a week or two and putting it to a vote.

As you can see, there’s a ton to do, so I need to get to it! Thank you all once again for your continued support, and I hope that you are very much looking forward to this month’s update to Full Body Alchemist!

Stay safe and stay KINKY~

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What Awaits Us After the Crucible? Total Progress Report – April 2026

With everything that’s been going on, March was quite the wacky, wild month. The weather ping-ponging between 70 degrees and 20 degrees in the span of a day, multiple time, isn’t exactly new for this part of the world, but it’s still tough to deal with. Some of us need a consistent temperature for beauty sleep, ya know? It looks like things are going to stay crazy for a bit, as April is already bringing the showers and wind.

Subscribe Star apparently had some payment issues at the beginning of last month, so things were very strange. It made it hard for me to get an idea as to what was going on with subscriptions as a result of new updates and the retail releases. Fortunately, (cautiously optimistic) it seems that the site has added a plethora of new payment options, including those used in countries outside the US, so subscribing should be easier than ever before thanks to their “Wallet” system.

Corruption Crucible – Pick it up on Steam (playable on Steam Deck) or Itchio!

You can now find Corruption Crucible on Steam! The updates from the past few months will be added to the game on a later date.

Itchio version is here.

Corruption Crucible – What to Expect?

With the addition of the latest milestone celebration that YOU suggested and voted on, Corruption Crucible is in a very good place. I have one more milestone for it in the chance that we reach it before the next project matures enough for milestone based extras, but based on the feedback I’ve received so far, it sounds like we are all ready for the next new game!

Believe it or not, Corruption Crucible is the first game I’ve made in Godot, and the first time I’ve used a 3D game engine in like 13 years. I have learned a ton about the engine and some technical stuff while developing Corruption Crucible, but as you could guess, the code is quite spaghetti-fied. There are a lot of things I would structure completely differently if I were to redo things with the knowledge I now have.

It seems like everything is working as intended in the latest version, so I will put together the finishing touches for the itchio and Steam versions of the game and prepare to push the update so that all the versions of the game are essentially the same. Expect that to happen in a week or two.

As for more Corruption Crucible in the future? I suppose there’s always the possibility of a new level or some updates, but after this month I would like it to be done-done. A sequel would be a lot of fun to work on, and I have some ideas for it. The DOOM clone gameplay would be similar, but the game itself would be a metroidvania like the first Metroid Prime game back on the Gamecube. There would be plenty of traps and captures like in the first one, but some of those might be the key to progressing throughout the game.

That might be a while off. I’d like to build up a nice collection of Godot 3D assets that work well together before I start planning it out.

NEW GAME – Full Body Alchemist

While I was initially a little surprised that people preferred an RPG over a more action-oriented approach, the feedback I got from people seemed to match up with that. Considering that most of my games are RPGs, it makes sense that a lot of followers would like to see more. It was fun to work on something “3D” and fast paced for a change, but I now have a lot of freedom with my knowledge of Godot to flex on, so an RPG will be very different than doing another one in RPG Maker. I mean, sure, I have to write all of the code from scratch, but at least I will know exactly how it (should) works.

In Full Body Alchemist you will play as the various homunculus that are sent out into a sex obsessed world in order to retrieve pieces of a shattered philosopher’s stone. Why has lust fallen upon the land? Was it some disastrous love potion? Whatever the crisis, you can’t fix it without the sacred stone.

You will go from node to node on a randomized map, encountering events and battles in a roguelite adventure, similar to the maps in a game like FTL. By succeeding, the homunculus will return where it can be broken apart into essence to customize and powerup the next one.

In a similar fashion to my own games like Victoria’s Body and Lust Knight Lisa, mix and match transformation, hypnosis, and bondage effects will play a large role both in combat and the options available to you in the random events. Right now I have planned for five zones of TF (Head, Body, Arms, Legs, Crotch). I’d like for some initial customization of your homunculus when you start each run, so if you want to start with or without penis/boobs, you’re free to do so. In fact, customization is something I’d like to really lean into with this if I am able to figure it out. I’d love to go as far as a skin/eye/hair color sliders, but that might not be possible right now.

The sex combat is about trying to get your opponent in a “finisher” attack after increasing their Pleasure and Submission values high enough, then keeping them there until they run out of energy. Don’t worry, they will be doing the same to you! The actions you have available each turn are semi-random, based on various factors and hidden “tags” of you and your opponent. Various things like transformations, bondage, status effects, etc... will affect the pool of actions that can be chosen.

I’ve touched on this a little before, but I am planning on making the game moddable to some extent. Once it’s cooked a bit, I plan to set up a way for the game to read external JSON files for custom attacks to be added to the game. If all goes well I could always whip up a UI for people who might be too intimidated by the JSON format.

As of right now, I have the basic battle scene set up with everything looping correctly, including the reading and organizing of attacks from the initial list of 25 I created to test with. I need to talk to Zin about the art to see what we can do about some customization and body types. She usually doesn’t do art of men, but I know some longtime fans have wanted the option to start male (or in this case, male body) and I would love to bring that diversity to the table.

Even if it’s just a prototype, I expect to have something for you all to play with by the end of the month. As you can see in the video, I’m using some old art as stand-ins so I can test things properly while I get things set up in the backend. If you haven’t seen them before, check out Hanaja’s Body (left) and Veronica’s Body (right) for the games they came from.

Finally, I think it will be fun to vote on what is added each month. With a lot of ideas and fetish sets that I could add, there’s plenty of room for some extra choice so that supporters can help shape the game. Heh, it all circles back to the idea of alchemy: creation.

The Captive’s Dilemma – Chapter 10’s Poll (Community CYOA Erotica)

Chapter 1 – Chapter 2 – Chapter 3 – Chapter 4 – Chapter 5 – Chapter 6 – Chapter 7 – Chapter 8 – Chapter 9 – Chapter 10

The penultimate chapter of The Captive’s Dilemma will end up with a face-off. Let’s hope that Lydia can determine with one of you is real! But wait, why was she there to begin with...

Schedule Dates

  • Monthly Dev Log – TODAY!
  • The Captive’s Dilemma Chapter 11 – 04/10
  • Full Body Alchemist wip release - 04/24
  • Corruption Crucible Steam/Itchio updates - 04/??

Wrapping up!

Thank you all for the continued support! I am super happy to see so many people come out of the woodwork for the Lustfall finale. I am very satisfied with how the game ended, and while not everything I originally planned for it was implemented, it’s still something I am proud of. I’m not even sure if anyone had beaten it yet, but if they have, I hope they enjoyed the ending!

That’s all I got for this month’s devlog! I hope you are all looking forward to Full Body Alchemist and the grand journey we are setting out upon at the beginning of a fresh new project!

Stay safe and stay KINKY~

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Creator Stats

590 subscribers
360 posts

Goals

$1,590 of $2,001
per month
Full Body Alchemist MOD CREATION TOOL! - Take modding one step further with a custom build application to automatically generate the modding files for you. No more JSON editing. Simple and clean, this tool takes all the technical work out of modding so you can focus on your creative desires.
$1,590 of $1,655
per month
Full Body Alchemist MOD SUPPORT! - Gain the ability to add your own attacks, events, and more to Full Body Alchemist.
$1,500.0
THE GOAL
REACHED!
YOU get to vote on which kinky new area in Full Body Alchemist is added each month. With many new zones already planned out, you get to influence which area gets added and when.
$1,325.0
THE GOAL
REACHED!
New Corruption Crucible enemy, the UFO! These flying enemies use their tractor beam attack to bimbotize you into putting on a sexy show for their extraterrestrial masters. On top of that, they spawn bimbotizing kissing lips that, while fragile, will pucker up to serve some massive corruption if you're reckless enough to be smooched by them.
$1,100.0
THE GOAL
REACHED!
New Corruption Crucible enemy and player capture/transformation animation, suggested by and voted on by backers. What twisted fate do you have in store for the Agent?
$875.0
THE GOAL
REACHED!
New Corruption Crucible weapon that lets YOU transform the enemies into something to be decided by the fans.
$650.0
THE GOAL
REACHED!
Monthly illustrations (of the NSFW variety) for that month's CYO erotica segment will be made available to subscribers of all tiers to enjoy!
$500.0
THE GOAL
REACHED!
Old demos for games like the project known as Bimbo DOOM will be made public, while the most recent ones will remain exclusive to subscribers.
$150.0
THE GOAL
REACHED!
Minimum required for monthly withdraws! A solid start to rebuilding the Lustfall legacy!

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