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Natara games profile
Natara games
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Natara games
My current project is Bred for War, a hybrid of visual novel and RPG, focused on strong world building. It is dark fantasy game with optional adult content and is being developed in both SFW and NSFW versions
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•Access to Patreon-only posts

•Development updates and behind-the-scenes news

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Includes everything from Citizen, plus:

•Early access to new builds (10 days early)

•Community polls influencing development

•Monthly wallpapers & renders

•Access to NSFW version (optional content)

•Extra development posts about characters & worldbuilding

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Archmage

Includes everything from Adventurer, plus:

•Early access (15 days early)

•Extended lore articles (history, factions, cultures)

•Character creation showcases (WIP character creation process)

•Deeper posts about mechanics and design decisions

•Special Archmage supporter credit

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Includes everything from Archmage, plus:

•Earliest access to builds (20 days early)

•Exclusive insights into future ideas and plans

•Royal supporter credit

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Welcome

  • SFW version is free for all. But NSFW is available from Adventurer tier and higher.
  • Subscription Tiers have new version available in early access.
  • In NSFW version game contains breast expansion.

Natara games
Public post

How Should Passive Skills Work?

Hey everyone!
I'm currently thinking about how passive skills should work in Bred for War, and I'd like to hear your opinions before I settle on the final design.
One thing I've already decided is that characters will gain a new passive skill every 5 levels. Companions will have their passive skills predetermined, but for the main character, I'd like to give players more control over how they develop their build.
I'm considering two possible systems:
Option 1: Random Selection
Whenever you earn a passive skill, you'll be presented with 4 randomly selected skills and can choose one of them.
The available skills will depend on your character's current class, so you'll get options that fit your chosen playstyle. There would be also some skills out of your class.
This system would encourage players to adapt to the options they're given and make each playthrough a little different.
Option 2: Passive Skill Tree
Instead of random selections, passive skills would be organized into a skill tree. Some skills could only be unlocked after learning specific skills earlier in the same branch.
This would give you more control over your character's long-term development and allow you to plan your build in advance.
It would also offer more freedom to experiment with unusual builds. For example, a tank could invest in magic-oriented passives or offensive skills and gradually develop a playstyle that resembles a mage or a damage dealer.
Which system would you prefer?
I'd appreciate your feedback! I'm particularly interested in whether you prefer the variety of random choices or the freedom to plan your build around a skill tree.
Thanks for helping me shape the future of Bred for War!

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Natara games

A Small Update on Development

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Monthly Art & Development Report – October 2026

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Public post

Inventory Improvements – Small Changes, Better Usability

This month I made a few small but useful improvements to the inventory system.
None of these changes are particularly flashy, but they should make managing items much more comfortable — especially when you have a lot of items in your inventory.
A new inventory scrollbar
I replaced the standard vertical scrollbar on the right side of the item list with a custom graphic.
I also added a small black arrow that indicates which filter is currently selected.
It is a relatively minor visual change, but I think it makes the inventory look much more integrated with the rest of the game's UI rather than relying on a standard interface element.

The selected item now stays selected

I also changed how the inventory handles item consumption.
Previously, if you had several copies of an item selected — for example, several healing potions — and used one of them, the selection could jump somewhere else.
Now, if you consume one item from a stack, the inventory keeps the same item selected.
For example:
Only when you use the last remaining item of that type does the selection move.
In that case, the game automatically selects the first item in the currently active filter.
This should make using multiple consumables in a row much less annoying.
Potions filter selected in inventory


There was also a related bug that could cause the game to crash if you sold the item that was currently selected in the inventory.
Since the selection system has now been reworked, I fixed this issue as well.
So selling the currently selected item should no longer result in the inventory trying to reference an item that no longer exists.
Small change, but an important one
This isn't one of those updates that adds a huge new feature or another 100 renders.
But these are the kinds of small quality-of-life improvements that hopefully make Bred for War feel smoother every time you open a menu.
Sometimes the best feature is simply not having to fight the inventory while you're trying to use it. 😄
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Mage Robe – A Mage Can Be Stylish Too?

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Breast Size 3 – The Bigger is better

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