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Kalyskah Team profile
Kalyskah Team
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Kalyskah Team
We are the Kalyskah Team and our goal is to combine the immersive elements of RPGs with adult content to create a fun Action-RPG with immersive erotic elements and amazing graphics!The free demo can be downloaded here: https://nobrelobo.itch.io/kalyskah
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Welcome

  • Follow the progress of development by reading our News
  • Customise Kalyskah's appearance, including her breasts size.
  • Read scripts from quests that are still on our roadmap to be implemented!
Kalyskah Team
Hi there!

We are Nobre Lobo and our goal is to combine the immersive elements of RPGs with adult content to create a fun Action-RPG with immersive erotic elements and amazing graphics!

                   


Kalyskah is an Adult Action-Adventure Role-Playing Game where you control Kalyskah Karnstein, a noble lady of a long-dead vampire family who wakes up after thousands of years of slumber. What awaits her awakening is a world that has changed for the worse. It is up to you, the player, to help our heroine (or anti-heroine, if that is your choice) fight back or embrace the chaos and gain back control of her lost powers and abandoned followers.
The game features an immersive combat system with RPG elements, an open world where you can experience quests with multiple endings and occasional interactive sex scenes, for those who play their cards right...


The open-world is under development and it's getting new quests and enemies as we work on the game. 
In our current demo, the player controls Kalysakh as she makes her way through a linear dungeon. We are working on the surface world of the RPG, where Kalyskah ends up after fighting enemies and solving puzzles throughout the dungeon. The world we aim to present will provide players with quests and freedom to explore. Initially, this will mean a small area outside the initial dungeon, however, we will be increasing the explorable region with steady updates that will come once every two months.
Our 25$ subscribers have access to scripts and uncut voice dialogues before they are implemented on the game, the $10+ patrons always have access to the latest game demos, and the 5$ subscribers have access to the latest demo one month after its release and participate in debates that will help us to shape the final product and also have access to NSFW screenshots of WIP pictures of the game’s development. The public version will be one or more steps behind the latest demo version.

If you are not a subscriber, you can download the public demo by following this LINK. But we recommend you to get it through the itch app since it will auto-update the game when you have a new version to download.
If you are a subscriber, we'll be monthly releasing posts here with demos of the game for you to download through google drive. The latest download link is this HERE.

We also started to release Visual Novels, the first one features a hot adventure Kalyskah and Mershya did in a Jungle. You can download it HERE.

You can learn more about the game by following these links:


                               
 
We aim to make a deep RPG experience, with an immersive world and a plot that puts every interaction into context, including sexual encounters which will flow naturally from the dialogue. We want everyone to be able to play and enjoy the game for its gameplay, regardless of whether they are actually interested in the NSFW part of our project.


Join our community!
Feel free to jump right into our Discord chat. We will show you game related stuff that we are currently working on and talk with you directly about our games. Support included!

And as for the short-term future, check out our roadmap by following this link.

https://youtu.be/-k2dLGNY1Ck


Kalyskah Team
Public post
Hi there!

We are Nobre Lobo and our goal is to combine the immersive elements of RPGs with adult content to create a fun Action-RPG with immersive erotic elements and amazing graphics!

                   


Kalyskah is an Adult Action-Adventure Role-Playing Game where you control Kalyskah Karnstein, a noble lady of a long-dead vampire family who wakes up after thousands of years of slumber. What awaits her awakening is a world that has changed for the worse. It is up to you, the player, to help our heroine (or anti-heroine, if that is your choice) fight back or embrace the chaos and gain back control of her lost powers and abandoned followers.
The game features an immersive combat system with RPG elements, an open world where you can experience quests with multiple endings and occasional interactive sex scenes, for those who play their cards right...


The open-world is under development and it's getting new quests and enemies as we work on the game. 
In our current demo, the player controls Kalysakh as she makes her way through a linear dungeon. We are working on the surface world of the RPG, where Kalyskah ends up after fighting enemies and solving puzzles throughout the dungeon. The world we aim to present will provide players with quests and freedom to explore. Initially, this will mean a small area outside the initial dungeon, however, we will be increasing the explorable region with steady updates that will come once every two months.
Our 25$ subscribers have access to scripts and uncut voice dialogues before they are implemented on the game, the $10+ patrons always have access to the latest game demos, and the 5$ subscribers have access to the latest demo one month after its release and participate in debates that will help us to shape the final product and also have access to NSFW screenshots of WIP pictures of the game’s development. The public version will be one or more steps behind the latest demo version.

If you are not a subscriber, you can download the public demo by following this LINK. But we recommend you to get it through the itch app since it will auto-update the game when you have a new version to download.
If you are a subscriber, we'll be monthly releasing posts here with demos of the game for you to download through google drive. The latest download link is this HERE.

We also started to release Visual Novels, the first one features a hot adventure Kalyskah and Mershya did in a Jungle. You can download it HERE.

You can learn more about the game by following these links:


                               
 
We aim to make a deep RPG experience, with an immersive world and a plot that puts every interaction into context, including sexual encounters which will flow naturally from the dialogue. We want everyone to be able to play and enjoy the game for its gameplay, regardless of whether they are actually interested in the NSFW part of our project.


Join our community!
Feel free to jump right into our Discord chat. We will show you game related stuff that we are currently working on and talk with you directly about our games. Support included!

And as for the short-term future, check out our roadmap by following this link.

https://youtu.be/-k2dLGNY1Ck

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Kalyskah Team
Public post

Work! Work! Work! 2026 Plan Outline

Hello everyone, Corintio here!
I wanted to pass by to let you know what we have been doing in the first days of 2026: PLANNING!
We have gone through our project documents, and we are writing an extensive timeline of what our year will look like. In many areas, with a Plan A and a Plan B, plus a few other possible improvements.
The general idea is that we are splitting the game development into 5 main “trees”:

  • Combat Rework: What people have asked us for the most. Improving the general style of how the game plays, and how coherently Kalyskah behaves. Starting by making an MVP (Minimal Viable Product) and then reintroducing the weapons.
  • NPC and World Manager: How we handle the spawn and despawn of actors in the open world, both in cutscenes and in their general behaviour and daily schedule.
  • Quest and Cutscenes: The time for pausing the progress of the story to refactor the game is over. We had a difficult year back in 2024 and a hellish start in 2025, but by the end of the year we managed to get things on track again and now we have no intention to stop. So you can expect that we will always be introducing new content and new lore for you to explore.
    A couple of months ago it was the Forgotten Smith quest, last month it was the negotiation system (that still needs to be reviewed), and now we are, as I mentioned before, fully focused on getting the prologue main story done. With small exceptions such as Nemesis’ quest that you voted for.
  • Level Design: This is the first time where we have to talk about Plan A and Plan B. Right now, we cannot afford to have a dedicated level designer working every month for us. We did have Upsurge Studio to boost our game and they did that marvellous Goblin Dungeon, but since then we have had to allocate the budget to programming and it was worth it. Our game settings are now much more consistent, we are adding the cheat codes and working on the combat, and soon we will start the world and NPC manager.
    So our Plan A is that, in case our budget does not increase, our lead programmer, who is also an artist, will bounce back and forth when needed to add the minimum necessary for the quest areas to be presentable, but not deep enough to make them look as good as we want them to look in the final game.
    Then our Plan B is, in case our budget increases, which I am optimistic about considering that we have had a good start to the year thanks to all the amazing new patrons and subscribers who joined our page, we would hire someone new to improve the level design so the lead programmer can solely focus on improving the World Manager.
  • Marketing: We have been holding back in this area, and it is visible if you see our Instagram and Facebook page. But as we approach the Early Access release, and as we get the game to a point where things will be more stable and polished, we will also invest more on this. The goal is to make it so more people know about our project and, hopefully, join us in this journey.

As I started to talk about for Level design, here comes the remaining part of the Plan B, which is, in case our budget increases as the year goes by:
  • Combat Rework: This plan would not change too much, since the programmer working on this is the same person we have recently hired to help us. But we could potentially get an animator to help him and thus either introduce more weapons or improve the fighting styles of the game. Maybe then Laver will finally be able to teach new fighting techniques, as the placeholder dialogue mentions!
  • NPC and World Manager: The lead programmer is the person working on this. If we expand the team so he does not need to tweak the level design, it is possible that this manager would get to a point where the NPC schedules have more depth before the middle of the year.
  • Level Design: As mentioned above, having someone dedicated to this will not only help us finish the prologue quickly, but also allow us to bring back the legacy content much earlier than we plan to do it later this year, since at the moment the plan is to start it roughly around November.
  • Marketing: Stays the same, but more budget to inject into marketing means more eyes on our game, which directly affects all the other areas.
  • Character Art: A higher budget would allow us to have someone in house to create new clothes, hairstyles, and things of the sort, without us needing to do what we currently do, which is hiring freelancers whenever we have some budget to spare. This will help us greatly to, once the legacy content is back, ensure that not only the world, but also people from before and after the time skip, look different.
  • Audio: Right now we have Archie to make new music for us and he is amazing. But I believe we can all agree that the experience while moving around in the world, or during cutscenes, could use some improvement. So our Plan B includes getting someone dedicated to enhancing the audio experience in the game as a whole, not just soundtracks.
  • QA and Polish: At the moment we have an issue where, many times, we release a demo, then we have to gather feedback for a week, then finally release a hotfix. If we are able to expand our team, we could get someone in house to handle testing the game before we make a release, and this way we would be able to track issues before the demo reaches your hands. Which would be much better for everyone!


As for the other things such as animations, voice acting, writing (side quests), etc, they are really important and we will always find a way to introduce more to the game. But if last year our goal was to get out of the loop of refactoring the game to Unreal 5 and going back to introducing new content, this year we want to focus on polishing the game so your experience can be as flawless as we can deliver.

It will be a monumental load of work in 2026, but I am extremely optimistic because this year every release will not only have new things to see, but it should also transition into playing much better than the previous one.

I hope you have a great day and let’s gooooOooooooOOoo!!!




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Kalyskah Team
Public post

[Vampire+ Release] Version 0.30.2

Hello everyone!
This patch turned out simpler than it could have been because we didn't have time to finish all the systems we intended to complete before people went on recess, so we had to disable much of what we did. We'll come back to it next month and wrap up the work!
What remained were minor bug fixes, and with Shift + ', you can see the cheat screen. However, the cheat functions aren't implemented yet, as we've been setting up the C++ side. But next patch, they will!

Kalyskah 0.30.2 Patch Notes

Fixes

• Fixed Telekinesis sometimes leaving Kalyskah stuck with her hand held forward after using the power.
• Fixed the negotiation pop-up so it always stays interactable when guards confront Kalyskah.
• Fixed Mist Form input so the power now has a proper release trigger and no longer sticks.
• Fixed the main game UI blocking mouse clicks in other widgets.
• Fixed the weapon state hint so the on-screen text now correctly matches whether the weapon is sheathed or unsheathed.
• Fixed Kalyskah and NPCs not correctly updating their standing and relaxed postures during dialogues (This bug was introduced on the last patch, but we fixed it now)
• Fixed guards being treated as essential NPCs so they can now be killed as intended.
• Fixed clothing tags that were incorrectly all set to “pet collar” so outfits now use the correct tags again.
• Fixed multiple dungeon cutscenes so they now play correctly with Kalyskah properly displaying on them (Another bug introduced on the latest patch that we fixed)

Cheats and testing tools

All of the following things are on the backend for now. You can open the cheat menu but we disabled it since it's not ready for release yet. Still, tto gie you an idea of what cheats will be available on the next release, here it goes!
• Added the interface for enabling God Mode and Infinite Stamina cheats, plus direct health and stamina change cheats. But right now they don't work yet.
• Added stamina cheats for both infinite stamina and setting specific stamina values.
• Added the ability to initialise blood points from the Cheat Manager.
• Added cheats to freeze the sky and to freeze time for testing.
• Added a single activation function and an Apply button so cheat changes only take effect after you confirm them.
• Added a new delegate that broadcasts when cheats are activated or deactivated so blueprints can react to specific cheats. (toggled off for now)

Gameplay and systems

• Improved the Hands Tied state again and resolved remaining edge cases, so the restraint state now behaves consistently in play.
• Tweaked the way the game detects which dice system is active so guard negotiations and related rolls should now work more reliably.
• Fixed an issue where threesome animations could try to start with only two characters.
• Renamed the “Purity” tendency attribute to “Modesty” to better match what the value represents.
• Updated clothing roleplay tags in the journal so they refresh as you change Kalyskah’s outfit and clearly show how each outfit affects the dice system.
• In safe-for-work builds, Kalyskah now remains dressed during toysystem scenes.
• Bounty and Notoriety will now be saved, so it remains consistent if you reload the game. 

World, levels and performance

• Added the Village Castle Sewers level to the Prologue area, but it is not available to the public yet. Later, we'll make it so that when Kalyskah is in jail, she can escape through the sewers.
• Refactored Default Scalability settings for clearer tiers, a better Lumen baseline and hopefully better performance.
• Updated Prologue open world level assets again to reflect the new scalability and level structure.
• Slightly rearranged a few world assets to better suit the new layouts and performance targets.

Other Enhancements

• Improved Kalyskah’s glowing eye effect during dialogue so it reads more clearly and she stays with them glowing for longer.
• Added lipsync and additional body language to Kalyskah’s guard negotiation scenes to make the conversations feel more alive.

DOWNLOAD

If you are a VAMPIRE, ROYAL BLOOD or NIGHTSTALKERS patron, you can get the latest release here:

GOOGLE DRIVE


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Kalyskah Team
Public post

Lore Q and A Coming in 2026 

Hello everyone, first and foremost, Happy Christmas!
Something I have been thinking about is that, since in Kalyskah we are putting a lot of effort into the lore, her backstory, and how you can explore these things to put together the puzzle of what happened between the time of the Prologue and the Fallen Temple, we are planning to open 2026 with a Q and A about the lore.
So feel free to comment any questions regarding Kalyskah’s world, characters, magic, cities, in-game politics, whatever!
We will select some of these questions to answer, perhaps even with a video of the team talking about it!
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Kalyskah Team
Public post

[News] Progress on Cheat System


Hello everyone!
We're making some progress on the cheat system. You'll be able to change things related to Kalyskah's health, stamina and blood. Edit the weather, add checkpoints and also give her new items and spells.
As you can see, two of the items I mentioned are still missing. Once they are added and we tweak the cheat menu's appearance, we'll begin working on the new combat at full speed. So if everything goes right, by the end of the month, between Christmas and New Year, we will release a new version with fixes for version 0.30 and the Cheat System.
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Kalyskah Team
Public post

[News] What's next?


Hello everyone, I hope you're having a great weekend! 
I'm coming by just to give you an outline of what we aim to work on in the following few months!
We're working on the in-game cheat system, and right after that, we'll fix what to many of you has been the greatest issue in the game: The Combat.
The goal is to fix a lot of the 'floatness' that people have mentioned over the years and add new mechanics such as a "combat flow" where the more you land your attacks without getting hit, the faster Kalyskah will be and also the more damage she'll cause. This process requires multiple steps, and even though we have already started, I don't expect it to be fully complete until the end of February or March. So we'll break the implementation into smaller milestones to release patches to gather your feedback.
Something else we've been working on is the new questlines for Nemesis and the main event that will happen in Tupelo, the big ritual I mentioned a few times in the past. The scripts are complete, and we're now making final adjustments to send them to our voice actors. But the Nemesis quest is a bit more complicated because it requires us to revise the rig we have for a beast with multiple tentacles 🙃
We will create some poses, test them, and likely post renders of Kalyskah or other characters in these poses for those interested. 
We will also have to bounce back and forth on the animation side between working on cutscenes and the new animations required for combat, since there's a lot of polish needed on the ones we did in the MOCAP studio, but I'll let you know what we come up with. There's a chance we'll make a compromise: simplify the Tupelo cutscenes to move the main story forward without losing momentum, and release Nemesis' quest afterwards.
Other things, such as improving the flow during the simulated sex scenes, are on the back of our heads but will happen after the cheats and combat system. That one will take longer; we'll need to review the UI to use the new one we built several months ago. That process will be slower because it will require us to draw icons for each pose and interaction. Fortunately, the person who will work on that feature once the time comes doesn't work on quests, so it won't affect our schedule for moving forward with the game's storyline. However, they are currently working on combat and cheats, so I don't expect this revision to happen anytime soon. But it's on the queue of large systems we plan to tweak.
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To hire freelancers to make AAA-quality assets and characters and start and also keep a stable team in the project to work either part-time (Animators/Writers/Level Designer) or full time (Main Programmers). This will increase the speed at which we work on the game.

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