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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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Vampire
  • Access to pictures and animations
  • Access to private chat in discord where we post progress on the NSFW side of the game.
  • See our development progress before everyone else by having access to read what we push on Github. This is shown on an special area on discord that the bot updates in real-time every-time we make a new commit
  • Access to the latest version of the game.
  • Participate on the polls that will decide what content will appear next in the game. Like new animations, clothes and so on.
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  • All the above.
  • Download special game builds that only contain the latest animations. There will be no RPG part, but we will update it a lot more frequently.
  • Grab the hot PSD files of concept art. (When we have them) Vote for concept art. Characters & creatures. (When we have them)
  • Follow our development up close by having access to the test branch of our game, with new releases every time we have a new feature to test.
  • In months we don't have a test build, we give you access to scripts of quests and other documents from behind the scenes before they are even implemented in the game!
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You will leave your mark in our game and work together with us to create a humanoid NPC that uses the assets that we already have (With the possibility of small changes and adjustments on armours colour pallete).

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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

Random picture of Kalyskah!

Working on cutscenes, I liked this shot here and how Kalyskah's eyes were bright!
Bonus picture:



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Kalyskah Team
Public post

Garmerant wrote about us + New Quests Incoming!


Hello everyone!
I was just super surprised when I saw that Gamerant wrote an article about our game! 
It really boosted our wishlists, and that's very exciting. Check the link HERE!
As for the next patch, we're still working on it. I'm making the cutscenes, and this quest will feature a choice that will affect how many things play out in the prologue!
The quest will follow immediately after Slice of Unlife. So for those wondering "Why I can't finish the Slice of Unlife Quest!" this is the awnser: The quest is supposed to end when the Black Rain quest starts!
And after this, there will be another quest immediately chained to the Black Rain, but that won't be triggered yet since we'll work on it next month. This way, the prologue will be a chain of events, and the loose sidequests we're doing so far will be things you can do in between main quests.
We'll talk to you more soon with more updates. Let us get back to work!

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Kalyskah Team
Public post

[News] Groundwork for the new combat system!

https://youtu.be/WaUfMZm7KPQ
Hello everyone! We're reworking the game's combat to make it more dynamic and satisfying, and one of the functionalities we'll be adding is the Flow System. As you attack, perform combos, parry, and maintain aggressive pressure against the enemies, Kalyskah will be accumulating Flow, which will increase her speed and damage output.
We'll also be introducing a new Stance mechanic that will be replicated among enemies and Kalyskah herself. The more pressure you put on your enemies, particularly at higher Flow ranks, the more powerful Kalyskah's attacks will become, making her more likely to break their Stance. This Stance break results in a temporary stun, which then allows her to perform high-reward punishers and Bite finishers.
The Flow system we're working on rewards consistency and offensive gameplay, but it doesn't eliminate risk! The entire new combat system is built around commitment, with every offensive action featuring a distinct, vulnerable Recovery phase that you'll see in the animations. 
Imagine Flow as Kalyskah's vampire mindset and frenzy taking over, only to be lost through mistakes, passive play, or failed high-risk actions. While higher Flow ranks (That will go from D to S as you successfully chain attacks) accelerate your attack recovery to reduce vulnerability windows, they do not bypass the commitment model, and enemies will still be able to exploit it if you fail to dodge or parry their attacks in time.
We have begun from the foundation, setting up all the debug variables (in the lower-right corner of the video) and creating tools to give us more control over what is happening and why. This means that once we start re-introducing the animations and visuals, the programming will take the lead and fully control how things will look, which will prevent all the quirks and issues our current combat has. 
It will take us a few more weeks to have the visuals and AI integrated in the new combat, but don't worry, the programmer team is working on a separate branch of the project that will be merged with the one I'm currently adding the new quest. 
The bunch of numbers displayed on the side is very technical, but if you go through them, it could give you some hints of the direction we're going!!
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Kalyskah Team
Public post

Nightstalkers, now is the best time to send your characters!

Hello everyone!
Some of you have pledged to us at the Nightstalker or Nighthunter tier in the past, or are still pledging, and have not sent us your characters yet. As we mentioned in the past few posts, we are now 100% focused on wrapping up the prologue. Any character who would be supposed to appear during that era of the game, if sent to us within the next month, can still fit very easily into the new main story scripts we are doing right now.
Just to give you a couple of examples: Ursula, Kalyskah’s master spy, was actually a Nightstalker character, created by Jaken. And a very important character who will be at the centre of an event in the next quest was made by DK.
We also have some characters people already sent us that are more like a library of characters meant to show up after the Prologue, like Kylira (originally written by Night2078), or Ilmyna and Evessa (two elves designed by our patron and friend, Tara), or the reclusive scholar with reaper motifs designed by InfernalDrache. Or the retired hunter designed by max_macabre.
But those are ideas for the Millhaven era. Right now, we are working on the prologue. So if you have ideas for characters who could be working for Kalyskah, the pirates, the citizens of Tupelo, or even seekers who would be a one-time antagonist during the prologue, feel free to contact us through messages, and we can find a place to include your character.
After we are done writing the prologue, it will be harder to have too much freedom in how new characters appear in the main story. At that point, they would either show up during side quests or as name swaps for characters we have written but have not yet shown up in the quests.
Note: The tools for NPC appearance creation aren't working 100% on the latest game version, we are going to fix it on the next release so you can send us both the document about your character and the appearance. 

Please, fill out this form and send it back to us:

LINK TO GOOGLE DRIVE


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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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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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