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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
A free tier if you just want to follow our game's updates!
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Legacy Fledgling
Access to pictures and animations
Participate on polls about the game's story and things that will not be implemented into the game immediately
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
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Neonate
Access to pictures and animations
Participate on polls about the game's story and things that will not be implemented into the game immediately
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
You will have access to the latest demo of the game one month after it has been released, independently of new updates.
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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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Royal Blood
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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Nightstalker
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!
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Hello everyone! Just passing by quickly to say that the writer of Rise of the White Flower is back this month to give us a hand with the quests. We have been reviewing together some of the activities implemented in version 0.24, such as Kalyskah rescuing a captive, the follow-up quest with Brooke where she goes after a missing acolyte, and also some encounters in the woods of the prologue. The goal is to polish Kalyskah’s language a bit more before we send it to the voice actors, hopefully later this month! That is happening in the background while our programmer finishes transferring some of the code to C++ before we can release the next demo. This week, we will be testing whether anything broke since he started this refactor, and if everything goes well, we will follow up with a patch later this month. We are also looking into how we can make it so our subscribers receive a Steam key once Early Access begins. As far as I seen for other games, creators tend to make so you need to have pledged a certain amount over the last few years. So if you have had experience supporting a game on Patreon or Subscribestar and later received a Steam key for it, please let us know how it went. We would love to hear your perspective!
I’m bringing you some updates and also looking forward to hearing your ideas!
As many of you know, we’re currently refactoring the game systems—this includes how NPCs are spawned into the world, along with various smaller systems, all to ensure the game runs butter-smooth when Early Access begins. While the programmer handles that side, I’ve been focusing on pushing cutscenes forward and writing new quests!
We’ve also been working on a new soundtrack for the prologue. As we aim to launch Early Access around June or July, we wanted to enrich those tense moments in the opening chapters. The new music leans into early industrial punk influences, inspired by the works of bands like Einstürzende Neubauten.
Now, onto something I’ve been documenting and where I’d love your input: weapon upgrades!
If you played the legacy demo, you might recall that Fara offered an option to upgrade your equipment. In the prologue, however, it’s Ilreth Baequianea who will be handling Kalyskah’s gear enhancements.
Here’s the concept: there are 11 types of Iathori Crystalas (Star-Crystals) scattered across the world. Each one offers a unique enhancement when used on weapons. Our current plan is to keep upgrades relatively simple, such as altering the type of damage or adding passive effects that trigger during regular attacks.
Here’s a breakdown of the Iathory Crystalas you can find and what they represent:
Dark Blue Crystals
Aspect: Water and Emotions
Properties: Influence emotions, control water elements.
Green Crystals
Aspect: Dimension and Fortune (Fate)
Properties: Manipulate space and affect luck. They also increase the presence of ghosts, especially when combined with white crystals—favoured by necromancers.
Brown Crystals
Aspect: Earth and the Body
Properties: Strengthen physical form and control earth elements. Commonly used in military gear to bolster physical might. Found in regions built upon impossible terrain.
Red Crystals
Aspect: Fire and Willpower
Properties: Channel willpower and wield fire.
White Crystals
Aspect: Spirit and Sound
Properties: Manipulate spiritual energy and sound waves.
Light Blue Crystals
Aspect: Time
Properties: Temporarily suspend time and allow divination.
Purplish Crystals
Aspect: Mind
Properties: Linked to the astral realm, these aid meditation and out-of-body experiences. Oh, did you notice in the demo that there's a purple Crystal where you find Nemesis? Hm.. that might mean something!
Faint Orange Crystals
Aspect: Fundamental Forces
Properties: Manipulate gravity, electromagnetism, and other fundamental forces of nature such as strong and weak nuclear interactions. Used in advanced magi-tech devices.
Yellow Crystals
Aspect: Light
Properties: Radiate intense light, harmful to vampires. They enhance virtues and are common in holy places, making them dangerous for the undead.
Black Crystals
Aspect: Darkness and Shadows
Properties: Grant control over shadows and concealment. But also the dark aspects of one's psyche. Used to shape hallowed ground and draw out hidden desires.
Mixed Crystals
Aspect: Composite
Properties: Merge aspects of multiple crystals, combining their effects.
So that’s the lore! Now here’s my question to you:
What sort of upgrades would you like to see for each crystal type?
Would a Red Crystal cause enemies to ignite occasionally? Could Green Crystals randomly dodge fatal blows? I’d love to hear your creative ideas and see how far we can push these systems without making things too complex too early.
Let me know in the comments what ideas come to mind!
We’ve been working tirelessly to bring you a new patch, but unfortunately, we ran into a roadblock.
The short version is: while reviewing the game settings, we noticed they were deeply tied to how the controllers currently function. That, in turn, was connected to how some spells behave, and even the quest system depended on how the general UI was structured.
Once we realised this, we started working to untangle and fix these systems. The tricky part is that doing so required us to rewrite part of the game’s foundation. We are moving the entire game settings system and many of the core functionalities to C++.
We are almost done. At first, we thought we would finish everything in time for this Saturday’s patch, but we realised we need a few more days to safely merge these changes into the main branch and properly test everything.
In the meantime, we’ve been migrating the quests to the new system. This lets us implement them much faster and also ensures that the player's progress is saved more reliably. Eventually, this will allow us to create cheats that take you to a specific step of a quest and have everything still work smoothly.
As for the game settings and UI overhaul, right now, for example, when you pause the game, the controller inputs do not always work properly. There are also a few visual glitches because parts of the code are still being ported. But once this refactoring is complete, navigating the menus will feel faster and more responsive overall.
We are aiming to complete everything within a week or two at the latest.
I also took some screenshots of the new quest we are working on, trying to avoid too many spoilers:
Ah, and take a look at Amara's new hairstyle in-game, I made the hair a little brighter than it will be in the game to show more details:
[PATREON CROSSOVER] Download Kalyskah x Yuna! (Final)
Hello everyone!
Today we’d like to share with you the ending of the crossover we did with the developers of the game Yuna, a third-person shooter. It's been a while since we posted part 1 and 2, last year both of us we were so focused on refactoring our own games that we couldn't find the time to post the ending of the comig. Now here it is!
The story is set in a post-apocalyptic world where Judy needs to struggle between pursuing her goal to find the mythical YUNA, scavenging ruins of a city, meeting people trying to live in a destroyed world and on top of that: Fighting her way through hordes of creatures that are after her flesh and well, the pleasures it can provide!
So working together with Alex Horn, we came up with a little story that could answer the question: What if Kalyskah was there? What if this ancient vampire that used to have acolytes at her feet, one day found herself secluded in a world that not only doesn’t remember her name but doesn’t even have enough people for her to feast upon? What if Judy saw an opportunity there?
And here is a comic spiced with the clash of an objective-focused Ghoul that finds this eldrich being, thirsty and bored, inside her own manor.
Over the past two weeks, we’ve been focusing on fixing the game’s UI, polishing the game-settings screen, and preparing everything for the return of the prologue content, now with an additional quest. We’ve also added to the engine the new variation of the dancer’s outfit that I mentioned in the last post: Also, we’ve started working on a new short hairstyle and spent quite some time hunting down various bugs.
Our goal is to release the next patch to our supporters by the 30th. Even if it doesn’t include everything, most of the prologue content from version 0.24 should already be implemented (though not yet thoroughly tested) so we expect to follow up with minor updates in the days after, as we find and fix issues.
Thank you so much for your continued support, and apologies for the lack of updates this month. We’ve been focused on building the game and haven’t had much time to write posts.
I just realised it has been almost two weeks since our last update here. Sorry about that! We have been so busy fixing issues that we basically disappeared into a cave and forgot about the world!
In any case, I am here to give you an overview of what we have been working on:
Sound Effects:
Archie has composed a new combat track, one that feels more hopeful and fitting for the prologue. I know everyone loves the "Prum! Prum Prooom PrruuuUuum" song we use in combat, but after hearing it for a couple of years straight, it can get old. For the prologue, we wanted something that fits the theme of Kalyskah fighting pirates on her island. (Check the new audio at the end of this post)
Amara’s Hair
Amara’s hair is finished, and we are now implementing it in the engine!
New Skirt
Nemesis is lovely—she enjoys the fact that she can snap her fingers and BUM! Suddenly, everyone is undressed, or Kalyskah’s outfit turns into a green bikini. Still, we wanted to add an option where, if Kalyskah's Modesty attribute (which will replace Purity) is high, she wears a more conservative version of the Garden of Delights outfit.
Beyond that, we have also been debugging and improving the UI and gameplay. Many of the tasks are based on the player feedback we collected and shared with our supporters on this post.
We are excited to share all of these updates with you in the next release!
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Creator Stats
205 subscribers
365 posts
Goals
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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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