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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!

Displaying posts with tag News.Reset Filter
Kalyskah Team
Public post

[News] The Crash is Fixed, and What Does That Mean?

Hello everyone, Corintio here!
We are absolutely delighted to announce that we've managed to track down and fix the crash in our game!
It was a tough journey, as the debugging tools provided by Unreal Engine weren't pointing us to the exact culprit. We had to tackle it the old-fashioned way, packing, testing, and playing the game over twenty times throughout the month. We meticulously removed and examined pieces of the level design, fixing various issues along the way. Eventually, we discovered that the main cause was a very specific asset within the level design.
It took us a month to successfully identify and fix this issue, but there's a silver lining. All the tests and backend code improvements we made in our efforts to resolve the crash have had fantastic consequences:
In the next update, you'll notice a significant performance boost for low/mid-end machines. We've optimized a lot of old textures and fixed memory overheads. While we weren't ignoring these issues before, our focus on remaking many classes from the ground up in C++ meant that fixing them while finding the crash was ultimately beneficial. This means that even as we continue to rework and refactor many classes and systems, you'll already be able to enjoy improved performance and stability.
During this month, other members of the team have been busy working on areas of the project unrelated to the main dungeon flow. We're now wrapping up some of their work, including new armours and conversations with NPCs in the Garden of Earthly Delights. We're gearing up for another release by Saturday!
What Comes Next for the Game?
Based on the poll we posted, and the feedback you've provided, we'll spend a bit more time polishing the base mechanics to ensure the game is both fun and running smoothly. Once this step is complete, we'll return to work on the prologue, focusing on wrapping up the main storyline and adding elements related to Kalyskah's life in the past.
It's important to note that although this chapter is called "The Prologue," it serves the main story arc. The choices you make and the new techniques and equipment Kalyskah acquires will carry over to the era of Millhaven. The prologue is an integral part of the main storyline and will impact how Kalyskah handles the situation in Millhaven. We're thrilled that our vision aligns with your preferences, with 61% (We summed Patreon and Subscribestar posts) of you voting in favour of us focusing on this chapter with the polish we intend. Although we don't aim to make it take too many hours of gameplay to be completed.
Thank you all for your fantastic support and patience. See you on Saturday with the new Patreon/Subscribestar release!
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Kalyskah Team
Public post

[News] Update on the Game Crash Issue

Hello everyone, Corintio here!
We wanted to keep you informed about the crash issue we're currently dealing with. Here's what's happening:
What's the Problem?
We're facing a memory issue related to something called MAllocBinned2. This type of problem is quite tricky because it's very general and can be caused by any piece of data, asset, or code loaded into the game's memory.
What Are We Doing?
  • Programming Team: Our programmers are focusing on the largest and most frequently used classes in the game. They're fixing any issues with references and general back-end code they find. Focusing on reducing the RAM necessary for each of our game's classes.
  • Programming Lead (Henrique): Henrique is personally looking into the core C++ base classes to check for any misuse of pointers. Additionally, he's optimizing other systems that might be contributing to this issue.
  • Corintio and QA Team: I'm collaborating closely with our QA team. We're releasing internal test builds daily to help pinpoint the exact cause of the crashes.
What This Means for You
We understand how frustrating these crashes can be, and we apologize for the inconvenience. Please know that we're working hard to resolve this issue, but it may take some more time to fully fix it.
Thank you for your patience and support as we work through this, we'll keep you updated on our progress!
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Kalyskah Team
Public post

[News] Crash Hunting!

Hello everyone, I just wanted to offer you a quick update on the crash situation:
We have found the main suspects and are working to debug them, since it is a check that goes both on blueprints and C++ classes it takes some more time, we should have some news by next Monday.

We fixed the issue that was causing Kalyskah to be unable to use her skills but I believe it's best if instead of flooding you with small patches that won't offer you a good time because of the crashes, we hold on until the crash is fixed so we can make another release.
So give us a little longer and in the meantime, while the programmers work on fixing the crash and reducing the amount of memory that the game needs to run, the other team members will be improving things on the visual side (Especially animations).
Thank you very much!

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Kalyskah Team
Public post

Almost there!

Hello everyone!

Just wanted to give you a quick update saying that the next patch will be released within the next 48 hours. Almost everything is ready, we are just doing some fine-tuning and scattering loot across the dungeon. We have packed the game at least 5 to 6 times in the past week to run internal tests and try to solve crashes and other minor issues. So hopefully things will be quite stable this time =)
I won't show much of the new dungeon because I don't want to spoil the surprise.


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Kalyskah Team
Public post

[News] Progress report!

Hello everyone, Corintio here!
We've been working like crazy people this month. And the next demo will really show it when our patrons compare it to what we released last month.

There has been progress in every single front of development, but to avoid making this post extremely massive, I'll pinpoint just some of it:
  • We have written 13 new scripts. 10 for characters in the Garden of Earthly Delights, the new dungeon intro, and then reworked the dialogue between Kalyskah and Michael the Wise and then Nemesis.
  • We have voiced 8 of these new scripts so far. But then the budget of the month burned and we will need to wait for the month to end so we can withdraw again and voice the ones that remain.
  • The Inventory is not going to hit the FPS as hard as it was before, as we have redone the logic of how we open it.
  • We have finally fixed the problem that made you unable to save the settings you had on the game, now we are working on fixing the input customisation.
  • The combat now works as it did in version 0.24, our Patreons probably saw that we had issues converting the game to Unreal 5 and now we fixed them all.
  • We improved the way we implement idle poses for characters, so the Undead will stand differently than a normal character, and we will soon implement the same to make so Merishya, Nemesis and other important NPCs will have different idle and movement poses to better represent their personalities.
  • We have made massive improvements to Kalyskah's temple, completely reworking her prison and making things pop in the eyes much more than they ever had before.
  • Merishya's armour has been redone, check the pictures above and you can also see a teaser of how the Garden of Earthly Delights will look.
  • We remade the claw attack animations so Kalyskah shows more of her sassy\arrogant personality as she peels her foes' faces with her fingernails!
  • We have opened a new casting call to get more actors on board the game and have more unique voices for the new characters we are adding.
  • We have finally started to implement a proper tutorial at the beginning of the game.
  • We drew the blueprints of what will eventually become a system where you'll be able to break some objects while fighting enemies in the game!
  • We made the Arena Level, the Garden of Blood. Which is a place where you will need to survive waves of enemies that will come to fight you
  • We improved the performance of our UI.

What comes next?
We will focus on testing and bug hunt at the same time that we improve the looks of the undead and make sure that the game flow in the revised dungeon is as smooth as we want. We will soon begin to create cutscenes for the dialogues that will happen inside the garden of earthly delights!

Last month we made the call and asked everyone who could, to pledge to our project so we could boost production and we managed to go from 3,9k to 5k on our budget this month. It allowed us to work so fast that I admit that even I am having a hard time catching up!!
Those who have access to our GitHub channel on Discord can see that we are pushing things every day. So I thank you all for that amazing support. Nothing would be possible without you!
And a huge thanks to DK, who pledged 800 USD to our game this month!!!
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Kalyskah Team
Public post

[News] Merishya's Armour is close to being done!

Hello everyone, Corintio here!
Merishya's armour is very very close to being done. The retopology and baking of normal maps are completed, now the team only need to texture her to add the feel of metal and leather.
In the meantime, we are improving some animations and optimizing the game's UI.
Thank you very much for your support. We're both excited and scared about June, but let's goooooo!
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