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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!
249 подписчиков SubscribeStar $0.00 tier
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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
0 подписчиков Fledglings
$5
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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.
2 подписчика Neonates
$10
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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.
49 подписчиков Vampires
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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!
3 подписчика Royal Bloods
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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).
3 подписчика Nightstalker
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Добро пожаловать!
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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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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[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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[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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[News] We'll soon release a quick fix for the latest version!
Hello everyone!
I just noticed that while I was testing the new features, I increased the health of the NPCs and forgot to reduce it back to the default value of 75😅
So tomorrow we'll release a new version that will fix this, tweak some areas of Tupelo, fix NPCs' clothing that's clipping, and improve controller compatibility by changing how keys are currently assigned.
We're also conducting more tests on the crime system. Some people mentioned that guards are attacking Kalyskah straight after she commits a crime, but notice that we have two types of crimes:
Bounty: Normal crimes, for which Kalyskah get a bounty after hitting guards or killing villagers (that at the moment are much more tanky than they were supposed to be, but on tomorrow's patch will be fixed)
Notoriety: Supernatural crimes are committed when Kalyskah is seen biting someone in Tupelo or uses her supernatural powers in front of the villagers.
Guards will attack Kalyskah with no room for negotiation if her notoriety is between 30 and 99 and her bounty is not above 30. If her bounty is between 30 and 99, that's when they will try to arrest her. And if her notoriety is 100 or above, they will just run away from her, no matter how much her bounty is.
You can see her current bounty and notoriety on the upper left corner of the screen here:
If you don't see it, that means that Kalyskah doesn't have any bounty or notoriety yet. Since this only shows up when she has more than one on either. So please let me know if, even with that, guards are still not approaching Kalyskah to negotiate, since on my tests here, they have.
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[News] Crime and the City Solution!
https://www.youtube.com/watch?v=tU1BejynztQ
Hello everyone! We have just implemented the first step of our new crime system. Guards now fight to protect citizens, and any citizens who are attacked, together with those who witness the event, will run away from Kalyskah. Guards will also “forget” Kalyskah if she manages to hide, which is a useful mechanic for small bounties. Later we will expand this so that guards approach her to take her to the village holding cell when the bounty is higher, and switch to “kill on sight” if the bounty becomes overwhelming.
We have also made some massive progress on Tupelo. I was about to release the patch today, but then I realised that it is probably better to do it with the bounty system already in place, so you can go around causing mayhem in Tupelo and have some interesting things to do with bribing or seducing guards!
Give us a few more days. The plan is to release it before the 5th!
In the meantime, check out some screenshots of what's coming:
Kalyskah's world now finally has the two suns it was always supposed to have!
What is the plan for Crime & Notoriety?
Crime is all about what Kalyskah actually does in Tupelo. When she hits, bites or kills people, especially guards, her crime value rises. Small incidents will make guards confront her and try to drag her to the holding cell. If she keeps pushing and the bounty attached to her crimes becomes too high, they will stop talking and start treating her as a target to remove on sight.
Notoriety is about how many people know she is a monster rather than a mysterious and benevolent protector. Using obvious vampiric powers in front of villagers will make them panic and run for help. If those witnesses reach a guard, or if she shows her powers directly in front of the guard, her Notoriety rises. High Notoriety will make villagers more likely to run as soon as they see her and will attract seekers to the places she visits.
Over the next patches, we want these values to breathe with the day and night cycle. Lawful and compassionate play will help Calm things down over time. This should let players choose whether they want to roleplay Kalyskah as a feared predator who walks the streets surrounded by terrified villagers and hunting parties, or as a harsh but respected protector who can get away with the occasional slip without turning Tupelo into a war zone.
We might not have time to finish all the features until the next patch, but the goal is to cover at least the Crime system and leave hunters for later.
An extra thing that French players might enjoy!
Now that we have fixed the controller settings, we have also used the momentum to implement an easy way to switch the game to AZERTY keyboards!
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