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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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  • Access to pictures and animations
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  • 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
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Displaying posts with tag News.Reset Filter
Kalyskah Team
Public post

[News] We crossed the threshold!

Hello everyone!
This is just a quick message to say that we are receiving your bug reports and actively working to fix them. We know there is an issue with the Keys in the dungeon that is preventing you from releasing Merishya, Game Settings not being saved, and other things as well. And even though there is still a lot to iron out in the game, we are doing it with a big smile on our faces!
I feel like the worst is behind us. The basic features of the game now run in Unreal Engine 5, and once these bugs are resolved, I believe everything from the last demo in UE4 has now been fully transferred over.
On top of that, we have a new starting dungeon with new characters for you to meet, such as Nemesis, Heather, and more. There's also te miner's cave, and once we no longer have to worry about bugs, we'll bring back a team of level designers to work on new dungeons.
As for the Legacy Content (meaning the Millhaven areas, the Kelhold arc, etc) that will be brought back once the prologue is complete. The important thing is: we’ve crossed the threshold. Starting next month, you can expect us to return to our regular schedule of releasing new monthly content for you to explore, and to dive deeper into Kalyskah’s past before we shift focus back to her present.
We want to thank everyone who stuck with us over the past year, and I hope you’re all as excited as we are!
LET’S GOOOOOOOOO!!!


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Kalyskah Team
Public post

[News] Patch report!

Hello everyone, just a quick heads-up on what we’ve done so far:
  • Fixed all the colliders in the trees that were causing Kalyskah to be blocked by invisible walls while navigating
  • Possibly fixed the crash issue when loading a game save
  • Actively testing the game settings to fix what isn’t being saved
  • Fixed the Continue button that was causing players to be spawned in a random area of the map
  • Fixed a small part when you go underground that the post process make it look like you're underwater.
  • Added new voice lines to the Fledgling Absence quest
  • Received the recordings for Ursula, Kalyskah and the new VA for Brooke; we’ll implement some or all of them within the next 36 hours
  • Improved roads, vegetation, and other visual details
I was planning to start the heavy work on debugging and testing the quests after I finish splitting the audio lines and setting them up in the dialogues, because then I can test the triggers that have presented issues, plus work on the postures and facial expressions in those scenes. But if you prefer, instead of that, I can use this Wednesday to make an intermediary patch where some quests will still not be 100% tested, but at least you’ll be able to move around the new map without hitting invisible walls or having your game crash when trying to load it from the open world. Let me know what you think!
New Voice Sample.wav
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Kalyskah Team
Public post

Bug report collected, now we work to fix them

Thank you very much for reporting the issues. We’ve put together this document with everything you reported here and on Discord. If you find anything else, please let us know.

We'll be working this week to fix things and release a new patch as soon as possible. There might be multiple patches, since some issues seem to be simple (just variables not being properly set) while others are more complex and will require us to tweak our save/load system.

I’ve mentioned before that the changes in the base code would bring some bugs, and now, thanks to your help, we know exactly what to look into to get them sorted.

We took a while to release the last patch due to a mix of transferring old code to C++ and Unreal Engine missing some redirectors that were crucial for the game's packaging. But now that this step is done, what’s left is fine-tuning variables and making sure the right triggers are hooked into the right steps of each quest.

It’s a repetitive job where we have to test the game over and over to watch closely how each change affects behaviour, but it shouldn’t take more than a week or two at most.

Thanks again for all the detailed feedback. It’s going to save us a lot of time, and now we’ve got a clear checklist to work through!

I’ll be back in the next few days with a progress update.
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Kalyskah Team
Public post

[News] We Wrestled the Build System… and Won!

Hello everyone!
Just a quick follow-up to our last post, here’s a timeline of recent events and how we tackled them:
  • Thursday, 8th May: We had all the quests completed and tested, ready for the demo release.
  • Packing the game for release (creating the .exe): That’s when the trouble began. Unreal Engine struggled to recognise recent changes made to the base code.
For those familiar with the technical side of development: we had migrated many variables and functionalities from Blueprints to C++ for performance reasons.
  • The issue?
    • Imagine Kalyskah’s inventory system relies on each item having a "rarity" value (e.g. Common, Rare, Legendary), alongside other labels — we call these "Structs."
    • When we moved these Structs from Blueprints to C++, Unreal still tried to reference the old Blueprint versions during the packaging process — even though they had been properly replaced.
    • This didn’t affect gameplay within the engine — everything worked fine in-editor — but packaging the final build failed consistently.
  • The fix: After several days of debugging and manually reassigning the correct (non-deprecated) Structs, we finally solved the issue!
The .exe is now building correctly, and we’re running additional tests to ensure it’s stable before the demo goes live. The images above are from the latest internal build!
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Kalyskah Team
Public post

[News] Quests + Steam Key Question!

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!

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Kalyskah Team
Public post

[News] Progress + New Song + Question!

Hello everyone, Corintio here!
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!
Kalyskah Metallic.mp3
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