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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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Fledgling
This is our tip-jar, thank you so much for helping us!
Access to pictures and animations
Read game news
Participate in polls about the game's story and about things that will not be implemented in the game but differ from the vampire tier; these polls are for things that won't be implemented immediately.
Access to a private Discord chat where we post progress on the NSFW side of the game.
See our development progress before everyone else by having access to read our GitHub pushes. This is shown in a special area on Discord that the bot updates in real time whenever 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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[Release] Version ALPHA 1.0.0
Hello everyone!
After a lot of work improving performance, rewriting systems and cleaning the game's architecture, we are officially entering Alpha 1.0.0.
As I mentioned a few times, this means we are moving away from the big refactor phase and focusing more on adding new features, expanding what's already there and polishing the systems as we go. And today we are releasing a new demo on Steam, Itch and also here on Patreon.
This build includes various fixes based on your feedback, along with new abilities to give you a rough idea of where we are heading. The visual effects are still under development, so expect some of them to change as we continue polishing.
Kalyskah - Swarm Fist
Starting with Kalyskah, we fixed the visual effects for Swarm Fist. While aiming the attack, you can now see the bats gathering above your target area.
When Kalyskah brings her hand down, the swarm dives into that area, knocking enemies back and causing damage.
Ilreth - Artificer Hammer
For Ilreth, we haven't implemented her companion system yet. Eventually, as an artificer, she will be able to craft drones and other constructs during combat to fight alongside her.
For now, we started with something simpler: She strikes the ground with her Artificer Hammer, creating a shockwave that damages enemies and knocks them away.
Nemesis - Hell Pit
Nemesis brings some of her hellish powers with her. Because her playstyle focuses on keeping enemies away, one of her new abilities lets her summon a hellish pit to hold enemies in place. Then, you can electrocute them with absolute power!
Laver..... Later!
Laver will need a little more time. As we mentioned in our Vampire Bloodlines video, his supernatural abilities are heavily connected to speed and mind control. Until some of the systems required for that are in place, we cannot properly implement his powers yet. But the goal remains the same.
What's Next?
Every playable character will have their own traits, abilities, and eventually their own skill tree. And remember, Kalyskah is still the main character. As we develop the playable companions, we are learning a lot that will help us create more unique enemies, bosses, and combat encounters for Kalyskah to fight later.
DOWNLOAD
The new demo is available on Steam today. You can get it on OUR PAGE HERE. If you aren't able to access the demo due to region restrictions, you can also get it on ITCH HERE.
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[Public Release] Kalyskah- Blood Arena is Here!
Hello everyone! During the week, we fixed a few things, such as Nemesis' top clipping through her body, and we have also added weapons to the enemies. But for everyone in the general public who hasn't been able to test the new combat yet, this is the first public release of Kalyskah: Blood Arena! We have even created a separate page for it on itch so we can split it from the main game. The goal here is to put the new combat in the hands of more people and gather a much larger amount of feedback, so we can keep improving it while, in parallel, we wrap up converting the remaining systems and cutscenes from the Dungeon and Prologue to the new architecture. For a long time, performance and how smooth the gameplay felt were among the biggest stumbling blocks for Kalyskah. Earlier this year, we made the difficult decision to slow down work in other areas so we could focus heavily on improving the game's foundations. The goal was not only to give you a better experience playing it, but also to make the game easier for us to develop and expand moving forward.
You've already heard us talk a lot about the C++ migration, the refactoring and all the work happening underneath the game, so I won't repeat the whole story here. What matters now is that all of that work is finally turning into something you can actually play.
Blood Arena gives us a focused place to test the new combat, playable characters, abilities, enemy behaviour and performance without having to wait until every part of the main game has finished being converted. And the feedback we've already received from the Patreon release has been helping us make improvements before this public release.
This update is the culmination of years of trial and error, and at the same time, it is just the tip of the iceberg!
I hope you enjoy it! Please keep sending us feedback and what kinds of abilities and mechanics you would like to see us explore next.
And who knows? Now that we are entering a new era of developing Kalyskah, perhaps it is also time for us to start reconsidering how we handle game versions and releases, so changes this massive can feel like the major milestones they actually are!
DOWNLOAD
If you are NOT A PATRON, you can download the demo on the new page we opened on Itch specifically for the Blood Arena, HERE.
If you are a VAMPIRE, ROYAL BLOOD or NIGHTSTALKER patron, follow these instructions:
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[Vampire Release] Version 0.32.2 - Combat Playtest
Hello everyone! This demo is a great milestone for us because this is where we start shaping how the gameplay of each playable companion carries their personality and individual style. We haven’t added completely new spell sets for each of them yet, but the Special Abilities we implemented are the first step towards tailoring the experience around how each character is supposed to fight. One of the brightest sides of working on this is that it also gives us a playground for what comes next. Once we have characters with their own signature powers and combat styles, we can start developing new types of enemies that follow the same philosophy, with their own abilities and different ways of forcing you to react during combat. There are still a few known issues. For example, characters sometimes try to vault on top of NPCs’ heads, which can lead to some rather strange situations! We plan to make yet another release this Saturday to address this issue, improve movement and polish a few other quirks based on your feedback. So please keep telling us what feels good, what feels strange and, of course, what you manage to break!
The Abilities
Kalyskah: The Balanced Vampire Queen
Kalyskah is our middle ground between the different combat styles. She uses a one-handed sword and is designed to be flexible enough to pressure enemies, create openings or get herself out of dangerous situations. Her Special Attack is telekinesis.
Tapping Special Attack pushes enemies away from her, which is useful when she gets surrounded or needs some breathing room. Holding Special Attack instead pulls enemies towards her, allowing her to bring a target directly into striking distance.
The idea is for Kalyskah to remain the balanced character who can adapt to different situations rather than specialising too heavily in one particular style.
Laver: The Stylish Counsellor and Warrior
Laver is an elven vampire, Kalyskah’s right-hand man and the fastest vampire in the Karnstein Legion. His gameplay is about speed, pressure and playing with his prey. Tapping his Special Attack performs a much longer dash than the normal evasion used by the other characters, and Laver can pass directly through enemies while doing it. He can also throw his sword. When holding and releasing Special Attack afterwards, Laver moves directly to where his sword landed and immediately attacks. The sword can even become attached to an enemy, allowing you to throw it into someone, continue fighting unarmed and then suddenly return to your weapon to continue the combo. The goal is to make Laver feel relentless when played well. While other characters may wait for a safe opening, Laver is encouraged to create his own.
Ilreth: The Trapper Artificer
Ilreth is an elf and an artificer. Unlike the vampires and Nemesis, she does not have the same supernatural resilience, so she is deliberately more vulnerable in direct combat. Because of this, we are designing her as a trapper. Ilreth prefers controlling the battlefield, keeping enemies at a distance and preparing situations before committing to an attack. For now, her main tool for doing this is her bombs. Holding Special Attack after placing a bomb prevents it from exploding until the button is released. This means you can place a bomb, move around the battlefield, lure enemies towards it and choose exactly when you want it to detonate. We haven’t had time to implement all the artefacts and abilities planned for her yet, but this gives a first glimpse of the direction we want to take with her gameplay.
Nemesis: The Succubus Who Keeps Enemies at Bay
Nemesis prefers dealing with enemies without getting her hands dirty. Tapping Special Attack casts a chain lightning spell that can jump between nearby enemies. Holding Special Attack instead makes her continuously channel lightning into her target. This consumes stamina while allowing her to keep damaging enemies from a distance. Eventually, Nemesis is supposed to have a whip as her main weapon, but we haven’t had time to animate it yet, so that will probably come much later. For now, if enemies manage to get close to her, she simply uses her entire body as a weapon, attacking with her hands, tail and wings. The intention is for Nemesis to control enemies from a distance and punish groups before they have the chance to surround her.
Photo Mode
As mentioned in my last post, this demo also features an improved Photo Mode where you can control a few things such as saturation and colours:
What Comes Next
This build is still very much a playground for these ideas rather than the finished version of each character. We want to polish this demo throughout the week and release another build this Saturday with improvements to movement, vaulting and whatever other issues we can address based on your feedback. After that, these same foundations will help us expand both the playable characters and the enemies they fight. So try everyone, experiment with their abilities and tell us which character you enjoyed playing the most!
VAMPIRE+ DOWNLOAD
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[Vampire Release] Version 0.32 - Combat Playtest
https://www.youtube.com/watch?v=35Fx5K_TQKY
Hello everyone! Despite being a very small download of 2.1 GB compared to our usual 20 GB, and featuring very short gameplay, this demo is the result of the biggest workload we have ever had on Kalyskah to this day.
Roughly around January of this year, after receiving a lot of feedback on Steam, here and on Patreon, and on other forums, we came to the conclusion that the old code we had couldn't handle either further expansion or the final release of the game. So we made the decision to rebuild the programming from the ground up, refactoring a large part of the game's core systems and moving them into C++.
This allowed us to clean up years of legacy code, fix longstanding issues, and give everything the proper architecture so the game can play better, run better, and be easier for us to manage as its scope grows.
One of the biggest areas affected by this work is combat. We have rebuilt a lot of its foundations to make it faster, more responsive, and more focused on positioning, timing, reflexes, and committing to your actions. We want good decisions to feel rewarding, while mistakes leave you vulnerable.
We have also put a lot of work into optimisation. In our recent arena tests on an RTX 3080, we have been seeing around 120 FPS at maximum settings, compared with roughly 40–50 FPS before the optimisation work. Of course, performance will vary depending on your hardware, and one of the things we really want from this test is to see how the build behaves across different machines.
So after months of working non-stop on this, we can finally give you a glimpse of the direction we're going in. But please note that there are known issues that we'll be tackling in the coming weeks, such as:
The characters' clothes are clipping through their bodies. That's because we have rebuilt how we manage LODs (Levels of Detail) in the game. Later we'll be adding masks so the body underneath the clothes disappears and you won't see any clipping anymore. We just haven't had time yet.
The timing, damage, and animations in combat aren't final yet. For now, we are releasing something in a rougher state so that, after collecting feedback and learning what works and what doesn't, we can put all the effort into finishing and polishing the animations.
Enemies aren't using weapons yet. We have remade the way the player's inventory works, and also how NPC inventories work. We just didn't have time yet to set things up so that, depending on how deep you get into the combat waves, enemies will spawn with different sets of the available weapons.
The Main Menu will tell you that you are on version 0.15, but that's a quirk with the way we handled packaging. Next week we'll fix that number together with the next wave of features and improvements.
I really hope that, despite this being a simple demo that doesn't have all the juice you're used to seeing in the game, you are able to get a glimpse of the vision we have for the combat and have fun with it.
This is not the final combat experience, and that's exactly why we want you involved now. Try it, experiment with it, tell us what feels good, what feels wrong, how it performs on your machine, and what you manage to break.
We'd love to get not just constructive feedback, but also your ideas about what types of spells or mechanics you would like to see us develop for combat.
And if you do manage to break something, please tell us how you did it!
VAMPIRE+ DOWNLOAD
If you are a VAMPIRE, ROYAL BLOOD or NIGHTSTALKER You can download the game hre:
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[Vampire+ Release] Version 0.31.1
https://youtu.be/cWCh82vwjMI
Hello everyone!
Some people were having a hard time accessing the new content, so I made a workaround that, if you load your saved game even after you spoke to everyone in the Karnstein Legion, the quest Slice of Unlife will still go to the next step.
I also fixed an issue that was causing the game to crash when you opened the door after defeating Michael during the Fallen Temple era.
VAMPIRE+ DOWNLOAD
If you are a VAMPIRE, ROYAL BLOOD or NIGHTSTALKER You can download the game hre:
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[Vampire+ Release] Version 0.30.2
Hello everyone!
This patch turned out simpler than it could have been because we didn't have time to finish all the systems we intended to complete before people went on recess, so we had to disable much of what we did. We'll come back to it next month and wrap up the work!
What remained were minor bug fixes, and with Shift + ', you can see the cheat screen. However, the cheat functions aren't implemented yet, as we've been setting up the C++ side. But next patch, they will!
Kalyskah 0.30.2 Patch Notes
Fixes
• Fixed Telekinesis sometimes leaving Kalyskah stuck with her hand held forward after using the power. • Fixed the negotiation pop-up so it always stays interactable when guards confront Kalyskah. • Fixed Mist Form input so the power now has a proper release trigger and no longer sticks. • Fixed the main game UI blocking mouse clicks in other widgets. • Fixed the weapon state hint so the on-screen text now correctly matches whether the weapon is sheathed or unsheathed. • Fixed Kalyskah and NPCs not correctly updating their standing and relaxed postures during dialogues (This bug was introduced on the last patch, but we fixed it now) • Fixed guards being treated as essential NPCs so they can now be killed as intended. • Fixed clothing tags that were incorrectly all set to “pet collar” so outfits now use the correct tags again. • Fixed multiple dungeon cutscenes so they now play correctly with Kalyskah properly displaying on them (Another bug introduced on the latest patch that we fixed)
Cheats and testing tools
All of the following things are on the backend for now. You can open the cheat menu but we disabled it since it's not ready for release yet. Still, tto gie you an idea of what cheats will be available on the next release, here it goes!
• Added the interface for enabling God Mode and Infinite Stamina cheats, plus direct health and stamina change cheats. But right now they don't work yet. • Added stamina cheats for both infinite stamina and setting specific stamina values. • Added the ability to initialise blood points from the Cheat Manager. • Added cheats to freeze the sky and to freeze time for testing. • Added a single activation function and an Apply button so cheat changes only take effect after you confirm them. • Added a new delegate that broadcasts when cheats are activated or deactivated so blueprints can react to specific cheats. (toggled off for now)
Gameplay and systems
• Improved the Hands Tied state again and resolved remaining edge cases, so the restraint state now behaves consistently in play. • Tweaked the way the game detects which dice system is active so guard negotiations and related rolls should now work more reliably. • Fixed an issue where threesome animations could try to start with only two characters. • Renamed the “Purity” tendency attribute to “Modesty” to better match what the value represents. • Updated clothing roleplay tags in the journal so they refresh as you change Kalyskah’s outfit and clearly show how each outfit affects the dice system. • In safe-for-work builds, Kalyskah now remains dressed during toysystem scenes. • Bounty and Notoriety will now be saved, so it remains consistent if you reload the game.
World, levels and performance
• Added the Village Castle Sewers level to the Prologue area, but it is not available to the public yet. Later, we'll make it so that when Kalyskah is in jail, she can escape through the sewers. • Refactored Default Scalability settings for clearer tiers, a better Lumen baseline and hopefully better performance. • Updated Prologue open world level assets again to reflect the new scalability and level structure. • Slightly rearranged a few world assets to better suit the new layouts and performance targets.
Other Enhancements
• Improved Kalyskah’s glowing eye effect during dialogue so it reads more clearly and she stays with them glowing for longer. • Added lipsync and additional body language to Kalyskah’s guard negotiation scenes to make the conversations feel more alive.
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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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