September Progress Report, Test build changes

After months of retooling and adjusting the main combat system and the other parts of the game affected, It's finally time for me to start rolling out builds again and get back on track.

There's a few things I want to cover about the gameplay loop and my to-do-list, so let's start off with the next build in a few days.


Test Build


This build has 4 enemies, The Demon, Goblin, Raider Bandit and Brimdine Hound. These 4 enemies cover the more 'basic' range of interactions and skill types the common enemies can have.

Vocator as a full boss will admittedly take me a bit longer. her movelist and abilities are more advanced then common mobs, along with her sex grabs and finishers.
I'm going to take a few days to bug run through the game with some friends to catch anything critical I may have missed, after which I'll be posting the new system test build for everyone. I really appreciate everyone being so patient while I worked on this, I reviewed and it's been quite a while since the last build, I really underestimated how much I had to do.

I want cover the new gameplay loop of the dungeons next.

The Luminal Dungeons


The Luminal Dungeons are fairly straight forward in concept. With each Floor containing 4 Chambers, each chamber gate you pass through, with the exception of the last door that leads to the boss, now leads to the overworld instance of the Luminal Dungeons in the Serferus Realm.

The Luminal dungeons are essentially the journey within the realm from one chamber to another. They have 8 "Dungeon Rooms" that are randomly pulled from a pool based on the Floor you're on.

You must clear a path across the Luminal Dungeons to reach the next chamber. The fastest route is of course straight, which requires only 2 rooms be cleared. Rooms are cleared by finding the key and unlocking the room door, which is either found in a purple chest or in the possession of an enemy.

Besides the dungeon rooms, there are also event encounters. These will be H-encounters, random encounters, respites or character/NPC encounters. Like the example above, if a character isn't in the party or Subjugated, they may have a random chance to appear, like Saki.

Events can block your path, so some, like special fights or other encounters, may convince you to take alternate paths. In this build only Saki and another character will potentially spawn as events.

This system took a few days to get right, surprisingly I haven't found any major issues with it yet so hopefully testing will reveal anything that slipped through the cracks.


Next on the to-do-list

So while this build is being stress tested, going into October I'll be working on Vocator's boss and beginning the implementation of Samara and Treu.

Treu will have an alternate stance she can assume in battle and Samara will be given her 'Serferus' Transformation state, which will allow her to use sex attacks against enemies in battle. After I implement Vocator and the rest of the girls, Abaddon and the rest of the few enemies and bosses will be my priority.

That about covers this update post, I'll be crushing out a few more minor bugs to get things ready, in the meantime thank you very much for your support, this update took longer then anticipated so I apologize for that, and thank you again for your patience with me.

(づ。 ◕ u◕。) づ