Happy New Year! Charge forward to 2026 and the Year of the Horse!
Trample ill-fortune, bite your fears, lick your friends, and race into the new year refreshed and ready to take on new adventures!
While I wait for the Steam approval of Corruption Crucible to be approved and be granted a store page, I figured I would take some time to reflect over the past year and share some of my thoughts and feelings... and mostly talk about game ideas that I’ve had or have thanks to another year of inspired creations, despite society and the dregs that rule over it trying to drain what little humanity the humanities have left.
How it started
Lust Knight Lisa was released to great success at the beginning of the year. While it took a little bit longer to make than I had intended, I am really proud of how things started off. It might not ever get brought up in circles like reddit to “advertise itself” like they do with the same three or four games, but I think it deserves that level of praise and recognition none-the-less. I am very proud of how the levels and the bondage effects came together, and had a ton of fun hiding a lot of little secrets based on the “hostility” levels of each area. There were usually multiple ways to solve each problem, and that’s something that adds to the joy of discovery, much like how BG3 was popular because there were so many solutions and outcomes to each problem.
I also learned how to structure and create DLC for future games, so I can keep up with creating content for games that people really want more of. The costumes was a fun idea and despite taking the extra time and budget to implement, it worked out very nicely... except for itchio. Steam is amazing for selling DLC, itchio sucks at it.
The only thing I think I would do differently if I were to make a sequel is to mix up the combat system. While I found the dice (and the customizing of it) very compelling and a lot of fun, many people found it to be frustrating. I think that the fact that they could hit a bad string of RNG combined with the pressure of losing a night too early led to a lot of pressure that put people off. I’d definitely rethink how to balance the two in the future. You got bonus stats based on how many times you lost in battle (the more the better) for each night, so if there wasn’t some sort of cap the balance would be thrown out of wack... but I digress.
Late spring I set up everything for the next project, Damsels of Vice 3: Vice Versa. You would play as Dr. Vice setting out to get her lab back from her (more) evil alternate universe self. She would team up with a new heroine, a baseball themed Captain America-esque foil to Vice’s selfish and evil personality. The villains would be a little more creative and “out there” in terms of the themes and designs, making the bondage effects more unique than the classic ropes, tape, etc...
The battle system would be different from the previous entries. After having played the Granblue Fantasy browser game, I recreated a similar V1 combat system to the best of RPG Maker MV’s capabilities. It had random double/triple attacks and a custom charge bar for super moves! Skills would be instant use. It is a good prototype!
Two things stopped the DoV3 dream from happening this year. The first was being unable to get a version of the GBF V2 battle system Omens to work properly.
For those who don’t know, in GBF’s V2 battle system, when an enemy is about to use a powerful attack, there will sometimes be a condition that pops up (Deal 1 million damage, Debuff 8 times, etc...) called an “Omen.” If you are able to fulfill said condition before the enemy attacks, their special attack will be canceled (among other things). This makes skill use and general combat more dynamic and opens up a lot of fun interactions. RPG Maker’s window class is just BEYOND a pain in the ass to work with, especially in the battle loop, so it would have required more time or a way to cheat it.
On its own, that’s not a deal breaker, but combined with the pesky budget, it was. What I wanted for the game would have cost far too much and even if I shaved a bunch of it down, it still wouldn’t have been possible, so I considered other options...
How it’s going
After working things out and trying a few things in the open source game engine, Godot, I decided to take a risk and push forward with a whole new type of game. I’ve worked with engines like Unity before way back in college, but that was over a decade of skills gone rusty. Fortunately, with the help of some tutorials with the exact kind of gameplay I was looking for, I was able to get things to come together. (The code is such a mess now that I’ve learned so much but it would take too long to change it T.T )
Deciding to commit to a new Subscribe Star structure focused mostly on developing this game instead of just knuckling down on a more stable RPG Maker experience turned out to be the RIGHT FUCKING CHOICE!
The month is July and all the adult content creators got giga-fucked by paypros and their weird morality bullshit (while happily funding irl ped0s and sex traffickers). I was also hit hard and am still feeling the effects of the massive disruption. While the Steam attack wasn’t too bad in terms of how adult games were affected, the weak ass owner of itchio caved so fucking fast he nearly created a black hole. Nobody knew what was happening and at the end of the day, all the adult games were (and still are) deindexed.
The itchio stuff hurts a lot because there used to be a lot of cross traffic between adult games. Some random person makes a VN and posts it, the store might recommend one of my games for that individual to check out as well. This kept eyes passively coming over and discovering my games, which led to sales. Without that, sales tanked hard and still haven’t recovered. It also instantly killed any fundraising momentum for Lustfall art, because despite it being free, it’s unindexed because it’s “pay what you want.”
Fortunately, we’re building up strong support on here on Subscribe Star and it’s thanks to all the enthusiastic support that I’ve been able to add more content like the bimbo ray gun and January/February’s upcoming new levels and enemies (and CG)! I’m starting to recover from the blow that was dealt this past summer, and the continuous bleed that it happening from itch, so while I am not able to go ham on commissioning everything I think of, I feel confident about the future and am optimistic for 2026!
Good Tidings for Great Games
Speaking of the new year, I just wanted to jot down some other game ideas that have been rattling around in my head over the course of the year. While I might not make any of them, a few of them might actually turn out to be future games on here! I am a “I’ll do what I want” creative at heart, but at the end of the day I still have bills to pay, so I will be taking everyone’s opinions into consideration when the time comes to move on to the next game.
- Lustfall: Alright, this is a bit of a cheat options. With the lack of enthusiasm, I’m not too concerned about getting the end of it out asap. I still hope to have it out in everyone’s hands soon, but there’s still a few more cards to import, some testing, and some combing over the game to make sure some things are changed to not imply future additions anymore. It’s just a matter of sacrificing a day or two to do it... probably after CC is up on Steam/itchio and the next month’s content is ready.
- Panty Dungeon: I think I’ve shared an idea like this before, sort of parodying that Boyfriend Dungeon game that came out several years back. The idea is that you venture into/are trying to escape a cursed dungeon, where your only protection is kinky clothing that is actually previous adventurers that lost and got transformed. You’d be dating your panties, and forming bonds to help you get to the end. With the release of Umamusume: Pretty Derby, I think I figured out exactly how I want to make the game. There are two compelling pieces from that game that I would like to make my own. The first one is the stat building “career” runs. You would slowly raise your attributes and gain skills in a rogue-like game mode through “trainings” and randomized events. The second piece would be the persistent “copy” of your run. You would be able to use a version of your powered up panties (or other armor) to take on special quests. I’m not exactly sure what it would be, but I think there’s some potential here to discover.
- Corruption based idler/tower defense: For whatever reason, I find the idea of making an idle game or a game with big idle mechanics very compelling. One of the ideas I had for something like that is a Tower Defense War game where you would be fighting against another god or goddess in some sort of kinky holy war. One example would be your towers that shoot latex blobs that encase the units when killed, adding to your own power and corrupting the enemy goddess. The more you encase/transform/capture, the more encased/transformed/captured the enemy becomes, and vice versa.
- A SFW idler game: Even simpler than the above example, I am considering taking some time to make a completely SFW idler game like Cookie Clicker or Incredicer. With what I’ve learned in Godot, I don’t anticipate it taking very long compared to everything else, and the asset requirements would not tax the budget with requiring so little. With the general audience that’s many, many times bigger, I could make something simple and sell it on Steam for a few bucks and (ideally) solve my budget issues for the next few years if the estimates on some sales websites like Steam DB are to be believed. If I do something like this, I would have so much extra room for more lewd stuff in Corruption Crucible and other games.
- Superheroine Crisis: This was an extremely old text-based fighting game where two superheroines with themed abilities would duke it out to see who comes (or cums) out on top. If you have ever hears of FuSeGa, this was directly inspired by that (and a little bit of how the Dissidia Final Fantasy PSP combat system worked). There was customization to create your own heroine and choose their powers, strengths, and weaknesses (both elemental and sexual). It was simple with game over texts and I wrote placeholders for a lot it when I was trying to make it in MS Visual Studio C# fresh out of college, but now I think I could put it together pretty quickly in Godot assuming I can see the code and logic where I left off. If I could whip it up in a day or so, I’d offer it here for subs and then maybe toss it on itchio for like 5 bucks.
- Damsels of Vice 3: Vice Versa: I still want to make this game, but the question now is if I go back to RPG Maker to do it, or if I try to make a more customizable RPG system in Godot? As much as I like the idea of better programming and easier project management with Godot, I will have to spend a lot of time drawing and scavenging for workable art (and sound) assets, since even things like the character sprites are not allowed to be used outside of RPG Maker products. Just things for me to think about...
I need to stop my rambling here since I’ve been typing for a while (oh wait I just remembered the Bondage themed Puzzle Quest style game. Hnnngggg!). I want to thank everyone who has supported and those who continue to support Corruption Crucible, Lust Knight Lisa, any of my other games, or even just me as a developer. I am so grateful to have your support, and together we can make 2026 and even kinkier, twisted, and lewd New Year!
Happy New Year!





Finally got to the point where I'm financially confident enough to start supporting you on here. New to this platform too, but I can't wait to see DoV3! (Dove?)
Congrats on the financial stability! It's a challenge in this day and age to get to that level!