Marching Forward! Total Progress Report – March 2026

With a very exciting, yet busy, month behind us, there’s still a lot more to do before Spring time comes to grace us with some better weather. For those who change the clocks, don’t forget to “spring forward” this weekend. While I’m not happy about losing an hour, it will be nice to have more daylight.

It seems like there was some (unannounced) maintenance that started a week or so ago on Subscribe Star’s end. Based on the few statements they’ve put out and what other creators are saying from their inquiries with support, it seems like they are changing/upgrading their payment backend to allow for more varied and flexible payment options.

I’m going to stay positive and hope that this means for easier ways for you all to support me and future games, and that those of you who are unable to subscribe due to the current payment restrictions have new options to consider. From what I’ve seen, it’s likely that things will be back to normal in a few days, so sometime next week will hopefully be the end of it.

This change comes at an unfortunate time, because it makes it very difficult to tell how much of the difference in subscribers is due to payment issues and how much of it is due to other factors, like the Steam release.

Corruption Crucible – Pick it up on Steam (playable on Steam Deck) or Itchio!

You can now find Corruption Crucible on Steam! The updates from the past few months will be added to the game on a later date.

Itchio version is here.

Corruption Crucible – And the winner is???

HERE YE! HERE YE! In the final few hours of the poll, the “Mask Possession that transforms you into a Harlequin Jester.” option won by a SINGLE VOTE! But, ya know, since things were so close, I’ll see if I can...

Looks at sub goals

...Anyways, congrats to Molag on the winning idea! I’ll mull over the best way to implement such a hot idea, keeping in mind your original description. I’m happy to hear any other ideas you have for the related Game Over CG.

I have to admit, I started designing the next level assuming that the Dollifying Futa Beautician would win. Fortunately, what I have in store works well with both ideas, so we’re still good to go with the next (and maybe final) secret level! There is a change that I am going to have to make to my OG design due to things with the gas floors not working like I intended them to when I drew it out.

The upcoming level focuses on working with some vertical layers a bit more. The more complex verticality was always a huge pain in the ass with how I initially built levels, but thanks to some tweaks to my design habits in Godot, it is much more manageable now. Still time consuming, but not as daunting or tedious as before with the older assets and maps.

Aside from the new level and the mask implementation, there’s not a whole lot I have on my “need to do” list. I’ve been thinking about the pathing and general enemy behavior. I’m not a fan of how their pathing leads them to be stuck in corners or against walls, so I found some success with Avoidance obstacles... but those are something I would have to add to every level manually, and that is a colossal time sink (assuming they even work properly for each level).

I’ve added an extra milestone recently that would allow me to replace some of the latex struggle animations with more appropriate latex vacbed animations (and have their own CG), but I’m not sure if we will reach that anytime soon. I would love to be able to do it, and would be able to squeeze it in if we hit that milestone by the middle of the month (assuming Zin has time in her schedule for the art), but if interest in Corruption Crucible is waning, then the best thing to do is to wrap things up and get working on the next new idea.

The Captive’s Dilemma – Chapter 9’s Poll (Community CYOA Erotica)

Chapter 1 – Chapter 2 – Chapter 3 – Chapter 4 – Chapter 5 – Chapter 6 – Chapter 7 – Chapter 8 – Chapter 9

It seems like you’ve all decided to accept your mummified fate and are going to stay still and wait to see what is going to happen with these unknown people carrying you away. I wonder, is it really such a good idea to surrender without any sort of resistance? I guess we’ll see where you wind up next week~

Schedule Dates

  • Monthly Dev Log – TODAY!
  • The Captive’s Dilemma Chapter 9 – 03/13
  • Corruption Crucible March Demo - 03/27

Lustfall’s Final Chapter Actually Soon?!?!?!?!?

Maybe as soon as next week?!?!!?!?!?!?!? If I find the time to give the final bits a playtest this weekend, I will be able to build out and push the final update of Lustfall. I’ve put everything together (based past me really did have everything done except for the art) and now I just need to test things all the way through to make sure it all sticks together for everyone. There are some extras that won’t get implemented, but the story will finally be complete and the last of the old Patreon rewards will be in the game (sorry to the one guy that had to wait so long)!

More on that will be covered when it’s actually posted, but I really want to wrap it up so I can work on new projects guilt free!

Thoughts for the Next Project

With the success of Corruption Crucible, and the much needed stability it brought through subscribers here (especially after the itchio Paypro disaster), I am pondering both which game to work on next, and what compelled people to support me on here. I’ve had subscription services up for a long time, but it wasn’t until Corruption Crucible that it really started to grow.

  • Was it the monthly exclusive game updates?
  • Was it the genre of game (FPS)?
  • Was it the animations?

I have to admit, I’m at a bit of an impasse on what to consider when budgeting the next game. I love Zin’s animations and want to include them in more games. I also loved working on something action oriented in Godot (even if the code is very spaghetti) as opposed to an RPG Maker Engine game. That, however, leads to a massive budget strain. As someone who pays full price for commissions, it adds up fast!

If animations are a big factor of why people are here, then I’d want to choose a game to work on that provides that to you (don’t worry, I have a lot of games I really want to work on). If animations draw people in, it gives me more budget for new animations... but initially the amount of visual “content” will be low.

If animations are not a factor, then I can get a lot more varied content with my budget, providing more “content.” This would lead to a game that’s less action oriented, and something that would more closely align with the RPGs I have made previously (still going to use Godot because flexibility is awesome).

For those who have an opinion and would like to comment on this, feel free to do so here or on discord. For everyone, I think it’s best to put it up to a poll. This one will have votes weighted by tier, but it is open to everyone. This isn’t choosing which game I make next for me, but I’m hoping it will help me sort out my thoughts. You can select both options if you’d like.

Option 1 - This one will be animation heavy, and not just lewd animations either. It will be a RoR game (Runner, like Demon Girl or KooonSoft games) where you are a researcher trying to find the cause of a Mad Max style apocalypse. The goal will be to get to the end of the level, collecting pickups on your way. You have to outrun the crazy raiders that will Game Over you if they catch up, but unlike the other games in the genre, you don’t actually have a health bar. Instead, you will be able to fuck enemies that you make contact with (by not attacking them) and collect their semen if you let them cum. Winning the level will let you use this for research and upgrades... but you will be fucking in real time, so the raiders could catch you in the middle of your fun.

A lot of the animation will initially be the player character (run/jump/slide attack) that has to come before any of the fun stuff, so the initial build might have just a few enemies/fuck/capture animations.

Option 2 - This one is more static, functioning a lot like Lust Knight Lisa. In this RPG, you will send out homunculus “putties” to explore dangerous lands in order to look for shards of the broken Philosopher’s Stone. The only way to defeat enemies is to defeat them in sex combat, which you will get abilities based on the current state of the homunculus and the opponent. Events and attacks will be able to transform your homunculus, which gives you different (randomized) options in combat. Once you complete a run, you can return to base and distill the decaying homunculus into essence based on the types and body parts that were transformed, which allows you to send out a more customized and stronger homunculus on the next mission.

While some generic attack animations can be added later, the majority of the initial art will be static. Think of this as a mix between Victoria’s Body, that EroFights web game, and a touch of Mewgenics (in terms of the semi-random customizations and the one-and-done runs).

Wrapping up!

Thanks for reading and letting me work things out a bit. I am curious to see how the poll goes and how things shake down in the future. Both games that I want to work on will be incredible, so it’s a shame that I will have to decide on one. I’ll be trying to get a prototype up, so I might throw something out there to subs, even if it only has placeholder art (like actual placeholders, colored squares and MS paint doodles). I’m also still down for a Corruption Crucible Episode 2, but I think if I did that I would make the next one more of a Metroid Prime type of adventure instead of the level-by-level design of the first one.

And with that, I’ve rambled on for more than enough for one post. Thanks again for all of the support and feedback! I hope you are looking forward to the Mask content and the new secret level in this month’s update of Corruption Crucible (and potentially the conclusion of Lustfall for reals this time).

Stay safe and stay KINKY~