Press X to JSON! Total Progress Report – May 2026
The weather was pretty nice for a while, but now we’ve gone back to cold and windy days. I know this time of the year is kind of a dick like that, but it would be nice if for one year it wasn’t. I need to go and touch grass before I start making more memes of terrible games. This one, however, is appropriate and not a grass-touchless delusion, since I’ve spent the past few weeks with working on JSON files and formatting them... and importing them... and sorting them...
It seems like I’ll have some extra time next week, so I will have to get a head start on some Spring Cleaning! While it might be cold and dreary outside, I can at least have a lemony fresh inside if I can pull myself away from FBA long enough for some interior dusting.
Corruption Crucible – Pick it up on Steam (playable on Steam Deck) or Itchio!
You can now find Corruption Crucible on Steam!
Full Body Alchemist – PRE-ALPHA
Thanks to everyone for your support in the super early state of Full Body Alchemist. Obviously, setting things up takes a ton of time (and prototyping some stuff before I order art adds to that), but I wanted to get something out there for the end of the month to keep things up during the transition between games. I assume that nothing exploded, so that’s a good start for the foundation of things. Still, if the month was a day longer, I would have a bit more to show off.
Full Body Alchemist – The Plan!
There hasn’t been a lot of questions popping up here or on the discord, so I assume that’s because there’s not a lot to ask about right now and that it’s a busy time of the year for a lot of people. I’ve shown off how the character customizer will work and the fact that there’s a map screen, but let me go more into how things will start to shape up in the next few months.
You’ll start in the lab every run, where you can customize the homunculus you send out to one of the locations you’ve unlocked depending on the mission at hand. Once you set out to the map screen, that’s when the run begins.
The map will have nodes that you can click on to explore, and these will contain things like encounters and random events. The random events will be drawn from a pool based on a bunch of conditions and you will have some options on what you can try to do. Some choices have pass/fail outcomes that can be affected by your attributes, while others provide choices with more reliable outcomes.
You will, among other things, collect types of currency called “Materia” that you can use to power-up future homunculi if you make it back to the lab. Materia Prima can be found everywhere, where other Materia, like Materia Merx, are mostly found in their corresponding themed zone.
After exploring some nodes, more will open up of a higher “tier.” Encounters on these higher tiers are more threatening, so you want to explore and power up before moving on. Some builds will work better for different areas and encounters, and transformations will affect your stats both positively and negatively.
Strength – Increases max energy, helps with struggling Willpower – Increases max submission and energy recovery Charisma – Increases max pleasure and pleasure damage Focus – Affects status effects, resistance, and duration Cunning – Affects skill draw options, chance of “retaliation” abilities and counters
I also have the Attacks, Status Effects, and Events set up in a way that will work for modding, so when the game is a little more mature I will be able to start allowing people, including YOU, to add their own spin to the game. That won’t be for a few months yet, but it is part of the Magnum Opus (a little alchemy joke for ya).
CGs will come to the game later on as things to discover through events and/or achievements. The soon-to-be-revealed alchemist MILF character will be on the receiving end of these special events, but I am still working out how I want to implement them. CG on loss doesn’t feel like it’s the best fit for how things currently work.
There’s also the obvious polish, like UI upgrades, information, effects, pop-ups, bg and icon art, etc... Once more of the game comes together, I’d also like to add some animations to the battle attacks, so there’s more to it than just both sides lunging at each other.
Full Body Alchemist – What’s coming in May?
Now that things are a little more planned out, I have some good stuff coming at the end of the month. I’ve been hammering out the random events system and it’s just about done (it’s a very involved process, more so than I thought), so the full gameplay loop will be done soon! There’s still a lot that will go into it yet, but the groundwork coming together.
The first area is the Forgotten Shopping Mall! Explore the strange, ever-changing hellscape of vapid bimbo shoppers, living mannequins, and expired discounts as you search for the first hints of the game’s overall plot. The transformation featured here that enemies can inflict you with is the Female Sex Doll.
You not only have the fantastic new body to play as (Zin just finished it, so I haven’t been able to implement it before today’s post), but you also have the first transformation that comes with it.
Bondage is also coming in this first update. It’s a little twist on the LKL system, where the bondage of body parts is separate, but each body transformation has their own themed version of it. For example, if your arms are bound and they are homunculus arms, they will be shackled in front of you with lead cuffs. If you had sex doll arms, or were suddenly transformed into sex doll arms, they would instead be bound by zipties to a cardboard backing.
Hypnosis effects will also be in the game soon. I’d love to get some done in time for the release, because this kind of combat system would be really hot with hypnosis, but we will have to see where the schedule takes me (and how cooperative the other things I am programming for the month feel like being).
The aforementioned attributes also need to be properly implemented, so I can start refining the gameplay loop around building up the homunculus. Eventually I’d like to add a merchant/shop system and hints for what types of things nodes have for a more strategic experience.
The Captive’s Dilemma – Chapter 11’s Poll (Community CYOA Erotica)
Chapter 1 – Chapter 2 – Chapter 3 – Chapter 4 – Chapter 5 – Chapter 6 – Chapter 7 – Chapter 8 – Chapter 9 – Chapter 10 – Chapter 11
The finale is almost here, and it seems like there’s overwhelming support for the two of you to escape the bizarre game together! Don’t forget, games have rules, and when you don’t follow them...
Schedule Dates
- Monthly Dev Log – TODAY!
- The Captive’s Dilemma FINAL CHAPTER – 05/8
- Full Body Alchemist post-PRE-ALPHA - 05/29
- Maybe Lustfall retrospective devlog?
Wrapping up!
I’ll be editing the Goals soon to match the current project a bit better, since we’re moving on from Corruption Crucible for now. I am still working things out, but I can see things like hats (everyone loves virtual hats) or other cosmetics, community enemies/bondage/TF art suggestions, and even a tool with a nice UI to create custom events/attacks/status effects without having to resort to JSON!
Other than that, perhaps a poll to vote on which area I work on for June? I have several hot ideas sketched out with the types of enemies and encounters you can find that I might end up sharing in a week or two and putting it to a vote.
As you can see, there’s a ton to do, so I need to get to it! Thank you all once again for your continued support, and I hope that you are very much looking forward to this month’s update to Full Body Alchemist!
Stay safe and stay KINKY~




