Image Image Image Image Image! Total Progress Report – June 2026

Summer is quickly approaching and with it apparently is the event fucks that base blast the entire neighborhood every Thursday from now until August, so that’s great... At least if the stuff I dug up about it is to be believed, it’s not going to October like last year, so there’s slightly less suffering. I’d seriously considering moving, but I don’t think there are a lot of good options right now.

I’ve been hyper-focused on Full Body Alchemist these past few months, and things are starting to come together! If you haven’t noticed yet, I’ve set up some fresh new goals for this brand new game! If interest and subscriber numbers are good once I get out a more polished looking version of the game, I’ll add more in between them as well!

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

Get it on Steam!

Itchio version is here.

Full Body Alchemist – POST-PRE-ALPHA

Now that we have scooched a little closer to a real alpha release, the basics are all set and there’s plenty of base attacks and events to work with. I wanted a solid foundation to work from as I started adding more content and areas to keep everyone interested. Nothing is worse than a roguelike event system with like 2 or 3 random events. This number will continue to grow with each release as well.

It’s a shame I didn’t get the art in time to implement it in the game last week, because what I have now to show off is pretty great! It combines some Victoria’s Body DNA with Lust Knight Lisa in a very satisfying way. I had most of the gameplay loop done to give you a good idea of how things will flow between combat and RNG events, but this is where things start to ramp up...

Full Body Alchemist – The FUTURE in 21 days!

I’ve spent the better part of this week getting the art for the homunculus to fit together, and that took a rewrite of the entire image structure system for the third time (second if you don’t count the prototype step). I can say with confidence that it is good for new art moving forward. Even the enemies, which also need a bit of coding, will sometimes have a random coloration to their clothing... or even be nude! (You can thank Zin for going above and beyond for that.)

The attributes are working and influencing parts of the game, as of the POST-PRE-ALPHA, so it’s time to amp it up. Enemy balance and progression is a big part of things, so now since the enemy designs in the first area are in place, scaling them as you explore is next up. They will be easier at first, but the more time you spend exploring every nook and cranny, the stronger they will get!

Not only will the enemies have a few of their own unique attacks to pull from, you will also gain access to new attacks based on both your transformation and whether or not you have different areas of bondage!

Another part of the core gameplay loop will be the starting attributes and TFs of your homunculus character. Using the materia specific to each area will allow you to unlock starting TFs of different body parts if you so choose. The generic materia can be used to increase your starting attributes... to a cap. To increase a cap for each stat, you must complete a run. Your stat cap might increase based on how high each attribute was at the end of it. Keep in mind, the cap doesn’t reset or go down, so there’s no harm in having a weaker run.

I also intend on adding more UI elements and art to give the game a level of polish that it needs to start drawing in curious new fans and supporters. Aside from some visual additions and replacing most of the purple/black checker placeholders, I also want to add some UI sound effects to the game. I’m not sure I will be able to pull in voice work yet, but I will do that in the future, even if I have to lean into the OpenNSFW voice bank again.

I will also be tweaking the map node generation to work with parameters I want, like minimum amount of Combat nodes and making some random events one-time occurrences per run.

CGs coming this month!

The another major thing I’ll be adding to this month’s build is CGs! I’ve talked before about how I was thinking about working them in. The CG on defeat method doesn’t work since there’s too much customization and too many variables for the player character this time around, so instead they will feature that hot blonde MILF that you see in the progress video.

Throughout your exploration, you will sometimes come across “Points of Interest.” You might discover them by choosing a specific option in a random event scene, defeating enemies, etc... Once you’ve cleared the area at least once, you will then be able to send Zoey, the aforementioned blonde MILF alchemist, to investigate the PoI’s you’ve discovered in that area. Each one will trigger a kinky scene and unlock the scene and CG in the gallery for future enjoyment.

While these PoI might take a few runs to discover, and you might have to try some different choices in events, once you discover one it will remain discovered, even if you fail the run and/or cannot investigate them yet.

In the future, you will be able to use materia to unlock a hint, a spoiler, or even just outright unlock the Point of Interest. Finding them naturally is the best way to do it (maybe with a hint), but I want to make sure that everyone can see the hot new scenes eventually, even if they have to grind a bit to make up for not finding them.

I’m thinking at least 3 or 4 CGs per location to discover, but that all depends on interest and subs, which directly affect budget.

A future CORE feature

One of the BIG systems that I will be adding in a future update, but don’t have a timeframe nailed down yet, are “Core Materials or Core Mutations.” If you’re familiar with roguelike games like Slay the Spire, these are functionally the “Relics” in other games. These allow for passive benefits (or demerits) to influence your run. You can find them randomly out during exploration, but for the ones you’ve discovered, you can unlock them back at the lab to start with them too!

In the case that you lose a fight to the enemy, instead of Leveling Up like you would when you win, you will get a Core Mutation. These will be based on the area and/or enemy you are fighting and may even be the key to discovering a Point of Interest in the future. Maybe an enemy tweaks your core to make your tits extremely sensitive, or another that makes a cock TF permanent for the rest of the run.

Future Attribute Aptitude, Say it Three Times Fast

Now that’s a tongue twister. Another change I’ll be making in a far future version of the game is to implement Attribute Aptitudes. Instead of TFs, bondage, and other factors affecting your attributes directly, they will change the Aptitude of said attribute.

The Aptitude influenced how much each attribute point affect what they are supposed to. For a simple example, each point of Strength gives 5 Max Energy. Having a combination of TFs with low Strength Aptitude would cause each point to only give 1-2 Max Energy instead. The Aptitudes would be in flux, but the actual attribute values would stay the same, to keep things from getting too confusing at a glance. It would also be a good change for those trying to boost their starting attribute caps.

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 – Final Chapter

Thank you all for the votes and the amazing journey that was The Captive’s Dilemma. I have some more art coming for the next chapter, and will continue to post a new piece around once a month once the chapter art is finished.

It was a fun experience, but now I will take a break from the writing. Will I do another one in the future? Perhaps... Once FBA is going strong, I’ll think about maybe doing another like it.

Schedule Dates

  • Monthly Dev Log – TODAY!
  • Lustfall Retrospective – 06/12 or 6/19
  • Full Body Alchemist Alpha - 06/26

Wrapping up!

I’ve been teasing a Lustfall retrospective for some time now. I guess I should put it out there. I know back when it was in development, a few people commented about being interested in it so I can put something out there about the massive experience. I’m not sure which Friday it will be, but I will commit to one of them.

Other than that, I’ve been thinking about other games that I would like to prototype that are more action oriented. I saw something that was a kinky shmup recently, which seems simple enough to grasp and could be fun. I also had an idea for an idle clicker game where you are trying to corrupt a heroine in a sort of DPS check. You’d have to build your corruption faster than she could cleanse it. Might play around with the concept on my day off.

The start of summer has always been a bit rough, especially with the extra tax payments, so I really appreciate everyone for sticking around! The June release of Full Body Alchemist will be a big factor in the outlook of Full Body Alchemist and really start to gauge people’s interest.

And with that, I better get to it! There’s a lot of initial polish stuff to take care of, and it’s more time consuming than it seems. Until next time!

~Stay safe and stay KINKY!