So here's what I've been making.

Rent a Mistress: Paws and Whips is an 18+ management game about running a house of monster girls who keep their clients firmly in line. It's built in Godot. At its heart it's about management, but there's a whole exploration and RPG side wrapped around it, and honestly the thing I care about most is making the place feel alive rather than like a menu you click through.

The day and the night are two different games. During the day you head out into themed regions to find new girls and train up the ones you already have. When night falls the house opens. Clients show up one at a time, each one wanting something specific, and your job is to read them and send in the girl who'll handle them best.

I really don't want it to feel static. The girls talk to each other in the lobby, they talk while you're out exploring, and there's a lot of dialogue to stumble into if you pay attention. Each girl has her own affinity with you that grows the more time you spend together, and as it climbs you unlock new conversations and scenes. They've got history with each other too. Some are close, some genuinely can't stand each other, and you'll pick up on that fast.

Every girl gets her own skill tree, and I've shaped each one to actually fit her, not just the same grid recolored four times. There's a profile screen for each of them so you can see who she is and how far the two of you have come.

The demo has four to start with, and they could not be more different:
Mycelia, a shy little mushroom who's sweeter than she lets on. Taffy, a slime who's all play. Artemis, an elf so arrogant she'll have you kneeling before you finish your sentence. And Ivory, a dark elf with a much rougher idea of fun.

The game leans femdom, with a bunch of different kinks running through it, all tied to the five stats the girls run on: Pleasure, Pain, Frustration, Humiliation, and Devotion.
Femdom all around, but there's a foot fetish angle with every girl.

The NSFW side shows up in two places: in the client sessions at night, and in your own private time with the girls themselves.

Combat I wanted to do differently. Turn-based RPG stuff gets old, so battles run on a backpack-style system instead, something with a bit more to chew on. It's also a format I can actually pull off on the art side, working solo.

That's the shape of it for now. It's still coming together, and it's built to keep growing. This is just the start.