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Primal356 profile
Primal356
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Primal356
Making sci-fi bdsm games.
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Displaying posts with tag Devlog.Reset Filter
Primal356
Public post

Dev log (11/09/2025)


This week I got over my dilemma about how sub content and dom content should be managed. I decided to essentially split the game into two. This way you will have a dom game, where you are building a fleet in order to strike down at Keith's stronghold, sending slaves to make money for you and gathering what resources you can find in the game world. In the other version the mission has failed, and now you are a slave, gathering resources to your owner as well as renting out your body. The line between sanity and total servitude is thin, but you have to hold on. Sooner or later the opportunity should present itself. Or should it? 

I had the idea to add a femdom/sissyfication path, and I already implemented the starting point. This way you can start the game in 3 different ways. 1 you choose Clarissa as the mc, and you get collared by Dave. 2 you choose Dave as the mc, and in here the game splits: (i) you decide to be dominant with Clarissa, and you continue to play as a dom, (ii) you reveal to her that you are seeking a strong woman, in which case she agrees to be your domme. At first this will be a role that is a bit alien for her. But later on she gets to like it, and this way there will be no way out for the mc either. I have to highlight that I want the sissy content to be optional. Preferably based on a choice at the beginning. This way the mc can stay a male if that is what the player wants. 

I found a neat thing called image buttons. I already utilized the first one. And I'm planning to add a whole bunch as time goes on. This way you can interact with the game world by clicking on images instead of trying to hit the text lines as with the html's. Starting from traverse to combat this can have a lot of utilities. And I'm excited to see how much better the game can become by using them. 

And yes, this is the time to lock everything to subscriptions. xD There will be a demo later on. At least about 200 renders. And I think some time later a larger version could get out too. I think Karlsson's Gambit is a good example moving forward, where the version you could get for free is already substantial, but the paid version is a lot larger. 

Next week I will add the rest of the ship area. I will also see if I can add more sexy stuff :) 
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Primal356
Public post

Dev log (10/25/2025)


This week I have to convey a sad decision, but I decided to put the html's on hold for the time being. I will definitely finish them at one point, Nel's Misfortune being the closest, but sadly they didn't pan out, and it feels like I've been grinding at them forever.

I honestly don't know what to say. I feel like I should have given more, but I was not able to. 4 games are just too much for me to handle. None of them really worked to begin with. And as time went on I realized that they are never going to.

With the Adamant, work continues luckily. Next week I aim to have a rest week. After that I will continue to release comic entries, 3 times a week as usual. In case of the Adamant, I will keep posting logs about the progress until we finally get to the launch date. 

I don't expect to get to a release for several months. See, this is going to be a bigger undertaking, and I want to make sure that everything works. So much of my ideas needs to be finalized. I need to seek out examples in Ren'Py that I could use for reference. There is a thing with AI enhanced daz renders I want to get into. It might work, it might not. You only really know when you know.

And of course there are things like learning a new engine, creating a good gameplay loop, writing engaging interaction with characters. So yeah, several months might seem like a long time, but it really isn't. There will be image drops and perhaps small playable segments until then. Little teases until the beast is finally unveiled. :)
So far I have the first interactable character, Clarissa. The game will have both sub content and dom content. This way you can approach her dominantly throughout the conversations. But you can also be submissive to her, and eventually become her servant. 

And yeah, this game is going to be pretty large. With thousands of renders. And probably multiple chapters, with some of them being optional based on the player's decisions. So for those who enjoy it there will be plenty to be excited of. 

Cheers ^.^
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Primal356
Public post

Dev log (10/19/2025)


I'm happy to report that Desert Nightmare 0.69 is out!

Changes: 
- Extended the 2nd area (3 additional tiles).
- Extended the Swen/Cora event chain after the mc escapes. You can kill Swen/Cora or you can make the decision to be reenslaved. 
- Extended the Swen/Cora slave cycle with bondage mittens. The mittens will be equipped if the mc is reenslaved. And they are quite inescapable! 
- Extended the mysterious woman path with a femdom variant. The enslavement event chain was shortened to be 1 week instead of 3 weeks (both cases).
- Extended the playtrough in the 1st area with the male mc having bondage mittens. 

Next week I aim to add the ability to use the speeder between the 1st and 2nd areas (once you meet the Supervisor). This will introduce additional gameplay in the first area with the turned mc, alongside with additional renders. I also want to extend the mysterious woman's path to be a slave cycle. Technically I wanted to do this this week, but I just couldn't get there. xD
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Primal356
Public post

Dev log (10/04/2025)


Tomorrow I'm going to be busy therefore I decided to make the release today. 

Changelog: 
- Added a way to get out of the straitjacket (1st area).
- Added a way to get executed by Neil/Cora (2nd area).
- Added a way to get out of the cage and set up shop in the hideout (2nd area).
- Added a punishment scene if the mc fails to bring back any food or water for Neil/Cora (2nd area).
- Changed the interaction with the guy at the speeder in tile 8 (2nd area). This way you can shoot him and take the speeder by force.
- Added futrher tweaks to how energy points work in the game. If you run away from a fight, no energy point will be deducted from the player. If you go to an area where you could spend an energy point (i.e the well), the game will no longer assume that you want to spend it. This way interaction with the game environment will be smoother. 

Next week I will add the introduction to the town, including the first conversation with the Supervisor. I think it's also time to change Neil to a different character (as I mentioned earlier, I want the story to take place 70 years before the events of The Zeta Sector). Technically humans could live that long in the universe, but somehow I still feel like making the guy 70+ years old by the time The Zeta Sector starts would take away from his character. 

I also have some thoughts about what's next for The Zeta Sector (1.2.51). I'm thinking perhaps there could be more done than closing some story segments. For instance, in 1.6.3 the station was much more detailed already, and I had further plans, including living quarters and a prison. I don't think I could cover places like the bondage shop with graphic assets, but if I use AI images it could still work. I'm not sure I would need 2 hangar levels in that game either, but one could actually be need because the UI is still so clunky. 

I think if I expand on the station, fixate the locations when you travel + format the dialogues the current way it would already be a lot better. Technically the comic books are set up after 1.2.51, this way the plot literally can't change. Which is good because I know what I'm working with. The parts in the desert will be interesting as well, because they could be 100% covered with renders. I think I should then I should do the same with Helcion IV when I finally get there. Then we will see if I can cover everything one day or it will stay AI/Daz3d. 
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Primal356
Public post

Dev log (09/28/2025)


This week's update was perhaps a bit smaller. (Sorry about that! Getting back to the workforce hit hard here!). I've added Cora as a woman variant of the captor that you encounter once you go to tile 12. I also changed the energy system a bit. From now on you only lose an energy point if you do something: you engage in combat, craft ammo, etc. This way I think it will be easier to explore the world as it gets larger.

Next week I will add the option to escape and kill your captor. This way the survival element of the game will kick in again, as your resources are no longer shared. Killing Neil/Cora will also unlock their reserves! I think I will also add some punishment to the slave part if the slave gets back empty handed. 

I have some additional thoughts about the plot. At this moment it is difficult to map out everything because of the prices. But basically there should be six areas, the town, the two that exists already, and three more. I think I can add some additional enemy types as well plus some nice capture scenarios. Needless to say, the pony stall and the reintroduction of the training facility is mandatory. It always has been. And of course there will be an endgame scenario with Neil and Cora where the mc fails to get free or doesn't want to, so she has to continue her life as their property. 

I also have this thought that the alien invasion should be a larger event. Let's say the plot actually begins a long time, like 70 years, before the events that take place in The Zeta Sector, and there was this huge alien invasion that took a lot to repel. It would add more context to the story, as you would have this feeling that the aliens should not be downplayed, yet everyone is downplaying them. Out of sight, out of mind in a sense.

For instance the endgame shot could start with "70 years later", and it would show the Emerald Grace as it crashes on the planet. I think that way you would have the feeling that it was woth playing through, plus it would also pump up people for the desert updates that will come to The Zeta Sector 1.2.51 after Desert Nightmare concludes. 

In terms of the gear, I think I'm in luck because even in the real world military stuff looks the same after a very long time. For instance the Abrams went into service in 1980 :D So I think in this sense I should be good to go. The only problem really is Neil because he is already in the game. But I think if I swap him out with someone else, that shouldn't be a problem.
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Primal356
Public post

Dev log (09/21/2025)


This week I was able to add a new area with 9 tiles and some nice encounters. I also added the submachine gun as a choosable weapon and two additional bad ends (1 is a really bad one, the other is more joyous).

Starting from next week I will have to go back to work, this means I will slow down a bit. I aim to have 3 comic updates per week, this way Lauren's Nightmare can be completed in 2 months. For the games, I want to continue to update weekly. For the most part these will be smaller updates. Sometimes only technical ones, because as we go forward, they will be needed. 

Next week I will add a female captor as a choosable one. I also want to add the option to escape your captor and get revenge. The week after that I aim to bring back the Supervisor (earlier he was named Caregiver) and add more story to the game because this one is very barren. 
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