This campaign solely focuses on funding our game-related work efforts. All support will go towards graphics, programming, writing and other game project related expenses.
Currently we are working on Deathblight Jormungandr, which we hope to be releasing in full in 2025. Once that game project is done, we will work on the next project. Supporting this campaign will get you access to the newest build of the current game.
== FAQ ==
Are there monthly releases?
No. We can't guarantee a monthly release pacing due to releasing content in larger chunks and us being a small team of two people. There will be updates every couple months as content is ready.
I supported you for "Loki Game" (Deathblight Jormungandr) in the past, do I get the game?
Yes, of course. We wrote down and backed up all the e-mails of people who supported us in the past and are eligible for the full version of the game and you will get the game on release day. You do not need to pledge to this campaign.
When will the full version of the game be released?
It's hard to pinpoint an exact estimate at this moment. We do plan to release it in 2025 as soon as we can.
What will the game's scope be?
As of current plans (24th November 2024), the full version will include: - one heroine - 3 areas (e.g. 3 dungeons) - 6 in-combat hentai CGs with variations - 6 game over hentai CG scenes - 4 event CG scenes
What will happen when a game is completed and released?
We will work on the next game project. For the forseeable future these will be RPG Maker MV titles similar to the current game. It will be with a new heroine or a sequel to a game of a previous game's heroine. News on the next project will be announced close to the finishing of a current project.
Will you continue your old aborted game project from 2020?
No. Our old project was too ambituous and the cut funding by Patreon killed it entirely, especially since our old project was meant to always be available for free, not sold on any platform. This ultimately doomed it. New projects circumvent this problem by being sold on platforms like Steam or DLSite once they are done.
------------------------
▼Feel free to use the tags below to navigate our posts more easily ▼
See something you like? Subscribe to see even more!
This campaign solely focuses on funding our game-related work efforts. All support will go towards graphics, programming, writing and other game project related expenses.
Currently we are working on Deathblight Jormungandr, which we hope to be releasing in full in 2025. Once that game project is done, we will work on the next project. Supporting this campaign will get you access to the newest build of the current game.
== FAQ ==
Are there monthly releases?
No. We can't guarantee a monthly release pacing due to releasing content in larger chunks and us being a small team of two people. There will be updates every couple months as content is ready.
I supported you for "Loki Game" (Deathblight Jormungandr) in the past, do I get the game?
Yes, of course. We wrote down and backed up all the e-mails of people who supported us in the past and are eligible for the full version of the game and you will get the game on release day. You do not need to pledge to this campaign.
When will the full version of the game be released?
It's hard to pinpoint an exact estimate at this moment. We do plan to release it in 2025 as soon as we can.
What will the game's scope be?
As of current plans (24th November 2024), the full version will include: - one heroine - 3 areas (e.g. 3 dungeons) - 6 in-combat hentai CGs with variations - 6 game over hentai CG scenes - 4 event CG scenes
What will happen when a game is completed and released?
We will work on the next game project. For the forseeable future these will be RPG Maker MV titles similar to the current game. It will be with a new heroine or a sequel to a game of a previous game's heroine. News on the next project will be announced close to the finishing of a current project.
Will you continue your old aborted game project from 2020?
No. Our old project was too ambituous and the cut funding by Patreon killed it entirely, especially since our old project was meant to always be available for free, not sold on any platform. This ultimately doomed it. New projects circumvent this problem by being sold on platforms like Steam or DLSite once they are done.
------------------------
▼Feel free to use the tags below to navigate our posts more easily ▼
You can view this content for free after you Log In or Sign Up.
December 2025 - DB Jormungandr progress report
We wish you all a merry christmas and all the best towards a happy new year everyone! ^^
Amongst the festivities and usual december stress I managed to make steady progress on the maps to the point were aside of some minor tweaks and reworking, the main remaining work is placing decorations before the maps are fully done. (as well as thorough testing of course)
Let's talk about some specifics on the map design and why I reworked some maps as well as the thoughts that went into it.
I want to start this off by saying that I lack experience with map design, but I hope my explanations and train of thought helps understand my decisions and what I took into consideration.
Note that the new maps shown here are WIP and may change until the 0.9 release.
The main consideration in regards to the "Abandoned Village" (Cursed Village) is the spacing between houses, the road etc.
Here's how the Safe Village looks: And in comparison to that, the Abandoned Village, WIP:
The reason for the wider spacing is because other than the Safe Village (the HUB), enemies are going to roam the streets in the Abandoned Village, and I want the player to be able to avoid some of the fights.
As with the previous areas, the intention is that you pick your fights. If you need credits/gold or foes are in your path, you fight them, and if it's better to avoid a fight, for example because you are low on HP/MP, then you do that. While some fights of course are unavoidable. (e.g. boss fights or when you are cornered)
In other words, the wider streets allow for a chance to avoid combat, which was the main thought here.
The same holds true for the building interiors.
This here is the Safe Village Inn: As comparison, the Abandoned Village Inn, also WIP:
The Abandoned Village interiors are slightly wider, giving the player room to navigate, or tables or other objects to run around to shake off enemies.
Even though the mapping took longer than expected, mainly due to revisions and figuring out what "feels good" in terms of gameplay, I do think the extra time put into it was worth it.
While I could have just "slapped it together" or kept the building interiors simplified or even identical, I believe the extra time invested into them was for the better. They will not be perfect, sure. But if it improves the mapping at all, that's good.
Either way, I'm also aware I need to wrap things up soon and move on from the mapping, as I can't exactly endlessly edit the maps. The "story" or rather the dialogues still need to be written, but the maps had been the biggest chunk of work on this one, aside the implementation and writing for the enemies (which has been completed a while ago).
There's currently no release date for version 0.9 but we're getting very very close! As I said before, this is almost the final version of the game, so I want to put as much work and effort into it as I can.
The main difference between the upcoming 0.9 version and 1.0 will be bug fixes, balancing adjustments, and the addition of 2 Event CG scenes.
But we'll get into that in a future post, likely after version 0.9 was released for our Game-Subscribestar supporters.
That is all for now. Have a wonderful new year and I'll be seeing you in 2026 ^^
You can view this content for free after you Log In or Sign Up.
DB Jormungandr November 2025 progress report
Welcome to November's summary of our work progress ^^
To get that out of the way first: I unfortunately fell ill this month for a week and thus wasn't as productive as I hoped for. But I still made good progress otherwise and aside of this delay, we're otherwise on track ^^
I've been working on the mapping for the 3rd and final area (Cursed Village) this month as planned.
There's some things I struggled with, as I'm quite inexperienced with map design etc. So I'll talk about the previous maps for this to make sense.
The 1st area (Northern Swamp + Goblin Caves) felt quite basic, but still solid I believe. Now I really like the 2nd area (Cursed Forest) with the forest maze and the Stalker hunting down Loki which creates some urgency and adds to the chaos of the maze.
For the 3rd area that I am currently working on (Cursed Village), I tried really hard to come up with something that makes it similarly interesting as the Cursed Forest. But ultimately, I couldn't think of something and decided to just go with a basic map like the Northern Swamp again. (which isn't bad, but also not great either)
Anyways, the map currently has 8 houses (WIP) and tunnels beneath the earth that connect some of the houses with each other.
The idea is that Loki has to traverse the tunnels to, ultimately, get to the center house where the area's bossfight will be inside.
Here's a currently WIP screenshot of the center house:
When you clear the bossfight, this time the enemies in the area will remain. The idea here is that you should be able to fight the new enemy types even after clearing the bossfight. (the previous goblins were also still fight-able after clearing the boss, but only when you gotten into the earlier regions of each area)
The Spiderlings will be mostly in the tunnels and some of the house ruins. While the Draugr are basically everywhere where there's no Spiderlings.
Throughout December I plan to flesh out the maps and assemble the final area as much as I can. I'm not exactly sure when the 0.9 version will be released as there's still a lot of work to be done and I need to test and bugfix the 0.9 before releasing it to supporters, which entirely depends on how many bugs I have to fix, which is always unpredictable haha
But! I can confidently say that we are approaching the finishing line ^^
You can view this content for free after you Log In or Sign Up.
Deathblight Jormungandr progress report October 2025
Hello there and welcome to October's post ^^
This month, I got to work on the "Spiderling" enemy for Deathblight Jormungandr. We decided to go with a spider-demon mix of a creature for the game, instead of a pure spider.
Same as the Draugr, the Spiderling is NOT ingame yet. Both enemies will be released as part of the 3rd and final area in a couple months in the 0.9 update.
I'm currently in the process of tweaking the combat mechanics for it still. The idea is that it's a "horde enemy", so I will probably not give it too mean mechanics as the gimmick will already be centered around it being a horde. Different from the goblins, there will be fights where these enemies can 'replenish' their numbers unless you destroy the nest.
At least that is the theory behind that, as I said, I'm still tweaking the combat mechanics a bit and haven't found something that feels right at the time of writing this.
For the combat CG and game over CG:
I finished writing for both, the combat CG is basically two Spiderlings spitroasting Loki.
While the game over CG is about egg-laying which I feel is fitting for the spider-like creatures. (see screenshot above)
For the upcoming month, I plan to polish up the Draugr and Spiderling gameplay and start work on the maps for the 3rd area.
The idea for the 3rd area is an abandoned, cursed village.
As you may have guessed, the Draugr are the former inhabbitants while the Spiderlings moved into the ruins and tunnels after the village was abandoned. More on that in next month's post ^^
You can view this content for free after you Log In or Sign Up.
Deathblight Jormungandr progress report September 2025
Welcome to September's progress report ^^
To keep it simple: I worked on one of the new two enemy types this month. The "Draugr" which is an undead creature that casts a womb tattoo curse onto Loki.
The Draugr is NOT ingame yet! It will be released with the 3rd area in a few months as a complete package.
I took care of the combat mechanics, the combat CG scene, and the Game Over CG scene.
The idea is that during the fight, the Draugr applies the curse as part of the lewding. Once the lewding goes all the way to the "final stage", the tattoo is fully applied. And once the Draugr climaxes, it's instantly game over.
Note that he takes longer than the other enemies to climax. But yes, the climax is going to be "fatal" so to speak.
He's also a self-buffing enemy and there's various other challenges this enemy brings to the table. So overall, I hope it's a fight that feels a little bit different from the other enemies.
And you will need to adapt to it if you want to overcome this enemy. Fighting him like the other enemies and spamming the same attack over and over will almost guaranteed lead to game over.
Next month I plan to work on the second enemy for the new area: The "Spiderling".
But we'll talk more about that one in next month's post ^^
The update will be made available for the other supporter tiers in about 1-2 weeks, depending on if there are bug reports and if I need to do fixes etc. ^^ (there will be a new post announcing when that one goes out)
Building for the CG Gallery Inside the building
Doing this update took me longer than expected as I ran into some bugs and issues along the way. Both in regards with the CG gallery, but also with the way enemies move in RPG Maker on the map, and how events (like combat) trigger and everything.
There's also been the entire Steam situation and me making sure the SFW-mode runs properly of course. (the link has the full NSFW version, but you can toggle SFW in the options)
Anyways! It's finally done, so here it is, enjoy ^^
~Wolfenstahl~
Changelog: - CG gallery implemented. You can find it inside the empty building in the village. CGs are unlocked by defeating the bosses in both areas.
- Stalker pauses when player is in dialogue.
- Poison Tentacle Flowers pause when player is in dialogue.
Note on regular enemies: Other enemies still move when in dialogue as that is RPG Maker's "default" for normal enemies, but they can't start a fight while you are in a dialogue.
- Added icons to some skill descriptions to visualize what they are good against. Only for skills that interact with enemies, e.g. "Counter".
Next up will be my work on the 3rd and final area for the game. Which will be Village Ruins with Draugrs and Spider-like enemies. Once that is achieved, that will mark the full version of the game, but it will take several months to get there ^^
I still have to do the writing for all enemies and CG scenes in the new area. As well as doing the mapping, the story writing and everything else.
Thus I can't name a definite release date at this point. But you can make some educated guesses based on how long it took me to make the 2nd area, the Cursed Forest, as it will roughly take the same amount of time to make the 3rd area ^^
Ability to support your Creator by pledging – one-time or recurring.
Means to reaching out to the Creator directly via Instant Messenger.
Subscribe
WE USE COOKIES
SubscribeStar and its trusted third parties collect browsing information as specified in the Privacy Policy and use cookies or similar technologies for analysis and technical purposes and, with your consent, for functionality, experience, and measurement as specified in the Cookies Policy.