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ArrPeeGee Studios profile
ArrPeeGee Studios
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ArrPeeGee Studios
Creating the ❌❌❌ RPG video game, Sable's Siege
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Displaying posts with tag Elf.Reset Filter
ArrPeeGee Studios
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I've been misleading you.
So far, my posts have portrayed Sable's Siege as being from her POV. While I haven't technically "lied" to you, I may have misled by omission. So, what element of Sable's Siege haven't I discussed?
A compelling one: You don't play as Sable.
No, the titular character of SABLE'S Siege is, to borrow from Resident Evil 3, your nemesis. She is the hunter and hunted; the queen to be corrupted.
Which begs the question: Who's the corrupter?
You are. And not in the typical eroge sense, which is by corrupting the heroine via inaction, or how playing poorly leads to NSFW outcomes. No, you possess volition, power, and the means to corrupt Sable Noctis.
So, who do you play as? I'll talk more about him in a later bio post, but you are Commander Kaios, leader of the rampaging Horde that's conquered its way up to the walls of Noctis Castle. And it's from Kaios' POV that you'll command your mercenary army of men, beasts, and monsters to "motivate" Sable's corruption, assuming she doesn't do it herself...
In combat instances, Kaios doesn't sully his hands with the pitiful garrison Sable throws at him. No, Kaios commands, and his men obey. So, during combat instances with Sable and/or her garrison, Kaios' men are his sword arm; their cumulative health is Kaios'. Everything, from Troop Morale to their Lust, is yours to wield, to say nothing of the spicier "combat" in SS.
As Kaios, create a build that min/maxes for enemy Morale damage, stunning, and sending Sable's units packing with devastating Commands. Equip Kaios with three-piece weapon/armor/accessory sets with unique synergy bonuses specializing in raising Sable's Lust when she appears on the battlefield, or, harnessing the Rampage mechanic, create a doomstack multi-wave Troop, calling in reinforcements to overwhelm Sable and her garrison.
Conquer by any means necessary, but, above all else, corrupt Sable Noctis.
There's plenty more I'll share on how you truly play Sable's Siege, as well as the many ways Sable reacts to your aggressions, but we'll save that for a later post. In the meantime, thanks again for supporting SS.
~R.P

The attached image(s) are AI-generated, but the final game will feature all human-created art assets, voice work, music/SFX, level design, etc. All characters depicted are fictional, consenting, and 21 years old or older.
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ArrPeeGee Studios

July 2026 Q&A

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Dev Log: 7/22/2026

Back from my vacation and spinning up to what I’d consider a (somewhat) solid workflow. The Design Doc is still a work-in-progress, but that’s what happens when you end up overhauling a 300-page DD!
I did miss working on Sable’s Siege, though. I dislike unearned downtime, so, while I loved seeing family and friends again and being in the great outdoors, there wasn’t all that much to keep my bipolar shit show of a brain busy. Sure, I ended up scrapping an entire side job and replacing it with an objectively better one while on vay-cay, but I wasn’t in the right set/setting, let alone headspace, to tinker with Sable’s Siege. But it’s also true to say I needed a break from the game, from life.
So, what’s actually new or more fleshed out in Siege? 
BALANCE: I realized that Kaios’ (your) Horde units, such as Orcs, Marauders, Hunters, were fine as far as their roles/classes in a combat instance, but that I was pushing forward with little idea of how Sable’s Squad would look. I created a White Mage (a female unit that sometimes triggers a spicy cut-in when she’s defeated), as well as Wardens (Sable’s Honor Guard), but little else. So I’m currently working out how to make sure Sable’s units are unique to a castle garrison, but don’t just mirror Kaios’/yours, too. 
I have a few unit type ideas, and am leaning on the dark fantasy + besieged castle setting to fill Sable’s roster, such as conscripts, which will function as a basic unit and match Kaios’ Brigands. Classes like the brawlers or chip-damage units are WIPs (works in progress) names for now, but I also need to ensure their move sets aren’t just the noble-named variants of Kaios’. If Sable is going to have similar unit types, they need to at least have attacks/special attacks that don’t parrot their Horde-based foes.
DEFEAT SCENES: Fans of corruption games within the eroge genre are familiar with this convention, and an eroge without one is, in most contexts, the equivalent of a Mortal Kombat game sans fatalities. I’ve always been a bit surprised when, in games that support the mechanical depth to pull it off, they defer to a “Surrender” player option that immediately ends the combat instance, routing to a unit-/level-specific Defeat Scene.
Now, I understand that things such as budgets, time constraints, code architecture, and plenty more factor into why an eroge might do this, and I’m not saying they’re bad games as a result. I will say, however, that I have no intention of making Sable a pushover. You hunt and aim to corrupt her, and she’s hunting you too, but I never want Sable’s AI to rout to Surrender for a quick Defeat Scene. That sort of reward ought to be earned and, in some contexts, not even guaranteed. 
Which is why I’ve decided that, when beaten 2 times in a single day, Sable will not 100% rout to a scene after either defeat. Instead, there’s a dice roll-based chance she actually escapes the Defeat Scene. Factors such as Kaios’ Succubus Crest upgrades, Sable’s Depravity level, and more will help determine Sable’s auto-escape chances. 
But with that in mind, defeating Sable 3 times in a day 100% guarantees a Defeat Scene. If you’re crushing it, building up solid Rampage buffs, and punching holes through the castle level you’re Conquering, you should be rewarded for consecutive Sable defeats.
As far as how many of your units can “participate” in a Defeat Scene, I’m thinking, for the late-game, something like 20. It sounds like a lot, but your units’ stats by that point, alongside Sable’s sexual prowess (assuming her AI chooses a Depraved path), mean the scene will move at a decent clip. Also, early-game Defeat Scenes will start with 3, but I may raise or even lower that unit cap.
I already have a strong idea of how each Defeat Scene will be depicted per the level it occurs on, and have found some reference images that I’m creating composite scenes of, replete with all the secondary Sable body slots the player’s units can “access,” which, right now, is pretty impressive. If she wasn’t before, Sable will be a multi-tasking wizard after you’re done with her!
There’s a bunch of nitty-gritty DD stuff I’m still hashing out, but it’s not sexy and/or interesting enough to mention here. Still, the game’s chugging along, and I’m even considering partnering up with a full-time artist, and not just a contractor, so Sable’s Siege artwork, from sketches to finished assets, is a regular post for paying patrons.
That’s it for now. Off to work the day job, but hit me up if you’re curious about game elements, chatbots I’ve created on Spicychat and Juicychat, or whatever.

~R.P.
The attached image(s) are AI-generated, but the final game will feature all human-created art assets, voice work, music/SFX, level design, etc.
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ArrPeeGee Studios

Playing as Commander Kaios, Pt. 1So, what's it like to play as Commander Kaios? In other words, w...

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ArrPeeGee Studios
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DEV LOG: 6/15/2026

Tone…Tone, tone, tone.
Been working on Sable’s Siege’s story for the last few days, reflecting on how my own writing experience translates into game-based storytelling; and as an author in a former life, I learned early on that my prose demands three things: Voice, Texture, and Tone.
When it came to authoring those first two elements in prose, I felt well-equipped. By virtue of writing things I genuinely loved but saw nowhere on the shelves, my Voice shone through the prose, while the texture—like subtle bumps as you run your hand across an oil painting—were, if not a little smudged at first, eventually bled together just the way I like.
And I like bloody. I like jagged. I like stories that have something to say.
Tone…Tone, tone, tone.
So, if I like things that might be less palatable to gamers within the context of Sable’s Siege, a game that, just by being an eroge, is rife with genre expectations, tropes, and other throwaway terms that disparage great game devs’ hard work, how the hell do I maintain, not only Voice and Texture, but Tone, too?
More often than not, this was addressed by sharing my writing with trusted friends/colleagues, people who knew how a chapter ought to feel to reader and author alike. Feedback/advice begat trial/error that returned to trusted sources, etc., till I had something I wasn’t embarrassed to share with strangers.
But storytelling within game design is (somewhat) different.
And that’s because it’s a different storytelling medium. Playable builds, vertical slices, demos, patches, etc., these are all aspects of a video game that a novel simply doesn’t possess. Sure, you could liken a chapter sample to something like a “demo,” but the reader can’t stress test that chapter, share it on social media, or watch a two-minute trailer explaining why they need this story in their lives.
On the one hand, that’s a good thing. Every novel is a Pandora’s Box, releasing all manner of evils, but, one hopes, also secrets Hope somewhere within its stygian depths. 
But I’ll be fucked if I know how to crowdfund a book.
So, if a video game like mine is to possess what I love in storytelling, but doesn’t lose sight of fulfilling gameplay, replayability, robust mechanics, and so on, then I think Siege’s Tone has to be in what is/isn’t said, not to mention the mise en scene; because these two things respect your intelligence, and, more often than not, have something to say, something you didn’t realize you needed to hear.
So my game’s Tone has to be in the words said/unsaid, the decisions made/abandoned; things the player nods their head at when the character, in a position to affect change, places the gun back on the table, then leaves the room.
Sable’s Siege won’t be your typical eroge slop. It’s not porn that’s occasionally a video game. No. It’s a video game that features adult elements. SS won’t possess atonal quirkiness or a bizarre/unrelateable cast of characters. It will, per the game’s circumstance (that of people sheltering within a besieged castle), be a place of extremes—extreme emotions, decisions…compromise. 
There will be a SFW version of Sable’s Siege (it’s actually the only way I can release the game on Steam/Itch without worrying it’ll be delisted the next time the Puritanical Payment Service Mafia eviscerates freedom of expression (the H-patch will be off-platform, so don’t worry)), but whether you play the NSFW or SFW version, I want you to experience two things while playing Sable’s Siege:
This is a video game that possesses adult elements.
This is Voice, Texture, and Tone as I’ve never seen before.
So I’ll get back to it. Back to the grind and, hopefully, create something I’ll be proud of, no matter how Sable’s Siege is received.
As always, thanks for reading, and if you’re on the free tier, consider upping your membership by a buck or two. The sooner I’m able to fund this game, the sooner it’ll be in your hot little hands.

~R.P.

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ArrPeeGee Studios

QandA 5/31/2026Heyo, and welcome to my first monthly QandA. I've rounded up a few questions, a co...

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