Hey there everyone, first off sorry this build took so long, I actually managed to get it out just before the month's end. This post will be fairly small as it's mainly an overview of the tunnels added to this build, so let's get right into the details.
Tunnel Traversal
Tunnels can be found scattered around the dungeons in specific chambers that allow you to skip entire chambers and even Vocator's boss fight.
The tunnels only spawn after first meeting Abaddon, defeating him isn't a requirement to trigger their spawning. In this test build I strongly recommend a clean save to avoid errors. Using the Dr.Midday or Brigit quick start will also allow the tunnels to spawn as well.
In the tunnels your leading character will be given a contextual crawl action in the reaction tab. Continuously use this action until the lighting changes, once your able to exit the tunnel an additional option will be added so you can leave.
Now that covers most of what I wanted to share in this update. There's a sort of experiment I'm testing for the game right now that may be presentable this coming month before I can show it off.
It's something I want to establish to fundamentally improve the combat and momentum for the game but I'm not 100% sure it'll work, although progress has been really encouraging, I've been working on it concurrently with this build. I'll keep it to myself for now until I'm sure it'll work without a shadow of a doubt, if it doesn't work I'll have to quietly shelve it.
I've given myself a time limit of a few weeks to determine this and only a few hurdles remain.
With everything said this build will go up right after this post, as always please share any bugs or errors you encounter, I just know some slipped through the cracks this time. Thank you again for your support and I'll see you soon!
Overall I'd say while there's a lot I wanted to finish in 2024, I accomplished a good number of my intended goals both relating to Lilith Descent and personally.
Now that we're firmly in 2025 I want to take a moment to say thank you to everyone that has followed this game over the years. While I've mentioned it before I can't overstate how much the interest in Lilith Descent far exceeded what I considered possible with my skills.
Thank you very much for everything.
The next build will be bigger in terms of added content, at least compared to the previous build so it'll take longer for sure but I do have a small progress report and a poll to help me decide the perspective in one of the H-Battles.
Small Update to the Wall-Duress
Something I've wanted to do for awhile is make the Wall-Duress both more threatening as a dungeon hazard and give it a more interesting sexual interaction (mainly an excuse to include more pixel animations).
The range in which a Wall Duress can grab has been slightly increased, and when triggered you'll be met by a timed QTE that only requires directional inputs.
If you successfully complete the QTE you'll enter battle with the Wall Duress like normal. However if you fail your character will enter a grab animation and lose a varying portion of Health.
From this point the QTE will randomize and appear again until you either succeed and enter battle with the party leader's health reduced, or alternatively...
If they fall below a health threshold by failing the QTE enough times are simply being caught with low health and failing it once, the Wall Duress will cum and instantly defeat them, resulting in an immediate capture.
If you're running a single character you'll then begin the normal Wall Duress post defeat H-Battle, however if there's more then one character in the party then the next character will take over and comment on what just happened.
From that point a hole will be left in the wall where the Duress captured your character. It's safe since the Wall Duress already got what it wanted.
It's important to note that I've adjusted their spawns to have more randomized locations and more then one Duress can now spawn looking for a snack.
Characters defeated during the QTE will be sent back to the nexus with a small comment on their experience.
Tunnel H-Battle Perspective
Now I'd like to place a poll to help me gauge your opinion on the best perspective for the Tunnel navigation scene.
Generally since Journey isn't the only playable character I can play with alternate perspectives for most H-battles with a few exceptions like the normal faction defeat scene the Raiders, Demons and Goblins use.
This particular scene is a similar case wherein you're navigating tight tunnels while being hunted, in this case by a unique goblin. So the characters will at least have to be seen from the same viewpoint with varied postures.
l'll leave the poll up for awhile but in the meantime I think that about covers this progress report.
My next update should cover the decided perspective and my progress on the goblin subjugations and King Porci's H-battle, until then take care and I wish you an even better 2025!
Happy holidays everyone! So I finished the next patch build for the Goblins and cleaned up a few errors players were running into. After this there's one last build I'll be releasing for the Goblins that'll complete their subjugation and I'll be moving on to the Raiders.
With that said I'll get into some of the details now.
Optional Boss Material Drops
A minor addition I've added are boss materials to The Dithonion and King Porci, although Porci specifically only has one item available with his material.
If you defeat either of them a new character will appear in the Nexus that can take the materials and turn them into weapons for your use.
Alex is a witch from a Hex coven, here for her own reasons and she's only interested in transmuting the materials of powerful entities. It's important to note that the material drops aren't guaranteed to drop each time.
She's pretty standoffish and outwardly cold even for a witch but she won't be the only one you'll meet in the game.
Smaller Additions and Adjustments
Updated Lilith
I've been intending to cleanup Queen Lilith's design for a while and finally got around to finalizing her. Both her dialogue CG and her idle sprite has been updated and uses 6 frames instead of the 3 frame animation I use for most assets, npcs and mobs.
Small contextual defeat
Now when losing a battle against any enemy excluding bosses, a small contextual scene will play involving the enemy. I wanted to include versions were certain enemies will carry the defeated heroine away, hopefully I'll have time to include that later.
Faction Activities
The factions, namely the goblins can now initiate their actions properly and benefit from them, gaining various buffs or breeding captured characters. Currently if they choose to repeat an action more then once they won't gain any additional benefit, but in the next build repeated actions will increase the faction's level.
The next Raider Subjugation Build
I've got two more H-battles, some cave areas and a few other details to finish for the goblins in the next build. Working on them has allowed me to refine the faction subjugation template I originally setup for them from The Dithonion.
This'll make finishing the Raiders and Demons after them even faster, mainly coming down to their areas and H-battles.
Along with the completed Goblin faction I'm planning to include the first portion of the Raider faction Subjugation as well. I wanna avoid saying too much right now but the Raider faction area will be a bit different from the goblin caves in that it won't be as hostile of a place, depending on where you go.
That about finishes up this progress report, sorry this one took so long, I even released the last build without it since I felt I was going too slow.
The patched build will go up right after this post, I'll be checking for any additional bugs that pop up and I'll have another post soon to ask for feedback on the tunnel shortcut scene.
With that I'll head off and Merry Christmas again to anyone that celebrates it! (づ。 ◕ u◕。) づ
I unfortunately went all through September without an update post and I'd like to apologize for the wait. I did share a small snippet of progress on the discord but of course not everyone has seen it.
So in this progress report I'll go over what I've completed so far and my plans for the next build this month.
Starting with The Goblins
The battle artwork for the main goblin additions has been completed. Primarily the goblin champions spawned from your characters. I wanted the visual aesthetics of the champions to match their mother's so you can easily infer which character they draw their powers from.
I've also completed the Goblin leader's dialogue CG art, both with and without his feline companion.
Being able to add the Goblin King's cat to your Nexus is a really small addition and I'm going to look for more chances to include similar instances of Nexus customization toward the full build.
Now I mentioned before that I planned to add unlockables that I wouldn't over-spoil or delve into to much detail so you can find them on your own, hopefully through organic means.
New Journal Entries
You may be familiar with the Journal entries that can be viewed in Findings from the Pause Menu. I'm getting around to adding the new entries I've had planned for a while now. They're inspired by the lore art pieces in Dragon's Crown from VanillaWare.
They'll serve as collectable artworks, largely lewd in nature, and they'll be accompanied by the lore of a relevant character, faction, creature or the world of the game such as Sectaria, Brigit's homeland.
Most of the Journal entries will focus on scenes or details that aren't possible to explore in Lilith Descent. Dialen's Journal Entry is finished and the rest are still a work in progress but I'm shooting to have at least three finished for the next version release at the end of October.
Goblin Subjugation Test Build
Now It's been a long time since the last test build so I'm planning to release the first half of the goblin subjugation test that'll include the new area, goblin enemies, goblin pillory H battle and boss.
The goblin pillory H-battle will be unique to the Goblin Caves locale. A special occurrence during the scene is that an unoccupied goblin under certain circumstances will go and retrieve an Anpula to join in on the fun, an animal they typically use as a beast of burden.
If this happens the beast will make the battle much harder. That covers this update post, I've got to lock-in a bit for the release this month, it's been a hectic few months IRL but it seems like things should be slowing down a bit, finally.
Thank you for your patience and support as always, I'll be back again at the end of the month (hopefully) with the new build!
So it's been awhile since my last progress update, a month and a half to be exact. In the time since then I've been focused on the Faction subjugations, starting with the Goblins as well as a few more minor things on the side.
We'll start this post off with the Subjugations and take it from there.
Goblin Faction Subjugation
The general theme for the goblin faction is breeding, with this in mind their primary goal will be to try and capture your character(s) both for their own personal pleasure and so they may spawn more powerful units.
Like the Dithonion, the goblin faction can also grow their overall level based on their success, directly benefitting them in all encounters. New goblin enemies
This concept art is the general appearance of three new goblin types that for the most part will be exclusive to their cave region. The Goblin Warden and Overlord have been slightly altered for their in-game CG work.
Each new introduced enemy serves a very specific role for the faction and the gameplay involved in navigating their stronghold.
The overall layout of the Goblin's Cave region is somewhat more complex/extensive then the current iteration of the Waxing Peaks where the Dithonion resides.
I'll share the first pass layout of the new region to give an overall look at how the caves are structured.
I always map out new areas and chambers in this format, utilizing basic lines and colors to establish the look, play-area and where I should place items, objects or collision.
I've played a few H-games where you can enter goblin caves or some system of tunnels occupied by monsters and I always like to see the differences in how each developer depicts them and study them for inspiration.
Escaping the Goblin caves will involve acquiring gate keys to progress through the area. These will be found either by defeating a Goblin Warden or stealing one from varying areas. You'll also have the option to free other prisoners that the goblins may have caught, outside of your character(s). These NPCs will also offer boons or supplies to help facilitate your escape.
Now back to the goblins themselves, starting with the Overlord. As you might guess He's the leader of the entire faction and will be given a specific name and personality. As the leader of his faction, he'll grow and regress in power based on their overall success. He's not a mandatory encounter as you'll be able to escape the caves without confronting him directly.
Confronting him will have it's benefits and detriments. All faction leaders will be considered bosses with the advantage of relying on their followers to aid them. If you defeat him in battle, you'll greatly reduce the Goblin Faction's level bonuses and remove all of their existing gained bonuses, I'll explain this after the goblin section.
The first successful battle will also reward you with his cat, that'll happily move to the Nexus.
The leader will return after awhile, retaining knowledge on his defeat and applying that to himself and his followers, granting status advantages against the character that defeated him. Goblin overlord H-Battle WIP The Goblin overlord will also have his own H-Battle that can be accessed in two ways. The first is by challenging him and losing, which will guarantee impregnation and the spawning of a champion. Alternatively he may opt to watch and call in his minions to have you while he watches in the background. If he does this it won't guarantee an impregnation but the kind gesture to his fellow goblins will result in a higher faction level bonus.
The second method will be an option to "surrender yourself" to the faction leader in exchange for either lowering the faction's level or inflicting a debuff on the faction. This is only guaranteed to work if the resulting H-battle is won. If lost, the overlord may change his mind.
This should allow a subjugated character you can't or won't rescue a method of affecting the game for your main party, beyond being bred and spawning higher EXP rewarding monsters.
The next Goblin relates to a method of shortcuts I wanted to add. The Tunnel Dweller will reside exclusively within specifically placed holes you can access to try and bypass the locked gates if security is too tight.
The Dweller will hunt your character in the dark. If he successfully sneaks up on you, the encounter will transition into an H-Battle while you still have to try and reach the exit. Tunnels shortcut H-Battle WIP I was inspired to design the layout of this scene by an amazing hentai game called Goblin Conqueror where the main character fights various types of goblins throughout the game and one of the scenes features her crawling through a dark tunnel while being hunted by a particularly dedicated goblin.
All of the scenes in the game are great and that sequence really stuck out to me for how different it was.
Now in terms of this scene in general, I want to add it to the dungeons after the goblin subjugation is done, where something different will be pursuing you aside from the Tunnel Dwelling Goblin.
The shortcut tunnel scene will restrict certain character attacks and abilities due to the tight space.
The last goblin to talk about is The Goblin Warden. As their name implies they're responsible for maintaining areas in the Caves where prisoners are kept. They are significantly stronger then most goblins. The difference being similar to a Berserker compared to a normal Demon.
Their design has changed the most from the concept art to better fit their role and character. Everything about them is dedicated to oppression and restriction. They carry around a container of specially bred Goblins that're more akin to attack hounds.
The Warden will be able to deploy them in battle to assist him as well. He'll also have a High severity Sex grab like the Dithonion that can instantly end the fight if every other character is down or you're playing solo. He'll force the character into his container with the Goblin Imps where they'll be overwhelmed by their strength and numbers.
The Goblin Caves will also have it's own unique H-battle that involves your character being taken to their breeding area. Goblin Caves H-Battle WIPEach faction will have one of these unique H-battles outside of the faction leader scenes. They're intended to give the faction an easier time breaking you and power themselves up at the same time.
That about covers the goblin subjugation centered stuff, I'll be talking about Faction activities and minor updates next, starting with the faction bonuses I mentioned in the Goblin Overlord section.
Faction Activities
Factions will partake in actions passively in the background, to make themselves stronger, make another faction weaker or react to something you've done. You'll find the Factions section in the Knowledge menu that can be accessed anytime the game can be paused.
In here you'll see a basic description of the faction that includes their relevant statistics and quirk.
If the faction is partaking in any active event it'll be displayed as the current activity and the result will indicate what the faction will gain or lose when the activity is complete. Some of the activities will be directly opposable. An example is a goblin hunting party that has entered the Realm to capture adventurers. You'll be able to encounter the goblins and the captured adventurers and free them, ending the activity immediately and reducing the factions level.
Some of them may be beneficial. One as an example is the activity that has the goblins either attacking another faction like the demons or raiders to reduce their level or alternatively the goblins may have an internal conflict, reducing their own level out of foolishness.
The system is fairly simple but should serve to make the realm feel more alive and dynamic.
To finish this post I'd like cover some minor changes and work I've done so far.
Minor notes and updates
The first is that any subjugation regions like the Waxing Peaks and The Goblin Caves will be accessible without needing a character to be captured. With an Irminsul Branch you'll be able to launch a raid on these locations for the unique items, collectables or simply to reduce the power of the faction. If your raid doesn't go well and anyone is left behind or if the entire party is defeated you're guaranteed to be subjugated. Typically a faction will subjugate a character if the servitude stat is too high, following a random roll check. The higher the Servitude the greater the chance, and losing within a faction stronghold completely bypasses this.
The next minor addition was the narrative introduction to Aneki II, Wafaa and the banking system. Dialen will also inform the player about the bank during her initial introduction.
The last note is a small update to Saki's dialogue CG.
Saki is among the next planned playable characters after the next floor and story so I've done a few touch-ups and small adjustments so she's more stylistically consistent with the updates I've done to Journey and the visual style I'm targeting for all characters.
That about covers the progress I wanted to share since my last update. It may be a little while until the next version release as it'll include the completed Goblin Subjugation so I wanted to thank you for your patience with me.
By my next progress report I should have more completed work to share which should be next month. Between now and then I'll start sharing some smaller updates in the discord as I haven't had much to post before now, so feel free to join if that interests you!
Until my next update, thank you again for your support everyone, I'll see you again soon
New version July release, Discoveries and Faction Subjugations
I've finished the Berserker's promotion and H-battle for all of the girls to kick off this update and added a means to save your emeralds. I'll go over the Faction Subjugations as the last larger task for Version.C before I finally turn my attention to Floor 3 and the next story update.
Berserker completed
With the addition of Dr.Midday and Brigit's Berserker H-battles, my work on the big guy is all wrapped up for now, save for any fixes that may be needed. I consider him now a more Elite enemy type, while still a member of the demon faction, he has more in common with the Wall-Duress in terms of function and power.
I actually don't have much else to say about him now that everything is said and done. I did add a new H-battle skill to him that involves fashioning a ball gag onto the girls that affects their dialogue and locks any oral based skills such as pillow talk. My buddy @Aureatepen requested I add this in, I felt a bit goofy that I didn't consider it earlier, so thanks man!
Storing Emeralds and Discovery
My friend @BazookaDre and a few other people brought up the problem of emerald management and proposed that the player should have the means to store their currency away to lessen the progression impact from defeat and capture.
In this update I've added two NPCs that'll allow the girls to bank their currency in the Nexus whenever you like. These two characters Aneki II and Wafaa each serve a complimentary purpose to hopefully make dungeon exploration more comfortable as it gets deeper.
They currently have a reserve spot within the Nexus. I'll be adding their narrative introductions at a later point.
I want to try measuring how much I describe and reveal all that goes into my updates going forward so you can discover certain things for yourself. I'll still go over the main focus of the updates with the same amount of detail but smaller things like every function of these new NPCs I'll leave some room for you to see for yourself.
I'm starting this now primarily so I can ensure that anything I don't mention here can still be comfortably and organically encountered and because there are certain secrets I'm going to be sliding in here and there. ( ◕' u'◕ )
Faction Subjugations
So the faction subjugations are the last large event inclusions I'm working on before I move on to Floor 3, polishing and the next portion of the story like I mentioned.
I'm still brainstorming certain details like process of escape and difficulty but I'll go through the overview of how the mechanic works on a base level. Like the roaming boss, Dithonion, the factions of Raiders, Demons and Goblins will be able to capture your girls and try to break them to make their own factions stronger (and happier).
This will be based on the Servitude stat in this current version. The lower your character's Servitude, the higher the chance she'll be subjugated by that faction if defeated or captured.
If you've dealt with the Dithonion you may be familiar with it's impregnation mechanic wherein for each hatchling alive in your world, The Dithonion gains an additional level, making it even easier for it to cause you more grief.
The faction subjugations will work similarly. While I haven't added rewards for defeating The Dithonion yet, beyond exp and emeralds, the same rule will apply to the factions. If any of the girls are subjugated, save for Journey, rescuing them or escaping is entirely optional. You can leave them to their fate for the entire playthrough while the faction uses them, gets stronger and in turn gives you the opportunity to benefit.
I haven't settled on how the raiders will use the girls to gain power but the demons will involve brands and the goblins involve breeding. The goblins are the first faction I'll be working on. I've sketched out the idea just to visualize it better. If impregnated, a special goblin unit based on the character will be added to the goblin faction enemy pool and they'll independently continue to grow stronger like a Nemesis until they're taken out.
The overall goblin faction will gain levels and skills the more goblins that're spawned. I want to add a menu near the Bestiary that'll allow you to track the current power level of the factions and notifications of what they're up to, which will be the trickier implementation. I want to really put effort into the inclusion of this menu for the dynamic feeling it adds to the enemies.
An example in testing is seeing an update that goblins on Chamber x, Floor x are rounding up captured female dungeon explorers and if they aren't stopped their numbers will be bolstered and a new skill or enemy unit is unlocked for them.
When it comes to escaping capture by the factions, the layouts and means of escaping their camps or caves may be harder or more complex, I'm considering like keys, switches or something of the sort. The Dithonion is comparatively uncomplicated to stay inline with it's nature as an apex beast that doesn't reside in a complex structure or use traps ect.
I'm also considering if I can elegantly include gameplay for a broken character in the custody of a faction beyond a single H-battle so I'll need to consider that a lot more as well.
With that, this update post is just about completed. I'll be posting the new version and the relevant change log right after this post. As always I can't thank you all enough for your feedback on the game. It's a simpler game and I'm a slow dev but It's been a joy working on this project with you.
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