Hey everyone, it's been a really productive month for the update overhaul. To start off, Journey's base skills and animations are completed and the common Demon has been finished, as the first enemy I can now use the updates and changes I made for him as a template for every enemy after.
Being able to animate their moves and grabs has been incredibly fun and added a layer to the development of each enemy I've been enjoying alot.
Now in this update I'm going to cover some more of my progress and my plans for this coming month.
Private test for the next Build
With the demon finished, I'm planning 3 more enemies for a private build I'm hoping to stress test this month with a few friends, it will include the common Goblin, Bandit and updated Vocator boss.
I'm hoping to comb through a find any possible critical errors I may have somehow missed, while I've been testing the new rpg system, h-battles and other interactions myself, something usually slips through the cracks.
Most of the enemies that transition to the new animated rpg battle system will work mostly identical to their original versions with changes to attributes. The biggest changes of course will be to their sex grabs.
Enemies will have a varying number of animations with the demon possessing 3 on the higher end. Goblins will have 2, one of which will be focused on the character's breasts. I'm taking this opportunity to add more variety to the orifices or areas of the body enemies prefer, like the breasts or legs. With some enemies being noticeably tougher, this should help improve the value of defensive equipment to protect characters with vulnerabilities that a particular foe likes.
I've replaced the attributes for enemies with a list of their primary skills in the bestiary, if the attack uses an element or inflicts a particular state, it's icon will be listed along with it.
Visuals and Updates
Besides Vocator, enemies won't have much visual change to the new system. I decided to update Vocator's final design mainly as personal taste, and to express more emotes when she's speaking.
Vocator will also have a sex attack of her own, excluding her AOE hydro tentacles or slimes.
As for the heroines, I updated Journey's final dialogue CGs as well as Saki's with a slight update to her final design, I wanted to add a touch of cute to her standoffish nature I felt she was missing visually.
Lastly I touched up their exploration sprites to their final version to better match their CG changes.
This coming month I'll be focusing on getting the private build ready and tested. This version only has Journey as a playable character and the first floor. If all goes well with the test I'm hoping to touch it up abit and release it for everyone else to try shortly after.
While the private build is being tested I'm going begin work on the rest of the girls, starting with Samara. She's going to receive an alternate form with sex attacks she can use in battle, which is as complicated as a character can get in Lilith Descent, I don't think there'll be any issues, but since she'll also be the first transformation character in the new combat system I want to be extra attentive with her first.
I want to take a moment to mention the Visa, Mastercard situation. While it hasn't affected me too much, it's affected a few people I know and respect. I first noticed this issue during the Patreon purge situation, it's a big reason why I abandoned any intentions to associate with it for Lilith Descent.
None of the creators I know produce illegal content, nor invite or tolerate minors in their spaces. People have been calling the payment processors in the thousands about this and I'm personally hopeful things will reach an equilibrium at some point, because censorship like this is indefensible for so many people and so many reasons.
I lastly want to say that in the worst case scenario if Subscribstar is affected, I won't stop working on Lilith Descent. I'll keep creating for passion and out of spite for the censors, I can't overstate how much censorship or people who call for it piss me off. This game isn't my livelihood, it was always a hobby and labor of love for the genre.
That wraps up this progress report, I'll be talking more about Samara and the others in the next update with a report of how the private test goes. Until then, thank you everyone as always for your feedback, support and patience most of all. I should be posting incremental updates in the discord as usual, keep cool and take care.
It's been quite a while since my last full update post, I've been sharing small updates on the discord but regardless I apologize for the delay.
I've been using the time to work on and test the viability of a combat overhaul I wanted to do for Lilith Descent and finally I'm excited to share it worked and I can go forward with it! There's a few details to go over so I put together an update video that'll cover all of that at the end.
I'll overview some of it in the main portion of this update along with what specifically I'm working on for the next update release.
System structure clean-up
I'll try to keep this part brief as it's pretty technical. but before now, all of the visual assets and eventing had been using disorganized naming structures and else-if statements that made the sex-scenes and event transitions prone to bugs, and made the inclusion of new characters harder and more time consuming than it needed to be.
I've reorganized most of the main common events I use for the game to now search for characters via variables and renamed every visual asset used in H-Battles so all characters can be cleanly loaded by their IDs.
That last part is important, essentially this means the next character addition update will be far smoother since the game now uses a single event of scripts per scene to decide which character assets to display rather then hundreds of lines of else-if statements. Before, I had to manually edit each scene to search specifically for the lead character, now all that needs to be done for the next characters is a proper naming convention for their assets.
I really can't overstate how much of an improvement that specific change has been for my process.
Update plans
I wanted to take this chance to layout a broad overview of what my update plan is for the next versions.
Complete the combat overhaul update, King Porci's H-Battle and the rest of the goblin caves for the next release.
After this, I plan to complete both the Raider and Demon Subjugations along with the next main quest segment and floor in one version, leaving room to clean up bugs.
The version release after that will include Saki and her accompanying characters for play testing.
This is the closest thing to a roadmap I'm working with but it's pretty much 1 to 1 with my task priority.
The Combat Overhaul
Now I'd like to finally go into the combat overhaul in the video below. I encountered a massive list of issues when I originally started the overhaul as a side project at the beginning of the year.
The issues mainly stemmed from having the animation system plugins function without rendering the H-battles unplayable. This took a little under 2 months of forum diving and trial and error but I finally fixed all of the issues that would have forced me to shelve the idea.
If you have the time please take a look at the demonstration video. I can comfortably get back to monthly updates as I complete the transition of characters and enemies to the new system.
With that I'm gonna get back to it, I'm grateful to all of you for your earnest support and irreplaceable feedback, without you all the game would not be a project I can be proud of, despite it's hentai nature.
So thank you as always everyone, I'll have occasional updates on the discord in the meantime!
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!
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