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Displaying posts with tag Update.Reset Filter
Spanktank

Version. C Test Build. D2 - Hotfix

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New version May release, Concept sketches


We're already entering the halfway point of the year and it really felt like these months have flown by. I'm going to make more time to grind down on the content I want to implement and complete, I'll be moving around my schedule a bit more to accommodate this personal goal.

With that aside I've got a small version update I want to release and some concepts I'd like to share that I've been brain storming for alittle while now.

Berserker Upgrade and H-Scene

The Berserker scenes have been really fun for me, It isn't a big accomplishment for the game but I really enjoy working with new poses and drawing the girls in new angles which is always a highlight for me.

The Berserker has been upgraded in a sense so he hunts on his own. He's now an uncommon spawn you may encounter in the dungeons. He's easier to aggro and a bit faster then the common mobs on the exploration maps.

I improved his combat power, gave him a new skill and improved his base stats so he can better stand on his own and hopefully capture more of your girls. Along side this I've increased the Exp you gain for defeating a Berserker as well. He's still considered a part of the Demon faction for statistics tracking.

I split this version somewhat unevenly, so I'll be finishing Dr.Midday and Brigit's scene for him in the next 2 weeks, Journey, Samara and Treu all have their new scenes with him finished and ready to be stress tested.


Concepts for dungeon progress saving


Since Floor 3 is the end goal for the Version.C updates, the dungeon will be somewhat lengthy at that point. while some difficulty and struggle is intended to fit the dungeons' theme, I want the game to be as comfortable to play as I can make it.

So another smaller addition I'm working on are "Respite" areas in the dungeon where you can save your Floor/Chamber progress once and start again from that point if you leave or you're defeated.

I'm going to be adding more NPC characters from this point to improve the "liveness" of the game and explore more lore as it's something I really want to include more. So far I've managed the lore of Lilith Descent's world through items and NPC conversations since most of it doesn't directly concern the game or it's primary plot. The next story update will be abit thicker in terms of Journey's search for her sister so I'm considering it a sort of exercise.

Now with the Respite areas, they'll be off the beaten path of the chambers you explore, when they do appear they'll be maintained by an NPC I've titled the Twin Merchant for now.


This is just a rough sketch to lay down his general stature and overall outline. He'll be a character with more insight into the Realm as a resident there. He'll also be subject to it as well.

Right now there isn't any real way to manage Pheromones in the game and currently it only affects the chances of getting jumped in the Baths. I'm brainstorming some ideas and I've considered optional tougher battles and bounties as a means of reducing the overall Pheromone level in your world. I've thought about doing sex battles you can initiate as well although I've had that idea on hold for awhile now. The first of the next characters I've got planned will use Sex as her primary tool in concept so I'm saving player initiated sex for her.

Now on the subject of the Pheromones affecting the Twin Merchant, if it's sufficiently high enough, he'll give in to his lust and try to attack you while saving your progress, with the end result either affecting a buff/debuff or item drops, I haven't settled on which just yet.

You'll meet this wanderer named Zhalaphor upon your first visit to the respite area. I won't say too much about her role beyond this but she'll give an introduction to the merchant and inform you about his reaction to pheromones and some more details about these "safe" areas.

The last thing I wanted to talk about concerns the Factions and their subjugation events. Like I mentioned I'm intending to add it to the Raider, Demons and Goblins, starting with the Gobs.

I wanted to prepare some visuals to better describe the concept so I'll have them finished for another post later where I can delve more into how they'll work gameplay wise. A solid overview for the Goblins at least is that I'm intending for them to breed with captured girls and produce variant goblins that have a trait or 2 from your character.

The best example is a goblin spawned from Journey wielding a Claymore and having access to one of her moves or a mage goblin spawned from Samara.

Each faction will have their specific method of making themselves stronger with your character(s) the longer they're captured. I'm still in the brainstorming phase for what I'll have the Raiders and Demons do so hopefully by my next post this month I'll have something a bit more solid to share.

In the meantime I think that about does it for this small update. Thank you as always for all of your feedback and support on the game it really has shaped it for the better and it's honestly given me all the inspiration I've ever needed.

Until my next post, take care everyone (づ。 ◕ u◕。) づ

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Spanktank
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Mini update post


I'm sharing two images of the Dithonion eastern crystal cavern area and Brigit's captured sprite as just a small post.

Sharing consistent updates with what I think is worthwhile content is still a bit of a challenge for me since I normally prefer bigger updates I think are worth looking at but I know it's mostly a self imposed problem on my part.

So I've decided to create a discord I'll share in the upcoming post so I can share smaller things and communicate with you more readily.
 The baseline art for the eastern area is done and I'm wrapping up Brigit's new sprite.

Thank you for your support as always, I'll be sharing the next post in a few days.

(づ。 ◕ u◕。) づ
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Progress report, finishing up Valeria


So for my first progress report of 2024 I'd like to start off with my progress on finishing up Valeria's skills and my plans for the next release thus far.


Valeria's skill tree

Talking about combat skills in a sexual dungeon crawler is probably not the most intriguing topic, and Valeria's defensive archetype is fairly straightforward so I won't spend too much time here.

Valeria's skill tree will focus on bolstering her defensive abilities, physical resistances and her crowd harassment proficiency. One of the unique abilities Valeria can gain is the option to call her partner Frei into battle with her, provided the party isn't full.

Frei is a character Valeria "rescues" over the course of the story in her original game that comes to operate as a sort of partner for Valeria.
Her personality is completely opposite of Valeria, she's a kindhearted, moral girl at heart which contrasts well I think. The good cop, bad cop dynamic is a classic trope and her dialogue in battle will reflect her relationship with Valeria and reacting according to what happens in battle.

Frei will be a computer controlled character, like Samara's Articulate fighter summon. If she falls in battle however Valeria will still be able to call Frei back in the next fight.
Frei's character level will scale directly to Valeria's so she won't need to accumulate exp. While in battle, Frei will focus on dealing instances of AOE damage to inflict statuses to enemy groups and pick off weakened enemies.
I'm intending to design her to be adapt at making powerful enemy groups more manageable in challenging encounters and generally weaken enemies overall.

Now the rules for challengers in The Serferus Realm are the same for Frei. In battles she'll be susceptible to Sexual attacks from common enemies and unique H-grabs from special foes such as The Dithonion.

Unlike the Articulate Fighter, Frei has no support abilities that can heal or buff the party, she'll also be fairly vulnerable to sexual attacks which could result in a quick defeat if the opponent specializes in them. Frei's a sensitive woman.

I unfortunately don't have any WIP art to share of this final detail, but if Valeria is defeated and captured with Frei, during the resulting H-battles, Frei will also be present in the scene as extra plunder for the victorious faction/enemy. She'll be visible in the Common H-battles, Bath scene, Wall-Duress and Dithonion H-scenes.

I'd again like to thank my friend over at the development of Valeria The Pagan Priestess. If their game or characters interest you please considering taking a look at their patreon, they also occasional commission nsfw art of the characters to share with the community.

                 Valeria The Pagan Priestess Patreon


Plans for the next release


Frei's inclusion in Valeria's skill tree is the last remaining complex component of her core character, after this is done Valeria will be considered a complete character like Journey and the others.

Over the course of February, aside from finishing that task I'll be working on Valeria and Brigit's Dithonion Subjugation, starting with the art for their H-battles and sprite animations.

I've done some rough sketches to figure out the poses, starting with Brigit. A new sub area will be added to the Waxing Peaks as well, similar to the expansion for Dr.Midday and Treu. 

I think I'll wrap up this progress update here, there's more I want to discuss in the next progress report so I've just got to pace myself for now. I can see the finish line for Version C in sight. The Dithonion subjugation has been the biggest commitment in this update so far but for me it's been completely worth the effort as I want subjugations to be a big part of the core experience in Lilith Descent.

So until next time, thank you for your very helpful support and feedback everyone, I'll see you again soon!

(づ。 ◕ u◕。) づ

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Spanktank
Public post

🎄 Merry Christmas & Happy Holidays! 🎄


Happy holidays! I want to wish everyone a Merry Christmas and share a small piece of artwork to celebrate as the end of the year approaches.

I have one more update planned in the coming days where I'll be talking about my plans for Lilith Descent going into the new year and releasing the next build. Take care until then!

(づ。 ◕ u◕。) づ



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Progress report and November release


Over the course of October I've reached the last portion of tasks for the next version I plan to release November that'll include Treu and Dr.Midday's Dithonion Subjugation, as well as a few other additions.

I'd like to go over everything coming within this update post.

The Doctor and The Maid


All of Dr.Midday and Treu's CG art for the Dithonion H-battle is complete at last, in fact the last piece of "art" relevant to them is their captured Sprite Art.

As we can see, the good Doctor and Treu have fairly different reactions to the big lizard. The juxtaposition is always a highlight for me. Now with that being said I'd like to get into the game's performance in battle.

I've gone about the systems and eventing to optimize the scripting and clean out redundant calls and checks that have smoothed out the system performance, so I'm hoping the change will be noticeable on your end as well.

Updated options


I've include an awesome new plugin that's allowed me to extend the options menu in the game. I'll be using it to give more customization over certain aspects of the gameplay that should make the experience more comfortable.
The first gameplay setting I've included relates to "spawns". I've talked about it in passing before but impregnation will play a role in gameplay, starting with the November release.

Currently only the Dithonion will have a chance to impregnate a captured character during instances of time passing, such as traversing the dungeon chambers and floors.

Each character has a unique, currently static fertility stat that's rolled against the Dithonion's impregnation check to determine if Hatchlings will be produced. There's no visual aspect to this occurrence right now and it'll occur entirely off screen. I'm still trying to determine if I could possibly implement a visual element of any kind.

When a hatchling is spawned, they'll then join the Dithonion in hunting and battle. The amount of active hatchlings will be tracked in the background and their numbers can be thinned out by defeating them in battle or snatching eggs from the waxing peaks.

As an extra mischievous little addition, currently for each single existing Hatchling, The Dithonion will gain one extra level in battle.

This entire mechanic can be toggled on or off in the new options menu at anytime.

That just about covers this update. With October drawing to a close, my next update in November will be the next test release. I'll be jumping back to the pixel art for the sprites and finalized Waxing Peaks zone.

Until then, take care and thank you for your support and feedback!  (づ。 ◕ u◕。) づ


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