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Spire of Slime, Yonder
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Spire of Slime, Yonder
We are a 6 size team creating a NSFW game called Spire of Slime.
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Spire of Slime, Yonder

(Updated 4/11/2024) 


Hello,
Thanks for stopping by.

We are developing a NSFW game called Spire of Slime, Yonder, it is heavily inspired on the combat mechanics of The Darkest Dungeon, while the world, lore and story are inspired on series like The Witcher. You will be in the place of Ethel and Nema, a pair of siblings in a dangerous post-apocalyptic world, full of mysteries and not-very-friendly creatures. 

Will the siblings be able to fend for themselves? Will they find what caused the downfall of civilization? Or will they succumb in a similar manner as civilization did? Find out yourself as you venture through the tainted lands of Spire of Slime.

The Team


We also have a Discord channel if you wish to interact with the developers.

Special thanks to Ayzunote for providing invaluable help on the project.


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$3
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Unsuspicious Plant

Access to the latest non-testing builds, anyone who donated so far will have access to the demo (before the public) even if they are not donating anymore.

8 subscribers Supporter
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$5
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Weird Looking Tree

All bonuses the lower tiers have. Access to the wips channel on discord. Your name will be included in the start screen.

5 subscribers Supporter ; Wip Access
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$7
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An Apple?!

All bonuses the lower tiers have. Access to alpha/testing builds.

7 subscribers Supporter ; Wip Access ; Tester
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$10
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Curious Mind

All bonuses the lower tiers have. Your vote will have more weight on polls.

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$20
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The Protector

All bonuses the lower tiers have. Your vote will have even more weight on polls.

1 subscriber Supporter ; Wip Access ; Tester
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$50
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Totally normal humanoid

All bonuses the lower tiers have. Your vote will have a lot more weight on polls.

0 subscribers Tester ; Supporter ; Wip Access
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Welcome

  • Available to all tiers: Donating more than 20$ on total will make the person eligible to receive a key of the game when it releases, on their platform of choice.

Spire of Slime, Yonder

Progress Report – 4/11/2024

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Post written by Houtamelo.

Financial Report

Since the last report, which was made on 09/23/2023, we received four payouts, for a total of US$ 661.00, after fees.

I started working on the port to Godot in November, 2023. We knew that completing the port would take at least 6 months, that is a long period, and I wanted to make sure the team would remain motivated during the process. With that goal in mind, I talked with Akanymir(our main Artist, the one who made most of what you see in the game). The result was that I committed to sending him a monthly “salary” of $300(more like an allowance, considering how low it is), most of that amount came from my personal funds, I was using the payouts from SubscribeStar to help afford it. The outcome has been good so far, Akanymir has put in a lot of work since then, I’m honestly astonished at how much he made so far. Since the demo v2, just in terms of combat, he made 6 new enemies, all with their full set of unique skills, I posted screenshots on our discord. I fully intend on including all of them in the first Godot release, which means it will have 10 enemies (compared to the 4 on the demo), not to mention the 4 old enemies all have new lewd skills as well (I showed those on the previous progress report).

A Problem on the horizon

Akanymir lives in Ukraine, not only that, but he’s also unfortunate enough to live in a city(Sumy) that’s on the border with Russia. He’s not only the project’s artist, he’s also a dear friend of mine. Because of this, my first goal is to reach an income that allows him to move to a safer city with his family, my ultimate goal is to get him out of Ukraine, but that is not realistic at the moment. Moving to a safer city is realistic, and he estimates it would cost $1500/month. I live in Brazil, even high-paying jobs in my country don’t pay that much (our minimum wage is $260/month), so I applied for remote jobs in 1st world countries, both in game development and programming in general, but I didn’t manage to even get a single interview. To make matters worse, Freelancing hasn’t been doing well in the last few months, I’m struggling to even keep up with the $300/month I committed to. I considered publishers, and they weren’t keen in investing on a team that is threatened by the ongoing war. I can’t blame them, but it doesn’t change the fact that we still have a very big unsolved problem.

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Spire of Slime, Yonder

Standalone Map Generator

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Dungeon crawling rework

  • No "straight" routes, the map will be procedurally generated like an actual dungeon, it will be a lot more open.
  • Enemies will be represented by their actual icons (not just a "sword" icon), they will also be able to move around the map, just like the player.
  • Ethel will also have her own exhaustion bar.
  • Nema's clearing mist is no longer a toggle.

The player will be able to spend his turn doing one of the following:

Walk

  • Takes one turn.
  • +1 exhaustion for Ethel and Nema.
  • Moves to selected adjacent tile.

Run

  • Takes zero turns.
  • +4 exhaustion for Ethel and Nema
  • Moves to selected adjacent tile.
  • Cannot be used more than once per turn.

Clear mist

  • Takes one turn.
  • +3 exhaustion for Nema.
  • Clears mist in a 2-tile range centered on the player.
  • The mist returns after 4 turns.

Scout

  • Takes one turn.
  • +3 exhaustion for Ethel.
  • Scout tiles in a 3-tile range centered on the player, revealing their contents:
    • Seeing enemies in visible tiles doesn't require scouting, but scouting reveals the exact number of enemies and their formation.
    • If a tile has a trap, it will be revealed. (won't show which trap it is)
    • If a tile has an event, the interface will show if it's a negative, positive or neutral event. (probably by changing the icon)
    • If a tile has treasure, it will be revealed. (won't show what the treasure is)

PS: rest tiles don't require scouting, the icon will be shown as long as its in range of the player vision (thinking the vision should be 3 tiles)

Short Rest

  • Takes one turn.
  • -2 exhaustion for Ethel and Nema

Every turn

  • Enemies will move, if they see the protagonists they will start chasing them, and will continue to do so as long as they are in vision. (probably 2 tiles of range)
  • If the protagonists are in a tile with mist: their lust/temptation will increase.

Additional notes:

  • When battle takes place, the mist in that tile will reflect the mist in battle.
  • Time in-battle will be reflected in the world too: 15 seconds = 1 turn.

So if you start battle with no mist, it will take at most 60 seconds for soft mist to appear, then another 60 for it to become hard mist.

I'm also pondering if enemies on the map (outside battle) should also be able to move every 15 seconds. This could maybe even work as a reinforcement mechanic, if you take too long, other enemies might catch up to you and join battle.

Here are some samples from the current map generator algorithm:

The behavior is very customizable, my goal is to have different regions of the game be made on different patterns. Regions like the grove would have very open areas (as shown on screenshots 3 & 4, while the cavern will be a lot more claustrophobic (like screenshot 2)

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Spire of Slime, Yonder

Concept art for the upcoming enemies

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Post written by Houtamelo.

Update: Changes to our workflow

These changes will likely remain in effect until chapter 1 is finished.


There will be little focus on donations

When we started the project 2 years ago, our goal was to achieve most of our funding through the help of supporters in platforms like SubscribeStar. However, due to our own mistakes, the demo version did not manage to achieve sufficient funding for our main needs: team members' salary and commissioning assets.

In that period, the great majority of our funding was coming from my own pockets, but they ran out 2 months ago. This meant that I had to resort to freelancing and could no longer dedicate my full time to Spire.

As grin as that may sound, I did manage to get two good long-term clients, allowing me to earn ~1000 USD / month, while still keeping 20% of my time available for Spire.

This means that I have been able to: - Pay my bills - Commission voice acting(more on that later), audio, and art(from our secondary artist: Moisesf). - Pay Akanimyr (main artist) 300 USD/month, which is much higher than what he was previously getting (~75 USD), allowing him to make art at a higher pace.


The delay between progress/financial reports will increase to up to 60 days.

Since programming is slower, I have less to show each month, and I don't want to spoil all our new scenes, CGs, sprites, etc. Also, it takes quite a bit of time to gather all the information needed to make these reports, a higher delay means I have more time to work on other things, and I won't have to worry as much about these posts.


Results

  • Assets (scenes, CGs, sprites, sfxs, music, voice) are being produced at a much higher pace.
  • I no longer have to spend sanity points on marketing.
  • Programming is ~80% slower, because I only have a fifth of my previous time available. This does not worry me, as the project's bottleneck was always assets, I won't fall behind the other "departments". Also, most of the programming was already done, and porting the project to Godot takes a lot less time than making it from scratch.
  • The next build release will take up to 6 months, since I'm still about 25% in the porting process.

We now have voice actresses representing our protagonists

They already made plenty of voice work, we started with combat: pleasure/pain moans for the sexy and painful parts.


Godot was the chosen engine

Although I'm not fond of some design choices made by Godot, there isn't currently a better option, as Fyrox lacked some very important features for us (such as UI editing, bone-based animation rigging). It's not all bad though, I have to say that making games in Godot is quite faster than in Unity.


The project is now open source, with a AGPL-3.0 license

Available at GitHub. That is also our main repository, you may freely audit all my commits and check out the project's progress.

Please keep in mind that no license is provided for the assets (images, audio, etc). If you'd like to use those in your projects you will have to acquire a license from each asset's author (send me a message if you're having trouble finding them).


The Plan

When chapter 1 is finished, we will have a much more fleshed out game, with a lot of content. When that happens, I believe the game will be good enough to justify a serious marketing push, which we will use to acquire the funding we need. If that fails, I'll just keep funding it through freelancing, though I'd prefer putting all my efforts in Spire.

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Creator Stats

20 subscribers
72 posts

Goals

$105 of $200
per month
Every 4 months we will host a poll to let you choose an enemy to be added to the game. (1 poll was hosted so far) Each enemy will have at least 2 normal skills, 1 lewd/tempt skill, 1 idle animation, and 2 sex animations (one for each protagonist). Assuming we take 36 months to finish the game, this will result in 9 enemies decided by the community.
$105 of $350
per month
Every 3 months we will host a poll to let you choose a sex event to be added to the game. The first poll will be hosted immediately after reaching this goal. These will be short with 500-750 words and 5-7 CGs. You'll find these kinds of events on the Local Map (hexagon dungeon). Assuming we take 36 months to finish the game, this will result in 12 events decided by the community.
$105 of $500
per month
We will hire a voice actress to record and design unique sounds for sex animations and lewd skills inside combat.
$105 of $750
per month
Each sex animation loop in combat will have at least 3 small variations. We will also make a dedicated animation for orgasms. (lots of fluids!)
$105 of $1,000
per month
One time only: To celebrate this milestone, we will host a poll to let you vote for a unique boss that will be added as an easter egg, there will also be sex scenes on that encounter. This boss will be available somewhere in Chapter 1. The voice actress will now also record/design sounds for sex scenes. The enemy polls will now be hosted every 3 months instead of 4.
$105 of $1,300
per month
Each enemy in combat will have at least 2 different lewd/tempt skills instead of just 1, this also means we will retroactively add those to enemies already made.
$105 of $1,600
per month
The event polls will now be hosted every 2 months instead of 3. We will add more variations to the protagonists' portraits to better reflect their corruption/lewdness levels.
$105 of $2,000
per month
One time only: To celebrate this milestone, we will host a poll to let you vote for another unique boss that will be added as an easter egg, there will also be sex scenes on that encounter. This boss will be available somewhere in Chapter 2. We will add animations to the characters' portraits in scenes and combat.
$105 of $2,500
per month
Corruption games are all about variations and branches based on the characters' corruption/lewdness: with this income, we will able to add even more of those to existing scenes, and expect to see at least 30% more; after this milestone, the percentage will increase with our income. We will also visually represent weapon variations, every sword/staff will have their own unique sprites.
$105 of $3,000
per month
We will add more variations to the protagonists' idle animations in combat, which will be used to reflect their corruption/lewdness levels. The enemy polls will now be hosted every 2 months instead of 3.
$105 of $3,500
per month
We will hire a dedicated VFX designer to remake most of the combat effects with higher-quality versions.
$105 of $4,000
per month
With this income, we will able to employ our secondary artist "Moisesf" full time, which will greatly increase the pace and amount of art content we can include in the game. We will add a clothing mechanic, enemies will be able to damage the protagonists' clothing, with variations on their skills, idle animations, etc. After the clothing system is complete, we will also add animations to enemies' lewd/tempt skills, no more static images!
$105 of $5,000
per month
One time only: To celebrate this milestone, we will host a poll to let you vote for another unique boss that will be added as an easter egg, there will also be sex scenes on that encounter. This boss will be available somewhere in chapter 3. We will add animations to sex scenes outside combat, some of which will be frame-by-frame.
$105 of $6,000
per month
The Endless Climb: A storyless game mode where you'll try to endure corruption as much as you can in procedurally generated dungeons, enemies' strength will scale as you proceed, random bosses, random events, and a lot of [REDACTED].
$105 of $8,000
per month
We will commission many voice actresses to make samples of voices for Ethel and Nema, then we will host a poll where you'll able to decide which actress will voice each character. The chosen actresses will be commissioned to voice the entire game, all dialogues, and all scenes, with no exceptions.
$105 of $12,000
per month
We will add one more protagonist to the Endless Climb mode, Ethel and Nema's perks/skills will be rebalanced to fit the new character, and of course, the new character will also be lewded! This requires making many new assets and is the reason there is a 4000 gap between goals.

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