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Spire of Slime, Yonder profile
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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Displaying posts with tag Corruption.Reset Filter
Spire of Slime, Yonder

Concept art for the upcoming enemies

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Spire of Slime, Yonder
Public post

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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Spire of Slime, Yonder
Public post


Progress Report – 8/23/2023


Akanimyr – Artist

Finished making the sprites of the community-chosen NPC “Beezador”, being 8 in total + 12 variations. (Blurred to avoid spoilers)
 
 Made 3 CGs featured on the main storyline, and 1 variation for each. (Blurred to avoid spoilers)



Reworked the combat UI, necessary to fit some design changes and improve readability.


Made 3 CGs for a sex scene we are working on. (Blurred to avoid spoilers)


Akanimyr will now focus on making more CGs for this scene.

Kattlarv – Writer, World Builder, Design

Wrote many small rest events/dialogues, they may trigger during exploration. She’s now working on the sex scene mentioned above.
Kattlarv also frequently helps with proofreading, game design, and various similar tasks. Quantifying her work in a simple post is hard, doing so without giving spoilers is impossible, so you’ll have to wait and see it by yourself in-game!

Nikke – Animator

Animated 4 sex loops. (GIFs are available in the WiPs section)

Houtamelo – Programmer, Project Leader, Designer

Aside from managing the project, I finished coding the new timeline system which will make combat more fluid, while also making it easier to calculate the timing between your actions and the enemies’. This new system will also drastically improve performance as combat calculations will only have to be done once between actions instead of every 0.05s (this was a major source of lag).

I’m almost done adding all the newly produced assets to the game (such as new animations, CGs, and the combat UI). Afterwards I’ll begin testing everything which is the last step before releasing the update to testers.

What still needs to be done for the v3 release?

Please keep in mind the list below is an estimate, I likely forgot to include some things and more will be added. Though this list does include the biggest tasks.
  • 2 Idle animation loops: one for Jelly Crown and one for Beezador
  • Sound effects for 10 new skills (enemies), 2 on-hit (enemies), several for the new 3 local map events, and 4 for UI/Combat cues.
  • 6 grapple sex animations: We would like to include animations for the grappling sex loops in combat. That will be 6 enemies, each with a variation for Ethel/Nema. (6/12 done)
  • Voice acting + Sfxs: We would like to add moans/sex noises for the 12 grapple sex animations we will have.
  • VFX for the 12 grapple sex animations and a cumming/orgasm variation for each. (e.g.: fluids spreading everywhere, cinematic camera movement)
  • Test and bugfix everything.
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Spire of Slime, Yonder
Public post

Progress Report


Here’s what we acomplished since last report:
  • The VFX for the 3 missing enemies mentioned in the previous post, the only VFX left are Nema’s spells which Moisesf (secondary artist) is already working on.
  • ZheroMusic finished the soundwork needed for the dialogue scenes, audio-wise all that’s left is some SFX used in combat.
  • Now that the core of the game is coded, I’m on the QA phase which is testing and polishing all of those core mechanics, in practice what this means is playing the game while clicking everywhere to make sure all the menus are working properly, checking if the audio cues played feel “right”. I have also been playing through the main plot to test if the dialogue scenes are working properly, that the sounds play at the correct timing, etc. So far I’m pretty much done with: Main Menu, Pause Menu, World Map, dialogue UI and about 1/3 of the dialogue scenes.

What’s left for the alpha release

  • SFXs for the skills the characters use in combat.
  • Doing QA (what I mean by testing/polishing) on the local map, combat, character screen and the dialogue scenes.

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Spire of Slime, Yonder
Public post

Progress Report

Unlike other posts this will be a more specific in-depth explanation of what we have been doing and what's left.

Since the last post we made a ton of progress! I improved the camera animation inside combat - now it's much more epic/dramatic and pleasing to the eye, this was something that was definitely in need of more work because it was dull. Me and Azyunote have also been working on combat VFXs in general - we managed to make (and animate) VFX for all of Ethel's skills the next step to work on Nema's. I have been showing these VFXs in action to supporters with WiP access on discord. Azyunote has also been providing valuable QA information, pointing things that could easily be improved that I overlooked while also helping me improve those.

This week I'll be revisiting the already finished mechanics such as the world and local map, I'll be testing them to make sure they are working properly and bug-free while also replacing the placeholder artwork that was being used.

Moisesf (the secondary artist) revamped Ethel's skill icons (samples bellow) and is now working on VFXs for the enemy's skills.

ZheroMusic (sound engineer/musician) has been working on ambience and SFXs for the dialogue scenes, he is almost done with those and after that the only things left audio-wise would be the skills in combat.

Akaonimir (main artist) finished all the artowork we will need for the demo, now he's working on CGs that will be used in random events you may encounter while exploring, those events will not be present on the alpha release but might make it to the beta one.

What's left for the alpha release

  • VFXs for Nema's and 3 enemies's skills.
  • Making SFXs for Ethel, Nema and 4 enemies's skills.
  • Finishing the soundwork for dialogue scenes, we are about 80% done.
  • Test and ensure all features are working properly and without any bugs.

Regarding release dates

Our failure to meet the dates provided in the past have made it clear that I underestimated the amount of work that was left for the release, however this does not mean progress has slowed down! Development is still going at a reasonable pace and we are still doing our best to get the demo done as soon as we can. To avoid putting pressure on me and my team I will no longer be providing release dates, I can only assure you that it will be soon™. Regardless I'll continue making the progress reports so you can see for yourself how close we are.


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Spire of Slime, Yonder
Public post

Weekly Progress Report

This week we got the dialogue UI done and set up with all coding in place. I also continued porting the scenes to Yarn (Yarn is responsible for controlling the flow of the scenes - which ones are shown the player and so on).

We're almost done with the tooltips and after that we will have almost what we need in order to make the game intuitive for new players.

Akaonimir has been doing a great job with the CGs and portraits - However I can't show most of them here due to spoilers.

That's it for this week - we'll be back with more news on the next.
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Goals

$55 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.
$55 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.
$55 of $500
per month
We will hire a voice actress to record and design unique sounds for sex animations and lewd skills inside combat.
$55 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!)
$55 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.
$55 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.
$55 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.
$55 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.
$55 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.
$55 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.
$55 of $3,500
per month
We will hire a dedicated VFX designer to remake most of the combat effects with higher-quality versions.
$55 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!
$55 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.
$55 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].
$55 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.
$55 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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