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Kind-hearted Rogue
You truly have a blessed heart for even wanting to click on it
By working in the shadows and dealing only with the best goods you receive:
🍑All the perks from previous tiers!
✨🥰Your name in credits can have a custom frame and effects (DM me for specifics)
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📜✔️Your NPC can't win the popular vote? Well, then design a background NPC with me ^ (Requirements: 12 months of support at this tier and any of your NPC poll entries not winning any vote)
I come back to you with YET another update (which is a second one this month ^^. In it a winner of one of our previous votes, the Mighty Minotaur, makes his glorious entrance. I'm also happy to say that another batch of important issues, like android performance, have finally been properly addressed. Without further ado, the changelog:
A new quest ("A Damsel in Distress", available at the Korporal's office)
New boss (The Minotaur), with a h animation (to restart, go there after a quest)
A new type of boss encounter implementation (boss phase system)
First implementation of Unity Timelines solution, allowing for soem nifty cutscenes (you will see what I mean ^^)
New artset with 2 variations (One of the guards is more corrupt than he should be)
New preg type
🍃🐛Bugfixes and QOL changes, including:
Cut the RAM usage of the game by half by implementing addressables, so now the art is properly loaded and unloaded when it is needed
Reworked the loading screens (they should no longer bug out and stop working after certain actions are taken)
Implementation of a boss phase system
Fixed issues concerning exiting the controls rebinding window as well as other UI problems
⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐ If you like what I do, please consider supporting and enjoy this newest version + perks. I will be thoroughly thankful, and you will help me create more content that way. ⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐
I come back to you with a new update. In it, an animation for the Bulker (finally) alongside a new repeatable quest, many QOL features and some major reworks of the core systems were implemented. This is a huge "cleaning" update as now the game should look and feel much mroe polished and well thought. Without further ado, the details: 🗾Project Roadmap
Bridges are no more, platforms are the way to go (new environment traversal methods)
Quest system rework - Now all the deliveries happen in dialogue, support for multiple-item fetch and deliver quests added, new visuals aaaand should be more reliable :)
Compass Auxiliary system implementation - When you are lost and don't know where to go during a quest, you can now use the compass (beware for its usage has a price)
🍃🐛Bugfixes and QOL changes, including:
Created a game setting system, making the key rebinds and sound levels global and not save specific
Fixed the rebinding system, allowing you to rebind your keys on a gamepad and keyboard/mouse configs
Quests are now grouped under a "quest group" choice in dialogues, allowing for better navigation (in the future the button will be inactive if there are no new quests/ quest steps to do)
Abandonment of the old story variable system and fully implementing the new one, allowing for better management of what happens in the game (world states)
Made the Quest system backend leaner, which should positively affect Android performance
Fixed player deaths from falls, disrupting the camera
Projectiles and falling hazards (like rocks) should behave more naturally now
UI bugs unique to controllers, which caused the inability to navigate the UI should now be fixed
Added a teleporter to the Mutated Spawnie repeatable quest location
Many, many other, smaller fixes.
⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐ If you like what I do, please consider supporting and enjoy this newest version + perks. I will be thoroughly thankful, and you will help me create more content that way. ⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐
The newest, major update is now ready for grabs. I know that you waited for a very long time, but I promise I wasn’t slacking (as you’re about to see).I’ve poured tons of work into new animations, environments, and plenty of other goodies for your enjoyment. ^^
This update was one of the most content-intensive ones, and since it was straight after another major update, it took quite a toll on me... but I promise to rest well before the next one!
New environment (Dienerkammer district of Döbeldorf, a hideout and streets)
2 new enemies ( along with their respective h animations)
New NPC h animation
New preg types
Slime defeat scene
4 new quests
A bunch of new NPC's (guards, a rogue and a certain wolf lady ^^)
First implementation of background NPC system (it's a city after all, let's make it lively!)
🍃🐛Bugfixes and QOL changes, including:
Rework of the interaction system → picking up multiple items close together is no longer a hassle; interactables during animations should now appear correctly.
Experimental new Dialogue-based item delivery system → first used in the rogue’s quest. Please let me know if you run into any issues, as it passed internal testing and may become the new standard.
Rework of the quest-dependent building and blocker states → now far more efficient, giving a noticeable performance boost on Android.
Fixed some animations in the gallery being too small
⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐ If you like what I do, please consider supporting and enjoy this newest version + perks. I will be thoroughly thankful, and you will help me create more content that way. ⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐
Today I bring you the next update, getting us closer and closer to the 0.3.0 major release. In it, a bag of lewd'ish goodies, lots of bugfixes and a fair bit of polishing.
H attack support for bosses (Spawnie Boss atm only)
New Spawnie Boss defeat artset + h animation
More unique preg statuses with visual representation
Structure tileset remade + added variants for transitions between building tiles and "normal" tiles for a biome
H attack system rework, when Wegild is vulnerable (low hp, appropriate status) enemies make a guaranteed h attack attempt instead of the old system where the animation was being initiated straight away
Bugfixes, among which
"Double Wegild Bug" caused by the previous h attack system implementation should be solved now
Bug resetting the inventory and quest upon saving the game while stunned/restrained
H animations persisting after the attempt was finished should be way less common now
Bosses and enemies having their death state initiated several times (laggy death bug) should be solved
Public Update 0.2.7:
As per the rules, the public version containing the last update is released as well to the broad public:
📝Changelog:
New Portraits for Wegild + portrait frame emotive animations
Remade spawnie H Animation
New Quick Time Event system, replacing the plain old boring "Mash E" system
UI QOL Improvements, such as
Zoom during scenes with art
ability to switch the UI side by clicking on it
Bigger buttons/icons
Android Build (duh) 🤖
Lots (and I mean lots) of bugfixes, dealing with popular issues concerning clipping, softlocks UI overresponsiveness etc
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Creator Stats
236 subscribers
88 posts
Goals
$150.0
THE GOAL REACHED!
With this goal complete, I should be able to commission another artist and speed up the artwork production by a lot.
$376 of $1,700
per month
Should this goal ever be reached, I will now realistically look at ditching my current job and make Gamedev/Pixelart my only way of life and support.
This also means a ton more content, "16 times the detail", greatly increased development speed on my current projects and my utter dedication to my fanbase.
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