Play it here!
Story
(in brief)
Your Mother is the Succubus Vizier in command of a city-state located in the Lust Dimension. Here, lust is the source of power, like electricity. You are a runt and in order to prevent shame to your family, you were hidden away. However all of your siblings are now deceased. As the -recently- only remaining heir, you need to prove your worth and are being trained in secret with the Intelligence Service.
The city-state sits at a dimensional nexus and a portal has recently opened that provides a perfect opportunity for you to prove yourself. The portal leads to a realm that has lost contact with the city-state for a few hundred years. The portal was opened by a breeder in a sexually locked down, religiously zealous society. As a breeder, this person learned of the pleasures of the flesh and managed to escape the religious masters. After significant searching, training and preparation, the breeder was able to perform the ritual that opened the portal.
You are being sent there to investigate why contact was lost and re-establish / build up the channeling of lust from this dimension back to yours.
(more on the Patreon page)
Game Play
The game-play has quite a few elements:
Combat is like Dark Souls. (one weapon style is implemented/ no spells yet)
Dialog with NPC's is like BioWare games. (system is implemented, some dialog trees are implemented)
Sex is very interactive. Various options are available when clicking on various parts of the body: grabbing and pulling, slapping, rubbing, etc. (implemented, very extensible)
Base Building/Resource Management grants a great change of pace and allows for an open-ended way to improve your circumstances. (not yet implemented)
Movement - Walk, run, crouch, sneak, jump, strafe, roll, climb (implemented)
Environments - Dynamic environments with interact-able objects. Traps, doors, gates, pendulums, draw-bridges, ladders, and more. (on-going implementation)
Goals/Missions/Quests - NPC's want things. They have needs. Fulfilling those needs and wants can be achieved in various ways. For example, the NPC:
- Requires an item? Sneak in and steal it, Parley your way in and trade for it, Kill someone who has it and take it, Have your skilled recruits make one.
- Wants someone dead? Fight in and kill them in open combat, Sneak in and stab them in the back, Talk your way in and poison them while blaming it on the cook, Inform the target on them and see what the target has to offer, Make it look like an accident.
- Needs to get to safety? Escort them openly, Hide them, Turn them in, Kill them, Recruit them, Negotiate their safety.
(not yet implemented)
Unique NPC's - Obviously generic NPC's are much easier to implement, but they're boring and you don't give a shit about any of them. I want each NPC to have the capacity to evoke an emotional reaction. I plan on achieving this in a few ways:
- Recruit-able: Any NPC can be recruited. In this way, any NPC may be useful to you and not just some background prop. (not yet implemented)
- Jobs/Skills: NPC's can earn levels in various jobs/skills. They can be assigned to tasks that are related to these jobs/skills. The tasks can be helpful to you and help in building/maintaining your base. As characters increase their skills, they may be able to unlock more specialized jobs/skills. Example jobs: Guard/Solider, Miner, Cartographer, Smith, Cook, Scout, Lumberjack, Raider, Architect, Builder, Farmer, Fisher, Hunter, Some kind of Leadership type role, and Sexual Adherents. (not yet implemented)
- Opinions: NPC's individually form opinions of you based on ~160 descriptors. These opinions will determine how the NPC interacts with you. Interacting with the NPC's may cause them follow you, fight you, or fuck you. (system basics are implemented on the Under Proxy character, will need a bit more work for all NPC's)
- Personalities: Using the same system as opinions, the NPC's will have personalities based on the same descriptors. This will also determine how the NPC interacts with you. (not yet implemented)
- Names/Visuals/Equipment: It's hard to care about something if it's indistinguishable from 100 other somethings. Unique names are fairly easy. Beyond that, I want to be able to recognize individual NPC's from a distance, simply based on sight. "Oh hey! Is that Alice over there? Big tits, skinny, long curly hair, likes to wear that red skirt. Is she with Adam? Big, muscular guy, short, blond hair, walks with a limp?" (Names/Equipment not yet implemented. Many character customization options are currently available as seen in the demo, very extensible)
- Sexual Preferences/Fetishes: This is an adult game after all. NPC's will have have different sexual preferences and fetishes. Things they like in a partner, things they like to watch, things they like to do and have done to them. "Adam likes to throat fuck chicks with big tits and big dicks while getting a rim-job from chubby girls with pierced nipples." (very basics are implemented.)
- Dialog: The general dialog for NPC's is going to be a significant undertaking. I'm probably going to want to hire a writer. I also need to give this a lot more thought but I've got some of it conceived already. In general I'm thinking I want one giant dialog tree/web. This web will be the framework for almost all possible dialog options. Everything from introductions, to instigating fights, to recruiting and initiating sex, to starting missions/quests. Actual missions/quests will probably be their own, much smaller webs. Options in the webs will be dependent on the NPC personalities and their opinions of you. The actual lines of dialog will be built based on references to an XML dictionary/thesaurus type file. So different characters will use different words to express very similar sentiments:
"Thanks. You've been very helpful."
"Thank you. Your help is much appreciated."
"You have my thanks. I don't know what I'd have done."
"Hmm. I guess you're not useless."
(not yet implemented)
Thanks for checking this out! If you've got any feedback I'd love to hear it, either here or on Patreon.