Genevieve was once a proud and righteous paladin, protecting the weak and the fair, she was pious, she was just, until one day a dark figure approached the abbey. He was tall. He was uncomfortably attractive. He carried an aura of lustful despair. This wizard placed a curse upon the fair paladin when she rightly rejected his lustful and downright creepy advances, now every suit of armor she or any of her companions don will transform into impractical, scandalously minimal bikini armor. The only way to break the curse is to climb the evil wizard Fondelmere's depraved dungeon of debauchery and ascend his castle to defeat him at it's peak. Though the castle is as depraved as its master and Genevieve is not handling her sexual awakening with the restraint a paladin normally would.
V 0.362
Movement
Tuned the Bhop behaviour unintentionally put into the last build to be far more reasonable but still give you guys a fun experience using it
Changed existing casts jump to better function in the reworked physics engine
Removed the double jump bug.
Qwests
Fixed a bug where completed quests from Maxim could not be repeated
Fixed a bug where the Tentacle and Zombie quests were not tracking defeated enemies correctly
Doubled the affection reward for the Satyr radiant quest as I felt it should offer more of a reward considering the enemies are of a higher tier
Performance
Changed the enemy sleep/wake AOE to hopefully lead to more hallway encounters.
Fixed a shader compilation issue on MacOS which should hopefully make first runs more pleasant.
Corrected the map shader using the windowed mode aspect ratio and resolution that resulted in the map being really stretched to the fullscreen so you should now be able to read it regardless of your window size.
v0.361
Sensitivity slider tweaks
v0.36
Town
Town scene added as a hub between dungeon runs
Maxim (bounty keeper) added with full dialogue, per-character variants, and affection tracking
Maxim's intimate scene added for each character, with sound effects
Cinnamon (tincture merchant) added with full branching dialogue, per-character variants, affection tracking, and intimate content for both characters at high affection
Both NPCs remember whether you've met them before and respond accordingly
Economy
Silver now banks automatically when returning to town
HUD silver display shows banked total in town and run total in dungeon
Tinctures available for purchase from Cinnamon - one per run
Buffs
Tincture of Vitality - grants one extra life for the run
Tincture of Swiftness - +25% movement speed
Tincture of Strength - +50% attack damage
Buffs clear at end of run on exit or defeat
Quests
Maxim offers bounty contracts from a pool - one per town visit
Completing bounties rewards silver and affection
Offer is deterministic, reloading won't reroll it
Balance
Genevieve's willpower reduced from 130 to 110 (still survives 2 satyr hits at full)
Genevieve gains an additional stamina point to compensate, allowing more scene content per run
Save System
Narrative state now persists across sessions (flags, relationships, quests, silver, character selection)
Save file is plain text JSON - edit freely if you want to
Fullscreen preference now saves and loads correctly
Music
Town has its own music track with fade transitions between town and dungeon
Bug Fixes
Fixed enemy hitboxes passing through the player
Fixed heightmap data spawning on top of tables, causing weird pathfinding
Fixed sensitivity slider behaving unreliably
General performance tweaks
Known Issues
Volume mixing in Cinnamon and Thorne's scene needs adjustment
Some enemy pathfinding can glitch around chests
v0.31B
Procedurally generated dungeons
Dungeon layout generated fresh every run from a seed
No two runs are identical
New NPC - Beckett the Cartographer
Spawns at the centre of the dungeon each run
Gives you a map of the current layout on first interaction per run
Enemy overhaul
All enemies have acceleration - they build to speed rather than instantly rushing
Enemies sleep when you're far away, significantly improving performance
Detection areas changed from spheres to cubes, better suited to multi-floor layouts
5-second cooldown on detection sounds
Zombie behaviour reworked to feel like a stun rather than knockback
Zombies wander further from spawn for more hallway encounters
Satyr Huntress attack windup increased, knockback resistance reduced, tuned for group encounters
Tentacles now need to latch on to deal damage, can be confused by knockback, damage reduced from 30 to 20
Combat and player
Blocking animation speed increased 50%
Shield softlock fixed - no longer possible to get stuck in the block animation
Breast expansion trap movement debuff reduced from 50% to 20%
Added two relief scenes, one per character, accessed by holding K while you have a debuff
END added as alternate key for relief scenes
Visuals and environment
Dungeon lighting completely overhauled to be darker and more atmospheric
External environment added, Aurora lighting bleeds in where appropriate
Player torches added for both characters
Snow near exterior walls as environmental signposting
Fire VFX overhauled - more performant, behaves correctly
Corridor ceiling height increased
Tile seams resolved
Loot
Silver drops from enemies and certain chests
Potion spawning made rarer overall
Potion hitbox increased 5%
Chests physically eject potions toward the player
Chest spawn weighting adjusted - dangerous rooms more likely to have chests
Map and UI
Lever locations have always-visible map markers
Player marker updated with radial strobe
Lever activation and exit unlock show as HUD indicators
Combat log display timing improved
Controls UI updated in-game
Map removed correctly on run restart
Fullscreen preference now saves correctly
Linux support
Linux builds now available - report any platform issues to the discord
Bug fixes
Fixed softlock from taking damage while map was open
Fixed gaps in library room walls
Fixed shader compilation hitch on first run
Removed the secret Hank Hill bossfight. His AOE attack "Propane Nightmare" did not behave well in a multi floor dungeon and he was frankly too powerful
v0.25
Shield blocking angle increased 200%, blocks earlier in animation
Sword/shield attack speed +15%, halberd poke +5%
Fixed Genevieve's shield poopwalk animation bug
Satyr Huntress damage timing adjusted, 3D light added to attack
Enemies stop moving after death
Added patron wall, controls menu, Patreon/Discord links
OpenGL fallback batch file for compatibility
Removed herobrine
v0.20
Major Features
Right-click weapon attacks
- Shield blocking and halberd chops
Satyr Huntress enemy
- Ambush enemy with 2 scenes per character
Breast Expansion Traps
- Slow you down, disable offhand, boob your screen
Scene SFX
- Opened your third eye (the stimuleye) with audio smut
Knockback system
- Enemies get pushed back when hit
No more immunity frames
- Enemy groups are actually threatening now
Improvements
Main menu and options (includes Vsync toggle)
Weapon and combat SFX pass
Visual upgrades for that retro aesthetic
Interact prompts (E to interact, B to blow - that ones a joke and you cannot b to blow yet)
Fixed weapon clipping through walls (no more greeting Cthulhu with your weapons slipping into the ether)
Redrew Genevieve's zombie scene to current quality standards
v0.132
Initial Release
Trollstash2026-06-17★★★★★
To me, the art style and the characters look just as juicy as needed. Funny enough, just yesterday, and a few days prior, I was trying to find this game again with no avail and now it popped up out of nowhere which for me is also worth an extra half a star
DMSTS2026-04-19★★★★★
[v.0.25] Very raw concept demo. -Renders Good pixel art 2d environment and enemies. -Sound Basic sounds. -Playability Walked here and there for 20-30 minutes and got bored. There is a whole book on how to play and some papers with ton of text, but gameplay is very slow and clunky. -Performance Works okay. -Bugs Not sure if I seen any. -Animations Still images and 2-3 frame walk animations. -Voice Acting No voices. -Grammar Didn't see any mistakes. -Amount of content Saw 3 enemies, some traps... Didn't really get where to go and what to do. Gameplay felt dull. If you step in the trap you get very slow and boobs image tries to cover your whole screen... I think this game should be reworked into a more fast-paced version.. And less dark (didn't see anything).
Luvmuffin1822026-04-19★★★★★
It's fun and pretty responsive. Each girl has different play styles which is cool and they also have different scenes. There are a few bugs here and there but the concept is good. I like the art style and of course big tits and even bigger cocks is always fun. Can't wait to see what they add.
Tempering2026-04-17★★★★★
A very early build of a game, but it has a lot of promise. The game wants to be a first person dungeon crawler, the art is lovely and one of the main playable characters (there are 2) is a muscle girl... Thorne best waifu.
extrabenjerry2026-04-11★★★★★
Gameplay: 3./10 CG/H-Content Art Quality: 5/10 CG/H-Content Itself: 2/10 The Good: Fun doom clone with potential to be really good, game kinda feels like a horror game with how dark everything is, two different heroines to choose from with unique art for each defeat. CG is static one image defeat and capture scenes. The Bad: There are two enemy types and 4 CGs in total. It's nothing horrible it's just too early to really talk about quality Overall Take: Would wait to download when more content is available currently there's literally nothing to do other than lose to two enemies on two girls and then delete. Final Score: 2/5
BVFL2026-03-04★★★★★
Review for v0.132 So far the game certainly has potential. A charming art style of what is there even if one of the scenes does feel off from the rest of them. But to me the biggest issue the game has is the lack of telling you anything about it. You got to figure out on the fly from just pressing buttons on your keyboard what does anything, what doesn't, and what closes out of the game without any kind of asking if you want to or not. This also to a lesser extent applies to interacting with the level itself be it pulling levers, picking up potions, or what your goal is. The second issue the game has is the lack of reason to engage with enemies outside of seeing H scenes and if you're stuck in a tiny corridor with them. There's no block or parry, the enemies will out damage you if you fight every one of them, and there's no reward for defeating them. They also don't walk as fast as you so there's nothing stopping you from just walking around them.
ScrollPast2026-03-04★★★★★
This is a retro dungeon crawler, in both a good and bad way. I appreciate how the maze-like level design requires some attention to navigate. It almost tempted me to boot up a drawing program to map out my path. The resource management system isn't particularly complex, but it's balanced well enough to feel engaging. The style is wonderfully retro, and I love the character designs. The combat is too simple currently. Even for a retro game, there needs to be more strategy for me to enjoy playing it. Both the player and the enemy would benefit a lot from having more than one type of attack. Walls of text end up being intimidating, the writing needs to be more efficient with words. Technically this game feels rough . The full screen doesn't really work on my resolution, the game being a small window surrounded by black. There seems to be no audio settings or in-game tutorial. Learning the controls from a txt file in the game folder is archaic in a bad way. But despite the game's faults, I'm excited by how refreshing and unique it feels in this space. So I hope this game continues to be developed, and I will be here to re-review it once it does. [Review of v0.132]
MidnightKing2026-03-02★★★★★
Review for v0.132 Personally this might rate a bit higher for me as I love dungeon crawlers and dig the sort of old school fantasy vibe the game is going with, but objectively I think 3 stars fits here. It's barebones with some promise. You select 1 of 2 characters and are dropped right into the dungeon. One has more health but less lives and hits slower but harder, the other is the opposite. There's a few enemies walking around that swing at you and once you hit 0 health grapple you for a lewd scene, plus a defeat scene when you run out of lives. I think the experience so far can be summed up as neat but falls short. The art is nice, but I found the lewd scene pictures leaving too much to the imagination in almost a frustrating way. I do like how a text scene accompanies the image and characterizes the two protagonists in a way that differentiates there personalities well. That being said I wish the text scenes were a bit more descriptive at points too. Combat is super simple even for a dungeon crawler, and I did get stuck on a lever because I stood too close when I pulled it. Didn't really bother trying to "complete" it, but I did find all the lewd stuff. It's a game to keep an eye on at the least. Could see it being a real banger in time.
ScrowtumusMaximus2026-02-28★★★★★
This is highly reminiscent of retro dungeon crawlers like Daggerfall. Not bad at all for a concept showcase. If it is possible (I am not a dev and know nothing about it) I would recommend animations for the scenes. Overall, I had fun.
El Presidente2026-02-28★★★★★
I wish to give more but it is not good. it's a first person dungeon crawler, you can chose between the blue haired bimbo and the six pact fitness mommy latina. The only enemies here are zombies and tentacles. The blue bimbos have more willpower, deal more damage but have only 2 stamina, that in this game are lives. The latina have more stamina but less attack and willpower. Enemies will attack and you can only move and attack. It's really that simple, but i find annoying to navigate the dungeon and enemies tend to attack in those few second after you deal the final blow. there are only 4 cg (when you lose a stamina and when game over) and that's it. Another thing i found annoying is the wall of text everywhere. worst in the sex scene after you lose one stamina where you need to wait for an entire wall of text to pop out word by word (at least you can continue). The pixel arts are good but not amazing. Overall is a mid experience, but it can be frustrating if you encounter some bugs like the crystals that block you forcing to restart.