Demon Dome by Syvaron is a Unity game with 2D CG visuals. You play a succubus in a college setting during her final year, training with classmates to pass exams. Gameplay focuses on combat and deck building, with skills, cards, and fight outcomes shaped by upgrades and status interactions. It includes a female protagonist, furry characters, and monster girls.
Development continues with the current build v0.10.0, released February 12, 2026 for Windows and Linux in English, uncensored. The update changes combat so several status effects act as surface effects, with only one active; applying another can interact uniquely, such as burn turning into acid and causing an explosion whose damage type depends on the initiator. Many skills now deal basic damage while applying effects, and blunt damage was added: it always hits health but only half against armored parts. More skill upgrades, branching options, icons, and post-fight restoration that returns each part to at least 5 and adjusts global health based on missing health were also included.
Developer's description
You're a succubus in her final college-year. Train with your classmates to pass exams etc.
v0.10.0
Combat: Surface effects: some status effects are now surface effects. Only one can be active. When applying another, it interacts with the previous one in unique ways. (e.g Burn->Acid explodes, dealing fire or acid dmg depending on initiator, multiplying the values) Generally a good idea to focus on one interaction for initial deck building. Many skills now do basic dmg in addition to applying those effects instead of having different dmg types. Added blunt dmg which always does hp dmg, but only does half dmg to armored parts. Added more skill upgrades. Upgrades for obtainable skills are often a lot better than your base cards. Skill upgrades may branch into more options. Most skills have an icon now. After a fight, restore each part to min 5 and reset global hp based on missing hp. Card removal is no longer bugged. (access at night with 20/25/30 cards in deck. Gets cheaper with more cards) A princess also let's you remove cards below normal limit. Fortitude: Pain mechanic is removed. Fortitude as new value with low numbers. Certain things may decrease it, like breaking parts, frost, encumberance etc. If someone starts a turn at 0 fortitude, they give up. LRes now acts as a shield for fortitude. When LRes is 0, further climaxes lower fortitude directly. Characters/Species have unique values for LRes and Fortitude, changing ways to approach them. Broken parts may decrease fortitude by varying amounts.
Potions/Crafting: Each ingredient can also be used for potions if you leave the clothing slot empty. Potion results are based on the highest elemental values in ingredients. If there are multiple highest elements, you can create unique potions for each combo. The values of their effect will be equal to the highest value. (e.g. 5 fire = 5dmg fire potion. 3 fire, 3 nature = 3 duration aoe burn.) Average rarity of ingredients will determine uses. You can equip 2 potions in the morning and use one per turn with no cost. Befriend Alice for refills etc. Each course specialisation comes with some starting consumables. Alchemy overseer let's you use potions without consuming them. Characters: Added strength overseer. A few new creatures and basic enemies. New art/design for Daliah, Lisa (not consistent yet)
Each maincharacter can teach a unique signature skill at max friendship. Characters often have special night sidecharacters to introduce you to or when you play as them.
Creatures now have unique taming bonuses/tactics depending on species. Creatures can have rarities which change their loadout as familiars. Also affects possible blueprint drops. Familiar upgrades changed. Always 2 upgrades to primary and one to secondary skill available. (similar to player upgrades) Taming is changed. Each creature has special requirements to gain success chance. Tame card/consumable triggers that once. Can see chance when hovering over LRes.
UI: Changed image display to be varied. No longer all fullscreen 16:9 pictures in background. Instead they are mostly unobstructed as smaller part of UI. Added x-ray view, though only visible on a few images currently. Can now load saves from start menu. Many small changes to most things. Other: clothing generally has less hp. Seduction effects are stronger. Special temporary cards are often upgraded to be cheaper. enemy behaviour updated. new punch basic card for strength based characters. punch/strike distribution based on character. Added some more cheats.
Many bugfixes and small changes.
v0.9.2
Initial F95 Release
Player reviews
Player rating4.0 / 5 · 7 ratings
Written reviews7 · avg 3.9★
Positive (4–5★)71%
Latest review2026-02-21
What players say
Most reviewers rate it positively, praising art and deckbuilding, while criticizing unclear combat and high entry threshold.
5★2
4★3
3★1
2★1
1★0
Players like
Unique hand-drawn art and character designs
Card-based combat with deckbuilding complexity
Monster girl H-content and gallery
Distinct characters with personalities and scenes
Common complaints
Unclear and unpolished battle scenes
High entry threshold and weak tutorials
Long runs needing lots of time
Best for players who like monster girl H-content and thoughtful deckbuilding.
Summarised from 7 written player reviews.
Kuroi_Mato_O2026-02-21★★★★★
The art is godly. It's a personal preference of course but it really hit the spot for me. I tried this game and his previous game and well... I can say that the dev have no idea how to make…
Chickbitter2026-02-17★★★★★
The game seems to have potential, but the fights are awful, it's a real mess on the screen... We don't understand what we're doing, or why, or how to win, and when we do win we don't know why. Between…
Suminohana2025-06-21★★★★★
Many will ask themselves: "Can I enjoy this if I disliked Portals of Phereon?" The answer is yes. Despite looking quite similar (many reused assets and the MC is pretty much the same), this game has different gameplay and a…