Guardians of L.U.S.T. is a Unity adventure game by Wild Pear Games. You play a male agent working for the L.U.S.T. Corporation, taking on blackmail, corporate espionage, and aggressive negotiations. The story sends you on a secret mission from the CEO: uncover a mole, secure the forbidden Helios-7 technology, and break the Orion Cartel. The game combines animated 2D AI CG art with fantasy, sci-fi, and monster girl themes, using sandbox exploration, puzzles, and turn-based combat.
The current build is v0.9.3, released on October 22, 2026. Development is ongoing. It runs on Windows in English and is uncensored. This smaller update followed v0.9.2 and focused on balance and bug fixes. The bonus volley is now called APEX, with a matching label and sound. Equipment is grouped into playstyle builds for steady damage, marked targets, extra turns, and burn or explosion effects. Gear upgrades are distributed across expeditions, allowing mixed builds. Ammo options are simpler, unused action charges carry forward, and several combat effects, armor, and blades were rebalanced. Icons and tooltips were updated.
Developer's description
You are an Agent of the L.U.S.T. Corporation.
Your resume includes blackmail, corporate espionage, and "aggressive negotiations."
But this isn't a vacation.
You have a secret mission from the CEO herself: find the mole,
secure the forbidden "Helios-7" tech, and dismantle the Orion Cartel.
How you do it is up to you.
v0.9.3
A smaller update after v0.9.2. I'm still experimenting with balance and different builds, so this time I've grouped equipment by playstyle and fixed the bugs you reported.
Combat
The bonus volley now has a name - APEX. I've also made it stand out more: an APEX label appears above the cylinder in the color of your last match, along with its own sound.
Equipment is grouped into builds: Assault for regular hits, Hunter for Marked targets, Overdrive for extra turns after APEX, and Demolition for Burn and explosions.
Gear upgrades are spread across expeditions, and you can mix items from different builds in one playthrough.
Ammo types are simpler now.
Unused action charges carry over to the next turn.
Rebalanced Mark, Burn, armor, and Val-Ni Blades. Updated combat icons and tooltips.
Fixed target selection in Aimed stance, enemy Burn that dealt no damage, and Flor's attack animation. New gunshot sound.
Story and Fixes
Based on your feedback, the first talk with the Voice is shorter, and several Chapter 1 dialogues have been edited, from Kira's rescue to the flight to Rat-Rod.
The chamber color tutorial before the first fight on Cerberus is back.
Characters in dialogues now stand where they should.
Fixed an error after the Eden report and removed the old exit button
Thanks for the bug reports - keep them coming!
v0.9.2
I'm still searching for that sweet spot in combat - the right rhythm where lining up your cylinder, picking your stance, and pulling the trigger feels genuinely rewarding every turn. At the same time, I've been pouring a lot of love into the story, going back through the chapters to make the conversations, clues, and character moments land the way they should.
Following v0.9.1, this update reworks how combo chains play out after Joy, rebalances enemy health and support gear across the campaign, revises story and side-quest dialogues all the way through Vespa, and brings localization and quest fixes across all seven languages.
Combat
The new chain rules apply in regular battles after unlocking Joy and use your equipped loadout:
Six-shot bonus volley:
matching chamber and stance colors six times in a row launches six bonus shots. The round and stance of your sixth shot determine the entire bonus volley. (this is still work in progress)
Chains carry over between turns:
reloading fills empty chambers while preserving your remaining rounds and chamber colors.
Post-volley reset:
the chain resets after the bonus volley. There is no automatic reload.
Stronger repeat hits:
incendiary rounds deal more damage to burning targets, and reactive rounds deal more to stunned or weakened enemies. Unused penetration on armor-piercing rounds adds damage.
New enemy interference:
riflemen can lock a round, grenadiers and Gia can change a chamber's color, and commanders can extinguish burning.
Clearer tooltips and tutorial:
action tooltips have been shortened to describe their effect directly, and the basic combat tutorial has been updated for the new chain rules.
Balance
Retuned the health of regular enemies, bosses, and summoned creatures across campaign stages.
Strengthened defensive equipment, healing, armor, and support item damage.
Adjusted repeat-hit damage for incendiary, armor-piercing, and reactive ammunition.
Fixes
Fixed cylinder alignment after reloading: the chamber under the pointer and its color now match the current shot.
Story and Characters
Reworked the Prologue dialogues and the investigation at the Eden resort, clarifying how clues connect, how the team reacts, and the choice deciding Camellia's fate.
Updated your introduction to Assaria, her mission on frozen Hunterax, and the conversations around knife training.
Reworked the Marcus, Ignis, and Gia quest chain.
Updated Gia's personal quest: conversations about the Titan, getting the tool from Marcus, and testing the machine.
Edited investigation and side-quest dialogues up to and including Vespa.
Localization and Quest Fixes
Updated story translations in all supported languages. Restored missing paragraphs and the pre-battle bonus description in the pumping station events.
Fixed repeated triggers of Celeste's conversation after Crimson Sunset and Marceline's arrival scene on the base.
Fixed the archive terminal text in the Beaumont investigation: instead of notes on Flor, it now shows the result of checking the required code.
Removed the premature unlock of the next stage of Alice's personal research.
Restored the quest image for repairing Eos.
v0.9.1
Combat Before and After Joy
The first two fights now introduce shooting and your opening stance with ordinary ammunition.
The colored chamber and stance frames appear after Joy.
Their colors change each turn; matching them builds a chain that strengthens later hits. Three consecutive matches grant an extra shot charge once per turn.
Your cylinder determines a fixed cycle of three different stances and how many rotations you can make before firing. You choose where the sequence starts. Chamber swaps move the ammunition and colored frames together, while Sleight of Hand rerolls a round from your selected ammunition types without changing its frame color.
New animations show the cylinder turning, empty chambers being refilled, and chambers swapping places.
Joy adds comic effects to shots and rotations, with flashes on color matches. Redrawn combat lettering grows with your chain and varies by stance.
Equipment and Rewards
The new equipment screen keeps your full loadout visible while you compare replacements. Expedition preparation brings the mission, difficulty, and equipment together, with refreshed item art and ammunition symbols. Item names and descriptions have been revised across all seven languages, including their conditions, penalties, and available cylinder rotations.
Choose three different ammunition types. Your first cylinder holds two rounds of each, shuffled into a random order.
Reloading then fills only empty chambers from those three types, preserving unspent rounds. Upgraded ammunition replaces its earlier version in the same equipment slot. Equipment rewards are spread throughout the playable route.
There are equipment adjustments too: the Overdrive Cylinder gains Sleight of Hand, Siren's Tasting Kit adds a support use per battle, and Pain Conduit increases damage by 15% while retaining its health penalty.
Enemy Encounters
Enemy groups have revised lineups, health, attack sequences, and support roles. Kira's container expedition now features plant enemies, with its fights tuned for the early game. Among the other changes:
Vasquez
fights in front with armor and support from a commander and rifleman.
Camellia
summons random plants and strengthens them.
Gia
jams a chamber and repairs wounded allies.
Marceline and her vampires
recover health through damage, while
Vespa
strengthens her guards with stimulants.
Marcus
becomes more vulnerable after his heavy strike.
Yorick's
bites grow stronger until he pauses, and the
Rat boss
alternates shotgun volleys, quick attacks, and reloads.
Enemy intention descriptions have been updated in all supported languages. Early encounters and Siren's restaurant challenges are shorter, and Ignis has pauses between her stronger attacks.
Puzzles and Mini-Games
Darkness:
the encounter centers on clearing dark cells. Shooting into the dark deals no damage; trying your luck by running remains an alternative way to win.
Match-3:
special objectives have progress counters, and clearing abilities are disabled when no valid targets remain.
Assaria's knife challenge:
revised movement, a new aiming marker, and Space to throw on PC.
Pipe and flask puzzles:
selected pipe layouts have spare pieces. Fixed pipe puzzles completing on creation, plus completion and repeated-input issues in the flask puzzle.
Laila:
fixed the story transition after her encounter and the health deduction before entering combat on Hard.
Saving and Continuing
Continue now shows where you'll resume.
Loading an earlier save makes that playthrough the one you continue from. The game keeps your current session separately from the autosave history, saving on normal exit, when minimized on Android, and periodically at safe moments. Leaving during combat or a transition returns you to the latest safe point.
There are more checkpoints after conversations, arrivals, and expedition stages. Save entries show the location, quest or route progress, and time, with clearer autosave and quicksave labels. Loading is available even if you haven't made a manual save.
Reloading a saved dialogue line no longer repeats its game actions. If the latest save file is damaged, the game falls back to an available backup or an earlier usable save.
Interface Fixes
Dialogue text appears gradually on PC and Android, with pauses at punctuation and adjustable speed. Quest and dialogue icons above characters on the base have corrected sizes and positions. Health-bar color segments no longer overlap, chamber colors stay on their frames, and the opening journal objective has been corrected.
v0.0.3.2
UI & Visuals
Action Points (Impulse):
Enabled the widget to clarify available actions and fixed the Max value display.
Fixed Celeste's appearance in dialogues.
Fixed ability cooldowns display.
Fixed a visual bug where abilities appeared highlighted on launch.
General HUD fixes.
Balance & Gameplay
Flor Lethal:
Uses Scream attack less frequently.
Reduced HP for some basic enemies.
Fixed interaction state updates when the turn isn't over (due to remaining Impulse).
Tech
Optimized build size (implemented character bundles).
Localization updates.
v0.0.2
TWO monster series (Eden and Prison)
, both complete with fully animated NSFW scenes!
A
Gallery feature
! Unlocked comics and animated scenes are now available anytime from the Main Menu.
Four new enemy types
to test your combat skills against.
A whole new location to explore: the derelict high-security prison,
"Acheron"
.
The next chapter in your relationship with
Celeste Vayne
. Choose your words carefully.
Refined dialogue logic and a host of balance tweaks.
We've crushed tons of bugs, including many you reported. A huge thank you for that!
v0.0.1
Initial Release
Player reviews
Player rating3.0 / 5 · 1 ratings
Written reviews1 · avg 3.0★
Positive (4–5★)0%
Latest review2025-11-22
I_Eat_Jam2025-11-22★★★★★
Art looks pretty good but game is still very unstable. Plenty of bugs that need to be worked out to actually play the game. I'm interested to see more H scenes there is not much you can see at the…