Monster Souls
by Monster Souls
2D Game
2DCG
Adventure
Anal Sex
Animated
Fantasy
Furry
Gay
Male Domination
Male Protagonist
Monster
Oral Sex
Platformer
Tentacles
Turn Based Combat
Monster Souls is a NSFW RPG featuring gay interactions with monsters and other characters. The protagonist is a young man with the unique power to absorb a monster's essence into his body and gain their powers by transforming into monster-human hybrid forms. Spoiler: Trailer
Screenshots
v1.0.3
N/A
v0.3.31
Updated Animation Viewer to include boss monsters
Polish and fixes for Goblin Encampment
Adjusted the layout of the goblin encampment to push the player up to the tree village
Adjusted some encounters in the goblin encampment to hopefully engage the players more
Fixed issues where certain kills would no longer give exp
Increased exp rewards in the goblin encampment
Updated and tweaked a bunch of equipment properties
Fixed issue with Lyric unable to equip mage related armor
Buddy's BJ scene should set hero back to whatever form he was in before, this is still mostly a placeholder since anthro forms don't have good BJ animations
Added the missing reward for completing the goblin encampment mission
Polish and fixes for Storm Cliffs and Dragon Fortress
Expanded on Lyric's story in the grotto camp (WIP)
Updated environment art in a few places
Updated some room connections in the grottos in an attempt to make them more intuitive
Removed extra stairs room in the dragon dungeon that may have been confusing
Fixed some transitions in the dragon fortress to be locked/unlocked depending on their appropriate state and make things more clear
Fixed levers and gates in the dragon dungeon to be animated
Fixed issue with some treasure chests that were meant to contain multiple items but did not
Adjusted treasure chest loot and the locations and properties of some weapons
Adjusted the properties of many of Lyric's bows to be used in a variety of situations
Weapons can be swapped in battle, this is a bit experimental still (RB/LB on the item menu or PgUp/PgDn on keyboards)
Increased exp and gold rewards from lizardmen, particularly hoplites
Added a few new attacks to lizardmen
Added visual effect for drain attacks, HP drain, MP drain and Gene drain
Fixed issue with checkpoints not being set when loading the game which resulted in retreats setting the player back to the start of the dungeons
Fixed issue with battle results popup causing the player to fall through the floor when thrown in the dungeon cell (The popup was not meant to appear)
Changed the party position at the end of battle to be set to hero's current position
Added void recovery triggers to all areas
v0.3.26
The game now starts in the Aqueducts
Added a scene with the buddies in the Tavern post Aqueducts that will be expanded on later
Ash can now be declined on the first night - Will be expanded later
Added the Frog monster (WIP, animations are unfinished)
Added the Brute monster (WIP, animations are unfinished)
Added Sprout and Prickle minions and updated encounters in the forest and coast
Added unaffiliated Chimera Traits that can be collected from monsters and linked to Chimera Gene slots (WIP)
Minor adjustments to a lot of scenes and changed some dialogue
Adjusted more of Lyric's abilities, the coastal song finales are a bit closer to final
Worked on Ash and Lyric's abilities, added some stuff, adjusted some calculations and visual effects
Adjusted some bows
Updated some encounters in the Aqueducts
Weakened attributes on Beetle type monsters
Adjusted some attributes on the Slime King
Changed some transition connections in the Kobold grottos to hopefully be more intuitive, more on this later
Updated Darius' battle script with new commands
Weakened the Shadow Knights in the battle on the bridge
Updated order of animations in the Animation Viewer and made clean prefabs for the monsters without any character UI
Updated the interaction behavior to be more precise, Known issue with transitions being a bit harder to interact with, will be updating them
Updated the interactable icons to be displayed when hero's interaction sphere enters their trigger, not when hero himself enters it
Updated input on character menus
Updated options menu input and navigation to be a bit better
Fixed issue that made it so you couldn't pause in battle if it wasn't your turn
Fixed some effect hit positions on monsters
Fixed issue when a perk is not implemented for a specific monster
Fixed a couple of cases where an unimplemented surrender scene did not have a fallback
Fixed issue with player being able to pause or open menu during transitions
Fixed issues on game start that I don't think were in any of the builds but was a result of the previous fix
Fixed issues with events post tavern
Fixed issue with alpha wolf post surrender
Fixed new issue that allowed Slime King to grab Slimey again
Fixed issue with surrender command being available when grabbed by Slime King
Adjusted strength of Poison Spit on hero and monsters
Updated battle kill experience distribution
Added general warning about unimplemented surrender scenes
v0.3.19
Added battle results for post surrender
Updated Character Menus with new graphics, buttons and UI navigation
Updated input functionality to try to be more consistent or specific to controller type(ie keyboard vs gamepad) and prompts in many menus
Updated some encounters in the Aqueducts, Goblin Encampment and The Storm Cliffs
Updated some dialogue related to Lyric
Added new items and tweaked some properties of items
Updated many weapons with different properties, some weapons will now have different elemental effect or inflict status effects on hit
Many changes to monster attributes, battle commands and traits
Monsters may now be pre-equipped with weapons and armor, this mechanic will be expanded in the future
Improved animation states in battle, characters may now show defending animations for example
Fixed incorrect transition at the Storm Shrine
Added new Status effects and added effects for battle commands, traits and weapons
Added new battle commands and traits for some character classes
Changed the number of save slots to 20
Fixed bug with one of the Dragon's unique abilities
Updated the damage properties on the Quake spell
Finalized the Goldenscale ability to correctly consume gold to block damage, as well as the ability to bankrupt the player, fun!
Added Blink status which allows a combatant to completely avoid a melee or ranged attack
Added Ebb status which acts like a poison but damages MP
Changed the effect of Berserk to remove control of the character when used by hero but also improves base damage
Changed the effect of Howl/Attack Up to also improve base damage
The Petrification spell can now be unlocked by defeating the Gaoler of Petrification
Added active Status Effect icon displays for combatants
Updated icons for interactable objects for dialogue, transitions, and key story objects
Added a behaviour for minion class monsters to flee battle
Fixed bug when attacking with no sword equipped
Fixed bug that caused duplicate event calls if a monster died from status effects at the start of their turn
Enabled mip-mapping on character atlasses to improve performance and quality
Added screen shake, slow-mo and gamepad vibration to critical hits, can be disabled in the options menus
Fixed issue with screen shaking when a struck by a healing crit
Fixed issue where Slimeform's physical resistance did not account for physical sub-types used by weapons
Updated/Improved detection for switching between keyboard, mouse or gamepad
Adjusted HP of Sprites and Pixies and magic damage, swapped out the Aero spell for a different ability
Increased Hero's strength growth which affects base damage
Changed the Attack/Defense damage multiplier to be linear and have a wider range which might result in wildly different balance
Upcoming:
Worked on the new Brute monster, an unfinished one can be spotted in the goblin encampment
Updated the character encountered on the waterfall bridge in the Storm Cliffs, this character's battle script will be changed in the future build
v0.3.5
Fixed more issues with the dragon fortress and events surrounding being captured and facing the dragon in the Colosseum.
Added an interaction to the mysterious lightning barrier in the Secret Grotto.
Slightly improved clarity during item use context in the character menu. (UI is not final.)
When a status effect cannot be overwritten it will display a "Null" text instead of the usual text.
Fixed a bug with the load menu on the start screen that would not return to the start menu when closed.
Updated the input plugin. Some prompts will change glyphs to reflect the current input device, more to come on this.
v0.3.3.1
v0.2.11.1
N/A
v0.2.10.1
N/A
v0.2.9.4
Mostly balancing in the early game and overall battle polish. As long as there are no major game breaking bugs discovered then new updates will slow down again as I return to working on chapter three content.
Slightly reduced the global delay between turns.
Characters using a melee attack now signal the end of their turn after hitting the target instead of after returning to their battle position, allowing the next character to start their turn much quicker.
Animation charge times on several abilities have been reduced.
The "move into position" animations when a battle is triggered have been refined.
If a character is too far away when a battle is triggered, they will be teleported into position.
Hero and Ash have a snappier new "return to position" animation.
The battle positions of several encounters (particularly in the aqueducts) have been brought closer together to reduce melee attack travel time.
Enemies will now more frequently target hero for melee attacks over Ash and Lyric. Magic and Ranged abilities are unchanged.
The damage variance of melee attacks has been significantly reduced in most cases, making it easier to see progression.
Empty battle command groups are now properly hidden in the command menu.
Removed the Wait command under normal circumstances.
Added Ward to Ash and Lyric. This increases magic defense for a turn and restores a small amount of MP.
Removed the Backstab ability from Ash as two guaranteed criticals was almost always the best option rendering a lot of other abilities unusable.
Moved Ash's Phantom Missile to the magic group.
Increased the damage of Ash's Shadow Orb spell.
Changed the cost of Ash's Ethereal Strike and Spectral Sever from MP to HP.
Increased the scaling of Lyric's Cure spell.
Adjusted the levels of some enemies.
Increased the number of enemies in several encounters in the aqueducts and goblin encampment.
Removed the experience reduction from being over an enemy's level.
The enemy ability Poison Spit now inflicts a persistent poison status until cured or end of battle. The damage proc has been reduced. Hero's Poison Spit is unchanged.
Added some crates just before the Aqueducts that drop antidotes.
Changed the treasure chest above the Tavern to be an elixir instead of a potion.
Made wolves even weaker to fire.
The wolf's Howl ability can now be disabled by Silence status.
v0.2.9.3
Changelog:
Added a new tavern minigame that is unlocked after receiving the second mission. More characters and dialog choices will be added in the future.
Updated the design and visuals of the tavern.
Added an unlockable "back room" with a whole new animation scene with loop options.
Expanded the Warlock Master's manor with an additional study room for apprentices.
Added the new character Sebastien to the study room. His dialog and quest line remain unfinished but will be added in a future update.
Changed the Ancient Aqueducts to be accessed from the location where the back alley used to be located.
Changed the Goblin Encampment to be accessed from the east gate of the city.
Added the ability to summon the slime pet in battle by using the "slime whistle" item obtained after receiving your slime or after the first time interacting with it.
The slime will act according to it's evolution, with a wide variety of abilities.
Lyric's bard class has been updated to include the "Forest Song" as a proof of concept although this is still work in progress and will be streamlined and polished.
Animation Viewer data will now be unlocked after viewing certain scenes in the game. A set of animations will be unlocked by default but now more characters can be unlocked. This data is separate from the save files.
The player can now attack enemies to initiate combat, attacking an enemy from behind may grant an advantage in battle.
Item pickups now magnet towards the player and play an effect when collected.
Improved hero's radial monsterform transformation menu.
Experience earned after a battle is now evenly distributed among every monsterform that was used during that battle.
Various new items and abilities.
It is now possible to quit to the main menu from the game.
Bugfixes:
Previously looted treasure chests will no longer play their open sound effect on entering a zone.
The inventory list in the main character menu now scrolls with gamepad input and is also easier to scroll with the mouse wheel. These changes will be added to all lists as I get around to them.
The Inventory list is now sorted in a coherent order.
The player inventory limit was initially set to 30 items and any items acquired after that would be deleted. The limit is removed. This does not effect stack sizes.
Fixed some bugs with hero's monster forms that may have lead to getting form-locked in unintentional ways.
Fixed hero's alternate forms not highlighting in battle during target selection.
Fixed a bug where selecting a choice during dialog could instantly skip the following dialog window.
Fixed a bug where Ash and Lyric would not get their virginity status updated.
Bugfixes 0.2.9.1:
Removed the ability of the Slime King to grab the slime pet because all kinds of whacky things would occur.
Fixed a bug where pet accessory collectables were not initialized on new game start.
Removed some room transition code that may have caused issues.
Fixed a bug where the slime surrender scene was not unlocking slimeform.
Fixed improper virgin status on new game start.
Bugfixes 0.2.9.2:
Fixed several instances where the player's checkpoint was not set correctly
Fixed an issue where an out of range checkpoint would break the load and save menu
When loading a save file with an out of range checkpoint, the checkpoint will be reset.
Fixed and improved the clarity of some of the Warlock Master's dialog.
Added a "wagon driver" that shows up at the city gate when it's time to embark to the goblin encampment, mostly a visual indicator at the moment.
Added an alternative option when the Mercenary Captain asks for favor.
Fixed a bug where hero's health could be reduced to 0 after surrendering.
Reduced the charging time on a couple of the Faerie Princes abilities.
Fixed (hopefully) Ash being invisible after loading the game during that special scene in the Faerie Realm.
Bugfixes 0.2.9.3
Fixed an issue where global variables were not reset when starting a new game.
Fixed an issue with the state check of the town street which disabled any progress from being made when starting a new game.
Changed monsterforms to be initialized at level 1 instead of 0 when hero is transformed.
Set Ash's
minimum
possible level to 5 when he is added to the party.
Fixed an issue where skipping the goblin merchants initial post-Faerie Prince dialog would lock up the game.
Fixed an issue when surrendering to the jellyfish monster, the scene is not implemented yet but will not soft lock the game anymore.
v0.2.9.1
v0.2.8
Bugfixes:
You can no longer skip the billboard scene and go straight to the Warlock's manor
Fixed soft lock from interacting with the patron monuments
Fixed fast travel option from billboard being accessible at the wrong times
Fixed the dungeon exit trigger after defeating the slime king
Fixed an issue where Hero could get permanently stuck in one of his monster forms after retrieving the beast soulgem. If he is already stuck in your save file you can send your save to be edited.
Misc changes:
Temporarily reduced Alpha wolf's surrender difficulty to zero until I get a chance to redesign the encounter to have a surrender screen.
Experimental feature: When hero is more than two levels above an enemy, the enemy party will receive a heavy debuff at the start of the battle.
v0.2.7
UI rework
Added a saving and loading screen with 4 save slots. Old save files will be renamed and placed in slot 0.
Started the UI overhaul, added a new character menu.
Class screen shows ability and trait info.
Equipment screen show difference in damage of defense of highlighted item.
Added a status screen for additional character stats.
Added an inventory screen, early version only shows item info for now.
Adjusted UI scaling that should mostly work better on wider screens.
Added a surrender screen after being KO'd during normal battles.
During battle, empty command groups should be hidden until that character gains commands for that group. (Almost, I missed hero's skill group at least).
Removed option to "quit dungeon" from dungeons.
Added support for multiple page dialogs. For now if the same character has multiple pages in a row, I've combined them. If it's a new character, the page close/open will play to signify the speaker changing. Let me know how that feels.
Battle balance
Added a check to hero's instant surrender command - Hero may refuse to surrender if he doesn't feel ready.
After the party is KO'd the player can choose to retreat or surrender. Retreating will cost some gold but the party will be returned to the last checkpoint and heal. Surrendering will... well you know.
Reworked the Lustful Slime encounter, it's still meant to be a losing battle but it's not inevitable.
Hero should be able to pick up slimeform from any encounter in the Aqueducts now.
Added a lever to control the gates if hero manages to get stuck without a slimeform.
Minor adjustments to slimes attributes and turn orders.
Enemies will give reduced experience if hero is more than 2 levels above their level.
Encounters will respawn after a few minutes.
Reworked Mantrap and Pixie encounters - Mantraps will now be accompanied by a weaker variant of Pixie with different behavior.
Added a new deadly variant of Mantrap, you'll know it when you see it. These ones aren't meant to be fair but you can probably figure it out.
Enemies now have limited MP pools, they will fail to cast spells if they are out of MP.
Added 2 new abilities for Ash that might be related to the above.
Added battle announcement commands for some enemies that signify upcoming actions. More will be added over time.
Map changes
Added new "Upper Street" zone to the town and moved the Warlock to his new manor there. The zone is not finalized but I didn't want the Warlock to continue living in a dark alley next to the Tavern.
Added a transition back to Town from the Mercenary Camp.
Misc fixes
Fixed bug where completing the Aqueduct a second time will advance the game to nighttime.
Fixed bug where arriving at the Mercenary camp at nighttime blocked you from entering the captains tent. (Double fixed! You should never arrive at nighttime again but just in case).
Beastform is now locked in when hero acquires it, just as with slimeform. Be aware that hero will be unable to leave the goblin encampment while locked in beastform.
Fixed some missing animation sound effects but there's probably more missing, I have to go through every animation to add them.
The trigger for Ash's second romance scene should be checking the correct variable now.
Ash's first romance scene will no longer be repeated in hero's bed.
Added scent trails that lead to Ash and Lyric during the final scene of chapter 2.
v0.2.6
Final zone of Chapter 2, a place of mystery and magic
New bonding and romance scene for Ash
New bonding and romance scene for Lyric
Lyric now uses bows instead of swords
Lyric will receive a class upgrade in the future, for now partially implemented
v0.2.5.1
Fixed black screen from third goblin surrender
Fixed null reference from Lukka's first sleepover scene
Fixed transition from armor shop during hero's armor purchase scene
Fixed some animation glitches on hero
Adjusted battle results popup, adding an OK button and removing old stuff
Adjusted input settings for gamepad triggers that may be causing issues for users
Adjusted abilities and attributes of the mantrap monster
Adjusted damage on Ash's daggers to be less powerful when doing critical hits
Added more turn delay after using Ash's sneak attack skill
Adjusted nighttime brightness in town
v0.2.5
A new build is here! The main focus of this build is the new forest zones bringing along with it a new plant-based monster, the mantrap! This expands on the beginning part of chapter two before reaching the forest shrine. Hopefully making this part of the game more interesting and better paced from the time of leaving the mercenary camp to returning back to it for the night.
The storyline content still ends after defeating the Faerie Prince.
The storyline content for this chapter is about 70% finished and will be released when it's ready. I'll talk about it a bit more in another post.
As always let me know if you encounter any bugs while playing and feel free to give any feedback you may have!
Changelog:
New forest zones with many hidden treasures
New plant type monster, the mantrap!
Added surrender scene for mantrap
Added surrender scene for pixie
Added game over scene for orc
Added second chance to get Lukka sleepover scene in the mercenary camp
Added hints for where to go in the beginning of chapter two
New equipment items for hero and Ash
New rare equipment item drops from some monsters
Adjusted levels and stats for some monsters
Increased the level cap for the player party to 15
Updated sniffing mechanic to make scent trails drift towards hero
Fixed missing scent clue on comic book for Buddy quest
Lukka will also give a small hint about this after receiving the quest
Save files from 0.2.3 should still be good but if your game won't load it's recommended to start a new one.
v0.2.3
The new build is here! The highlight of this build is the addition of the new monster type, the direwolves! They are a pack of intelligent beasts who have an alliance with the goblins and guard the entrances of their encampment. They are led by the Alpha Wolf who is a boss level monster. There are a couple different ways to deal with him, although don't fret if you are not able to beat him on the first encounter, you can have a rematch somewhere else in the encampment.
Hero's surrender command has been enabled on all normal encounters in the goblin encampment. Hero should surrender to the highest ranking remaining monster. Not all monsters have their scenes ready so if no valid monster is found it should just drop you out of battle for now.
More of the story has been adding to the beginning of Chapter Two from the part where the party enters the mercenary camp up until gaining entry into the goblin encampment. The content still ends after defeating the Faerie Prince.
The storyline for this chapter should be wrapped up by the end of the year so if you waiting to see what happens after defeating the prince then keep an eye out for the upcoming builds.
As always let me know if you encounter any bugs while playing and feel free to give any feedback you may have!
Changelog:
Added direwolves
Added Alpha Wolf boss encounter
Added direwolf surrender scene
Added defend command for hero
Added Forest Road zone
Added Forest Shrine zone
Renamed some of Ash’s commands
Improved more of Ash’s battle animations
Enabled surrender on all encounters in goblin encampment
Added more encounters to goblin encampment
Updated some graphics for the goblin encampment
Adjusted slime battle scripts
Updated monument zone
Starting a new save file is highly recommended otherwise the progression can get messed up!
Note: I include Mac and Linux versions but I cannot test or offer technical support for these versions or even confirm whether or not they still work.
v0.2.2b
Bugfix Edit:
Fixed new party member from incorrectly colliding with ramps.
Changed new party member to match the level of hero and gave him starting equipment.
Temp fix for an issue where the game doesn't distinguish your last checkpoint between dungeons making it very easy to skip to the last save crystal in the goblin dungeon.
Fixed black screen after faerie prince game over which was caused from the game sometimes not being able to find the zone of your last save point.
v0.2.1
Build 0.2.1 Goblin/Wolf Test Build
N/A
v0.6
-Slime pet was added! Feed him, pet him, dress him up and more!
-New items to discover...
-There's some more activity in the tavern.
-Re-enabled the shop, however the UI still needs to be updated.
-Slime pet is available from the start of the game but save data from 0.4 should still be compatible.
Note: I include Mac and Linux versions but I cannot test or offer technical support for these versions. Keyboard Controls:
WASD or Arrow keys to move
Space for Jump
Left Shift for Special Action(ie "Crouching" used with the slime form)
Left Ctrl for Dash
Q for character screen (Class, Equipment)
E for item quick menu (outside battle)
ESC for game options menu(only quit game for now)
Debug hotkeys may cause sequence breaks and game stopping bugs, use with caution.
If you don't want to play through the whole dungeon again
to
watch
the
scene
with
Ash,
go
into
your
bedroom
and
hit
F2.
The shortcut to Lukka's scene is F7 while in the bedroom.
F2 (While in the dungeon) plays a secret scene with Ash
F4 Skip scene, can skip through dialogue and scenes
F8 (While in the dungeon) Skip to final boss (hit esc and resume to unlock after using)
Controller can be used but it might be a little buggy right now (The selection cursor may disappear, use the mouse to select something again) See the input tab when you run the game for more options.
Prototype Build v0.5
- Dialog was added for existing events: Encountering Slime King, Defeating Slime King, Collecting the soul gem and returning to town after completing the mission.
- A scene was added where Ash reports to the Warlock master before hero goes to bed.
- Two bonus scenes were added to the back alley that are only triggered after certain events have progressed.
- Save data from 0.4 should still be compatible.
- Added the goblin preview to the Animation Viewer.
Prototype Build v0.4
Happy Halloween everyone! October's build is here!
The new version contains the first buddy sleepover scene with our newly named (buddy 3 aka Rogue) now called Lukka! After defeating the Slime King and returning from the dungeon, you have the option of bringing him to your bedroom. In the future this will take place after the Tavern scene but that's still a work in progress. Also in the future you'll have to make a choice who to take to bed each night so choose wisely! Lukka's scene is more of a wild ride and his personality is crude, while Ash's scene is a little more romantic and meant to portray a mutual first time experience.
I also worked on some small improvements for the game like adding new character portraits for the other skins in the character screens and some equipment descriptions. There was a lot of bug fixing and general clean-up in the background.
Bug fixes included fixing an issue with save data so your old save will not be compatible unfortunately.
I had another bonus scene in the works but it still needs just a little extra work so it should be included in the next build in addition to the other stuff I will work on for November.
Prototype Build v0.3
Hey everyone, the new build is here! This month I wanted to tackle a few issues with the underlying systems in the game which unfortunately took a bit longer than expected. The good news is the game should behave a bit better barring any bugs that I might have missed. Also the game now saves your progress automatically and you can now continue the game where you left off. Just keep in mind that this is a preliminary implementation and will go through some changes when the game exits the prototype phase.
After working out the majority of the game breaking bugs I got around to adding two new scenes. First was the final town morning scene, where the protagonist visits the armor shop to buy new gear. I still want to add some polish to these morning scenes but that will come a bit later. Secondly, the slime surrender scene has been expanded to include Ash after he joins the party. He's not quite ready to reveal what's actually in his magic spell book but I expect it will play a larger role in the future.
Monster Souls' Patreon anniversary is coming up next month! It's hard to believe we are already nearing a year but I'm feeling very confident in the state of the game and I'm excited for what's to come. I'll try to write up a more detailed development progress report tomorrow and detail what I'm thinking for October and beyond.
I like the idea of a gay game with transformations. However, I dont like rush through the dialogues, since I like to enjoy the context of each situation. Which is generally difficult to do with american games, particularly porn, because the whole conversation is stupid garbage. I couldnt really handle it after the fairy prince mission. The good music combined with the attempt of being deep and failing at it seemed insulting.
One of my favorite games, love the animations. The characters are attractive and the background story is convincing. Overall, it's a very nice game, and I am glad to play it during sunday. I have downloaded many games before, some are abandoned by their authors and some are out of date, but Monster Souls stands still in the river of time. When I learnt that there's new update, I can't wait but to download it to play it myself. Sometimes I just play it for fun not only to pleasure myself.
This is the type of gay-themed game I've been looking for. Excellent art, animations, great story, varied content, funny moments, good combat. I will definitely be supporting the creators going forward. Can't wait for the finished version.
This is one of the few games that actually incorporates "sex" as a game mechanic and it makes sense within the gameplay loop. The art is great, combat isn't too hard nor too easy, the progression is good so far and I can't wait for future updates. Definitelly one of my favorite porn games
VERY VERY UNIQUE game. love the animations, and style. and the quests. wish you could top as well as bottom. as this site is full of "oh youre the bottom, youve been offered sex, or heres a defeat bottomd animation" offer us something unique, have it stand out, rather than be like the THOUSANDS of other titles of LGBT games that have a male be exclusively a bottom. not all us gay or bi folk are bottoms, wheres the love for us??? however, that aside. games premise is cool. could be a solid and cool game. financially supported it for a wee while, but stopped as development was WAYYYYYY TOOO SLOW... development needs to pick up, as personally i feel this is just gonna join the long list of games that get left abandoned. will be a four stars after development picks up, and could be a 5 if the developer doesnt just create a bottom simulator, and instead takes suggestions seriously and reflects that in the work
Short demo, but fun for what it offers. The combat is a bit unbalanced with some enemies dealing way too much damage, and there is no way to gain money except by progressing through the story, meaning that items are a semi-finite resource as the only way to gain more items is to smash crates or as a loot dropped by enemies. Also, it's impossible to use items outside of combat, which sucks hard. Fortunately, you cna replendish health by saving, but it's still a pain to go back to the nearest checkpoint to do so. The game is really beautiful, with full hand-drawn backgrounds and characters. Unfortunately the sex scenes are just ragdoll animations to save time, instead of fully drawn scenes. My only gripe is that the scenes are unskippable on loss, and as you will necesarily loose quite a few times to progress, this can take up a long time in the game's padding. Functionally, the same isn't there yet. The UI is quite buggy, there are way too many isntances of the controller input not responding or not selecting the right item of character in combat, and the camera also lags way behind the player when you dash, meaning that some characters and enemies can be cut off-screen during battle, making it harder to see how much damage you've dealt. Overall, it's a fine game with a lot of promises for the future. The story isn't quite there yet, as a lot of interesting plot points haven't been dropped yet, but it's not bad and at least intriguing. If you're into gay stuff this might be the game for you.
animation is really smooth. basically a lose get fucked game. gay content. the problem is sex scenes are all the same but different character models. then some new monsters, but still, somehow the animations are boring despite how smooth they are. it's always painful to see a game with good art but very boring sex scenes... it's a bit grindy too and the defeat animations are quite long and unskippable. (like 1-2min). i liked the goblin part but otherwise imo the game is really hard to fap to. sadly.
Outside of combat game is good. Animations are nice. Character variation. Monster variation. Movement and exploration are decent. Unfortunately combat is meh. Not all enemies can be avoided. And since combat is a bit unbalanced it can be annoying. For example, wolf enemies are weak to fire bombs. They however can tank like 5 of them before death and they do a lot of damage each turn. So even after you defeat one pack you have to go back to heal. Combat is also somewhat slow.
This game rules I hope it keeps getting updated. The scenes are great and it's really uncommon to find 2d games where you're a guy getting topped, so this is a very welcome addition. The other characters you befriend are really cute too, I love Ash so much.
I really hate giving poor reviews, considering I played this game for free, but I do wish to tell that I felt I wasted my time on this game. First off, I like the idea of an RPG where you get fucked by monsters. However, I don't believe it was properly executed. It probably takes about 15 minutes to get through to your first H scene, which is an encounter with a slime that you are supposed to lose, although the game doesn't tell you that. That kicks off what's supposed to be the main plot which is that your character can TF into other creatures. The combat feels very slow and uninteresting, you just trade blows until the enemies die, and the only H content is you losing. That's fine in paper, but the combat is way too monotonous and you only get a short, unassuming animation. The overall quality of animations is quite poor, even just downloading this for the gallery could be underwhelming. I love these type of games, but there isn't a lot that's promising here
Pretty decent game. Has an enjoyable combat system, a passable story, the animations are good and the characters are as well. The only thing that bothers me is the "gay in denial" thing, it's fine in the first or second time, but it's like all interactions are like this.
This game is incredible, there's nothing else like it. The artwork/animation, the battle mechanics, the story, the characters, all top-notch. There's even controller support! And the animation viewer is a great touch. Hope there's much more to come, this creator deserves all the support they can get
Version: v0.2.4c A pretty unique looking RPGM-like game with good amount of work put into the gameplay mechanics. Yet at the current stage of this game development there really isnt much content, at best an intro and a chapter that allows for some progression. Overall i think this could be a good game given time and effort.
Amazing game. Some things that I might like would be decreasing the difficulty the game is very easy toward the start but as you go on it gets very difficult to defeat enemies. The animations are great and I look forward to some more updates. I also look forward to hope for voice acting for the sexual scenes, this includes moaning and things like that. While I like the squishing sounds and things like that I would really like if they added moaning and noises. Love the game and the battling is great!
This is my first time reviewing a game. And let's say this game is AMAZING! This game focuses on basic RPG combat, with turns. It's very simple and basic, nothing boring to understand. But what sets the game apart is the art style and the animations. GOD, how good is that?! Now that I'm doing the review, there are at least 10 scenes (including the gallery). The story is simple and is set up as a basis for the game. While the time doesn't stand out (because of the early development), it doesn't bring great challenges of complexity to understanding the world (Fantasy) I hope that in the future, I can focus on the plot Currently, the game is developing slowly. But, I don't care if it takes longer if the quality remains constant (or improves further, which I consider impossible at this point). The game's target audience is people who like monsters and homosexuality, which certainly fits perfectly in the fantasy context. Definitely deserves 5 stars.
I really liked the game, and along with the rating, I decided to share some thoughts. First of all, I like the rpg genre, as well as "adult" games. For example: Palestra, Degrees of Lewdity. So, after I clicked on the recommended link, I decided to download it and try it right away. And in short, I was thrilled! I really hope that the developer will find those who will help him both financially and with the technical side
Already looking good for as a WIP! I love the art style and animations. Dialogues are acceptable. Hope to see regular updates with more monsters, armors, weapons, accessories, and, of course, positions .
Fun start! Looking forward to seeing it developed further, the initial artwork is good, it seems relatively easy to use but perhaps an in game key binding system would be good. The animation viewer was a nice touch.
The potential of this game can be seen without even getting to the first sexual encounter, it could do with some sounds but then again, it is still just a prototype. i have to say, i was impressed with this, the animations were smooth, the um *cough* -sexual- *cough* content was to die for and even though it only offer one scene during game-play, the creator added a gallery with a few other scenes which i think they plan to implement into the game in future updates. i for one am looking forward to those updates.
very cool! beautiful drawings! solved the problems is really a great game! especially for the style of the game, graphics and drawings! congratulations really! Good luck for the continuous that i hope as soon as
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