Pheromone Seasons
by Demon Alter Studios
2D Game
2DCG
3DCG
Anal Sex
Animated
Bestiality
Combat
Creampie
Fantasy
Female Protagonist
Handjob
Management
Masturbation
Monster
Oral Sex
Point & Click
Rape
Sandbox
Teasing
Vaginal Sex
In Pheromone Seasons, you inherit a secluded ranch where desire flows through every season. Gather resources, work the farm, capture and breed monsters, and build bonds that grow stronger over time. You can enter your creatures in Arenas and Tournaments to earn rewards and prove your ranch’s strength. Back at home, relax in your Bedroom, where you can buy outfits, decorate, and, if you’re a Patreon supporter, unlock special cheats and perks. Every moment — from working the fields to winning in the arena — comes alive with cinematic 3D scenes that change with the seasons.
Screenshots
1.0.0
Added
Seasonal Mutators Per Run
with daily/seasonal modifiers that now affect dungeon loot/traps, arena scaling/points, and farm league output.
Added
Monster Traits + Inheritance
with trait/perk metadata on monsters, trait roll on capture, and inheritance/mutation logic during breeding offspring generation.
Added a
Rival/Nemesis System
with persistent pressure/adaptation, arena scaling impact, league sabotage chance, and reward theft behavior.
Added
Meaningful Bonding Events
at bond tier milestones with choice-based outcomes (Predator/Guardian/Bloodline) that grant real mechanical buffs.
Added
Dungeon Relic Draft
flow offering 3 relic choices during runs, with temporary run modifiers and rewards.
Added
Postgame Ascension (NG+)
with reset flow that keeps account-style unlocks, increases difficulty pressure, and tracks ascension level/tokens.
Added
Collections + Mastery Rewards
system (bestiary, crystal codex, endings, hidden goals, mastery state, ascension state) and exposed it through a new UI button.
Wired endgame progression into collections/mastery updates so ending unlock state is reflected immediately.
Fixed a bonding-system bug during implementation: bond-event perk rewards now persist correctly instead of being overwritten on save-back.
Added a dialogue toggle: Normal, Skip Seen, Fast Forward.
Made Skip Seen actually work using Dialogic seen-history.
Saved/loaded dialogue mode with save files.
Added a non-debug battle speed toggle (x1 / x2) in main UI.
Applied battle speed scaling to Arena combat timings/effects.
Applied battle speed scaling to the RPS combat scene timings/effects.
Added a “Recent Events” log system with day/year tracking.
Added a UI view for recent events (today + latest events).
Logged popups and quest messages into Recent Events automatically.
Improved dungeon choice previews with clear before/after rewards/costs.
Added trap-choice previews for success chance and failure/stamina impact.
Logged dungeon choice selections into Recent Events.
Added source-aware employee creation and de-dup helpers in autoload/EmployeeSystem.gd: hire_employee(..., source_item), find_employee_by_source(...), and ensure_employee_from_source(...).
Wired global runtime sync/bridges in autoload/Global.gd: item->employee sync, legacy pregnancy<->PregSystem sync, employee daily-yield popup hook, pregnancy conceived/reset hooks, and re-sync after load.
Integrated worker purchase with employee records in scenes/item.gd: on first worker buy, now creates the employee record (no duplicates).
Connected league simulation to real progression in scripts/FarmLeague.gd: new _sync_player_profile_from_global_state() used on ready, load, and daily resolution.
Fixed save/load slot button handlers in scenes/saveload.gd: added _on_save_slot_X_pressed / _on_load_slot_X_pressed methods for slots 1-3.
Integrated pregnancy flow with PregSystem in scripts/Dialog.gd: updated _try_trigger_pregnancy() and added _sync_legacy_pregnancy_to_system().
Updated birth completion to clear PregSystem state in scenes/breeding.gd before resetting Global.pregnancy.
Implemented Bond gameplay action in scenes/monster_panel.gd: stamina cost, bond increase, lust reduction, travel lock checks, popup feedback, and power clamping.
Enabled Bond UI control in scenes/monster_panel.tscn: removed WIP/disabled behavior and set label to Bond.
Implemented endgame stage signal effects in scenes/end_game.gd: s2/s4/s5/s6/s7 transitions, overlay/flash/pulse helpers, and initial visual priming.
Added altar interaction button to ranch scene in scenes/main.tscn: btn_altar with action = "alter" and summon icon resource.
Refined altar crystal progression and endgame trigger sequencing in icons/button_icon.gd: completion priority logic and queued post-dialog transition to res://scenes/EndGame.tscn.
Improved save/load UX metadata formatting in scenes/saveload.gd: slot rows now show readable save time plus Day and Season/Year when available.
Hardened weekly upkeep flow in scripts/GlobalDaySystem.gd: weekly rent now uses queued timeline start, rent cost clamps resources at >= 0, and pregnancy danger updates are guarded.
Refined pickup interaction stamina behavior in scenes/item_pickup.gd: uses explicit pickup stamina cost, shows no_energy when insufficient, and clamps stamina after pickup.
Fixed monster capture stamina edge handling in scenes/monster.gd: standardized capture checks to avoid silent no-op edge cases.
Added safer signal lifecycle management in scenes/forest.gd, scenes/birth.gd, and scenes/breeding.gd: connect guards in _ready() and clean disconnects in _exit_tree().
Made forest trap timeline triggering collision-safe in scenes/forest.gd: added _start_dialogic_timeline(...) and used it for trap sex sequence.
Prevented negative stamina across gameplay systems by clamping all major stamina deductions: scripts/Dialog.gd, scenes/combat.gd, scenes/dungeon.gd, scenes/monster_panel.gd, scenes/timing_minigame.gd.
Removed noisy debug logging from player-facing interaction scripts: scenes/main.gd, scenes/button_travel.gd, scenes/quest_item.gd, scenes/ui.gd, scenes/item_pickup.gd, scenes/monster.gd.
bond directly affects arena combat stats in arena.gd inside _apply_selected_monster_profile():
ally_max_hp increases with bond (+0.22 * bond) at arena.gd.
ally_damage_min increases with bond (+0.03 * bond) at arena.gd.
ally_crit_chance increases with bond (+0.0015 * bond) at arena.gd.
ally_dodge_chance increases with bond (+0.0008 * bond) at arena.gd.
Bond also raises player_rating (+0.05 * bond), which scales enemy strength upward at arena.gd.
Rebuilt the save/load scene layout to match journal-style composition (Backdrop + Journal panel + TopBar + card list + hint) in saveload.tscn.
Replaced old background-image modal with journal-style panel cards for each slot, while keeping all existing slot button signals and handlers (save_slot_1..3, load_slot_1..3) in saveload.tscn.
Added quest-journal-matching style system (fonts, colors, borders, button skins, card skins, shadow, open animation) in saveload.gd.
Preserved slot functionality and metadata refresh logic, but adapted row copy to the new card format (No save data / formatted save metadata) in saveload.gd.
Kept close behavior wired to the top-right close button via _on_button_pressed() in saveload.gd.
1.0.0 BETA
Huge Code Overhaul (Speed & Performance)
Added Quest
Rite of Four Seasons
Added Quest
Monster Mastery
Added Quest
Dual Profession
Added Quest
League Champion
Added Quest
Ranch Manager
Added Quest
The Fifth Crystal
Added Quest
Altar Apotheosis
Redesign & Bedroom, Quest, Dungeon & Arena UI & UX
Dungeon Upate:
Reworked Dungeon into a full run loop with progression phases: entrance, mid chamber, deep chamber, and extraction.
Expanded traps into choice-based encounters with Disarm, Dodge, Sacrifice Stamina, and Force Through outcomes.
Added meaningful trap rewards including rare gem chance, temporary buffs, shard payouts, and hidden shortcut unlocks.
Added per-run dungeon modifiers (Fog Maze, Trap Storm, Treasure Bloom, Hunter Pressure) that change gameplay each run.
Upgraded quest progression from single-step to tiered dungeon goals including 3-gem and 8-gem milestones.
Added deep-zone elite trap spawns and ambush pressure once you advance into late dungeon phases.
Added hidden interactables: torch-chain progression, and rune-door unlock reward flow.
Implemented a shrine risk/reward system with stamina/lust/resource offerings and different reward paths.
Integrated Dialogic-safe branching at route and shrine decisions so narrative beats trigger cleanly in run flow.
Added a Dungeon Shards economy and extraction vendor choices for gem refining, stamina kits, or shard liquidation.
Updated trap nodes to pass trap metadata (kind, tier, label) into the new dungeon resolution system.
Updated item pickups to use dungeon loot multipliers and feed dungeon shard/progression callbacks automatically.
Arena Update:
Added captured-monster roster support in Arena by parsing Global.monsters into usable fighter profiles.
Added a HUD monster selector (OptionButton) so the player can choose which captured monster enters Arena.
Added a live monster stats label in HUD to preview selected fighter power/bond/lust and resulting combat stats.
Updated fight start logic to block entry when no monsters are available and to apply the selected monster profile before battle.
Scaled ally Arena stats dynamically from selected monster attributes (HP, damage, crit, dodge, armor).
Added enemy stat scaling and randomization per fight to create more varied matchups tied to player monster strength.
Added species-based sprite frame swapping for ally and enemy so different monsters are visually represented in combat.
Locked monster selection during active battles and re-enabled it after battle/stop to prevent mid-fight loadout changes.
Increased Arena pace by reducing base turn delay and adding round-by-round acceleration toward a minimum delay.
Changed initiative flow so round 1 uses full RPS reveal while later rounds use faster initiative checks.
Updated round structure so both combatants usually act each round (initiative decides first action) for denser combat.
Added combat depth with combo scaling, burst attacks, lifesteal procs, and stronger bleed/stun pressure interactions.
Added random Arena events (spikes, crowd roar heal/cleanse, frenzy) plus sudden-death pressure in long fights.
Added end-of-round kill handling so deaths from bleed/events cleanly trigger proper battle finish and reward flow.
Farm League:
Fixed Farm League parse error by removing invalid font reference in ai_farms.gd.
Reworked Farm League singleton resolution to reliably use /root/FarmLeague with engine fallback in ai_farms.gd.
Switched Farm League signal wiring to safe connect/disconnect calls and added cleanup on scene exit in ai_farms.gd.
Added defensive leaderboard validation so bad data does not break the UI in ai_farms.gd.
Added a new fantasy-styled “Standings Snapshot” summary card (day, rank, gap to first, AI difficulty, catch-up, reward preview) in ai_farms.gd.
Kept and polished live update toasts for league_day_resolved and league_rewards_given in ai_farms.gd.
Improved card presentation for leaderboard rows (rank badges, delta badges, highlighted player row, progress bars) in ai_farms.gd.
Repositioned Farm League layout anchors to stop header/list/button overlap and improve responsiveness in AI_Farms.tscn.
Confirmed UI entry path remains correct (btn_farm opens this updated scene) in ui.gd.
Confirmed Farm League autoload is present and correctly named in project.godot.
End Game (In Progress):
Added End Game Assets
Added End Game Dialog
0.3.0
Added Quest
Buy the Brothel to get the Eros Crystal
Added
Eros Crystal Placement to Alter
Code
Overhaul for Main Gameplay
De-duplicated stamina/reward and pregnancy logic into helper functions.
Global: Avoids repeated event property list scans when applying saved event flags.
Farm AI: Replaced an array filter() with a simple loop to find the player rank.
outline.gdshader: early-return when outlines are disabled to skip extra sampling.
game_timer.gd: cached Global.items and batched payouts to cut repeated lookups.
Patreon: Consolidated HTTPRequest setup and prevented duplicate signal connections.
0.2.9
Added
Rune Match Minigame (Triggers Traps)
Added
New Sprites for Minigame(s)
Added
Beat the Arena! Quest
Rewrote All Arena Code
Updated
Game Engine
0.2.8
Balanced Gameplay (Resources taken)
Added
Goblin to Forest Scene
Updated
Popup Text for Pregnancy
Added
Dynamic Traps to Forest Scene
Added
Brothel Workers (+100 Resources)
Starting
Resources is now 5k
0.2.7
Purchase
Boo's Brothel (500k Resource)
Added
Masturbation Scene to Bed Room
Added
Masturbation Animation (24+ Frames)
Massive
Rewrite of Codebase (Optimisations)
Updated
Save & Load Game Logic
0.2.6
Rebuild
Forest (Now like Dungeon)
Added
Forest Position for Combat (WIP)
Dungeon Traps
now more
Dynamic
Echo can now
gain ranks at Brothel
Echo can now
gain ranks at Bar
Added new
Worker Scene and Class
Added new
Worker Sprites and Animations
0.2.5
Introducing
'The Manager' (Paying Rent)
Added New
'Seasons' System (Spring, Summer, Autumn, Winter)
Updated
Save & Load Logic for Seasons
Updated
Pregnancy Danger to Weekly
Updated
UI to Include Year(s)
0.2.4
Fixed
Pregnancy System
Added
New Outfit (40+ New Sprites)
Added
Easter Eggs (Quests) → TO DO
Added
New Elf Monster & Quests (Lesbian / Forest)
Added
Elf Children to Dungeon (Quest Completion)
Added
New Quest 'The Lost Children'
Harvesting will
no longer cause Pregnancy
Added New Quest
Stiff Upper Lip.
Rebuilt
Forest Scene
Added
Movement to Forest Scene
0.2.3
Code Enhancements & Bug Fixes
0.2.2
Travel is now
unlocked for Pregnancy
Upgraded Pregnancy System
(More Dynamic)
Updated
Super Supporters List
Added
Echo x Wolf Harvesting Scene
Added
Echo x Bug Harvesting Scene
Added
Echo x Goblin Harvesting Scene
Added
Echo x Jumper Harvesting Scene
Added
New Dialogic Code for Harvesting
0.2.1
Expanded Dungeon (More Props, Traps etc...)
Updated GUI Globally (Tidy Up)
Included
Skippable Intro Story
Added
Compatibility Mode for Older Devices (Requested)
Find the
Cauldron in the Dungeon to Summon the Demon Crystal
Patreon
Members now get a
Speed Boost! (UI Update)
0.2.0 -
NEW SAVE REQUIRED
Added new
Character 'Dodge' (Dungeon)
Added new
Quests for Dodge (A Demons Request)
Added new
Particle Effects to Trap Scenes
Massive amount of code changes (Fixes & Bugs)
Added
Crops / Resources Upgrade System (Bedroom)
Added new
Save / Load Window (Multiple Saves)
0.1.9
Added
Multi-Direction Movement to Market Scene
Fixed
Z Index in Market Scene
Added new
'Dungeon' Mode (Test Scene)
Added
Credits Page for Super Supporters
Rebuilt
Item Pickup Code (Included Gems)
Added new
Torch Element and Particle Lighting
Stopped Player Moving when
UI is Open
Added new Quest
Work to Gain! The Sun Crystal.
Added new
Echo x Trap to Dungeon
0.1.8 -
NEW SAVE REQUIRED
Added New
Quest Awaken Spring
Added new
Brothel Scene (Echo x Orge)
Added new
Monster Panel
Added
Stats to all Monsters on Capture (Power, Bond, Lust)
Updated
Breeding Mechanics (Harvesting, etc...)
Rebuilt Dialogic Conditionals for
Harvesting
Rebuilt
Monster Capture Mechanics
Added
40+ new Sprites for Echo
Added
200+ new Sprites for Echo's Outfits
Added New
Multi-Direction Mouse Movement (Hold to move)
0.1.7
Added new Brothel Animation (Echo x Demon)
Backend PregSystem Implemented (WIP)
Compete against AI Farms! (Global System)
Updated UX / UI Icons
Added QUEST 1 - The Abandoned Ranch (Plus
Crystals to UI)
Added Alter / Doorway to Barn (Interaction)
Added RPG / Top Down Dungeon, Experimental
Added Exit Buttons to Brothel and Bar Interactions
0.1.6
Massive Upgrade to
Questing System (UX & UI + Code)
Updated
Millie's
Quest
Dog NPC
now has Quest
Added
Breeding
& Sex Quests
Added
Brothel
Quests for Boo
Added
Combat
Quests to Forest
Added
Bar
Quests for Burny
Added '
Gems
' as Special Currency for Quests
Added
UI Quest Popup Indictor (Animated)
Create
Dynamic Quest Item Pickups
Added Sex
SFX
to Animations
0.1.5
Added new Monster 'Jumper' (Infected Goblin)
Added over 20+ new sprites for monsters and Echo
Added New Jumper Combat
Added New Jumper Lose Scene (10+ Sprites)
Added New Jumper Capture / Breeding Scene (25 Sprites)
Temp Removed Unlocks & Quests from UI
Added new Unlocks Panel
Added Brothel (WIP)
Added Brothel Game Logic (Scenes)
Added new Echo x Man Scene (23+ Sprites)
Added new character 'Boo' (Brothel)
v0.1.4
Added Street Vendor (Buy Condoms)
Add Contraceptive System
Upgraded Arena System Code (526 lines of code)
Added new Click Timer Minigame
Capturing Monsters is now minigame based
Fixed Dialog showing under UI in Forest
Added Patreon Supporter Outfit
v0.1.3
Rewrote Combat Scene Code (434 lines of code)
Rewrote UI Code (Made it more animated, 300+ lines of code)
Add new Dog Character / Animal w/ Attachments
Added new Dog Event (on NPC click)
Added Resource Pickups to Farm Field
v0.1.2
Added Birthing Scene to Barn
Pregnancy Added
Added 12 New Naked Pregnancy Sprites
Added 48 New Pregnancy Outfit Sprites
Added Pregnancy Portraits with Outfits
Update Game Logic (for pregnancy)
Added Letterbox to Dialog
Added new props to Burny's Bar
Added Dynamic Popup Message
v0.1.1
Burny's Bar is open! (Market/City)
Work for Burny, gain resources and lust
Add 4 Events to working for Burny
Patreon Confirmation Screen
Quick Unlock
Added new outfit for work
Added Bar working Scene
Add Male NPC
Add Pregnancy Change to Bar Work
Upgrade Camera Script (UI / Controls)
v0.1.0
Multiple Locations (Farm, City, Arena, Forest, Bedroom, Breeding)
Multiple Monsters to Capture & Breed
Farm & Collect Resources
Day & Night Cycle
Sex with Bug (30 Lust)
Sex with Wolf (30 Lust)
Sex with Goblin (40 Lust)
Wolf Handjob (10 Lust)
Wolf Blowjob (17 Lust)
Bug Blowjob (24 Lust)
Goblin Blowjob (32 Lust)
Patreon Cheat Integration
Sexy Outfit
Whore Outfit
Arena / Tournament Mode
Close to no content, incredibly grindy for no reward, clumsy UI and gameplay (especially the fights), and controls are rather annoying. I'll give credit for it being a solo development project, but effort doesn't always result in quality. Perhaps it's due to the game being in a very early stage but even the very little content there is looks unpolished, so... why release something in such a state? This doesn't even qualify as an alpha build.
Interface is incredibly clumsy and the whole thing looks like a very raw proof of concept, not even an alpha. I'm surprised that this game was uploaded for the general public in state like that. Maybe it will get better, but judging by the ratings of previous games from this studio... unlikely.
Been following Demon Alter Studios for a while. Must say this is probably their best game, seems to be one guy (or girl), now doing the whole lot which is nothing but impressive. Love the direction this is going in!
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