The First Gods
by Kaspeli
2DCG
Adventure
AI CG
Character Creation
Creampie
Fantasy
Group Sex
Lesbian
Male Domination
Male Protagonist
Management
Masturbation
Mind Control
Multiple Penetration
Pregnancy
Real Porn
Romance
Sex Toys
Strategy
Text Based
The First Gods is a grimdark strategy/RPG hybrid set in a young world, where you step into the role of a mysterious being destined to guide a fragile tribe through the ages—until it becomes a civilization. Endure famine, war, the cruelty of the wild, and the schemes of rival godlings as you shape the lands and peoples around you… and discover how their fear, faith, and desire will shape what kind of god you ultimately become.
Screenshots
Version 0.1.5.1 — Trading Season
Highlights
Major Federation and diplomacy expansion:
Diplomacy has been renamed to
Federation
, the new Federation system is in, and it now comes with reforms, events, diplomatic interactions, aid mechanics, and renaming support.
Trade and item progression overhaul:
trading has been reworked,
Item Rarity
and
Item Recipes
were added, many starting recipes were removed, and raids/infiltration now offer more ways to steal items, recipes, and opportunities.
Dynamic quest and tribe growth:
added
Knowledge Share
, dynamic quest timers, several new dynamic/Federation quests, and the
4th tribe
.
Raid and balance improvements:
raids now have
Momentum
, better rewards, visual effects, improved pacing, easier early-game tuning, and stronger support from Federation allies.
Worldgen and survival updates:
added
Tile Features
, adjusted terrain/resource logic, buffed passive food and positive seasons, and made harsh seasons more dangerous.
UI and polish:
added new map/camp/action-point visuals, clearer tooltips, improved Tribe/NPC list presentation, and a range of smaller fixes and readability improvements.
Full changelog
Federation, Diplomacy & Tribe Interactions
[UI/NAME]
Renamed the
Diplomacy
button to
Federation
.
[SYSTEM]
Added the
Federation System
.
[INTERACTION]
Added the
Visit
interaction.
[INTERACTION]
Added the
Non-Aggression Pact
interaction.
[EVENT/FEDERATION]
Added Federation events.
[SYSTEM/FEDERATION]
Added Federation reforms, with
3 levels
and
7 possible reforms
.
[EVENT/FEDERATION]
Added the Federation event
Plea for Aid
.
[EVENT/FEDERATION]
Added the
Weak Link
Federation event.
[EVENT/FEDERATION]
Added the
Good Relations
Federation event.
[EVENT/TRIBE]
Added the
Peace Oath
major tribe event.
[EVENT/FEDERATION/RAID]
Added the
Defense Aid
mini-event during defensive raids. Federation members can now join your side if they are close enough, have suitable temperaments, and have good relations with you.
[UI/DIPLOMACY]
Added a Diplomatic submenu to the Tribe Info screen.
[FEDERATION/QOL]
Added the ability to rename federations.
[BALANCE/FEDERATION]
Nerfed
Head of the Federation
slightly. It now also reduces other tribe members’ military strength by
25%
.
[BALANCE/FEDERATION]
Swapped reform tier levels:
Provisions
moved to
tier 1
, and
Military
moved to
tier 2
.
[QUEST/FEDERATION]
Tribes in a Federation with the
Great Binding
reform now count toward
Dominate the Region
quest completion.
[INTERACTION]
Added a Trade interaction for the
Machi Tribe
.
Trade, Items & Recipes
[TRADE/SYSTEM]
Reworked how trading works.
[ITEMS]
Added
Item Rarity
.
[ITEMS/CRAFTING]
Added
Item Recipes
.
[PROGRESSION/CRAFTING]
Removed many of the recipes players started with in previous versions. These now need to be acquired.
[BALANCE]
Limited trades with a tribe to
1 successful trade interaction per turn
.
[BUGFIX/TRADE]
Fixed a bug where the AI kept offering you the same trade deal after you accepted it the first time.
Dynamic Quests, Knowledge & Infiltration
[INTERACTION]
Added the
Knowledge Share
interaction.
(Dynamic quests.)
[QUEST/SYSTEM]
Added quest timers to dynamic quests.
(Older quests may receive them later as well.)
[QUEST/DYNAMIC]
Added the dynamic quest
Abandoned Supplies
.
[QUEST/DYNAMIC]
Added the dynamic quest
A Small Tribe
.
[QUEST/FEDERATION]
Added the repeatable dynamic Federation quest
The Raid
.
[QUEST/FEDERATION]
Added the dynamic Federation quest
Guard the Deal
.
[INFILTRATE]
Added a chance to steal
items/recipes
or overhear dynamic quests during
Infiltrate
.
World, Tribes & Generation
[SYSTEM]
Added the
Tile Features
mechanic.
[CONTENT]
Added the
4th tribe
to the game.
[BALANCE/WORLDGEN]
Tweaked game start logic so tiles with a max game level of
None
should feel less common.
[BALANCE/WORLDGEN]
Tweaked resource start logic so
Rich
tiles are much more common in mountain terrain, while
None
is a bit more common in other terrain types.
[BALANCE/SPAWN]
Fixed AI tribes spawning right next to the player. There is now a minimum distance of
2 tiles
.
[BALANCE/SPAWN]
Tweaked spawn logic.
[AI]
Merged the
Fearful
and
Cowardly
temperaments into one, since they served a similar purpose and are easier to track this way.
Raids, Warfare & Balance
[RAID/BALANCE]
Fixed raid chance incorrectly displaying
“None”
even when AI tribes could still raid you.
[RAID/BALANCE]
Added a longer grace period for the
Cautious Exchange
and
Demand for Tribute
major events.
[RAID/BALANCE]
Increased the cooldown between trade and raids.
[AI/BALANCE]
Tweaked AI logic for choosing raid size, making early raids easier to deal with.
[BALANCE]
Nerfed population losses from death/kidnapping during lost raids, making recovery easier.
[RAID/REWARDS]
Updated raid aftermaths. You can now steal both
recipes
and
items
that a tribe is trading if the raid succeeds.
[RAID/VISUALS]
Added a visual effect to raid commands.
[RAID]
Added
Momentum
to raids.
[RAID/BUGFIX]
Fixed losses to AI warbands so they no longer apply to the player, and vice versa.
[BALANCE/RAID]
Made
Ordered Withdrawal
more useful. It now reduces the withdrawal timer to
2 rounds
instead of
3
.
[RAID/REWARDS]
During raids, you may now gain
Goods, Resources, or Food
, not just Resources.
[RAID/BALANCE]
Buffed the amount of loot gained from successful raids, making them more attractive.
[BALANCE]
Buffed the
Tribute
action, making it much more worthwhile.
Food, Seasons & Plan Balance
[BALANCE]
Buffed passive food generation.
[BALANCE]
Buffed
Starving Winters
and
Scorching Summers
to make them more dangerous.
[BALANCE]
Buffed the
Conceal Camp
season plan.
[BALANCE]
Buffed how much extra resources each point of
Endurance
gives for the
Gather Resources
season plan.
[BUGFIX/DEPLETION]
Removed a bug where
Crafting Resources
and
Scouting
would contribute to tile resource depletion speed.
[TIER 2+ EXCLUSIVE]
The
Nostalgia
event chain now additionally increases
Power Limit
by
+1
.
[BALANCE]
Buffed the positive effect that good seasons give to food generation.
[UI/QOL]
Made it clearer which stats affect which season plans.
(See season plan event details.)
Map, UI & Presentation
[UI/MAP]
Added tooltips for tiles on the
Map
and
Migration
screens.
[UI]
Tweaked the look of
Force Migration
and
Tribute
to make missing requirements easier to understand.
[VISUALS]
Added new camp icons.
[VISUALS]
Added a new map illustration.
[VISUALS/UI]
Added new action point icons.
[UI/TOOLTIP]
Made the season tooltip more readable.
[UI/TOOLTIP]
Hub area tooltips now provide more useful info where relevant, such as current population consumption and production.
[UI/MIGRATION]
Added present tribes to
Migration Survey / Tile Notes
.
[UI/QOL]
Split the
Shift
command into
Shift Left
and
Shift Right
.
[UI/QOL]
Future-proofed Tribe and NPC lists with a new look.
[TIER 4 SANDBOX]
You can now change the
mood
and
temperament
of AI tribes in debug.
[BUGFIX/CSS]
Fixed some background image issues in the CSS.
Version 0.1.4 — Raiding Season
Highlights
Major raid overhaul:
added the new Raid System, replaced the old raid defense flow, and expanded raid-related gameplay with NPC raid leaders, returning hostile actions, and multiple follow-up fixes.
Food, seasons, and strategy expansion:
added the Food Generation overhaul, Seasons and Season Types, new season plans, reworked season plan categories, and fixed several season-related issues afterward.
AI and tribe interaction growth:
added the new
Tribute
major event, several new inter-AI interactions, and new hostile tribal actions including
Tribute
and
Force Migration
.
New progression tools:
added the
Mend Wounds
power, updated older quests to react to it where appropriate, and added the first
Level Up
event.
UI and readability improvements:
improved crafting presentation, adjusted Report/Event screens, split
Distant Rumours
into its own screen, and made several readability and compatibility improvements.
Fixes + polish:
fixed Tribute, fixed the defensive raid screen bug, fixed season timing issues, fixed visual bugs, and continued smoothing out the new framework.
Full changelog
Raiding, AI & Conflict Systems
[RAID/SYSTEM]
Added the new Raid System.
[RAID/SYSTEM]
Replaced the old Raid Defense System.
[RAID/NPC]
Added the ability for certain NPCs to act as raid leaders.
[AI/EVENT]
Added the new AI-player major event
Tribute
.
[AI]
Added a few new inter-AI interactions.
[AI/HOSTILE ACTIONS]
Added new hostile tribal actions:
Tribute
and
Force Migration
.
[HOSTILE ACTIONS]
Re-added
Infiltrate Camp
.
(Requires Ghost Walk.)
[AI/BALANCE]
Removed the
Supremacist
temperament from the normal AI pool.
[RAID/BALANCE]
Tweaked the grace period: AI tribes will no longer raid you during the first
12 turns
, giving you more time to prepare.
[RAID/BUGFIX]
Fixed a raid chance bug where the game was showing both raid and trade chance together, causing the displayed chance to appear artificially high.
[BUGFIX/AI]
Fixed
Tribute
.
[BUGFIX/RAID]
Fixed a defensive raid bug where it was still leading to the old raid screen.
Food, Seasons & Plans
[FOOD/SYSTEM]
Added the Food Generation Overhaul.
[SEASONS/SYSTEM]
Added Seasons and Season Types as part of the food generation overhaul.
[SEASON PLANS]
Updated season plans to fit the new raid framework.
[SEASON PLANS]
Added new season plans.
[SEASON PLANS/UI]
Reworked season plan categories.
[BUGFIX/SEASON PLANS]
Made sure new season plan costs stick properly.
[BUGFIX/SEASONS]
Fixed Season Change triggering too early.
(It was being calculated before food gain was applied.)
[BALANCE]
Buffed
Train the Hunters
.
[BALANCE]
Buffed
Gather Resources
slightly, increasing base food generation from
10–20
to
18–30
.
[TIER 4+ EXCLUSIVE]
Added new commands to control Season and Conditions.
Powers, Progression & Quests
[POWER]
Added the new power
Mend Wounds
.
[QUEST/REACTIVITY]
Made tweaks to older quests so they check whether you own
Mend Wounds
and react appropriately where logical.
[PROGRESSION]
Added the first
Level Up
event.
(Requires 20 total stats and increases Power Limit by +1.)
[BALANCE/PROGRESSION]
Tuned down the number of points needed for the
Echoes
level-up event to fire.
UI / UX & Presentation
[UI/CRAFTING]
Made tweaks to the Crafting menu.
[UI/CRAFTING]
Added an image showcase for crafted items.
[UI/CSS]
Tweaked CSS for the Report and Event View screens.
[UI/EVENTS]
Separated the normal event
Distant Rumours
into its own screen for less clutter and more information.
[UI/TEXT]
Boldened text in
Force Migration
and
Tribute
.
[UI]
Future-proofed the Tribes Info screen.
[BUGFIX/UI]
Fixed a bug where quest offers in the Talk screen would hide questions.
[VISUALS]
Fixed some reported visual bugs.
[UI/COMPATIBILITY]
Worked a bit more on resolution compatibility.
Fixes & Maintenance
[BUGFIX]
Fixed the Help section infinite loop.
Version 0.1.3 — Skulls, Wildlings, and Strange Rewards
Highlights
Major UI and menu overhaul:
a huge UI update across multiple menus, including the Talk screen, Inventory UI, crafting categories, quest item support, and various QoL improvements.
Resource pressure rebalance:
depletion and pressure systems were reworked with clearer wealth-based thresholds, population-based scaling, off-map recovery, and a post-migration grace window.
New quest and wildling content:
added the Missing Scouts quest, Cave Tribe quest, Corrupt Tree quest, and Wildling Camp Introduction quest, plus new follow-up Wildling events.
New artifact content:
added the
Corrupt Skull
artifact with 2 phases, its own normal events, and a Phase 2 upgrade event, alongside Strange Stone active-event content.
New NSFW/event content:
added an NSFW event tied to consuming
Machi Sap
, plus new Wildling-related event content including a repeatable NSFW event.
Fixes + polish:
fixed many visual issues, improved quest/UI clarity, fixed Wildling quest presentation, fixed Sandbox text wrap, and added a new audio track.
Full changelog
Core Systems, Balance & Progression
[SYSTEM/BALANCE]
Rich tiles now need
6
pressure before dropping, middling tiles need
4
, and poor tiles need
2
.
[SYSTEM/BALANCE]
Hunt Game now adds
2
game pressure.
[SYSTEM/BALANCE]
Forage & Preserve now adds
1
pressure, with additional pressure from larger populations.
[SYSTEM]
Resource depletion now uses the same model for resource-focused plans.
[SYSTEM/BALANCE]
Off-player tiles now bleed pressure off over time, making revisited land feel more stable.
[SYSTEM/QOL]
Added a
1-turn post-migration grace window
for depletion events.
[BALANCE]
Lowered the full material-output population scaling cap from
2.75x
to
2.1x
.
[BALANCE]
Full population scaling now applies only to
food, resources, and goods
.
[BALANCE]
Stability and Zeal now use a much lighter population multiplier, capped at
1.3x
.
[BALANCE]
Other yield types now default to no extra population scaling.
[SYSTEM/NAME]
Overhauled dynamic naming for stats.
UI / UX & Visuals
[UI]
Added a huge UI overhaul.
[UI/QOL]
Added a lot of QoL changes across various menus.
[UI]
Overhauled the Talk screen.
[UI]
Overhauled the Inventory UI.
[UI/CRAFTING]
Added a Quest Item category to the Inventory and Crafting screens.
[UI/CRAFTING]
Stylized the Crafting category buttons.
[UI]
Added an alert to the
Interact With
button when quests become available in the Talk screen with an NPC.
[VISUALS]
Added clear visual cues for NSFW normal events.
[BUGFIX/VISUALS]
Fixed a large number of visual bugs.
[TEXT/BUGFIX]
Fixed some text spacing typos.
[BUGFIX/UI]
Fixed text wrapping in the Sandbox menu on
tier 4+
.
[BUGFIX/QUEST/UI]
Fixed the Wildling quest visual presentation so it now matches other quests.
Quests & Event Content
[QUEST]
Added the
Missing Scouts
quest.
(Must finish the tutorial, Kael must be at camp, and relations must be good.)
[QUEST]
Added the
Cave Tribe
quest.
[QUEST]
Added the
Corrupt Tree
quest.
(Maybe try hunting...)
[QUEST]
Added the
Wildling Camp Introduction
quest.
[EVENT/PATREON]
Added new normal and major events that have a chance of firing while the artifact
The Strange Stone
is active.
[EVENT/NSFW]
Added an NSFW event tied to consuming
Machi Sap
.
[EVENT/WILDLING]
Added a new major event for the Wildling.
(Requires finishing the intro quest, high Love or Obedience, and enough time passing.)
[EVENT/WILDLING/NSFW]
Added a repeatable NSFW event tied to the Wildling.
(Requires finishing the “She Needs a Wash!” event.)
Artifacts & Items
[ITEM]
Added the new item
Machi Sap
.
[ITEM]
Added the
Outcast Idol
item.
(Failure sometimes offers its own reward...)
[ARTIFACT]
Added the
Corrupt Skull
artifact.
[ARTIFACT]
Added
2 phases
for the Corrupt Skull artifact.
[ARTIFACT/EVENT]
Added normal events tied to the
Corrupt Skull
.
[ARTIFACT/EVENT]
Added the
Corrupt Skull Phase 2 upgrade event
.
Audio
[AUDIO]
Added a new audio track.
Version 0.1.2.1 — Outcasts and Oddities
Highlights
Major progression update: the Inventory, Artifact, and Crafting systems are now in, alongside the new Power Limit system and Max Inventory Size.
New content drop: added 20 new items, the Strange Stone artifact, and the beginning of the Payback quest.
New event content: added The Day After, Heart To Heart, Scouting Mission, Eyes in the Daylight, and Eyes in the Dark.
Crafting + UI improvements: you can now choose crafting categories, the Inventory / Artifact / Crafting UI has been further improved, and Bone Awl has been renamed to Stitching Needle.
Audio/visual upgrade: added separate SFX and Music volume sliders, 2 new music tracks, some animations, and some sound effects.
Fixes + polish: removed empty effect passages for events that don’t use them, fixed the Save Slot turn counter, fixed typos, fixed the missing GIF in Food Surplus, and fixed a bug where multiple tribes could trigger raid/trade events on the same turn.
Full changelog
Core Systems & Progression
[SYSTEM] Added the Inventory system.
[SYSTEM] Added the Artifact system.
[SYSTEM/CRAFTING] Added the Crafting system.
[SYSTEM/PROGRESSION] Added Power Limit.
[SYSTEM/INVENTORY] Added Max Inventory Size
(will be tweaked further)
.
Items, Artifacts & Crafting Content
[ITEMS] Added 20 new items.
[ARTIFACT] Added the Strange Stone artifact.
[CRAFTING/QOL] Added the ability to choose crafting category.
[ITEMS/NAME] Renamed Bone Awl to Stitching Needle.
Events & Quest Content
[EVENT] Added The Day After major event.
[EVENT] Added Heart To Heart major event
(must finish Valued Item quest)
.
[EVENT] Added Scouting Mission major event
(requires Outcast)
.
[EVENT] Added Eyes in the Daylight major event
(requires Outcast + failed/succeeded brother quest)
.
[EVENT] Added Eyes in the Dark minor event
(requires Outcast + failed/succeeded brother quest)
.
[QUEST] Added the beginning of the Payback quest.
UI / UX, Audio & Visuals
[AUDIO/UI] Added separate SFX and Music volume sliders.
[UI] Further worked on the Inventory, Artifact, and Crafting UI.
[AUDIO] Added 2 new music tracks.
[VISUALS] Added some animations.
[AUDIO] Added some sound effects.
Fixes & Maintenance
[EVENT/UI] Removed empty effect passages for events that don’t have them.
[BUGFIX] Fixed Save Slot turn counter.
[BUGFIX] Fixed various typos.
[EVENT/VISUALS] Fixed GIF not appearing in the Food Surplus event.
[BUGFIX] Fixed a bug where multiple tribes could trigger raid/trade events on the same turn.
v0.1.1.A
Fixed bug with Wildling quest
v0.1.1
Highlights
Major UI overhaul
so critical info is visible at a glance (plus report screen is now a table).
NPC tribe world sim is live:
tribes take End Turn “season actions,” can raid each other, and can be wiped out.
Big economy rebalance:
pop food upkeep reduced; Stewardship can cut upkeep; pop growth improved.
“Food Surplus!” reworked
(now requires 50× pop food, with a 20-turn cooldown).
New content drop:
new quests (
Moving Mountain
,
Wilding
), new NPC (
The Wildling
), and new major event (
Female Love
).
Full changelog
Gameplay & Balance
[ECON]
Reduced population food upkeep from
3.5 → 2 per pop
.
[ECON]
Stewardship can now decrease food upkeep up to
25%
.
[ECON]
Modified PopGrowth calculation (natural growth should be faster).
[EVENT/BALANCE]
“Food Surplus!” now only fires if you have food equal to
50× your population
(was 3×), and its cooldown is now
20 turns
.
[BALANCE]
Adjusted many difficulty check values (general rebalance pass).
[BALANCE]
Additional balance work across systems.
World Simulation & NPC Tribe AI
[WORLD/AI]
NPC tribes now take independent
End Turn “season actions”
(hunt, fortify, trade route, ritual, migrate, raid rival).
[WORLD/AI]
Tribe action selection is weighted by temperament + current mood (more consistent, readable behavior).
[WORLD/AI]
NPC tribes can raid each other; success/failure is based on military strength + a small randomness roll.
[WORLD/AI]
Inter-tribe raids are now impactful: successful raids steal meaningful population (
min 1
, up to
~25%
of defender pop, mitigated by fortification) and resources.
[WORLD/AI]
Tribes can now be destroyed by other tribes (population can drop to 0).
[WORLD/AI]
Fortification now provides real defensive value: boosts raid defense, reduces raid losses, and increases resource storage capacity.
[WORLD/AI]
Added AI growth limiters to prevent runaway tribes: upkeep drain, storage caps + spoilage/decay, and carrying-capacity/attrition pressure at high population.
[WORLD/UI]
Added an End Turn world activity event (“Distant Rumors”) to show outcomes and NPC stat changes.
Quests, Events & Writing
[WRITING]
Rewrote Raiding/Trade events to be more flavorful and make the protagonist feel more superpowered.
[QUEST]
Rewrote Hidden Tribe major event.
[QUEST]
Rewrote Outcast Brother quest.
[QUEST]
Rewrote Party raid event chain.
[WRITING]
Added around
10k+
new words across older quests/events.
[QUEST/BALANCE]
Short godlings can’t intimidate the hunters in the brother quest anymore.
[ONBOARDING]
Added a tutorial after the intro section.
[EVENT]
Added “Spoiled food” effect/event.
[EVENT]
Added “Lack of Materials” effect/event.
[EVENT]
Added “Full bellies” erotic event.
[MAJOR EVENT]
Added “Female Love” major erotic event.
[EVENT]
Added “The Rains Warmth” normal erotic event.
New Content
[QUEST]
Added “The Moving Mountain” quest (chance to fire when using Scout Wilds).
[QUEST]
Added Wilding Quest.
[NPC]
Added a new NPC:
The Wildling
.
UI / UX
[UI]
Report screen is now a table (more readable and useful).
[UI]
Complete interface overhaul to keep necessary information visible at a glance.
[UI]
Added tooltips to season plans.
[UI]
Added option to automate season plans.
[UI/QUEST]
Fixed Track quest functionality.
Season Plans & Progression
[SEASON PLAN]
Added an expensive season plan that increases available action points for a number of turns.
Audio, Art & Presentation
[AUDIO]
Added clicking sound effects.
[VISUALS]
Added more image variation for party raids.
[FONTS]
Added Merryweather and Cynzel to Tribal Era passages for readability.
Fixes & Maintenance
[BUGFIX]
Fixed prep modifier being wrongly applied during raid.
[MAINT]
Some maintenance work in the JavaScript mines.
v0.1
Initial Release
Just an interesting concept, but nothing more than a idea covered in AI slop and boring game loops. To be something decent it will need a lot more than this. Anyway, I'll desire the dev a lot of luck with the project, maybe with enough work it could reach something.
I'm really enjoying the beta so far. I love resource management games, especially with this kind of era progression. The game has a lot of potential—keep up the great work! Also, please embrace feedback, especially regarding the food system.
Very little content and what content there is are mostly AI placeholders at the moment. But the concept is really cool and I'd like to see it developed substantially. Btw this site desperately needs an AI writing tag.
Tl;Dr: Cool idea, limited content. I appreciate whenever there's a new game concept here instead of the same genre ad nauseum. After getting past the intro, The First Gods seems like a decent little management game. Although a lot isn't explained (What do stats do? How do I find tribes?) things seem to be functioning mostly solidly, which is pretty tricky for a strategy game. As a 0.1 there won't be much content, but there really isn't a lot even for first release. If you look into the files you'll only see a small handful of actual pornographic scenes, and you'll quickly run out of non-pornographic scenes as well. Perhaps this was just because currently the difficulty is quite high. Starvation is pretty much an expectation. I wasn't sure how I could possibly progress without cheating, but there isn't much to actually do later so that wasn't a huge issue. I do wonder how difficult it will be to keep going with development. As there are things like Ages and Laws and such mentioned I think the dev has a lot of ambition but I can't imagine the nightmare that managing this stuff will be in Twine. I'm also pretty sure most of the text is AI written, it has that vibe. The gifs used are also huge file size wise, hopefully that can be fixed down the line. I am looking forward to the future of this game, as the current design is quite promising. If you're looking for a lot of pornographic stuff currently you can probably skip this. Best of luck to the dev!
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