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Introduction
Welcome to the first
Black Incense Dev Diary, the start of what will now be a weekly update. After months of working quietly, it’s been incredible to finally share the first release and see the response. Thank you to everyone who has played, commented, and helped spread the word, and a special thank you to those who have chosen to support the project as Patrons. Your enthusiasm has made the launch genuinely rewarding.
For this first entry, I wanted to outline the larger vision behind
Black Incense and explain how I plan to develop the game from here.
The Vision
Black Incense began with the idea of creating an adult game with the same ambition, complexity, and narrative depth as a prestige RPG or TV series. In truth, whilst I have a deep love for RPGs, many of my major inspirations for Black Incense are also prestige TV series - shows like Better Call Saul and (the early seasons of) Game of Thrones which I think do episodic and rich modern storytelling better than anything else out there. Ultimately, I'm inspired by any format that builds character and consequence with patience and intelligence.
There are some excellent creators doing strong work in the adult games space (Eva Kiss is a standout example), but the genre as a whole often suffers from poor writing and shallow design. My goal is to push against that and to show that adult games can have literary and emotional weight without losing their eroticism.
To me what makes adult games so interesting is that they lie at this intersection between porn and erotica. To get slightly abstract for a minute, eroticism is always a mixture of sensory input and the narrative that is built alongside this sensory input. Adult games are unique in the virtual world in being able to deliver both - and if these games offer the player choice in building that narrative, then this gets elevated even further.
So
Black Incense won’t rely on porn-logic plots or stock setups. It’s a story grounded in psychological realism, moral complexity, and genuine player choice. There will be plenty of sex, if the player pursues it, but it will always feel integrated as the natural expression of the story’s characters and circumstances.
Choice and consequence are at the centre of that design. I hope the Prologue already demonstrates this: there are 18 different ways Molly can lose her virginity, depending on earlier life decisions from class background, schooling, hobbies, and social circle (have you unlocked them all yet?). That level of choice will continue throughout the main story, although often with a view of increasing depth as well as breadth (more on this below).
My influences here come from RPGs with strong factional and moral systems:
KOTOR I & II,
SWTOR,
Fallout: New Vegas,
Disco Elysium, and most recently
Baldur’s Gate 3. I absolutely love any game where you can align with different factions and characters in different playthroughs, and play characters across the whole spectrum of morality from good to evil.
The Prologue was designed as a contained slice of that philosophy: twenty years of backstory condensed into a single interactive narrative. From now, the focus will narrow. There will be more day-by-day storytelling, tighter character focus, and a descent into a hidden world that exists beneath the surface of modern London. There will be factions, conspiracies, power struggles, and difficult choices.
The setting itself is central to the vision.
Black Incense takes place in a present-day world that looks familiar but hides something vast beneath it, including secret orders, occult societies, criminal networks, and political intrigue. I’m looking forward to slowly revealing its lore in future releases, and Patrons will also see extra snippets, character notes, and other lore materials as development continues.
Once I had this concept of an ordinary young woman drawn into that underworld, the project clicked, and I knew I had to build it.
The Plan
My development goal is a new release every month. This is an aim, not an unbreakable rule, but I’ll always communicate clearly if timing shifts. Ultimately, I really want this game to be successful, and the best way to do that is to prove to all of you that I am a developer who releases consistent and quality updates, so it is in my own best interests to do so.
Barring the utterly unexpected, the next release,
Season One, Episode One, will arrive in
December.
The Prologue was made free to play to build visibility and let people experience what
Black Incense aims to be. Going forward, I’ll move to an early-access model: paid Patrons receive new releases first, and a free version follows about a month later. I may occasionally release the opening scenes of each update publicly to give people a small taste of the new update, but the full build will always remain Patron-exclusive during that first window.
That structure keeps the game accessible while rewarding the people who make its development possible. My long-term goal is to reach a point where
Black Incense can sustain full-time development, which would mean faster updates, richer art, and more expansive storytelling.
I do actually have a
very rough plan of the entire story sketched out. I have absolutely no doubt that it will change substantially as the game progresses, so all of the following should be taken lightly, especially any conjecture beyond season one.
The project is designed like a serialized drama: episodes grouped into seasons. I’m currently planning
ten episodes per season and expect around
seven seasons in total. This structure keeps the branching narrative manageable while allowing meaningful choice and variation. Think of it like an RPG with distinct story arcs such as the “planets” of
KOTOR or the acts of
Baldur’s Gate 3 where each arc can evolve differently depending on the player’s actions.
Season One focuses on Molly’s introduction and initiation into the hidden world of
Black Incense. The entire ten-episode arc is already outlined, so I have a clear roadmap for the coming months: key plot points, character developments, and factional dynamics. It’s detailed enough to guide production but flexible enough to evolve as the story and feedback develop.
Finally, a word on hotfixes: no matter how much testing I do, small bugs always slip through. Thanks to those who have reported minor issues with the Prologue. I’ll release a hotfix this week to address them, and that will be the standard approach, to fix quickly, and communicate clearly.
That’s all for now. Next week’s diary will focus on the process behind building the Prologue and what I learned from it.
Thank you again for all the encouragement and support. It’s because of you that
Black Incense exists , and will continue to grow into something amazing.
Himeros