gymnopedies

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Okay, my favorites for losing my virginity are Deep Tissue Massage, The Winner Take All, and No Strings Attached (this last one is my number one choice). Then there's "After School Special," and finally "BBC World Service"... that'll be my number one choice.

But I'll play a parallel game where it's just Josh Tyron Josh and no one else.

Well, who am I kidding? I'll play everything, but those two will be my main ones, I think.
 
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Buletti

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Do we always end up with Josh or is there a way to stop this from happening?
Always. This is the default state in which the dev wants his MC at the start of the narration. Since scenes will be avoidable from now on I personally made my peace with it.

Even though MC could be a bit less cock hungry when you let her on a lesbian path in the prologue. But I understand that this would need even more ressources.
 
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Buletti

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Nov 7, 2023
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Dev Diary 2: Lessons Learned

Just now

Hello everyone, and welcome back to the second Black Incense development diary. Writing for the next release is going well, and I’m on track for a December launch. It’s been a busy but productive few weeks.

For this entry, I wanted to take a step back and look at what I learned while creating the Prologue. I’d planned to do this reflection privately anyway as part of making sure I keep improving with each release, but it also seemed worth sharing here. A lot of you have asked about the process behind the game, and talking openly about what worked, what didn’t, and what’s changing for the next stage feels like a good way to start that conversation.

So, let’s get into it.
Lesson One: Scale and the Art of the Possible

The Prologue of Black Incense was enormous, with over 100,000 words of dialogue, about the size of a 350-page novel. In any single playthrough you’ll probably only see a small fraction of that, but of course every branch had to be written, tested, and kept coherent. It was easily the biggest writing project I’ve ever taken on.

At the same time, I had to teach myself how to create NSFW AI-assisted art that looked consistent across poses and scenes, then produce more than 200 final images. Every piece went through several passes, manual touch-ups, and prompt rewrites. Add in designing a new UI from scratch and learning enough coding to make it all behave, and the process became a real education in what’s actually possible for one person working nights and weekends.

The lesson was simple but vital: ambition has to be matched with something sustainable. Now that the groundwork is done with the art pipeline, the UI, the systems, I know roughly what a sane release target looks like. Whilst these aren't definitive figures, I estimate that around 15,000–20,000 words of new content and 20–50 fresh images each month is achievable without burning out. That rhythm should let me keep building this world steadily while maintaining the quality and depth that drew people to the Prologue in the first place.
Lesson Two: Keeping Up with Artificial Intelligence

It’s hardly an original insight to say that AI is changing everything, but for independent creators, the pace of that change is dizzying. I’m grateful for it, though, because without these tools Black Incense couldn’t exist. They let me focus on what I do best (writing, story design, worldbuilding, scene and image composition) whilst handling the parts I simply couldn’t produce alone, like the raw artwork itself.

When I started generating assets for the Prologue, the tools I was using were state of the art; three months later, half of them were obsolete. That’s the reality of working at the intersection of art and technology right now. Keeping up is about constantly refining workflow, experimenting, and learning. For anyone interested in exploring this side of development, I’d recommend the Pixaroma YouTube channel; his tutorials were invaluable when I was building my pipeline. I'm not affiliated with him in any way, I just wanted to give him the credit due for helping make this all possible.

Looking ahead, I plan to stay close to the frontier. As tools evolve and become more intuitive from image generation to animation I’ll experiment carefully with how they can enhance Black Incense without losing its human core (the writing and storytelling will always be made by me). However, that's for the future. For now as the project is in its initial stages my focus is to get the fundamentals right, tell the story properly, and build a strong foundation.
Lesson Three: The Development Cycle Sequence

When I began the Prologue, my process was straightforward but imperfect. I outlined the scenes, generated the artwork for them, and then wrote the story to match. It worked, but as the writing evolved, some scenes drifted in directions I hadn’t anticipated, leaving moments where the images didn’t quite align with the text.

For future releases, I’ve refined the sequence. After the initial planning stage, I now do a quick draft pass before generating images. That allows the structure and dialogue to take shape early, while still leaving room to adapt once the visual material exists. The final writing then incorporates any new visual details that appear during generation, turning those spontaneous quirks into part of the scene rather than inconsistencies to fix.

Because the monthly releases will be smaller and more focused, it’ll also be easier to move between writing and art creation fluidly, keeping both in sync. I may eventually revisit the Prologue to add a few images where I think it would benefit, but only when time allows. Which leads directly to the next lesson...
Lesson Four: Perfection is the Enemy of Good

This is less a lesson learned than a rule I knew I had to follow from the beginning. A project like Black Incense can easily spiral out of control if you try to make every detail perfect before moving on. At a certain point, you have to decide something is good, release it, and keep building.

There are still plenty of things I’d like to add or polish. A few images could use another pass, and I had extra ideas (like a tarot reading for Molly at sixteen) that didn’t make it into the Prologue. One big example that some players have since asked about was the idea of including a female-only option for Molly’s first time. The problem was that doing it properly would have meant writing alternate versions of every later sex scene with a man, to account for whether or not that was her first male encounter. That’s hundreds of extra lines of dialogue and code, effectively doubling the amount of work for every sex scene that follows, and it would have pushed the release back by over a month.

Those are the kinds of decisions you have to make if you want to keep a project alive. The priority is progress and consistency, not chasing every “what if” or giving in to feature creep. Each update will add new content, refine old systems, and expand the story, but the only way to reach the finish line is to keep moving forward.
Lesson Five: Why It’s Worth Doing

It might sound like an obvious point, but it’s true all the same. I spent months working on Black Incense before anyone else saw a frame of it, long nights, whole weekends, and no feedback beyond my own instinct that this idea was worth pursuing. Seeing the reaction since release has been incredibly energising. The messages, comments, reviews, and kind words have totally vindicated my decision to put this out there.

It’s easy to underestimate how much that matters to a developer working alone. Every piece of feedback helps guide what comes next, and every bit of support makes it possible to dedicate more time and resources to the game. To everyone who’s played, shared, or pledged: thank you. You’ve made these first weeks far more rewarding than I imagined, and that support is exactly what will carry Black Incense forward.
Conclusion

Before I sign off this week, I wanted to share the short trailer I put together for Black Incense. It’s simple, but I think it captures the tone and atmosphere of the world well, and it was a fun experiment in learning new tools. There's no way to embed videos within the body of text so you will have make do with me just posting the YouTube link instead. I hope you enjoy it!



Next week’s diary will be about game mechanics I’ll be avoiding, the things that can undermine immersion or break narrative focus, which I think is just as important as discussing the systems I’ll include.

As always, feel free to share your thoughts or questions in the comments. I read everything, and your feedback genuinely helps shape what comes next. Thanks again for all your support, and I’ll see you in the next update.

Himeros
 

Himeros Studios

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Okay, my favorites for losing my virginity are Deep Tissue Massage, The Winner Take All, and No Strings Attached (this last one is my number one choice). Then there's "After School Special," and finally "BBC World Service"... that'll be my number one choice.

But I'll play a parallel game where it's just Josh Tyron Josh and no one else.

Well, who am I kidding? I'll play everything, but those two will be my main ones, I think.
I love to hear it! You clearly have good taste, well done for catching them all :D

Do we always end up with Josh or is there a way to stop this from happening?
As Buletti said, it's baked in. The prologue is the story before the story. My initial plan was to just have this be a character screen really where you could alter a few things like first time, school cliques etc from drop down menus, but I thought actually playing it out in narrative form gives people so much more ownership. However it does mean that the prologue has to end up at the place where I wanted to start the story - which is Molly being in a relationship with Josh. Don't worry though, in the story itself, there will be plenty of opportunities to branch out...

Dev Diary 2: Lessons Learned
Thanks for sharing this!
 
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DaLuke2

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Aug 3, 2025
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Dev Diary 2: Lessons Learned

Just now

Hello everyone, and welcome back to the second Black Incense development diary. Writing for the next release is going well, and I’m on track for a December launch. It’s been a busy but productive few weeks.

For this entry, I wanted to take a step back and look at what I learned while creating the Prologue. I’d planned to do this reflection privately anyway as part of making sure I keep improving with each release, but it also seemed worth sharing here. A lot of you have asked about the process behind the game, and talking openly about what worked, what didn’t, and what’s changing for the next stage feels like a good way to start that conversation.

So, let’s get into it.
Lesson One: Scale and the Art of the Possible

The Prologue of Black Incense was enormous, with over 100,000 words of dialogue, about the size of a 350-page novel. In any single playthrough you’ll probably only see a small fraction of that, but of course every branch had to be written, tested, and kept coherent. It was easily the biggest writing project I’ve ever taken on.

At the same time, I had to teach myself how to create NSFW AI-assisted art that looked consistent across poses and scenes, then produce more than 200 final images. Every piece went through several passes, manual touch-ups, and prompt rewrites. Add in designing a new UI from scratch and learning enough coding to make it all behave, and the process became a real education in what’s actually possible for one person working nights and weekends.

The lesson was simple but vital: ambition has to be matched with something sustainable. Now that the groundwork is done with the art pipeline, the UI, the systems, I know roughly what a sane release target looks like. Whilst these aren't definitive figures, I estimate that around 15,000–20,000 words of new content and 20–50 fresh images each month is achievable without burning out. That rhythm should let me keep building this world steadily while maintaining the quality and depth that drew people to the Prologue in the first place.
Lesson Two: Keeping Up with Artificial Intelligence

It’s hardly an original insight to say that AI is changing everything, but for independent creators, the pace of that change is dizzying. I’m grateful for it, though, because without these tools Black Incense couldn’t exist. They let me focus on what I do best (writing, story design, worldbuilding, scene and image composition) whilst handling the parts I simply couldn’t produce alone, like the raw artwork itself.

When I started generating assets for the Prologue, the tools I was using were state of the art; three months later, half of them were obsolete. That’s the reality of working at the intersection of art and technology right now. Keeping up is about constantly refining workflow, experimenting, and learning. For anyone interested in exploring this side of development, I’d recommend the Pixaroma YouTube channel; his tutorials were invaluable when I was building my pipeline. I'm not affiliated with him in any way, I just wanted to give him the credit due for helping make this all possible.

Looking ahead, I plan to stay close to the frontier. As tools evolve and become more intuitive from image generation to animation I’ll experiment carefully with how they can enhance Black Incense without losing its human core (the writing and storytelling will always be made by me). However, that's for the future. For now as the project is in its initial stages my focus is to get the fundamentals right, tell the story properly, and build a strong foundation.
Lesson Three: The Development Cycle Sequence

When I began the Prologue, my process was straightforward but imperfect. I outlined the scenes, generated the artwork for them, and then wrote the story to match. It worked, but as the writing evolved, some scenes drifted in directions I hadn’t anticipated, leaving moments where the images didn’t quite align with the text.

For future releases, I’ve refined the sequence. After the initial planning stage, I now do a quick draft pass before generating images. That allows the structure and dialogue to take shape early, while still leaving room to adapt once the visual material exists. The final writing then incorporates any new visual details that appear during generation, turning those spontaneous quirks into part of the scene rather than inconsistencies to fix.

Because the monthly releases will be smaller and more focused, it’ll also be easier to move between writing and art creation fluidly, keeping both in sync. I may eventually revisit the Prologue to add a few images where I think it would benefit, but only when time allows. Which leads directly to the next lesson...
Lesson Four: Perfection is the Enemy of Good

This is less a lesson learned than a rule I knew I had to follow from the beginning. A project like Black Incense can easily spiral out of control if you try to make every detail perfect before moving on. At a certain point, you have to decide something is good, release it, and keep building.

There are still plenty of things I’d like to add or polish. A few images could use another pass, and I had extra ideas (like a tarot reading for Molly at sixteen) that didn’t make it into the Prologue. One big example that some players have since asked about was the idea of including a female-only option for Molly’s first time. The problem was that doing it properly would have meant writing alternate versions of every later sex scene with a man, to account for whether or not that was her first male encounter. That’s hundreds of extra lines of dialogue and code, effectively doubling the amount of work for every sex scene that follows, and it would have pushed the release back by over a month.

Those are the kinds of decisions you have to make if you want to keep a project alive. The priority is progress and consistency, not chasing every “what if” or giving in to feature creep. Each update will add new content, refine old systems, and expand the story, but the only way to reach the finish line is to keep moving forward.
Lesson Five: Why It’s Worth Doing

It might sound like an obvious point, but it’s true all the same. I spent months working on Black Incense before anyone else saw a frame of it, long nights, whole weekends, and no feedback beyond my own instinct that this idea was worth pursuing. Seeing the reaction since release has been incredibly energising. The messages, comments, reviews, and kind words have totally vindicated my decision to put this out there.

It’s easy to underestimate how much that matters to a developer working alone. Every piece of feedback helps guide what comes next, and every bit of support makes it possible to dedicate more time and resources to the game. To everyone who’s played, shared, or pledged: thank you. You’ve made these first weeks far more rewarding than I imagined, and that support is exactly what will carry Black Incense forward.
Conclusion

Before I sign off this week, I wanted to share the short trailer I put together for Black Incense. It’s simple, but I think it captures the tone and atmosphere of the world well, and it was a fun experiment in learning new tools. There's no way to embed videos within the body of text so you will have make do with me just posting the YouTube link instead. I hope you enjoy it!



Next week’s diary will be about game mechanics I’ll be avoiding, the things that can undermine immersion or break narrative focus, which I think is just as important as discussing the systems I’ll include.

As always, feel free to share your thoughts or questions in the comments. I read everything, and your feedback genuinely helps shape what comes next. Thanks again for all your support, and I’ll see you in the next update.

Himeros
Man, the more you publish, the more I like you.

And yes, your idea was worth pursuing, I have never been so excited about a new developer.
 

Himeros Studios

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Jun 23, 2025
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Anybody know how to complete the empty ones! I've been trying so many different combos, it feels impossible!
I am pretty sure that has got to be the Northgate Rebel Clique path (Nat) - make sure you're playing the hotfix version if so (it has HF in the file name) otherwise that path will lead to an error code.


Man, the more you publish, the more I like you.

And yes, your idea was worth pursuing, I have never been so excited about a new developer.
Thank you! I'll get right back to writing then!
 

Buletti

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Nov 7, 2023
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Those new added sprite things sound very good! I am looking forward to see them in the VN.

Do you retrofit them to the prologue as well? Or is it used just from now on? And I assume that will have no effect on existing saves then, correct?
 
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Himeros Studios

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Jun 23, 2025
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Those new added sprite things sound very good! I am looking forward to see them in the VN.

Do you retrofit them to the prologue as well? Or is it used just from now on? And I assume that will have no effect on existing saves then, correct?
Thank you! To give context to those on this thread, I had posted on my Patreon to paid subscribers earlier today with a sneak peek of Molly's sprite with 25 different emotions added depending on context. It was something I knew I wanted to have in the game from the start but did not have time whilst doing all the UI etc for the prologue.

I won't repost that image here out of respect for my subscribers (although my subscribers are free to do with it as they wish) but instead as a little taster to the community here, here are a few of my favourites I have done for Joy, one of Molly's housemates you will get to know a bit more over the coming releases:

Joy and Other Emotions.jpg

I will be retrofitting the Molly ones to the prologue, because actually compared to how the rest of the game will be going forward with a far more traditional split between sprites+backgrounds and whole screen scenes, the prologue had far more scenes and far fewer moments involving sprites (due to the nature of it being a montage over many years). So it won't be that difficult to do at all - I imagine there will only be a few moments that will change, and they shouldn't affect your save in the slightest.

Excellent Game
Thank you, I'm very glad you have enjoyed it so far!

Yeah, sorry Josh, but the moment I can have a choice - I'm dumping your ass and you're out :LUL:
That's totally fair :LOL: of course, there's also nothing stopping you from not dumping him, and still having your fun elsewhere :WeSmart:
 

Minttymint

Member
Jun 20, 2017
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Hate MC's face but the game is so good ill get over it. Good writing, lots of choices and hot guys, hallelujah.
 

DolorHic

New Member
Nov 25, 2025
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I've played a fair share of VNs but I've made an account just to comment on this one. It clearly has a great deal of potential beyond just a porn game, and could tell an intriguing and mature story.

My main critique is that the Gallery is kind of pointless. The art is good (and this is coming from someone who normally doesn't really get along with anything AI-generated) but the obvious strength of the game is the writing; the Gallery divorces the art from its context, which is a shame. Is there any possibility to make the Gallery not a gallery, but a scene replay?

Also, I can see why this happened because the Prologue is so expansive, but the artwork in the scenes themselves are too sparse. The art will jump from a chaste PG-13 to X-rated, which can be jarring even if you are following the writing. Going forward, I'd happily have fewer scenes if they could be more detailed.

All in all, a great debut!
 

Buletti

Engaged Member
Nov 7, 2023
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Dev Diary 3: Mechanics and the Meaning of Choice

11 minutes ago

Hello everyone, and welcome to the third Black Incense development diary. If you haven’t had a chance to try it yet, the free Prologue is available .
The past week has been split between writing and art, drafting dialogue, refining images, and shaping Molly’s first real encounter with the hidden world beneath her feet. Apart from the brief flash-forward in the Prologue, this is where her descent truly begins, and it’s been a lot of fun designing scenes that give just the faintest glimpse of what’s waiting for her.
“So, you’re probably wondering how I got myself into this situation…”
As promised in last week’s diary, this entry looks at the core mechanics you won’t see in Black Incense. Knowing what to leave out is just as important as deciding what to include; it defines a project’s identity just as sharply.
And as I began writing the dev diary, this naturally evolved into a broader reflection on player choice and agency, which makes sense, since that’s at the heart of the experience I’m building.
A quick note before diving in: none of this is meant as an objective criticism of other games. Design is always about intent and perspective. What works brilliantly in one project can feel out of place in another. My aim isn’t to claim authority over what’s “good” or “bad”, only to be transparent about the principles guiding Black Incense and why they matter to me.
So, with that said, let’s talk about the mechanics I’m deliberately steering clear of, and why.

False Freedom: When the Game Says No
There’s a design habit I’ve seen in several adult games, even some otherwise excellent ones, that never fails to frustrate me. You reach a moment you’ve been anticipating: the character you’ve been wanting to sleep with all game finally makes a move. They flirt, they invite you in, and then… you discover that the “accept” option is greyed out.
Maybe you haven’t accumulated enough lust points. Maybe your relationship stat with them isn’t high enough. Maybe you’ve slept with someone else earlier, and the developer decided that disqualifies you from this encounter. Whatever the reason, the moment collapses.
To me, this completely breaks immersion. Someone in the story has made an offer, and the fundamental choice before you is simple: yes or no. Real people, when faced with that moment, can always choose either, regardless of past choices. They might face consequences, but they can still decide. Removing that choice undermines the illusion that you’re steering the character’s life. In a narrative game, that illusion is everything.
This doesn’t mean I dislike systems that track relationships or past behaviour. Quite the opposite: those systems are essential. Previous choices should absolutely shape the story and influence what’s available to you. But there’s an important distinction here.

When the game presents a choice, you should always be free to take it.

If I want a sex scene to only unlock only when you have a good relationship with a character, there are better, more natural ways to handle it. Perhaps the character only makes that invitation if your relationship is strong enough and the offer never appears if you haven’t earned it. Or perhaps you can choose to make the proposition yourself, and their response depends on your standing with them. Both mirror how things might unfold in real life.
What I’ll never do is dangle a choice in front of you and then tell you you’re not allowed to make it because some invisible number isn’t high enough.
When I talk about player agency, this is where it begins: every option that appears on the screen should be one the player can genuinely take. The consequences might differ, but the choice itself should never be denied. Once a possibility exists in the fiction, it should belong to the player to accept or reject. That’s how immersion stays intact, and how choice stays meaningful.

The Right to Try (and Fail)
The second part of this philosophy is about freedom of attempt. A lot of games use skill checks or stat gates that only offer you a choice if you’ve already reached a high enough level to succeed. In Black Incense, I’m taking a different approach.
If there’s a wall to climb, a door to pick, or a lie to tell, you can always try it, whatever your current skill level. You might fail (and failure will have its own consequences) but the decision to attempt it is always yours.
That matters, because failure is part of storytelling. It reveals character, creates tension, and opens branches you wouldn’t otherwise see. I love how Disco Elysium handles this, where sometimes failing at a skill check can lead to more interesting options than succeeding.
There will, of course, be rare exceptions where a choice simply wouldn’t make sense. If your cyber skill is near zero, your character won’t see an option to install spyware because they wouldn’t know what spyware is. But those moments will be logical, not arbitrary.
And when you do fail at something, it will never be game over. It will just be a further development in your story, wherever that may take you.
To me, agency means more than just success. It’s the freedom to decide what you’re willing to risk, to choose boldly, to fail spectacularly, and to live with the outcomes. That’s what gives narrative choices real weight, and what keeps a story alive with possibility.

Winning is Fun, Actually
I’m borrowing this subtitle from RimWorld's tagline - Losing is Fun. Whilst RimWorld is one of my favourite games of all time and does what it sets out to do excellently, a lot of other modern games seem almost eager to trip players up in less fun ways, turning progress into a series of traps rather than challenges. Difficulty isn’t the issue; arbitrariness is.
I’ll single out one example, because it perfectly illustrates what I mean. I tried Suzerain recently, and on paper it should have been my ideal game, a political role-playing experience full of moral choices and branching outcomes. But the design drove me mad. It’s almost impossible to reach the outcome you want without consulting a wiki to dodge hidden pitfalls. The most ridiculous example I found was that if you want to succeed as a hardline dictator, you have to order the salad in one particular lunch scene. Pick anything else and several hours of gameplay further down the line the person you dined with refuses to back your coup and you will lose no matter what. That kind of invisible fail condition doesn’t challenge the player, it just breaks internal logic.
There’s clearly an audience for that sort of punishing design, and I’m not saying it’s objectively wrong. It just runs counter to how I want Black Incense to feel. When someone gives hours of their time to explore a world I’ve built, I don’t want to frustrate them. I want to help them tell the version of the story they’ve imagined. My job as a developer isn’t to block the player, it’s to facilitate their story.
That doesn’t mean choices won’t have weight. They will, and sometimes consequences will unfold in ways the player couldn’t predict. In the Prologue, for example, choosing to spend Molly’s gap year in the Alps opens the opportunity for her first lesbian experience, while choosing Thailand leads to the possibility of a threesome. I don’t tell the player this in advance, because discovery is part of the fun, and part of how the world feels alive.
They do say taking a gap year is about having new experiences...
But as much as possible, I want to avoid locking players out of major storylines, factions, or relationships through hidden triggers or arbitrary design decisions. There will be no hidden "salad or death" choices in Black Incense.
The player isn’t here to be second-guessed; they’re here to realise a vision. If someone wants to play Molly as a saint, a schemer, or a fallen angel, my job is to make sure the game responds to that choice, not punish them for daring to make it. The story should feel like a collaboration between writer and player, not a contest.
That’s the philosophy. Black Incense isn’t about catching you out with hidden failures or punishing you for not reading the developer’s mind. It’s about giving you the tools to shape a living narrative and see the consequences unfold. Choices should open doors, not slam them shut.

No Paths Set in Stone
This connects closely to the last point, but it’s worth addressing on its own. One thing I want to avoid completely in Black Incense is forced railroading, especially the kind that comes from stat systems.
A few of you have asked how skills and traits will work, and I’ll go into full detail on that in next week’s dev diary. For now, though, I want to make one promise clear: your build will shape your story, not restrict it. Choosing to focus on intelligence over empathy, or intuition over willpower, won’t close off entire paths or relationships. It will just change how you experience them.
Skills and traits will determine what you notice, how you solve problems, and how other characters respond to you. They’ll open up new ways to approach scenes, uncover secrets, and navigate the world. But they’ll never lock you out of factions, romances, or moral alignments. The story is bigger than a stat sheet.
Think of it like the classes in Baldur’s Gate 3. Playing a Barbarian or a Wizard feels very different, but both can still choose to be good or evil, shape the world around them, and romance whichever companion you want.
Let's face it though, you're going to be romancing Shadowheart. Again.
The same is true here. Your version of Molly might be charming or analytical, impulsive or calculating, but every path remains open, and every story remains yours to tell.

Focus, Not Filler
One final point about focus. You won’t find arbitrary mini-games in Black Incense. I’ve played a lot of adult games that try to break up the story with puzzles, reflex tests, or small side mechanics, and it usually does not work. It interrupts the atmosphere and pulls attention away from what makes this kind of game distinctive in the first place.
Eroticism, at its core, is a blend of sensation and narrative. Pornography provides the former, literature the latter, but only an interactive story can let you shape that narrative yourself. That’s where this medium becomes so powerful. When done properly, the act of choosing, influencing, and directing the story is the erotic experience. Adding a platformer or arcade mini-game into that space breaks the illusion completely.
That doesn’t mean Black Incense will be confined to static dialogue choices forever. There are ways to expand narrative interactivity that still serve the story rather than distract from it. As Molly becomes more deeply enmeshed in the hidden world of cults, conspiracies, and vice, her role in it may evolve. In time, she could find herself not only surviving that world but shaping it, directing parts of its machinery, managing influence, or commanding power of her own. Those systems, when they arrive (not until Season 2 or 3 most probably), will exist to reflect that narrative growth, not to pull focus from it.

Looking Ahead
This one ran a little longer than planned, so I’ll wrap it up here and get back to writing the next release. As I mentioned earlier, next week’s dev diary will take a closer look at the trait and skill system in Black Incense, how it shapes the story, and how your choices influence the kind of person Molly becomes.
In the meantime, if you’ve been enjoying these updates and want to see the game grow faster, deeper, and better with each release, consider on Patreon. Every bit of backing directly fuels development, more writing time, better tools, more art, more story. It’s what makes this whole project possible.
Thanks again for reading and for all the encouragement so far. Have a great week, and I’ll see you in the next diary.

Himeros
 
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