Others Bodysmith Tales: Hidden Legacy [Dev Thread]

Drawers Bastion

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Oct 8, 2025
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Bodysmith Tales: Hidden Legacy is an R18 adult 2D pixel game where you play as a massage expert with knowledge of traditional medicine and various unofficial treatment methods. He has a real passion for women, and who said you cannot mix pleasure with something useful?


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The plot follows the rise of an unknown “doctor” who arrives in a new city and unexpectedly ends up with a clinic of his own. The city is filled with beautiful women who clearly need his special brand of “treatment” even if they do not realize it yet. Regular clients also require attention, because everyone needs money, right?


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Bodysmith Tales: Hidden Legacy is a point and click adventure with pixel hunting elements.
• Fulfill the desires of your patients and earn money
• Improve your techniques and learn new methods
• Meet beautiful clients and turn them into regular visitors
• Explore a city full of secrets and hidden opportunities


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animated, big tits, blowjob, cheating, corruption, creampie, teasing, handjob, male protagonist, milf, netori, pixel, point & click


office.png not_massage.png map.png work.png rec2.png rec.png park.png old_room.png massage.png angry_housewife.png happy_clinet.png

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Hideya

New Member
Oct 9, 2025
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Hey,

The art looks excellent, and the animations are smooth. I am sure this will become a very popular game. I am always interested in how other people develop their game. Which game engine will you use? And how long does it take for you to create an animation? It must take a lot of time to draw all those frames.

I wish you the best of luck with your game development journey. Can't wait to see the demo, and try it out.
 

Drawers Bastion

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Oct 8, 2025
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Looks great. What kinks/tags exactly will be included?
Thanks! Mostly non-extreme. As examples besides the most obvious ones: netori, hidden, public.

Hey,

The art looks excellent, and the animations are smooth. I am sure this will become a very popular game. I am always interested in how other people develop their game. Which game engine will you use? And how long does it take for you to create an animation? It must take a lot of time to draw all those frames.

I wish you the best of luck with your game development journey. Can't wait to see the demo, and try it out.
Thanks for the compliment. The time investment for animations is highly dependent on various factors, so it's tough to give a real-time estimate. Some can be created in a few hours directly in a pixel editor, others need concept, storyboarding etc, and a third type might end up being unsuitable and have to be completely redone.
 

Drawers Bastion

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Game Developer
Oct 8, 2025
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6.png Devlog 1. Location

Today’s topic is locations.

From the very start of development, the goal was to create several different locations outside parlor that the player could move between. The way this system looked and worked went through several iterations.

Version 1. Rejected
The simplest and most visually appealing option was using location cards. On the screen, there would be beautiful cards representing different locations. This looked good, but scaling became an issue.

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If we had around six locations, it would work fine - nice art, easy navigation. But as soon as more locations were added, we’d either need scrolling or spend extra time redrawing the existing layout to fit everything on one screen.
This idea was almost immediately dropped, and the next one went into development.


Version 2. Better
A more functional idea was to create a kind of map. On the screen, there would be individual buildings to travel between, with a blurred city background.

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This approach made development easier - buildings could be rearranged or added freely, with different shapes and sizes.
However, visually it didn’t fit well. It stood out too much from the overall style of the game.
So, this version was also rejected.

Version 3. Final
So, should we build a whole city? Yes - build a city.
A simple yet complex decision.
The idea was inspired by those classic play mats with printed city maps.

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The city, however, was decided to be made in an isometric style.

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This solution has both advantages and disadvantages.
The main drawback is the time required to create or modify the city.
However, visually it gives the best result, and I believe that outweighs the downside.
Here what the current city map looks like:

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That's it for today. Thanks for reading!
 
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Hideya

New Member
Oct 9, 2025
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Thank you for providing not only the end result, but also the refinement process begind it! It looks lovely.
 

Drawers Bastion

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Oct 8, 2025
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Weekly Update!
Alright, time for some news - about the very first release, version 0.1

Done:
All in-game assets is finished, animations included.
All core mechanics and gameplay features are complete.

In progress:
General testing.
Making the intro - a short comic/manga story.
Tweaking the sounds for smoother playback.
Fonts and text polishing.

Everything’s going according to plan so far - first release version is coming next month!
Small bonus:

anim_bodysmith.gif
 

Drawers Bastion

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Oct 8, 2025
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Well, the first version is finally out! Thanks to everyone who waited, followed the progress, or just decided to try it out. This is my first project and I hope you enjoy it and will look forward to future updates.

You can check it here f95zone.to,

About the release itself: I would call it an expanded demo or an early alpha or something along those lines.

Please note: The game is in a very early stage of development. Many locations, characters, mini-games, quests, and events will be added in the future. Your feedback and support are very important for the further development of the project.

What happens next: I will collect feedback, fix bugs and other issues. I will put together a list of negative points and decide what needs to be fixed first.

Long term plans:
  • Gallery.
  • More special clients.
  • Gift system.
  • More behavior variations for characters.
  • The ability to interact with characters outside the clinic.
  • More animations for the characters that are already in the game.
  • The second floor of the clinic with new rooms.
  • New areas such as Library, Hotel, Beach, Street.
  • Ability to visit character houses.
  • Animated portraits in mini games.
  • More object interactions in the world.
  • And much more.

I've also created a server where anyone interested can join for direct feedback, bug reporting, and communication!

Thank you for your support and stay tuned for more!
 

Drawers Bastion

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Oct 8, 2025
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Greetings!

Over the past day, I've received a a lot of feedback and reviews, and a large number of positive comments about the game. Thank you so much for that!❤

Based on your feedback, I'll be making the following changes. The majority of these updates, including Secretary Elizabeth, will be included in the next game version and in early access. But first, let me divide them into two main categories - Small improvements and Major overhauls.

️Small improvements
  • The arrow design will be completely redone so they're always visible both day and night.
  • At nighttime on the map, locations available for visiting will be better visible.
  • A quick travel button to the map will be added from most locations.
  • A new page will be added to the notebook with explanations for all the stats being upgraded.
  • Potion recipes will be clarified - both in description and visually.
  • Audio-visual effects will be added for various triggers in alchemy, such as lack of ingredients.
  • Descriptions of some items will be expanded.
  • Important key items will be highlighted with a special effect - sparkle.
️Major changes
  • Alchemy
    Alchemy will be completely reworked. There will be a new mechanic with a mini-game where you can either brew, for example, 3 potions at once, or mess everything up and brew 0. Also, Alchemy Books will be added that will help craft potions more successfully.

  • Progression changes
    Progression changes will be gradual - not all at once, but little by little. The main goal is to diversify the income source - a talented doctor who's a jack of all trades doesn't only earn money with their hands! But here's what to expect:
    1. More and more "special" clients and others will be added, they'll all have slightly different mechanics.
    2. Current mini-games with patients will bring less profit. Prices on some goods will become higher, and there will be even more expensive goods.
    3. However, new difficulty levels in mini-games with patients will be added (optional) - the reward there will be higher. It will be possible to earn money outside the clinic by completing quests and discovering secrets. Permanent statuses can be turned off or on at will - for example, the scented sticks for 5000 that currently exist.

  • How to play this?
    A HELP button will gradually be added to all mini-games; when pressed, the game will pause and all necessary information about the mini-game will be displayed on screen - how to play, what to press and so on.

  • Other improvements
    An indicator will appear in the character menu showing which items are currently active. After losing a mini-game, hints will be added about the need to buy something that will help win next time.

  • Translation
    Overall, I'm ready to add other languages to the game, but for these purposes I'll have to use AI, and it doesn't always translate something correctly. In that case, I'll need the community's help. I'll be waiting for your opinion on this.

    ⚠ Important Note
    New builds, major updates, and additional content will first be available to Patreon supporters at the Battle Tower tier and above. Patrons will receive:
    - Full access to work-in-progress development blogs
    - Exclusive behind-the-scenes development materials
    - Early access to new game updates
    - And more to come!
❤Thank you! I'm incredibly grateful that you gave my game a shot! Just knowing people are playing what I've created is amazing. Your support fuels my passion to keep working and adding more to the game! Exciting updates ahead!
 

kaintheblood

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Feb 9, 2023
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It's a nice game, but I have a problem: on day 4 at night I can't get into the office anymore, no matter how often I click on the door and I can't switch on the time before either
 

Drawers Bastion

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Oct 8, 2025
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Devlog 3. Complete Alchemy Overhaul

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Greetings!

Based on feedback, the alchemy mini-game was visually appealing, but not in terms of gameplay - essentially there was no real mini-game, it was boring routine without excitement or challenge, plus it was poorly understood what to do at all.

The draft solution suggested several options - auto-brewing, combining all stages into one, or simply adding certain items that would increase the number of potions per brew. But I considered this to look like a placeholder designed to skip a boring element, and I don't want anything to be boring and routine.

It was decided to completely redesign the potion crafting system!
Quality mechanic will be added. Quality will affect the number of potions you can get from one mini-game. There will be 5 quality thresholds in total. From "you failed to brew anything and lost the ingredients" to "Wow, you managed to brew 4 potions!". Following the recipe will still be important.

Key Points :
  • At the beginning, if you try really hard, you can create 2 potions.
  • To balance the new system, ingredient prices will be increased.
  • New books will be added - Alchemy for Beginners Volume 1 and Volume 2. They are designed to make it easier to achieve quality thresholds. For now, as purchasable items, but later moved to quests.
  • Approximate potion creation time - 50 seconds. However, reaching the highest threshold will reduce this time (but not the number of stages). Books will also affect crafting speed
  • Indication will be added for the current round, which potion the recipe is for, and which ingredients have been placed in the cauldron.
  • A detailed in-game FAQ will be created - so it's clear what's what.
Why I believe this is important - well, first of all, this is one of the core mini-games I have bigger plans for, and while only 4 recipes are available now, over time this number will grow. And if it's already boring by the 4-5th brew, imagine what happens later.

The number of characters, quests, and events where potions can be used will also grow. And sitting there crafting one potion at a time is very boring. With the addition of the new potion crafting system, this process will become more interesting, more challenging, and more rewarding. In the end, this makes character progression more accessible.

Excited to bring you this improved system! More updates coming soon.

P.S. What you see in the screenshot isn't final, just an early mockup.
 
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