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boobflame

Newbie
Jun 17, 2023
25
120
97
Conclusion of all recent polls, future content (Patreon, 30th Nov 2025)

These conclusions are more like a direction to take, not strict decisions.

Story telling:
=> For the next "main game", we keep some main plotline but the X-rated content related to waifus will be in the individual routes and not in the main story anymore, so you can have general story direction without having to touch women you don't want.

Character % content:
=> 4 main characters

Game-play type:
63% want the battle game-play with elements and stuff, but 25% don’t want it.
I suggest for now to make a battle system, but simple, no complex mechanics, no try-hard.
A possibility is also to impact the game depending on the spells you use, for example if you use only fire spell then the end position will be a "fire" position. I think if the spell choice impacts the visuals then anybody could be interested.

I think if I ever make complex/developed RPG turn-based battles, it will just be a fun project,
not porn. I could for example make a non-porn RPG battle game, then create porn with the character in a separate way? (Images? Videos? Or even a separate game.)
___

Next Main game:
We have 4 characters, and a game-play idea with 4 elements.
HMMMMMmmm........

2 projects
- 1 could be a very early test build, with 1 woman and a simple "battle" system, no story, just the battle to try the mechanics (it will still be simple) and then adapt it with feedback.
- After it's enhanced with your feedback, I thought of maybe merging it with some CwG ideas I had.

I asked on Discord, if you have to give 1 element to each character of CwG, what would it be. This is what people voted (only the 2 highest), with ~1300 votes for each:

Berry 61% Fire, 27% Earth

Emma 72% Water, 19% Wind

Valerie 63% Wind, 18% Fire

Sarena 55% Fire, 38% Earth

We almost have all elements, but there is an surplus-representation of Fire (it's OK, because I didn't try to make all elements at first).

Here is how I represent elements in my mind (in general, not specifically for CwG):


  • Fire: Over doing, passion, energy. She is excited, love challenges, She goes all in even if there are drawbacks. She shows her emotions.
    In sex: It will be very intense move and fast, she wants it very hard, almost burning. It can also be more "romantic" in the meaning of kissing at the same time or looking in each other's eyes with love.

  • Water: Adaptability, calm, hide true-self. She can adapt her behavior and action depending on who she is interacting with. She is calm and reserved, and hides her true feelings, like in the deep ocean. (Or she can show it with close people but she doesn't over react).
    In sex: She can adapt more to what you enjoy, like a switch. She can be dom or sub, or other. She is (kind of) soft at the beginning, However, when she releases herself, she can become a different person and swallow you up. Also, she needs it "deep".

  • Earth: Stability, power, protection, responsibility. She protects people she loves. She likes order and rules. She leads. She cares. She protects. You can have faith and trust in her.
    In sex: She likes to lead, you trust her and she manages your pleasure. She likes more powerful impact moves.

  • Wind: Instability, free will, a bit of craziness. She likes to do what she wants without thinking about consequences, she can change her mind very quickly, she likes to provoke/taunt to get reactions.
    In sex: She can "attack" you at anytime even in public. You have arguments with her, then suddenly she pulls "it" out. She loves when you can be caught by somebody. She also has fun with creative or flexible positions. In general, context and attitude are more important than movements types.

The idea is that elements you send during a "battle" is like you send this "type of energy", so she can like it more or less depending on her character. She also sends you the energy that fits her character.
Of course at the beginning, I would make simple mono-element characters as a concept presentation, and later characters will be more like a composition of all elements, and have features not in these elements representations.

I thought that maybe I could create a mini-game (after the testing build) with CwG girls, however to make it fit the 4 elements I could "evolve" them a little bit. Let's say it happens lots of time after CwG, so girls have evolved a bit, in the direction of these elements. It would be more like an introduction to elements stuff.


  • Sarena: Always does too much and sometimes needs to be calmed down for her own good (and yours).

  • Berry: She became more responsible, calm. She still loves to lead you but she cares more about how you and others feel. She still loves to take care of you. Still dommy, but with more care and consideration.

  • Emma: More peaceful, she better manages her interactions with other people. She still hides her emotions a bit, but when she can release it, she becomes a tsunami (not always in a bad way).

  • Valerie: Still likes to taunt you and arouse you to see your reactions. Like to do it next to other girls in secret, pounce on you when you don't expect it.

Hair styles/design could also change/evolve from the image above to add more freshness, and fit their evolution (and elements?) more and how time has passed. I'm even hesitating to make very "new hair styles" and not just redoing similar hair.

These are just ideas. The main scenario could be simple:
You fell in coma (because of "too much sex"), and you have to do (sex) re-education.
You have to progress slowly so it justifies "steps" in sexual interactions.
It would just focus on sex "battles" and explore the mechanics, no developed stories.

I had an idea that the elements you chose change the "dialogue",
like if you send fire energy, you say something related to fire, with passion etc...

And of course, they have weaknesses depending on what they like. For example, Emma is water but she has weakness of Earth, because she needs Earth behavior to be able to free her depth.

I also thought of putting elements in answers of non-p*rn scenes, for example the girl says something and you choose answers like ‘You tell her you'll protect her (Earth), you taunt her (Wind)’ etc... so the element game-play will not only be about battles.
It would also add a "who are you" aspect, giving "Fire" answers make you more "Fire" type.
But, I'm already making it complicated, let's start simple and then add layers, step by step.

All of these are in documents and in mind, for later eventually. The first steps are:


  1. Not being late on Divine Heel,

  1. Make a very simple and short test build of the battle system, and see what we do with your feedback.

Probably this test build will be 4 spells only and very simple mechanics, with a new character made just for this.

Note: This CwG project, I don't know if I will do it after DH, or in parallel. I don't see it as a main game with tonnes of scenes, it's more like a minigame with 1 or 2 repeatable/with different possible paths scenes for each. I need more future feedback to see what do I do.



IMG_0603.jpeg
 

boobflame

Newbie
Jun 17, 2023
25
120
97
Sex Battle Project (Patreon, 25th Nov 2025)

Here to talk about some projects. As of today, I am just exploring ideas and what I can actually do, considering the amount of work involved, the complexity, etc.

It doesn’t concern Divine Heel.

_____ Before

I’ve been talking about a sex‑battle system for a long time. I explored many different ideas, but I always reached a point where I wasn’t satisfied.

I tried different sex skills, tongue skills, hand skills, etc. But the problem is that many of these are useless in a lot of situations. Even a “resist to cum” skill is useless in many cases like cunnilingus, finger job, etc.

There is also position mastery, but that would mean I have to make every possible position and every possible action in every possible scene to make these skills useful.
I tried to make skills that fit “reality”, but it brings a lot of constraints in the content I have to create to “fit” the skills. In most cases it creates too much content for every scene, or if I don’t then many skills are useless much of the time.

_____ Now

At the same time, I’ve always wanted to make a turn‑based battle game (simple, like Flash minigames but in Ren’Py), but it was complicated to apply the same concept because the woman is not your “opponent”, you don't slash her with a sword (Hmm…), or burn her with fire ball.

Recently I was playing a game and realized that the gameplay was not “logical” with reality — but we didn’t give a f*ck, because the game just says “that’s how it works” and we naturally accept.

I created my own logic, as a concept, a “logic” that fits my constraints.

___ The concept

IMG_0605.png

(Yes it’s in French because starting with the next projects I will do multilingual games: French, English, Spanish to start.)

I did some experiments to see what I can do in Ren’Py, so I limited the possibilities to be able to control it, and not end up with something I couldn’t follow.

_

The concept is: everybody has elementary energy.
It could be a new “world”?
Let’s start with fire, water, earth (or nature?), wind. (Maybe darkness/light later.)
(It could also be something secret you discover/master but people don't know about it?)

Fire: Passion, intensity

Water: Adaptability, motion, serenity

Earth: Trustability, strong, stable

Air: Freedom, fast, changing mood, instability

These are just associations.

_
  • We can transfer this energy to other people if you master it — including during sex. Like you touch skin, focus and send energy.
    So for example, during a cunnilingus you send some fire energy, which increases her pleasure.
  • It is kind of a “reverse” battle, where you don’t reduce HP, but you increase pleasure until you reach the maximum.
  • You manage it like an RPG game, with elemental skills so you can be better at sending X or Y energy.
  • You increase elemental energy just by leveling up and assigning points, or with some equipment (like equipping runes?). So doing quests can also give more kinds of rewards — runes, new spells, etc.
  • Spells wouldn’t just be “Fire” or “Water”, they would have different effects/damage/pleasure, like a normal RPG, and they have an elemental attribute. For example a spell that sends fixed damage or a spell that gives wide‑range damage.
  • I thought of having many spells, and you choose maybe 4 to equip (you can change them).
  • I’ll probably add some mana/energy so skill usage costs energy, so you don’t just use the most powerful one every time. It also gives more options for runes like energy regeneration etc.
  • Characters have their weaknesses depending on who they are. For example, if we take Rosa, she has fire and water weaknesses so you get bonus “damage” (or pleasure here).
  • Maybe some other types of effects beyond simple damage, like poison effect (pleasure points each turn). It will depend on what I manage to code.

For now, as you can see in the visuals, I’m making some concrete tests; some basic stuff works. Visuals will be screen effects or top‑layer SFX (that I could draw? Like fire animation on top layer screen). So it's independent from the scenes, I don't have to make it different for every scenes.

___ Positive points:

- It can drastically increase playing time, without the work time increasing proportionally. For example, I can add a new character but the skills are already animated. I just make small stories and sex scenes, no long dialogues.

- It can be applied to any actions. For example, during a blowjob you can send her energy so she enjoys it even more. It can be fingeringetc.

- Replayability should be much higher, because you’re not playing just to see what happens, you play to make your character stronger, and there is now a point to replay repeatable actions.

- It’s more fun for me, because I don’t have to write long scenes anymore — or I do only for story progression — but during a battle there’s no need to improvise text so you can observe animations for longer.
I can make many spells easily because I just have to animate them 1 time.

- From my perspective, it’s more fun in general, and as a developer the monthly work could be more enjoyable (it would be different than just writing new scenes).

___ Negative points:

- It may be less interesting to some people who just want stories, and don’t want gameplay or having to think about how to “win”. The game would be less focused or plot twists or story development (it doesn't mean there would be zero).

___ Notes

It can be merged with "story evolution" of course, and in between you can have a free phase where you “battle” with whoever you want. depending on your relationship current evolution.

I would like to start with a test build, like an arcade: you choose a character and you do a battle with her, without story (or maybe a text block to say who she is, but that’s all). It wouldn’t be a full “game” but more a test build that I share with you for feedback.

  • I think the first build could even be just 1 unique battle with 1 character and that's all, to see how it could look like.
    I would like to make the smallest test build possible at first, not fall into the "work on it for years until it’s perfect", which never happens, or to spend a long time on something and discover that people don’t like it after spending big time on it.
I have some game scenarios in mind, like you join a magic‑sex academy (I’ll have to find a name haha) and there are very different people (neighbour MILF? former teacher? a friend?) that you meet by surprise. You can train and do battles (with some progression such that you don’t immediately fuck) but that would come after the testing phase.

I even think about an RPG with “normal” battles (enemies, monsters, HP, etc…) but there would also be sex‑battles (teammates?) that use the same statistics as you use in the normal battles.

I repeat: I’m still just brainstorming and doing small testing phases, it’s not “started”.

What do you think about all of this?
 
Last edited:

AMRAVN

Member
Jun 28, 2023
393
836
179
Conclusion of all recent polls, future content (Patreon, 30th Nov 2025)

These conclusions are more like a direction to take, not strict decisions.

Story telling:
=> For the next "main game", we keep some main plotline but the X-rated content related to waifus will be in the individual routes and not in the main story anymore, so you can have general story direction without having to touch women you don't want.

Character % content:
=> 4 main characters

Game-play type:
63% want the battle game-play with elements and stuff, but 25% don’t want it.
I suggest for now to make a battle system, but simple, no complex mechanics, no try-hard.
A possibility is also to impact the game depending on the spells you use, for example if you use only fire spell then the end position will be a "fire" position. I think if the spell choice impacts the visuals then anybody could be interested.

I think if I ever make complex/developed RPG turn-based battles, it will just be a fun project,
not porn. I could for example make a non-porn RPG battle game, then create porn with the character in a separate way? (Images? Videos? Or even a separate game.)
___

Next Main game:
We have 4 characters, and a game-play idea with 4 elements.
HMMMMMmmm........

2 projects
- 1 could be a very early test build, with 1 woman and a simple "battle" system, no story, just the battle to try the mechanics (it will still be simple) and then adapt it with feedback.
- After it's enhanced with your feedback, I thought of maybe merging it with some CwG ideas I had.

I asked on Discord, if you have to give 1 element to each character of CwG, what would it be. This is what people voted (only the 2 highest), with ~1300 votes for each:

Berry 61% Fire, 27% Earth

Emma 72% Water, 19% Wind

Valerie 63% Wind, 18% Fire

Sarena 55% Fire, 38% Earth

We almost have all elements, but there is an surplus-representation of Fire (it's OK, because I didn't try to make all elements at first).

Here is how I represent elements in my mind (in general, not specifically for CwG):


  • Fire: Over doing, passion, energy. She is excited, love challenges, She goes all in even if there are drawbacks. She shows her emotions.
    In sex: It will be very intense move and fast, she wants it very hard, almost burning. It can also be more "romantic" in the meaning of kissing at the same time or looking in each other's eyes with love.

  • Water: Adaptability, calm, hide true-self. She can adapt her behavior and action depending on who she is interacting with. She is calm and reserved, and hides her true feelings, like in the deep ocean. (Or she can show it with close people but she doesn't over react).
    In sex: She can adapt more to what you enjoy, like a switch. She can be dom or sub, or other. She is (kind of) soft at the beginning, However, when she releases herself, she can become a different person and swallow you up. Also, she needs it "deep".

  • Earth: Stability, power, protection, responsibility. She protects people she loves. She likes order and rules. She leads. She cares. She protects. You can have faith and trust in her.
    In sex: She likes to lead, you trust her and she manages your pleasure. She likes more powerful impact moves.

  • Wind: Instability, free will, a bit of craziness. She likes to do what she wants without thinking about consequences, she can change her mind very quickly, she likes to provoke/taunt to get reactions.
    In sex: She can "attack" you at anytime even in public. You have arguments with her, then suddenly she pulls "it" out. She loves when you can be caught by somebody. She also has fun with creative or flexible positions. In general, context and attitude are more important than movements types.

The idea is that elements you send during a "battle" is like you send this "type of energy", so she can like it more or less depending on her character. She also sends you the energy that fits her character.
Of course at the beginning, I would make simple mono-element characters as a concept presentation, and later characters will be more like a composition of all elements, and have features not in these elements representations.

I thought that maybe I could create a mini-game (after the testing build) with CwG girls, however to make it fit the 4 elements I could "evolve" them a little bit. Let's say it happens lots of time after CwG, so girls have evolved a bit, in the direction of these elements. It would be more like an introduction to elements stuff.


  • Sarena: Always does too much and sometimes needs to be calmed down for her own good (and yours).

  • Berry: She became more responsible, calm. She still loves to lead you but she cares more about how you and others feel. She still loves to take care of you. Still dommy, but with more care and consideration.

  • Emma: More peaceful, she better manages her interactions with other people. She still hides her emotions a bit, but when she can release it, she becomes a tsunami (not always in a bad way).

  • Valerie: Still likes to taunt you and arouse you to see your reactions. Like to do it next to other girls in secret, pounce on you when you don't expect it.

Hair styles/design could also change/evolve from the image above to add more freshness, and fit their evolution (and elements?) more and how time has passed. I'm even hesitating to make very "new hair styles" and not just redoing similar hair.

These are just ideas. The main scenario could be simple:
You fell in coma (because of "too much sex"), and you have to do (sex) re-education.
You have to progress slowly so it justifies "steps" in sexual interactions.
It would just focus on sex "battles" and explore the mechanics, no developed stories.

I had an idea that the elements you chose change the "dialogue",
like if you send fire energy, you say something related to fire, with passion etc...

And of course, they have weaknesses depending on what they like. For example, Emma is water but she has weakness of Earth, because she needs Earth behavior to be able to free her depth.

I also thought of putting elements in answers of non-p*rn scenes, for example the girl says something and you choose answers like ‘You tell her you'll protect her (Earth), you taunt her (Wind)’ etc... so the element game-play will not only be about battles.
It would also add a "who are you" aspect, giving "Fire" answers make you more "Fire" type.
But, I'm already making it complicated, let's start simple and then add layers, step by step.

All of these are in documents and in mind, for later eventually. The first steps are:


  1. Not being late on Divine Heel,

  1. Make a very simple and short test build of the battle system, and see what we do with your feedback.

Probably this test build will be 4 spells only and very simple mechanics, with a new character made just for this.

Note: This CwG project, I don't know if I will do it after DH, or in parallel. I don't see it as a main game with tonnes of scenes, it's more like a minigame with 1 or 2 repeatable/with different possible paths scenes for each. I need more future feedback to see what do I do.



View attachment 5500970
Sex Battle Project (Patreon, 25th Nov 2025)

Here to talk about some projects. As of today, I am just exploring ideas and what I can actually do, considering the amount of work involved, the complexity, etc.

It doesn’t concern Divine Heel.

_____ Before

I’ve been talking about a sex‑battle system for a long time. I explored many different ideas, but I always reached a point where I wasn’t satisfied.

I tried different sex skills, tongue skills, hand skills, etc. But the problem is that many of these are useless in a lot of situations. Even a “resist to cum” skill is useless in many cases like cunnilingus, finger job, etc.

There is also position mastery, but that would mean I have to make every possible position and every possible action in every possible scene to make these skills useful.
I tried to make skills that fit “reality”, but it brings a lot of constraints in the content I have to create to “fit” the skills. In most cases it creates too much content for every scene, or if I don’t then many skills are useless much of the time.

_____ Now

At the same time, I’ve always wanted to make a turn‑based battle game (simple, like Flash minigames but in Ren’Py), but it was complicated to apply the same concept because the woman is not your “opponent”, you don't slash her with a sword (Hmm…), or burn her with fire ball.

Recently I was playing a game and realized that the gameplay was not “logical” with reality — but we didn’t give a f*ck, because the game just says “that’s how it works” and we naturally accept.

I created my own logic, as a concept, a “logic” that fits my constraints.

___ The concept

View attachment 5500999

(Yes it’s in French because starting with the next projects I will do multilingual games: French, English, Spanish to start.)

I did some experiments to see what I can do in Ren’Py, so I limited the possibilities to be able to control it, and not end up with something I couldn’t follow.

_

The concept is: everybody has elementary energy.
It could be a new “world”?
Let’s start with fire, water, earth (or nature?), wind. (Maybe darkness/light later.)
(it could also something secret you discover/master but people don't know about it?)

Fire: Passion, intensity

Water: Adaptability, motion, serenity

Earth: Trustability, strong, stable

Air: Freedom, fast, changing mood, instability

These are just associations.

_
  • We can transfer this energy to other people if you master it — including during sex. Like you touch skin, focus and send energy.
    So for example, during a cunnilingus you send some fire energy, which increases her pleasure.
  • It is kind of a “reverse” battle, where you don’t reduce HP, but you increase pleasure until you reach the maximum.
  • You manage it like an RPG game, with elemental skills so you can be better at sending X or Y energy.
  • You increase elemental energy just by leveling up and assigning points, or with some equipment (like equipping runes?). So doing quests can also give more kinds of rewards — runes, new spells, etc.
  • Spells wouldn’t just be “Fire” or “Water”, they would have different effects/damage/pleasure, like a normal RPG, and they have an elemental attribute. For example a spell that sends fixed damage or a spell that gives wide‑range damage.
  • I thought of having many spells, and you choose maybe 4 to equip (you can change them).
  • I’ll probably add some mana/energy so skill usage costs energy, so you don’t just use the most powerful one every time. It also gives more options for runes like energy regeneration etc.
  • Characters have their weaknesses depending on who they are. For example, if we take Rosa, she has fire and water weaknesses so you get bonus “damage” (or pleasure here).
  • Maybe some other types of effects beyond simple damage, like poison effect (pleasure points each turn). It will depend on what I manage to code.

For now, as you can see in the visuals, I’m making some concrete tests; some basic stuff works. Visuals will be screen effects or top‑layer SFX (that I could draw? Like fire animation on top layer screen). So it's independent from the scenes, I don't have to make it different for every scenes.

___ Positive points:

- It can drastically increase playing time, without the work time increasing proportionally. For example, I can add a new character but the skills are already animated. I just make small stories and sex scenes, no long dialogues.

- It can be applied to any actions. For example, during a blowjob you can send her energy so she enjoys it even more. It can be fingering etc.

- Replayability should be much higher, because you’re not playing just to see what happens, you play to make your character stronger, and there is now a point to replay repeatable actions.

- It’s more fun for me, because I don’t have to write long scenes anymore — or I do only for story progression — but during a battle there’s no need to improvise text so you can observe animations for longer.
I can make many spells easily because I just have to animated them 1 time.

- From my perspective, it’s more fun in general, and as a developer the monthly work could be more enjoyable (it would be different than just writing new scenes).

___ Negative points:

- It may be less interesting to some people who just want stories, and don’t want gameplay or having to think about how to “win”. The game would be less focused or plot twists or story development (it doesn't mean there would be zero).

___ Notes

It can be merged with "story evolution" of course, and in between you can have a free phase where you “battle” with whoever you want. depending on your relationship current evolution.

I would like to start with a test build, like an arcade: you choose a character and you do a battle with her, without story (or maybe a text block to say who she is, but that’s all). It wouldn’t be a full “game” but more a test build that I share with you for feedback.

  • I think the first build could even be just 1 unique battle with 1 character and that's all, so see how it could look like.
    I would like to make the smallest test build possible at first, not fall into the "work on it for years until its perfect", which never happens, or to spend long time on something and discover that people doesn't like it after spending big time on it.
I have some game scenarios in mind, like you join a magic‑sex academy (I’ll have to find a name haha) and there are very different people (neighbour MILF? former teacher? a friend?) that you meet by surprise. You can train and do battles (with some progression such that you don’t immediately fuck) but that would come after the testing phase.

I even think about an RPG with “normal” battles (enemies, monsters, HP, etc…) but there would also be sex‑battles (teammates?) that use the same statistics as you use in the normal battles.

I repeat: I’m still just brainstorming and doing small testing phases, it’s not “started”.

What do you think about all of this?
Does Eroniverse still read this forum? I think it's super interesting to see him lay out all these gameplay details and I have some opinions and ideas on it as well, but overall it seems like a good idea IF THE CHARACTERS AND STORY SUPPORT IT. The CwG characters are now so defined that pushing back on their characters could potentially break the illusion of femdom for them, so it'll be interesting, but a sliding scale. A new game altogether would definitely set up something interesting in terms of sex battles. I know a couple of games who successfully did this, so it's interesting.

Was this part of a Patreon post? Because I can't find any of this in the Discord.
 
Last edited:
  • Thinking Face
Reactions: boobflame

BOZZU

Active Member
Modder
Nov 2, 2024
779
1,484
241
I don’t have android just mac
  1. Right-click the game’s .app
  2. Choose Show Package Contents
  3. Navigate to: Contents/Resources/autorun/game/
  4. Drag and drop the content of the .ZIP package to the /game folder and choose Merge and Replace.
Keep in mind I don't have a computer with MacOS.
 

Vaassaa

Member
Feb 17, 2018
260
627
320
So the replay gallery is disabled but when you re-enable it it doesn't have the new events? That's really dumb. I played through it and just realized now I can't replay the events and I never saved before them.
 

_Arius_

Member
Jul 26, 2022
469
339
187
So the replay gallery is disabled but when you re-enable it it doesn't have the new events? That's really dumb. I played through it and just realized now I can't replay the events and I never saved before them.
What scenes are not in the replays?
 

Tatsugaya

Member
Apr 4, 2022
284
478
186
Does Eroniverse still read this forum? I think it's super interesting to see him lay out all these gameplay details and I have some opinions and ideas on it as well, but overall it seems like a good idea IF THE CHARACTERS AND STORY SUPPORT IT. The CwG characters are now so defined that pushing back on their characters could potentially break the illusion of femdom for them, so it'll be interesting, but a sliding scale. A new game altogether would definitely set up something interesting in terms of sex battles. I know a couple of games who successfully did this, so it's interesting.

Was this part of a Patreon post? Because I can't find any of this in the Discord.
I read that in the Kemono update, so yeah, that's part of the Patreon post. My opinion on this is pretty simple: it could easily be implemented in a new game of his. The creator has already commented on making a sequel to CwG and occasionally comments on this subject, so why not? A sequel to CwG that has these kinds of elements in the game would be really fun and would also bring something new.
 
4.10 star(s) 46 Votes