This is a common misconception I see being thrown around, not just here on F95 but other places as well. If someone is making thousands of $$$ per month on Patreon, the worst thing they can do from a financial standpoint is to continue 'milking' by drawing out development. Why, you might ask? Doesn't it play in their favor to prolong the gravy train for as long as possible? Well... no. It doesn't.if they get enough support to continue, they got enough support to stagnate and milk subs.
There's a lot more money to be made in sales, than in patronage. Steam accounts number in the tens of millions. Obviously not every person on Steam is going to play your lewd game, but the numbers on there dwarf Patreon's/SStar's by orders of magnitude. Maybe there's a handful of exceptions like Summertime Saga or Wild Life that rake in more on Patreon per month than they'd make selling a finished product, but the other 99% of mid-tier to high-tier successful games accused of milking are actually doing themselves a disservice. Their devs would earn a ton more money by finishing their games, putting the titles up for sale, and starting a new project/sequel while also growing their current supporter base.
And before anyone says that doing so would reduce their monthly income by losing subscribers, keep in mind most patrons would happily stick around after a successful project, because it shows their favorite developer actually finishes games! So not only would the dev not lose subscribers, they'd probably gain them, and also have a finished product to sell on Steam/Itch/etc. Ergo, by prolonging development -- aka 'milking' -- they're hemorrhaging subscribers while also losing out on a steady income from projects they could've finished and sold via digital retailers. It's simple economics.
You also have to take into account that most people developing lewd games are amateurs who have poor workflow/organization, and in many cases have no idea what they're doing. A game's updates can stall for a number of reasons: mismanagement, feature creep, ego battles and drama, personal life getting in the way, or any mix of these that turn normal projects into lumbering zombies that go on for years. There's also games whose devs can't work on them full time (like the team I'm on) because they don't have the luxury of quitting their IRL jobs. So... things aren't as black-or-white as most people like to make them. It takes an ungodly amount of drive, skill, and energy to make even a shitty game, let alone a good one... and I'd add to that a fair amount of luck as well!
TL;DR: Devs actually lose money by stretching out development. And most don't do it on purpose, either.
Play Underrail, you can make a trapper build...Older rpgs you had the ability to craft and deploy traps.
It was mostly useless as you can just slaughter the mobs anyway.
Trapping was more of a self imposed challange then anything else.
Modern day rpgs dont have traps anymore.
Or any other build you want, the game's leveling system is incredibly robust.
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