Unreal Engine Escape the Slave Dungeon [Game Development Thread / BDSM]

polkaStudio

Newbie
Sep 15, 2021
79
91
Escape the Slave Dungeon

Gameplay
This is a dungeon crawler game where you get captured by monsters when you are defeated.

Combat
Combat style is soulslike where you need to dodge enemy attacks and fight them strategically.
You will level up and gain skill points to unlock new skills.

NSFW
The NSFW system is that you are captured by a master, and you must try to escape or kill your master while you are in captivity.
Your master has lifecycle where he eats / sleeps / works / fucks. And you will follow that lifecycle and gain opportunities to kill or escape.


Currently the game is in the prototype phase.
I have implemented most of the mechanics for core gameplay except the NSFW system.

Skill system
2025-05-17 8.36.22.png

Character Stats
2025-05-17 8.36.39.png

Items / Inventory
2025-05-17 8.37.02.png

2025-05-17 8.47.44.png
2025-05-13 5.33.48.png
Still have a long way to go but, I believe that I can manage.
I have released 3 NSFW games in the past, so I want to see how far I can go with this one.

Follow me on discord if you are interested.
I also write blogs about my NSFW game dev journey.
 
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polkaStudio

Newbie
Sep 15, 2021
79
91
Devlog #2

For a few days I have created the restraint system.

2025-05-20 9.39.11.png

When the enemy kills you you will be restrainted.The more "punishment rate" you have with your master, the harder the restraint type will be.

The restraint devices limit your actions with which device you wear.
Shakle / rope restraints : cannot equip weapon
Ankle ball chain : Cannot run, lower movement speed
wrist neck collar : cannot equip weapon, cannot pick up item

2025-05-21 2.51.40.png

Currently I have implemented

- Wrist rope
- Wrist shackle
- Ankle Ball and chain
- Wooden Neck Wrist restraint

2025-05-21 2.53.55.png

Animations for the restraints implemented
- Wrist restraint animation
- neck wrist restraint animation

I am not yet done with the restraint system.
I did finish the logic that replaces the animation, and modifies the movement speed of the player.
But I need to make logic and gameplay for escaping the restraint.

- Ask people
- Cut
- Struggle
- Lockpick

Video is availiable in ci-en.
Unfortunately I have ran out of vimeo storage but ci-en does make you upload unlimited videos.
 
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polkaStudio

Newbie
Sep 15, 2021
79
91
Devlog #3

2025-05-24 3.21.39.png

I am done for the restriant system for now.
I have implemented the cut / struggle / lockpick system for the restraints.

2025-05-24 3.23.22.png 2025-05-24 3.23.44.png 2025-05-24 3.24.08.png 2025-05-24 3.22.52.png

You can try to struggle out of your restraint but you have very little odds.
You can cut your restraint if you have a sharp weapon in your inventory.
You can lockpick your restraint if it is lockpickable and you have a lockpick.

2025-05-24 3.29.20.png

Most restraints will also automatically remove weapons.
Some restraints like the ball chain restraint, you can equip weapons with them.


I am also thinking of making a minigame for escaping the restraint.
Just waiting for a specific time and looking at a animation is not fun for the player.
The player can feel like this just being a burden that just consumes time and not adds up to the fun.

I am thinking of a system like a minigame in "dead by daylight".
deadbydaylight.jpeg

This is just a minigame that checks in on the player and if the player fails this minigame, it alerts the enemy.
If the player wins the minigame, the player gets a buff.

I can am thinking of adding this system when escaping the restraint.
You will need to get out of sight from the master when trying to escape, so when you fail the restraint minigame,
I will create a sound effect that alerts nearby monsters.

I think this is a good and engaging system for escaping the restraint.
I will try to implement this later on, but for now, I will go and start the master / slave system
as it has more priority than the minigame mechanic.

Videos are available in discord if you wanna check.
Anyways see you soon.

2025-05-24 3.45.33.png
 
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polkaStudio

Newbie
Sep 15, 2021
79
91
Devlog #4

Now I am working on the master / slave gameplay.
After you are defeated, you get captured by a monster.
That part is the same as my previous game.
But now, you can get punished by the actions you take after you are captured.

When you are captured, you get asigned a master and all enemies become nutural.
But when you are caught during steal, escape, fight or not follow orders your master will punish you.

Punishments
- Session
- playing sex animations
- Restraint
- equipped more bondage restraint devices
- Device
- bound and set to a device for a period of time

Session / Restraint / Device
2025-05-29 10.46.20.png 2025-05-29 10.48.59.png 2025-05-29 10.47.05.png

Cause
- Escaping
- Stealing
- Fighting
- Not following orders

You need to keep in mind if you are in enemy sight when you are trying to escape from a device or steal items.
When you are seen while doing bad stuff, you will be "Wanted".

When you are "Wanted" All enemies that see you will start and try to arrest you.
After being caught, you are "Arrested" and you will not be able to move / run / or attack.

Arrested
2025-05-29 10.47.20.png

For some actions, you will be "Bound" to your master and forced to move with your master.
For example, when moving to a device for punishment, your master will "Bound" you and force you to move to that location.
You can still move and pick up items but if you are farther then the bounds distance, you will be forced to move closer.

Bound
2025-05-29 10.54.50.png


Currently I have finished
- Punishment Session
- Punishment Device
- Wanted / Arrest
- Bound

2025-05-29 11.03.36.png
I still have a long long way to go, but slow and steady will do the job.
For my previous games, I have only had 2 months of runtime, but this one will be 3~4.
I know that this is a huge project, 2 months will not cut it.
I will see you in a few days. (y)

Videos of gameplay is shared in my discord.
 
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polkaStudio

Newbie
Sep 15, 2021
79
91
Devlog #5

For a few days, I have kept adding the core features for gameplay.
This game has 2 main gameplay features.
Captured / Combat gameplay.

I am working on the "Captured" gameplay part.
I want this game to feel like a escape game that you need to be aware of your surroundings.
And if you are not aware or not careful enough, you will be punished, which will make your health go low.
If you have no health after you are captured, you will die and cause a game over.
So you would need to try and not be captured.

There is also a "Survival" gameplay part when captured.
You need ways to gain your health back and not die, as they will keep on using the slave with or without punishment.
So you need to pick up rats, mushrooms, or any food lying around in order to survive.

There is also a "Escape" gameplay part when captured.
The enemies will not care or be alert if you do pick up food or carry food, but not for weapon and lockpicks.
You will need weapons or lockpicks in order to get out and escape from your restraint.
But when you are seen while doing so, you will get punished.
You will also get punished when trying to escape.

Features added
I have added the following core features.
- Punishment rate
- Trust level
- Escape restraint minigame
- Investigating state
- Check Inventory event
- Arrest when escaping restraint
- Arrest when too far away


Punishment rate
This is a small bar that will show on top of the master.
2025-06-07 8.37.26.png
The top face part is the trust level, and the anger bar is the punishment rate.
Some actions will provoke the master little by little and filling up the whole bar will end up in a punishment.
For example, when you make a sound and a nearby enemy spots you, the punishment rate will go up.
When you are also far away from your master, the punishment state will go up gradually.
2025-06-07 8.39.06.png 2025-06-07 8.39.58.png

Trust level
2025-06-07 8.50.59.png

This is a trust level that the master will have will your actions.
My idea is that if you have low trust level, your master will put you in more harder restraints, you will also be punished with more harder sex, etc etc
Currently I have implemented the
"Sex sessions changed by trust level"
"Distance allowed away from master changed by trust level"


Escape restraint minigame
2025-06-07 9.02.04.png
I have added the minigame as said in previous devlog.
This is a "dead by daylight" like minigame.
You would need to press a button at the right time the arrow is pointing at the section.
If you miss the section, nearby enemies will be alearted.
When this happens the enemies will be in a Investigating state.

Investigating state
2025-06-07 9.19.49.png
When escaping restraints or doing suspision actions, sound will alert nearby enemies.
You can cancel what action you were taking right before they see you, but the enemy will feel suspisious and follow and watch you for a period of time.

Check Inventory event
2025-06-07 9.19.26.png
On occasion your master will check what you have in your inventory.
If you have lockpicks, restraints, equipments, or weapons, your master will take your items and you will be punished.
But for food and other items, your master will not punish you.

Thoughts
For now I have been working on the NSFW core gameplay.
What I have left is
- health system when captured
- dialogue with master
- dialogue with event triggers
- Restraint change when trust level change
- gift system to master (might not implemnet)
- Master request for food (might not implement)
- Master request for item (might not implement)

This is just the NSFW gameplay.
I also have the combat gameplay.
I also need a load of content with this system.
This is mostly crazy to spend so much time on a project that might or might not succeed.
This game might be a failure and not earn me any money at all.
But I trust myself to get there eventually.
This one might be a another failure, but I will figure it out one way or a nother.



Videos of gameplay is shared in my discord.