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

polkaStudio

Newbie
Sep 15, 2021
90
104
2025-08-03 1.44.59.png
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 content development phase.
I have implemented most of the mechanics for core gameplay except the NSFW system.

BDSM punishment Devices
2025-08-03 1.44.59.png 2025-08-03 1.45.10.png 2025-08-03 1.45.22.png 2025-08-03 1.45.57.png 2025-08-03 1.46.56.png

Kinky restraints and equipments

2025-07-05 5.39.00.png 2025-07-05 5.43.12.png

High animation quality (jiggle physics, facial animation)

Overall mindmap of development
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.
 
Last edited:

polkaStudio

Newbie
Sep 15, 2021
90
104
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
90
104
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
 
Last edited:

polkaStudio

Newbie
Sep 15, 2021
90
104
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
90
104
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.
 

polkaStudio

Newbie
Sep 15, 2021
90
104
Devlog #6

This week I have been working on is
- Health system when captured
- dialogue system when captured
- Restraint change when trust level change

Health system when captured
After you lose all your health in combat, you regain 30% of your health when captured.
And every time you get punished you lose health.
When your health reaches 0, you get a game over.

2025-06-14 5.00.20.png

Now in order for the player to not get a game over, they need to gain food.
For food I am thinking of moving / respawning food to make the gameplay a bit more interesting.

For example,

Mushrooms
- respawning

Rats / Bugs
- moving
- respawning

Bread / Meat / Soup / Carrot ... etc
- Non moving
- Non respawning
- Hard to find

Now the player would need to catch Rats and bugs or locate mushrooms while in captivity.
Because the master will keep relocating based on lifecycle, the player would need to find and catch food based on the new location.

And you would want to fully keep the slaves health at max when escaping, because the health in captivity will directly be health in combat.

dialogue system when captured
2025-06-14 5.04.56.png 2025-06-14 5.04.35.png

After you are captured. you can speak with your master or other enemies and NPCs.
Currently I am planning to add dialogue for

Enemy / Master
- Asking for food
- Ask to release
- Ask to serve

NPC
- Little kinky backstory dialogue

Now the "Asking for food" section would need to directly impact the health system after being captured.
"Ask to serve" will make the player do a R18 session for the master and make the trust score of the master go up.
"Ask to release" will just lower the trust score with some kinky dialogue.

For NPCs I am not planning to add full storylines or questlines, but some kinky dialogue for NPCs in devices would be a nice touch.

Restraint change when trust level change
When the master trust level changes, restraints will change accordingly.
2025-06-14 5.08.17.png 2025-06-14 5.08.34.png
Hand rope (level 2)
Hand rope (level 1)
Hand rope + ball chain (level 0)
wooden collar (level -1)
wooden collar + ball chain (level -2)

I might plan to make more restraint types in the future but currently I have implemented it this way.
I need to playtest and balance the game accordingly so everything will change.

Thoughts
I think I am finished with the NSFW gameplay.
All I have left is the "Moving / respawning" food feature. (bugs / rats)

Now I need to go in the "Combat" gameplay.
This is a "soulslike" game like my previous game, so it will still have combos and hard enemies.

- player weapon combos
- player skill tree
- player skills
- Ranged weapon
- enemy skills
- enemy combat behaviours

Another thing I need to think about is the change of patrolling enemies to lifecycle enemies.
If you think about how the combat gameplay would function when all enemies are going through lifecycle,
the gameplay would not be good as all the enemies would gang up against the player as they all move.

I want a proportion of the enemies to be "lifecycle" and most of the enemies to be "Patrol".
Chaning of patrolling enemies to lifecycle enemies when becoming master and keeping a steady pool of enemies is another task I need to tackle.


Anyways see you next time.

Videos of development is shared in my discord.
 

polkaStudio

Newbie
Sep 15, 2021
90
104
Devlog #7

This weeks progress
- Create content mindmap
- Adding moving / respawning items
- Dual sword / Great sword / Sword shield / bow combat system
- Respawning items / Enemies
- Patrol enemies / stand still enemies
- Create prototype map to get a feel for the gameplay

Content Mindmap

NSFW animations
2025-06-21 3.40.11.png
There will be a variaty of Session animations and Device animations.
Most of which are BDSM related animations as this is a dungeon themed captivity related game. XD
Some animations or devices might get cut off, but I will try my best to put in as much content as I can.

NSFW Dialogue
2025-06-21 3.40.32.png
The dialogue system as developed last week will contain request for food, request to serve, request to release.
I also want to add a quest system that the master will request specific items that in reward gives you foods or trust level.
Diverce NPC dialogue and randomized monster / master dialogue will make the player feel like the game is not repeating itself.

Items
2025-06-21 3.40.52.png
I wanted to add items that is themed to this dark NSFW game, so I have thought of items related to this.
I am planning to add lots of NSFW related equipment that also adds specs to the gameplay.


Adding moving / respawning items
2025-06-21 5.04.52.png 2025-06-21 5.05.03.png
This was a feature that I have wanted to add.
The perpose of this feature is to add the survival element to this game.
Punishment and sex with monsters will reduce health when in captive.
So you must ask monsters to give food or catch food yourself.

Dual sword / Great sword / Sword shield / bow combat system
2025-06-21 5.07.11.png 2025-06-21 5.08.03.png 2025-06-21 5.12.16.png
I have also developed the combat side of gameplay.
My previous game "Knightress of Nautika" had quite janky control.
I have fixed a lot from my previous game.

- Smooth Rolling
Now there are smoother transitions when attacking and rolling.
- Weapon combos
Weapon have different sequence when attacking.
Dash attack is also different.

Go and watch the video to get a feel how it got better.


Respawning items / Enemies
Some enemies and items will respawn after a period of time.
This is to refil consumable items and make the captivity gameplay more better.
If you kill all the enemies and leave 1 single enemy to get captive, the gameplay would not be good.
Also I wouldn't want the player to use all consumable items and have no other option but to die after getting captured.

Patrol enemies / stand still enemies
This feature is to make the player be aware of the enemies nearby that are patrolling.
This is much more related to level design of the game.
I am not fully into that part at the moment but I have added the code to add patrol and static enemies.

2025-06-21 5.14.41.png
Create prototype map to get a feel for the gameplay
I have created a map just to have a feel of how the gameplay would feel like.
I still have a lot of content and polishing to do.
Currently I think I need a much more bigger map,
because there is not enough room for the player to hide,
and no room for eneimes to patrol in the lifecycle system.

What next?
Next week, I will mostly work on the content side of development.
I am planning to add most of the items and add base 3d models of the enemies.

Until next week then.
See ya.

Videos of development is shared in my discord.
 

polkaStudio

Newbie
Sep 15, 2021
90
104
Devlog #8

This week, I have been working on the items of this game.

Items Added
2025-06-28 2.42.29.png
Sword
- butcher knife O
- kitchen knife O
- short dagger O
- long sword O
- falcion O
- broad sword O
2025-06-28 2.42.41.png
Greatsword
- Long stick O
- Pickaxe O
- Heavy Greatsword O
- claymore O
- zweihander O
- Flamberge O
2025-06-28 2.42.49.png
Shield
- pot cover O
- WoodenPlank O
- Wooden shield O
- Buckler O
- Iron Shield O
- Royal Shield O
2025-06-28 2.42.56.png
Bow
- short bow O
- composite bow O
- Long bow O
- Combat bow O
- royal bow O

2025-06-28 2.42.19.png
Consumable
- Apple O
- Rat O
- yellow Mushroom O
- red Mushroom O
- blue Mushroom O
- Bug O
- Bread O
- Beef O
- Cheese O
- Sausage O
- Carrot O

Potions
- Health potion O
- Stamina potion O
- mana potion O

2025-06-28 2.42.07.png
Earring
- sapphire earring O
- ruby earring O
- topaz earring O

Necklace
* Sapphire necklace O
* Ruby necklace O
* Topaz necklace O

Items Left
Nipple
- Nipple piercing
- Nipple chains
- Nipple Ring

Face
- ball gag
- tape gag
- felatio iron gag

Anal
- Cat tail
- Anal balls
- Anal plug

Clothing
- Rubber BDSM clothing
- Rope bondage clothing
- Maid outfit
- Royal armor


About item implementation in game

I have created quite a lot of items.
Now the problem is how I would implement all these items in game.

Weapons in environment
When the player escapes from the restraint, they can go and grab the weapon from the environment.

butcher knife, kitchen knife, pot lid, pickaxe, WoodenPlank, long stick is what I made these weapons for.
You would find knifes, pot lids in the kitchen.
Pickaxes in mining environments and woodenplank, long sticks as trash lying around.

Dropping items
I will also add item drop functionality to enemies, and drop rates of specific items.
Some elite or bosses will drop more rare items such as earrings or necklaces.

Forced items
Some items will be forced equipped to you when captured.
I want to implement them as events from the master but I want the player to benifit in combat from it.
Restraints will only limit your actions but some equipments will benifit you depending on your character build.

2025-06-28 3.06.45.png
For example, for magic builds, the Nipple ring and Anal plug would benifit you as they would give you mana regen and add max mana.

Overall
Now item placement would require a lot of playtesting for balancing the game.
Currently I have only added the feature to take, drop and equip the items.
I have not added the stats of how much each item would do how much damage or add how much stats yet.
That would be added after I am done with enemies and level design.

I will be working on the Nipple / face / anal items this weekend.
Clothings will be added in a later time as they require quite a lot of work.
Next week, I will add enemy designs for this game.

See ya next week.

Videos of development is shared in my discord.
 
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polkaStudio

Newbie
Sep 15, 2021
90
104
Devlog #9

This week, I have added NSFW items and enemies.


Items Added

2025-07-05 5.42.39.png
Head
ball gag O
tape gag O
fellatio gag O

2025-07-05 5.43.12.png
Anal
Fox tail O
Anal beads O
Anal plug O

2025-07-05 5.42.59.png

Nipple
Nipple piercing O
Nipple chains O
Nipple Ring O

2025-07-05 5.39.00.png
Some of the items has physics enabled when equipped.
It is quite satisfying to watch XD


Enemies Added

2025-07-05 5.35.44.png

Goblin O
Minotaur O
Cultist O
piggy mask O
Bull mask O
Thief O
Monster mask

Overall
I have reused some of the enemies from my previous game.
But I want to make at least 5 divercity with each enemy type.

Minion / Warrior / Elete / Knight / Nightmare
_1 / _2 / _3 / _4 / _5

The problem is that I need to make the enemies feel not repetitive.
And in order to do that, I need quite a lot of accesories or diverce skins.
But most importantly I need to make the enemies fight in different style.
I will add diverce skills for different enemies.

2025-07-05 5.58.46.png 2025-07-05 5.59.25.png

Next week, I am planning to add 5 diverce types,
add designs for that 5 types
and add skills and fighting styles for that 5 types.

If I have the time left, I will work on the level design.

See ya next week.

Videos of development is shared in my discord.
 
Last edited:

polkaStudio

Newbie
Sep 15, 2021
90
104
Devlog #10

This week, I have been working on the enemy design and combat for the minions.

Design

Assasin

2025-07-12 3.29.59.png

Thug
2025-07-12 3.30.22.png

Bull Mask
2025-07-12 3.30.41.png

Goblin
2025-07-12 3.30.52.png

Cultist
2025-07-12 3.31.03.png

Butcher
2025-07-12 3.31.12.png


Enemy Combat

I wanted all the enemies to have a unique feel / strength and weaknesses to them.
All enemies have 4 or more levels. As they are higher in level, the more skills and aggresive they are.

Assasin
The assasin enemy class can throw knives, roll and dash attack.
The enemy has high agility, and damage but has low health.

2025-07-12 4.13.12.png 2025-07-12 4.16.05.png 2025-07-12 4.16.22.png

Thug
The thug enemy class uses magic and greatswords.
They have buffs that increases damage and shoots sword slashes.
They are a mid range, slow speed medium damage enemy.

2025-07-12 4.21.09.png 2025-07-12 4.20.55.png 2025-07-12 4.19.49.png

Bull Mask

The bull mask is a close ranged, slow speed, high damage enemy.
It has a burserk skill that burns itself but gains strength.

2025-07-12 4.26.33.png 2025-07-12 4.26.05.png

Goblin


Goblins are the main residence of the dungeon.
But they are quite easy to fight.
2025-07-12 4.32.12.png 2025-07-12 4.31.34.png

Cultist

All the cultist have different elements that they can use.
Based on that element, they have different skills that makes the fight more diverce.
They are slow speed, low health, high range and high damage enemies.

2025-07-12 4.38.32.png 2025-07-12 4.38.58.png 2025-07-12 4.39.41.png

Butcher


The butcher enemy class has some unblockable attacks.
They are there to make you not cheese the game with only blocking.

2025-07-12 4.43.48.png 2025-07-12 4.44.10.png


Thoughts

I have finished the enemies designs for this week as planned.
What I have left.

- Level Design
- Boss Design
- Player Skills
- Save System
- UI Design
- NSFW Devices
- NSFW Animations
- Dialogues

Next week I will be working on Level design / NSFW Devices.

Quite a lot of work left TBH.
I think this could be finished at the end of August but time is quite short.
This game has quite a lot of work put in to it, but I doubt how much it would sell.

I have only sold my work on DLsite, but for this work I am planning to also sell on steam.
Gamedev is quite the gamble, but I will brute force and finish it anyways.
Anyways, see ya next week.

2025-07-12 4.49.11.png 2025-07-12 4.58.48.png
 

polkaStudio

Newbie
Sep 15, 2021
90
104
Devlog #11

Last week I was working on level design.
This week I was working on BDSM devices.
2025-07-26 3.58.09.png

2025-07-26 3.45.48.png

I am currently using a plugin called "Dungeon Architect".
With this plugin I can auto connect levels with specific modules to make it into a full dungeon.

2025-07-26 3.37.59.png 2025-07-26 3.38.24.png

I tried to add quite a lot of different level design in these modules then the last game.
But the total feeling of the game is quite simillar.

But most importantly I need to add unique props and furnature in order to not make the level feel repetitive.
So I have spent most of the time last week in order to buy and clean up props purchased in the store.

2025-07-26 3.52.12.png 2025-07-26 3.52.27.png

And for the bdsm devices, I am not done with some of the model designs and Idle animations but is not fully done with all the devices planned for this game.

2025-07-26 4.01.48.png
I am currently planning to add 8 punishment devices 3 punishment animation each for device.
I am also planning to add 3~4 work stations.


Thoughts
I have been slacking out last week, so did not upload the devlog, but I am back on track trying to finish this game.
I am done with the level design modules, but not done with the whole level design.
And I need to try and put in enemies and devices, work, sleep stations in order to design the level, so I will have to do that in a later time.

Now I am planning to model and animate all the NSFW devices and animations next week.

- Level Design
- Boss Design
- Player Skills
- Save System
- UI Design
- NSFW Devices △
- NSFW Animations
- Dialogues

Another thing I wanted to mention is that itch.io and Steam might not be able to host my game as this is a heavily BDSM themed game and payment processors such as Visa and Mastercard does not like this theme.

I have quite a lot to say about this topic, but unfortunately as a small indie game dev, I cannot control anything happening beyond my grasp. So I will try my best to publish my game in itch and Steam, but I wont get my hopes too high.

Anyways, see ya next week.

Videos of development is shared in my discord.
 

polkaStudio

Newbie
Sep 15, 2021
90
104
Devlog #12

This week I have been working on punishment devices and animations.

2025-08-03 1.03.24.png

Added punishment devices
2025-08-03 1.44.59.png 2025-08-03 1.45.10.png 2025-08-03 1.45.22.png

I have finished all the devices 3d model design that I have planned for.
Currently I am creating animations for each device.
Each device will have at least 2 animations so there will be a bit more diversity not repeating the same animations.

From my last game, I have recieved quite a lot of reviews that my animations were
1. Body parts thrusting other body parts
2. No facial expression
3. No whipmark or scarmarks
4. No good jiggle physics

So this time, I will try to massively improve these points that the review gave me.
It is still not perfect, but I am getting way better than the last game.


I was able to add facial expressions and jiggle physics,
But I am still working on scars and teardrops.

I have finished the following animations
- WoodenHorse
- breast caning O
- whipping O
- Pillory
- Fuck O
- Caning O

2025-08-03 1.45.57.png 2025-08-03 1.46.27.png 2025-08-03 1.46.56.png

Animations progress (4/13)
2025-08-03 1.59.35.png


Thoughts

I want to give the best output of the game as possible, as I have reviced quite a lot of review on how to improve.
But the problem is the more effort I give in order to make the animations better, (adding jiggle, facial animations)
the more time it takes to make the animation itself.

The game might be postphoned a bit more, but I have chosen to add more quality at the cost of more time.
My goal for this game is to pass the 4 star rating like most games on DLsite.

Also, censorship is getting out of control in the US EU and Austrailia.
Good luck mates.
 
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polkaStudio

Newbie
Sep 15, 2021
90
104
Devlog #13

For this week, I have been working on deviced animations.

- hanging chain
- dildoing O
- whiping O
- rack
- dildo O
- fuck O
- spanking device
- paddling O
- fuck O


Jiggle physics, Facial expression is included and every punishment has 3 animations. (speed1, speed2, orgasm)

2025-08-09 4.09.46.png 2025-08-09 4.10.08.png 2025-08-09 4.10.48.png 2025-08-09 4.13.42.png 2025-08-09 4.11.22.png 2025-08-09 4.12.15.png 2025-08-09 4.13.09.png

I am extremely satisfied with some of the animations, and the jiggle physics is top notch.
The graphics looks better because I have also worked on the settings menu.

2025-08-09 4.22.56.png

My previous game forced the graphic settings to the lowest because I wanted to reach as much players as I can.
I have changed my mind to make the player set the graphics themselves.
Unfortunately the settings menu does not detect the graphics card installed, so you will have to manually adjust the settings yourself.

Thoughts
Finished animations.
2025-08-09 4.29.04.png
Not yet finished animations.
2025-08-09 4.29.17.png

I think I will finish all deviced animations about next week, wendsdays.
After that I will be working on skills that the player can use.

2025-08-09 4.33.37.png

See ya.
Videos of this game in development is available in discord below.