Ren'Py Subjugation League: Super Heroines in Peril [Devilment Thread]

Girls on Top Games

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Hello everyone. I know it's been a while since you heard anything from us and for that I do apologize.
So a lot of the story for the first act of the game is pretty much written, and from a writing aspect we are focusing on the individual steps in the quests as well as alternative ways of completing quests as well as different ending.

Right now the thing we are focusing on is game mechanics. This was always going to be in part a base builder/harem manager game. However there are several gameplay mechanics we want to test out.

For example, there will be a day system that can allow for different things, complete quest in x many days or something. However, do we progress days through a time cycle (Morning, noon, night) or an energy system? Each action cost x amount of energy, rest to next day to restore energy? Or some both?

So what we are thinking, either the end of this month or next we will release a sort of sand box version of the game. There will be little in way of story with one or two quests for you to complete. Again these quest will be different in the actual release.

The idea being for you to play around and see if you can find the fun. Then give us feed back. What was too tedious, where can we streamline things and so on.

Once we have your feedback then we can take that and start structuring the actual quest and story around that. And fingers crossed. Have the first real update out beginning of the year. screenshot0001.png frost07.jpg screenshot0002.png zantana07.jpg frost10.jpg
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eyuge

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great to hear from you, do we get a demo of said systems? I'd like to give you my feedback since this game is perhaps the closest thing to my wild fantasies.
 
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Girls on Top Games

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great to hear from you, do we get a demo of said systems? I'd like to give you my feedback since this game is perhaps the closest thing to my wild fantasies.
Not sure yet. I wasn't exactly thrilled when the proof of concept got it's own thread as an actual release only to have people complain that there wasn't a lot of content yet and so on and so forth.
 

Girls on Top Games

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Hello. So thing got busy for me this month, and right now I'm not sure how much of the full demo I am going to have ready by the end of the month though that is still our goal. But I did want to share with you some of what we do have.


Please keep in mind this is really just a vibe check of how things look and feel. What I really want to know is how intuitive things feel. Or do you see something that might be a point of frustration in the future.

again there is no story in this, this demo is all about mechanics. So please I beg you don't leave a comment telling me there isn't much content. I know. That release is coming at the end of the month hopefully.

PC:



Mac:

 
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What I really want to know is how intuitive things feel. Or do you see something that might be a point of frustration in the future.
It feels good, although I think that the navigation section of the UI should have "breadcrumbs" at the top showing where you are. For example:

Base > Gym

Also, I feel like action, back and other navigation buttons should be better separated and color-coded. For example, the button for talking to someone could be color-coded with the character's name color. Actions like "Train" could use generic colors and I would prefer if it was more immediately clear the difference between action and navigation buttons. The back button should always be in the same place in the screen, and maybe it would be better to have an icon instead of text.
 

Girls on Top Games

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Th
It feels good, although I think that the navigation section of the UI should have "breadcrumbs" at the top showing where you are. For example:

Base > Gym

Also, I feel like action, back and other navigation buttons should be better separated and color-coded. For example, the button for talking to someone could be color-coded with the character's name color. Actions like "Train" could use generic colors and I would prefer if it was more immediately clear the difference between action and navigation buttons. The back button should always be in the same place in the screen, and maybe it would be better to have an icon instead of text.
Thank you for your feedback.
The color code thing is something I certainly want to do but renpy can be weird when it some to text in screens.

But having a little map or something that shows where you are in the base is something to try. And yes constant button locations.

Thank you this has given me some things to think about
 

Girls on Top Games

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Hello Everyone. i know I have been silent here for a while now. And most of that was simply I did not want to say anything that wasn't certain even as work continued. However I can now happily announce that things are going very well and we have no brought on a (full) time artist.

Most of the coding and writing for the first update is done or nearing completion. So now it is just a matter of having the artist go and do the art work for the scenes. Right now we are just focusing on creating the sprites for each character once those are done we will start and make special cgs for the sex scenes and the like.

This is going to be slow for 2 reasons. One it takes time to draw. That should be obvious. and that is one of the many reasons why we are opting for a sprite based system like this so that once a character is done they don't need new art with every update. and we can still add different outfits and hairstyles down the line.

But the second reason is, art is also not cheep. Our artist has been giving me generous rates for their work and thanks to not having spent any of the money you guys had donated so far we had enough money saved to pay for him to work for us full time for 2 months.

The hope is, at the end of those two months, maybe a little longer, we will have enough of the art done to release the first build. Then with a raised interest in the game we will be able to afford to have him keep working full or part time after.

I have enough personal money saved up to keep paying him for several more months but as you can imagine that is not my ideal.

But that is just how things are at the moment. Thank you all for your support and I hope you look forward to what is to come.

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Girls on Top Games

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So also been going back and forth, for a while building out the MC skill tree and how it would work. I don't want this to be a grind of a game where you are just grinding for xp so you can get skills.

So here is how the basic overview of the corruption system is going to work.

STAT SYSTEM OVERVIEW
This system governs how captives react to Amanda's corruption. Stats are modified by skills, devices, interactions, and story events.




RESISTANCE
Range: 0–100
Goal: Decrease it

Description:
Represents the target’s mental fortitude and ability to resist Amanda’s influence.

  • High Resistance (70–100):
    • Target fights back, disobeys, and shrugs off pleasure

    • Commands often fail

    • Raising lust and obedience will be hard, and will decrease overnight.

  • Medium Resistance (30–69):
    • Target is conflicted and vulnerable to manipulation

    • Raising lust and obedience will now have an effect, however they will still decrease over night.

  • Low Resistance (0–29):
    • Target becomes highly suggestible

    • Most skills become more effective

    • Certain scenes may automatically trigger
Ways to modify:

  • Decrease: orgasm loops, invasive stimulation

  • Increase: Pain, humiliation without aftercare, failed obedience conditioning



OBEDIENCE
Range: 0–100
Goal: Increase it

Description:
Measures the target’s willingness to follow Amanda’s commands, especially non-erotic ones.

  • Low Obedience (0–29):
    • Target disobeys most direct orders
  • Medium Obedience (30–69):
    • Will obey under the right conditions (fear, pleasure, authority)
  • High Obedience (70–100):
    • Target follows most commands automatically

    • May request commands to feel useful or earn reward
Ways to modify:

  • Increase: Voice-based control, seed implants, obedience aftercare

  • Decrease: Public failure, conflicting desires, punishment without structure



LUST
Range: 0–Cap (usually starts around 80)

Goal: Raise it — but manage it

Description:
Represents the target’s current level of arousal.

  • At Cap:
    • Target will orgasm on next Lust-raising action

    • Orgasms reset Lust to 0

    • Each orgasm lowers Resistance and may raise Obedience (depending on skills)
  • Below Cap:
    • Builds toward climax

    • Increases vulnerability to commands and makes it easier to lower resistance
Lust Cap:

  • Default Cap = 80

  • Cap can be modified up or down per target
    • Lower Cap: Easier orgasms, more frequent corruption effects (Degeneration focus)

    • Higher Cap: Delayed orgasms, enables edging or obedience-driven heat (Loyalty/Servitude synergy)
Ways to modify:

  • Raise Lust: Stimulation, whispers, tendrils, training

  • Lower Lust: Denial skills, orgasm resets

  • Change Cap: Foundation Tree: Cap Suppression / Cap Expansion



ORGASM EFFECTS
Every time a captive orgasms:

  • Lust is reset to 0

  • Resistance drops (amount depends on skill interaction)

  • Obedience may rise if orgasm was obediently earned

  • Degeneration may rise if orgasm was mindless or forced

  • Fatigue may be applied (can skip next scene if no support skill is active)



⚠ PATH AFFINITY (INVISIBLE)
Behind the scenes, each action adds to a hidden counter for:

  • Degeneration - slut slave- only cares about sex and pleasure.

  • Servitude - sub - personality doesn’t change but is now obedient to you.

  • Loyalty - dom - this should turn her into a new type of villain
Whichever stat reaches 35 / 65 / 100 first triggers a milestone, granting Amanda a skill point in that path. These points are spent in the corresponding skill trees.


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Girls on Top Games

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so this would be the second half of the gameplay:


Core Gameplay Loop(Outside Corrupting Heroes)

Structure Summary

  • Game is segmented into district-focused chapters

  • Only one district is active at a time until cleared then new district will open

  • Each district is controlled by a single crime faction and monitored by 1–2 heroes

  • Talia acts as your black market contact, enabling Materials ↔ Influence trades



️ Player Actions Per Loop
1. Select a Mission (District-Linked)
  • Missions reward Materials or Influence (Materials are needed for base building/upgrades, and Influence is used to manage Infamy and Notoriety. Will have other uses as well.)

  • All missions increase Infamy or Notoriety

  • Each mission belongs to one of three core types:
    • Theft (Materials)

    • Smuggling (Influence)

    • Disruption (Mixed effects)



2. Mission Multiplier System (Anti-Spam)
To prevent grinding and mission-spam in the same area:

  • A local multiplier increases Infamy/Notoriety gain and decreases Material/Influence reward each time you repeat missions in that district too quickly.
Repeat FrequencyInfamy/Notoriety GainReward Multiplier
First mission (per day)Normal100%
Second (same day)+50% Infamy/Notoriety75%
Third (same day)+100% Infamy/Notoriety50%
Fourth+ (same day)+150% Infamy/Notoriety25%

  • This system encourages you to act strategically, not repeatedly.



3. Exchange (Optional)
  • Trade Materials ↔ Influence via Talia

  • Use Influence to:
    • Reduce Infamy/Notoriety

    • Acquire more Materials
  • Only accessible through her black market hub



4. Infamy Triggers Hero Awareness
  • Infamy is tracked globally

  • If your Infamy rises too high:
    • The active district’s hero becomes more likely to intervene in missions

    • Narrative warnings appear: "Hero activity increasing in the area"

    • Missions may become more difficult (or lead to scripted encounters)



5. Notoriety Triggers Villain Awareness
  • Notoriety is tracked globally

  • If your Notoriety rises too high:
    • Villains from rival factions becomes more likely to intervene in missions

    • Prices for things may increase or decrease depending.

    • Certain items and missions may become available or unavailable.

Missions may become more difficult (or lead to scripted encounters)



There is no fail state — hero/villian encounters will lead to loss of materials or lead to alternate capture opportunities if character stats are strong enough, but do not end the game.
 
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