Recommending Western Sharing Games List

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redoubt27

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The slopyard's getting a big haul today :LOL::LOL:

Resort of temptation i remember - I was frustrated early on as you had to have played all the prior games for the characters to make sense in the shared universe. Skye's model was always gorgeous tho.
Yeah, I haven't played them all.
The intro gives the detail of where and what from the original stories this one is based on.
So, unless you've played that specific path/route, this one still isn't a full continuation of the others.
Like Inside Jennifer, had like 13 endings, but this one pulls from just one route/ending.
The others are similar and one is kind of retcon based on the intro...idk...lol
There's a prologue in the gallery for PoD, gave a little backstory of what from that story has been pulled into this one.

I can see how playing the others might make more sense, but it's been okay to follow so far without playing them.
 

Pr0GamerJohnny

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Yeah, I haven't played them all.
The intro gives the detail of where and what from the original stories this one is based on.
So, unless you've played that specific path/route, this one still isn't a full continuation of the others.
Like Inside Jennifer, had like 13 endings, but this one pulls from just one route/ending.
The others are similar and one is kind of retcon based on the intro...idk...lol
There's a prologue in the gallery for PoD, gave a little backstory of what from that story has been pulled into this one.

I can see how playing the others might make more sense, but it's been okay to follow so far without playing them.
Did they dog inside jennifer protag? She seems absent from the previews....
 
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redoubt27

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Did they dog inside jennifer protag? She seems absent from the previews....
Inside Jennifer and Limits of Sky characters are considered "side" characters.
But the intro gives the specific information, path from each that those characters are based on.
For example, Jennifer is based on the Jennifer and Laurie ending, and Jennifer hoed around...:LOL:
I haven't made it to Jennifer's part in Resort of Temptation yet.

The main male and female protags are from:
Lust Bound, Lust Theory, Lustyverse Passion on Display, Lustyverse Shackbang, & Summer with Mia.
There's even a note/comment that other FMCs might be added from other Inceton games, like Thot on Trial, later on.

The first gallery scene involves characters from Summer with Mia, and from a sharing perspective, it's freaking hot.
The PoD prologue was pretty good, but not sharing related.
The gallery shows/suggests quite a bit of swinging, sharing type content.
So far, I've liked it.
I'm not as familiar/connected to the characters as I might be had I played the originals, but the main story so far isn't that deep yet and the Summer with Mia scene felt more like an intro or soft prologue of what those characters will be like in this VN. Because, like the others, those Mia characters are based on a specific path from the original. So, this one seems to need a little bit of intro to each of the characters to set the tone/feel versus the original stories.

Playing the originals might add a bit more familiarity, backstory, or insight into possible references/easter eggs, but unless one played those specific paths, the characters might not be a version a reader liked originally... So, I don't think one who hasn't played the originals is necessarily going to be missing too much. And one can always go back and play the originals like they're a prequel...:LOL:
 

redoubt27

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I agree with most of them being absolute garbage, but so is McDonalds. I have to admit that I enjoy my occasional little guilty indulgence like a Milk Shake or AI rendered games like:
But please don't rat me out for it...
I do like me a hot fudge sundae and the occasional Big Mac or Dbl Royale w/ Cheese every once in a while, even though they're not the best...:LOL: And those 3 are certainly higher end "gar-bage"...:LOL:

Seriously, I really like those 3 VNs. The art is easy on the eyes and the stories are entertaining.

AI art in general has kind of grown on me. I prefer others, but as long as the story is good and the AI art is easy on the eyes, I give it a shot.
 
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blkcrow20

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Moonripple Lake is the only AI game I can play. Others I either don't like the art or the story. A lot of them are kinetic.
 

Phase_01

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I agree with most of them being absolute garbage, but so is McDonalds. I have to admit that I enjoy my occasional little guilty indulgence like a Milk Shake or AI rendered games like:
But please don't rat me out for it...
For me personally I would like to add Starmaker Story to this
Same dev as Roundscape Adorevia which also had sharing, and currently working on Roundscape Eclipse, both of which aren't AI (Starmaker seems like a side project but good sharing content and unique enough for AI)
 
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DarknessDai

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For me personally I would like to add Starmaker Story to this
Same dev as Roundscape Adorevia which also had sharing, and currently working on Roundscape Eclipse, both of which aren't AI (Starmaker seems like a side project but good sharing content and unique enough for AI)
its family sharing right ?
 

Pr0GamerJohnny

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I do like me a hot fudge sundae and the occasional Big Mac or Dbl Royale w/ Cheese every once in a while, even though they're not the best...:LOL: And those 3 are certainly higher end "gar-bage"...:LOL:

Seriously, I really like those 3 VNs. The art is easy on the eyes and the stories are entertaining.

AI art in general has kind of grown on me. I prefer others, but as long as the story is good and the AI art is easy on the eyes, I give it a shot.
Agreed, they're all pretty easy reading and entertaining, I too have become more forgiving on ai art over time (still daz #1 by landslide tho).

Though, it does confuse me - I'd expect the main advantage of using ai art in largely kinetic stories (not MRL!! but SoA and MNGF) - would be greatly increased update cycles; and as of right now, they're rivaling larger older daz games for slow releases. To me, there's a happy medium between visual fidelity and production, right now I feel like most are imbalanced on the quality side. In convos with some of the devs (circlegames/abyss/symbiotic) they don't seem to recognize this as a balance to be struck. o_O
For me personally I would like to add Starmaker Story to this
Same dev as Roundscape Adorevia which also had sharing, and currently working on Roundscape Eclipse, both of which aren't AI (Starmaker seems like a side project but good sharing content and unique enough for AI)
Sorry bro I just can't justify that as "western" - I've played it before and enjoyed myself, definitely don't mind you mentioning it so others can see as a suggestion for them to play, but it belongs on hentai kishi's or zetsupetsu's list not mine.

1756292771772.png
 
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AbyssGames

Developer of "Shadows Of Ambition"
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Agreed, they're all pretty easy reading and entertaining, I too have become more forgiving on ai art over time (still daz #1 by landslide tho).

Though, it does confuse me - I'd expect the main advantage of using ai art in largely kinetic stories (not MRL!! but SoA and MNGF) - would be greatly increased update cycles; and as of right now, they're rivaling larger older daz games for slow releases. To me, there's a happy medium between visual fidelity and production, right now I feel like most are imbalanced on the quality side. In convos with some of the devs (circlegames/abyss/symbiotic) they don't seem to recognize this as a balance to be struck. o_O

Sorry bro I just can't justify that as "western" - I've played it before and enjoyed myself, definitely don't mind you mentioning it so others can see as a suggestion for them to play, but it belongs on hentai kishi's or zetsupetsu's list not mine.

View attachment 5190114
AI Art definitely has it's advantages. It's very good at producing one off images with no specific context (which is why it's being used in mainly the phone format and much less in actual visual novels). My time is roughly 10% generating images and 90% doing all the post-editing, writing, audio design, animations, ect...

Most of us, want to shed another light on the whole AI game genre. With enough care and attention, you can create some visually stunning and coherent images, granted that you can write a decent enough story to go alongside it.

In a sense, we could sacrifice that quality in order to have faster updates, but then we're just like all the others. In an increasingly competitive market, there's so many of these games coming out, but only a few manage to stand out and that's mainly due to the reasons I mentioned above.

Regarding the kinetic part, I know it's not everyones cup of tea and the biggest downside of both SoA and MNGF. Although I don't know what Circle's reasoning is, but mine is quite simple. I don't want to create a complex game with a story that you can alter to match your own preferences, without having any kind of track record that I can even deliver something like that. As I said, there's so many games coming out and all of them have a Patreon so people are becoming more critical on who they support. I'd rather build a "good enough" reputation before tackling that.

EDIT: Chapter 5 of SoA had 621 images + various animations. The update cycle was slightly longer than for example: Vulgar Reverie. The amount of images you get per update is on a whole different category than traditional 2DCG games. Could I have released the update faster if I didn't give a shit about consistency or quality? Sure, but would I be content with that? Definitely not.
 

Edhinor

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Regarding the kinetic part, I know it's not everyones cup of tea and the biggest downside of both SoA and MNGF. Although I don't know what Circle's reasoning is, but mine is quite simple. I don't want to create a complex game with a story that you can alter to match your own preferences, without having any kind of track record that I can even deliver something like that. As I said, there's so many games coming out and all of them have a Patreon so people are becoming more critical on who they support. I'd rather build a "good enough" reputation before tackling that.
Heya, thanks for the post, nice to see what an actual developer thinks. One question, I haven't played your game, so I am not sure how you handle the "kinetic" part (I am downloading it at the moment and will try it later this week), but for me, personally, I do not need so much a lot of branching paths as some degree of control over certain things.

What kinds of things am I talking about? well, since we are talking about sharing in this thread, lets say that you have a scene coming where you are going to have sex with your girlfriend, I may want to have the following options:
a) decline to have sex - no sex scene occurs
b) have sex - just me and the GF
c) invite a friend - have an MMF sex scene

Then, maybe during the scene, have the option to either creampie her or maybe a couple of different positions.

I know that this multiplies the amount of CGs that need to be created for the scene, but in my mind this doesn't increase the difficulty of the AVN as there is no branching path, just the same kinetic story but with options during the sex scenes.

I do play some kinetic AVNs, however I must say it usually irks me when I have no options at all during sex scenes. Even on scenes when it is just the MC and one LI, sometimes the dev includes things that I do not like, like a footjob, or always cumming outside, when I would rather have a HJ or BJ and creampie or facial for example.

Am I wrong on my assumptions regarding complexity? does it add a lot of extra work to have 2/3 versions of each scene with say 2/3 endings (creampie, facial, cumming outside somewhere else)?

Finally, does the use of AI CG help in creating multiples of the same scene or is it just equally troublesome due to having to make sure there is consistency between CGs?

Thanks in advance for any light you may shed on this and apologies if I went off topic.
 

AbyssGames

Developer of "Shadows Of Ambition"
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Jan 1, 2018
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Heya, thanks for the post, nice to see what an actual developer thinks. One question, I haven't played your game, so I am not sure how you handle the "kinetic" part (I am downloading it at the moment and will try it later this week), but for me, personally, I do not need so much a lot of branching paths as some degree of control over certain things.

What kinds of things am I talking about? well, since we are talking about sharing in this thread, lets say that you have a scene coming where you are going to have sex with your girlfriend, I may want to have the following options:
a) decline to have sex - no sex scene occurs
b) have sex - just me and the GF
c) invite a friend - have an MMF sex scene

Then, maybe during the scene, have the option to either creampie her or maybe a couple of different positions.

I know that this multiplies the amount of CGs that need to be created for the scene, but in my mind this doesn't increase the difficulty of the AVN as there is no branching path, just the same kinetic story but with options during the sex scenes.

I do play some kinetic AVNs, however I must say it usually irks me when I have no options at all during sex scenes. Even on scenes when it is just the MC and one LI, sometimes the dev includes things that I do not like, like a footjob, or always cumming outside, when I would rather have a HJ or BJ and creampie or facial for example.

Am I wrong on my assumptions regarding complexity? does it add a lot of extra work to have 2/3 versions of each scene with say 2/3 endings (creampie, facial, cumming outside somewhere else)?

Finally, does the use of AI CG help in creating multiples of the same scene or is it just equally troublesome due to having to make sure there is consistency between CGs?

Thanks in advance for any light you may shed on this and apologies if I went off topic.
It does add some extra complexicity, mainly with how the scene flows. It depends on what you want to tell though with a sex scene. Sex scenes sometimes offer more to the story rather than just something to fap to (even though most players will just fap to it haha). For example, setting up a dynamic between certain characters, if you remove or decide not to view certain renders/positions, it might not have the same desired effect the developer is going for. Things like doing a creampie or not, should in essence be easier, although even creating a render like that can be complicated, especially if you want nothing to change. This might be a bit of a spoiler, but fuck it.

Sophie3.jpg

For example, you could decide here whether to creampie her or not. If you choose to creampie, then either you could make a different render altogether, but again, if it's an animation, then you have to pay for a whole new animation. However making the creampie happen in the same render without things suddenly changing is a lot more difficult, especially with AI CG. It's possible but does require a lot of photoshop work.

Sophie4.jpg

Which is why I try to do Patreon polls for things that people want to see. Not the perfect solution, but with the amount of time that I have, I try to avoid extra work haha.
 
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I agree with most of them being absolute garbage, but so is McDonalds. I have to admit that I enjoy my occasional little guilty indulgence like a Milk Shake or AI rendered games like:
But please don't rat me out for it...
IMO AI can create stunning pictures but the problem I often see with AI AVNs is that all women and men's faces look almost the same. And then you see the same faces in different VNs because they used the same AI model. You feel like you've got schizophrenia when you just launch it for the first time
 
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In a sense, we could sacrifice that quality in order to have faster updates, but then we're just like all the others. In an increasingly competitive market, there's so many of these games coming out, but only a few manage to stand out and that's mainly due to the reasons I mentioned above.
Don't you dare, the quality of images and story is what makes you 3 stand out from the AI slop out there.

Regarding the kinetic part, I know it's not everyones cup of tea and the biggest downside of both SoA and MNGF. Although I don't know what Circle's reasoning is, but mine is quite simple. I don't want to create a complex game with a story that you can alter to match your own preferences, without having any kind of track record that I can even deliver something like that.
Many successful AVN devs start with comics (so fully kinetic), then transition to games. I think you skipped that step but have the right idea about getting better at making the games before adding complexity. The multiple paths should attract a broader audience when you get there, so long as it is done well.

IMO AI can create stunning pictures but the problem I often see with AI AVNs is that all women and men's faces look almost the same. And then you see the same faces in different VNs because they used the same AI model. You feel like you've got schizophrenia when you just launch it for the first time
This is no where near as bad though as with Daz games - I know it is stupid but I hate when multiple games use the same model for very different characters (not the dev or even games fault, really just limited number of models). The games I listed are the same style, so their characters are similar.
 

Joshy92

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I have played a few new sharing games within the last year, but not many really stick with me. I won't touch kinetic and am really starting to get annoyed at all the AI and phone stuff, so finding games I'll like is tough.

I do fucking love whispers of desire though. That is a masterpiece already.
 

Pr0GamerJohnny

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Sep 7, 2022
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Most of us, want to shed another light on the whole AI game genre. With enough care and attention, you can create some visually stunning and coherent images, granted that you can write a decent enough story to go alongside it.

In a sense, we could sacrifice that quality in order to have faster updates, but then we're just like all the others. In an increasingly competitive market, there's so many of these games coming out, but only a few manage to stand out and that's mainly due to the reasons I mentioned above.
I think it must come down to a stylistic preference then - because for me, and I suspect several others here, a lot of ai art kinda blends together.

That's not to diminish the hard work you do, I've but a surface knowledge of how much time goes into reworking ai-generated renders in layers to produce the final in-game images.

But for myself, at the end of the day, it still looks like AI cartoon art. Pleasing to look at? Absolutely! And all the touchups done reduce the feeling of "ugh look at her hands" encountered with more bulk production methods. However, (and again, I get this is all highly subjective) - I feel there's a much smaller gap between "bad ai" and "good ai". Apologies for those I'll use as the 'bad' examples (cept capkitty guy's a jerk) - compare something like the following:

disclaimer- i just grabbed 4 random images from game promos; so I could certainly be cherrypicking or not a fair comparison...still, I think each is decently representative of the source.
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Looks decent, though the longer I look at it I see little things like her hand or shirt folds or background errors, perspective errors etc. But I'm guessing most people would look at this and say "shrug, looks like a pretty typical ai game render".

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Looks great, multiple characters on screen, and looking at the fine details everything is as it should be, no botched hands, no clipping errors or artifacts, characters have unique expressions not just the same generic "ai girlfriend smile". Someone definitely worked harder when making this image.

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Looks...fine I guess, you can tell what the characters are doing, but posing is pretty wooden, lighting is blasted out, environment and props aren't very interesting, expressions nonexistent.

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I don't even need to elaborate or caption here. It's night and day, not even the slightest resemblence.

So in summary, while I do appreciate good-looking AI games, IMO the difference in quality to the layperson's eye is often so slight it doesn't justify the blood and sweat spent elevating those graphics from the baseline. I know that's a sucky message to tell anyone in a creative pursuit, basically saying "forget the complex syncopated solos, stick with 4/4 powerchords for success!" But I sincerely believe most players would prefer (with their wallets) faster production.

I'd welcome hear others opinions, would you take the tradeoff of twice the development time to get the better looking ai art above? Would you accept twice the development time for the better looking daz art?
 
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5.00 star(s) 4 Votes