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🏰 Dev Update - Gameplay Systems, Game Guide, etc

Heyo all!

A lot of the core gameplay systems are finally in place, they’re still rough around the edges, but the foundation is strong enough to start connecting everything together.

If you’ve been wondering how the gameplay fits together, what each stat actually does, and where things are headed next, this post should give you a full picture of the game’s current structure and future direction.

⚙️ About the Core Systems

By now, the main gameplay systems: Free Roam, Dungeon Exploration, Dungeon Defense, and Passive Gameplay, are all implemented in their base forms. None of them are fully polished yet, but they’re the foundation for how the rest of the game will evolve.

The idea is to have all systems connected and interacting with each other before I move into the full polish and balancing phase. Here’s a breakdown of what’s already working and what each stat does right now:

🧱 The Daily Gameplay Loop

The general idea behind the gameplay flow is simple and consistent:

Farm resources in dungeons (or skip it using farming mode)Upgrade your buildings to unlock new outfits, H-scenes, and daily bonuses → Defend your dungeonTake care of your prisoners.

That’s the intended daily loop right now. Future updates will focus on refining this loop, not overloading it with completely new mechanics.

💡 Future Additions

I don’t plan to keep adding more and more gameplay systems, I think the game already has enough depth at this point.
Instead, the focus going forward will be on improving and expanding what’s already there, with things like:

🔞 Integrating H-Content Into Gameplay

Right now, a lot of H-scenes are separate from the main gameplay loop, but the goal is to start weaving them directly into it. Some examples of what’s planned in the future:

All of this will help make the H-content feel more connected to the gameplay rather than being completely separate events.

🧩 Why There Are No Game Overs

Why I don’t include game overs, so here’s the reasoning:
I don’t want the game to feel grindy or punishing. The goal is to make it rewarding, not stressful.

For example, imagine spending all your gold upgrading a building, and then "Noir" attacks while you don’t have enough gold left to repair your walls. Your 20-hour save would basically be doomed if you don't have backups and that’s not fun.

Plus, with the way the system works, balancing game overs would be impossible. One player might only focus on romance and avoid certain fetishes entirely, while another maxes out every fetish and every character. Their values would be completely different, and trying to balance fair difficulty between both playstyles would break the game for one of them.

That’s why failure results are light. Losing means fewer or no resources, maybe some minor text changes, but never a hard stop.

🖥️ UI and Quality of Life Changes

After some player feedback, I’ve also done a small UI rework and added a quick in-game guide to help explain the different stats.

🧠 Development Philosophy

I know some of the systems still feel a bit hands-off right now. The idea is to get every feature into place first so that later, everything can connect smoothly.
Polish will come once the structure is complete. Unlike RPG Maker or other engines, where most of the gameplay features already exist by default, everything here has to be coded completely from scratch. That takes time, but it also gives me freedom.

Comments

There actually are sliders in the Soulforge that let you influence which soulcorruption effects a character gets, so it’s not just random. Plus, there Fetish Books in Whisper’s Wisdom can push characters toward specific fetishes too. And yeah, I’m planning to add specializations to the talent trees later, so you’ll have even more control over how each character develops.

Myrzet

Do you plan some ways for the player to affect a character fetish value? For example giving a character 50% more to gain one or more specific fetish point. Atm the only thing I don't like with the system is that most of it look random and player have little to no input in the characters development...

Marcmad

Thanks!

Myrzet

Woah it looks so cool 👍👍👍

Patty


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