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Hello, authorized sinners!

Disclaimer: Unfortunately, with changes this big in Ren’Py, you’ll need to start a new game. I changed way too much stuff.I’ll probably start thinking about save migration closer to version 0.3.Before getting into the detailed list of changes, I’ll tell you a bit about what was happening behind the scenes.

I’ve been reading your feedback, and I saw that quite a few people noticed the game was becoming pretty easy, especially later on. Obviously, talking about “balance” in a 0.1 version sounds a bit grand, especially when even giants like Blizzard or GGG can’t seem to find some mythical “perfect balance” in their games.

Still, weakening the enemies earlier was intentional. During the early demo runs, people told me the enemies were too strong and would just beat you down as a mob. So now I’ve basically brought back some of the ideas that were originally there: fatigue weakening you, for example, but with some adjustments.

For instance, enemies don’t hit harder now. They’re just more durable. The reason is pretty simple: I want them to actually have enough time to build up our desires. This is an adult game after all, not a game about deleting text dummies with two stats.

I’ve done more than 200 runs on two difficulty levels (I didn’t touch the hardest one - there you’ll probably get fucked so hard even the Emperor himself would be impressed), and I can say that right now the progression is built around an easy-in kind of principle: it’s harder at the start, but gets easier once you get going, because you’re leveling the character and her stats keep growing.

I don’t want to add “auto-scaling” like a lot of games do, because I’m of the opinion that coming back overleveled and absolutely destroying the same hobos who made you suffer at the beginning of the game is a very pleasant reward for all the effort you put into developing your character.In any case, the “balance” itself is nowhere near final: it’ll keep changing throughout development, adapting to your feedback, new enemies and locations, perks, and everything else.

I do read your feedback, so if something feels “off,” just tell me. I’ll definitely check it.P.S. If the exploration buttons are too small on Android, let me know. I’ll think about how to make them more convenient.P.P.S. The public release will be in a week. Maybe by then I’ll also manage to finish 0.12 with more visual variety and some additional fixes, so we’ll have a kind of alternating release cycle.P.P.P.S. And I lied about the icons for the skill branches. Didn’t make it in time. After all, 200 test runs take quite a lot of time.

But hey, a developer has to lie about something :D

Changes (briefly):First thing I wrote about earlier - the new perk trees. They’re different, they offer their own styles of progression and upgrades, and most importantly, you can learn all of them (except for the most obvious mutually exclusive choices).

They also slightly push Eliana’s personality in certain directions when you use their skills. I made this progression hidden, because I didn’t want to shove it directly in your face. For example, if you keep using the Punishment branch, Eliana will gradually become rougher.

Second - the location exploration system. The boss no longer just stands there waiting for us (and one-shots us), now we actually reveal his location while going through the run. For now, it’s still pretty simple and easy because the version is early. But exploration will become a much deeper mechanic, especially after Lena adds all the changes to the events you can encounter. Spoiler: they won’t stay as just text descriptions with 3 choices.

Third - enemy logic. They now have “acceptable” scenes in addition to their preferred one. Which is pretty logical: if there’s no Coke in the store, worst case you can grab Pepsi or Dr Pepper if you really want something.

They also no longer attack only one specific body part. Instead, they try to push forward with whichever one they happen to like.

And finally, they don’t instantly throw themselves at Eliana’s body like starving animals anymore. I added “Watch” and “Talk” stages, which build up enemy desire first.

Changelog (detailed):Gameplay:

Added hidden false bosses and a system for detecting the real boss.

Added different robber encounters depending on perks.

Combat system and enemies:

Added an enemy intent system: their planned next action is now shown on their card.

Added new enemy actions: “Watch” and “Talk.”

Implemented separate AI for each enemy, taking arousal, desires, and preferences into account.

Added unique behavior rules for the story bandit and bosses.

The card of the currently acting enemy is now highlighted.

Reworked counterattacks, defense, hit logic, and the combat lifecycle. Counterattacks are now limited to physical attacks and are blocked while stunned or orgasming.

Reworked exhaustion for important enemies and how battle outcomes are determined.

Reworked how actions are shown in the combat log.

Adult event system:

Enemies now have individual preferences and scene selection weights.

Desire now persists between transitions inside an event.

Fixed desire sources for titjob, blowjob, footjob, and other attacks.

Added desire recovery after sleep, taking corruption into account.

Reworked thresholds for moving from teasing/groping into full scenes.

Improved character positioning, image layering, and climax animations.

Fixed cleanup of visual states after defeat and after scenes end.

Fixed virginity, clothing, and post-scene trace states.

Perks and skills:

Completely reworked the perk tree screen.

Added perk learning by holding the button.

Added highlighting for available perks, ranks, connections, and control hints.

Renamed the Intuition tree to Exploration and reworked it.

Added a new Zeal tree with holy attacks, counterattacks, trials, and final skills.

Added a Punishment tree with submission, control, and sadism branches.

Added a Charm tree with arousal, manipulation, worship, and damage skills.

Reworked the Discipline tree and resource conversion skills.

Added perks for the enemy “Watch” and “Talk” actions.

Added Hallowed Instinct, which reveals rooms and encounter information.

Removed the outdated combat specialization trees and Physical Conditioning.

Fixed requirements, prices, skill replacements, and duplicated menu entries.

Rebalanced stat bonuses, resistances, recovery, and desire suppression.

Updated perk names, descriptions, and icons.

Exploration and progression:

Moved the exploration map to a separate interactive screen.

Rooms now have their own icons, visited states, and completion states.

The current room is highlighted with a pulsing animation.

Hidden boss rooms are not shown until discovered.

Tooltips now show information about possible enemies.

Room encounters are now prepared in advance.

Rebalanced expedition length, number of rooms, and enemy counts.

Enemy count now takes heresy level into account without creating infinite heresy growth.

Rebalanced daily heresy growth and the effect of cleansing locations.

Changed level completion rewards and gained experience.

Reworked fatigue, rest, sleep, and retreat after defeat.

Cleansing a location now advances the time of day.

Interface and usability:

Added heroine corruption to the stats screen.

Added configurable UI text sizes.

Improved tooltips for stats, requirements, and combat effects.

Added diamond-shaped action menus in church, investigation, and other scenes.

Reworked enemy cards and visual highlighting of the selected target.

Improved grouping of messages by action.

Fixed message block height and scrolling in long dialogues.

Improved touch controls and perk tree scrolling on mobile.

Added Android app icons.

Synchronized German, Spanish, and French translations.

Added new event, skill, perk, combat message, and interface texts.

Fixed missing localization keys and incorrect speaker names.

Fixes and balance:

Fixed critical crashes during combat and events.

Fixed transitions after victory, defeat, and killing the last enemy.

Fixed fatigue and resource recovery after sleep.

Rebalanced heroine and enemy stats.

Reworked the weights of physical, defensive, and sexual enemy actions.

Fixed negative action rolls and incorrect healing from defense.

Fixed stamina-saving and desire-suppression perks.

Fixed church event results and heresy changes.

Improved compatibility with old skill saves and previous settings.

Added expanded automatic testing for combat, perks, progression, and events.Links:google - pcgoogle - macgoogle - androidmega - pcmega - macmega - android

Files

Comments

Deathwinner

Hey I have a question for you is there a way to track corruption? I've looked everywhere for it in the stats menu but I cant seem to find it Edit: ok I see you added corruption to the records menu so please disregard my question

Семён Трофимов

I'm sorry, but an uncaught exception occurred. While running game code: File "game/source/level/events/underdecks.rpy", line 24, in script File "game/source/level/events/underdecks.rpy", line 24, in File "game/source/level/enemy.rpy", line 168, in activate_prepared_room_encounter File "game/source/core/battle.rpy", line 11, in start_battle_encounter File "game/source/models/event_manager.rpy", line 114, in begin_context AttributeError: 'EventManager' object has no attribute 'encounter_id' -- Full Traceback ------------------------------------------------------------ Traceback (most recent call last): File "game/source/level/events/underdecks.rpy", line 24, in script File "renpy/ast.py", line 1193, in execute renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ File "renpy/python.py", line 1276, in py_exec_bytecode exec(bytecode, globals, locals) ~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^ File "game/source/level/events/underdecks.rpy", line 24, in File "game/source/level/enemy.rpy", line 168, in activate_prepared_room_encounter File "game/source/core/battle.rpy", line 11, in start_battle_encounter File "game/source/models/event_manager.rpy", line 114, in begin_context AttributeError: 'EventManager' object has no attribute 'encounter_id' Windows-11-10.0.26200-SP0 AMD64 Ren'Py 8.5.3.26051504 Saintly Corruption 0.11 Sun Aug 16 20:14:55 2026

LUMMI

Yeah, I wrote about that — unfortunately, the old saves are pretty much dead.

LUMMI

I moved the line about it higher up so it’s noticeable right away.

Pillar Horizon

Is there no sound. Sorry if it was already addressed

LUMMI

Yeah, there’s still no music yet. Lena has made a couple of tracks and they’re really cool — but before we can just throw them into the game, there’s still quite a bit of work that needs to be done.

Maki

Went to work with not a wink of sleep cause I stayed up all night yesterday playing this. Great game!

Subdromeda

So a few things regarding the current release. -when you "fall down" enemies will chain the same h attack the entire time you are down unless you break free. -desire as a whole is still in an iffy state. Even when taking maximum resistances to a certain desire, enemies can max it out in 1 turn. Which feels really bad when youre trying to get something specific to happen. -the game is still way too easy. I was playing on hard mode and the only way I was losing battles was if I went out of my way to do so. And even when I did everything wrong, id still end up winning. I think stamina regen just needs to be looked at right now, because even if im on the ground chain orgasming I still shoot straight up to max stamina every turn. Maybe make it to where having an o decreases stamina gain? That way youd have to be weary of chaining together several in a row. -to continue on with the difficulty aspect, the first boss also majorly suffers from this issue. Even if he does knock you down, it seems physically impossible for him to actually defeat you. I think part of this is him not having an actual H attack, so you cant even "give up" if you want. -because of my previously mentioned points, getting your butt desire up is essentially impossible. To my knowledge enemies dont currently have an h attack for that if you fall down. Tldr; its really hard to get the H content you want to see, and sometimes it can be hard to see it at all even when completely throwing battles to see it.

Kimlesca

Charm might be a little overpowered, especially when coupled with Zeal's Rebuke and the parry tree under Zeal allows her to become a mindless passive stunner that for all intents and purposes becomes nearly untouchable as the only reason enemies seem to dodge being stunned is because she won't counter if she evades. Right now the damage and action economy efficiency of Counter let it become a replacement for mass attack, since the mass attack perks got heavily pruned. Might I suggest forcing a hard limit on the number of counters she can dish out maybe with perks to boost the number of counters. Additionally I think dodge should be replaced with graze and only severely reduce damage, especially if you intend to add enemy strip mechanics at any point, which we see hints of in the down position. Kind of surprise that despite walking around the merchant decks effectively naked for investigations, you don't have any seduce ability, and no one reacts to the sister of battle bearing it all. Lastly, I think there is a place for an outfit selector before doing rites, investigation and battle. Logical trade offs if you're corrupt enough to boost things like evasion and charm efficiency, while being more vulnerable to damage and desire growth. In investigation opens the door to seducing your way to answers while risking suspicion from the local guardsmen, or keeping it professional to maximize your authority. Edit: I had a thought this might be more long reaching but, perhaps in region there should be sort of multiple levels, Each level you clear in that region unlocks the next tier of construction. Past the construction related levels could just add effectively replayable depths with each depth cleared increases income for that region and the level of enemies in the next depth layer, separate from rioting levels. This will enable players to see how far they can take their builds without realistically impacting progression gameplay too harshly. Or maybe add a "bowls of the ship" zone that is exclusively just increasing difficulty for limit testing that benefits all construction zones.

LUMMI

Hey! I’m going to rework the Underdecks event eventually, because right now I don’t think it fits the spirit of an adult game all that well.

LUMMI

Alright, I’ll think about what I can do to give players more control over steering Desire in the direction they want.

Subdromeda

Oh and one thing i forgot to mention is that the skill trees are insanely laggy on android. Also theres not a good way to hover over nodes on the tree to see what they do before purchasing them.

xphoenixkingx

Out of curiosity, would there be voices? You said something about music for sound. And if you are,will it be moaning/ grunts or will there be lines

LUMMI

For now, we’re only planning music, SFX, and short vocal reactions. Fully voiced dialogue is still a very long way off.

Miya

Thank you very much for a wonderful game!

Sen

Great game so far. For two days, it is killing my sleep schedule. But there are several things need to be ironed out or added. -A respecing for both the character and the whole chapel-sump city upgrades could be implemented, so testing things would be easier. -I was able to lower my corruption down as 100 corruption Eliana at 0.1 verison but at 0.11 I cant just get my corruption down. I was doing a pure run with Eliana at 0.11 and ofc, after some point, thanks to grabs and such, I had some corruption. I tried a lot but cannot lower my corruption down. -Or there is a way to reduce corruption, but there is no manual-like document so far (or I cant see that) that shows which stat does what, how corruption affects many other things, or what is heresy's weight on events or the mob diffuculty, or which path for perks and chapel gives which things exclusively. -Some wrestling-like mini game (like a mob telegraphing their grab intent 2 turns before to get a non-stam locked grab n fuck game, or can be stripping, can be interesting) that can be added. -Clothing and armor slot. Heavy armor that can be stripped during armor but while it holds, it should be able to stop any erotic attack, making enemies more aggressive. But also being rather durable against normal attacks, so it does what an armor does. So you can play it like a regular battle sister instead,as the enemies would do regular attacks instead. Until you would be stripped of course... And if you are going naked, enemies might not even attack but all go for erotic attacks instead. -As like the max stam and damage of the enemies scale, their resilience (aka cum meter fill speed) should be tweaked too. A high level mob should not be as easily as charmed as a low level one. -Chain fuck system should be tweaked. If Eliana is downed, and it is a vaginal scene, the other mobs should either wait (and not really cum, why they should just jerk instead of waiting to plow a battle sister?) or partake with other holes instead. -Paths should not only buff. Zeal should make Eliana stronger physically, but mentally being pure should have its drawbacks (getting chain stunned by climax easier if your armor is down for example, or getting higher stam cost when you got erotic attack hit). Same goes for charm, you can stop people to attack you but if they do, you should have a bad time. You should be weak for regular attacks and resilient against erotic attacks (may be a climax contest against mobs). So zeal path might increase endurance but lower energy? Or charm increase energy but lower endurance? Such balance issues can be arranged I think. -Climax should be harder to achieve for Eliana too but more dramatic if it is caused. It should not only pass a turn, and with those heavy maluses, but it trigger a combat sex scene that can turn to a regular one. -I feel there the willpower and energy bars can be more useful. Energy is hardly useful, yes there are some abilities that use energy but it is hardly worthwhile and never a bottleneck. Neither willpower is. I never got my willpower 0, and if I had it, I would have worse problems anyhow. There are not enough usages for both. Stamina is the only thing matters. I feel the things I spoke above could be seamlessly integrated: Zeal should focus on stamina but could be downed if the erotic attacks eat energy instead (or any combat sex kind of thing if it would be implemented). Charm should focus on energy with more energy consuming abilities (and perhaps the erotic attacks eat out from energy, always, instead of stam ? So the Zeal path Eliana would be weak to erotic attacks but charm one just shrugs it off?). Then the submission path could be more willpower centric and has a different ability set? But for now, surely it is all stamina and others are just not important when it comes to the fights. -I know that defeat is one of the purposes of the NSFW games. But also, you can just win by getting fucked. You can clear whole dungeon by that and the single boss then can be killed if you got some endurance and if you pay faith beforehand to reduce your fatigue. Defeat should have drawbacks adn punishments. -Corruption should weaken Eliana, not make her stronger. The corruption milestone buffs are insane. Charm Eliana should not focus on getting fucked, but to make the enemies shudder and climax even without any fuck. A submission Eliana should torture (perhaps edge them and coax them to betray his comrades just for a glimpse of her body?) the heretics, not get fucked. A zeal Eliana is just trying to rend every heretic. Perhaps failing any (charm Eliana climaxes before the enemies, submission Eliana failing to break the willpower of enemies and zeal Eliana just gets regular downed in fight) kind of build should just make her corruption higher, and in return, lower her stats (may be in percentage) and perhaps start a new route for Eliana (corrupted Eliana pathway perhaps?) that would focus on not fighting, but mingling with enemies (persuasion speak minigame to persuade you are now a heretic but a battle sister in disguise? So if you fail that check, you will be defeated, if not, you would give a fuck and pass, or sneaking, or any subtler mechanic). I guess this will make the game rather interesting with more character building alternatives instead of, getting defeated, get fucked with 10 different ways. -And corruption should be very, very dynamic. A regular kill should lower your corruption. An ejaculation -kill- should lower it just a little. Cum on her body increase it (perhaps each turn she dons it). Any fuck should increase it a lot. But you should be able to get in -control-. I mean a defiled battle sister that rakes up 100 corruption should not get it to 0, but perhaps down to 20 with some repeatable actions. That was a looong post. But I felt that I should write it to give some feedback. I hope the game will get updated and move to a more of a "complete game with heavy NSFW elements" than "another fuck game" level.

Mew

On Android, reading the current perks is a bit tedious; the description tab closes very quickly. It would be good if perks weren't purchased automatically just by touching them, and if there was some kind of confirmation, because when I try to read about them, they're purchased automatically.

LUMMI

Thanks for the feedback. I’ll take a look at how I can improve that.

LUMMI

Thanks for the detailed feedback and for all the ideas you described. I found quite a few useful points in there that could be helpful for the game in the future. I especially liked the ideas around making Willpower and Energy more meaningful as actual combat resources.

LUMMI

I fixed that issue: you were right. What works well on PC can cause problems on Android. I’ll add a purchase confirmation.

smith

I started playing a couple days ago, solid release! The game has a lot of potential and I think the basic gameplay loop is already great. Here are some of my thoughts on the current state of the game: - The game is to easy, especially considering the theme of the game. After 6 hours into a run Eliana can just stand there taking hits while the enemies take themself out with arousal. - Again, considering the theme of the game, I think it should feel unfair at times. Enemies landing Crits, unfair Abilities, champion variants, status effects, an event room draining her energy, a "critical orgasm" draining all her stamina... Stuff like that. This way, it feels more like Eliana has to choose between giving in or keeping on fighting against insurmountable odds, purity intact. - I think the buffs you get from challenges/"spiritual changes" may be a bit to strong? I remember one giving me like +50% to all stats or something. Maybe much smaller buffs with a reward of XP may work as well? It would also be nice to view all of these somewhere to see how Elianas Stats actually add up. - its still kind of hard to tell whats happening. Instead of just the console, I suggest displaying damage, Dodge, etc. in a quick pop up, similar to the way darkest dungeon does it. - after falling down, I usually got the same 2 h scenes. Would be nice to be able to influence that in some way. Or maybe enemies will switch things up after one scene goes on for a while.