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Hey everyone,

First of all, happy new year! Thank you so much for your incredible support during the second half of 2025. It means the world to me.

I wanted to share a couple of updates and get your input on some things I've been thinking about.

Development Update

I'm already working on version 0.13 of Thorns Beneath the Wings. This update will continue Elara's corruption storyline and feature special content with Sereneth. I'll be sharing preview renders over the next few days.

Next Project: Your Input Needed

Now, let's talk about what comes after Thorns Beneath the Wings is finished. I have two general ideas, and I really want to know what you think.

To explore more NTR scenarios and situations, I've decided the next game will be set in modern times, no fantasy worlds this time. Just a story that takes place in a contemporary city.

Here are the two approaches I'm considering:

Option 1: Multiple Routes (Point-and-Click Style)

The story centers on a happily married housewife and her adult daughter (college-age).

As the game progresses, players can choose different corruption routes for both characters. These would follow classic NTR scenarios:

For the wife: Her work boss, her father-in-law, homeless, her husband's bully, a neighbor couple interested only in her, etc.

For the daughter: A teacher, her boyfriend's bully, her boyfriend's brother, her gym instructor, her work boss, the return of an ex-boyfriend, etc.

As you can see, there are many potential routes for each character. This would transform the game from a pure visual novel into a point-and-click adventure with a city map, objectives, multiple paths, and branching storylines.

This approach would take longer to develop per update, but it would offer a lot more content and player choice.

Option 2: Linear Story (Like Thorns Beneath the Wings)

This would follow the same formula as Thorns Beneath the Wings, a visual novel focused on the wife and daughter. The wife would have someone corrupting her (similar to what Olgrum does with Sereneth), and the daughter would have her own corruptor, or possibly the same person corrupting both.

This is simpler to develop since there aren't multiple branching routes. Basically the same structure as Thorns, but with a different story, new setting, and fresh themes.

In both options, the husband and boyfriend would be the protagonists, this is NTR, after all.

I personally like both approaches and would be happy developing either one. But what matters most is that the majority of you are satisfied with the content being delivered. So please, let me know what you think about this.

Other Projects

Moving away from the games for a moment. I mentioned I'd be doing animations, and I haven't forgotten. I'm currently learning V.A.M to create animated content.

I'm also considering developing an NTR comic, but I'm not sure if that's something you'd be interested in. Let me know your thoughts on that as well.

That's all for now. Sending you all a big hug, happy new year, and have a great start to the week!

Files

Comments

Lord Ares

1. Wife and father in law. Perfect

Eliyg Dezar

Wife and father the first

Vidvid94

Like either option. Whatever works for you and doesn’t cause burnout from overwork.

Zest

2. I'm ok with point and click adventure, but I prefer only 1 corruptor.

Jonthethinker

Personally, I would recommend against too many antagonists or characters in general when it comes to NTR stories, as I feel like it greatly subtracts from the personal nature of the story, and the fundamental drama that lies at the heart of the story, and becomes more about the FMC(s) becoming a slut than about someone precious being taken. Also things become really diffuse and progress from the player's perspective quickly begins to feel like it comes to a halt. You end up with a situation where you have about twelve updates with nothing but hand jobs, then another load of updates with bj's, etc, etc. The same can be said for the emotional developments, with the same dilemma being tackled with each and every antagonists, the same breaking points, the same moments of hesitation and acceptance, just overall a lot of repetition. And while there do tend to be more "choices" it either means simply more initial choices, as in the first major choice you make as a player, followed by months of waiting for your choice to have enough content to be worth it, OR you end up simply choosing what content to view or not, with none of the choices actually carrying any weight or having impact on other elements of the game; you make the choice to engage with a particular antagonist's plot, but the fact that you've chosen to interact with that plotline has absolutely no effect on any other plotline, unless of course doing so closes off those other options, meaning less content on that playthrough. An angle that makes open NTR stories work better with choices being more meaningful are having a singular antagonist, but allowing the antagonist to have more than one way to get to the heroine, with each different means of corrupting her altering the story in a different way. Basically choosing a certain option increases a particular variable that can then be referenced back to mechanically and in the narrative. And with it being a variable, you could write several versions of the same scene with different dialogue based on where those variables currently stand. While it may seem like more work, it is considerably less work than making several different plotlines for several different antagonists/heroines with their own models and renders, and with this method the choices you make will feel more nuanced than just choosing which guy(s) fucks the girl(s). That being said, I'm totally happy with kinetic novels with the author just telling a straightforward story of their choosing. At least then it is less likely to feel like the plot isn't moving forward and the developer is just spinning their wheels. Hopefully this helpful in some regard. Love your work a lot, and I really don't want it to get muddled down by stretching things too thin.

NTR Fan

I like second option I hate sandbox game take soo much time of our life and I don't have time to play and it's no immersive like the game you develop I wish the second game it's the same way but with more choices and consequences I'm my playthrough she is a whore and another one she is a slut another one she is a cheating etc

Chris

Ngl but multiple routes have almost always been bad for almost any NTR game. I might be wrong but I really do think I'm not and a higher percentage of people think that way. For me it's 100% OPTION 1 but without multiple routes (story takes place in a contemporary city). One of the most successful NTR games, if not the most successful (???), was also linear until very recently, the game is about to end and he introduced the CHAD route + short BAD FMC ending route: Sword Art Online: The Trap of Breath Concealed Magic And it already shows that this was probably not his best idea, because the main route for example got an extremely short last update, like literally 1 SCENE lol. All until that point was almost perfect though. I could probably give more examples but I've already wrote too much.

Dwayne

Option 1, multiple corrupters sounds awesome

Mijo

Option 1. would be better, BUT: only if the number of corruptors were reduced to 2 options per character. So, the wife would have (poll-voted), for example, her work boss/father-in-law as paths, while the daughter would have the teacher/boyfriend’s bully as paths. This would enable you to make a “branching paths” NTR AVN while still keeping it somewhat manageable without going too wide and development takes forever. Bonus points for interracial (one of the options per character would be black 😎).

GiovAnni

Option 1 love the wife going off with different people and the daughter

Ipposan

Option 2 is perfect!

Jack Jones

NO SANDBOX PLEASE! Its makes development super slow. Option 2 but focus primarily on the Bull and the other three characters. It would be hot if it were an "Uncle" or the MCs Dad. Gives hima reason to visit and makes it more unsuspecting.

Tskxe

First of all...Happy New Year to you and your family...I would prefer option 1, choice based, but no sandbox/grinding style , I Iike the idea with different possible characters for cheating/NTR..but at least, it's up to you

Smoker1320

if you can manage to design it not to complicated, i would choose option 1, references first 6 chapters of "The East Block"(afterwards seems to lost the track) or "Life after after Victory" etc...most important is to focus on your general content, considering suggestions which match with, ignoring those which dont

Xiao Gui

I prefer Option 2, though the first one seems excellent as well. I’m just worried that if you make a game with too many characters and routes, you might end up burning out or getting overwhelmed during development. I much prefer the pace you’ve set with Sereneth, focusing on a single story—which is coming along incredibly, by the way; you kill it with every update! :) I think that’s because the character count is manageable and you aren’t juggling too many projects at once. Regardless, I’ll support your new project with a lot of excitement; I just wanted to share this little concern with you.

Gaming with thug

I prefer any option but number of corruptors should be less 2 at max, makes it better, to many feels like devating from cheating plot for me.

Darkhorizon

Option 1 if it doesnt affect the quality and development of the game much. Current pace is good would suck to lose that.

Kevin

Option 2.

Hero

option 1

James

option 2

Guri

option 2