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Yes, the current lack of meaningful choices is intentional. Early in development, the game had more branching choices, but I found that they weakened the story I wanted to tell. A lot of scenes and events are written as setups for later payoffs or as payoffs for things established much earlier. If players were able to freely avoid or alter those moments, the narrative cohesion would fall apart.

Because of that, I chose to focus more on a directed story experience rather than a heavily choice-driven one. I knew this approach would not appeal to everyone, which is why I included a disclaimer so players know what kind of experience they are getting into beforehand.

That said, there are still important choices in the game. Most choices are minor flavor decisions, but the choice during the Eclipse event is a major branching point. It completely changes the protagonist’s allegiance and sends her down a different path.

As for romance and NSFW content:

Storyline 1 has three routes: Aphrodite, Ares, and Godless. In those routes, all types of content are unavoidable, including FF, MF, etc. content.

Storyline 2 has two routes. Artemis’ route is FF-only, while Athena’s route is a full virgin path.

Regarding Dom/Sub dynamics and player control in NSFW scenes, there will be more flexibility in scenes that are primarily fluff or character-driven moments. However, if a scene is important for narrative setup, characterization, or future payoff, there likely will not be meaningful options to alter its direction. Again, this is mainly to preserve the consistency and cohesion of the story being told.

I’m always open to feedback, though. Feel free to share any themes, dynamics, story ideas, or characters you’d like to see explored. If something clicks with the direction of the game, there’s a good chance I’ll work it into future updates.

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Good day, I understand, 

Then perhaps,  similar to the spoiler when we did the 10 questions quiz,  you should include a spoiler for what type of scenes or scenarios are including in each path especially if the pairing or scenes is unavoidable.  To perhaps avoid any surprises to the reader who may not have paid attention on all the details or combinations. Or, someone looking for spicy content choosing the Athena one without knowing about the end result.

For the player control, would you aim for a certain ratio between scenes with controllable actions vs those without alternatives directions? To perhaps avoid any situation where we end up where such scenes are so sparse between each (or only appearing once per path) that it becomes negligible. 

And I am simply curious since I still recall that one scene where our FMC was asked by her adoptive mother if she prefers to own a slave, to be a slave or neither.  I immediately thought it was something like Dom/Sub/Switch and got quite excited to be honest hahaha. I just thought that maybe there were some hidden stats that will determine either our character actions or any available options during the more "flexible" nsfw. Unless of course, it was just pure flavor text here.

Again, I understand and agree that the main narrative cohesion have to hold especially with that many paths involved here, but throwing a bone here or there won't hopefully crash the story either!

Thanks for the suggestions. Adding content details for each path in the spoiler section during the Hedylogos 10-question quiz is a good idea, and I’ll implement that going forward. It should help players avoid unexpected content or pairings depending on what they are looking for from a route.

As for player control, I do not currently follow a strict ratio between fully controllable NSFW scenes and more fixed narrative scenes. Up until the eclipse scene at the end of Chapter 1, NSFW content is intentionally sparse for story and pacing reasons. Because of that, most scenes needed to serve a specific narrative purpose, which naturally limited how much freedom I could give the player within them.

From the start of Chapter 2 onward, there will be far fewer story-based restrictions on NSFW scenes, which opens the door for more experimentation and player agency. So while there is no hard rule for scene structure, later content should feel noticeably more flexible compared to early Chapter 1.

Regarding the conversation with the FMC’s adoptive mother, that scene was more about establishing slavery as a normalized part of everyday life in this universe rather than hinting at a Dom/Sub/Switch system specifically. Depending on the route, the FMC can end up in very different positions within that system. For example, she could become a slave herself in the Ares and Godless paths or potentially become someone who owns slaves in the Aphrodite path. The conversation was meant to quietly establish that social framework early on.

You are also correct that the current lack of player choice is one of the project’s biggest pain points. That is something I am fully aware of. The first storyline, covering the Ares, Aphrodite, Godless, and related routes, is intentionally more structured because its primary role is to establish the world, lore, and long-term narrative setup.

Storyline 2 is where I plan to become much more experimental with player agency, branching interactions, and overall freedom. It is designed to be experienced after completing Storyline 1, and I have already dropped a few hints about it around the eclipse scenes in both the Ares and Aphrodite routes.

I do not want to spoil too much yet, but a lot of the current design decisions are meant to pay off later once the larger structure becomes visible. Until all five Chapter 1 paths are complete, I understand why parts of the game may feel restrictive or lacking for some players. As both a developer and a player myself, I completely understand those criticisms.

Still, I hope players who connect with the broader vision will stick around long enough to see where it all leads. I know that asks for patience, but I genuinely believe the payoff will make the overall structure and direction of the project much clearer.

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I see, and yes no worries.

It does seem that Chapter 2 is going to be quite an important step into the interactive part of the game! So, very excited to see it when it goes live!

However,  hopefully the different paths won't cause too much work as creating such a workload from the different variables that each update would take multiples months to be achieved. 

Always a nice game and setting, but may be less fun if each update takes like half a year for example. If that the case, players may feel it's better to have a bit less path and more regular and consistent update instead.