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Himeros Studios

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A member registered Sep 11, 2025 · View creator page →

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Thanks - and yes, it is ambitious, but my view has always been one release at a time, and we'll see where we get to, although always good to have a destination and a rough story mapped out!

In terms of paths being mutually exclusive vs multiple partners, this will vary depending on the character and path taken, but there certainly will be options to take multiple partners at once, sometimes via cheating/secrecy, sometimes in a more open way. 

And I don't consider that throwing shade at all, it is a worthwhile question to raise, this space is filled with abandoned games from developers who burn out/bite off more than they can chew. I've gone in with my eyes open, I talk about this a lot in my dev diaries, how I am trying to make the workload sustainable each month. A few other people have asked me about how I plan to keep the branching nature of the game manageable - there's a number of facets to this, but I think the main one to highlight is that I will approach it the same way lots of other RPGs do.

A good example of this I think is Baldur's Gate 3 (I'm not claiming I will quite be able to match BG3 level as a solo dev, but the general approach is a good one). Whilst there is a ton of choice and ways to play the game and numerous outcomes, there are set 'beats' to the story everyone follows. Act 1 is always centred around the Druid's Grove and Camp of the Absolute, and there are numerous ways that can end. But then it converges again on Act 2, where regardless of choices beforehand, you then follow again a new arc in the shadowlands, which again can have multiple outcomes, and so on, and so forth. 

Another good example are the KOTOR games where each planet is a set 'act' that you play through, and can make whatever choices you want there, and then you go to the next planet, and whilst certain past choices may influence certain things, by and large the next act is its own self contained thing. 

In this way you avoid the unsustainable branching that quickly makes a game impossible to keep up with development wise:


Of course, it is a bit more complicated than that, as you are effectively dealing with multiple storylines (e.g. the main storyline, the storyline for each relationship, minor storylines) that may sometimes intersect with others. But by keeping all these storylines to a model that looks more like the diagram on the right, it becomes a lot easier to deal with!

Yeah absolutely, I'd be happy to - I'm really excited by the range of lesbian paths I have planned. In terms of major paths (not just one off encounters) there will be lesbian paths in game for Imogen, Sienna, and Joy (Molly's three flatmates), Charnelle and Esme (who you meet briefly on the Northgate/Marchmain paths in the prologue), and three other characters, two of whom you are yet to meet, one of whom you may have met very briefly. For all of these, as major paths, there will be different branches within the romances, at the very least two variances for if you want to play a more wholesome or more corrupt paths. There will also be a bunch of minor paths/encounters as well along the way with more minor characters. 

My roadmap for the game as a whole is 6-7 seasons of 10 episodes each - I'm basically plotting this out a bit like a prestige TV series, where there is an overarching story across the whole series, and then each season can have self-contained arcs, and each episode is a meaningful story within that. So some of the lesbian paths will be slower burns, but there will certainly be more possible lesbian encounters for players who want to seek them out within Season One, you won't have to wait too long for more content (and on top of the lesbian encounter in the prologue with Mathilde, whilst it is a solo thing, in the newly released Season One Episode One with the masturbation scene there are three different lesbian oriented paths for players to choose to either watch lesbian porn, fantasise about Mathilde, and/or fantasise about Imogen).

There will indeed also be dom/sub elements at play - this also goes for the female and male relationships, and in fact in next weeks dev diary I'm planning on talking a little more about how I'll be implementing systems like these, as it will form the basis of part of Episode Two next month (although in that context revolving around Josh).

Hi, thanks! In terms of presently, the game has the following kinks/genre settings:

2DCG, AI CG, BUKKAKE, CHEATING, CORRUPTION, CHARACTER CREATION, CREAMPIE, DATING SIM, FEMALE PROTAGONIST, GROUP SEX, HANDJOB, INTERRACIAL, LESBIAN, ORAL SEX, POINT AND CLICK, POV, ROMANCE, STRIPPING, VAGINAL SEX, VIRGIN

I am planning on adding most of what might be considered 'vanilla' kinks to the game, from anal to sex toys to orgies etc etc. The hard line is at anything that breaches Patreon's ToS as that is where I get most of my income from the game. That means no incest, bestiality, non-consensual, golden showers, and a few other things as well. Luckily I wasn't planning on adding in any of those anyway, but this gives me extra reasons not to! If there is a specific kink you are interested in then I'm happy to follow up with a comment about that.

Thanks for the comment and kind words, and I'm glad you like the story so far!

My preference would certainly be for human made art over AI art if possible, but right now, just starting out, I don't have anything close to the funds required, and I'm not a visual artist myself. If in future the opportunity presented itself then I would take it - at the very least as AI capabilities develop further and I learn more I absolutely will refine older images as I go. You are right - this is a labour of love - and at the moment this is the only way for me to make what I am making. But I am always seeking to get better!