Feature Feature: Dungeons (oh and mobile version)

Hey folks! Apologies for the brief delay, it seems half the world encountered sick days and technical difficulties for some totally unknown reason, all at the same time, right as Fallout 4 came out. Weird.

GrigglePromo Shown to the right is Griggle, one of my longest-running characters (some people who’ve followed my art for a while will know him already). He’s coming into the Carnal Souls cast in full force (hue), and you’ll have lots of interaction options with him. We’re really going to try to keep the cast of NPC’s balanced, so expect males, females, herms, and everything in between in mostly equal measure.

Today’s post will likely be the last Feature Feature, as we’re gearing up to launch the Indiegogo very soon! If you’re interested in Carnal Souls becoming a reality, show your support, and if you can’t, just help spread the word. <3 Today we’re going to talk about dungeons and what we want them to bring to the game.

Sexy Hexy


A mockup of the minimap, using Civ V’s strategic map as a base.

Carnal Souls’ world map and interior maps (like dungeons) will be divided into hexes. If you’ve ever played Civilization V or and 4X games, you’ll likely be familiar with the system. To begin with, we were going to go with a node-based system, drawing lines and dots on a map that you could travel along. This to me felt too restrictive, and not really allowing the spirit of aimless exploration you get in open world games.

Dividing the maps into hexes means we give the player 360 degrees of movement (albiet split into 60 degree chunks), which is a little more freeing than lines and nodes, and more allows for more freeform terrain than simple north/south/east/west squares.

Different terrains will have different risks and benefits. Marshes will take more time and effort to wade through for example, while roads will allow for quicker and easier travel.

Spunk Spelunking

This means we can make caves and ruins and things more varied and challenging to explore, uncovering the map as you progress. It also means that we can place enemies in dungeons and in the world that may roam, giving you the chance to engage or avoid them by going around, as well as having dangerous areas that may trigger random battles Final Fantasy/Pokemon style.

Our hope is to eventually have a world teeming with explorable locations, filled with enemies, minibosses, puzzles, and loot.

Gonna tap that

A mockup showing the hotspots for tapping on mobile devices.

A mockup showing the hotspots for tapping on mobile devices.

On top of this comes the announcement that we DO plan to make a mobile version of the game. This will mean a lot of extra work to ensure compatibility, so it may not come at release, but we fully intend to make it as accessible as possible.

For instance, the minimap has six buttons you can click to move your character around the world. You’ll also be able to use the keys on a numpad, but the minimap will also be divided into button hotspots, allowing for easy tapping on a touch screen (or clicking too, if you want).

That’s it for now! Watch this space for the Indiegogo launch and, if we’re successful, updates on development as we progress towards release!


23 Responses to “Feature Feature: Dungeons (oh and mobile version)”

  1. JfromfarPY says:

    Every single danm thing looks wonderful. I can already imagine it…. and I have follow you on furaffinity for some time but i think it was long enough to know that character…. I will re-look at you gallety. Nice work and good luck to all of you and remember…. war…. war never changes….

  2. BabyDuck says:


  3. Jag says:

    This game looks amazing! Just spent the past hour reading everything.. though one question I dread the answer to is… do we have to be a backer to play? Or will there be a free version like CoC or TITs?

  4. Dudeorama says:

    Please add a monk-like playstyle!!!!!

    • Perrin says:

      Pure melee, for the win~!
      Monk, Brawler, The Matrix bullshit, whatever! All fun.

  5. james says:

    Can you PLEASE ADD a feture of balls growth and they are full of cum always, aswell as the breasts filled with milk PLEASE!!!

  6. BigBadCat says:

    I love Griggle’s assets =P

  7. J Hoping says:

    Just curious, will backers be the only ones who can play this?

  8. Won’t hexagonal dungeons look kinda… weird?

    • Zanzuki says:

      No it is said on one of the earlier posts that it will be free to play , but that they are still thinking about the backer incentives. 🙂

  9. Arklord says:

    Sounds pretty sweet so far can’t wait to get my hands on it

  10. Idanis says:

    please tell me your herms will have balls, a big shlong with no balls always looked weird to me

  11. Arsonis says:

    A very interesting project.
    Recommend to my friends, they also liked the idea.
    I hope soon be able to test the game.

  12. WulfesHeafod says:

    This game is looking more and more awesome as time goes on. I can’t wait to throw money at you guys. I wish there was something else I could do to help out.

  13. Perrin says:

    A suggestion? Keep BOTH concepts for movement, to a degree. Use hexes for exploration, but also allow paths to be drawn through hexes for if someone wants to map out a longer trek less painstakingly. If they miss an item in this way, it’s on them for having run along.

  14. AzraelDeGallos says:

    I’m having trouble finding the download link so I can play on my tablet without Internet connection. Can someone point me in the right direction?

    • AzraelDeGallos says:

      So, it’s been nearly a month since I commented this and no response, still can’t find a download link, looks lick it’s been 5 years since (oh and mobile version), and the “alpha” doesn’t work on mobile. Nice…..

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