Mid-August Update

Hey guys,

Crimson got pretty sick recently which hampered their recent progress somewhat. I could wait a couple days and have more to show you then, but I dislike having late updates. Now that the weaver of black magic code is feeling better we should have more to show you in the next one, but for now, enjoy these screenshots of the progress since last time:


We’ve tightened up the GUI here a little bit since last time. Better colours and labels which remain clear however far/close you zoom in, and the districts remaining visible whether you mouse over them or not. The POI and district view has also been improved considerably, pictured below, including a marker to denote the player’s current location.


August Update

Hey guys,

Firstly, apologies for missing the last update. I’ve been put on some new drugs that rather knocked me for a loop. Gradually growing used to them, but still waiting for them to do any good.

But, in a surprise turn of events, progress has happened. Crimson had some ideas about how to get things moving. It’s experimental, for now, but thus far seems to be working well for us. In a short time Crimson and I have put together a very rough but functional map for navigating Sunrest City, which is where the prologue of the game will take place.

Here are some screenshots of a few of Sunrest City’s 24 districts:


October Update

Hey guys,

It took a few weeks altogether but I think I’m happy in calling the world map finished for now. It will no doubt undergo changes and additions in the future but for now I consider it finished.



Mid-June Update

Hey guys,

Lately our primary concern has been to get Goldie’s work on the body system reviewed and merged into the main branch. This requires everyone, usually. The toughest part about everyone working in their free time is trying to schedule time together across three different timezones, so that’s been taking some time.

Goldie and I have had several long conversations about the intricacies of the body system and its behaviour, attempting to find the right balance between level of detail and functionality. With that in mind there have been some changes: The ‘Chest’ minor region has been removed altogether, as it didn’t provide enough to warrant the complexity of building it in. Muscularity and Fatness have both been deferred to the major upperbody and lowerbody regions, meaning you can have a very fat and curvy lower body, or perhaps treetrunk muscle thighs, with a smaller upper body. This is much simpler overall than attempting to track fatness/muscles on a part-by-part basis, which would in itself provide no real benefit for the amount of insanity it would need to function. In fact a lot of information has been offloaded from the minor regions and into major regions. I think this still allows a great deal of customisation, but is much more sane as far as structure goes.


June Update

Hey guys,

The Body system is now nearing completion. Goldie’s had some serious workload from her job lately, but we’ve still managed to make some good progress. As the system is reaching it’s final stages, today I’ll mostly be talking about all the cool things it does.

Firstly, it does math. Lots of math. Figures and formulae are in place that allow it to calculate the total volume of any and all parts the character might have. Almost all parts have scaleable dimensions, meaning you can grow or shrink them, and the system then calculates that part’s volume, weight, absolute and relative size. This also allows us to provide a reasonably accurate figure for how much your character weighs. Relative volumes, for instance the volume of your breasts compared to the volume of your underlying body, are how the game also decides how to describe your parts. It won’t describe your sixteen-inch-long cock as enormous if you also happen to be twelve feet tall (a five-foot NPC might, though.)


Mid-March Update

Hey guys,

A lot of time was put in by AnonDev2 recently creating a new character API, and by Crimson merging it into the main branch. Now that that’s done, we’ve been moving forward on the system which concerns itself with calculating damage and other numbers in battle.

The API in question is a clever idea of Crimson’s that AnonDev2 (who shall henceforth be known as Goldie) has been working on. It’s a level of abstraction that allows us to easily generate facets (health, stamina, resistances, things like that) without weighing down the system with properties we know they won’t need. For example, one NPC might not need health and other battle-centric stats since it will never be in combat, while a feral Canen or other monster won’t need sets of data necessary for simulating their physical body. It’s very light and means we only ever create what we need. It also means tht if we want to rewrite how a part works, the interface that the rest of the code uses doesn’t have to be rewritten. We can do drop-in replacements using the same API to be able to to do testing, if and when we need to.


July Update & Important News

Hi folks,

Apologies for the late update. We’ve got good news and we’ve got bad news.

Design Changes

We’ve decided to move away from having an ever-present minimap, and instead separate this into a navigation mode and a scene mode. The scene mode will be very similar to mock-ups you’ve seen before. These will happen when an event triggers, when you meet an NPC, when you get into a battle, and so on. However, the navigation mode will for traversing the world itself with a slightly modified GUI to keep it cleaner and more user-friendly.

Carnal Souls v0.0.1


Navigation mode mock-up.


We’ve yet to put in the surrounding GUI, but you can play with the navigation mode right now (give it a few seconds to load). The game can read, import, and construct .tmx maps made outside of Unity (in this case using Tiled), thanks to Crimson writing a full import script. This includes properties for tiles like being impassable or costing more stamina to traverse, and will mean eventually we can support player-made maps and dungeons later down the line. This was pretty difficult to do and is the first step in Carnal Souls supporting user-made content and mods later down the line.

All the tile sprites, almost 100 of them for coasts, were made by me. The sprites aren’t final yet and the map is just a quick demonstration map (the hills are especially quick and dirty). It also has working pathfinding, which should be shown any time you click a distant tile. Simply click it again to move to the destination. It should try to avoid hills and impassable terrain automatically where it makes sense to based on stamina costs. Right now it only supports moving and plotting waypoints, but our next update will put stuff in the world to interact with.

For now, this has replaced the link to the character creation demo, we’ll get a new link up for that soon. This release isn’t tied to the character creator yet, but will be once the game is ready for it. I know it doesn’t seem like much at the moment, but we’ve got a lot there in the background to build on now.

Next Update

Camera panning/zooming will be coming soon, possibly the next update. Eventually we’ll have roads to make travel easier, rivers and bridges, forests, and other terrain types and biomes, but next we’re going to work on a basic battle system and some simple enemies to fight. The parser’s not ready to handle full sex scenes yet, so I aim to get some smutty enemy art in there to help tide you guys over until it is.

Later we also plan to tighten up the feel and movement, make the waypoint route stick around and have the marker follow it until the destination is reached, things like that. Lots of things that fall under the ‘polish’ category that can come later.

As always, any feedback is welcome, bug reports even moreso should you find any. Those go in the bug reports subforum.

The Bad News

The exchange rate for USD – GBP has tanked, I’m sure most of you have heard. In fact, it’s pretty much been bad since the Indiegogo campaign ended at the start of the year. This means that the Indiegogo funds have been going less and less far, taking more pounds to pay every dollar expense. For those unaware, I live in the UK, Crimson in the US. The recent plummet post-Brexit alone has cost us the equivalent of over 2,000USD from our remaining funds, and the dipping rate has been costing us since the beginning. According to most sources, sterling recently hit the lowest it’s been in 31 years, and we were under-funded to begin with. All things considered, we’ve done very well to last this long.

We’re not the only ones affected by the UK’s vote by any measure (I think it was over 2 trillion in shares gone), but this has been hitting us hard. The bottom line is we’ve lost about 2-3 months of development time. One needs a gross annual income of 50,000GBP or more to get an international bank account here, so even had I been able to see into the future, there was no avoiding it. Sending the whole sum to Crimson, while I trust him to do so, would’ve resulted in a massive tax expense, and holding the game’s whole budget in Paypal would make it subject to Paypal freezing the funds for literally any reason.

From when the Indiegogo campaign started to today.

From when the Indiegogo campaign started to today.


What now?

I have a small amount of money from that Big Book of BNG I made last year coming soon, which will help. I’ve been talking to my accountant about the best ways to keep that and our incoming Patreon money in USD to protect it from further decline, so future pledges are being protected as much as possible.

The changeover from the end of the Indiegogo money to being supported by the Patreon income was always going to be our rockiest area, but it’s now been made all the rockier. What was a stepping stone is now a chasm we have to make it over. We’re going to push the game’s development as far as we can get it in the time we have, but I hope you all understand what this means. Crimson will have to find a new job soon or he risks being unable to stay where he is. I’ll need to do the same or go back to commissions full-time. We’ve always said we’ll work on Carnal Souls in our free time if we have to, and we will, but it means a long and uncertain delay on things.

Unless we can get the Patreon up enough to support us, and within the next two months.

I’ve changed the Patreon‘s goal from 3000 to 5500. That’s just about enough to keep us going with the new rates, if we need more I’ll work in extra commissions, but that is everything I need to keep Crimson paid and keep myself fed. We’re going to do everything we can for Carnal Souls. We’re tired, we’re terrified, sleep is a memory and food is optional, but we’re going to get CS as far as we can. We know we need your help, and we’re going to keep working to earn it.

I welcome any ideas to boost our income, but the most direct way to help right now is the Patreon. It pays out to Payoneer in USD each month, and I think we can work it so Crimson can get paid directly from there while still keeping adequate tax records, protecting future pledges from GBP where possible. I’m considering running an emergency Indiegogo as a last resort, but only as a last resort.

As always, what you guys think is important. Please let us know what you think and if you have ideas. Signal boosts, anything like that goes a long way if you can’t pledge. I don’t blame anyone for getting angry or outraged, trust me when I say it’s been a kind of slow, waking nightmare, but anger won’t help Carnal Souls pull through. I know how it looks when a project asks for help before completion, but you don’t have to take my word for it. This isn’t an unsubstantiated ‘I got robbed’ or ‘my grandma is super ill’. The UK economy is now in the toilet, and it has had a very real impact on us because that’s where I live.

I don’t think I can be held responsible for my country’s decision to uproot itself from the surrounding world, but I am responsible for Carnal Souls, and both I and Crimson are going to do everything we can to push it through. If we can get the Patreon up enough to see us through and secure Carnal Souls’ immediate future, we’ll do something to thank everyone. I don’t know how yet, I’ll happily take suggestions should we get there, but I won’t forget any help we receive now because without it, we’re in trouble.

We’ll have the next update for you as soon as we can.