1. DommeBreaker
  2. News

DommeBreaker News

Big Time Polish!



So we had backgrounds for every area in the game. Have had them for a long time, in fact. However, as we're in the polishing stages, the decision was made to have them redone touched up, because they'd been made quickly in the past to get the game together. Now we want them to look better. How long will this take? Probably about another month or two, judging by the current pace. Once those are finished and added, slap those bad boys in along with music that'll be finished in that same time frame and the base game will finally be ready for complete internal testing. That should only take a week or two before we send it out to our other testers.

Fret not! We do have something more interesting than backgrounds to show for this month. Another aspect of polish is looking at scenes that could use just that little bit extra. Another bit of art. A little extra sauce. Some more of that good stuff. Like Stacy lying naked on the floor after sex. For the people not familiar with Stacy, who was introduced in our VN Stories of Submission: eNTeR the cuck, she does indeed have breast implants. Figured I should explain that as our artist did a very good job accurately depicting them. Enjoy!



By the way, if you want to know more about Stacy, Tomie, Jitsuko, Emily or Hana before the release of DommeBreaker, this is the perfect time. We're in the middle of the Steam summer sale and many of our games are currently on sale. It may not be the season of gifting, but it is the season to expand your Steam backlog. Granted, that's any season, if you're short on free time. Or just have too many games...

Anyway, on to the monthly roadmap update!

FINISHED:
  • Stacy Endurance upgrade extra art
  • 2 Of the polished backgrounds
  • Final editing/polishing of Stacy upgrade scenes

CURRENT:
  • Remaining backgrounds polish
  • Redoing/polishing music tracks
  • Shizuru combat Stage 1 initial math and writing

I would've preferred in-game bugs

Things were going too well the last 2 months. I should've known the universe wouldn't allow this to continue. Termites from beyond the garden wall effectively ground writing and Shizuru combat design to a halt this month as I used what free time I had dealing with it. Fittingly, our artist finished the failure ending art, because that reflects how I felt about May:



In the absence of new content to work on, our artist has been polishing up the background arts. Sound effects have also been added and, some cases, replaced with others. The kind of polishing that comes up late in the development process. Sometimes it's hard to know where to stop with adding and polishing, but we're also just tired. Or I am, at least. We're also still looking for any small issues we may have overlooked as we get the base game near completion.

With any luck, we'll get the base game out to our testers in June and can then start collecting feedback. That will lead to final tweaks, possible UI changes or more in-depth explanations of mechanics in-game. Who knows? We'll see when we get there. That's the magic of feedback from people outside of the dev team. They may just find a way to break or soft-lock the game. Oh, the joys of game dev!

Anyway, here's where we're at and hoping to get finished in June, barring any other unforeseen disasters.

FINISHED:
  • Ending art: failure.
  • Background arts polished up
  • Repeatable sex scenes for defeated Dommes.
  • SFX added/updated.

CURRENT:
  • Music
  • Shizuru combat design Stage 1
  • Shizuru intro scene

The Boss Bitch



We told you last month that the Hana fight was already designed and programmed well ahead of schedule. This month, we'll explain a little more about what makes her fight unique. A quick refresher on the flow of combat: the goal is to resist the Domme until the timer runs out, but they go through 3 phases in a fight; each of which changes up the attack patterns and art. The key difference is that each of the 3 base Dommes has a specific combat style, but Hana can do it all: offense, defense, buffs and debuffs. This makes it harder to counter her style and will force players to adapt per phase. The scariest part? Testing revealed the most commonly used strat to deal with tough fights and we specifically designed Hana's phase 2 to counter that.

That's not all, folks! Hana will also be the player's first encounter with a mechanic we were initially gonna reserve for DLC chapters: phase effects. In simple terms, this means the Hana fight will have modifiers that are caused by the phase change rather than an in-combat ability. I'll spoil the phase 1 effect for the sake of clarity: Hana starts the fight with a damage buff that lasts several turns. Players cannot prevent this buff unlike normal buffs that are applied by an ability the Domme uses. Phases 2 and 3 have completely different phase effects that set the pace for that part of the fight.

So how difficult is the Hana fight really? Well, I just barely beat her on my first try. I was genuinely one turn away from losing and I could easily have lost, if the attack pattern rng had gone differently. However, I did design the fight, so that's not fair. I knew all her tricks beforehand and went in with a plan. Zee beat her after 3 attempts. Our external testers will give us a better insight into how hard her fight is, but we've added a way to make her fight easier for people who are struggling. After all, we do want everybody to be able to beat the game. We're just gonna make you work for it.

So where are we at right now? As always, it's time for the Roadmap update where you'll notice we've started actively working on the release DLC. Obviously, we'll get more into that next month.


COMPLETED:
  • Hana combat art
  • Ending art: Victory

CURRENT:
  • Ending art: Failure
  • Shizuru DLC Stage 1 combat design
  • Shizuru DLC Prologue and Stage 1 writing
  • Music

We're in (h)o(e)verdrive!

We've all got jobs, responsibilities, lives, families. You know how it is. Every now and then, though, things line up just right. This was one of those months. We got so much done! When evaluating remaining workloads at the end of last year, we figured it would take about 3 months to finish the Park scenes, including testing, re-writes and fixing. Done first week of March.

Behold!





Hold on, hold on. I know that doesn't sound like we're really ahead of schedule. Oh, but then there's Hana. See, we'd assumed another 3 months or so for Hana's final boss fight and had hoped to finish her in June. Guess what? Nearly done already and we were supposed to start on it in April. We'll show off some more details about that fight next month, because she'll be mixing up the formula a bit (as befits the final challenge). Her fight's designed, most of the art is done and we internally tested/balanced it using placeholder art. We've managed to beat her with all upgrades, but even then just barely. We're really happy with her current balance, but there may be tweaks before release based on tester feedback.








Speaking of Hana, our artist decided to touch up her original character art. The basic, standing character images were made at the start of development and also function as references for combat and scene arts. However, our artist has continued to improve in the slightly over 2 years we've been working on DommeBreaker. Here is a comparison pic with the old version on the left and new version on the right. The shading has improved, there's much clearer abdominal definition and her breasts look more voluminous:





This caused a weird sensation in the team: we're getting so close to finishing the base game. We started on DommeBreaker at the beginning of 2023. We try to add content to our other games from time to time to keep them interesting for long-time players, but this is our first project that took multiple years just to complete the base game. We're hopeful the Shizuru release day DLC will also be finished and tested this year, even if the coming months aren't as smooth as March was. Don't hold me to this, but 2025 release looking very possible. Just how possible?

Well, let's look at the monthly Roadmap update!

FINISHED:
  • Jitsuko Park scene art, re-writes, programming and testing.
  • Hana combat programming, testing and balancing; along with 1/3 of the art.
  • Endings (Success and Failure) writing and editing.

CURRENT:
  • Hana combat art finish
  • Endings art: Failure/Victory
  • Stacy upgrade scenes writing

Real World Consequences



Okay, the title’s a bit dramatic. I’m actually just talking about some stuff we’ve been playing around with physically. This was the surprise we’d planned for December before that community post got buried under holiday chaos. Let me clear this up upfront: this isn’t about anything official yet — just us messing around a bit.

Here’s a set of DommeBreaker stickers I had printed:


That’s all five base game girls in four different sizes. I threw in some poker chips and a book for scale since I didn’t have any bananas handy. We got these printed just to see how they’d turn out, and we’re really happy with the quality. They’re just test prints for now, but they look solid at different sizes.

I also printed a Jitsuko character card and a small poster with some Tomie art we’ve never shown before.

Check out this sneak peek, with the same book for scale:


You might think, “So what? I could print stuff like this down the street.” Sure, but not everyone’s got that option, and we had fun putting these together. Anyway, we figured you’d get a kick out of seeing them.

Oh, and speaking of sneak peeks, we’re super close to wrapping up all the main scenes for DommeBreaker.

Here’s a little preview of Emily’s park scene to tide you over:


Now, onto the Roadmap. We’ve made great progress this month while keeping other projects going. Durak NTR fans might’ve caught the “Total Humiliation” DLC we dropped, and we’ve got another game in the works we’ll talk about later—though it’s still a while off.

FINISHED:
  • Stacy + Tomie + Emily Park scene art, programming, and testing
  • Hana combat design

CURRENT:
  • Jitsuko Park scene art and programming
  • Good ending writing
  • Stacy Stamina 2 + 3 scene writing