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Perfectly balanced, as all kinks should be



Today, as per the most recent poll, we will discuss our balancing philosophy for the game and the reasoning behind it. Our core principal when it comes to balance is that everybody should be able to complete the game, whether they're good at the combat or not. The point of a kinky hentai game is getting to the sexy scenes and art, obviously. It doesn't make sense to us for an adult game to be overly difficult or grindy, but that doesn't mean it can't be challenging and reward perseverance.

As mentioned before, each time you beat a Domme, she'll progress to the next Stage out of 3. Each subsequent Stage will be stronger than the last and each Domme will use more varied abilities based on their unique style of combat. In order to keep up, the player can unlock various player upgrades and power up some of their combat abilities. These unlocks are being designed to fall into Tiers that match the Stages of the Dommes. Tiers 2 and 3 will not only let the player level up previous unlocks, but will add more options to increase the player's strength or weaken the Dommes.

Stage 2 therefore has proven to be much trickier to balance just right than Stage 1. As we continue to test the game, sometimes we encounter hiccups. I mentioned a couple of months ago that nobody had tested a purely defensive build yet. I did that this month. Turns out, after unlocking all the defensive abilities, pure defence was super busted to the point it was impossible to lose. Rather than redo all the abilities for the Dommes, we nerfed the player's defensive abilities. This then required some re-testing of Stage 2, but we feel fairly confident that the Stage 2 fights are now where we want them to be, although we will take tester feedback into account for potential tweaks.

Stage 3 is, if we're being perfectly honest, still kind of a mess. The abilities for Stage 3 are designed, but we need to test them a lot more to tweak the values. Also, we expect players to get better at the game as they figure out strong combinations of abilities, along with understanding each Domme's combat style and learning how to counter it. This, then, brings us to the actual explanation of our intended balance and the reasoning behind it.

Stage 1 will logically be the most lenient, as players are still mastering the mechanics. The player can theoretically beat Stage 1 Dommes with no unlocks, but should have no problem beating them once they've managed to grind out the Tier 1 player upgrade and one or two combat abilities. So far, 1 of our 3 testers has managed to beat the Stage 1 Dommes with no unlocks purchased. We're happy with that result, because it proves that it can be done, but it's certainly not easy. With all Tier 1 unlocks, it's practically impossible to lose.

Stage 2 Dommes should not be beatable with only T1 unlocks. Players should be able to make it to Phase 2 with Tier 1 unlocks and testing has shown Phase 3 can even be reached with only Tier 1 unlocks, depending on strategy and RNG. Players should lose a couple of fights at Stage 2, because this is where the Dommes start to show their unique combat style and buffs/debuffs. We've found that it's just barely possible to beat Stage 2 Dommes with just Tier 2 combat abilities, but unlocking and using all Tier 2 player upgrades makes Stage 2 beatable even with misplays and bad RNG.

At Stage 3, players should be getting their butts kicked with only the Tier 2 unlocks; barely making it to Phase 2, if that. Domme health will out-scale the player's Tier 3 combat abilities and their damage will out-scale the player's Tier 3 health upgrade. Not to fear, because the additional player upgrades, combined with the Tier 2 upgrades, will give players considerable strategic advantages. How many of those advantages you need will depend on your skill, but unlocking all of them should make the game beatable for pretty much anybody.

The costs of unlocks are also balanced around this Tier/Stage link. So Tier 1 abilities will require very few points, since losing a fight at Tier 1 will reward hardly any points. Beating a Domme at Stage 1 will reward enough points for a Tier 2 unlock or several Tier 1s. This incentivizes beating all 3 Dommes at Stage 1 before moving on and will make the other 2 easier after beating your first.

We expect each player to have a preference for one of the 3 girls. Ideally, players will start out challenging each Domme once in Stage 1 before figuring out which one is their type and use the points from those first 3 losses to then win a Stage 1 fight. The player will then beat the other two at Stage 1 and repeat the gameplay loop in Stages 2 and 3; just with sexier content and more complex combat.

Ultimately, we want players who get the combat to feel like it's worth figuring out and trying their best, but we don't want anybody to miss out on content due to difficulty. We're still considering how to balance the endgame, but we may also add a 'bonus' upgrade that massively increases player health, if people are struggling to beat the game. We'd rather add a safety net than lower the overall difficulty. After all, if a game is too easy, why bother putting any effort in?

For next month, there will be no poll. Why? Because we want to take next month to explain how the game has expanded and grown since it's initial design. Hopefully this will make it clear why the game is taking so long (certainly much longer than we initially expected) while simultaneously getting you all excited for all the stuff we've added and are still planning to add.

Let's not forget the Roadmap update:

FINISHED:
  • Jitsuko Stages 2+3 Combat art.
  • Jitsuko Stage 2 Combat re-design.


CURRENT:
  • Jitsuko Victory Scene 1 art.
  • Jitsuko Stage 2 Combat re-test after re-design.
  • Re-writes and additions to various scenes.

Hana's blossoming since Femdom Lines



In the April poll, we asked which female character aside from the 3 main Dommes you wanted to learn more about. Hana won by a landslide and that's not really surprising. Her design is great, her art is gorgeous and she's just so wonderfully bitchy. This month, we'll show you some screenshots from scenes with Hana along with some information about her role in the story of DommeBreaker.



Hana has found herself a wealthy cuck husband in Richard, the best friend of DommeBreaker protagonist Michael, and all seemed well until she found out Richard can't stop spending money on other Dommes. Her money, as far as she's concerned. So she recruits Michael to put an end to this arrangement.



Her anger about Richard spending money on other Dommes has made her more aggressive towards him, but that's exactly the kind of treatment a pathetic sub craves. He sees no problem with their current situation and has no idea that Hana intends to recruit Michael for her own purpose.



Of course, Hana's introduction in the game will lead to the first sex scene as we intend to give our players sexy content from beginning to end. She'll seduce Michael while Richard watches in the next room via camera. But Hana wouldn't be Hana, if she didn't go the extra step to verbally humiliate him while cucking him.



We hope you'll enjoy Hana and her cruel treatment of her cuck husband when DommeBreaker comes out.

On to the Poll for next month and the monthly roadmap update:

FINISHED:

  • Jitsuko Stage 1 combat art
  • Jitsuko combat re-design (for technical reasons)
  • Jitsuko Stage 1 combat re-done and re-mathed

CURRENT:
  • Jitsuko Stage 2 combat art
  • Jitsuko Stage 2 combat re-design and re-math

Looking to the smutty future of DommeBreaker



Last month's poll showed a strong preference for a community post about what types of DLC we have planned for the future. Just so we're all on the same page, here's a quick rundown of the important base game points for this discussion, since I don't expect any of you to remember every single thing we mention in these posts:

- Base game will be free.
- Base game will consist of the player character, Michael, interacting with Emily (from Femdom Lines), Jitsuko (from Femdom Lines) and Tomie (from roughly half of everything we've made) as the Dommes.
- Players will upgrade Michael's stats and reputation as they enjoy a sexy, tongue-in-cheek story with those Dommes, Hana (from Femdom Lines) and Stacy (from Stories of Submission: eNTeR the cuck).

All caught up? Good. So we have two types of DLC planned:
  • Type 1: Girl Packs.
  • Type 2: Chapters.

I'll begin by explaining Girl Packs, because that's the simplest. Each pack will feature 3 Dommes and they will be selectable to replace the 3 base Dommes, being Emily, Jitsuko and Tomie. Our intention is to allow players to start a New Game and select which 3 Dommes they want from the base 3 and any Girl Packs they may own. You could pick your favourite girls from 3 different packs and play against your personal all-stars. You could keep Tomie and swap in 2 from Girl Pack 1. Whichever Dommes you happen to prefer! Each girl will have the same amount of content as the base 3 and their own art for every interaction. This is kind of difficult to explain, but trust us that the overarching story is told in such a way that the girls can be treated as modular content.

That brings us to the second type of DLC: Chapters. Shizuru, our release DLC, will be a Chapter. We expect people to understand the concept of Girl Packs after playing the base game, so it seemed obvious to make the first DLC a Chapter. So what makes Chapter DLC different and worth your time? Let's bullet point this:

1. Chapters will canonically take place after the base game. That means events of the base game can be referenced, but also that the player will start with all base game upgrades and abilies. Chapters will therefor also assume the player understands the mechanics of Dominance Battles and won't include a basic tutorial.

2. Chapters will focus on a single Domme and explore her character, kinks and story with more depth than the base game and Girl Packs. It'll be a more guided experience with longer story sections and Dominance Battles worked into her unique story.

3. If possible, we hope to give each Chapter a unique mechanic not found in the base game that reflects the theme and kinks of the Domme. For instance: Shizuru was the CBT themed character in Femdom Lines, so her Chapter will involve CBT and "pleasure through pain" in both the story and in her combat mechanics.

So why the split? Basically, as we were brainstorming ideas, we realized we were coming up with two completely different types of DLC. Instead of limiting ourselves to one type, we decided we would split up the ideas for the Dommes based on how much story is there and whether her story would require unique mechanics. We also hope that the variety in content will keep people more interested than if we just choose one type of DLC and produce nothing else. Finally, there's the practical consideration that Girl Packs will require more art, but Chapters will require more writing. Alternating the two types would allow for more consistent DLC releases... you know, in theory.

On to the Roadmap update!

FINISHED:
  • Testing & Fixing - Tomie Stage 3 combat and Victory Scene text. Tomie's content can now be completed in the test build. Whoo!
  • Art - Jitsuko Stage 1 combat.
  • Writing - Stacy upgrade scenes Stamina 2

CURRENT:
  • Programming - Jitsuko Stage 1 combat.
  • Art - Jitsuko Victory Scene 1
  • Writing - Stacy upgrade scenes Stamina 3 + Body 1-3


Don't forget to vote in this month's poll!

Cute, Busty Torturer



Yes, the title is very intentionally CBT. Last month's poll showed an overwhelming preference for a look at the Shizuru DLC that will be available upon release and who are we to question our audience and their craving for testicular pain?



Clearly, as in Femdom Lines, Shizuru will be CBT themed. In her DommeBreaker DLC, we will be exploring her obsession with pain a bit more. What kind of pain does she enjoy inflicting? What kind does she enjoy being subjected to herself? Where did it all start and where will her obsession take her? And what is her connection to Tomie? The answers to all these questions will be provided in a very sexy package.



You may be wondering why we chose Shizuru for the first/release DLC. Honestly, it's just personal preference. In the planning phases, we came up with concepts using both our existing characters and some new ones, but Shizuru was an obvious choice for her own Chapter. In the future, we intend to give the community a choice in what DLC we prioritize, but we want you guys to get hands-on experience with the game and DLC first, so you can make more informed choices.



Speaking of which, that brings us to the poll for this month!

And the roadmap update:

FINISHED:
  • Art & Programming - Tomie Stage 3 combat and Victory Scene.
  • Writing - Stacy upgrade scenes Control 1-3, Stamina 1.
  • Testing - Issue with multiple-effect abilities. Will be reworked.


CURRENTLY WORKING ON:
  • Art - Jitsuko Stage 1.
  • Writing - Stacy upgrade scenes Stamina 2+3/ Body 1-3.
  • Fixing - Tomie Stage 3 combat abilities.

The Nitty Gritty



This month, we're gonna give you a quick rundown of the player upgrades and character progression. To start, players will be able to use their upgrade points in two distinct ways:

1. Upgrades to player HP and new interactions in the city map.
2. Learning new abilities to use during Dominance Battles

The upgrades will fall into 3 main categories:
  • Increasing player Orgasm Meter (HP).
  • Various methods of giving players additional Stamina, allowing them to perform more abilities in Dominance Battles.
  • Map actions that allow the player to effect the Dommes outside of battle and to stall the turn timer that leads to failure.




We're not entirely certain yet whether those upgrade branches will be independant of one another or using a Tier system. Tester feedback will help us decide on the eventual form of the upgrades menu, but their functions are unlikely to change at this point.

That brings us to the more complex matter of Dominance Battle abilities. Aside from the obvious upgrades that simply make the numbers go up on the starting abilities to match the Dommes getting stronger in later Stages, there will also be abilities that allow the player to inflict buffs and debuffs. Players can only equip a maximum of 9 abilities (including duplicates) to their grid, so slapping random abilities on there is really only recommended for people who enjoy being berated by the Dommes after losing. Since the key to victory is outlasting the Domme rather than simply 'beating' her, players will have access to both offensive and defensive abilities.

On the offensive side, players can choose between 3 basic attacks with increasing damage equal to their increase in Stamina cost. There's also the ability to increase your damage, which can stack, and to interrupt Domme attacks. You can stick to low cost attacks, freeing up Stamina for cleansing debuffs and removing shields, or equip high cost attacks and go full offense.

Defensively, players will be able to give themselves shields, debuff Dommes and make Domme abilities take more time. Although a purely defensive playstyle might not be feasible (I don't think any of us have tried it yet), some defensive abilities will be necessary in later Stages when the Dommes unleash all their dirty tricks.

To complete DommeBreaker, players will have to use their heads. The brain one, that is. Although, not to fear, there's plenty for the other head to enjoy as well ;)

That brings us to the Roadmap update! What did we finish this month?

FINISHED:
  • Tomie Victory Scene 2 art + programming
  • Tomie Combat Stage 3 sketches
  • Text fixes

CURRENT:
  • Tomie Combat Stage 3 renders
  • Stacy rewrites
  • Ending writing


That doesn't seem like much when listed that way, but we're also working on additional Durak NTR dlc and we convinced someone to help test the game who wasn't involved in making it. That should help us get an outside perspective on clarity, consistency and balance in the current build and moving forward.

Finally, that brings us to the poll for next month 😊