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DommeBreaker News

What an exhausting year



Are you tired? Because we're tired. What even was 2025, man? Simultaneously too short and so exhaustingly long. I've hit the point where I just consistently wake up tired after sleeping 8 hours. My dreams haven't gotten any better either. If anybody knows of a card-game where you can play an H of Frogs for an Intervention of 5, let me know. That one keeps haunting me, because I don't know what move I'm supposed to make and always wake up with a headache.

Anyway, this is the end-of-year recap of what we did and didn't do in 2025 and, I gotta be honest, I had to look up the community posts at the end of 2024 to remember what state the game was even in back then. Good thing I did too, because I almost gave this recap the same title. At the time, we'd finished all 3 Stages of Tomie, Emily and Jitsuko. We'd just decided on adding Hana as a final boss and all the scenes beyond combat still needed doing.

So gameplay wise, we made the final boss and started designing the Shizuru dlc. That may not seem like much, but considering both of those add new types of mechanics that don't appear in the fights with the other 3, I think it's fair to say we've been doing more innovative than quantitative work. More importantly, we've added all the extra juicy content to the game. Pool and park scenes, upgrade scenes and both endings. End of 2024, we had a mostly gameplay complete game with limited sexy content. End of 2025, we have a finely crafted game bursting with sex appeal. Make no mistake, our artist was working non-stop on the good stuff.

Essentially, 2025 was the year we made DommeBreaker the game we truly want it to be. The year of ambition, if you will. Now we just gotta finish testing it and making the dlc. Speaking of testing, December is always a busy month, but there was some good progress. Our external testers are standing by, but first we're gonna have them test a special build in January. Special how? Oh, you'll find out. Patience. Let's just say it's more urgent than the full build and for good reason ;)

In the meantime, Shizuru is making good progress. More importantly, happy holidays, happy new year and we'll see you all in 2026!

COMPLETED:
  • Shizuru Stages 1 combat art

CURRENT:
  • Shizuru Stage 2 combat art
  • Shizuru Stage 3 combat design

Shizuru's spicy strikes!



Shizuru's Stage 1 combat is in full swing! With the attacks designed and arts planned out, our artist has been cooking up that good stuff. Shizuru will focus on using her whip in Stage 1 as she interprets the duel to be more straightforward rather than kinky. Don't worry, she learns the error of her ways quickly as Michael gets her to expose her tits and 'fight' on his terms.



As mentioned previously, the Shizuru fight will have phase effects for each phase, but that's not the only surprise. In Stage 1, each phase is also radically different. Starting relatively weak in phase 1, she gets stronger in phase 2 over time. Meanwhile, phase 3 starts with a burst of explosive anger that calms over time. Why the anger? Well, Michael has learned some tricks of his own to prepare for Shizuru.



In the base game, the phases of combat are meant to ramp up. With Shizuru, to make her stand out more, we're trying to make each phase of each battle more varied. I don't want to spoil any surprises yet, but suffice it to say I had to ask Zee if it was even possible to program what I had in mind for Stage 2/phase 3. That fight isn't fully designed yet, but Stage 2/phase 1 is the last time Shizuru tries to use her whip before resorting to more pleasurable techniques.

As for the base game, there's not much to tell currently. There were multiple updates as a result of our internal testing, but listing those changes doesn't seem very productive. Without the context of having played the game, a list of changes/fixes doesn't mean much. Just trust we're testing and fixing and improving.

FINISHED:
  • Shizuru stage 2 combat design.

CURRENT:
  • Shizuru stage 1 combat art (finishing).
  • Shizuru Stage 2 combat writing.
  • Remaining backgrounds.
  • Music.
  • More testing.

We're gonna pretend it's still October



Look, there were pc-related reasons the update wasn't posted October 31st, okay? Better late than never and it's not like we had anything scary for Halloween anyway. In my defense, it's been years since I've seen anything scarier than my sleep schedule, so I don't bother much with horror stuff myself. The news is good, though! The base game is nearly finished. How nearly? Let's get into it.

We mentioned a couple months ago we'd started reworking backgrounds and music. Two aspects that were done quickly early on to have all the pieces in place, but that we felt no longer held up in quality compared to the rest of the game after the polishing and UI rework. The reworked backgrounds are coming along nicely as we got a separate artist to do those, but will need some more time. Music is coming along bit by bit. More importantly, everything else is done now. Of course, there's still testing to be done.

So where does that put us time-wise for the base game? We expect to start testing internally early December and see what still needs work/fixing. We've tested every new feature and scene as it was completed, but obviously it's worth testing the full version too for overall game flow, consistency and possible new bugs. In January, we hope to send out the full base game to our external testers for feedback. Once February rolls around, we'll process the feedback and make any changes that seem necessary.



In the meantime, of course, we'll still be progressing on the Shizuru release DLC as well. Good progress has been made there and her new design looks fantastic. The writing and design for the Stage 1 combat are complete. There are outlines for the story scenes and combat for Stages 2 and 3, but those haven't been fully written/designed yet.

COMPLETED:
  • Shizuru visual re-design/update
  • Shizuru Stage 1 combat design and writing.

CURRENTLY:
  • Music
  • Remaining backgrounds
  • Shizuru Stage 2 combat design and writing.

Breaking News for DommeBreaker!



Our artist is still working on the new backgrounds and they're gonna take a while longer to complete. Fortunately, we're pretty sure people are more interested in the sexy art than backgrounds and we've got plenty of that. The old Store page was more of a placeholder for people to follow the monthly updates and to let people wishlist the game. Now that the base game is nearly complete, we were finally able to make a page that properly represents the game.

Those of you who remember the old Store page might recall there were 5 images and nothing too spicy to show at the time. Now we've got a much more tantalizing sampling of in-game works, including all the base game characters, some outfit variants and, of course, a couple previews of the sexy combat. The description on the Store page has also been updated with a short bio for each character and a more complete list of features. The old list of features was written in the early design days and we've added features, mechanics, scenes and a final fight since then.

Lastly, there's the cherry on top: a trailer. This trailer went live with this store update and gives an impression of the story, combat, overall game flow and teases you with some of the erotic content you'll have to earn in-game. Obviously, nothing can fully explain a game other than playing it, but we hope this trailer gives anybody who's interested a pretty good idea of what the game will be like.

We’re also thrilled to finally reveal we’re aiming for a 2026 release!

Jump in, wishlist the game, and let us know what you think of the new Store page and trailer!

FINISHED:
  • New Store texts, screenshots and trailer.

CURRENT:
  • Continuing background updates.
  • Shizuru DLC: Erica training scene 1 writing
  • Shizuru DLC: Stage 1 combat design, mechanics and visuals.

WE'RE SERIOUS PROFESSIONALS, I SWEAR...



Who wants to talk about user interface? I hope you do, because I'm about to. Early days, we were using the UI style that we'd used in most of our games so far: white text on blue or pink boxes. You know, the functional kind. We just had to get things working and visually clear. Well, as you've undoubtedly heard by now, we're polishing the ever-kink-loving heck out of this game, so we decided to update the UI as well. Don't worry, we haven't succumbed to the 'sad beige' plague. The health bars, ability grid, menus and upgrade screens have all been given a higher contrast, sleeker, more professional looking re-design, but we've stuck to the blue/pink style with white text. We just made it better.



This new UI is an even bigger improvement in combat. We've made the health bars smaller and changed the player abilities from a grid to a list. This allows the player abilities to be completely vertical and only take up space on the side of the screen. Along with the smaller health bars, this frees up more space for the art, which is what we expect players to focus on. Since the player ability list is now less clearly distinct from the list of attacks the Domme will use this turn, those were moved under her health bar. Backgrounds with distinct colors for each list also make it very clear which abilities belong to whom.



The last combat addition was making each ability fold out when hovered over with the mouse. We'd discussed in the past how much information should be presented in the ability lists. There's an argument to be made for minimal info to keep the screen clear, but also obviously an argument for full, descriptive ability texts. Testers mentioned occasionally using the wrong ability before we added this feature, because they'd gotten confused about which ability does what. This is our compromise to keep the screen uncluttered while simultaneously making sure players have all necessary information. It's also a bit of future-proofing, as this will allow us to add more complex abilities in future DLC without having to explain every new ability with separate tutorials. See an ability you don't recognize? Just hover over it to learn what it does.



In the coming month, we're also going to be updating the ability and effect icons. Once that's done, we're planning to update the Store page. We currently have a couple of screenshots up to show the characters and art, but we knew there would be changes made over time, so it didn't seem worth the trouble to upload much more. We'll remind you all to check out the Store page next month, but you can go keep an eye on it yourself, if you really can't wait. While you're there, don't forget to Wishlist and Follow the game, if you haven't already.

How far are we with all the polishing and DLC making? Let's have a look-see.

COMPLETED:
  • New UI.
  • Backgrounds polishing.
  • Some edits and text fixing.
  • Shizuru training scene 1 concepting.
  • Music progress.

CURRENT:
  • Last Stacy upgrade scene art.
  • Shizuru training scene 1 writing.