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Progress Report #96: December 2023

We regularly update our timelines with some of the more "explicitly" NSFW content over at our Discord and Twitter.

Find us at:


[h3]Twitter: https://twitter.com/CursedAtelier[/h3]

[h3]Public Discord: https://discord.com/invite/tG7DKBa[/h3]


Greetings, spacefaring allies🧑‍🚀

This week on the frontiers of intergalactic adventures, we've been weathering the holiday storm with grit and galactic glue. But, despite the festive distractions, our intrepid devs have been pushing the boundaries of our cosmic odyssey and we're here to share some of those bulletin updates with you.

As always, lets start from the desk of the artist:

The jackhammering to the first planet continues as we blast its terrain with stunning new CG asset updates as well as additions of new robotic designs. Central among them is the tight focus on the Mini Boss who got some extra uplifts this week.

Not only is the fight being re-done on a technical level to accommodate new tactics, its combat assets are being updated with new CG works as well. The idea is to create a unique and a formidable foe for Caly to go up against as she starts out her adventures. Goes without saying, the loss scene associated with the mini-boss is getting a grand re-design as well so expect Caly to get "machine"-handled in a variety of new ways.

Overall, after closely evaluating our initial work on the game, we're convinced that a quality overhaul of some earlier portions of the game is in order. Not only that, but we'll also be looking through existing CGs all around the game and make the needed adjustments to bring them more in line with the current standard.

The word weavers kept themselves busy reworking the Tripteen story-line. Their absolute priority is to avoid text droning while still keeping the lore engaging, though details remain sparse at this point. However, it was confirmed that new points of interests will be added with the rework to keep player explorations interesting so, safe to presume the new rework will have significant game-play highlights as well.

Finally, a new feature update from our coder who is in the middle of developing a new “Population System”. Henosis is a bustling metropolitan space hub and its multiple large zones are a testament to that claim..- except the bustling part really doesn't show as zones tend to feel a bit empty. We intend to remedy that by adding a system that will populate crowds. Aliens from all walks of life will stroll along the streets and hallways, making it feel like a proper intergalactic hub of hustle and bustle.

And that is all for this one. Development arc dipped a tab bit this week due to the holidays but we fully intend to recover our groove once we enter the new year so stay tuned for new things in 2024!

Till then though, thanks for reading and your time.

Kind Regards,

Cursed-Atelier Team

Progress Report #95: December 2023


Hey there, Spacers

It feels like this year has been turned onto megadrive speed, hasn't it? As we get close to the holidays the team has been working steadily so that we ride out the end of the year in style. Our last game update is available to our Patreons, but we've still got plenty of stuff to talk about for our next game update that will come out in the new year.

If you've been following closely, you know that our artist outdid themself with some amazing Celebration Images, showing off Caly in a sexy new number that we will have to bring into the game somehow.



Beyond our new Celebration and Fan Art images, the artist has also been hard at work drafting the new dungeon layout for Tripteen. This involves creating new enemies and a miniboss, as well as a few crafty traps to pump on the danger in the first dungeon that Caly will be exploring on her path of adventure.

Storywise, we're happy to report that we have a new outline structured for the end of the Tripteen Foundry dungeon. Beyond planning things out from start to finish, we're also looking to revisit the final boss of the dungeon.

They're a pretty strong contender and a memorable design, so we had fun making sure we can keep the main elements intact as we move to improve Tripteen. We've also been exploring the 'story' of the dungeon, looking for ways to add additional details and motifs to turn it into a fully-fledged location worthy of exploration and not just running and gunning to get to the loot. Not that there won't be some treasure hidden throughout the new map.

When everything is locked in, it should not only be an interesting and challenging dungeon to enjoy, but you'll also be able to learn a bit more about the Eeker's who created the Foundry, to begin with, and what happened to make the place the ruins that Caly finds when she begins her journey.

Last but not least, our code workers have been dialing in the approach to use our lighting system to create added challenges in dungeons and other maps. This is a big thing, and it covers areas like utilizing light and darkness to distract Caly's enemies. Perhaps we may be able to code in a blinding effect for some creatures so that Caly can blind them and then run away from them, or enter into combat with them in a weakened state.

Caly is an engineer, after all, and what better way to show off her mechanical skills than using her technical know-how to get a major edge on a boss, or maybe skip them altogether?

We've also started a basic look at a potential card game for Henosis. Rescuing Earth is important, but it can wait a little longer when that perfect hand comes along, right? We're far from giving out more details about it, but you can trust that the finished card game will include both a SFW and NSFW version.

And that is all she wrote. Thanks for stopping by to check out our newest progress and have a great weekend!

Kind Regards, Cursed-Atelier Team

Progress Report #94: December 2023

We regularly update our timelines with some of the more "explicitly" NSFW content over at our Discord and Twitter.

Find us at:


[h3]Twitter: https://twitter.com/CursedAtelier[/h3]

[h3]Public Discord: https://discord.com/invite/tG7DKBa[/h3]


Hey there, fellow spacers!

Another December week flown by in the trenches of game development. With coffee in hand, keyboard constantly click-clacking, and inspiration overflowing the team remains busy plugging away at new challenges at hand- and it's all made possible thanks to your incredible support!

Without adieu, to this week's highlights:

The artist kicked things off by starting with the redesign of the cryptic machines of Tripteen. These automatons patrol the deep dungeon halls with an ant worker like purpose- or at least that is how they were patterned to be originally. Now however, their actions seem senseless at best.

Maybe because their circuits got fried over time? Or they simply are no longer receiving control directions? Still, they remain an unpredictably dangerous force to reckon with.

Over 8 designs made in this new concept art for Tripteen's Revamp. These bots cover a wide range of shapes and sizes and will offer up a buffet of metallic enemies for Caly to contend with. The best thing is since they're bots, we might see their designs pop up later. Though, it still remains to be seen if all designs will make the final cut or not. Jens says Henosis is prime for more robots.

Additionally, the dungeon's new structure is being reformed as well. We played with different ideas, new and old and though the core structure of the facility will always have a place in our memories, we hope this new dungeon will show off the evolution of the game's development.

With new map designs, also come new planned features- some of which we're testing out extensively to gauge their impact in the long run. And while the overall story may be close to the original, new puzzles and findable will give the Tripteen Dungeon the same freshness the Introduction received.

Finally, our code-workers report that they have begun preemptive work on accommodating the changes that will come with the rework. This includes rearranging current visual assets while revamping other concepts to bring it more in line with the recent quality releases. It's about time we replaced our three year old map-work with a more pristinely modern parallax creation.

Part of this effort also includes re-balancing the enemy skill-sets. With the bots becoming diversely unique, their capabilities are now under re-evaluation as well- something we predict will noticeably change the way players will approach these fights, in comparison to the original.

And that is our entire showcasing for this one. Concept planning has always been slow, but we're hopeful we'll have a clear vision of everything we intend to achieve before the holiday season really kicks in.

But, that's for later. For now, thanks for reading and your time. We'll see you in the next one o/

Kind Regards,

Cursed-Atelier Team

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Progress Report #93: December 2023

We regularly update our timelines with some of the more "explicitly" NSFW content over at our Discord and Twitter.

Find us at:


[h3]Twitter: https://twitter.com/CursedAtelier[/h3]

[h3]Public Discord: https://discord.com/invite/tG7DKBa[/h3]


Hi everyone,

Another week down, and another mountain of progress climbed! With two major releases now behind us, we're now excited to share with you the plans we have for the future. Buckle up and let's dive in!

First, lets start with the CG works that saw the addition of the new sprites, spacesuits and GUI of the Quest Log itself. The last one in particular was finished just in time to be released in 0.5.6 Release but, the team decided to not keep such a requested feature exclusive and continued working hard these last few days to push it in our 0.5.5 Release as well. Hopefully, it meets your expectations and then some as we collect more feedback data around it.

But the biggest one was the commissioning of new zone rework.

This time, Caly's first alien planet destination: Tripteen

An ideal candidate for revamping to our current standards as the original was conceived nearly three years ago!

In essence, our main focus and priority is to enhance the exploration side of the planet as it is the first key area players visit and get to properly stretch their legs and explore around at their own leisure. To that effect, a few ideas are being bounced around currently that include, but not limited to:

  • Expanding the zone itself to add more gameplay oriented features.
  • Rework the CGs extensively for markedly improved experience while traversing the village as well as the dungeon environment
  • Update the looks as well as the function of NPCs as well the Bots so they feel more principally important in the grand scheme of things
and more!

Unfortunately, as the entire rework is in its infancy stage, we don't have much eye-candy to regale you with currently, but we promise to keep you updated on this front as more develops.

Finally, boomeranging back to both the Alpha and Public builds- with their releases out of the way, the coders busied themselves absorbing the feedback data and incorporating quality of life improvement changes as well as deploying bug troubleshooting solutions. Essentially, this marks the precursor to establishing a stable build, that once ready, will become the bedrock for the next offshoot mobile build in the future.

And that is it for this one. While there's still much to be done, we're committed to achieving our vision for VoidBound by continuing to rebuild the old while simultaneously creating something interestingly new and novel. As such, in the coming weeks, we'll be focusing on polishing existing features as well as implementing new content, so stay tuned for further updates!

Thank you for reading and your time!

Kind Regards,

Cursed-Atelier Team