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VoidBound News

House of Lust Is COMING!

https://store.steampowered.com/app/2656980/House_of_Lust/


You wander into a mysterious mansion in the woods. A haunted house where sexy monsters roam...was being lost in the forest just the start of your troubles?




Explore the dark and forgotten mansion in search of clues and survive the bizzare and sexy adventure. With classic pixel graphics and a dark atmosphere of classic Japanese horror games.

Reject temptation and escape the mansion!!! However, if you are even slightly attracted to breasts...your
strenght will be drained leaving you open for attack. Will you use your brains and solve the puzzles and live another day? Or let your heart take control of your body and fall for sexy monster girls!


-Meet many monsters with massive breasts out to steal your soul. Meet ghost girls, slime girls and ghost girls!
-Many lewd objects decorate the halls that you can 'enjoy'.
-2-3 hours of big breasted gametime!
-Puzzles galore! Clocktower inspired gameplay with puzzles that pay tribute to games such as Resident Evil!
-Footjobs, handjobs, cowgirl and more! Many sexy animations to keep you in the mansion!
-Dont like horror games? Settings in game help to remove the atmosphere so you can focus on what really matters!


https://store.steampowered.com/app/2656980/House_of_Lust/

Progress Report #97: January 2024

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]


Ahoy there, adventurers!

Ready to dive into 2024's first week of development progress? We've been hard at work forging the next chapter of VoidBound, and we're excited to share the latest plans from our creative treasure chest ๐Ÿ—ƒ๏ธ

First up, updates from the artist:


Continuing our work from December, the Tripteen Maps are undergoing radical transformations! Our original designs, though befitting of an underground setting, still felt a bit too clean for a zone that is supposed to be occupied by aimless destructive bots. So, we decided to tear down the old walls and started sketching a brand new layout, one that strikes the perfect balance between expansive exploration and aesthetically suitable adventure.

Enter:
A preliminary sample showcasing the new layout with the unmaintained damage the facility suffered throughout the decades.

Overall, the concept of the map wings are in place, and now we're crafting the visual tapestry that will bring them to life. Think dilapidated floors, atmospherically dark ceilings in disrepair, and leaning walls with flickering lighting fixtures that whisper tales untold. And just like the captivating maps from the new intro, we plan on sprinkling interactable objects that add depth and discovery to every corner..- well at least to a few corners ๐Ÿ˜…

Onwards to the write-.. ๐Ÿ˜ฅ

Our sincerest apologies for this section as we don't have anything of significance to report this time. The writer went off on a new year vacation in high spirits, only to return a bit worse for wear. Nothing worrying thankfully, but he will be doing some major catching up in the coming few days. Once again, Mea Culpa ๐Ÿ™‡

Finally, some Code news:


While Tripteen continues to march towards its re-envisioned debut, we haven't lost sight of the bigger picture. In fact, the coding team has been diligently tinkering under the hood, focusing on areas that can truly elevate your gameplay experience.

Take for example, the weapon modification system. Remember those trusty sidearm mods and devastating rifle upgrades you've come to depend on? .. Anyone? Maybe? ๐Ÿ˜ญ Well, we intend to remedy that by giving these accessories more bite by implementing changes to make upgrades impactful!

That means not just stat bumps, but adjusting foe skills as well, encouraging players to explore the modification system naturally. In the end, we feel that upgrades should feel exciting, meaningful, and like a game-changer in the heat of each unique battle ๐ŸŒก๏ธ

And that is all for this one! Fret not though, this is just the first few chapters in our ongoing development saga! Stay tuned for more exciting updates in the weeks to come, as we refine mechanics, polish features, and make sure every aspect of VoidBound's newest patch is better than the original!

Keep your eyes peeled, spacers, because the journey's just getting started ๐Ÿ‘ฉ๐Ÿผโ€๐Ÿš€

Kind Regards,

Cursed-Atelier Team
Wishlist Us @ https://store.steampowered.com/app/2500710/VoidBound/

ATTENTION: Beaming You Up to a Glorious 2024 ๐Ÿ›ธ


Hey there, loyal adventurers,

Can you believe we made it another year? Time may fly when you're fighting blood thirsty aliens for your survival and crafting weapon modifications to take down those challenging foes ๐Ÿ‘พ, but we wanted to take a moment to thank you, from the bottom of our pixelated hearts, for your epic support throughout 2023.

And what a year it was. Your epic support fueled our engines this year, propelling our pre-order nebula launch on Steam ๐ŸŽฎ. Not only that, we also got featured in an Expo and even participated in our very first STEAM NextFest! It was truly a launch year of epic proportions, and we can't wait to reveal more of VoidBound's world in 2024 (think epic boss battles, re-energized planetary challenges, and of course, new adventures through the unknown stars!)

From the depths of our space developer cave, thank you for being the crew that makes this interstellar journey worthwhile. ๐Ÿš€

We hope you like the awesome New Year's artwork we whipped up just for you! Caly and Vas are definitely dressed to kill, wouldn't you agree? Here's to a New Year filled with cosmic adventures and infinite fun! ๐Ÿฅ‚ ๐Ÿพ

Catch you on the flip side!

From Everyone @ Cursed-Atelier Team

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 allies๐Ÿง‘โ€๐Ÿš€

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 โ€œPopulation Systemโ€. 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