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Devlog #1: 10,000 Wishlists in Week One! πŸŽ‰



Hey everyone, Nick here – your friendly neighborhood demon girl enthusiast and card game developer!

I'm thrilled to share some incredible news: we hit 10,000 wishlists in our first week! We've officially completed the first goal of our wishlist campaign, and honestly, the entire team is over the moon about this. Thank you to everyone who believed in what we're building with Succubless. Absolute legends! πŸ”₯

https://store.steampowered.com/app/4036540/Succubless/

Now, let me walk you through what we've been cooking up behind the scenes:

[h2]2D Art – Getting Steamy (Literally)[/h2]
We've started sketching out the first sex scenes and figuring out how to show character emotions during… well, you know. The spicy stuff.



Our approach to character design is pretty methodical – we want every character you meet to warrant a story and be a part of the same world. Here's how we're making it happen:



We defined our base color palette and broke it down into subgroups with complementary colors. Then we established core stylistic rules that define the overall look and feel. We set clear guidelines for when and how we use gradients on characters. After that came the hard part – cutting out the garbage. Extra details, unnecessary color transitions – anything that didn't serve the design had to go. Finally, we prepped everything for animation.



This systematic approach guarantees visual consistency across all our characters. No weird outliers that look like they wandered in from a different game!

[h2]Backgrounds – some AI to the Rescue (Don't Judge Us)[/h2]
Look, we don't have a dedicated background artist, and we needed materials fast. So we went with AI generation and then cleaned up the AI-junk manually. In early development, this gets us exactly what we need without blowing deadlines or budgets.
This approach lets us immediately test our characters in different locations and figure out how detailed our backgrounds actually need to be. Below is an example of one such background after some detail cleanup.



[h2]Animation – Spine Integration & Camera Shenanigans[/h2]
We integrated our first scene as a Spine animation and started working with the camera system. We had a plan. We stuck to the plan. Then the plan punched us in the face.
Turns out we had to backtrack and re-prep our animations for the Unity engine because the transitions between scene states were… let's say "uncomfortably janky." But we sorted it out!

[h2]Gameplay – It's Alive![/h2]
Right now, you can actually launch the game, chat with characters, play through a mini-game, watch an animated scene, and wrap up the conversation. It's real. It's happening. It's playable!

TL;DR: 10K wishlists in week one – we're pumped! Character design system locked in, AI backgrounds cleaned up and working, Spine animations integrated (after some technical wrestling), and the core gameplay loop is functional.

The team is incredibly grateful for your support. We're building something special here, and you're all part of making it happen. Stay tuned for more updates from the steamy world of Succubless!

More chaos to come, Nick πŸƒπŸ”₯

[h3]Check out more projects from our publisher:[/h3]

https://store.steampowered.com/app/3886870/Harem_Fantasy/

https://store.steampowered.com/app/3757060/Shana__Priestess_of_Tona/