Monthly Archives: February 2018
Scarlet Moon Version 2.3.2

Spankers, Spankees and Switches of All Ages (18 and above),

I’ve just uploaded a new version, version 2.3.2. It includes bug fixes for the event in the elevator that stalls, the event in Megawater that crashes, and I wrote the missing spanking scenes where you join Vanessa’s marketplace brawl on day 2.

Get it over at the downloads section. Hope you enjoy it!


Scarlet Moon 2.3.0 is out!

Spankers, Spankees, and Switches of All Ages (18 and above),

Haven’t heard anything over the past few weeks from my beta testers, so eh, I’m going to go ahead and release the new content:

1. Have your ultimate(ish?) showdown with Succubus to decide whose the top thong-clad superhuman in *this* town (you did pick the sexy costume right? :D).

2. A fewer number of choices in this part of the episode, *but* many of the choices you do make have a much bigger impact on how the rest of the episode progresses.

3. You can defeat Succubus without ever defeating her in battle. Can you find the right path?

4. Be disappointed as the cops interrupt the spanking of a supervillain *again*. Someone seriously needs to do something about those eager beavers…

Get it over at the Downloads section.

Also a couple of hints: Your speed dictates how much damage you take from enemies who shoot you. Succubus’ minions are the bulk of her damage output. She mostly just makes you more vulnerable to them.



February Update

Spankers, Spankees, and Switches of All Ages (18 and above,

Episode 2 is complete! Yay! It’s currently out for beta testing. Hopefully I’ll be able to release the next version by the end of the month.

I’ve also got a new engine written in Lua, using the Love engine. Love promises to make it super easy to bundle the game into standalone executables for each of the major operating system families (Windows, Mac OS X, and Linux). Something that Java does *not* make easy. A really big part of Lua’s design philosophy is to be *really really really* tiny, so the new engine won’t have as much bloat as the Java engine either.

Anyway, let’s see if Love’s promise holds up!

I have a sample game uploaded using my new engine, and I’d be very grateful if people could download and try it. There’s like one choice, and a small battle, so it’s not really a “game.” But it should allow us to see how smoothly the engine runs on different operating systems, as well as give people a sense of the new UI:


Mac OS X


The only one that isn’t a standalone executive is Linux, because Love doesn’t *really* support building standalone executables for Linux, mostly because Linux isn’t really an OS but rather a family of OS’s. Instructions for playing the game for Linux is included in the README. Basically, you install love and then run the file with it.

If people could download and try the sample game on their operating system and let me know:

a) if the sample game is working on your OS

b) feedback on the new UI.

Most of the UI is very similar to the Java version. The biggest difference is in combat, because the combat is actually quite different.