So, I decided to dive into this whole area of, well, sexually explicit games. Not really my usual beat, you know, but I got curious about what actually goes into making them. It’s not like I was looking to become a kingpin in that world, more like I wanted to understand the nuts and bolts of it, from a creator’s angle. What are the challenges? What tools do folks even use?

My Initial Foray
First off, I had to figure out where to even start. It’s not like there are mainstream courses on this stuff. I began by looking at what engines people were using. A lot of indie stuff, obviously. Some of the more common engines can be used, sure, but you gotta be careful with their terms of service. Then there’s the whole asset creation side of things. That’s where it got… interesting.
I figured I’d try to make something super simple. Just to see. You know, like a visual novel type thing, because that seemed like the lowest barrier to entry in terms of complex mechanics. Even then, the content itself… well, that’s the whole point, isn’t it?
- Finding or creating assets: This was a trip. You can’t just grab standard character models and call it a day. Everything has to be… tailored. And if you’re not an artist, good luck finding decent pre-made stuff that isn’t either super generic or costs a fortune. I spent days just trying to get a basic character to look right for the, uh, intended purpose.
- The writing aspect: Okay, so for a visual novel, writing is key. But writing for this kind of game? It’s a specific skill. Trying to make it engaging, or even just coherent, beyond the obvious. Some of these games actually have surprisingly deep stories, others… not so much. I found myself cringing a lot at my own attempts.
- Dealing with the “ick” factor: Let’s be honest, sometimes while working on the more explicit parts, even in a detached, technical way, it felt a bit weird. You gotta have a certain mindset, or at least be able to compartmentalize, I guess.
The Hurdles Kept Coming
Then there’s the community. I poked around some forums and stuff. Some folks are genuinely helpful, sharing tips and tricks. But man, it’s a very specific kind of crowd, with very specific expectations. It’s not like your average game dev forum, that’s for sure. Feedback can be… blunt.
And distribution! That’s a whole other kettle of fish. You can’t just pop these games onto the big, well-known stores. Most of them will kick you to the curb faster than you can say “adult content.” So you’re looking at niche platforms, dealing with payment processors that specialize in high-risk stuff. It’s a whole shadow economy, almost.
I didn’t even get to the point of trying to publish anything, to be honest. My little experiment was more about the process. The whole thing was way more involved than I first thought. It’s not just about slapping some suggestive images together. There’s a real craft to it, for those who are serious, even if the subject matter isn’t everyone’s cup of tea.

My takeaway? It’s a tough niche. Technically, creatively, and morally, for some. I have a bit more of an understanding of why these games are the way they are, and the kind of effort that can go into them, even if it’s not a path I’ll be walking down myself. It was an experiment, a learning experience, and definitely opened my eyes to a corner of game development I hadn’t really seen up close before. Glad I poked around, but also kinda glad to move on to other things.