creator cover Primal356
Primal356

Primal356 

Making sci-fi bdsm games.

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Bound in latex (AI animation)
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New NSFW images (06/21/2026)
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Dev log (06/21/2026)

This week I was working on The Zeta Sector 1.3.0.
I found that the Neil and Elizabeth paths are conflicting with what I want. The plan is that ladies arrive to zeta and start getting some fame, then Strelok invites them to an event, but it turns out he wants to make them his slaves, but they escape and realize they have to take him down or their refuge from Garin becomes unsafe. This leads to a mission where the mc has to recruit Jennifer/Aarla/Lauren and bust the guy's ass. Neil and Elizabeth would become relevant because they smell the money and offer to become a crewmember (assuming your order Elena out of the ship because there will be palce for only one). What I had in 1.2.51 is a bit unfortunate for this because both paths want to be their own game within the game rather than supporting the main stuff.
With the Elizabeth path I had to get rid of the first half. Instead what happens is that after the mc has a session with her a sufficient amount of times, a mission gets triggered where she still has limited freedom on the station, but she either uses Vanessa's help to escape or ends up being her slave. If she ends up being her slave you get the usual extended bad end but this time with more visual input. If the mc escapes life continues as usual, but you get a nasty scene where Vanessa ends up as Elizabeth's slave again. This way I think I avoid this path feeling like it's own game, it's just a part serving the other parts. And if the mc doesn't fail Elizabeth will still be there to become a crewmember.
With the Neil path I had to get rid of this walk up to the guy become enslaved thing. It was poorly executed anyway. Instead what happens is that you ask the guy for a mission, then he reveals he wants to ambush Gus and the mc can join in (basically you get a new location on the map, then you either go there or not). If you fail the mission you get an extended bad end which is new. You will have to serve Neil and his crew without a chance to escape. If you succeed Neil will disappear for a while, but after the Strelok mission he will be back, and he will smell the money just like Elizabeth. If you go to FTL while fighting the Kraken, he dies. The game won't specifically tell you, but you won't meet him again either.
I made a couple playthroughs, and it turns out the game is running short on bad ends. Basically I was adding missions and extended bad ends nonstop the past weeks but there are barely any bad ends. Which considering that The Zeta Sector is a "bad end" type of game is quite unfortunate. I decided to move the slave barge and the rita path to version 1.3.5, which will come out on July 31. In the remainder of the time I will add the Elena path, including the part on Helcion IV, then I will just machine gun out some bad ends. (you sleep too many times on the street on the locations with Elena gone, a lone variant to running out of food, some random encounter that you get like the movie guy was on the box in the middle of the station (I'm thinking I will bring those back), the karakan hunt goes wrong (I think I will bring it back too), you are submissivein the sphere too many times on Helcion IV, and maybe some more if time allows).
New NSFW images! (06/14/2026)
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Dev log (06/14/2026)

This week I was working on The Zeta Sector 1.3.0.
I was able to add the milk facility mission and the alien mission. I also added the Keith path and the Amanda paths. Technically these belong to the game missions (the Kieth path belongs to the milk facility, the Amanda path belongs to the Hoch mission), but both of them needed time and effort, therefore I covered them separately.
There weren't a lot of changes to these either. In the milk facility the turrets will down the mc instantly. This way you won't spend your stims and grenades on them. On the alien mission if you go down there is a fadeout event, you wake up in the tube after you clicked on the "What will happen to you?". On the Amanda path you will fail after a certain number of days and not because of the characters submissiveness. This way if your character is 100 submissive you won't fail by default.
With the male character you can't enter the Amanda path, this was covered in the previous devlog. You can only be Keith's cat if you are a woman or a sissy. If you enter the milk facility and you lose as a man/sissy you will have a bad end that is a new addition. If you fail the alien mission as a man you will end up as a sissy. So once again, just small additions. There will be femdom in the game, I'm also thinking about gay content. But right now I'm just focusing on the existing stuff.
Next week I will do the Neil path, the Elizabeth path and the Rita path. After that I will do the slave barge, the Elena extension + some final touches, and I think I will meet the June 30 deadline without problems.
I'm also finished with putting together what will I do the next two months. Mostly there will more content for The Zeta Sector, but I'm thinking on July I could write the new introduction to Crude Awakening. 1.2.51 has my previous take on it, but I want to start it in a way that you wake up as a woman's slave on Helcion IV, and you have to avoid bad ends while you figure out who you are. It will be a short title. I want at least the introduction done this time around then towards the end of the year/beginning of next year I could do the rest. (This will be one of the 4 small games you can play in the VR world once The Zeta Sector is done, so basically it will be part of the big thing (the others are Nel's Misfortune, Stellar Justice and Desert Nightmare)).
Monthly vs weekly releases
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New NSFW images! (06/07/2026) Part I and II.
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Dev log (06/07/2026)

This week I was working on The Zeta Sector 1.3.0.
I was able to add the Hoch and mad scientist missions. I was able to add the cat slave path and one of the pony slave paths as well (this is the one where you roam around the city).
Now I'm hellbent on making The Zeta Sector a better game, but luckily there wasn't anything major that had to be changed. So far the elements are fitting perfectly.
Hoch's ship crashes on a place called Hope's End that is a desert planet instead of the other side of the previous desert planet. This way there is a new destination on the map. (I'm thinking after the mission Aarla would set up shop here so you could interact with her, then you could help her to settle the score with Nel in exchange for the contents of the cargo hold.) Mistress Sapphire visits the ponies at the end of every day vs every week; the former took too long. In combat you are the one who gets shot first, then if you go down Elena surrenders. In practice this works surprisingly well because you can heal. :D At the end of the professor mission, the station explodes, because it looks really cool... So there isn't anything major so far. Just come things here and there that I think make the experience better.
There also some additions. In the Hoch mission if you kill enough bandits they stop coming and the mc declares victory. If you play the Hoch mission as a man/sissy, you get changed into a vanilla woman, then the supervisors adjust you back. If you do the mad scientist mission as a man/sissy the nanites will want to turn you into a vanilla woman. This way the male mc is handled in both missions. Bad ends and slave scenarios have a lone variant now or the other slave is a different person.
I reworked some of the renders, the others were improved with an AI engine. But all the renders are being improved regardless if they are remade or prettied up a little. I will add all of them to the image drops because I think they improved in both cases.

Dev log (05/31/2026) (Part II)

It turns out I had to make a correction because I had to rewrite the conversation between Caroline and Stonewall. Technically Concord is under blockade since the start of the game, but Stonewall talks about it in a way that it only started after the battle. I also noticed another error because the battle on Concord is referred as a consequence of Plymouth being destroyed. But that means by the time you finish Concord Plymouth actually has to be destroyed. This way the variable triggers when you go to Concord, so it's taken care of. 
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