Lustrya Posted February 19 Posted February 19 (edited) Lustrya takes place in a forgotten kingdom trapped in an endless cycle of chaos. Every 200 years, the land prepares for the Blooming Eclypse, a celestial event that decides which faction will rise to power. You step into this world as an anomaly; isekai’d into a society ruled by powerful women. To them, you are more than an outsider: you are a seedbearer, capable of shaping the future of nations. Guided by Princess Seraphina, the compassionate half-dragon heir, you’ll gather key allies to form the pillars of sibling rivalry. You hold the key to their success... and the fate of the kingdom itself. Lustrya is a brothel management sim where you don’t just run a business, you shape a living castle filled with lust, power and unforgettable characters. Manage rooms, watch scenes unfold in real time, recruit powerful Lustresses through story-driven encounters, and slowly build a legacy that can rival the gods themselves. Genre / Gameplay: [Strategy] [Management] [RPG] [2D Game] [Fantasy Setting] [Base Building] [Resource Management] [Story Rich] [Breeding] Protagonist / Characters: [Male Protagonist] [Female Protagonist] [Monster Girl] [Multiple Protagonists] Adult / Sexual Content: [Animated Scenes] [Harem] [Foot Fetish] [Milking] [Femdom] [Oral Sex] [Handjob] [Vaginal] [Anal] [Group Sex] [Romance] [Impregnation] [F/M] [/F/F] Development Status Lustria is early in development. We’re currently working toward Phase 1 Early Access, focusing on: Core brothel systems & breeding mechanics, the first story campaign arc (four chapters), initial Lustress recruitment (Seraphina/Violyn/Miriku/Reia), introduction to Cumbat and character interactions Expect things to evolve, improve, and expand as development continues. If you enjoy cozy management games, erotic fantasy and character-driven systems, keep an eye on Lustria. More is coming very soon! Edited May 28 by Lustrya 4
Lustrya Posted February 20 Author Posted February 20 2D Sprite Sheets: Violyn Veronica Von Victus VII Reia "Goddess" Nefertiti Miriku 'Moo'triarch of Lusty Meadows Seraphina the "Emberborne"
Lustrya Posted February 26 Author Posted February 26 Featured Monster Girls + Brothel Worker Sprites:
Lustrya Posted March 7 Author Posted March 7 We have a tiny-but-exciting update: our Steam store page is now live and accepting wishlists! If you’d like to help our little world grow, you can now add Lustria to your wishlist on Steam. ❤︎
Screws Posted March 30 Posted March 30 On 2/19/2026 at 2:14 PM, Lustria said: Lustria takes place in a forgotten kingdom trapped in an endless cycle of chaos. Every 200 years, the land prepares for the Blooming Eclypse, a celestial event that decides which faction will rise to power. You step into this world as an anomaly; isekai’d into a society ruled by powerful women. To them, you are more than an outsider: you are a seedbearer, capable of shaping the future of nations. Guided by Princess Seraphina, the compassionate half-dragon heir, you’ll gather key allies to form the pillars of sibling rivalry. You hold the key to their success... and the fate of the kingdom itself. Lustria is a brothel management sim where you don’t just run a business, you shape a living castle filled with lust, power and unforgettable characters. Manage rooms, watch scenes unfold in real time, recruit powerful Lustresses through story-driven encounters, and slowly build a legacy that can rival the gods themselves. Genre / Gameplay: [Strategy] [Management] [RPG] [2D Game] [Fantasy Setting] [Base Building] [Resource Management] [Story Rich] [Breeding] Protagonist / Characters: [Male Protagonist] [Female Protagonist] [Monster Girl] [Multiple Protagonists] Adult / Sexual Content: [Animated Scenes] [Harem] [Foot Fetish] [Milking] [Femdom] [Oral Sex] [Handjob] [Vaginal] [Anal] [Group Sex] [Romance] [Impregnation] [F/M] [/F/F] Development Status Lustria is early in development. We’re currently working toward Phase 1 Early Access, focusing on: Core brothel systems & breeding mechanics, the first story campaign arc (four chapters), initial Lustress recruitment (Seraphina/Violyn/Miriku/Reia), introduction to Cumbat and character interactions Expect things to evolve, improve, and expand as development continues. If you enjoy cozy management games, erotic fantasy and character-driven systems, keep an eye on Lustria. More is coming very soon! Looks great! Wishlisted it. As someone interested in making their own games, would you mind terribly if I asked you about your process? .3.
Lustrya Posted March 30 Author Posted March 30 1 hour ago, Screws said: Looks great! Wishlisted it. As someone interested in making their own games, would you mind terribly if I asked you about your process? .3. Thanks a lot, really appreciate the wishlist! And not at all; I’m happy to talk about my process. What would you like to know? ♡
Screws Posted March 31 Posted March 31 On 3/30/2026 at 4:50 PM, Lustria said: Thanks a lot, really appreciate the wishlist! And not at all; I’m happy to talk about my process. What would you like to know? ♡ I guess, kinda how did you go about making it? Like what did you work on first? I get a lil bit overwhelmed when opening up Unity or Unreal lol. I know there are templates but still.
Lustrya Posted April 1 Author Posted April 1 2 hours ago, Screws said: I guess, kinda how did you go about making it? Like what did you work on first? I get a lil bit overwhelmed when opening up Unity or Unreal lol. I know there are templates but still. Totally normal to feel overwhelmed at the start. The trick is to shrink the scope a lot. Start with something tiny, make a super simple game that has one goal, one mechanic and one level. Also feel free to use templates, they are there to help you learn faster! Follow a short tutorial, then tweak it so it becomes yours. I'd also consider ideating what type of game genre/mechanics you want for your first project and go from there. Focus order that helps once you've got your game idea locked in: Get something moving on screen Add player controls Add a simple objective Make it playable from start to finish Polish last, not first Happy to answer any other questions you might have! ♡
Screws Posted April 1 Posted April 1 (edited) 1 hour ago, Lustria said: Totally normal to feel overwhelmed at the start. The trick is to shrink the scope a lot. Start with something tiny, make a super simple game that has one goal, one mechanic and one level. Also feel free to use templates, they are there to help you learn faster! Follow a short tutorial, then tweak it so it becomes yours. I'd also consider ideating what type of game genre/mechanics you want for your first project and go from there. Focus order that helps once you've got your game idea locked in: Get something moving on screen Add player controls Add a simple objective Make it playable from start to finish Polish last, not first Happy to answer any other questions you might have! ♡ Trouble is I have so many ideas that have a larger scope in mind lol. Always a pain trying to shrink em down. Unfortunately a lot of them are different genres. Like I've got a brothel game idea I've been sitting on, a fantasy-crafting-survival-colony 3rd person game (Actually drafted a pretty extensive game design document for this idea! lol), an isometric top down RTS/Hack and slash, all with lewd elements. Dream is to one day direct an indie studio dedicated towards making amazing lewd games where the lewd is part of the game and not just tacked on like some other devs do. (Like some of those games where its like Vampire Survivors and the lewd content is just CGs and stuff of characters, not actual gameplay related to the game itself. Literally stuff you could remove from the game and it wouldn't change a thing. Not a fan of that x.x) Sorry, rambling! lol. Do you have a preference for Unity, Unreal, etc. Any code preference, anything thats easier or harder to work with? More flexible and what not? I've learned a bit of C# and I'm currently learning on Unity, but I'm wondering if that would be my best choice or not. 1. Would that be just getting assets in and coding them to start doing stuff? Like... ahhhh, if I was making a brothel game, would that be getting some placeholder models and getting the Ai working its thing? Or I guess if we're going with something that's scaled down in scope, like pong. Would that be just getting the bars and ball moving so to speak? 2. That would be part of the Ui design, right, like basic Ui setup for the controls and what not? 3. Could you define simple for me? Like... singular objective? 4. Makes sense! :3 5. How do you know what part belongs in the 'polish' section? >.< My brain likes tidying things up as I work rather than saving it up for last (My factories in Satisfactory are victims of this mindset x.x), so I have trouble discerning that front. Got any examples? lol Side note, I keep looking back at your steam page and that art style is just gorgeous! I don't think I'm nearly skilled enough to get that level of art in my own games x.x I can't wait to play it whenever ya release Edited April 1 by Screws
Lustrya Posted April 1 Author Posted April 1 11 hours ago, Screws said: Trouble is I have so many ideas that have a larger scope in mind lol. Always a pain trying to shrink em down. Unfortunately a lot of them are different genres. Like I've got a brothel game idea I've been sitting on, a fantasy-crafting-survival-colony 3rd person game (Actually drafted a pretty extensive game design document for this idea! lol), an isometric top down RTS/Hack and slash, all with lewd elements. Dream is to one day direct an indie studio dedicated towards making amazing lewd games where the lewd is part of the game and not just tacked on like some other devs do. (Like some of those games where its like Vampire Survivors and the lewd content is just CGs and stuff of characters, not actual gameplay related to the game itself. Literally stuff you could remove from the game and it wouldn't change a thing. Not a fan of that x.x) Sorry, rambling! lol. Do you have a preference for Unity, Unreal, etc. Any code preference, anything thats easier or harder to work with? More flexible and what not? I've learned a bit of C# and I'm currently learning on Unity, but I'm wondering if that would be my best choice or not. 1. Would that be just getting assets in and coding them to start doing stuff? Like... ahhhh, if I was making a brothel game, would that be getting some placeholder models and getting the Ai working its thing? Or I guess if we're going with something that's scaled down in scope, like pong. Would that be just getting the bars and ball moving so to speak? 2. That would be part of the Ui design, right, like basic Ui setup for the controls and what not? 3. Could you define simple for me? Like... singular objective? 4. Makes sense! :3 5. How do you know what part belongs in the 'polish' section? >.< My brain likes tidying things up as I work rather than saving it up for last (My factories in Satisfactory are victims of this mindset x.x), so I have trouble discerning that front. Got any examples? lol Side note, I keep looking back at your steam page and that art style is just gorgeous! I don't think I'm nearly skilled enough to get that level of art in my own games x.x I can't wait to play it whenever ya release No worries at all! You’ve got a lot of cool ideas, the only tricky part is just picking one small slice to actually build first. On engine choice, Unity is totally fine, especially since you already have some C# experience. The best engine is the one you’ll actually stick with, and Unity is great for getting something moving quickly. Unreal is powerful but tends to feel heavier when you’re still learning. If Unity feels comfortable, I’d stick with it for now and not overthink that part. For getting something "moving on screen" your Pong example is exactly right. It’s literally just getting shapes moving first, even if they’re ugly placeholders. Same idea applies to any bigger concept. If you were doing your brothel game idea, it wouldn’t be AI or complex systems first, it would be something like placing a character in a room and letting the player move around. Super barebones, just proving the core interaction works. UI can be part of controls, but early on you can even skip proper UI and just hardcode things or use simple text. The goal at that stage is function over form. You can always replace it later once the game actually works! When I say simple objective, I mean one clear thing the player is trying to do. In Pong it’s "don’t let the ball pass you" whereas in a survival game it might just be "stay alive for 30 seconds", just one win or fail condition. For polish the easiest way to think about it is asking "does this make the game clearer or just prettier". Polish is stuff like nicer animations, better sounds, cleaner UI, visual effects etc. It doesn’t change what the player does, it just makes it feel better. If removing it would not break the game, it’s probably polish. Your instinct to tidy as you go isn’t bad, just try not to get stuck perfecting something before the core loop is actually fun. Also seriously. don’t undersell your ability on the art side. That stuff comes with time just like coding does. Early projects can look rough and still be huge wins. Thank you so much for showing interest in our project! 😄 1
Screws Posted April 1 Posted April 1 4 hours ago, Lustria said: No worries at all! You’ve got a lot of cool ideas, the only tricky part is just picking one small slice to actually build first. On engine choice, Unity is totally fine, especially since you already have some C# experience. The best engine is the one you’ll actually stick with, and Unity is great for getting something moving quickly. Unreal is powerful but tends to feel heavier when you’re still learning. If Unity feels comfortable, I’d stick with it for now and not overthink that part. For getting something "moving on screen" your Pong example is exactly right. It’s literally just getting shapes moving first, even if they’re ugly placeholders. Same idea applies to any bigger concept. If you were doing your brothel game idea, it wouldn’t be AI or complex systems first, it would be something like placing a character in a room and letting the player move around. Super barebones, just proving the core interaction works. UI can be part of controls, but early on you can even skip proper UI and just hardcode things or use simple text. The goal at that stage is function over form. You can always replace it later once the game actually works! When I say simple objective, I mean one clear thing the player is trying to do. In Pong it’s "don’t let the ball pass you" whereas in a survival game it might just be "stay alive for 30 seconds", just one win or fail condition. For polish the easiest way to think about it is asking "does this make the game clearer or just prettier". Polish is stuff like nicer animations, better sounds, cleaner UI, visual effects etc. It doesn’t change what the player does, it just makes it feel better. If removing it would not break the game, it’s probably polish. Your instinct to tidy as you go isn’t bad, just try not to get stuck perfecting something before the core loop is actually fun. Also seriously. don’t undersell your ability on the art side. That stuff comes with time just like coding does. Early projects can look rough and still be huge wins. Thank you so much for showing interest in our project! 😄 Thank you very much for answering my questions, its been a big help! And again, credit where credit is due, the game from the previews looks great and I can't wait to play! :3 1
Screws Posted April 26 Posted April 26 Every time I see a teaser for this game I'm more excited to play it XD 2
Xenon1243 Posted May 24 Posted May 24 As much as I want to be hyped for this, it's so hard when one has seen countless hype threads posting amazing amazing artwork only for the worst behind the wall 0.0001 Alpha gameplay. Regardless, I'm...optimistic lol. 1
Screws Posted May 24 Posted May 24 1 hour ago, Xenon1243 said: As much as I want to be hyped for this, it's so hard when one has seen countless hype threads posting amazing amazing artwork only for the worst behind the wall 0.0001 Alpha gameplay. Regardless, I'm...optimistic lol. I go in with the mentality of expect the worst, but hope for the best, so you're not surprised if something comes out bad, but if it comes out good you're happy! 1
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