Keyboard Shortcuts

Navigation

/ or S Focus search

Help

? Show keyboard shortcuts
Esc Close this overlay

Welcome

This website contains information about games and applications.

You must be 18 or older to enter. Are you 18 or older?

"Your Dream Job" Trailer, Gia's "Big Plans" & Revolver Overdrive!

Force

[/img]

Hello Agents! Rocketman here. It has been an intense month down in the underground corridors of Eos. Since our September post, I've kept searching for that ideal combination of actions in combat - where loading your cylinder, reading the room, and pulling the trigger feels genuinely satisfying. At the same time, I've been working tirelessly on the story, rewriting and expanding scenes from the opening Prologue all the way to Vespa. First, our brand-new official gameplay trailer - "Your Dream Job" - is now live right at the top of our Steam store page! Turn the sound on, give it a watch, and see what life as a special agent of L.U.S.T. actually looks like. [/img]

Gia's Personal Quest: "Big Plans" in the Hangar

When she isn't keeping your ship in one piece, our mouse-eared engineer Gia is obsessed with giant machines - and she has a massive blueprint of her own pinned up in the Eos hangar.

[/img] In her new personal questline, Big Plans, you'll help her assemble a walking Titan prototype, track down her favorite custom screwdriver after Marcus's gang walks off with it on Rat-Rod, and run a live load test in the hangar. Help her pull it off, and you'll unlock a new comic and a brand-new, fully animated NSFW scene (replayable anytime in the Gallery).

Firing Under the Influence: The Gunslinger Overhaul

Your feedback on our first iteration of revolver combat helped shape a big leap forward in how gunfights play and feel:

  • One Trigger Pull, Full Volley: Pick your opening stance for free, line up your six chambers, preview the exact damage directly on enemy health bars, and press Fire once to unleash your entire shooting sequence.

    [/*]
  • Joy Overdrive (6-Shot Bonus Chains): Your earliest fights teach you the fundamentals with standard lead. But after your first contact with the drug Joy, your combat interface changes: shifting colored frames appear on your chambers and stances. Match chamber and stance colors six times in a row (even across turns!) to trigger an immediate six-shot bonus volley using the ammo and stance of your sixth shot.

    [/*]
  • Revolver Spin, Arc Swaps & Comic Lettering: The cylinder now physically rotates with every shot, spins on reload, and swaps bullets along smooth counter-arcs, while redrawn comic-book lettering scales up as your combo grows.

    [/*]
  • Tactical Reloads & Ammo Synergies: Reloading now refills only spent chambers while preserving your remaining bullets and their colors. Incendiary rounds hit burning targets harder, reactive rounds punish stunned or weakened enemies, and excess armor-piercing penetration converts straight into bonus damage.

    [/*]

[/img]

Enemy squads and bosses across the campaign have also learned new tricks to mess with your cylinder: riflemen can jam a chamber in place, grenadiers scramble chamber colors, and commanders douse flames on their allies. From Vasquez's armored front line and Flor Lethal's plant clones to Marceline's life-draining vampires, each encounter now asks for a different tactical answer.

Alice, the Voice in Your Head & A Smarter Story

Your exposure to Joy doesn't just affect your trigger finger - it leaves a mysterious Voice echoing inside your head.

  • Laboratory Experiments with Alice & Assaria: Decide how much to reveal about the Voice in Alice's lab, bring in new research samples, and take part in observation experiments - including a risky test to see whether you can sever contact with the Voice on your own.

    [/*]
  • Reworked Quests from Prologue to Vespa: We've overhauled dialogues and investigation flow across the Prologue, the Eden resort (including the choice deciding Camellia's fate), Assaria's frozen Hunterax expedition, and the pumping station - where a gang of biker mice has hooked their amplifiers up to the station's generators for a full-blown wasteland rock concert.

    [/*]

Redesigned Loadout Screen & Smart Saves

Preparing for an expedition is now much cleaner: your hero and full equipped loadout stay visible on the left while you compare weapons, cylinders, visors, armor, and support gear on the right, and pick three ammunition families to bring into battle. We've also added Smart Continue (showing your exact chapter and location on the main menu), automatic session saves at checkpoints and on exit, and smooth typewriter dialogue pacing across all seven languages. [/img]

What's Next? Director Celeste Wins the Community Poll!

We recently asked our community who should receive the next personal storyline and animated NSFW scene after Gia - and Celeste, the iron-willed Director of L.U.S.T., took first place with 43% of the vote! What kind of situation, dynamic, or side of Celeste would you love to explore in her upcoming personal quest? Drop your thoughts in the comments below - I read every single one. If you haven't yet, watch the new trailer at the top of the page, hit Wishlist & Follow, and stay tuned for more updates from Eos!

Crimson Sunset, Gunslinger Combat and 35 Updated Comic Panels

Force

Hello everyone! Rocketman here. Today we want to share three parts of our latest work on Guardians of LUST:
  • Crimson Sunset: a new romantic encounter with Celeste, a three-panel comic and a fully animated mature scene.[/*]
  • Gunslinger combat: the first iteration of our new combat system, with six ammunition families, three stances and eighteen combinations.[/*]
  • 35 updated panels across 11 comics: artwork corrections, including the Agent's face, and revised panel timing.[/*]
Alongside these, we've been working on character conversations, equipment, tutorials and how clearly the game presents its choices. Here's what we're building and why. In-game screenshot. Much of what you see is still a work in progress and may change as development continues.

Crimson Sunset: A Personal Invitation from Celeste

Celeste runs the League, and most of your time together involves assignments, reports and decisions with consequences for other people. After you bring the Princess back safely and deliver your report, she invites you to get some fresh air on the surface above your underground base, K-92 Eos. You have spared her a political headache, and she is grateful. With the assignment behind her, the conversation moves beyond work: what she wants from power, what it costs her personally, and what you think of the decisions she makes. We wanted you to be able to challenge her without automatically losing the chance to grow closer. Supporting her plans and choosing intimacy are separate decisions. The encounter brings together a branching conversation, a three-panel comic and an optional, fully animated mature scene that you can revisit through Memory.

Why we are changing combat

This is the first iteration of the new Gunslinger combat system. We will keep refining its balance, encounter variety and readability in upcoming patches, based on your feedback. Tell us which combinations you find useful and where fights start to feel repetitive. If you have followed Guardians of LUST for a while, you have seen us experiment with different battle systems. After the move to Match-3, many players told us they missed the classic fights. We spent months gathering that feedback, prototyping different approaches and revising the format before settling on the system we want to develop. Those experiments led to Gunslinger: tactical battles built around a revolver, combat stances and combinations of shots. We wanted the Agent and his opponents to be visible throughout a fight, with their artwork doing more of the storytelling. We also wanted decisions that suit a gunfight: choosing a target, preparing ammunition and deciding which threat needs to be stopped first. Match-3 still has a place in specialized encounters and puzzle mini-games. Gunslinger gives the main combat encounters their own system and presentation.

Six rounds and a plan

Your revolver's cylinder holds six rounds. There are six ammunition families, including incendiary, armor-piercing and ricochet rounds, and three combat stances that change how a shot works. A stance can favor a direct duel, reach a distant opponent or spread an attack across the enemy group. Your equipment determines the ammunition and fighting style you bring into the encounter. These six ammunition families and three stances give you eighteen combinations. For example, reactive rounds can stun the nearest enemy, keep the farthest enemy stunned for longer, or weaken every enemy's next attack, depending on your stance. Matching a round to its preferred stance creates Resonance. Consecutive resonant shots build a damage multiplier, so the order of your ammunition matters. You can rotate the cylinder, swap rounds or use Sleight of Hand to adjust what comes next, but these tools have limited uses. I'm still tuning enemy roles and the ways you can disrupt their actions. The goal is to give you reasons to change targets: break a commander's attack setup, interrupt a boss, or wound a Regenerator's marked ally to prevent a heal. An empty cylinder refills automatically, and you can keep firing while you still have shot charges left. A manual reload clears jams and gives enemies their turn; your shot charges and tools refresh when your next turn begins. Ammunition, stances and tools unlock as you progress through the game. I've reworked the tutorials to make the cylinder, stances and tools easier to understand, using actual gameplay screenshots. I hope they help you see how the system fits together - let me know where anything is still unclear. Equipment gives you another way to shape your approach. Salamandra gives you another cylinder rotation, while Weighty Tommy favors critical hits. These bonuses let you plan around a preferred combination of ammunition, stance sequence and tools.

Making each shot readable

We build combat actions from dedicated character poses, camera movement, impact frames, effects and comic lettering. Combining these elements gives each shot a distinct presentation and lets our team continue producing new characters and story scenes alongside the combat artwork. Each stance has its own idle and attack artwork, so the Agent's posture follows the way he is about to shoot:
  • Duelist, in blue: a low, hip-fired shot aimed at the nearest opponent.[/*]
  • Aim, in green: an extended arm and a shot directed at the enemy at the back.[/*]
  • Gunslinger, in red: a two-handed grip for attacks against the whole group.[/*]
Your cylinder sets the stance sequence. As shots advance it, the Agent changes pose and your ammunition gets a different use. The same round can therefore call for a different decision at the next step. 13 battlefield backgrounds help place the fights in the locations you are exploring, alongside new idle, attack and hit poses for the Agent and a range of enemies. Longer Resonance chains produce more prominent hit effects and combo lettering. The combat HUD puts enemy intentions above the characters and status effects below their health bars. The number above Fire shows your remaining shot charges. We want players to find the information they need without having to search through labels while planning their turn.

35 Updated Panels Across 11 Comics

We've corrected the Agent's face in several comics to make his appearance more consistent between scenes. These fixes are part of a wider update to 35 panels across 11 comics, which also includes revised panel timing. You'll see changes in the opening bar scene, Celeste's inspection, Alice's laboratory scene and several later encounters, including Gaia and Marceline. A recurring character needs to remain recognizable when the setting, pose or mood changes; these revisions bring those scenes closer to the Agent's established design.

Fuller Conversations and a Visit to Marceline's Saloon

We've fixed inconsistencies in the story and rewritten parts of several characters' dialogue. Marcus, Ignis and Gaia now have fuller conversations, with different ways to approach them and reactions to your decisions. Meet Marceline in her saloon, watch the musicians take the stage, then see her performance unfold. We've revised the arrival, comics and illustrated events around the encounter. Your choices can also bring Marceline and her vampire musicians to the stage at your own bar on Eos.

Tutorials, Localization and the Next Checks

We have corrected localization across all seven supported languages and filled missing interface translations, including Chinese. Recent checks have also covered long event text, reward windows and the quest journal across all seven languages. We have reduced unnecessary confirmations in conversations and clarified when objectives actually complete. Further playthroughs and checks on packaged builds will help us find where the new combat becomes repetitive, where its explanations need work and where choices need a clearer response. Which part would you like us to show more of next: character quests, ammunition and equipment combinations, or the updated comics? Let us know in the comments. Thank you to everyone following development. Add Guardians of LUST to your wishlist, and follow the game here on Steam for more updates.

What We're Building: Combat, Personal Quests, and a Living Base

Force

What We're Building: Combat, Personal Quests, and a Living Base

[/img]

Welcome to the first Guardians of L.U.S.T. development update on Steam. We will periodically use this space to share production progress, feature breakdowns, and behind-the-scenes work from the game.

Guardians of L.U.S.T. is a satirical, hand-drawn space-western RPG about an Agent sent to trace a dangerous drug, expose a mole, and manage a crew with its own priorities. The project combines dialogue choices, tactical Match-3 combat, interactive comics, minigames, and fully animated mature scenes.

Built by Hand

[/img]

Every character, background, comic panel, and mature scene begins as hand-drawn 2D art. A character illustration moves through perspective blocking, clean line art, base color, rough shading, and final rendering before it is prepared for implementation and animation.

[/img]

This process takes time, but it gives every location and character a consistent identity. A frozen settlement inhabited by towering barbarian women should not feel like the same place as a toxic swamp, a prison station, or a circus drifting through deep space.

[/img]

From Comics to Interactive Mega-Comics

The game originally established many characters through illustrated comic sequences. As production continued, these sequences expanded into mega-comics that combine story, minigames, animation, and mature payoffs.

[/img]

The Circus Mega-Comic became an important production milestone. It brought several characters, interactive sequences, and two animated adult scenes into one continuous feature. It has now received a full audio pass with new music, character vocalizations, intimate reactions, and scene effects. The goal is a complete sound layer rather than dialogue voice acting.

Siren's personal quest develops the same format further. Her storyline includes an ingredient hunt, new conversations, cooking trials, three restaurant-themed Match-3 challenges, and a fully animated conclusion. Instead of placing combat between story scenes, the challenges are built around her personality and profession.

Why Match-3 Became the Combat Core

[/img]

Combat went through several iterations before we rebuilt it around a shared Match-3 board. Both sides use the same field, compete for the same resources, and convert matched tiles into abilities.

Enemies do not simply wait for their turn. They hunt the mana they need, contest valuable tiles, telegraph dangerous abilities, and react to field conditions. More than 60 hand-built encounters use hazards such as fire, acid, spores, rubble, traps, and ambushes. A six-slot equipment system supports different approaches, from board control to expensive abilities or repeated low-cost casts.

This structure lets us build restaurant trials, prison escapes, arena fights, and bosses around the same readable rules while changing objectives, hazards, and enemy behavior.

[/img]

Eos Should Remember Your Journey

Eos station is more than a menu between expeditions. Every major character you recruit takes a place on the station and becomes part of its daily life.

[/img]

The base begins quiet and incomplete. As the crew grows, new characters occupy specific locations, interact with the environment, and make the station feel inhabited. The long-term goal is for Eos to function as a visual record of the player's journey, including the people recruited and the opportunities missed.

Characters Need More Than an Introduction

Dialogue choices are built around three consistent approaches: pragmatic, empathetic, and flirtatious. There is no universal good or bad response. The intention is to let players define how the Agent handles pressure, earns trust, and develops relationships with the crew.

[/img]

Personal quests extend those relationships beyond a character's recruitment scene. Ignis established the first complete quest chain, while Siren's expanded route combines narrative, challenges, and a mature conclusion. Assaria's personal quest is now in production. After recovering the Cube, she tests the Agent's marksmanship in a new minigame before moving on to a more personal test of endurance.

Players have also influenced production directly. Several character names and visual variants were selected through community votes, with Vespa and Laila among the characters who received their final names this way.

Rebuilding the Complete Route

Recent production has not focused only on adding more scenes. The interface, mission selection, early story, tutorials, equipment flow, combat readability, and quest routing have all been rebuilt or revised.

[/img]

Thousands of dialogue lines have been reviewed to improve pacing, character roles, continuity, and localization. The opening missions now provide clearer objectives, while visual examples explain abilities, equipment, hazards, and special Match-3 rules. Current QA work covers the full playable route, connected quests, older saves, rewards, and every system affected by new content.

[/img]

What's Next

Current production is focused on Assaria's personal quest, further audio passes, full-route stability, and the next main story expansion. We will share more focused Steam devlogs as these features move from implementation into a presentable state.

[/img]

Follow Guardians of L.U.S.T. on Steam and add it to your wishlist to receive future updates.