¿Obedecerás a tu ama o la traicionarás? Una fantasía oscura y erótica donde sirves a una poderosa reina vampira y a su cruel hija. Explora un castillo maldito, seduce a mujeres prohibidas y revela secretos peligrosos. Tu recompensa depende de a quién sirvas.

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Descripción del contenido para adultos

Los desarrolladores describen su contenido así:

The game contains explicit adult content including nudity, NSFW content and graphic depictions of sex acts. All characters in the game are adults. All sex in the game is consensual.

Acerca de este juego

Bienvenido a Blackthrone Keep.
Una fortaleza de sangre, belleza y traición.

En Vampire Mistress, interpretas a un sirviente sin nombre envuelto en la aventura secreta de la inmortal reina vampira. Pero cuando ella desaparece en una misión críptica, su hija malcriada y venenosa toma el mando. Obligado a obedecer, pero libre para vagar, comienzas tu búsqueda del misterioso artefacto de la reina.

Lo que descubras puede desequilibrar el poder... o ganarte un lugar en la cama de tu amante para siempre.

Qué puedes esperar:

  • 6 mujeres hermosas y peligrosas con las que enamorarte, corromper o ser dominado, cada una con personalidades únicas, secretos y recompensas eróticas.

    • La dominante reina vampiro: tu amante, tu ama.

    • La cruel y malcriada princesa, que ahora controla tu destino.

    • Una noble capitana de caballeros, dividida entre el deber y el deseo.

    • La bondadosa doncella elfa, con un pasado empapado en sangre.

    • La inquietante bruja del bosque, seductora y extraña.

    • Un travieso espíritu zorro, juguetón... y posiblemente divino.

  • Exploración no lineal del castillo, el bosque y el pueblo: encuentra objetos prohibidos, descubre tradiciones o déjate llevar por decadentes historias secundarias.

  • Opciones de diálogo que dan forma a tus relaciones, revelan secretos y determinan tu recompensa final.

  • Tensión erótica en cada ruta: desde bromas provocadoras hasta clímax apasionados. Elige entre sumisión, seducción o dominación.

  • Múltiples finales: ¿permanecerás leal a la reina, te pondrás del lado de la princesa... o reclamarás a todas las amantes para ti?

Características

  • Contenido erótico totalmente sin censura

  • Impresionantes diseños de personajes y escenas generadas por ordenador

  • Mecánica sencilla de RPG ligero con vista cenital: sin combates, solo elecciones

  • Historias profundas de los personajes con arcos temáticos pervertidos y recompensa emocional

  • Banda sonora evocadora y entornos atmosféricos

  • Diseñado para volver a jugar: descubre escenas alternativas, secretos y finales

* * * * *

Dentro del ámbito de los juegos narrativos, existen experiencias que se definen menos por el desafío y más por la estructura del relato: formas de novela visual y visual novel adulto donde la progresión depende de la elección y consecuencia, la lectura atenta y la exploración de rutas narrativas que conducen a finales múltiples. En este tipo de historia interactiva, la simulación de relaciones sustituye al conflicto tradicional, y la romance adulta se articula a través del deseo, la tentación, la dominación y la sumisión, dentro de un marco de fantasía oscura y dark fantasy. Estos juegos narrativos para un solo jugador, a menudo asociados al dating sim o al juego de historia para adultos, priorizan el texto, el contenido maduro, el poder emocional y las dinámicas psicológicas, sin sistemas de combate, pero con una alta rejugabilidad basada en decisiones narrativas y consecuencias irreversibles. Aquí, el juego basado en decisiones se convierte en una forma de relato experimental donde el vínculo, el control y la transgresión pesan más que cualquier regla explícita.

* * * * *

From the Black Codex of the Night Abbey, copied in a trembling hand and bound in cracked leather:

In the darkness before the last moon waned, the house of ash and broken stone stood above the island marsh, where vampire lords made secret pacts and succubus envoys whispered of pleasure, lust, and evil beneath a scarlet sky.

The elves of the frostwood, pale as cloud and sharp as demon steel, kept bedtime stories of a maiden whose love curdled into agony, her battle against the night ending in a silent prison of thorns and bone.

In the old city, breeders of cursed blood and harem-keeping princes drank deep at the brothel-fires, trading treasure and material oaths while heroes fell, one by one, to temptation and seduction that promised second life but delivered beyond-death.

The monks record that she who bore the mark of nadia walked the beach at dusk, a virtual shadow with a lover long lost, her memoirs etched in salt as waves crush the shore and bites of cold gnaw the soul.

When the crusade came from the east, led by half-mad knights and a giantess banner, the elven academy burned, its lessons scattered like bounce of sparks, and the dreamers learned that hope was only another story told to soften the blade.
Cells beneath the Spire held the cold long after nightfall. Supernatural pressure lingered in the stone, the origin of it buried beneath ash and rusted steel. Papers bound in black recorded no names, only outcomes, scratched in cramped lines that assumed the reader already understood the cost. The quality of the ink mattered more than the truth it carried. High above, the dungeon gates waited, final and unmoving.

A witch entered the lower halls. She carried no title that mattered. Protagonist, prisoner, heir — these were roles already consumed. Her character had been shaped by long nights and deliberate restraint, a stylized endurance mistaken for faith. Destiny followed not as promise, but as pressure, tightening with every step. The gothic aesthetic of the place offered beauty without mercy. Control was learned here. Euphoria was advertised. The effect was temporary.

Among them waited the one who divided the paths. Rival, lover, partner — names shifted, but the role remained unchanged. His presence sharpened judgment. Multiple passages opened toward the abyss, each bound to a different legacy. One path was marked by a ring, warm with memory and obligation. Another bore a single word carved deep into stone: Blade. Beneath it, smaller, final, impossible to misunderstand — Fatal.

That choice did not ask for morality. It asked for direction. Blade promised agency and blood, painted red and immediate. Fatal promised certainty and erasure. Redemption was implied by both, and delivered by neither. Every descent that followed curved away from one and toward the other.

Dogs guarded the lower lanes, bred through altered bloodlines and trained to watch hesitation more than motion. Slay was permitted. Mercy was permitted. Neither was free. Male and female, woman and girl, monster and princess blurred as sensual temptation became a tool rather than an indulgence. Taboo here was not pleasure, but delay. The Omega chamber existed only to punish indecision. Some cried out when they understood this; others did not cry until much later.

A maid of the Order carried Azur-blue fire, not for comfort, but for alignment. She recited myth until it collapsed into fable, stripping it of excuses. The labyrinth narrowed. Elder voices promised revelation, but only after compliance. Days folded into nightmare. Life thinned to function. A princess was named only so she could be unmade, her fantasy of rescue carefully dismantled.

The Spire was not only stone. Beneath ritual and prayer ran an older structure: code written before language. Fate operated as a simulation of judgment. Paths branched. Outcomes could be customized. Souls left idle were recycled. The system favored precision over mercy; its quality was absolute. When the name Catherine was spoken aloud, the structure responded, and corruption followed refusal as predictably as gravity.

Ascension demanded loss.

Death did not end the descent. Dead matter moved again, animated by purpose rather than mercy. Idols shaped to be attractive, busty, seductive — designed to provoke obedience through desire — cracked under ritual strain, their erotic intent revealed as control. When they shattered, the motion caused a brief, obscene jiggle of false flesh, exposing the lie beneath. Art slid into occult symbol. Elden rites gathered cult and Order beneath the same black banners. Madness spread not as chaos, but as system overload.

Partnered souls fractured. Memory failed. Amnesia ate chronology. Love remained anyway, unresolved and therefore dangerous. Horror grew grand and emotional, a saga consuming itself because it could not conclude. Somewhere in the depths, a devil observed without intervening, satisfied with progress.

Lust offered shortcuts through the dungeon. Physics bent to accommodate it. Salvation was proposed as a reward, then redefined as payment. Bloodlines were invoked. Rituals demanded bodies. Women and monsters became indistinct as trails vanished into the void. A second resurrection was offered — not as mercy, but as transaction —sealed by demon witness and sealed again by silence. More than one voice broke into sobbing before the terms were complete.

The descent ended at eclipse. Steel rang once. Fallen legends split into endings that could no longer agree. Awakening cut through darkness without cleansing it. Requiem followed genesis, not as closure, but as continuation. A goddess observed the scattered party from beyond judgment, her presence vast, almost stellar, indifferent to survival. Rebirth was granted. It was not gentle.

Crimson magic lingered in the aftermath, threading through stone like a living vein. Sanity thinned but held. What had been chronicle hardened into story. What had been world folded into tale. Space itself seemed to wait. The fantasy of escape dissolved; only consequence remained.

Please was spoken — not as hope, but as acceptance. It may have been prayer. It may have been habit.

Mass answered. Intimacy curved fate into its final shape. Paths locked. The mount trembled. Seductive silence filled the scarlet gate.

It stood open.

Snowbreak sealed the archive.

Sin endured.

Thus ends the edition of this scroll: heed the warnings, for in this realm pleasure and punish walk hand in hand, and every secret path leads, sooner or later, to the same dark gate.

Información sobre contenido generado por IA

Según los desarrolladores, el juego utiliza contenido generado por IA de la forma siguiente:

AI tools are used for visual content in this game. Creative direction and all final content decisions are made by Mika at Velvet Labyrinth.

Requisitos del sistema

    Mínimo:
    • SO: Requires a 64-bit processor and operating system
    • Procesador: Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz 2.59 GHz
    • Memoria: 12 GB de RAM
    • Gráficos: NVIDIA GeForce GTX 1660 Ti
    • Almacenamiento: 2 GB de espacio disponible
    Recomendado:
    • SO: Requires a 64-bit processor and operating system
    • Procesador: Intel Core i7-10750H @ 2.60GHz
    • Memoria: 16 GB de RAM
    • Gráficos: NVIDIA GeForce GTX 2060 Ti
    • Almacenamiento: 2 GB de espacio disponible
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