Une succube et une fille-diable s'affrontent pour vous dans une épreuve démoniaque. Choisissez une gagnante… ou emparez-vous des deux. Un roman visuel sombre mettant en scène des filles-monstres, avec des scènes animées, une tentation grandissante et des choix qui vous entraînent toujours plus loin.

Ce produit est réservé aux adultes. Vous le voyez car vous avez autorisé ce genre de contenu depuis vos préférences.

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Description du contenu pour adultes

Voici la description de l'équipe de développement à propos du contenu du produit :

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.

À propos de ce jeu

À l'Institut infernal, les Épreuves sexuelles des succubes commencent.

Deux rivales doivent prouver leur maîtrise de la séduction – en t'utilisant comme cobaye.

Rencontrez les filles démoniaques

Eluvia - Une succube enthousiaste

Douce, curieuse et désireuse de prouver qu'elle a sa place, Eluvia aborde l'épreuve avec une chaleur sincère. Elle apprend vite, réagit à chaque signal et se rapproche avec un charme doux et désarmant auquel il est difficile de résister.

Valerica - La démone dévouée

Sûre d'elle et posée, Valerica a déjà passé de nombreuses épreuves, et elle a l'intention de perfectionner celle-ci. Chaque mouvement est précis, chaque instant maîtrisé. Elle ne cherche pas à provoquer des réactions : elle les crée.

Isadora - La reine des enfers

Froid, autoritaire et toujours vigilante, Isadora fait respecter les règles de l'épreuve sans compromis. Mais lorsque la compétition dégénère, elle intervient pour rendre son propre verdict.

Réécrivez les règles

Les règles sont simples : choisissez-en une.

Mais à mesure que la rivalité s'intensifie, les limites commencent à s'estomper, rapprochant les deux succubes et plongeant la compétition dans le chaos.

Que se passe-t-il quand personne ne respecte les règles ?
Que se passe-t-il quand même la superviseuse intervient ?

Vos choix déterminent jusqu'où ira l'épreuve…
et qui finira dans vos bras.

À quoi s'attendre

  • Roman visuel pour adultes axé sur les choix

  • Trois succubes aux personnalités et approches distinctes

  • Scènes animées osées débloquées au fur et à mesure de la progression

  • Plusieurs fins façonnées par vos décisions

  • Des mini-jeux interactifs qui influencent les résultats

  • Une galerie à débloquer pour revivre les moments clés

  • Un décor démoniaque et sombre au sein de l'univers univers de Velvet Labyrinth

Ferez-vous un choix… ou prendrez-vous tout ?

Vous étiez destiné à être mis à l'épreuve.

Mais cette épreuve n'a jamais été conçue pour être jouée à votre façon.

*****

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

In the era that existed before the first sunrise, when time was not a river but a stagnant pool of obsidian ink, there was no light to guide the way. It was the age of the first God, a being composed not of mercy, but of a singular, terrifying radiance that sought to pacify the screaming echoes of non-existence. This creator did not work with love, but with the cold and unyielding might of a mason carving into the very bone of reality. To look upon the foundations of the world was to witness the grim architecture of a cage being built around the infinite.

This was a far and lonely beginning, a time long before the concept of lust had been carved into the hearts of mortals. In those days, there was no gold to hoard, no silver to covet; the only treasure was silence, and the only tales were the rhythmic vibrations of the void being unmade. It was a period of raw potential, existing before the sting of death was a certainty and long before the rise of any human empire. The universe was rich with a dark, heavy energy, a town of unborn stars scattered across a suffocating cloud of infinite, velvet dark.

But where there is structure, there is rebellion. From the shadows of the first light, the demons manifested - not as monsters, but as personified doubts. A theory was whispered among the first survivors of the celestial chess match between order and chaos: they whispered that hell was not a physical pit of fire, but a hole in the mind, a void where the undead dreams of a fake and hollow lord went to rot and fester. They spoke of a throne built upon the absence of truth, where a ruler who never was sat in judgment over things that never should have been.

Hearken now to the mournful call of the gorgon, whose hair of writhing vipers was not a curse, but a crown of living secrets. Her ancient quest for the lost grail of purity led her not to a throne of ivory, but to a gilded cage of her own making. In that prison, every monster is granted a mature and stellar view of the oasis they can never reach - a shimmering vision of a world where they might have been loved, kept just out of reach by the bars of their own nature.

Please, let it be recorded that every anomaly in the fabric of time - every ghost that haunts a hallway, every shadow that moves without a master - is but a desperate leap of faith taken by a fox in the hen-house of history. We are all scavengers in the ruins of the first creation, searching for an exit from a labyrinth that has no doors. The horror of the world is not the presence of evil, but the absence of a way out. We are trapped in a perpetual farming of souls, a cycle of harvest and replanting where the lucky are those who remain happy in their idle ignorance, never looking up to see the scythe descending through the stars.

The chronicles of the Night Abbey further record that the elf of the high frostwood, a being pale as a cloud and sharp as demon steel, did not seek the light of the heavens. Instead, he spent centuries trading his very essence with the boss of the shifting underworld, bartering for secrets that lay buried beneath a cloud of soot. Deep within a dungeon where the walls themselves seemed to breathe, he remained bound by a shadow that no paranormal rite could sever. This was a darkness not of the eyes, but of the soul, a weight that tethered his spirit to the cold stones of the earth.

High above the subterranean pits, the priestess of the grey order stood upon the jagged cliffs of the world’s end. Her mouth was a fountain of gilded lies, weaving a tapestry of false hope for the desperate. She spoke of a coming magic that would heal the sky, a marvel of light that would return the silver birds to their nests. Yet, in the quiet of the night, she whispered only of doom. Her passion was a cold, brittle thing, a memory of a paradise lost long before the fear of the long age had even a name. She knew that the world was but a ghost of two colliding realities, a fractured mirror reflecting the image of a dragon of vengeance.

This great beast rose from the black pits of the abyss, its scales etched with a supernatural code that governed every movement within the kingdom. It was a law written in fire and blood, dictating that all things must eventually return to the dark. As the last of the daylight died over the horizon, the pussy-willows by the river of eternity turned to ash, their soft silver down scattering like the sparks of a dying fire.

The monks record that in the third era of the great silence, the lamb was brought to the final altar under a suffocating and heavy rain. It was a sacrifice of innocence offered to a sky that no longer listened. A menace of ancient evil grew between the rivals of the high courts, fueled by a blood-oath and a perverted affection that no prayer or cure could soothe. They did not fight for glory, but for the right to rule over the ruins of a world that was already slipping into the void.

The scrolls tell of a place beyond the charted maps, where the ocean curdles into a thick, sentient rot. The female spirit who guarded the salt-shores of that lonely island was not a goddess, but a weaver of illusions, her skin translucent and her eyes the color of bruised violets. She stood upon the jagged rocks where the slime of the next world crawled like a living shroud, a substance that was neither liquid nor solid, but a pulsing essence of decay that sought to reclaim the land. Across multiple horizons, the sky bled a bruised yellow, reflecting the sickness of the tides.

It was to this forsaken shore that the paladins arrived, their banners high and their hearts heavy with a misplaced zeal. They were armored in the erotic vanity of their own perceived righteousness, their plate mail polished to a mirror sheen to reflect a light that no longer shone from the heavens. They climbed toward the jagged peak of the obsidian mountain that dominated the island’s heart, believing that their path was sanctified. Yet, as they marched, the earth began to stir with the restless dead. They were beset by zombies that wore the tattered faces of their own brothers, shambling horrors that dragged themselves from the mire with a relentless, mindless hunger.

The knights fought from the backs of horses made of pale, sickly fire - beasts that screamed as the salt-rot ate into their hooves. They called themselves heroes, shouting prayers to a sky that remained deaf, but the devil himself watched from the black surf, a silent observer of their slow dissolution. He knew that their time was a borrowed thread, a fraying cord that was about to snap under the weight of their own pride. Within the six circles of the mist that choked the mountain, a great tentacle of old history reached out to entangle them. It was the story of the Great crisis, the moment when the world’s spirit fractured and let the darkness in.

One by one, the hunters became the prey, trapped in a medieval carnage that was as brutal as it was senseless. In those final moments, the only intimacy a man could find was the cold, unyielding press of a blade against his throat; a final, terrible experience that stripped away the illusions of glory. It may have been a prayer that left their lips as they fell, or perhaps only a curse against the iron weight of fate that had led them to this shore. Every action they had taken, every march they had made, had been but a step toward this dirty end. The crushing burden of duty had not led them to salvation, but to a shallow grave in the salt-rot, where their names would be forgotten by the very world they sought to save.

Deep within the veins of the earth, far beneath the roots of the world, the ancient cult of the red moon gathered in the flickering shadow of a thousand dying candles. Their religion was not one of prayer, but of steel; they worshipped the tempered blade as the only true arbiter of fate. To them, the scream of metal upon metal was the only holy hymn. In the middle of their deepest ritual, there was a sudden, deafening bang that echoed through the subterranean chambers - not a sound of nature, but the metaphysical shock of a world’s heart breaking. This was an emotional eruption, a tectonic conquest of the spirit that signaled the beginning of the end.

High above, in the jagged cliffs that overlook the weeping vales, the harpy queen shrieked her victory to a blood-red sun. She had come to claim the last remaining princess of the line of Solis, a girl whose silver daggers were of royal make but felt like mere needles against the soaring malice of the sky. Standing at the girl's side was the broken knight, a man who had long ago traded his honor for survival, yet now found himself the sole guardian of the book of the heroine. This ancient volume held the names of those who had died so that the world might breathe for one more hour. Together, the warrior and the child stood before the open and terrifying prologue of the dark forest, a place where the trees were made of calcified grief and the ground drank the light.

This was no mere wood, but a battlefield of an older, aquatic war that had once raged for the soul of the wife of the dead being. This spectral woman, a queen of tides and salt, had once occupied a great house built for a king who had forgotten how to love. In the silent rush of the watchers - a thousand unseen eyes that glowed like embers in the brush - the princess felt the gaze of a skeletal cat that sat atop a pile of hollow skulls. The creature guarded a collection of tainted scrolls, ink-stained parchments that recorded every sin ever committed in the name of peace. These were the chronicles of those who had tried to outlast the beast of the abyss, only to find that the monster was not in the woods, but in the mirror.

As they ventured deeper, the knight felt the weight of the ages pressing down. Every branch that scraped his armor was a reminder of the failed heroine whose path they now trod. They were walking through the memories of a world that was already dead, a kingdom of shadows where the only law was the hunt. lo, the cult below and the harpies above were but two jaws of the same trap, closing slowly upon the last flickers of human hope.

As the knight and the princess crossed the threshold of the known, a faint, sickly blush began to color the sky - not the warmth of a rising sun, but the hue of an open wound. They had reached the edge of the beyond, where the laws of the world were stretched thin and frayed like rotting silk. Before them rose the Spire, a jagged, obsidian needle that seemed to pierce the very eye of heaven. It stood at the vanishing point of all paths, a monument to a civilization that had tried to build a ladder out of their own sins.

Guarding the rusted gates was an ogre - a massive, misshapen brute whose flesh was a patchwork of scars and whose eyes were clouded by an eternal cataract. He did not speak; he only breathed a heavy, rhythmic fog that smelled of wet earth and old iron. The ground beneath his feet was carpeted in the sweet seeds of a parasitic spirit, glowing with a pale, bioluminescent rot. These seeds were not meant for growth, but for consumption, seeking to take root in the warm blood of any living thing that dared pass.

The air here had turned into a lustful winter, a cold so intense that it felt like a physical craving, a hunger that gnawed at the bones. Under the perpetual sunset, where the sky was trapped in a state of dying gold, the iron wings of mechanical crows circled endlessly. They were chasing the ghost of a lizard constellation that had long since vanished from the firmament, following legends that had survived the death of the people who wrote them.

The knight felt the presence of the vampire lords who had once ruled this height, their thirst for life now replaced by a hollow nostalgia for the crowns they once wore. He heard the distant cry of a false dawn, a sound that signaled not hope, but the arrival of the nights that never end. Behind them, a party of desires followed - ghosts of the travelers' own wants and regrets, whispering of the things they had left behind.

This was the gathering of the legion, the uncounted masses who had fallen into the endless evolution of grief. The princess looked up at the horny-crested gargoyles that perched upon the Spire’s ribs, their stone faces twisted into a permanent leer. She felt the growing weight of her exile, a heavy mantle of chaos that threatened to smother her spirit. They were no longer walking toward a destination; they were descending into a simulation of fate where every step was a surrender.

The knight and the princess entered the hollowed heart of the Gothic structure, where the air hummed with the vibrating energy of a big and distant thunder. This was the interior of the Great Tower, a place where every ancient sin was amplified and echoed back as a physical weight. Here lay the fallen legends of a thousand ages, their stories etched into the soot-stained walls. The princess saw the spectral image of a pirate king who had sought to sail the stars, and the ghost of a dwarf lord who had dug too deep in a blind hunger for a myth that predated life itself. They had been the champions of a lost cause, their names now forgotten by the world they left behind.

They walked through a hall of bloodshed, where the rusted sword of an ancient king lay shattered on the floor. It was a place of the hunt, where the only things left were the broken loot of a thousand failed raids. In this beautiful and terrible vein of fantasy, there was no escape. They passed between towering pillars of salt, their surfaces glowing with a bright and unnatural devotion. This was the temple of the scarlet faith, a religion born of the darkest hours, where the girls of the order recited litanies of heat and sacrifice.

The knight looked away as they passed the neighbouring chambers, where the scent of jasmine and sulfur hung heavy. In the flickering light of a cursed flame, he saw the nudity of those who had traded their souls for a moment of love. It was a testament to a passion that had been fanned by the breath of diablo himself. A half-woman, a silent killer from the bathhouse of the damned, stood in the steam, upholding the dogma of the eternal grind. She was a servant of the corruption, a living tool for a demonologist who sat in a corner tracing the medusa-like curls of a map on an ancient atlas.

He was mining the other memories of the dead, seeking a path through the labyrinth of the soul. On a stone table sat a meager pie, the last meal of a condemned man, a small and domestic horror left behind in the grand ruin. The face of the world was changing here, shifting toward the endings found in the nest of the abyss. The path forward was intimiate, a walk through the wonders and romance of a dying age. They were no longer just travelers; they were the last witnesses to a tragedy that had been written before the stars were born.

At the very summit of the Spire, where the air thins until it tastes of copper and cold stars, the knight and the princess stepped into the Hall of Sovereigns. Here, arranged in a circle that mirrored the constellations of a forgotten sky, sat the nine thrones of the architects. They were carved from the bones of titans and draped in the tattered banners of kingdoms that had vanished before the first word of the Codex was written. Each seat was empty, save for the dust of the ages and the lingering scent of old power.

Waiting in the center was the resident guardian of the end - not a creature of flesh, but a shattered angel whose wings were made of rusted clockwork and weeping light. It did not strike them down; it merely looked up toward the boiling sky, where the last of the world's breath was escaping into the void. The angel spoke in a voice that sounded like grinding stones, telling them that the struggle was over, and that a fresh faith was being born - a belief not in salvation, but in the beauty of the inevitable end.

In the corner of the hall, huddled together in the shadows of the final throne, they found the two they had sought: the lost prince of the morning and the wretched goblin who had been his only companion in the dark. They were locked in a shared prison of the mind, a recursive dream where the world was still green and the sun still warm. They did not see the knight, nor did they hear the princess’s cry; they were content to live within the lie, for the truth was too heavy for any soul to bear.

The knight realized then that the Spire was not a ladder to heaven, but the axle upon which the wheel of suffering turned. He laid down his sword and looked at the princess, seeing in her eyes the reflection of a world that was finally, mercifully, going quiet. The Great Crisis had reached its conclusion, not with a roar, but with a sigh. The story of man was ending, and the story of the silence was beginning again.

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.

Divulgation de contenu généré par IA

L'équipe de développement décrit l'utilisation de contenu généré par IA dans le jeu comme suit.

AI tools are used for visual content in this game. Narrative, game design and player experience are fully authored.

Configuration requise

    Minimale :
    • Système d'exploitation : Requires a 64-bit processor and operating system
    • Processeur : Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz 2.59 GHz
    • Mémoire vive : 8 GB de mémoire
    • Graphiques : NVIDIA GeForce GTX 1660 Ti
    • Espace disque : 2 GB d'espace disque disponible
    Recommandée :
    • Système d'exploitation : Requires a 64-bit processor and operating system
    • Processeur : Intel Core i7-10750H @ 2.60GHz
    • Mémoire vive : 12 GB de mémoire
    • Graphiques : NVIDIA GeForce GTX 2060 Ti
    • Espace disque : 2 GB d'espace disque disponible
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