SamuKata
Tyr'ma

Tyr'ma

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Tyr'ma posts

Tyr'ma Pre-Alpha testing Beta build 0.0.4

Tyr'ma Pre-Alpha Test build 0.0.4 b

(Pre_alpha testing Beta, Expect bugs, glitches, and broken content. Many sounds for the npc/player character are place holders.)

Download Link: https://drive.google.com/file/d/1buJEM9pyk5a7m...

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Dev-Blog Update:

Dev-Blog Update:

This is an update on what we have been working on for the past two months!

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Upcoming Development update.

Sorry we have been sorta radio silent this past two months. We have been working on some new tech and experimenting with our work flow pipeline to see if trying some new tech is worth the time and effort. We have spent the last two months poking and prodding around and have finally decided that it will work well enough for us and we are going to...

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Knight armor testing'n texturing.

Knight armor testing'n texturing.

Alrighty, we have set up the base blender nodes and textures. We still have to add more details and some hand painted stuff. But this snippet shows what we HOPE you will be able to do in game. (Don't hold us to this. If we can't get it to work right/export in a usable way, we might just have to make standard color variations players can get.) View Post

Work in Progress Snippets

First up, we have started working on the base framework for the fishing skill!

Next, we have some update pics of the work in progress race, the Varg!
2025-08-23 21:12:14 +0000 UTC View Post

New animations!

New animations!

Some fun new animations that are going to be in the next build of the game. Along with a preview of the animation selection menu that will allow you to string together animations for a... Hands free... Experience. >:3 The rest of the animations are in the attachments.

You can now have sexual interactions with other characters other tha...

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Tyrma wip 01

Tyrma wip 01

A little showcase for some of the stuff we have been working on the past few months. Its gone a bit slower than we would have liked, but we are still working hard every day on the project!

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New roadmap!

New roadmap!

A small roadmap for the next updates we are going to be working on!

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Tyr'ma Pre-alpha is now released!

Tyr'ma Pre-alpha is now released!

Watch the video showcase here!
https://gyazo.com/1f63f13c19e3a000939990a73dc7bd13
Download it here!
Windows: 2025-02-17 19:41:20 +0000 UTC View Post

Tyr'ma

Tyr'ma is an adult role-playing game set in a massive open-world. With a focus on gameplay first, and kinky stuff second, we want the game t

Tyr'ma is an adult role-playing game set in a massive open-world. With a focus on gameplay first, and kinky stuff second, we want the game to feel like a genuine experience that just happens to have t...

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Building showcase!

Building showcase!

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Wolf character model WIPs

Wolf character model WIPs

Some work I've done on getting the wolf species into the game! I've finished with the topology and UV unwrapping. All that's left is the rigging and then actually painting the model. Along with a high res sculpt I did before the topology work (and some other minor changes) to give you some idea of how the fur should look like. Might still change...

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Different types of genitals

Different types of genitals

I wanted to show the different genitals you can have for your character model! Although not a huge list, it's something!

Types of penis:
Tapered
Equine
Canine
Humanoid (default, knotted cock for the Ueq'orb lizard race though more will be added, bovine type example).

I want to add an option to toggle knots for each type...

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Progress with character models

Progress with character models

I've been trying to slowly figure out how to "properly" do the character models, regarding customization and having all the different variables show up on the character model. Previously, I had the crotch area and penis as two separate meshes. Now, I opted to instead have a singular model and use "Shape Keys". The penis just gets a hidden materi...

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Upgraded buildings

Upgraded buildings

I wasn't happy with the look of the previous buildings, so I remedied that! And also changed the layouts a bit. Here's a few examples of a tavern, stables, and a big house!

<3

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Water System

Water System

The existing water system in Unreal Engine was too slow for me and had many bugs, which barely made it work, if at all. So I got rid of it, used some of the existing shader functions as reference, and made my own that runs much faster and gives me more control over what I want to do with it. I have access to the exact height of the water at a sp...

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Progression-based Skill System

Progression-based Skill System

Over the past month or so, among one of the things I've been busy moving away from a traditional levelling system, and implementing a progression-based skill system. Basically, the more you do something specific, the more you level up skills related to that specific activity. The difficulty curve for levelling up skills is somewhat exponential -...

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Experiments with UE5.2's Procedural Content Generation

Experiments with UE5.2's Procedural Content Generation

I've been rather busy with many aspects of the game, which I'll post updates later of. Here's some screenshots of the forest biome.

The outer edges of the forest biome spawns shorter trees, working as a good way to block the view from outside and it looks rather nice (it does this in real life, too.) This also takes rivers/lakes/ocean into...

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