PICTURED: Sasha finds herself on the wrong side of the law! Art by Pacha!

Right up at the top: you can now support BP Games on Patreon! More on that below!

Happy June, everyone! We’ve had a little bit of hot weather here so far, but otherwise summer is starting out a little bit cool. It’s also art market season here; I picked up some lovely pieces from the newly-minted Rain City Comic Con and Art Conbini! I love art! Let’s get into the update!

Continue reading “June 2025 Update: AAA3 Now Available!”

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No big deal, just our little game hanging out at the very tippy-top of Itch’s “Adult” tag.

Happy April, everyone! The weather is finally pretty again! I went to our local cherry blossom festival this weekend and it was lovely! I got an okonomiyaki and watched some taiko drumming! Let’s get into the update!

Continue reading “April 2025 Update: What A Month!”

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PICTURED: Monstrous Liberation chilling alongside some bullshit in the Steam store’s “Popular Upcoming” tab.

Happy March, everyone! Here in Vancouver we’re starting to see flowers starting to poke up through the ground and blossoms starting to bud on the trees – in between our torrential spring rains. Big big big update today! Let’s get to it.

Monstrous Liberation Has Released!

As of this moment, right now, this very second, Monstrous Liberation, the new isekai-flavored monsterfucking sandbox adult visual novel from BP Games, the studio that brought you Opportunity: A Sugar Baby Story, is available to purchase on Steam and Itch!!! This is a day that’s felt as though it’s been a VERY long time coming for us, so we hope you’ll enjoy what our hard work has produced!

I’d like to be as blunt as possible for a moment: it is very important for us that the Monstrous Liberation launch go as well as possible. We are not currently supported by any form of crowdfunding; all of the work we do is funded solely by selling the things we make. Our financial resources are currently VERY tight – Pacha is not getting paid enough, and I’m not getting paid at all. We still use royalty-free photos as our scene backgrounds, and the game’s soundscape is all royalty-free music and sound effects. Having more money would allow us to bring part-time collaborators like Julian on to do more art would allow us to produce updates more quickly, and finish the game more quickly. Having more money would allow us to hire contractors to replace the royalty-free photos and music with bespoke assets. Having more money would allow us to pay Pacha what she’s worth and pay me, well, a little bit. I would like to be paid, even if it’s just a little bit.

If you’re a regular reader of the newsletter or the blog, I’m hoping that means you value the games we make, the anthologies I edit, and/or the writing I produce, and would like for some or all of that to continue happening. Assuming that’s the case, here are the ways you can help the Monstrous Liberation launch go as well as it can:

  1. Purchase the game (again, on either Steam or Itch) and leave a positive review (5 stars on Itch). THIS IS THE MOST IMPORTANT THING YOU CAN DO. IT HAS AN OUTSIZED EFFECT ON OUR STOREFRONT VISIBILITY. The sooner the better, also – on launch day is best, but within the launch week at very least.
  2. Obviously, simply purchasing the game during the launch week is very helpful. Not as much as purchasing and leaving a positive review, but a lot depends on whether we can make it onto the Popular New Releases tab on Steam and the “Popular” tab of Itch’s “Adult” section (and how long we can remain there). Again, earlier is better here – purchasing on launch day is best!
  3. If you can’t purchase the game right now, no judgment! You can still help us a lot by endorsing the game and posting it in communities – Discord servers, forums, etc – where it might find fans. This could include communities based around porn, porn games, visual novels, comics, genre writing, or indie games (this is presuming those last ones are chill with adult content). Also, if you’re a regular viewer of any lewdtubers or adult game reviewers, asking them to play/cover Monstrous Liberation would be a huge help!
  4. Finally, sharing the posts I make about the game on Bluesky and Twitter is a perfectly-acceptable way to help out. Every little bit helps!

Once again, you can purchase (and, hopefully, leave a positive review for) Monstrous Liberation on Steam and Itch!

Continue reading “MONSTROUS LIBERATION OUT NOW (Also: March 2025 Update)”

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PICTURED: Finished sprite of Regla Shatterskull, a new character set to appear in Monstrous Liberation’s first update.

Happy February, everyone! It’s been a cold, miserable month here in Vancouver – sometimes, the nicest thing one can say about February is that at least it isn’t January. Let’s get to the update. (This update is crossposted from the monthly BP Games newsletter.)

Continue reading “February 2025 Update: Exciting Stuff Coming”

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PICTURED: Diogenes and Nadia enjoy a quiet moment.

Happy January, everyone! For better or for worse, we’re in 2025 now! Sorry for being a couple of days late with this one – my only excuse is that I’ve yet to get a new wall calendar and it completely slipped my mind. Let’s get to the update. (This update is crossposted from the monthly BP Games newsletter.)

Continue reading “January 2025 Update: Kicking Things Off Late”

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PICTURED: Some saucy seasonal art of Jacqueline, circa 2021.

Happy December, everyone! Last month of the year, huh? Hope it’s a good one! Let’s get to the update.

Monstrous Liberation Work

Some fucking excellent news right from the jump: Monstrous Liberation has passed Steam’s build review process and thus has an official launch date! That’s right, you will be able to purchase and play the early-access version of Monstrous Liberation on Steam and Itch on FEBRUARY 24TH, 2025! If you haven’t already, now would be an EXCELLENT time to wishlist the game on Steam!

My work for this month is pure polish for the launch version, which I anticipate being fully launch-ready by the end of December. Arden got their edit pass feedback back to me a couple of days ago, and I have begun the process of adding in the mountain of em dashes they demand (along with various minor rewrites, grammar fixes, and the like). I’ll also be making other minor fixes here and there (the city map buttons, for example, have literally never worked the way I want them to and it’s time to finally address that). After all the polish has been completed, I’ll take a little break and then get to planning the content for the first update!

On Pacha’s end, she was unfortunately working through some more health stuff, but has been working hard to finish up all the remaining art (which, at this point, only consists of a few fixes to some sprite art and a handful of splash panels) by the end of the year.

Continue reading “December 2024 Update: Finally, Some Good Fucking News”

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PICTURED: Nadia under duress. Also a tidy encapsulation of how November’s been so far.

Happy(?) November, everyone! Happy, of course, unless you happen to have many, many reasons to be anxious about what the future could hold for you and the people you love! Let’s get to the update.

Monstrous Liberation Work

Let’s start with some good news: as expected, aside from a small amount of optional side content that’s waiting on art, the launch version of Monstrous Liberation is fully-playable from end to end. All of the critical path story stuff has been implemented and all systems are working exactly as intended. All that remains to do on the game itself before launch is implementing that last bit of side content along with a bit of tweaking and polish. It’s been a huge amount of work to get it to this point, but I’m extremely proud of the work done by myself, Pacha, and Julian (Arden’s bit is coming up soon, now that they’ve finished their first playthrough of Veilguard.)

Continue reading “November 2024 Update: Soldiering On”

 

PICTURED: The most SFW crop I was able to acquire from ML’s final full-length sex scene.

Happy October, everyone! It’s been a beautiful month. I had my 36th birthday, the weather was gorgeous, and I made myself a chocolate cheesecake. Let’s get to the update!

Monstrous Liberation Work

It’s been a tough month with regard to health stuff for both Pacha and myself, but we’ve forged ahead! On Pacha’s end, she finished the art for the launch version’s final full-length sex scene, a tiny snippet of which you can see above! As much as I’d love to tell you more about the nature of this sex scene and who’s involved in it, that’s a secret! You’ll have to play the game when it launches!

As for me, I finished the script for ML’s launch version this month! That’s right! The whole thing! The writing I did was focused on the aforementioned sex scene (and surrounding narrative), as well as several short mini-scenes that will occur within the Hideout as the player liberates monsters. Some of these mini-scenes will include extra pieces of splash art! As of right now, the ML launch version script stands at 62,000 words (before edits).

In addition to all that writing, I also finished up the very last bit of 3D reference and asset list work so that Pacha will be able to go full steam ahead on the remainder of the artwork for the launch version. The trailer for the game that I mentioned in last month’s update has been finalized, but I won’t be able to show it to you until the game’s Steam page assets have been updated, so that’ll have to come next month. Also hopefully coming next month: our official launch date announcement!

For the next month I’ll be working on implementing on all the art and writing that hasn’t made it into the build yet, and Pacha will be focused on polishing up the remainder of our art asset list. All in all, it’s my hope that by the time I’m writing the November newsletter, Monstrous Liberation’s launch version should be mostly-if-not-completely sewn up, meaning that Pacha and I will be able to take a little break from development before getting a head start on the first update. Now’s as good a time as any to wishlist Monstrous Liberation on Steam!

Continue reading “October 2024 Update: We’re Getting Close, Folks”

a minotaur chasing a young blue-haired witch through a labyrinth
PICTURED: Sasha and Diogenes celebrating Diogenes’s liberation

Happy September, everyone! After a few final days of heat, the rains have come to Vancouver and autumn has begun in earnest. Let’s get to the update. (This update is crossposted from the monthly BP Games newsletter.)

Monstrous Liberation Work

This month Pacha was mainly focused on finishing the art for the second of Diogenes’s sex scenes – it’s a long, detailed scene and required a decent amount of revision because I was being very picky about a few details. I think it’s one of the best scenes we’ve done so far and I can’t wait for you to see it. Pacha’s also been doing some minor tweaks to Sasha’s sprites.

As for me, my work on the game this month was pretty much exclusively writing. I finished the script for Diogenes’s section (it turned out to be a couple thousand words longer than Senza and Drizzle’s, I think I must have been having fun with it) and also plumped up a lot of the optional flavor text that appears in the Hospitality District before and after you liberate all the monsters. Right now the total wordcount of the game’s script stands at about 52,000 words.

I’ve also been in contact with our publisher about getting a proper trailer cut for the game now that we’ve got almost all of our content ready to go. That’s ongoing but fingers crossed that I have a nice slick video to show you next month! Also coming next month: Pacha will be finishing the remainder of the SFW cutscene art and perhaps starting in on the last major sex scene, while I’ll be implementing the script I just wrote and probably finishing up the rest of the script while I’m at it.

Continue reading “September 2024 Update: Two Steps Forward, One Step Back”

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