
This is a simple love story set in a modern city, featuring me and three girls. The story takes place in the company where I work as a supervisor. Together with the three women, The game follows a linear narrative, with hundreds of video clips providing branching choices for the players.
Modeled estimate, not a reported figure. How we estimate →
Media

About
A long time ago, I came across a comic filled with inside jokes from the game design industry. It depicted a scenario where the player was given two choices—A and B, each representing a different door. Yet, no matter which one you picked, both led to the exact same path.
Later, I often heard people say that games should better reflect the realities of life—if you choose one person, you might never get the chance to meet another.
I suppose both situations exist in their own right. From this perspective, games and life do share some common ground.
That’s why, in this game, most choices are like the ones in that comic—different paths leading to the same outcome. But some decisions are truly black and white. If one character enters your story, another may leave. If you listen to her patiently, she’ll gradually reveal her true self. If you break the rules or act in unexpected ways, it may lead to surprising results—for better or worse. And if you only chase what you want without regard for anything else, the story will quickly come to an end.
At its core, this game explores the dual nature of love: affection and desire. This is reflected in the endings. If you blindly follow desire, you’ll end up in its hell—where the three female characters transform into succubi, embodiments of lust, overwhelming you all at once. But if you experience romance with one of them, there is no “have it all” option. When the story concludes, you may end up with one girl, and your journey together becomes a lasting memory for both of you.
Each person is like an iceberg, or like a mermaid—what’s above the water and what lies beneath can be two entirely different forms. I’d like to borrow a line a friend once told me: “This game is just a little reflection on love—nothing more.”
Xu Zhaozhao – Pure, adorable, and radiating sweet energy—
Yet her heart seems to hide a secret tied to you...
Zhong Ran – Graceful, wise, and impeccably poised—
Yu Zhi – Independent, decisive, and fiercely alluring—
Now, it’s your choices that will shape this love story—but wait, this shouldn’t be a fantasy game.
Why This Game Was Made
The first draft was called "too technical and unromantic" by a friend. After several rewrites, I decided to leave this message instead:
Like water needing a source, we were inspired by similar games and wanted to create a story that would linger in players' hearts.
So perhaps the real question is:
What makes our game different?
From day one until the final build, we held one principle: create a romance experience that feels authentic.
In real life, everyone—including ourselves—wears a mask. When you first meet someone, they may seem perfect. But over time, layers fall away like an onion, revealing their true self. Often, that person ends up seeming less "perfect" than before.
What do you do then? Hold their hand anyway? Walk away? Stay quietly by their side?
Love offers countless choices—but there’s no one right answer. That’s why in this game, there are only different kinds of love, no wrong kinds of love.
During development, we realized something: to feel real, the pacing had to slow down. It asks for patience—to observe, to understand. In a world where everything moves faster, including relationships, that’s a risky choice. A playtester warned us: “This isn’t a mindless feel-good game. It might struggle in the market.” He wasn’t wrong. But we stuck to our vision—maybe it’s just our old-school, single-hearted stubbornness.
Lastly, we also wanted to see how well we could portray one of humanity’s most beautiful emotions: love. It may sound ambitious, but to us, it was a precious opportunity. Like love and friendship themselves—once you’ve lived through them, they leave a mark.
We tried our best to depict the emotions and characters we never fully understood in our younger years. But limited by experience and skill, some parts still fell short. If you’ve played the game, we’d love to hear your thoughts and learn together.
I’ve written more than I intended. Let me end with a line that resonates with me—even if others find it puzzling:
“It was the season of light, it was the season of darkness. We had everything before us, we had nothing before us.”
Let’s press on, together.
Stay updated on The Succubus Game:
QQ Group: 112663490
Developer’s Description:
The game contains suggestive scenes, including swimsuit parties and water gun fights, as well as depictions of alcohol use and mild non-consensual interactions. These elements may not be suitable for all ages or workplaces.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
玩这游戏才发现懂得及时拒绝很重要,可惜更多现实不是选项太多,而是没有选项。
一款夯爆了的作品,演技+ui+音乐+剧情+剧情深度+互动+福利+体量都是优秀级别,一打开根本停不下来,一直没出戏沉浸体验,甚至单通之后的二周目三周目都是从头开始玩慢慢探索的,他值得。 无需多言,39块钱能无脑入,不算价格给9.5分,算上价格给9.6分,和“你好”并列T0级恋游。超级无敌推荐
⭐7/10
剧本差,破剧情还不能跳过,硬看太烦。除了俞之,其他提不起兴趣玩。
爱上俞之是因为她的那辆BMW(没错我是车迷)
给魅魔的游戏给个大大的好评。
Nice.
女角三個,擦邊幾乎沒有,都是劇情, 喜歡劇情的可以入,昭昭可愛,但我還是喜歡波浪長髮~~
这98%的好评率确实不虚,名副其实。应该出圈的,台词演技都不错,魅魔跟日常的双设定也很抓人
质量还不错,就是选项太多了,而且有好感度杂念值两个属性,全成就又涉及各种数值组合,所以感觉是扯线最痛苦的一集,没强迫症可以单线通
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.