
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 →
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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 41 reviews with recorded playtime.
Reviews
比起其他影游只有三个女主角,但三个女主角演技颜值都很在线。活泼可爱的小学妹,温婉知性的钟冉,性感妩媚的俞之,她们的眼神都演的非常传神。小学妹的人设过于完美了,不然我肯定要被俞之狠狠吸引。 游戏内容很多,最大的缺点是很多内容的触发条件太麻烦了,好感度和杂念的交替,真的很麻烦,这也是我第一款不想做全成就的真人影游
怪味豆,总体还行
good
히로인들의 개인서사를 잘 챙김. 분량 조절이 히로인마다 파트씩 잘 되어있음. 배우도 다 이쁘고 매력있고 종란? 이분 캐릭터 소화를 잘 해낸 거 같음. 재밌네요. 배우들도 캐릭터에 맞게 캐스팅 잘 한 듯. 자오자오가 진짜 이쁨. 페르소나의 형식을 따라하는데 내면이 중요하다는걸 강조하기 위한 것 같음.
新加入的奇幻元素太抽象了,个人感觉对游戏体验来说是负作用。本来角色就不多,还要把几个角色的分支做成直线叙事,强行要玩家让玩家把所有剧情都走完,这个设计太失败了。
剧情不错!就是UI设计的不够一眼明了,而且,有一些镜头能够感觉到摄像师旁边有助理的手,而不是男主李普的第一视角,这个人体与手臂的搭配,不够自然。整体影响不大。但,UI设计不构一眼明了。
冲俞之来玩的,发现钟冉更吸引我,钟冉魅魔形态好好看,昭昭其次,俞之也还行。整体剧情还算可以,操作也行,就是有小节点不能选择重刷有点麻烦。
全成就+100%探索回来评价 是真的耐玩 结局+昭昭的空间里面做分支做的不亦说乎,设定还是挺新颖的 通过杂念玩出了不少花 几位女主颜值性格也是各有千秋 及其喜欢昭昭的魅魔装
really good cinematic. love this game
弟弟很喜欢
Related
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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.
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