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Forbidden FantasyNewsA little bit about how Forbidden Fantasy is growing.
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A little bit about how Forbidden Fantasy is growing.

Forbidden Fantasy · published 16 Jul 2025, 16:24 UTC

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When we created Forbidden Fantasy 1, we followed a fixed model, with some freedom to improve the interface design, characters, and script. Now, for the first time, our team will plan with a complete game design structure and total control over each element. We are very excited about this.

We are beginning the complete planning of the main elements of Forbidden Fantasy 2.

As for the narrative, we will maintain the mix between classic Visual Novel, cinematic scenes, and sensual videos. The idea is to convert 75% of the cinematic renders to the classic format, maintaining the proportion of videos, but avoiding a monotonous pace. To do this, we are exploring various ways to make the experience more dynamic.

The script will be restructured to be non-linear, with three main cores: the main story, which will be triggered by events and uses cinematic renders; conversations and explorations, with static scenes in classic VN style; and animated sex scenes, which follow the current pattern. All of this will be interspersed with moments of point-and-click exploration and possible minigames.

Optional rewards, such as lore scrolls, cards, and battle items, will be scattered throughout the scenarios. They encourage exploration without punishing those who prefer to advance more quickly.

To add impact at low cost, we will use Cinematic Panels, inspired by comics and manga. They highlight specific moments during dialogues, drawing attention to important details of the scene and script.

We will create a library of VN Sprites, with standardized poses and emotions for each character, using fixed lighting and framing to streamline production in static scenes.

There is much more about the gameplay and new features of the game. We will let you know in future posts.

What do you think so far? Are you enjoying the improvements?

OppaiMan

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