Harleyquin13
Tentacle God
- Joined
- Aug 30, 2013
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DLsite link:
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Demo available, game available to purchase.
Description of gameplay:
Standalone expansion/Sequel to RJ291561 (discussion thread here)
Goblin breeding simulation game.
Controls:
Mouse driven, just like the base game.
Description of story:
The Goblins are back and they've made it to a new continent. The capturable breeding vessels have been changed completely, but the goblin types remain unchanged. With 44(!) heroines to capture and impregnate/kill/sacrifice as players see fit, players decide the fate of the goblin lair. Will it flourish and dominate the world? Or be crushed underfoot by adventurers who belittle them as the monster cannon fodder popular opinion makes them out to be?
For those who own the base game:
Register the game as advised by the game when it's first owned. So long as players still have the base game installed, the status of their goblin lair from the base game is carried over to this one with a few minor adjustments. To do this, simply choose the appropriate save game when the option shows up. Those who want a challenge can still opt to play the game from scratch. Players importing their existing lairs can start the first run at the highest difficulty to maximise the reward from lair defence.
Other trivia:
Skills have been reworked. Previously goblins could inherit up to two magic spells. In this game they have one "active skill" and one "passive skill". Some of the active skills have carried over from the base game, but passive skills are exclusive to ILL BORNE and must be acquired through breeding with the appropriate vessels.
There's a multiplayer component which requires an internet connection. PvP lair battles and the new "Goblin's Dinner Feast" feature. With the base game linked to this one, players can use both the assets from the base game and this one to create custom sex scenes (haven't tried it myself so can't verify it).
Heroines have been reworked. Besides a fresh cast, the stat system is slightly different as each target now has stars to different stats which indicate how likely the stat is inherited by the new goblin generation. Otherwise, the system is the same as the previous one. Players who have ported over their existing lair and its members will find most of the previous spells in the gene pool show up as active skills in this game.
The culling system from the base game's DLC has changed. Previously it would eliminate the weaker half of the existing lair's members in exchange for stat boosts. Now players are presented with three choices involving sacrifices of goblins or breeding vessels in exchange for goblin stat boosts, max capacity upgrades, time extension before nest annihilation and other benefits. Players can even reroll the options at the cost of 1 action point, choosing any of the available options will also cost an action point.
The trap system has been upgraded. Now players have an option to automatically restock a trap/defence provided sufficient resources are available the turn after a successful defence. With the new sacrifice system increasing the concurrent number of traps and defences deployable, players have more security against high-level lair raid forces.
The base four endings now have hints from the get-go, so there's no need to waste time with trial and error trying to figure them out.
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