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About Syvaron

Portals of Phereon is an exploration/ management/ breeding / turnbased (on tilemaps) strategy game with Monstergirls, made in Unity  (18+ Only!)

Current Build


Current state:
  • Playable from start to end.
  • Most core features are implemented.
  • A lot of species/skills/traits etc.
  • Some placeholders/unfinished things. (Mostly among optional mechanics)
  • Bugs
Core Gameplay:
  • Explore randomly generated portals to get stronger/recruit new characters/obtain loot etc.
  • Fuse/Breed your new characters into specialized hybrids and combine their traits
  • Train and use your characters in various ways (battles,brothel,farm...)
  • Build the best team you can to prepare for story missions


I am Syvaron ( Twitter (to see screenshots/art examples)), a hobby artist/ programmer.
I just combined all the things I like (programming, art/design, games, fantasy, porn) and tried to find an activity I could do which combines all of them, and this is the result. I am probably quite lucky that all my interests can be combined into one thing (couldnt really imagine a football/musician/diver guy doing the same). So I might as well try to see if patreon works for me, to atleast tell myself that I tried.
I don't think I could get bored working on it, because if I temporarily get bored with programming I just draw etc. I think I'm quite fast at everything I do (sacrificing some quality), so I will make progress quickly, when I have the time to work on it.
Generally the more money i earn the more time I can work on the game.
So the dream would be to work on it fulltime.

The game will always be free
, because I find it quite weird not to. It feels like if something isnt free, patrons dont really pay to get something, but instead pay so others dont get it, which is quite a weird concept.
Instead, if its free, basically everone who pledges does something good, not only for the creator but also potential other users, which seems like a nicer thing to do.
patrons will get access to polls and stuff to decide the direction of the game and priorities etc. So the early phase will be where patrons can influence the most.

Development Goals:
I play quite a lot of games but there are almost no porn games that i really like, so I try to make a game that I would like to play, hoping that there are people with the same interests.

the main goal of development is to create a game with high replayability, without feeling repetitive after beating the game once.
So most things will be randomly generated and there will be a lot of different valid playstyles and ways to win the game and a lot of stuff to unlock for future plays.
(Also the starting traits will have a huge impact on how you play the game, not only stuff like 0.5% more X, etc., so that the choice actually matters)
Because of that I won't have a linear story that leads the player, which would just be skipped after one time playing (or even the first time), but instead only have a starting setting and a goal. Everything inbetween is based on how you play/ your characters interactions with each other and rng.
Also I think story driven games scale terribly, because every update of the same size adds the same amount of content as the previous one, so that effectively every update changes less and less of the whole game.
Instead, focussing on non-story stuff, every update adds more based on everything that already exists.
Also quite nice when planning to post updates, while the game isnt finished.
( I wouldnt want to play a story based game from the start with every new update).

Also for me efficiency is more important than polishing stuff. So if it takes like an hour to do something 90% it would probably take another hour to get it to 99%, another to 99,9%,.. so I will always rather do 2 things 90% than one 99% (180 > 99). So the game will probably always have a very loose feeling to it, but update really quickly.
basically Quantity > Quality , effectively also increasing the quality of the game as a whole.

Another thing is that I try to not have tedious chores in the game, which just get boring really quickly but are needed to progress. Basically I dont want to reward the player for doing really boring stuff (like in some games youre rewarded for keeping one enemy alive and just heal your team to full, while skipping all none-healers turns. At this point I would just have the game fully heal all characters at the end of every combat. Or stuff you always need to do, so it might as well be automated).

Also I try to minimize clicks and mouse-movements needed to do a specific thing/ go somewhere etc. (partially at the cost of how good the UI looks visually). Generally the look of the UI has quite a low priority for me, as long as it plays well.

3 maincharacters (futa,female,male) with unique gameplay mechanics/skilltrees/theme/goals.
The 2 characters you don't choose will be your enemies in story encounters
Evolution: Gather new genetic material and evolve into different species. Can also change bodyparts separately (e.g. mermaid body with wings and tentacle arms...). Adapt other characters
Creation: Gather new genetic material and spawn new species
Druid: summon evolvable plant creatures. choose among multiple training paths

Other characters/species:
Characters have a lot of unique skills/genetic traits/passives etc. which rewards creativity in fusing/breeding them for your perfect team
  • 11 Basespecies (Beast, Centaur, Harpy, Succubus, Mermaid, Plant,Insect, Lavagirl,Lizard,Shadow/Ghost and a Light Creature)
  • ALL possible combinations of basespecies as hybrids
  • Special hybrids and rare species
  • Town npcs to date and recruit
  • Many unique event characters
  • Many creatures


Go through randomly generated Portals, discovering/ recruiting new Species, finding interesting items/ events etc. and bring your rewards back home.
Portals may be more or less appealing/accessible based on their modifiers which will be compensated in their rewards.
The overworld map is also tile based.

Turn based on a tile map. Characters have a lot of unique abilities, passives based on species. First all your characters act then all enemy characters. To make permadeath/injuries in this system not too frustrating, ranged abilities are very limited so enemies couldnt just focus all their attacks on one of your characters, instantly killing it. Instead characters are able to seduce others from far away, increasing their lust. While their lust is above 50% they get a lot worse (take double dmg, deal half etc.), so "ranged" characters still have a big influence on the game while not feeling too unfair. At 100% lust characters cant do anything except masturbate/fuck, effectively stunning them for a round.
mana and hp never regen naturally and the gametime passes during combat, making every single battle important, forcing you to think about how you want to prioritize your resources (hp, mana, time, characters, etc.). (I always hate completely meaningless filler battles in games).

Breed/Fuse your characters' traits/stats to create a team tailored to your playstyle and/or portal environments or to prepare for certain fights/fullfill requests etc.

Town Activities:
  • fight in the arena
  • train your characters/your sexskills
  • build and staff the brothel in various ways
  • perform shows to recruit characters attracted based on your brothels demographic
  • use collected resources to build upgrades
  • date/recruit the town npcs

Some other random features included:
  • Gallery for events/ list of characters
  • Camping during expeditions to perform various tasks
  • Morale system giving bonuses/maluses to stats. Changes based on personality
  • Rare biomes to discover
  • Hard but rewarding bossfights
  • Cheats
  • Import/Export teams (fight against other savefiles etc.)
  • Achievements (Every one unlocks new stuff for future playthroughs)
  • Various ways to modify difficulty
  • New game+ (infinitely scaling difficulty, raising caps for most things)


  • Tournaments: Compete in special tournaments with certain breeding restrictions etc.
  • Competitions: Minigames based on certain species, where certain ways of breeding give bonuses etc.
  • Complex structures: colonize portals for mining/ farming/recruitment purposes etc.
  • Npc homeworlds: unique worlds related to certain npcs with small stories
  • Questchains for unique characters
  • Relations between characters based on personality, preferences, working together etc.
  • A lot more of everything (Characters, Events, Items, ...)
  • Factions
$800 - reached! per month
I work on this as a fulltime job.
so there is atleast a goal to work towards
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