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Sci-Fi Physics That Could Actually Be Real: Diproton Stars, Black-Hole Goddesses & the Cosmic Succubus Universe

March 4, 2026Worldbuilding
The Jardenverse - CSE's alternate universe with modified stellar physics

What if a single physical constant were slightly different? Not by orders of magnitude—just 2%. That's all it would take for the Diproton, a notoriously unstable isotope of helium with no neutrons, to become stable. If that happened, the entire universe would look fundamentally different. Stars would burn with altered colors, stellar lifetimes would shift, and the night sky itself would transform.

This isn't fantasy. This is real peer-reviewed science pondering on the multiverse, and it's the scientific grounding of the Jardenverse—the universe of Cosmic Succubus Evolution.

But thats not all, what if I told you there's a feasible link connecting our known universe to the fantasy of the Jardenverse? You see, there is serious scientific reasons to suspect that our universe is actually the interior of a gigantic blackhole, and while the topic of Singularities (blackhole interior) is poorly understood, in its conventional interpretation as a point of infinite density, it doesnt seem conducive to life. But, in the more recent Fuzzball interpretation of entangled cosmic strings, life just might thrive. And this is where I apply creative license.

If the interior of an entangled mess of cosmic strings can create conscious life, then it should not be far fetched to say this macro system itself can be alive, that is the blackhole is alive and it is our universe and her name is Neximeida and she lives in the Jardenverse, a universe containing our own, and it is her struggle with her cosmic sister that lead to the creation of what ancient humans thought were Succubi.

If your mind is blown at this point, then read on.

Part I: The Diproton — A Tiny Change That Reshapes the Cosmos

DiProton - a Helium isotope thats unstable in our universe but maybe not in others. Original Source: Wikipedia

Isotopes are variations of atoms with different neutron counts. You've heard of Deuterium (one proton, one neutron) and Tritium (one proton, two neutrons)—these are isotopes of hydrogen. Helium typically comes as Helium-4 (two protons, two neutrons) or Helium-3 (two protons, one neutron).

Then there's the Diproton: Helium-2. Two protons, zero neutrons. In our universe, it's wildly unstable—it forms for a fleeting instant during stellar fusion and immediately decays back into hydrogen. The strong nuclear force in our universe is just barely too weak to to resist the electrostatic repulsion of two protons without a neutron mediating.

But what if it were about 2% stronger?

The Diproton would become stable. And that changes everything.

The Old (Wrong) Assumption

The Proton-Proton Chain - the dominant stellar fuel cycle in stars like our Sun. Original Source: Wikipedia

For years, physicists assumed a universe with stable diprotons would be catastrophic for complexity. The reasoning went like this: the Proton-Proton (PP) chain is the dominant stellar fuel cycle in stars up to about 1.3 solar masses, responsible for roughly 83% of our Sun's energy. In the PP chain, two protons fuse, and one must undergo inverse beta decay to become a neutron—forming deuterium. This is extremely slow because it requires the weak nuclear force, and that slowness is what regulates how fast stars burn.

If diprotons were stable, the thinking went, stars could skip that slow weak-force step entirely. Protons would fuse directly into stable diprotons, and the PP chain would accelerate by a factor of 1018. Stars would burn a quintillion times brighter, exhaust their fuel almost instantly, and the universe would be a sterile hellscape—no time for planets, chemistry, or life.

Why That's Wrong

Recent research showed this catastrophic picture is incorrect. The key insight is Coulombic repulsion—the electromagnetic force that makes protons repel each other. Even if two protons successfully fuse into a stable diproton, that diproton still carries a +2 charge. It electrostatically repels other protons even more strongly than individual protons repel each other, which actually discourages further fusion reactions involving the diproton.

But here's the elegant part: electrons carry a -1 charge. The diproton isn't repelled by electrons—it attracts them. Through electron capture, the diproton absorbs an electron, converting one of its protons into a neutron. This transmutes the diproton into deuterium, which then continues through the normal PP chain as usual.

The result? The overall stellar fuel cycle is altered, but not catastrophically. Stars behave differently, but they still function as long-lived thermonuclear furnaces capable of supporting complex chemistry and life.

What Diproton Stars Actually Look Like

The change of dynamics creates a universe with notable differences:

  • Stars at roughly one-third the mass of our Sun undergo a dramatic spectral shift—they abruptly transition to light blue, and at a second threshold, to deep blue.
  • Stars around the mass of our Sun are actually redder than what we observe.
  • Stars generally burn somewhat brighter across the board.
  • While stars do burn through their fuel a bit faster, they still hang around long enough to support the development of complex life.
  • The smallest, most frugal stars can live as long as the oldest stars in our universe, with total expected lifetimes exceeding the current age of the cosmos.

A diproton universe isn't sterile—it's just different. Beautifully, measurably different.

This is the physics foundation of the Jardenverse. CSE's universe operates with a strong nuclear force roughly 2% stronger than ours. The stars are generally more red, a bit smaller on average, painting the galaxy in deeper warm tones—until you encounter the larger ones, which may rapidly transition to brilliant blue as their fuel cycle shifts to a different regime.

The Jardenverse - a universe with a strong nuclear force roughly 2% stronger than ours.

That's why the Jardenverse features more red stars than usual and thats grounded in actual peer-reviewed astrophysics. Although the full story flavours this scientific core with a fantasy of varying physics depending on region, which allows for a rich tapestry of cosmic phenomena and narratives.

Part II: Are We Living Inside a Black Hole?

Now let's zoom out. Way out. What is the universe itself?

Here's a remarkable coincidence—or maybe it isn't a coincidence at all. If you take the observable universe's estimated mass (around 1053 kg) and compute the Schwarzschild radius for that mass, you get a number suspiciously close to the observable universe's actual radius (~46 billion light-years). The mass-to-radius ratio of our universe matches what you'd expect of a black hole.

Galaxy rotation patterns add another data point. The way galaxies spin, the distribution of angular momentum—some researchers argue these patterns are consistent with what you'd expect inside a black hole's interior.

This is the basis of the "universe as black hole" hypothesis, explored by physicists like Lee Smolin (cosmological natural selection) and Nikodem Poplawski (torsion-based cosmology). It's not fringe anymore—it's a legitimate theoretical framework.

Fuzzballs: Black Holes Without Singularities

But here's where it gets really interesting. Classical general relativity says black holes contain a singularity—a point of infinite density where physics breaks down. That's... unsatisfying, to put it mildly.

String theory offers an alternative: the Fuzzball conjecture, proposed by Samir Mathur. Instead of a point singularity surrounded by an event horizon, a black hole is actually a fuzzball—a tangled, horizon-sized ball of strings and branes. No singularity. No event horizon in the traditional sense. Just an incredibly dense quantum object.

And these strings? They become quantum entangled with each other. Like cosmic spaghetti, pulling one strand affects all the others. This web of entanglement is, according to some interpretations (particularly the ER=EPR conjecture from Maldacena and Susskind), how the "illusion" of spacetime itself emerges. Space isn't fundamental—it's an emergent property of quantum entanglement between strings.

So if our universe is a black hole, and black holes are fuzzballs of entangled strings, then we are living inside a web of quantum entanglement that generates the spacetime we experience.

Part III: Neximeida — The Black-Hole Goddess

This is where science meets story.

In Cosmic Succubus Evolution, the Jardenverse operates on the premise that universes can exist inside black holes—a concept inspired by fecund cosmology. Our universe, the one you and I inhabit, exists inside a black hole named Neximeida.

Neximeida isn't just a black hole. She's a sentient cosmic entity—a goddess. A Celesquar, ancient sentient stars, beings of incomprehensible power, but she went beyond that and became the first celesquar to keep her mind intact after becoming a blackhole, and in that moment of her transformation, our universe was born, this is something that will contribute the CSE's grander cosmic drama.

You see, Neximeida had a spat with others of her kind and was thrown out of Jardenverse core, a place their mythology calls "Heaven". After meeting the wrong type of celestial entity on the intreversible edges of the Jardenverse, Neximeida got the idea to fight her way back into heaven and get her way. To do this Neximeida created an army of horned, winged, bio-adaptable, astrally-gifted, all female beings which look like what someone from earth might call a Succubus. Actully, whats to say that ancient earth lore was not inpired by the visits of beings from other worlds? In the CSE story, The Syulibae, as they are properly called did briefly visit ancient earth and Neximeida has a need for the souls of exceptional human men to lead her army, and this is how the legend of the Succubus was born, tying the folklore and science together in a cosmic tapestry of myth and reality.

The Magic of Sci-Fi: Where "What If" Lives

This is what separates science fiction from pure fantasy.

With fantasy, we can confidently assert that the story can't possibly happen in the real world. Dragons, magic spells, enchanted swords—wonderful fantasies, but we know with certainty they they are just that.

But proper research-grounded sci-fi? That's different. The diproton physics in the Jardenverse are based on a real peer-reviewed paper. The black-hole cosmology draws from legitimate theoretical frameworks being actively researched by physicists. The fuzzball conjecture is a real proposal in string theory. Fecund cosmology is a real hypothesis.

You cannot definitively say "this could never happen." And that plausibility is magic.

That's where imagination truly lives—in the space between known and unknown, where one thinks "what if..." and the universe doesn't immediately say no. Where the laws of physics, as we understand them, leave the door open for the extraordinary.

The Jardenverse isn't just a game setting. It's a thought experiment wearing the clothes of a cosmic succubus opera. And the best part? It just might be real.

References & Further Reading

WorldbuildingSci-FiAstrophysicsJardenverseLore

Massive Chalice: Generational Gameplay vs Save Scumming

January 15, 2026Game Analysis
Massive Chalice - Warrior couple in their castle

Massive Chalice, released by Double Fine Productions in 2015, tackled one of tactical strategy gaming's oldest challenges: save scumming. By introducing a generational gameplay mechanic—where warriors age, marry, have children, and eventually die—the game encouraged players to accept death rather than constantly reload saves.

Dark Clouds Behind the Innovation

Before exploring the brilliance of this generational mechanic, it's worth understanding Massive Chalice's context. The game was admittedly light on content, featuring what many players recognized as placeholder-quality character models and a bare-bones story. This wasn't laziness—it was Double Fine's survival strategy during a difficult financial period.

During this era, founder Tim Schafer split the studio into smaller teams, each working on different projects through their "Amnesia Fortnight" prototyping process. Resources flowed to winners while underperforming projects were quickly terminated—a harsh but necessary reality that claimed casualties like the now-infamous Spacebase DF-9. That Massive Chalice survived this crucible speaks to the strength of its core concept, even if budget constraints limited its execution.

The Save Scumming Problem and Its Perils

Tactical games like X-COM might not seem emotional at first glance, but they absolutely are. Soldiers aren't easily replaced cannon fodder—they're limited resources you train and watch grow from nervous rookies into hardened veterans. Together, you scrape through brutal missions with dwindling ammo and life-threatening wounds. You build memorable narratives around legendary battles won against impossible odds. And it truly stings when a precious veteran falls despite your best efforts. Eventually, you remember each one by name. This attachment is one of the genre's greatest strengths.

But here's the problem: what do you do when you're about to lose a veteran you've invested hours into? You reload the save and try again, of course. And again. And again. This is save scumming, and it creates a vicious cycle. Once you taste the power of undoing death, the temptation to optimize grows. You start reloading over every little setback, chasing flawless outcomes. It becomes self-reinforcing—your veterans become super-soldiers with accumulated perfect-run experience, making them too valuable to risk. Meanwhile, rookies never get developed because you can't afford to field them. The result? Gameplay becomes an exhausting grind, losing all dynamism as recovery from setbacks devolves into a single-minded quest for perfection.

Massive Chalice's Revolutionary Solution

Massive Chalice babies born announcement

Massive Chalice solved this elegantly through forced generational turnover. Your heroes don't just risk death in combat—they inevitably age and die of natural causes over the game's 300-year timeline. Warriors marry, have children, and pass their genetic traits down through bloodlines. Veterans will die, but their children carry the legacy forward.

This simple mechanic transforms the entire experience:

  • Death becomes acceptable. It was inevitable anyway—better to plan for the next generation.
  • New characters have inherent value. They're not "worse versions" of veterans—they're heirs with evolved bloodlines and the potential to surpass previous champions.
  • Long-term dynasty management replaces short-term optimization. You're building legacies, not protecting individuals.
  • Save scumming loses its appeal. As one player put it:

    Finally got around to playing this one a few months back, really enjoyed it for what it was. Only got squad wiped once. It felt shitty but since it's generational, you know you can bounce back stronger.

Instead of fixating on keeping Colonel Jenkins alive forever, you invest in the Jenkins bloodline. Will his daughter inherit his accuracy? Can you breed that trait with another family's toughness?

The Attachment Trade-off

But Massive Chalice's solution came with a cost. By making death inevitable and routine, it inadvertently reduced individual character attachment—the very thing that made X-COM's moments so emotionally powerful. When everyone is temporary, it's harder to care about Jenkins in the first place.

The game's limited production values made this worse. The high turnover rate, combined with generic character models and virtually zero personality, left characters feeling like disposable grunts rather than beloved heroes. The mechanical solution was brilliant, but it sacrificed the emotional investment that defined the genre.

CSE's Innovation: Reincarnation and Waifus

Now that you understand how crucial attachment is in tactical games, imagine the emotional investment when you replace generic soldiers like Jenkins with sexy Waifus!

Of course, losing those Waifus would hurt even more. That's where Cosmic Succubus Evolution introduces its key innovation: reincarnation.

Space Succubi don't truly die. Their ancient spirits return to the Astral Plane, a realm administered by their goddess Neximeida, where they await reincarnation—provided you've, ahem, skillfully bred an enticing enough body for them to return to. It also requires a reincarnation ritual conducted by a talented priestess. Here's how CSE expands on Massive Chalice's foundation:

"Like an orgasm, the ancient spirit enters the Syulibae's body during the reincarnation ritual. Merging of minds feels like opening a third eye that sees many lifetimes of experience. But afterwards, the minds remain separate, merging slowly over a lifetime and return to the Astral as one."

This mechanic gives us the best of both worlds:

  • Death still matters. You lose immediate combat power and must retrain the reincarnated warrior from youth
  • Characters stay unique. Personalities and bonuses from spirit-linked traits return, maintaining emotional investment.
  • Breeding becomes strategically meaningful. You're not just enjoying a Hentai mini game—you're cock-smithing and evolved bloodline to reincarnate into!
  • Generational progression continues. total power progression doesn't reset to zero even as individuals cycle through life and death

The reincarnation system transforms death from a permanent loss into a temporary setback with interesting strategic implications. Do you rush the reincarnation to get your veteran back quickly but in a suboptimal body? Or do you carefully breed the perfect genetic vessel over multiple generations, accepting the wait?

Holistic Integration, Not Bolt-On Features

What sets CSE apart is its holistic design. Reincarnation isn't just a mechanic—it's woven into the game's lore and every system. Breeding, relationships, and rituals are integral to both story and gameplay, creating a cohesive experience that feels natural and immersive.

Everything fits together like a puzzle. Massive Chalice proved that generational gameplay could solve save scumming. Double Fine showed that players would accept death if it was inevitable. CSE builds on these foundations, adding X-COM Apocalypse's deep simulation and tough battles to forge genuine bonds with your Waifus. Then it layers in reincarnation to preserve attachment, letting you take things further through dating, breeding, and evolving the next generation—all through unapologetically adult content. These aren't bolt-on systems; they're synergistically designed to maximize the experience.

StrategyTacticalGame DesignDouble FineSave Scumming

Subverse: Almost What We Wanted

January 7, 2026Game Analysis
Subverse in-game Killision

When Subverse was announced, it felt like a watershed moment for adult gaming. Here was a game that wasn't hiding in the shadows—it was a AAA-quality production with actual voice acting, a sci-fi universe reminiscent of Mass Effect, and the audacity to be unashamedly adult. Studio FOW raised over $2 million on Kickstarter plus over $13.9 million on Steam , proving there was massive demand for exactly this kind of experience.

And they delivered on some fronts. The voice acting is genuinely a pleasure to listen to—professional quality that you'd expect from any mainstream title. The character designs are memorable, there's a clear love for the sci-fi space opera genre woven throughout and the humor, although excessive in a Deadpool type of way, which can diminish the immersive experience, is nonetheless funny. Traveling around the ship, interacting with your crew of Waifus, it genuinely feels like the adult Mass Effect we'd been craving.

The fall from Promising to todays 55% mixed rating

So then you actually play the game. First of all, the graphics didn't push any boundaries, but being last-gen tech wouldn't matter if the gameplay was good, however this is where the dream starts to crack.

Subverse in-game tactical combat

The tactical combat—which was supposed to be one of the pillars of gameplay—ended up being a chore rather than a joy. It's oversimplified to the point where there's no real strategic depth. You go through the motions, clicking through encounters that feel more like obstacles between story beats than engaging gameplay systems. Where's the tension? Where's the optimization puzzle? The most sophisticated part was trying to position your units for a rear attack which dealt extra damage but this wasn't enough for deep gameplay. It became something I slogged through rather than looked forward to.

Subverse in-game space combat

Now the Space combat, was a simple "Shoot 'em up" style arcade mini-game, which was actually fun, there wasnt much depth to it but there was a minor upgrade's system and depending on your choice of Waifu co-pilot, you'd have different abilities to deal with the baddies. Overall I found it an enjoyable reflex exercise but it's just that, there is no damage to repair between missions, ammo to restock, play performance didn't impact long term game state and you could always skip the mission after 3 retries.

Subverse in-game sex scene

And the adult content? Despite all the marketing around being an unashamed NSFW game, the actual execution is pre-rendered videos. Your only interaction choices was the speed of the video and when to end it by pressing "Cum". This isn't the interactive 3D experience many of us hoped for—the whole game is essentially a click-thru visual novel with some skippable cutscene/mini-game's. Don't get me wrong, the production quality of those scenes is high, but there's a fundamental difference between watching content and participating in it.

The Development Nosedive

Perhaps most disappointing is what happened after the Steam launch. The sales success didn't translate into accelerated development. Updates slowed to a crawl. After months of waiting, amidst the depths of Corona-induced lockdowns, half-baked game systems that felt like they were made by a single employee checking boxes to gain a bonus had arrived. The promise of a Mass Effect like game became distant as those months turned into years, and then one day out of the blue, boom, they slapped the "1.0" label on it and called it a full release, leaving me to wonder where all that money really went?

It's a cautionary tale: even with millions in funding and clear market demand, execution matters. And sustained execution matters even more.

What CSE Learns From This

Subverse proved the market exists. It proved that gamers want serious, well-produced adult content integrated with real gameplay. But it also showed where the pitfalls lie: simplified gameplay that becomes a means to an end, passive adult content instead of interactive systems, and development momentum that cashes out after reaching success.

These are lessons I carry into Cosmic Succubus Evolution. Tactical combat must be genuinely engaging—something you want to master, an optimization rich experience that leads to deep replayability. Adult content that is holistically integrated into the gameplay systems, not bolted on as cutscenes. And development must be sustained by passion, because without it, no amount of funding will matter.

Subverse was almost what we wanted. Almost.

NSFW GamesReviewMass EffectStudio FOW

X-COM Apocalypse: The GOAT of Tactical/Strategy Gaming

January 5, 2026Game Analysis
X-COM Apocalypse Main Menu

There's a reason I keep coming back to X-COM Apocalypse after all these years. Released in 1997 by Mythos Games under Julian Gollop's direction, it remains the most sophisticated tactical/strategy game ever made. Not because of graphics or production values, but because of systems—deep, interlocking systems that create emergent gameplay no modern title has managed to replicate.

Sophistication Beyond Its Time

X-COM Apocalypse Gameplay

Where do I even begin? Apocalypse simulated an entire city—Mega-Primus—with multiple corporations, government factions, criminal organizations, a cult in bed with the alien nemesis, all with their own agendas, resources, and relationships. You weren't just fighting aliens and their spreading infestation in the shadows; you were navigating a political landscape where your funding depended on keeping the Senate happy while not pissing off the megacorps who supplied your equipment.

X-COM Combat

Speaking of equipment, the inventory system was a masterpiece of complexity. Each soldier had a limited carrying capacity based on strength and encumbrance. Every piece of armor had specific coverage zones—head, torso, limbs—with different protection values, and a durability counter which meant that parts of your armor could break durring battle. Weapons had firing modes, reload times and ammo types, including incendiary which can create a ever growing wall of damage to contain your enemies, and you can douse it with gas granades if it gets out of hand. You had to think carefully about loadouts, balancing firepower, mobility, and protection.

X-COM Hoverbikes

And the air battles? If you only played the modern XCOM's, then you missed out on one of the most thrilling aspects of Apocalypse. You had to manage your vehicles inventories, packing them with equipment and not just weapons but electronic equipment for accuracy, countermeasures and more, there were even engine upgrades. This is very important if you want to be efficient, for example, sure you can try and buy an expensive Hawk Air Warrior to duke it out with the UFO's, trading blow-for-blow, and you'd probably break your wallet in repair bills doing so, or you can just buy some inexpensive hoverbikes, slap on some engine upgrades and watch these mosquitoes slowly take down UFO's hundreds of times their size because their too damn fast to hit!

X-COM City Destruction

By the way, being a serious simulation, every projectile from every vehicle was simulated and every building was destructible. You could actually position your hoverbikes in front of a hostile corp and taunt a UFO to shoot it, the incoming fire would often miss and have a chance of hitting the building instead, sometimes collapsing it and encouraging the enemy corp to "reevaluate" their political stances as a result!

The game even had planned features for political assassination quests and multiple alien dimensions to explore before budget and time constraints forced cuts. Imagine that—a game from 1997 that was trying to be even MORE ambitious than the already staggering scope it achieved. They ran out of runway, not vision.

The Grenade Catch: Gaming's Greatest Mechanic

Let me tell you about my favorite gaming memory of all time.

In X-COM Apocalypse, when an alien threw a grenade at your soldier, you could catch it. Not through some quicktime event or random dice roll—through actual reaction time and positioning. In realtime mode, which despite criticism was actually a very good and intuitive way to play, if you were fast enough to pause the game and the granade was close enough, then you'd equip it and throw it back at the enemy ASAP!

The satisfaction of such a save, watching it arc back toward the alien that threw it—was pure gaming bliss.

But here's where the sophistication really shines: sometimes you'd fail to catch it in time and it would explode at your soldier's feet, damaging their leg armor, maybe causing serious injuries that required another squad member to rush over with a medikit. Suddenly you found yourself needing to ration armor pants in battle, and later other parts of armor too, and as the damage on your soliders accumulated, you'd need to consider who to pull back from the front line to try and save everyone.

This wasn't scripted. It emerged from the simulation. Every bullet had a trajectory. Every piece of armor had coverage zones. Every wound had consequences.

An Optimizer's Dream

The whole experience of rationing limited ammo, armor, and managing weakening soldiers against an overwhelming alien horde, and still emerging victorious through skill and optimization... it was an optimizer's dream come true.

You learned the systems. You understood that brainsuckers would run and jump at your heads, so you set your weapons to full auto for the melee and mowed them down. You knew how an Enzyme missile looked and that it would eat away your armor, so you quickly took off the armor before impact to spare it. Experience made you better—not because of XP points, but because you got better as a commander, you understood the simulation and could plan accordingly.

The Modern Tragedy: Streamlining the Soul Away

And then came the modern "reimaginings."

X-COM Inventory comparison

Jake Solomon's XCOM (2012) and its sequels stripped away almost everything that made Apocalypse special. Instead of simulation, we got dice rolls. Instead of 5 piece armor sets and complex loadouts, we got a simple weapon&armor selection screen, no need to think about ammo or armor durabilities. Instead of simulating how bullets break the environment and then potentially hit your soliders armor plates, we got ability cooldowns and cover bonuses. Instead of emergent gameplay, we got scripted missions on a countdown timer.

Don't get me wrong—those games are competent. They're polished, and to Jake's credit, I know he pitched two more complex versions of the X-COM sequel but was rejected before succeeding on the third, streamlined proposal. Regardless, these new X-COM's, they're not sophisticated.

The dice roll approach bothers me on two fundamental levels:

  • It replaces skill with luck. When a point-blank shot misses, or when a 95% shot misses three times in a row, it doesn't feel like you made a mistake—it feels like the game cheated you. Your decisions mattered less than random number generation.
  • Dice rolls are opaque while simulations are intuitive. In Apocalypse, with enough experience, you could predict outcomes. You understood that this angle of fire would hit, that this cover would protect. The simulation was learnable. Dice rolls keep the commander guessing regardless of skill level—a 95% chance feels the same whether it's your first mission or your hundredth.

Even the Founder of the Genre Moves On

Perhaps the most disappointing development is that even Julian Gollop himself—the creator of X-COM Apocalypse—seems to have lost interest in that style of deep simulation. Phoenix Point, his proposed spiritual successor of Apocalypse, is in fact more like a spiritual successor of Jake's streamlined modern template. Simpler systems, percentage-based shooting (though with a ballistics twist), ability-focused combat. Meanwhile his most recent project, is a cartoon style game that takes a completely different direction to Apocalypse.

I understand why. These streamlined games sell better to an audience that became increasingly mainstream since 2000, where as in the 90's, few people except hardcore nerds owned computers. But why not rather educate the audience instead of dumbing down games? wouldn't there be more joy in mastering a complex game and becoming a better tactician along the way than beating a simple game and learning almost nothing?

Perhaps all we really need is a gentler learning curve with more guidance rather than dumber games.

Why CSE Exists

This is why I'm making Cosmic Succubus Evolution.

Those memories of catching grenades, of learning intricate systems, of feeling like a genuine tactical commander rather than a dice-roller—they fuel my drive to create something that recaptures that magic. CSE aims to be a sophisticated tactical/strategy game in the tradition of what Apocalypse was trying to be.

Real simulation over dice rolls. Emergent gameplay over scripted encounters. Systems deep enough to reward hundreds of hours of mastery, and I'd rather teach players how to master them than dumb them down to the lowest common denominator.

And yes, with unapologetic adult content woven throughout, because we're adults who want complete experiences.

The GOAT showed us what was possible. It's time to build on that legacy.

X-COMTacticalStrategyClassic GamingGame Design
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