Drain the Sire
Support the dev š
Being an indie solo dev is FUN, don't get me wrong. But at the end of the day, I am still putting most of my free time into this project, and it would be great to be able to be a full time game dev someday.
It seems accepting donations directly on itch seems to make the game invisible on the site (unless you have a link), so I'm disabling it.
The game is free to play, but if you wish to support the development there are a couple ways to do so:
- Buy me a coffee: you can send me a one-time donation here if you feel generous. I'd be very grateful for anything!
- Patreon: Here is a link to my Patreon to support my game dev adventure. If you feel particularly generous, you can head there and subscribe and have my gratitude. You'd also get access to early access of the next version and earn a few extra goodies for the trouble!
Forget slaying monsters. It's time to pleasure them.
In the world of Drain the Sire, You will play the role of a female character on her way to become extremely rich and building her reputation, one patron at a time. Or two. Sometimes three. Or maybe, you'll just end up back at the start line.
There are rumors of a very particular and extremely wealthy patron visiting the establishment every once in a while. In the rumors, he's simply called The Sire...
Are the rumors true? Will you meet the Sire? Will you be able to please his apparently very peculiar requests, and drain him of all his... money? Will that be enough to buy your freedom back?
Features
- Tactical card "combat": use cards to perform different actions during your encounter with the patrons. Service them, attack them, defend... build your very own deck to control the pace. Or fail miserably and just be controlled.
- Contract system: every encounter brings its own challenges and choices. Patrons will have requests. Some are bonus requests, they are not mandatory but grant extra rewards. Complete the mandatory requests to end the encounter peacefully and get paid. Or just knock the patron out. The choice is yours.
- Character visuals: the character portrait will change depending on the current status and actions. This is necessary for the plot.
Current state of development
The game is in active development.
The currently playable game is an alpha version. The content is limited and there are very likely going to be some bugs. It's my first ever game, so be understanding. Please, share any issues you encounter in the comments and I'll do my best to address them. If it breaks, a page refresh will bring you back to the main menu (the progress will be lost, sorry..).
UI handbook
As the game is far from being complete, some UI might be difficult to understand. In particular, I feel like the contracts might be difficult to understand, so here is an explanation:
Contracts
Those icons represents the customer's requests. Hovering them will show additional information. There are two types of contracts:
- Mandatory: These need to be fulfilled for the peaceful ending of the encounter.
- Optional: If these are fulfilled by the end of the encounter, you will earn extra rewards.
I will update this handbook if necessary depending on your feedback, so please let me know if you cannot understand something!
| Updated | 16 days ago |
| Status | In development |
| Platforms | HTML5, Windows, Android |
| Release date | 77 days ago |
| Rating | Rated 3.2 out of 5 stars (4 total ratings) |
| Author | Dodo's Hen |
| Genre | Card Game |
| Made with | Unity |
| Tags | Adult, Fantasy, Pixel Art, Roguelike |
| Content | No generative AI was used |
Download
Development log
- Spend your gold with the Shop update! v0.3 is here16 days ago
- v0.2! Smart cards, new "service", an extra horny enemy!40 days ago
- Testing v0.247 days ago
- Bug fixes - v0.1.163 days ago
- Finally! Launch day!66 days ago
- Conditional effect cards75 days ago
- Getting ready for launch!79 days ago
- Working on backgrounds and other artworks86 days ago

Comments
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Really hot art. Loving the main girl already.
Nice, thanks! There will be other playable characters in the future, after I have all the main gameplay elements in play :D if you have any suggestions feel free to tell me.
I might also include Miki, the witch from āThe Forbidden Tomeā at some point, as I enjoyed designing her :D
I really enjoy this game it's quite fun it just needs an ending.
Thank you!
I am working on updates. Sadly, the next version wonāt bring an ending yet, but itās coming with finally a way to spend the gold :D
I promise an ending will come too, probably a few more versions down the line. I mean to introduce boss encounters (basically, more difficult enemies with somewhat more complex mechanics) but those require some extra work on the logic. Iām laying down the foundations for that in the next updates. The ending, of course, will be a boss to beat.
Can this have futa or trans options?
A nice start.
The enemy actions feel very random and punishing. The first time I encountered an Orc he used Choke on the first two turns. The next time he used Slap, dealing less damage. The rich brat can also decide to throat fuck you for 15 dqmage, which is nearly impossible to block, three times in a row.
Some cards are strictly better than others. Suck is strictly worse than Lick the Tip and Continue deals pitiful Arousal for its cost. I'd like a Skip button instead of being forced to add bad cards to my deck.
The starting deck doesn't hold against the clients. With only two Guard in the deck I'd expect the early enemies to deal Arousal more often than damage and to deal 3-5 damage, an amount that a single Block can mitigate. Changing one of the Stroke for a Suck would also help make it feel diverse and give a reason for Continue.
First of all, thank you for the feedback! Itās great to know you are trying and enjoying my game :) and even better that you actually took time to write about it. While I donāt have all the answers, Iāll try to address your comments.
I understand that the game right now might feel too random, and that is because I have a vision for how I want it to be but it takes time to build up to that. I will definitely change the logic that creates the encounter list and options. At the moment, I have way too few enemies, and a ton of other mechanics that still need to be fleshed out, so I settled for a temporary solution. The game is simply picking randomly in the pool of all possible enemies. Once I have enough enemies, and I implemented some other types of activities (shop, special events, bosses to name a few) Iāll definitely remake that logic to have a more purposeful sense of progression in the encounters.
About some cards being strictly better than others, that is also something I still didnāt flesh out. Iām imagining to have a bunch of different characters and each of them starts with a different basic deck that specializes in one type of action: hands, mouth etc., even straight up damage. So, some of the weak cards you see in other action types will become part of the starter deck of other characters.
The last part about the starting deck being weak, I guess I already addressed with the previous answers. Clients wonāt be usually that strong early on, and you will be able to pick a character that more closely fits the kind of gameplay you want to go for.
Again, thank you for the feedback. Iād be happy to hear more if you have other comments or suggestions!
The text is really hard to read. Also i think that if you get a negative amount of clothes then you lock up the entire game.
Thanks for the feedback. The negative clothes thing completely eluded me 𤯠Iāll fix it in the next update!
The text is hard to read on some of the cards
I see what you mean there⦠I wanted to keep a consistent pixel art style, but the font Iāve used might be a little too pixelated indeed. Iāll consider swapping it for a more readable one in the next update. Thanks for the feedback!
Any other issues?
Other then that I did notice some of the graphic like to disappear randomly sometimes. I did also notice that in fullscreen the game likes to crash. Other than those the concept is good, I look forward to the next update!
Itās my first time developing a game (been working as dev for 10 years but never had to do with graphics before š¤£) so I guess some bumps are to be expected.
Thank you really for your feedback, Iāll test it some more and do my best to make the next update better!
Do you happen to remember which graphics disappeared by the way? Iāve never noticed that myself.
I believe it was the MC sprite in general, specifically after a card is played at a specific point. I don't know what triggers it but Ill try and recreate it and see if I can give you more details.
Ah, I think I understood what you mean. When the damage animation plays the characterās sprite flickers. Iāll fix it ASAP. Also, this made me notice the damage animation is played in the lower left corner of the screen instead of the center of the sprite. Iāll fix that too!