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A downloadable game for Windows, macOS, Linux, and Android
PRIMARY Fetishes - This is what the entire game is revolved around.
SECONDARY Fetishes - This is what some characters involve. (Toggle-able fetish system available)
Vanilla, Cosplay, Futa/Trap/Trans/Femboy, Public, MILFs, Femdom, Big Dick, Male Solo/Masturbation, Bisexual/Pansexual, Lesbian/Sapphic, Shaved, Hairy, Petite, Busty, Interracial, Piercings, Tattoos, Tomboy, Goth, Glasses, Muscles, Size Difference, Parody, Cumflation, Toys
MORE TO COME! Get it ;D
Dive into the thrilling universe ofSugar Service, a NSFW, 18+, Free-Roam, Dating/Life-sim Visual Novel and ignite an unforgettable experience!
Sugar Service does NOT use AI art. The game uses hand-drawn art and is completely created by passionate and talented individuals. Please SUPPORT real creatives and say NO to soulless AI works.
This bold and mature(18+) adventure pairs you with your long-time crush to embark on a thrill-seeking journey of entrepreneurship.Imagine fusing a Rent-a-Partner startup with a sizzling camgirl agency – a genius combo to conquer the sexwork industry and today's money challenges.
Brace yourself for an electrifying mix of strategy and excitement as you delve into the enigmatic realm of the sex work industry. Your mission? Shine bright by seducing beautiful VIP clients, building a crew of diverse camgirls, and growing your talent crew for big success.
But wait, there's more! Beyond business, there's a personal journey too. Sharpen your dating skills with the 'Love & Seduction' card game.
Your choices create crazy connections or ouch-worthy rejections. Juggling meaningful bonds with money needs makes for gameplay that's both heart-warming and raunchy.
Sugar Service is developed in the Ren'Py engine. Get ready tomeet, date, grow, expand, and dominate the escort-camgirl market in this loveable game.
*Based on the LATEST version
FREE PUBLIC | PATREON | |
CURRENT | Version 0.11B | Version 0.13B |
APRIL | Version 0.14 | |
MAY | Version 0.12B | Version 0.15 |
JUNE | Version 0.13B | Version 0.16 |
JULY | Version 0.17 | |
AUGUST | Version 0.14 | Version 0.18 |
SEPTEMBER | Version 0.15 | Version 0.19 |
OCTOBER | Version 0.20 | |
NOVEMBER | Version 0.16 | Version 0.21 |
DECEMBER | Version 0.17 | Version 0.22 |
Updated | 9 hours ago |
Status | In development |
Platforms | Windows,macOS,Linux,Android |
Rating | Rated 4.9 out of 5 stars (3,039 total ratings) |
Author | GeeSeki |
Genre | Visual Novel,Card Game |
Made with | Ren'Py,Adobe Photoshop,Audacity |
Tags | 2D,Adult,Cute,Dating Sim,Deck Building,Erotic,Hand-drawn,Management,Story Rich |
Average session | A few hours |
Languages | English |
Inputs | Keyboard,Mouse,Touchscreen,Smartphone |
Accessibility | Subtitles,Interactive tutorial |
Links | Patreon,Twitter/X |
Click download now to get access to the following files:
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Valid take. A Town Uncovered was a game I've started 9 years ago and it was the first ever project I worked on. I knew nothing about the importance of planning a project, feature creep, and I was literally learning how to do things as I was making it. Cool ideas were out of my wheelhouse and by the time I knew how to code it, there was too much content for it to be feasible.
It was the singular project that made me hate being a game dev, the only reason I didn't "abandon" it sooner was because I felt like I owed people to continue working on it. Most of it, especially the last few years were mentally painful. Until I finally decided to finish the game as best I could do without having to commit to something I hated for another x amount of years.
Yeah, it's not a perfect ending and the me from 9 years ago would've hated it too. But I believe it was the right decision for myself as a game dev and it's at least something rather than ACTUALLY not having a conclusion. THAT would be the definition of abandonment.
It was one of those "can't people tell I really hated developing for this game, why are they still supporting it". I was pretty vocal and it wasn't a secret that I really just didn't wanna do it. So yeah, I'd rather pursue something I'm super excited, passionate, and proud of, like Sugar Service than some amateur project I made 9 years ago that so happened to find some luck and success within the community.
I acknowledge that without ATU, I wouldn't be able to make Sugar Service, so I thank it for that but I'm not sorry that I decided to call it quits earlier than it needed. I've taken all the mistakes I've learnt from ATU and have and will continue to put it into Sugar Service's development. I've planned the game out and designed it in a way that makes me motivated and has a clear end game.
I'm sorry for not giving the ATU that we envisioned together but I'm putting my happiness and mental health before that.
"can't people tell I really hated developing for this game, why are they still supporting it" - Ummm.... No. People can't see in your head, and most people don't really care about the person behind it. That isn't meant as an insult, it is just a reality. I guess that's the best possible outcome at this point - but really, there are no winners here; still, as you laid out, it could have been worse. Just checked- game was put on steam almost 4 1/2 Years ago, so basically "halfway in" at this point, since it isn't too recent, you get a pass here. It is sad, because I really liked it (def. in my top 5, if not 3 in this genre) and held back playing it for some time, to not burn out on content drip. I feel kinda burned here, but I understand your where you are coming from. I don't think there's going to be support for your new projects from me for the time being (still wish you luck and success, but I'd rather wait and see the finished product before investing in it). It'd be nice if you decided in the future, after taking a break from this game, that you revisit it with fresh ideas and improved competence and confidence. But that's not a decision for today.
Absolutely fair, hopefully we can produce a finished product that you'd be willing to try out in a few years. As for ATU, I may come back to it every once in a while to do some minor clean up on some parts, like making certain scenes more grounded but I highly doubt I'll have any drive or motivation to actually improve it in a noteworthy way. Nothing that requires a replay of the whole game.
To me, I'd rather spend my time working on the NEXT great project instead of trying to salvage (in my eyes) a big mess of scraps, clunkily put together with super glue and glitter. I'm happy just having it sat in the garage as an occasional reminder of where I started from and that it gave me the experience to create better things.
I think most people, if asked to instead of working on a new, exciting project that would be better than the last, they should try and improve the work they did 10 years ago when they were fresh faced, green, and learning the fundamentals. They'd scoff at the idea, it just doesn't have a single appealing aspects to it. And that's not towards you specifically, I just mean in general, we sometimes forget how soul-sucking backtracking is, in art, games, work, life, whatever. Everyone wants to feel like we're moving forward and not back.
I appreciate you having ranked ATU so highly on your personal favorites, I wouldn't even rank that game in my top 20. Which is good for me personally, it means my standards for a game I can create is still sky high.
Hey, I'm a few minutes into the game and I'm getting locked out of progression (Version 0.11B). It's asking me to go to my bedroom to change before talking to Juliet but the room change button is grey and isn't activating. I tried to load back my save and go to the bedroom first and change but it still gives me the same dialogue and locks me out.
On the left you have the list of cards you own, in the middle, the big green space you have your deck. You use the deck in card battles, and to make one you select the desired cards by clicking them. On the right, you will have a card's description once you do click on it. You can also click that orange "!" on the right corner, iirc it gives some info about the system, and if you still don't get it, save your game, start a new one, pay attention to the tutorial this time and load this save back again.Or you can just use common sense...
It will do both depending on what it is. If it's a whole H-scene that doesn't have an alternative, it'll just give you a message saying that you've unlocked a new scene that you've opted out of. If it DOES have an alternate version and it doesn't include anything you've toggled off then it'll show.
If it's dialogue stuff, there'll be an alternate line usually. There is a Netori toggle in 0.13B that'll change Maggie's 'husband' into 'ex-husband' and make it so they've been divorced for a while.
I want to love this game but the card game is absolutely rigged against the player. Items are only helpful if you know whats coming and you cant use them after selecting a card. I just went through 4 straight matches (two garner trusts and 2 fast dates) where they countered EVERY single time and I lost, hiking up that shame meter quite a bit. Theres gotta be a better mini game or better way to do it.
TLDR, we're working on updating and reworking the consumables for Version 0.14 but I'll explain why they are the way they currently are.
The Ultra Sense is the 'when you know what's coming', that's usually the best time to use them. Otherwise it's a hail-mary play which usually is the kind of play that could win you the game.
During playtest, if allow players to use it after a card is selected, they essentially become invincible if they have the right consumables because it's a get out of jail free card; the answer to that would be to lessen the amount of consumables you get, which then makes it very valuable and would end up never being used (like item hoarders in RPGs, only using their items at the final boss).
We want to provide players a way to mitigate attacks against them without it being a no-brainer way of plowing through matches that are way above their level. There's a satisfying feeling when your consumables does land and reflects damage or activates ultra-sense but we do understand it's also a bad feeling to use one and waste it.
We're looking into adding passive activations where it would provide you protection for multiple rounds of a match in exchange for health or ultra-sense activation or something. There's not a lot of variables that can be changed so we'll try our best to come up with something within that realm.
I second this. I really, REALLY want to love this game - the art is lovely, the story seems fun, basically everything seems cool but the card game is just annoying. I say this as someone who played multiple card games in my day, even at high levels, but this one is just nonsense. The game seem completely random and most of the time it feels actually unwinnable, and I'm talking about the very first matches available. I think I managed to win once or twice and then never again. Honestly at this point if it's going to be full-RNG like this I'd rather have an option to skip the minigame.
Appreciate the feedback, I've given a long reply to the OP about the decision on why the game it is at the moment. Long story short, it's rock-paper-scissors with a little twist. It's meant to be on the more accessible side, everyone knows how to play RPS and everyone understands how the odds work in RPS. With the addition of the Ultra-Sense, Bird cards, and consumables, it goes from complete RNG into mostly RNG with a bit of strategy.
For 0.14, we've overhauled the consumables so instead of 3 crappy items that feel wasteful when it doesn't trigger. We have 10 different items that have instant-effects, passives, cooldowns, and card manipulation.
The final version of ATU will be released in a few weeks. It has been in development for long enough and I'd like to put an end to that era.
There will be no pregnancy for both games, I personally don't really like putting it in my own games mainly for the logistics, it'll literally put storylines on hold and bring the flow to a stop until they're available again. And with the plans I have, they affect other characters too.
The game is great, the few scenes I've seen so far are great. One thing i dislike is that the only progress with the girls is by RNG that doesn't feel like RNG sometimes. I understand there are items to give you an edge but sometimes it feels like they do nothing. I saw that you were trying to minimize the amount of RNG I would love to see that happen. Sorry for the rant I tend to do that when frustrated.
Edit: I beat Maggie at her 36 starting health fight after countless tries but it doesn't show the victory screen. I might be destine to lose to her forever
Yeah, definitely. At it's core, rock-paper-scissors is RNG no matter how you twist it. I've thought about providing the player more information like knowing what their next card/action will be always like slay the spire but that'll just turn into a 'click the correct card' simulator, which is pretty mundane. Or maybe giving them a R/P/S count so they have an idea what the probability is and make an informed play based on that but renpy RNG is a little weird and that information will be more of a bluffing/deception game against an AI who has no tactic.
Ultimately, consumables will get a great overhaul in 0.13/ 0.14, we're looking into making them provide passive protection and other effects. It'll take some iterations as well but we hope that greatly improves the card game.
I'm happy to hear about these changes cause i had a similar review of the game. But i do disagree that RPS is an RNG game. I think the exact opposite actually its more of a pattern/strategy game. Most people either open with scissor or rock for example because those words are most common in their minds being the first and last said words.
I think what makes the game so frustrating for people is that human psychology allows for people to be more likely to make certain decisions and so someone who has played a large amount of RPS games is definitely likely to win more often than someone who hasn't. While in your game there isn't any psychology we can follow to base our decisions on. It's completely RNG in a way that RPS irl isn't. So some additions that allow us to be more predictive or strategic would help the game feel alot better imo.
Anyways I'm excited to see the consumable rework it's a lovely game and I cant wait to enjoy it more.
Hey, thanks for the feedback. We're always looking for ways to better improve the card game. Check back in around Version 0.13 or 0.14. We're looking into doing a whole consumable upgrade to put more decision and strategy into the player's hands, there'll still be RNG but it'll be minimized further with these changes.
Loving the game so far! I've hit girlfriend mode on a few of the ladies, but keep seeing 1 final H scene for them that I can't unlock. Is there some special event I should be doing? Is it just having sex in front of others?
Also, I noticed some of them have more CG that the base, e.g. 8/4 (Lilith in this case). Is that legit as in there will be more, or a bug?
All characters have 2x masturbation scenes, so make sure you got both. And some characters have post-story h-scenes. Sex in front of others doesn't count as another scene.
As for the CG thing, it may be a bug that I've already fixed I believe, just an inaccurate count bug. Clicking the 'update old save' button in the in-game settings might fix that.