Nightfall Princess
The demons took the world. Flavia is the last princess left to argue about it, and her plan is a lonely walk into a polluted forest to find the fairy saint Irara, who can still call down the goddess of light Luminia. What follows is three heroines, three separate ladders of paid quests, and one merchant who keeps arriving with exactly the thing nobody should have agreed to. A side-view action RPG where the Pleasure gauge is the second health bar. Let it fill and it starts eating HP. Hit zero and the stage ends in a defeat scene. Real-time action combat. Move, attack, and build a kit out of skills with three different trigger families: one that fires every N seconds, one that activates N times per battle, and one that fires every N kills. Equipment comes in ranks, and Attack, Range, Speed, Pleasure limit, Pleasure recovery, and EXP all take upgrades. The Pleasure gauge is the hook. It is a second bar that fills when you take hits. Reaching the limit costs HP, and HP reaching zero ends the stage. Upgrading the limit raises how much you can absorb. Upgrading recovery drains the bar faster. The whole build sits between those two numbers. Three heroines, three ladders. Flavia, Irara, and Luminia each have their own stage progress and their own paid quest chain, from herb gathering and petrifying gazes to the merchant's increasingly specific requests. The hub has a shop, a quest board, and a gallery that replays anything you have unlocked. The H content is battle-ero. Scenes play out in-engine over the fight, and the monsters do most of the work: goblins, orcs, zombies, slimes, golems, tentacles, and worse. Coercion, aphrodisiacs, and defeat scenes carry most of it. That is the premise, not an occasional scene.