(10) [Circle-tequa]

  - Date Posted: 7/25th/2025
  - Date Edited: 7/26th/2025

          General Info:
Language: (6, 7; 8; 9) English (Fan-Made), (10) English MTL, (1-5.5) Japanese 
Progress: Complete (Finalized) (11th game in Development)
Series: Multiple smaller Series, inter-connected worlds
Type: 2D Gameplay ## (few games) Adventure, RPG, Rogue-lite (6&7, the Tower content) ## Romance (slight), Happiness, Humour, Serious (slight) ## Fantasy
Engine: RPG Maker (1st = 2000; 2-7th = VX; 8-10th = MV)
Style: 2D Animations, 2D CGs ## 2D View ## X-Ray View, Side Body Status
Voices: Sfx
Fetishes: Femdom, Futadom (very slight), Vore (Oral & Unbirth & GTS (Giantess)) (very slight) ## Male & Female MC (Multiple MCs, in a number of games, usually alternative choice that can be switched during the game) ## Human & Futanari (very slight) & Monster & Succubus & Demon & Angel & Artificial & Undead Girls ## Foreplay, Sex ## BDSM (very slight), Multiple Partners (very slight), Pegging (very slight), Yuri (very slight) ## Lips & Pussy & Breasts & Ass & Feet (slight) & Monstrous (slight) Fetish ## Corruption, Drain (&Money Drain) (Main Focus), Mind ControlSize Difference (slight), Status Effects (slight), Tentacles
Links: DLsite | Ci-en (11th game in Development)

                  A Circle Group with a good number of decent games especially catering to one of my favorite fetishes, Level Drain. And having lots of it, too. I've been playing these games quite a lot in the past, ever since before the 7th game was developed. Not just for the fetish factor, but also for the quite-enjoyable gameplay mechanics, too. So now, we can cover the games on the blog, too! Let's get to it!


                  Review Contents (links to each part):
          - Series Review
          - Individual QuickViews
          - The Files
          - Translation (Others')
          - Recommend: Similar Games
          - Updates

                  Review TL;DR:

          Series Scores:
================ Plot                       = 8
================ Gameplay            = 9
================ Scenes                  = 9
================ Development       = 9
================ Obtaining            = 9
================ FINAL SCORE   = 8.8
          Individual Scores:
Succubus Hunter
========  1st = [Haven't played; get only if Stauch Fan + Bought all the other Games from this Dev] 
Succubus Tower
========  2nd = 5
Succubus Story
========  3rd = 5.5
Succubus Hunter 2: Escape the Lust Den!
========  4th = 5
Lily Subaru! 
========  4.5th = 6.5
Succubus Tamer 
========  5th =  5.5
Succubus Battle!
========  5.5th = 4.5
Succubus Tower 2  
========  6th =  8
Succubus Tamer 2
========  7th =  8
Lilith in Nightmare
========  8th =  9
Alstroemeria in Captivity
========  9th =  9
Melty Brave Kittens
========  10th = 9.5

          QuickView
                  The real 1st recommendation: they have free short games on their main page on Ci-En. Try some of them out to see if their style suits you well! 
                  A quality Circle-Group that keeps improving and polishing their craft (building upon a solid foundation) with each new game. Earlier games of theirs focused on more standard RPG gameplay, spiced with their signature Level Drain fetish, while newer games make huge strides in improving their CG quality, adding Live2D animations to every CG and plenty of variations per each, and generally focusing more on Quality than Quantity, whilst bringing newer gameplay mechanics to the table in an attempt to freshen the formula up. For the value you're getting, their prices are extremely balanced on their latter games starting with the 6th, especially knowing they do deliver at least 1 more big update per each of their game post-release (with one to follow for their 10th game). 
                  A general recommendation is to leave the first 5 games of theirs for last, and only consider them if you really want to support this Circle Group, or want to see where everything started. As for the games from the 6th one, the priority will depend on your preferences: If you're more old-fashioned and want more Standard RPG gameplay loop, or want a higher number of characters with H-Scenes, you may prioritize the 6th and 7th game (in this order). If you, instead, like highly-detailed Live2D H-Scenes, and quicker, but more fresh, Gameplay, you may want to start with the games from the 8th one onwards. 




                  Series Review
 
                  Plot = 8
                  The plots generally used in these games are decently light-hearted, with minor serious undertones where relevant. The settings for the plots of the games are always Fantasy, although the specific setting can vary between each game. The plots are usually unique; instead of having generic H-RPG (beat the sexy Monster/Demon Lord as the chosen Hero), they deal with more down-to-earth characters, either in roles of basic adventurers, monster hunters or even monster tamers, each with personal issues that start the plot of their games. 
                  The games are generally inter-connected, thus they have a general World setting that applies to each of them. In this world setting, monster girls and succubi terrorize humans, being quite dangerous even to newbie adventurers, and can only really be defeated through BattleFuck, which makes it even harder to fight them since those beings are extremely proficient at sexual activities. Demi-humans also exist in this world-setting, and they live among humans. Finally, while the stronger monsters and succubi are capable of in-combat level drain and weakening of their prey, it seems that, to a certain extent, almost everyone in this world setting, even a number of humans, are capable of using level drain (by sexual activities) to strengthen themselves. Levels themselves are a mechanic half-recognized during the story; it is recognized usually when it pertains to the strong enemies, but not taken as seriously when involving Level Drain among allies. Finally, while Level-Drain is made out to sound like quite a serious problem, in a number of games, it's actually quite trivial to gather levels, to the point of barely being an issue that you're forced, in those games, to revert to Level 1 at specific points mandated by gameplay. If it's that easy to gain levels, does it really matter that much if you lose some levels during a fight, lore-wise? Or even donate some willingly to your own allies....
                  Since the games are inter-connected, there are plenty of recurring characters. For example, the succubus hunter Ars and his sister, Meria, are the most reoccurring characters in these stories, appearing either as main characters (1st, 2nd and 9th games), in games in which you can choose the gender you play as (choosing between the 2 siblings), or as side-characters that make an appearance in other games. Aside from them, a number of succubi characters also do show up between games, such as Lily (and her 2 friends, the abrassive cat-girl Shima and the ditsy slime Lime), Torte (her sister, Kirch, showing up in the 8th game) or Akko the friendly-ish shopkeeper. 

Differences between Lily, Shina and Lime artstyles between the
4th game and its remake, the 9th game.

                  All in all, I can appreciate the individuality of the stories told by this Circle Group, their unique charm, and their interconnectivity, which makes it easier for this Dev to re-use characters, have them show up in multiple games, and rely on the World Setting that, so far, has worked well for them. 


                  Gameplay = 9
                  In this, and really in all other categories too, we can roughly separate the games from this Circle Group in 3 "eras": 
-- the Initial Era (games 1-5.5), in which they were slowly improving their initial artstyle, adding more interesting gameplay components to their core mechanics, testing out new mechanics (some of which did stick around), and improving the design of their Level Drain mechanics and the mechanics involving Levels in their games. 
-- the Middle Era (games 6th and 7th), in which they reached the pinnacle of their abilities within the RPG Maker VX engine: most detailed Gameplay Mechanics, an enjoyable repeatable gameplay loop, thorough Scene Galleries, even multiple endings to reach (usually depending on the cumulated levels of specific characters that you could give Levels too). Their artstyle also improved a lot for these 2 games, using more rounded lines and generally more eye-pleasing designs
-- the Modern Era (from 8th game onwards), in which they made big leaps, both to a newer game engine (RPG Maker MV), with the new mechanics that came in this shift, and in huge upgrades to their artstyle, with the artstyle of the 6th and 7th game at its core, but upscaled and making full use of Live 2D animation technology, making almost all CGs used henceforth animated (even if just for basic idle breathing animations). 
                  From here on out, I'll speak on aspects separated between these 3 "Eras".
                  First, to get it out of the way, I did not play the 1st game. I had to draw the line somewhere, and that game is simply wayy too old (RPG Maker 2000 ffs) to really consider playing, even now. I shall take the executive decision to ignore that game, however, if you personally wish to further support this Circle Group, and you're already Subbed to their Ci-En for their periodic updates on their current WIP projects, then you may consider trying this game out. So long as you've already purchased literally all their other games already.
                  During the "Initial Era", as mentioned above, Circle-tequa laid the groundwork for the mechanics they'd continue using for most of their future games moving forward. First, They rename the standard "HP and MP" bars to "SP and HP". Indeed, a bit reversed in their naming, but they serve virtually the same function. In most games, reaching 0 SP means you lose the current Fight, and the HP is used in powering most skills, with only a few of them using TP (which works as it usually does in RPG games). One thing to note is that, in games from this Circle Group, the HP amount you have at disposal is quite a bit higher than usually expected from an MP bar, but that's also because you're expected to keep it between a lot more battles (although ways to heal it via consumable items, as always, still exist). 

An example of visual differences between the 2nd and 5th games.
Already showing clear signs of improvement in artstyle.

                  As mentioned before, standard combat is a Battle Fuck, in which you try to make the enemy succubi orgasm (reach 0 SP) before you do. For stats, first you've got the basic Atk and Def, although Atk strictly only helps with your Normal Attack ("Caress") damage and a very few other skills (usually pertaining to doing repeated Normal Attacks). Afterwards, you've got Tec, which is the stat used for all the standard damage-dealing skills. Finally, you've got Agility, which is used in its standard RPG fashion (to determine if you get to act before the enemy during a turn).
                  The equipment you can equip reflects the Sexual nature of the confrontations, usually involving Sex toys for "Weapons" and Condoms for "Shields", with Books or other Accessories for, well, the Accessory slots.
                  For damage types dealt to the enemy, you've got Normal ("Caress") damage, Boobs, Ass and Pussy. For the last 3, you've got respective skills dealing damage to each, and as you level up, you gain stronger versions for each skills (3 versions total per each of the 3 body parts). Enemies can be strong/weak to those damage types, and you need to find their weakness during combat to deal more effective damage to them. There's also 3 versions of Thrust skills, only available while insterted into the enemy (during Sex). Other damaging skills, used more for their utility since they deal lower damage, include Kiss skills (which can stun the enemy for 1 turn at times), Neck Lick (lowers enemy Def) and Ear Lick (lowers enemy Atk). You also get, in time by leveling, 3 versions of Healing ability (healing your SP), and a Cure ability to take care of debuffs, and as expected of an H-game, 3 Surrender-type skills (to Damage yourself, to stop acting, and to Request Moves from the enemy, respectively). Latter games add further skills with different niches and utilities. 
                  Enemy attacks can have their own unique "element" types, but those pertain more to the type of sexual move done to you, including: Kissing, Blowjob, Handjob, Boobjob, Sex, Footjob. Attacks can also apply debuffs to you, with verious effects, usually a form of temporary weakening to you, rarely being a stun-type debuff (usually 1-turn only; this Circle Group won't put you out of commision via debuffs at least). 
                  Finally, the Level Mechanics. One thing to keep in mind is that you won't lose your Level-up-learned skills upon leveling down. Therefore, you should first prioritize getting to max level (99) first, to learn all the possible skills, and have an easier time getting levels back after donating some of them, willingly or otherwise. You can be Level-drained in-combat, but for most enemies, this will only serve to weaken you (via the Stat loss on level down) and briefly heal some of their SP. They can also simply drain SP from you to heal their own SP, as well. Rarely, there are enemies that can actually grow stronger (and have visual changes, usually increase their boob size) upon draining enough levels from you in-combat. Other than that, you can willingly give levels to your allies, for certain benefits. If the ally is an NPC with a certain function (Shop; buff/debuff applications, etc), those functions get upgraded at higher levels. If the ally is a possible party member, that simply makes them stronger for their Party function (they won't fight directly though). Either way, anybody that can drain levels from the Player will have new scenes unlockable at higher levels, although most of those also Level Drain. 1-2 characters in each of the later games have Money-Drain instead, but usually don't give much back except unlocking further Money-Drain scenes from them. 
                  What if you wanted, instead, to keep all those juicy Levels to yourself? The 5th, 6th and 7th games have a certain mechanic that, at the end of the day, the current Main Antagonist girl of the game will come at night and drain all your leftover levels. The gameplay loop of such games is usually that you, per day, explore the Tower / various dungeons, level up, get equipment, then at the end of the day you get back to your allies, donate your Levels to them, so that at night you have little to no levels to be stolen by your Main Enemy. For certain endings, you will need to let the Main Enemy drain a number of levels from you, but a general advice before the end of the game is prioritize using your Levels for your allies, to grow strong fast and be able to get levels faster, and better equipment / skills, since those you get to keep. 
                  Some games (2nd, 3rd, 6th, 7th), that have randomly-generated Floors (of Dungeons or Tower), have mechanics pertaining to giving random effects per each floor, such as finding more enemies, getting unique events between floors, finding collectable drops on the floor, random invisible traps, walking NPCs etc. 

Example of randomly-generated Floor (4th game, "Succubus Story")

                  A small number of games (such as the 4th game, or its remake, the 9th game), stray away from the general gameplay loop a bit, although they may still employ similar in-fight and stat mechanics.
                  Now, during the Middle Era, all the previously-mentioned mechanics are assembled in their best form. To start, the 6th game, "Succubus Tower 2", already builds on the mechanics of both Succubus Tower (the 2nd game), and on a number of other mechanics present in the other games, by having randomly-generated floors during the Tower Climb (with a total of 50 floors), having a lot more NPC allies in the "village" at the base of the tower, to support you outside of the Climb, and many more other new mechanics, too. Such as, during the tower, using a "Sanity" number to limit how much you can keep walking around inside the tower, as opposed to the Time Limit present in the 1st Succubus Tower. That number goes down each step taken. The game also provides you with a small teleport skill, capable of teleporting you exactly 2 spaces in front (by pressing S), a skill usually used only if you somehow get stuck due to the random generation of the floor and of the elements (walking NPCs, objects). However, you can abuse that skill, by spamming it constantly for most of your movement, since using the skill will NOT make Sanity go down, allowing for exponentially longer exploration, at the price of always waiting the delay of the Teleport skill.... Doable a bit easier by using the in-game speedup button (A) and hooking a Speedhack to the game such as Cheat Engine. 
                  Among the random traps you can stumble upon during exploration, you can come accross Level-Drain traps, in which you need to spam the Confirmation button to escape fast, to minimize the amount of Levels lost (you'll likely lose a minimum of 1-2, but it's generally easy to struggle out of). 
                  Enemies in this game can have a Special Move, that, when triggered, does a roll dependant on your Agility stat, to see if it hits you or misses (this mechanic really started being added since the 4.5th game). Higher Agility values will make it more likely for their Special Ability to miss, and you have a "Prepare" skill that makes you temporarily double your Agility, specifically to deal with such Special Attack checks. Although you don't specifically know when they'll occur before hand... Also, when damaging enemies, they get "Flustered" when pushing them <50% SP or less at times. At times, them being Flustered can increase some of their stats. Similarly, them being Undressed (eg: by one of your Skills) lowers their Defense, but also increases their Damage dealt (since it's easier to Battle Fuck when naked), this only applying to enemies that even have clothes to disrobe from. 
                  Also in Succubus Tower 2, you meet enemies, during the tower, outside of Boss rooms, as one of the 4 colors, showing the strength of the enemy that you'll see during the combat, with White being the weakest (possible on the current floor), Orange being stronger, then Red, and finally Black being the very strongest of that floor. As you keep advancing, slowly, those ranks will get replaced, with each enemy behind those ranks being pushed 1 rank lower, the previously White-ranked monster being replaced by the Orange one, and so far until the Black rank, which gets a new, stronger, enemy. This way, the enemy "roll" through this ranks, as you keep advancing in the tower.
                  An unique mechanic to this game is that there's a small chance for each of the ranks to, instead, give in-combat a stronger enemy than the rank of that current floor. In the case of the rank of White, that'll just be a Lamia, a stronger enemy (especially if you're unlucky and get her on the first floors), but still manageable. For the other 3 ranks.... You get Superbosses. Orange and Red get a Blonde and a Red succubus, respectively, both of which are daunting encounters even when at Max Level and on the final floors (they are optional Bosses on the final floor). If you meet them in the wild, usually, you're pretty screwed. They spam plenty of Level-Drain skills, and it's hard to run away from them due to their high stats, so you'll inevitably lose a number of Levels simply trying to Run Away from the fights. Still, if you're strong enough in equipment, and already at max level, you may attempt to fight them, and even with losing a decent chunk of levels, beat them. The black rank, however, gets Sheep.... A re-occuring insanely-strong UNBEATABLE succubi (she has 999999 SP for life, and literally takes only 1 damage per each hit you do, since she also has 999 Def). From her, you can only run. Good luck with that. 
  
The 4 Rare enemies that can replace each Rank during combat.
You'll have trauma responses to the BGM changing when the latter 3 appear.

                  This game also adds new skills, both to get from Level-up, and some to even get from NPC events (either during exploration or outside the Tower). Skills such as ones that allow you to check enemy Stats and Weaknesses (be it weaknesses to damage types or status effects). Given those new skills, it gives birth to a new strategy to employ (which I also wrote about the Info Files for this game), in which you get the Level-up-learnable skill "Energy Drain", that simply helps you level-up in-combat, at a huge HP cost (150), making it a costly skill to use normally. You should aim to reduce skill costs (a few passive skills, that you can try to get daily in the morning at Yuki the scientist, can reduce the Skill costs by half; or you can equip items with similar effects), and preferably also get the "Pray" skill from an NPC event outside of the Tower (can happen at random), which allows you to heal HP, albeit by a low amount (if you can't find it, you still regen passively HP per turn, so you can rely simply on Defending ("Enduring") in-fight to refill HP). Afterwards, you when you go into the tower, you always try to spam Energy Drain, then heal HP (via passive heal or "Pray" skill if you have it), until you reach Level 99 (don't use this strategy against enemies capable of Level Drain though!). With this strategy, you should easily be able to reach Level 99 before the 10th floor even!
                  By comparison, the 7th game, "Succubus Tamer 2" builds more upon the 5th game, "Succubus Tamer", by having separate Dungeons to explore, each with "Normal mook" enemies that you defeat by touching them (while having an Offensive Book equipped), but lose some HP each time (that is, the bar that you use for Skills later), losing and being sent back home if it hits 0, and only doing actual Fights (Battle Fucks) against bosses and unique enemies (which you can then recruit), usually at the end of dungeons. You can recruit, and feed levels to, allies, being able to choose up to 3 to come with you during your exploration. Leveling them up makes them stronger in-combat. They don't act or attack manually, instead they act once every certain amount of turns (differs per each), and each of them has possible actions they can take (sometimes, even detrimental to you!). If you manage to get a turn with multiple allies acting at once, they can get combo skills, and you have 2 special skills that can lower the Turn Countdown of the allies, thus being able to "syncronize" them manually, if they have Turn Countdowns lower than the amount you'd reduce them, since all of them will be reduced to the minimum of 0, thus syncronizing them at least for the current turn.
                  At the end of the game, you do get access to a Tower ("Tower of Time"), in which you can enter and play with the Tower mechanics from the previous game (6th game), but with the enemies that you found so far in this game (and certain new appearances). In this tower, you don't have any limiting "Sanity mechanic", unlike the last game. You can't take items inside the tower (you'll get them back after exiting), but you can choose either a Ring or an Accessory you got equipped on you to maintain. After clearing the tower up until specific floors, you can then, on redo-ing it, Shortcut directly to whichever floor you wish that you already cleared. The tower has a total of 30 floors, unlike the 50 of the last game. And yes, you get a Level Drain skill in this game, too, so you can similarly do the strategy from the previous game to quickly Level-up in just a few enemy encounters, given enough patience. 

Always safer among friends. Disregard the 2 colored ranked succubi,
they simply wanted to Photobomb us.

                  The Modern Era brought about decent gameplay changes, too, and varying even among the games of the same Era. In the 8th game ("Lilith in Nightmare"), for example, you once again get to fight Enemy Mooks (non-H) on-map, but this time, you use projectile attacks to damage them, whilst trying to stay away from them and their projectiles to not get damaged yourself. If you wish to maintain your facing direction while moving (to "Strafe"), hold the "D" button! (this will be useful in the next games of the Modern Era, too!) If you get damaged during on-map fights, like in Succubus Tamer games, you get your HP reduced, not the SP. The game has a lot more different Events that can lead to H-Scenes, such as Temptation minigames or other minigames to deal with, aside from the ocassional actual Sexual Fights. A number of skills are different in this game and henceforth, including the dissapearance of Level Drain skill from your repertoire, sadly. 
                  And the Level Drain mechanic, while still existant when outside of combat, is not as prevalent in-combat anymore. In fact, in-combat Level Drain becomes quite a rarity, reserved for Special Attacks on very few enemies. A sad fact, but generally compensated with the quality of the Scenes of this Modern-Era games. 
                  The 9th game ("Captured in Alstroemeria"), being a remake of the 4th game ("Succubus Hunter 2"), gets inspiration from that game's gameplay loop, in which you travel around a mansion, gattering specific items to allow you to progress and find a way to escape the Mansion, whilst avoiding, not directly fighting (or trying to escape from the grabs of) the 3 Succubi hounding you. Losing to the Succubi doesn't immediately GameOver you, instead it reduces your San(ity) value (which you can check with a "Mirror" key item). When this value finally reaches 0, that's when you get one of the Endings of the game (a "Bad Ending"). Keep in mind, if you lose to one of them, you become weaker to damage from them afterwards, too!
                  You can still fight Mook Enemies, like in the previous game, via projectiles, but you cannot hurt the Succubi in this way. Only later in the game, when you get back your Succubus Hunter equipment, you become able to actually fight the Succubi upon touching them on-map, and you need to do so to progress the story (if you're already down that Ending path). In the 2nd half of the game (the content released after the v1.0 of the game), further gameplay, such as being shrunk and having to avoid the Succubi that are now huge by comparison to you. 

Unique Shrunk "battle", added by update v1.4 to the game.
Extremely hot.

                  Finally, the 10th game, "Melty Brave Kittens", has gone fully into making on-map Projectile battles, however this time implementing them for Sexual enemies. Thus, you try to damage and defeat them with your attacks, whilst the enemies try to hit you with projectiles and touching you directly to grab you into Sex-Attacks, out of which you need to struggle fast to not lose too much HP (or Levels, in the case of pure Succubi) or be inflicted with debuffs. A much more enjoyable way of doing on-map fights, although missing out on the charm of the standard RPG battles. Still, a breath of slightly-fresh air Genre-wise for this Circle Group, fully-focusing on the on-map battles and only employing RPG fight mechanics as Struggle mechanics when grabbed. 
                  Considering the lack of standard RPG fights, you need to go to special Grind-maps that have Mook Enemies that you can keep defeating for Exp and Money. A bit of a lazy solution to the problem, but it suffices for now. Considering this, it's considerably way harder to level-up in this game (more accurately, Slower), but since the combat's action-based, you should rely more on your reflexes and skills than on raw stats. 

Example of Succubi fight on-Map

                  As you can see from the picture, you have 2 "followers", those being 2 magical hands your family can summon (and thus, you can, too). Both you and each of your hands can fire their own individual projectiles, dependant on the equipment you have on (some debuffs may temporarily stop projectiles coming from you, or from your hands) Finally, you can use Skills on-map during combat (unless inflicted with a debuff temporarily blocking you from this), which generally help with self-healing or Buffing yourself. Don't forget to regularly use them!

                  All in all, Circle-tequa has reliably built upon a foundation of mechanics, making extremely enjoyable games on their latter half of their current career, and only further improving with each new iteration. Of course, up until the 10th game, they were solely focused on the RPG genre, but with the 10th game, they showed that they can surely work some variation into that formula, too!


                  Scenes = 9
                  As mentioned previously, Circle-Tequa improved the quality of those sizeably during their career. To be honest, this likely holds true for most Devs that keep making games for a sustained amount of time. Their first improvement was Artstyle, which kept refining itself until the Middle Era, then made a further sizable jump in the Modern era, both in quality and in actually adding animations to absolutely every Live2D CG used, even Idle ones. 

Differences in Artstyle between 2nd game and 10th game.
And rememeber, from 8th game onwards, they even have Idle animations!

                  In the "Initial Era", the games didn't have any CG animations, aside from Visual Effects to attempt to communicate dynamicism (in a similar way to how [RR Research Society] did it before they, too, switched to animated Scenes). However, starting with the 4.5th game, and continuing it more in the Middle Era, they added active facial expressions animations, such as eye blinking and grimace changes, with variations for when they get Flustered at lower HP values. They changed both passively, and by using specific attacks against you. The CGs still aren't fully animated in this Era, but they did add a few more visual effects, and created "movement" alternate CGs to simulate the active movement during certain Scenes, all of this to add to the immersion. Still, the fact that the face had to be animated separatedly from the rest of the body leads to some interesting Visual Assets in the game folder...

Unless you've got a fetish for Slenderman, you can't just rip sexy 
Assets from the game folder...

                  From the Modern Era onwards, the huge upgrade to fully-animated Live2D CGs makes all the scenes insanely hotter, as everything is done via such animations, from Idle animations to H-Scenes, with plenty of variations per each, including for facial expressions and movement changes! Those files you can actually view directly from within the Game Files. Although considering they have separate movie files per each facial expression change, that probably increases the size taken by those games more than needed.... At least they use the ".webm" format!

                Of course, with the advent of such detailed animations, they reduced the total amount of Scenes you'd get per game.... but not really by that much. In past games, you'd generally be limited to 1 Scene per fight / character, with the Middle Era bringing about the possibility of separate fights per the same character, unique scenes for their special attacks and more scenes requestable per the NPC characters. By comparison, the Modern Era games provide, even per just a fight, a lot more variations, from Idle animation, to 2-3 H-animations per "groups of skills" (eg: Handjob skills, Facesitting skills, of the same fight; usually speed and damage variations between them). Thus, you may get fewer separate characters, but each character generally gets a lot more attention and Scenes of higher quality each.  
                  It's in this Middle Era that you get the ocassional Vore scenes, of the GTS variety (in which you're the one shrunk). They even have a brief Collab with D-Gate, the well-known Vore circle group [We've covered before]. The brief collab happened during the 9th game, for a brief Scene and a short doujinshi made by them for Circle-tequa. Still, neat!
                  The writing of the Scenes is also quite hot, mostly focusing on the enemy's addressing you while taking advantage of you, and your own 1st-person narration about your senses during said scenes. Generally, the scenes have multiple Cumshots, like most other H-RPGs, although at times (especially in the Modern Era), they can go hog-wild with the amount of Cums near the end of the Scene, to properly drain you dry before the final defeat. At times, scenes can lead to actual Death (such as Soul-stealing or similar situations from Strong Succubi), and those generally get their dialogue outlined in different colors, to put emphasis on the severity of your end. 
                  Finally, the Sound Effects. Those are a bit barebones prior to the Middle Era, in which they gain a bit more variation. With the 7th game, we also see the beginning of voiced Sound Effects, trend which continues in the Modern Era, too (brief effects, such as Gasps, short words etc.). Enough to increas immersion at least. The modern era also adds a lot more sexual sound effects for making adding even more variation to the H-Scenes, to keep up with their Animated upgrade. 
                  Thus, Circle-Tequa has changed their approach to a more Quality-over-Quantity one, although with the content pumped out in each game (and with them usually delivering at least 1 more big update post-release per each of them), it surely isn't lacking in Variation and Quantity, either way!


                  Development = 9
                  This Circle Group keeps up a stable development schedule, with reliable updates on their current development via Ci-En. In this way, I already know they'll deliver, at some point in the future, another update post-release to their 10th game, while they are still working on their 11th game. In fact, at times, they even release some Prototype demos of future games they are working on. I've seen 2 such examples, one that ended up becoming the 10th game, and one that would become the 11th game in the future. 
                  Indeed, now that they work on much more detailed games, the development is slower per each (~2 years, from the looks of it), which is an understandable thing. At the very least, they provide reliable updates via Ci-En on their progress!
 

                  Obtaining = 9
                  Sold via DLSite, as expected of a Japanese Circle Group (not many become Ason, after all, to breach into Steam of all Places). As for price... It's an interesting situation. The 6th and 7th game cost the same as the 9th game ($12.77 as of now), and the 8th and 10th game are only a brief bit higher in price by comparison ($13.52 and $14.28, respectively). Price wise, it feels extremely balanced for the content you get in each. The 6th and 7th game deliver a generally-longer gameplay loop, more of a standard RPG style, and more of a scene amount, while the other 3 games focus on quality more, providing less gameplay focus, but with more variation into it (especially in the 10th game, with a full focus on Action RPG), and much better H-Scenes in their quality. Your pick which you want more, but either way, the prices are already extremely balanced, so you don't even need to hunt for Coupons to know you're getting value for your buck!


                  FINAL SCORE = 8.8
                  Indeed, a high-quality Circle Group. Hopefully I didn't let my Subjectivity color my judgement too much. Choosing to play a game of theirs from their 6th game onwards is choosing your preference of Quantity/Quality ration, with newer games having a stronger focus on Quality. More standard RPG mechanics are present in the 6th and 7th game, with more modern gameplay mechanics showing themselves in the newer games. I can easily recommend playing those games of theirs, although you may not feel as justified in trying their older games, unless you are a loyal fan of theirs, want to support this Circle Group or are curious about the origins of their development. Of course, now thinking of it, for most devs, their newer products will be much more polished than their past ones.... Unless they're past their Prime, at least. Luckily, it doesn't seem to be the case here.




                  Individual QuickViews
                  1st = [Lol, no]
                  As mentioned above, I ain't playin' this one. Not even sure I have the RTP for this RPG Maker version even. Probably this one would get a lower score than all the other games, understandable for being the literal 1st game of this Circle Group.


                  2nd = 5
                  A pretty generic start, showing the 1st encounter with the Succubi Tower. The MC is a random "foolish" adventurer, wanting to climb the Tower for rewards. Not much of a story behind it. The starts of the gameplay mechanics of this Circle Group are there, but without sexy NPCs, and the enemies in the tower have revealed sprites, instead of common rank-based ones to hide their identity. Also severy lacking in H-Scene visuals, basically relying mostly on the text descriptions.


                  3rd = 5.5
                 Also a relatively generic game, although this one's laying the groundwork for Dungeon-based explorations, that will be further developed in subsequent Succubus Tamer games, whilst improving on the Randomness mechanics that will be employed in Succubus Tower 2 game. The RPG UI is a more transparent, unique color, giving it a more fine look (that will be maintained until the engine switch of the 8th game). the story's, once again, pretty barebones, another random adventurer wishing to supress the dangerous Succubi for some rewards. This game's also the 1st apparition of the fearful Overpowered Succubi "Sheep", that will reappear in Succubus Tower 2 (6th game) and then in Lilith in Nightmare (8th game). The fluffy ones are always the most dangerous.


                  4th = 5
                  This is the game that got remade into the 9th game! As for its original form, it does employ the Enemy Mooks from the previous game as non-H encounters, with the H-encounters in the Mansion (before you get back your equipment to fight back against the Succubi) being ones you need to Run Away yourself from. The story is the one a bit different, although in a brief-er form in this game than in its remake. Simply put, you're captured in a Succubi mansion and you need to get your equipment back, to then beat them to escape. Unique-ish, yet simple concept so far. Still, H-Scenes are extremely barebones, and it would make sense if you'd rather pay $9 more to get its remake (the 9th game, "Captured in Alstroemeria") instead.


                  4.5th = 6.5
                  I'll admit, it can be argued as pretty subjective of me to call this a ".5" game, when it's higher in price than the previous one, and really in quality too, Still, I'd rather blame the previous game for being a lot more brief for a "mainline entry". 
                  This is the game that really makes you see the start of key mechanics in future games from this Circle Group, such as the Level Drain mechanics being more prevalent, showing the first idle facial expression animations, and having quite a number of separate endings to achieve. The game itself has a smaller gameplay loop, meant to be repeated a number of times (for the endings). Its Exploration mechanic is a bit weird, based on random events and not on you actually moving, but it does include fights with a few random sexual enemies (this mechanic's not seen again in future games). The characters in this game are not as many, but you do see the first appearance of the strong Blonde Succubus here (simply called "Succubus" in this one), the first appearance of Lilith in this series, and also the first appearance of Lulu the witch. 
                  If you really want to play some of the older games from this Circle Group, this is one of the 1st of such games that really feels like the core of their mainstay mechanics and H-Scene style.


                  5th = 5.5
                  The beginning for mechanics to be used in Succubus Tamer 2. It already has Ally-mechanics, which do improve by feeding them levels you can grind by beating Enemy Mooks (non-H) and Bosses with Battle Fuck battles. However, the effects of each ally smaller, and you can only have one ally active at a time (with their effects). As for the Story, you are a Succubus Tamer (unrelated from the one in Succubus Tamer 2) that gets attacked at night in the Inn, drained of his (frankly pathetic initial amount; only 10 levels? lol) levels by a Succubus that also frees his previous "Familiars". Thus, he now needs to level up once again, grow stronger, beat Sexual bosses and recruit them as his new familiars. Each night, if you have Levels left over, you get drained by the same Main Antagonist Succubus that attacked you in the intro, mechanic re-used in the 6th and 7th game with their own Main Antagonist Succubi. Scenes are decent-ish, but criminaly, this game DOES NOT HAVE A GALLERY (just an Ending area that shows achieved Endings so far). I understand you can request Scenes from your Allies, but still, it's quite annoying to not be able to redo Battles at will, like in literally all the other games from this Circle group. Weird thing to be missing. 


                  5.5th = 4.5
                  Speaking of smaller mini-games.... This one's quite brief, and a decent chunk of gameplay is fighting Enemy Mooks (Non-H) on-map (just crash into them with proper equipment to reduce the damage you receive from them). A few key boss-enemies are the sexual ones, but they aren't that many, and this game, too, DOES NOT HAVE A GALLERY. Making it more difficult to redo specific scenes, considering you need to replay the gameplay loop until the specific Sexual Enemy. To this effect, and since the gameplay mechanics are pretty brief, I'd rather actually play one of the other, older, games, for a bit more cost, sure, but for more gameplay at that. Such as the 4.5th game ("Lily Subaru"). 


                  6th = 8
                  Finally, some good shit! That or nostalgia's speaking for me. This is one of the best games from this Circle Group in their RPG Maker VX engine, and frankly, one of the best h-games in this engine in general! A decent number of gameplay mechanics, both in the "lobby" of the "town" outside of the Tower, and for the exploration mechanics in the Tower. There are some strategies that can be exploited for easier Level Grind (and I do love my exploits), extremely enjoyable focus on Level Drain fetish (giving levels to NPCs to strengthen the utility of their services given to you before each Tower climb), a high number of H-Scenes with a variety of characters, and an alright Story on the side, too! 
                  You came to the Tower with your female friend (basically your lover, but at that before-lover stage), that unluckily got cursed by a Succubus to slowly become a Succubus herself. You've heard that, by reaching the top of this Succubus Tower, you can get any wish granted, and now aim to clear the Tower to cure the curse of your girlfriend. And yes, the Main Succubus antagonist, Torte, does visit you in each night to drain your leftover levels, so remember to spend those on your allies first (before trying to get Torte's ending at a later point; different endings can be achieved, a number of them dependant on your Level donations to certain characters and what Final Boss you choose on the Top Floor). 


                  7th = 8
                  Another banger in the VX engine by this Circle Group. Frankly, for a while, I missed this game on my radar, and was all the more glad to know I got to play another game in the style of the previous one "Succubus Tower 2"! A number of mechanics are carried over from the previous game, such as donating levels to your allies to strengthen them and having the Main Antagonist (the witch Lulu) visit you at night to clear you of remaining levels. Other mechanics are brought from the 1st Succubus Tamer game, such as fighting Enemy Mooks (non-H) to level up to take on the Sexual Bosses, that you then "Tame" and recruit as allies. This game has a lot more total Allies to gain, and you can take up to 3 with you in Exploration, them giving you passive bonuses and acting in battle automatically on certain Turn Countdown intervals each. Just as in the last game, you have a plethora of characters with H-Scenes to choose from, and at the end of the game, reminiscent of the previous one, this one also provides a "Tower" dungeon (with only 30 floors, as opposed to the 50 of the last game). Either way, basically on equal grounds with the previous game when it comes to value, your choice which to play first! (although this one also adds Voice Sfx, so there's that too)
                  Story-wise, you are one of 3 apprentices of an old wizard, alongside 2 other girls, Ilya and Rachel. One day, you guys get attacked by a witch called Lulu, which kills the old wizard and has nefarious plans for the human world involving Succubi. Now, you guys are "the only hope" to attempt to stop her plans, while she periodically visits you at night to drain you of levels, if any such levels are left on you at that point. This game also has multiple endings, leave the Lulu ending for the last (avoid giving her levels until then, by giving them to other Allies instead). 


                  8th = 9
                  Finally, a step into the modern world of... RPG Maker MV! (well, by this point, MZ already existed, and now we also have Unite.... still, a jump of at 2 engine versions is a welcome change!). This one has a bit of a lesser focus on in-combat Level Drain mechanics, although it retains plenty of such mechanics outside of combat. The game is more of a continuous story with various areas to explore, battles on-map, this time using Projectiles instead of physical touch (hold "D" button to strafe! that might help to keep in mind), and a number of different events that can lead to H-Scenes and the Battle Fuck fights. Also, from this game onwards, literally all the animations are done in Live2D, there's not even an Idle CG that's not animated! Everything becomes all the hotter as a result! There are even a few Shrunk Vore scenes, too!
                  For story, you are a person stuck in a dream dimension, and your general goal is to try to defeat the cause of this circumstance of yours, the eponymous Succubus Lilith. Meanwhile, you'll find reoccurring characters from past games, and even some people from the outside world (outside of the Dream, that is). Funny antics and shenanigans ensue, including finding the strong Blonde Succubus again, the OP Sheep, and other threats along the way (even Torte and her sister!).


                  9th = 9
                   The remake of the 4th game has arisen! Cheaper in price compared to the previous, and then next, games, although it does have fewer unique characters, not by much though! The gameplay loop revolves around trying to escape a Mansion of 3 Succubi, while you're unable to face them directly until you get back your stolen equipment from them. Until then, you can do on-map projectile fights against Mook Enemies, and attempt to run away from Minigame grabs when the Succubi touch you (various scene depending on the place they catch you along the mansion). There are also a number of Minigames and Temptation Events with further H-Scenes to experience. Finally, the "part 2" of the game, added with a post-release update, makes this game be extremely good value for its lower price! (currently, possibly the best Bang-for-Buck option among the Modern games from this Circle Group).
                  The story's a bit more developed from the 4th game, and tells the story of either Ars or Meria (depending if you choose the Brother or the Sister to play as), being capture, alongside their sibling, by Succubi in their mansion, and now trying to escape from under their capture by defeating them, to also free their sibling afterwards. In part 2, you continue your exploration to find another plot brewing, involving new characters, and some of the previous ones... Involving a Shrunk segment (with proper Vore H-Scenes, as well), too! A bit of a different continuation to the Story, but more content's just more content, and quality one, at that.


                  10th = 9.5
                  Who knew it would be this much of a boon to put all your stock on the On-Map battles? If it now involves Sexual Enemies, at the very least! Indeed, this game takes the On-Map combat from past games, and fleshes it out, allowing for equipment to modify your own projectiles, fired by either you or by your 2 "follower" magic hands that also fire projectiles, all of this to defeat Sexual Enemies in unique encounters per each, whilst avoiding them and their projectiles that can either damage you, or grab you into H-attacks that you need to escape fast via Minigame to reduce the HP / Level (caused by pure Succubi) loss. A segment close to the end of the game also has the now-expected Shrunk Vore Scenes for a number of Succubi characters. 
                  As for the story, we now get a fresh one. You're the brother/sister (once again, able to select the gender you play as) that are demi-human children of an aristocratic family with a specialization in magic involving summoning Magic Hands to aid you in battles. You both had an older sister, that one day left the family to become "a mere adventurer", and you both idolized that idea, until one day, you yourselves ran away from home. You tried to start your career in adventuring, but ended up experiencing more of the unfairness of the world and the class stratifications along the way. Will you even find your Older sister one day?... Likely so.



              
                  Funnily enough, the Info files I wrote for this Circle Group's games were one of my main reasons to start this blog in the 1st place! What memories...

                  Saves
                  Useful Saves, generally having Unlocked Full Galleries (where applicable; a few early games were missing this feature), usually also with Saves outside of the Galleries, if you wish to keep playing the game for its Gameplay instead. At times, it might miss 1-2 endings, but all the viewable content is still unlocked, so don't worry that much about that. I'm not OCD enough to not be content with 99.99% completion, when the remainder percentage would take an inordinate amount of bonus time to achieve.

                  Info
                  Most in-depth for the 6th game, and the 7th game coming at a close 2nd place. I simply felt like writing all the results from the "Check Out" skill, so that you can avoid wasting a turn using said skill. I should keep in mind, for my future games, whenever I include such a skill, to make it a Free Action.

                  Mods
                  Very minor addition, to the 8th and 8th game, to give you an accessory that sets your Agility to extremely low values, to guarantee failing Special Moves of the enemies. I think the 6th and 7th games auto-fail those Special Moves if you request them via one of your Surrender Skills, but I'm not 100% certain. Might make a mode for those 2 games, too, at some point, if that's not the case.




                  Other's Files
                  What could be hotter than playing well-animated H-Scenes, with SexToy Integrations too? It does help that there is a handy RPG Maker MV plugin for buttplug.io integration, to make it very easy to integrate SexToy compatibility with such games. Doubly helped by the fact that, in these games from Circle-Tequa, all the animations are done via movie files, making it extremely easy to call the proper SexToy script per each animation change. 

                  SexToy Integration [To4st]
                  8-10th games (in the same Thread)
                  To4st must like this Dev, too, since he kept making Mods for each of the Modern Era games from them. And good he did, those are extremely hot scenes and totaly deserving of such Mods, considering the animations present here!




                  Translation (Others')
                  This time around, during the course of these games there were, so far, 3 different people taking cracks at translating games from this Circle Group. This is how we've got 4 of the games (the latest ones) Translated! Even the latest game, the 10th, already has a MTL (via Chat GPT 4.0)!

                  Pummels2[6th], [7th]
                  This guy's the 1st Madlad to touch this Circle group. And clearly, he knew quality when he saw it, since he immediately tackled the 2 best games from the Middle era of this developer. Good thing he did, I also liked these games (and luckily, got to play them directly translated, as he had done his work by the time I found out about this Circle Group).

                  Fatalus: [8th]
                  Dealing with the 1st game of the Modern era, even he himself admits how he had plenty of help in making the Translation, between having the initial Machine Translation that was used as a base for the Translation (by Aesthetic), help with the steps to decrypt the data files to prepare them for translation patches (by Green Thoughts, an awesome Translator in their own right that tackled most of the entirety of the catalogue of "62 Studio" Circle Groups' games on their own), and even help finishing the final versions of the Translation Patch (by Strange). Group efforts do pay off, especially in Translation projects! (Helps when everybody involved is passioned about it...)

                  Giratena: [9th]
                  We've talked about them previously, when covering Succubus Senki by Irojikake Matome. They also kept working with this dev, by starting translation of their latest game, card-game "Succubus Duel", and is even now currently working on said translation. In between those 2 games, however, they went for Translating this 2nd entry in the Modern era of Circle-tequa. Great work from them, as is to be expected from their expertise!

                  Dazedanon: [10th] [AiMTL]
                  A recent consequence of the AI explosion was getting higher-quality MTLs. GPT 4.0 is often used for such better MTLs, other times Deepseek being the one used. It is an upgrade from the standard MTLs, so it's still worth giving a shot!




                  Recommend: Similar Games
                  [62 Studio]
                  Another Circle Group that focuses on similar Battle Fuck H-RPGs, however this dev has a stronger focus on Lust Mechanics, Dependence on loss Mechanics, and as for fetishes, a lot more on Boobs and sexual activities involving them. Of course, they still have certain instances of Level Drain (most prevalent in "Lust Grimm - Again", their 5th main game, a remake of their 1st one), although much more rarely than as seen in Circle-tequa games. Also quite a different artstyle, and with fewer actual Animations, but at least generally at a cheaper price compared to games from this Circle-tequa. 
                  So, all things considered, you may want to check this Dev out, too, if you've already finished all the newer games (from 6th onwards) from Circle-tequa!




                  Updates
<<<<======== Edit:  7/26th/2025
                  Post-Release Update for the 10th game ("Melty Brave Kittens")!
                  Yes, they added the awaited update. It contains some new content, although from what I've read so far, might not be as much as the Post-Release update of the 9th game, although they are also adding the "Animation Viewers" that the other 2 games also got post-release. Still, some good new content to play, so if you already have the game, make sure to update and try it out! I'll get to it soon, too!
                  They also have another brief collaboration with D-Gate for a character and her scenes. So there's also that to look forwards to!
                  Imminent Price-Increases??
                  Indeed, it was to expected. They finally realised that their often Post-Release updates would end up adding a lot more content to some of their contents than they initially justified with their prices set for their games on their initial release. They will soon increase prices of some of their games, including this game, the 7th game ("Succubus Tamer 2"), the 8th ("Lilith in Nightmare") and the 9th games ("Captured in Alstroemeria"). So, get them while they're cheap! Or simply wait and further support this dev with more money, they do deserve the support, after all!
Edit:  7/26th/2025 ========>>>>



                  Another series covered. Boy, those sure take longer to write on (obviously). Well, no regrets, I still liked doing it, and there was simply too many Files I made for these games to just keep for myself. Effort pays off!




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