Dragonslayer13 and OfficiallyGames November 10, 2021 Reflecting on Two Games, And The Future — An Interview With NLT

Reflecting on Two Games, And The Future — An Interview With NLT

The wonderful developer of Lust Epidemic and Treasure of Nadia, has sat down with us and answered some of our questions about their games and themselves. Thank you NLT for agreeing to this interview, and now let us see the answers to our questions.

Q: Starting things off by looking down memory lane, you’ve been doing this for quite some time now, you started out with comics and smaller games before Lust Epidemic came out, so how was it like starting out at that time, pretty much tell us the genesis of NLT media.

A: At the time, I was looking into adult comics and seeing a lot of potential to create something in that space. I was working at the time in video game marketing and already had a lot of experience in working in 3d. I thought I could give it a try and make something that was decent in quality.

What I really wanted to do was create video games, but I didn’t have enough confidence to jump into that at first. Comics was an easier way to create, but in the back of my mind I knew I would jump into gaming eventually.

I had lots of experience as a hobbyist using RPG Maker. I had used it since 2000 and had made a lot of small games with it. 

I knew there would be a stigma with RPG Maker, so I thought of ways to use the engine without ending up making something that was grindy, boring, or otherwise uninteresting to a potential audience.

It took several tries, but I think with Lust Epidemic I accomplished this goal and have been refining my style since with the follow-up title Treasure of Nadia building even more on what I’ve learned.

Now, with The Genesis Order, I am hoping to improve this style further, creating my most polished experience yet.

Q: What is the game development process like for you? What are your favorite parts of it? Are there a few things that are annoying or tiresome for you?

A: Being able to do a wide variety of tasks on the project keeps things interesting. I’ll animate for 4-5 days straight, and then do editing the next day, then writing, then audio work… It’s never the same thing for too long.

I’d say my favorite part is animating, but after 5 days straight of doing it, I do look forward to the next steps.

Q: Planning. It is one of the most important things in project management, and you seem to do very well in it, so how do you plan your project, what is the process like, what do you do to have it in control and keep doing things in your way?

A: I’ve honed in on a process over time. Today, I typically know exactly what needs to be done and how long it will take for each step in the process. This allows me to plan every day, for months at a time. I can tell you right now exactly what I’ll be doing on any given day 3-4 months from now. It’s key to staying on track.

Once you have a plan that is detailed, and you know exactly what you have to do, you can stay focused on the day’s tasks without becoming overwhelmed at the long-term scope.

I’m also a bit of a workaholic. My current record is 10 months straight without taking a day off. But I do enjoy what I do. So it makes it easier.

Q: How did it feel when you completed Lust Epidemic and had to move on to Treasure of Nadia?

A: I was very nervous that no one would be on board for a new game. Thinking LE was lightning in a bottle.  I felt that I needed to give it everything I had if I was going to convince people that Treasure of Nadia was worth playing.

It was this time that I cut ties with any other project or job I had going and was determined to get Treasure of Nadia off the ground. 

It was a nervous time, not knowing if I had made the right choice, but after ToN’s release, its  popularity eclipsed Lust Epidemic and I knew I had done the right thing.

Q: The transition between Lust Epidemic and Treasure of Nadia, how was it? We have seen a massive change in the aesthetic from LE to ToN, expansion in cast members, so much improvement in visuals, and even the layout of gameplay as well. How did all that happen?

A: During the development of Lust Epidemic, I kept thinking of different ways I could have approached the game. But having created a style and a process, I couldn’t really switch in the middle of production.

But after LE was finished, I took all my ideas and started creating new processes and new techniques that were far, far better than what I had going in Lust Epidemic.

This allowed me to take the animation to a new level and the gameplay experience to be far more polished.

Q: When you started making ToN, was it the same feeling as when you started making LE? (were you overwhelmed or did you feel calmer?)

A: When I started making LE, I could do it while maintaining my job as a video game marketing artist. But with Treasure of Nadia, the only way that was going to get made was if I solely focused on it, 16 hours a day, 7 days a week. The development crunch between June 2019 and October 2019 was insane and pushed me to the limit.

Today, NLT is my whole life. I eat, breathe, and sleep the world that I’ve created. I can’t say that I’m ever calm for very long. I try and keep pushing myself to not become content with any part of the development.

Q: The experience you have gained from making LE, how much did it help in making ToN? How much did it make things easier?

A: ToN could never have happened with LE. Lust Epidemic was a massive learning experience. I think the game is great, but I knew I could take it to the next level.

Once I started ToN, I knew what could work and what would not work. And now, moving into the development of The Genesis Order, I am taking so much of what works from ToN and improving it. I think each game teaches me something that makes the next one better.

Q: Your game(s) don’t have separate paths/endings like the other big games out there but has more like a fixed story with gameplay, many people don’t like that sort of thing or even don’t like the RPG maker you use for your games, yet people make an exception when it is NLT’s games and play them, how does that make you feel? And why do you think you can beat these odds?

A: This is an interesting question. I personally like a non-linear experience, but at the same time, if you want to tell a specific story, with specific plot points and twists, you can’t do it with the same level of quality if you’re creating branching paths.

In Lust Epidemic, and even more so in Treasure of Nadia, there are several aspects to the game in addition to the main storyline. These mini-games, collectible hunts, booty calls, etc. offer a non-linear aspect to the game where the player can choose what they do and when they do it, it quenches the thirst for an open experience while still keeping the main storyline pure, with the specific story intact.

I also use RPG Maker as a tool for creating a unique experience that is not bogged down with the normal stuff usually associated with RPG Maker games. The game is kept simple, yet still challenging, with a focus on storytelling in addition to problem-solving.

One thing I do take inspiration from is the Metroidvania style, which is one of my favorite genres. That’s not to say my game is a Metroidvania, but the sense of opening a world by solving problems, collecting items, and having “aha” moments when you realize that something you have now opens up a part of the game that you’ve been dying to see, is a feeling I strive to create in addition to a compelling story that keeps the player wanting more.

Q: How does your story-telling or the writing process go? Is it pre-planned, or do you go with the flow and write dialogues for every update right on time?

A: First, I create a bible of sorts. A document that lays out the series of events, the backstories of characters, timelines, motivations, etc. I basically put into place all the ingredients for drama, suspense, and surprises and then let the story flow naturally, one chapter at a time.

There are many twists in Treasure of Nadia. All of these were planned months, and sometimes years, before they end up in the game.

I’m trying to have 3 layers of storytelling at once…

A surface layer that you can experience by casually playing the game, a deeper layer where a savvy player may see connections to earlier parts of the game, or past games and see a larger story taking place, and then a very deep layer, so if someone were to really dive into every aspect of all the games they can draw even more connections that only exist for the most hardcore fan.

For example, in Treasure of Nadia, Sofia tells a story that gives her connections to a certain discovery and crosses her path with historical figures that actually give away the ending. To this day, I’m not sure if anyone has picked up on that. But once you see it, it’s obvious.

Q: I personally feel that the writing has improved from LE to ToN and seemed a bit easier to flow with the characters, do you feel the same? What do you think has changed?

A: Of all the aspects of game development, writing was the one area that I had the least experience. So I had a lot to learn, and I think it’s probably noticeable between games. I’d like to think the storytelling aspect remains strong in both games, but I had a lot to learn in terms of writing.

Q: How do you feel about ToN now that it is almost near the finish line? LE is also an amazing game, but ToN is what put you up there on the top. Do you think is there anything that you could have done better with TON?

A: ToN has been a fun ride, and I’m shocked looking back at how much I accomplished in 2 years. Treasure of Nadia has over 2500 animations, and I think to myself, “how did I animate that much content?” 

But of course, while making ToN I kept a close eye on feedback and paid close attention to aspects of the design that could use improvements. And now I’m excited to take these new ideas into The Genesis Order.

Q: How has your experience been in this industry? Positives, Negatives, is there anything that you’d want to see differently?

A: The adult gaming industry is still small, but growing, and I think it’s great that there is an opportunity to be a part of it during this time.

As a full-time adult game developer, it is a bit rough, existing on the edge of what platforms accept. There is a bit of an unknown factor as to what could change with various platforms and payment processors that may impact how you have to do business, but with Steam opening up to adult games, it seems to be going in the right direction.

Q: Do you play VNs? Do you have any favorites??

A: I’ve played a few, but I personally desire a bit more focus on gameplay that VNs don’t usually offer. I think Lust Epidemic and Treasure of Nadia are somewhat a response to not finding exactly what I was looking for in an adult game.

Oddly enough, the most fun I’ve had playing an adult game was Bonetown. It’s a very old game at this point, and probably doesn’t hold up in many ways, but I loved the attempt at creating an adult game up to the standards of modern gaming (at the time).

I look forward to seeing the games the industry produces in the future. Perhaps in time, I can take my style and develop something using Unity or Unreal Engine that would bring it to a whole new level.

Q: Which character do you think is your best creation, or you are proud of the most? Also, which character is easiest for you to write about and why?

A: It’s very hard to pick a favorite. I think Madalyn will prove to be a favorite since her story will span 3 games. I also really like Albert and had a lot of fun writing him. Alia is a controversial character as well, but one of the few that makes me laugh at my own jokes. Not sure if one should admit laughing at their own jokes, but I love the way her mind works.

I think Henry was the easiest to write, as he had a perspective on the world he found himself in that reflected my own perspective. It’s a world that takes itself seriously, but in the back of Henry’s mind, he knows it’s ridiculous. When the circumstances of your life are as crazy as his, you can’t take it too seriously.

Q: What is/are your advice(s) for the new developers that are just starting out with their games?

A: First thing is, you need to be passionate about what you are doing. You have to love it and want to do it every day. If you can do that, then you won’t burn out or lose interest.

But that alone is not enough. Everything you do has to be a learning experience, and you have to always be trying to improve.

If you can have a passion for what you do, do it every day, and keep improving, then you will succeed. It’s only a matter of time.

I’d also suggest starting small. It’s pretty much cliché advice at this point, but please don’t aim so high that you’re trying to accomplish the impossible. At some point you’re going to have to be able to lay out a process that you know you can follow. Trying to figure out how to make an MMORPG on the fly is a recipe for failure until you have years or even decades of experience to draw from.

I had 25 years of hobbyist game development experience before I was able to make any money doing it. But it was not about the money, it was about the passion for creating.

Q: 15-day updates, how do you keep up that consistency? Does it get tedious for you to keep doing the same thing over and over? In general, how does one keep that spark alive coming far into the project?

A: Every part of the process is so different, you don’t have time to get burned out before you’re moving onto the next thing.

The story I want to tell is also very epic in scope and spans many years. So I’m always looking forward to the next reveal, which motivates me to write. Once I’ve written a chapter, then it’s all about finding which parts will be animated and what assets I need to create.

Everything is on a specific schedule and my time is managed very closely. If something is wrong in the process, I’ll know immediately and compensate. This has allowed me to never miss a deadline, although the pressure to keep this record going can be a bit exhausting. One day I may be late, but it hasn’t happened in the last 4-5 years.

Q: Unfortunately, it is still uncommon that developers finish an adult game once it’s started, but you did it, and are about to do it again. What are the lessons you have learned to go into this new game?

It’s all about having a plan and sticking to it. If you think you have plenty of time to do something, so you forgo planning out your day-to-day tasks, you’re setting yourself up for failure.

You also need to love what you’re doing and want to tell the story you’re telling. I could not imagine giving up on Treasure of Nadia. I had so many huge reveals in the story that I was dying to tell. I’m as excited about the story today as the day I wrote the outline.

The Genesis Order is the same. I have so many big plans that I can’t wait to unveil. If you’re not excited about what you’re doing and what you have planned for the future, you’re going to get burned out.

Q: Your next game, The Genesis Order, let’s get right into it. Shed some light on it and walk us through it with a brief intro.

A: The Genesis Order takes place after the events of Treasure of Nadia. In TGO you will play as a detective uncovering mysteries surrounding the death of a very rich and creepy old man, an old man that has apparently had a run in with Madalyn Rose, the returning evil nun from Lust Epidemic and Treasure of Nadia.

This opening investigation will just be the tip of the iceberg in a giant conspiracy with an epic scope that will lead to some jaw-dropping reveals.

It’s hard to talk about without spoiling Treasure of Nadia. But you will meet Tasha, Henry, and Diana, as well as see appearances from past characters, and some flashbacks to Saint Dame University.

I’m particularly excited about the opening scene to the game, which jumps straight into the action. It has explosions, sex, and a funny meta joke to set the mood.

Q: I can understand if you don’t want to answer this question, but can you give us some teaser(s) for TGO?

A: Treasure of Nadia had Evie as your guide through the world. For those of you who’ve figured out what being Evie is, The Genesis Order will feature her opposite as your guide. I’ll let you guess at what I’m revealing.

Q: You have already set the bar high with ToN, so what do you think will make TGO stand out, and be better than your previous games?

A: Quality of life improvements, higher quality animation and renders, and more polish. 

TGO’s world will be livelier too with more locations to visit, from high rises, to farms.

Q: Lastly, do you have anyone that you want to thank for helping with your game or even helping you out to keep going by giving the moral support needed?

A: My Discord moderators, story group members, and beta testers have been a fantastic community of people to be involved with while making and supporting the game. I encourage people to check out the Discord and the fantastic content that has been created by them.

Thanks to NLT for agreeing to this interview! Make sure you check out their Patreon and show them some love and support!


I like pussy, titties and MILFs. Thanks to all AVN developers for their amazing work. And yeah, all the mistakes were purely intentional.


Hey! I'm 'OfficiallyGames' and also go by 'OG'. I started playing lewd games back in March 2020, the first game I played was 'Witch Trainer: Silver Mod' but it was 'Sisterly Lust' and 'My New Family' that got me hooked. Since then I have been inspired to become an AVN developer myself.

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