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Game analysis, design philosophy, and the journey of creating CSE

Safe Games, Boring Games: Why CSE Is Made for Hardcore Players

August 4, 2026Gaming Culture
Practice Makes Perfect magazine-style cover featuring an injured succubus soldier fighting with a plasma rifle

There is a familiar pattern in big-budget game production. A game begins with sharp edges: adult, hardcore, unapologetic. Then "Investors" force devs to sand down every sharp edge, dumb down every difficult choice and eliminate all struggle until the game virtually plays itself. All in the hope of reaching more wallets. The resulting game neither offends nor excites, and ends up gaining little traction despite 10/10 "Masterpiece!" ravings of Game Journalists.

Cosmic Succubus Evolution is not for everyone, and that choice gives it character. CSE is for based men who want an NSFW sci-fi fantasy with babes, guns and a strategy/tactical game that forces you to think and improve yourself. Like the old classics, CSE is complex and unforgiving. It will give you a loss and expect you to have the tenacity to take it as a challenge to overcome, but unlike the old classics, CSE will help you on the ascent from noob-to-pro. Read on to see what I mean.

Sanity Check: Tits or GTFO

First of all, if a game is marketed to adults, then we as gamers should expect it to treat us as such and give us the same service as the film industry or adult books, tits and no lecturing or apologies about it.

Sex appeal is not the only measure of a good game, but it can reveal whether a project still has a clear audience or has been diluted into a family friendly design that tries to offend no one. This is important because if thats the case then players should ask what else has been compromised? Will the story also be watered down to not disturb 12 year olds? Will the characters be uglified to not offend non-gamers who are concerned about "unrealistic expectations"? Will all sorts of real world politics be included for the sake of ESG funding? Players need to know and the most direct way devs can prove that the game is still for adult men is to demand to see game tits, its the canary in the coal mine!

This is why CSE's has a full nude inventory amongst all the other NSFW content, its not an embarrassed secret or a detached reward screen. It is part of an adult game that treats breeding as part of the population management simulation and values sexy sci-fi fantasy.

CSE's full nude character inventory interface

Pain The Teacher

Difficulty was another sacrifice investors made on the altar of TAM expansion, but self improvement was its collateral damage.

You see, something old games got right was how they demanded YOUR improvement to advance.The only real way to get there was to do the same as for every other skill in life, grind & repeat, until you're perfect. Sure sometimes you rage quit, but still it gnaws and makes you wonder what you could have done better. Until you come back and finally beat it. And when you do? Man the hard earned dopamine of victory makes it all worth it, plus you keep all the skills you learned.

And I don't just mean game skills, I'm talking about learning discipline, patience, persistence, self improvement. These are all good things to strive for and they dont come cheap, as the addage goes "No Pain, No Gain!".

But these days investors are so afraid to lose audience that self playing games have become a meme, and this of course trains nothing, improves nothing.

Now here is the BIG thing modern games get wrong, its not dumber/easier games we need, but better on-ramps to get people from Noob-to-Pro and make them feel like Rockstars in the process.

Battle-worn succubus soldier aiming a rifle beneath the words Practice Makes Perfect

The XCOM Lesson: Complex Is Not Complicated

The goal is not to turn complexity into a pile of chores. The XCOM reboot is a useful lesson here. In Polygon's oral history of the project, Jake Solomon described an early vertical slice with eight to ten soldiers, time units, Skyranger deployment, and procedural levels. Original XCOM fans liked its density, while many other testers found it bewildering. His conclusion was precise: complex is fun; complicated is bad.

That is the distinction CSE cares about. Complexity is a web of meaningful choices and it should make intuitive sense: position, risk, scarce resources, preparation, and consequences. Complication is paperwork: rules that take effort to memorize (looking at you Marvel Midnight Sun's) but do not create interesting decisions because you cant plan a dice roll. A hard game earns its difficulty when a player can understand the loss, learn from it, and come back with a better plan, not for example the meme of XCOM EU where you miss a point blank headshot 60% of the time because its a game of dice, not an intuitive physics simulation you can plan in your head.

CSE needs a high skill ceiling, but every loss should say something. Did you overextend? Bring the wrong weapons? Spend a resource too early? Miss an opening? Those are things the player can learn to do better and the game should hint it in-context, for example overhearing squadmades squabbling about strategies. On the other hand, the unpredictable outcomes of dice rolls, hidden rules (XCOM-EU made sure some shots missed regardless of how high the percentage to hit was), and unhelpful menus are not hardcore; they only hider the players ability to achieve mastery.

From Noob-to-Pro: A High Bar With a Ladder

A good on-ramp does not erase the mountain. It gives players the equipment, the first route, and enough feedback to understand why they fell. The bar stays high; the path to meeting it becomes visible. That is how a newcomer can become competent, then dangerous, then the kind of player who looks back at an old loss and wonders how it ever seemed impossible.

Succubus soldier holding a glowing plasma rifle on a Practice Makes Perfect cover

That is the CSE promise. Veterans should find genuine resistance, while new players get a fair chance to learn the systems and earn their way up. Failure should sting because the stakes matter, not because the interface hid the answer. The adult fantasy should be part of the world and progression, not an embarrassed secret or a detached reward screen.

CSE will not be for everyone, and that is fine. It is for players who want XCOM-style tactical pressure, Souls-like persistence, babes, guns, and a game world that unapologetically delivers an adult sci-fi fantasy. A wounded succubus soldier does not quit because the fight becomes inconvenient. She learns, reloads, adapts, and keeps firing.

Safe games may produce safe forecasts. I am more interested in making a game players cannot stop thinking about: sexy, demanding, strange, and rewarding enough that every hard-won victory feels personal. Practice makes perfect, but only if the game gives you something worth mastering.

Gaming CultureGame DesignNSFW GamesTactical GamesXCOM
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