
In a city where power is measured in secrets, Kate Adler is no stranger to deception.
Your Story, Your Choices, Your Gameplay
A sharp-witted investigator with a talent for navigating lies, she's handed a rare lead, an invitation to Nocturne, the clandestine club where the elite shed their masks and morality.
But Nocturne is just the beginning.

What starts as a simple surveillance job unravels into a deeper conspiracy, missing girls, falsified identities, and a city stitched together by corruption. From neon-lit penthouses to sewer tunnels, Kate must follow the clues through every layer of society’s rot.

Every lead is a choice. Every truth, a risk.
And the deeper she digs, the more Kate realises: she might not be the hunter after all.
City of Sin – The Nocturne Files is a choice-driven visual novel that blends investigative gameplay with narrative branching.
You’ll uncover clues, question motives, and decide who Kate can trust as you navigate a world where every decision has weight.
Gameplay Overview
🔹 Choice-Driven Storytelling: AVN branching dialogue options and player decisions that shape Kate’s path and relationships.
🔹 Multiple Endings: Outcomes vary based on your choices, from investigative success to moral downfall.
🔹 3D Visuals: High-quality DAZ renders and immersive lighting that bring each environment and character to life.
🔹 Interactive Exploration: Investigate scenes, follow leads, and uncover hidden truths through narrative choices.
🔹 Mature, Emotional Themes: Power, manipulation, desire, and consequence are explored through adult storytelling.
🔹 Episodic Expansion: Regular free updates continue Kate’s investigation and expand existing routes no paid DLC or hidden content.
Summary
Genre: Narrative / Visual Novel / Mystery
Themes: Investigation, Corruption, Adult Choices
Mode: Single-player
Content Updates: Free episodic expansions
Ongoing Support & Content
This release includes all currently playable chapters and major branching routes.
Future updates will add new episodes, scenes, and endings all included with your purchase at no additional cost.
No microtransactions, no paywalls, just an expanding world shaped by your choices.
City of Sin FAQ & Design Notes
\n\n What kind of game is City of Sin?\nCity of Sin is a narrative driven adult visual novel with psychological, investigative, and erotic themes.\n\nIt blends choice driven intimacy with long form character development, trauma processing, and gradual world building.\n\nThis is not a scene-to-scene adult slideshow.\nThe erotic content is deliberate, contextual, and tied to character state and player choice.\n\n Who is Kate, and what is she doing?\nKate is not an avatar and not a blank slate.\nShe is:\n
Former special operations.
[/*]Trauma survivor with dissociative tendencies.
[/*]Currently working covertly, under surveillance.
[/*]Actively resisting both emotional attachment and self-destruction.
[/*]Episode 1 is intentionally written to place the player inside her head, before fully explaining her history.
[/*]Her backstory, motivations, and how she ended up working with Mitchell are expanded significantly in Episode 2.
[/*]This is a slow-burn reveal, not a lore dump.
[/*]
\n Why is there so much narration?\n\nThis is a deliberate writing choice, City of Sin leans toward psychological interiority the narration reflects:\n
Kates dissociation.
[/*]Her hyper awareness of surroundings.
[/*]The way memory, sensation, and trauma bleed together.
[/*]The narration is not there to describe what you can already see, its there to describe what the character is experiencing.
[/*]
\nIf you prefer:\n
Minimal narration
[/*]Faster pacing
[/*]Visual only storytelling
[/*]
\nThis style may not be for you and thats okay.\nBut the narration density is intentional, consistent, and central to the story being told.\n\n Why does Kate spend time dressing, showering, walking, etc.?\n
These moments serve three purposes:
[/*]Grounding: Mundane actions contrast with violence, trauma, and erotic escalation.
[/*]Character control: Kate reasserts control through routine and physical awareness.
[/*]Player pacing: They create breathing room between intense scenes.
[/*]
\nThese moments will increasingly become interactive, rather than purely observational, as the systems expand in Episode 2.\n\n What is the phone system and what will it do?\n\nThe phone is a core gameplay system, not just a UI element. Going forward, it will allow:\n
Optional encounters (massage, gym sparring, photoshoots)
[/*]Relationship follow-ups based on prior choices.
[/*]Branch-specific content (straight / lesbian / dominance dynamics)
[/*]Missed opportunities if ignored.
[/*]Emergent events triggered by timing and availability.
[/*]
\nThis creates a controlled sandbox layer:\n
Not fully open-world
[/*]Not random
[/*]But reactive to player behaviour
[/*]
\nThink of it as a living schedule, not a quest list.\n\n Is this a sandbox game?\n\nNot in the traditional sense.\n\nCity of Sin will use a reactive narrative hub structure:\n
Story missions anchor each episode
[/*]Optional interactions exist around them
[/*]Choices affect availability, tone, and consequences
[/*]
\nYou wont be able to do everything in one playthrough and that is intentional.\n Why do some erotic scenes end abruptly or shift tone?\n\nBecause Kates agency matters.\n
Sexual tension, arousal, and intimacy are often:
[/*]Interrupted
[/*]Redirected
[/*]Complicated by trauma, surveillance, or mission priorities
[/*]
\nThis reflects Kates internal conflict, not a lack of content.\n
Episode 2 expands erotic scenes significantly, especially around:
[/*]The masquerade
[/*]Power dynamics
[/*]Consensual escalation
[/*]Player-driven continuation instead of hard cuts
[/*]
\n Will Episode 2 explain more of the story?\n\nYes ,explicitly.\n\nEpisode 2 covers:\n
Kates past in detail
[/*]Her relationship with Mitchell
[/*]The desert mission
[/*]A wedding and its aftermath
[/*]Why certain triggers affect her so strongly
[/*]How her coping mechanisms formed
[/*]Episode 1 sets the pressure. Episode 2 releases it.
[/*]
\n Is this connected to other DoAdventures stories?\n\nYes.\n\nCity of Sin exists in the same broader narrative universe as Jessica\'s Choices, but is designed to stand on its own.\n\nYou dont need prior knowledge, but long time players will notice echoes, parallels, and callbacks.\n\n Who is this game for?\n\nCity of Sin is for players who enjoy:\n
Character driven storytelling
[/*]Erotic content with narrative weight
[/*]Trauma aware writing
[/*]Slow escalation
[/*]Choice with consequences
[/*]
\nIf youre looking for:\n
Fast gratification
[/*]Minimal reading
[/*]Kink-only branching
[/*]
This may not be your preferred experience and thats okay.\n\n\nFinal note from the developer\n\nCity of Sin is written with intent.\nIt is not trying to be everything to everyone. It is telling a specific story, in a specific voice, at a deliberate pace.\n\nThank you to everyone engaging with it in good faith, your feedback genuinely shapes where the story goes next.
Minimum Setup
- OS: OpenGL 2. DirectX 9. OpenGL ES 2. or WebGL
- Processor: Intel Core2 Duo or betterMemory: 500 MB RAMStorage: 3 GB available space
- Memory: 500 MB RAMStorage: 3 GB available space
- Storage: 3 GB available space
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