Mind Control AI Companion
Mind Control AI
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Mind Control AI Companion
Mind Control AI
Design every detail, choose every scene, watch every fantasy unfold.
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You design every detailUncensored, no filtersAny scene you choose

Ren'Py Operation: Establish Dominance

Operation: Establish Dominance
Version: v0.3.5 Developer: Artisnal Depravity Updated: 2025-12-25
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About this game

Operation: Establish Dominance is a turn-based combat visual novel where two genetically-modified super-cops lead an assault to retake the derelict city of RapeCide.

The Artisnal Depravity 3DCG adventure runs anal, animated, BDSM, big tits, blackmail, bukkake, corruption, creampie, drugs, dystopian setting, female domination and female protagonist content. The point IS to be captured and lewded.

A mean, mechanically-distinct mind control porn game for fans of capture-loops.

Changelog

v0.3.5
4/17/2026 * re-worked the "world-tick" logic to make moving around in exploration mode much faster (like *WAY* faster) * Fixed a bug where bringing up the main menu in combat and saving during combat would hide the combat hud and end turn button * Fixed a panic caused by a typo in the new clownbiddy branching code * Fixed a panic caused by an edge-case when you go down during the chaingirl reversal attack * Fixed a ton of weird behavior related to the down and lewd handlers and reversal attacks
v0.3.4
4/14/2026 * refactored the action map to account for several bugs * fixed a bug in the fight system where 'attacker' got set incorrectly during grapples * extended the action_map with "must_include" searches to be more predictable about forwards to lewd aftermaths and etc.. * refactored the attack, grappling, down, and lewd handlers to support "must_include" searces
v0.3.3
4/14/2026 * New Mob: JudoGirl * Introduced new "edging attack" mechanic * Wired up a new status-effect HUD element to display eg.. "restrained" "asphyxiation" etc.. effects * Fixed a bug where you got a victory screen after losing a fight
v0.3.2
3/20/2026 * Refactored the fight system to remove ALL instant death paths. All fight-loss is now a factor of power or composure. * Added a new thugv1 grapple-attack (beatdown) * Changed the pathfinding algorithm to increase the weight of diagonal moves (minimize zig-zagging) * Added sfx for all menu mouse-over and selection * Sourced edited and normalized lewd sfx * Wired up lewd sfx for most lewd scenes * Wired up fighting sound fx to all thug attacks and grapples * Wired up fighting sound fx to all chaingirl attacks and grapples * Reworked the top down icons for thugv1 in explore/combat mode * Reworked the top down icons for aj in explore/combat mode * Reworked the top down icons for chaingirlv1 in explore/combat mode * Implemented unit rotation in the map modes for these polish motherfuckers * Created some sound-effect and music management objects to control and combine sfx and bg music * Sourced better music. * wired up aj vocalizations to all spanking/titslap scenes * wired up aj vocalizations combat moves
v0.3.1
3/3/2026 * Added music to the explore and combat ui (first pass on * Added foot-print SFX * Added spanking SFX * Added difficulty settings easy/normal/hard/custom * Fixed a bug which sometimes caused mobs to take two moves in explore mode * Fixed a bug where playing the map tutorial borked ensuing story-mode fights * pre-compressed artifact distribution cut the game size by an order of magnitude * Upgraded enemy mob pathfinding algorithm from BFS to A* to speed up the explore map * Reduced the render time on enemy mob movement to speed up the explore map * Centralized the combat_cleanup handling in anticipation of music * Fixed a bug where saving in explore or combat mode would regress the map state upon restore. * Remapped the map zoom keys to 'z' and 'x' for the pervs in Germany who don't have [] support. * Updated the map tutorial to reflect new zoom keys * un-corrected some intentionally misspelled Erock dialog that got auto-corrected
v0.3.0
2/26/2026 * Completed the Brinn perspective prologue (femdom ftw!) * Created brinn POV class and wired up stats * Created and wired up the mechanics of the prostitution minigame * Added sex stats for AJ along with a "stats" dossier screen accessable via the main menu * Wired "sex stats" into the current scenes, giving aj xp for oral/anal/vaginal/handjobs * Added a new chaingirl and thugv1 tug-o-war grapple attack. * Wired the combat system to allow players to "run away" from battle (10 squares away from the nearest aggro-enemy and break line-of-site) * Fixed a bug where the "in the lap" anal scene could not be selected from the chaingirl & thug post-fight lewds (so another "new" lewd scene) * Fixed a bug where the player can respawn to the map in a "blocked off" area * Began work on judogirl (not yet fightable though) * Reworked lewds-hud for these polish motherfuckers * Reworked exploration-hud for these polish motherfuckers * Reworked combat-hud for these polish motherfuckers * Reworked fonts and menus for these polish motherfuckers * Created a particle overlay with heart effects, wired it up to things * Created an async vocalization screen and wired it up to things (ah! ah! *plap* *plap*) * Added a "you can walk here" overlay to the map * Added a map tutorial accessable via main the menu or the natasha intro * Added a proper title screen
Installation
1. Extract and run.
Developer Notes
Current release primarily introduces judogirl along with her "edging" mechanic. I probably need to do some balancing, because she's pretty OP with it right now, but I really like how she came out and I think she's super fun. I've added a scene/minigame to the roadmap for 0.4.0 since both chaingirl and judogirl now have unresolved hooks for "take me home please". Gonna shift my focus to scene work now to knock out the biddy and [chain|judo]girl slavery minigames

Roadmap for 0.4.0 update:

* SOUND

*** Judo-girl is combat ready

* Refactor the fight system to remove instant-loss**

* Biddy refactor to add captivity option and remove scripted fight loss

* AJ intro refactor to remove scripted fight-loss.

* Start on the upgrades interfaces for AJ

* Implement judogirl/chaingirl domestic servant minigame

"Future" Planned stuff:

* Brinn (male)POV

* More thug center-street Mobs including but not limited to:

** Baseball-bat girl thug

** Futa Thug

** Slaver Steve as a combat mob

* More fight branching, attacks, team attacks aftermath scenes

* A nightclub flavored prostitution minigame

* Shops for upgrades

* A gang-hideout flavored prostitution minigame

* Trader locations with upgrades and buffs

* make the map look not like shit

* Other factions

** corrupted police?

** Hackers?

** Soultech/mad-science

* Eventually unlock the city for free-roam / management mode

** Liberate sections of the city (or not) to gain territory (or lose it)

** Run your own drug/prostitution network?

** form alliances, Wage large-scale crimewar?
Battle Tips (how to win fights)
Defend
  • AJ can prep defend from 3 squares away, enemies can prep defend against aj from 2 squares away.
  • Defend is a queue. Once an enemy has a defend in queue against aj, it stays there until she attacks them (or defeats them with a grapple)
  • (the risk) Every grapple attempt against any combatant with a defend in their queue instantly succeeds (and removes the defend from their queue)
  • (the payoff) Every attack against any combatant with a defend in their queue instantly fails, and triggers a counter-attack for chaingirl and Aj
  • Enemy mobs always take an action if they are within range to do so. So if a mob moves adjacent and does nothing, that means they just queued a defend against you.
  • Because AJ has a counter-attack against all mobs, Defend can work like a third attack action if you use it wisely.
  • pro tip: AJ's ability to escape grapples depends on her having a turn before the grapple gets too deep, so use defend against enemies just before her in the turn order, or the ones at the very bottom of the initiative stack. Any enemy that takes its move 3 or 4 turns before AJ's is generally safe to fire defend against. Its also safe to queue defends when the number of enemies left is <=4.
Attack
  • Attacks are free with respect to energy.
  • They have the same chance to hit as a grapple, unless the enemy is defending, in which case they always fail
  • Chaingirls can attack from 2 squares away.
  • Attacking a chaingirl who has queued a defend results in a reversal-takedown (dangerous)
  • Attacking a thug who has queued a defend just results in a miss (safe)
  • pro tip: AJ has two actions per turn (to start), if you aren't sure whether a chaingirl has a defend queued, attack her on AJ's FIRST ACTION, that way you'll have an action remaining to escape the counter if the chaingirl is defending.
Grapple
  • Grapples cost 1d4+4 energy to use
  • Grapples have the same chance to hit as an attack, unless the enemy is defending, in which case they always hit.
  • Grapples eat AJ's entire turn to escape. So being grappled can give other enemy units a "free" movement turn, and result in aj being overrun
  • Chaingirls can grapple from 2 squares away
  • pro tip: Save your grapple attacks for enemies you KNOW are defending (eg.. enemies you have observed move into attack range without making an attack or grapple attempt)
Maneuver
  • AJ starts with 4 moves per turn, Thugv1: 3 and chaingirl: 2. Movement is her most powerful early-game advantage.
  • pro-tip: use movement and the map to minimize the number of enemies in attack range. Fight with your back against a wall, or from within alley ways. Attack and then move away.

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