Category: News & Updates

  • Virtual Love

    Virtual Love

    Virtual Love began as a groundbreaking project in the waning days of Flash, only to be abruptly stalled when the platform was retired—halting years of effort for us and countless creators.

    Now, combining legacy experience with modern tools like Unity and AI, we’re back on track and closer than ever to realizing the original vision. Video production is already underway, with dozens more in active planning.

    Our focus is on delivering curated, long-form scenes designed for both seamless video playback and future integration into custom apps and immersive, interactive environments.

    Expect regular updates as new content goes live and the platform expands—this time with the momentum to last.


    GALLERIES

    MONICA
    • New & Exclusive Characters
    • New Locations
    • Expanded Setting
    • Multiple Storylines
    • New Encounters
    • Galleries
    • Erotica

    CLIPS

    • Phone Formatted
    • POV Enjoyment
    • FULL Length
    • Immersive POV
    • 1080 x 1920 Vertical
    • Packaged with Matching Videos

    VIDEOS

    • Screen Formated
    • Edited to fit you viewing experience
    • Packaged with Matching Clips
    • POV Enjoyment
    • FULL Length
    • 1920 x 1080 Horizontal

  • STRUCTURE: ZERO

    STRUCTURE: ZERO

    On Mythic Evolution

    The erosion of myth has been a long, visible process, and the disconnect some readers feel between Crow’s current workflow and what they remember from his Flash and Newgrounds era is real. This journal exists to address that plainly.

    Crow’s work was never meant to terminate at small browser games. Even in the early 2000s, when High Tail Hall first took shape, the trajectory was already pointed toward something larger: persistent worlds, coherent mythic structures, and settings with memory and consequence. What never changed was the core principle that these worlds must remain enjoyable, usable, and rewarding for the communities that inhabit them over time.

    Modern myth was not in its present condition in the early 2000s. There was still coherence, restraint, and an understanding of myth as structure rather than branding. Crow’s position is blunt: the Star Wars cycle he valued peaked roughly between 1997 and 2005 and never recovered. This is not an internet-hot take or nostalgia reflex.

    It is the judgment of someone who has watched enough cultural cycles rise, hollow out, and collapse to recognize terminal decline. There is a real failure threshold—once audience rejection crosses a certain point, a canon no longer heals. It fossilizes. At that stage, revival becomes simulation, not restoration.


    This pattern has repeated across modern franchises. Star Wars persists on life support, animated primarily by reputation and memory. Star Trek survives as a self-parody, reproducing surface aesthetics while abandoning its internal logic.

    Lord of the Rings drifts without a clear audience or identity. These outcomes were not accidents of time. They were the predictable result of corporate systems that treat myth as an extractable resource rather than a living structure. Myth cannot survive that treatment indefinitely.

    Crow is explicit about who he is and where this work comes from. He emerged from the Flash-era internet as a cyberspace pornographer, producing small, sharp adult games for a narrow but dedicated audience. He does not distance himself from that history. He rejects the premise that this background disqualifies him from mythic work.

    Historically, myth has always been carried forward by figures outside polite institutions: outsiders, degenerates, mercenaries, poets, and people deemed unfit by gatekeepers. Institutional consensus has rarely been the source of durable myth.

    The ambition to operate at a mythic scale did not appear recently. What appeared recently was the technology to support it. The acceleration some readers have noticed is not impulsive; it is deferred momentum. Decades of abandoned plans, constrained ideas, and unrealized structures are now viable. That includes megastructures, planetary-scale conflict, ancient feuds, long arcs, and settings that remember what happened to them.

    It also includes sex and adult content integrated into the myth rather than segregated as an embarrassment. Crow’s position is that these elements were never incompatible; only modern corporate myth pretends they are.


    This is not resignation. It is escalation. The mishandling of modern mythic franchises is not abstract theory; it has unfolded in real time. The end state is consistent: myth reduced to product, product reduced to poor product, and poor product reduced to infantilized sludge. When the work is dismissed as “AI slop,” the accusation fails because it assumes a landscape where comparable projects exist at this scale, with this level of continuity and risk. They largely do not. The absence is precisely why this work exists.

    Crow’s argument regarding Star Wars is specific. It was never merely “for children” in the way it is now defended. It was a family myth that made room for children without evacuating darkness, loss, brutality, or consequence. Limbs were severed. Worlds were destroyed. Death mattered. Those elements were not incidental; they were foundational. When they were stripped away, the myth lost its gravity. That loss is not trivial, and it is not recoverable through branding alone.

    Crow accepts the possibility of failure—total, public, irreversible failure. He considers that preferable to waiting for corporations with vastly greater resources to act responsibly and choosing not to, again and again.

    The projects moving forward are adult by design. They are mythic by intent. They are allowed to be dangerous, sexual, grand, and uncomfortable. They are not built to satisfy quarterly risk assessments. No permission is required to make them, and no credible authority exists to prevent them.

    This journal exists to clarify that position. What follows is not reactionary content, trend-chasing, or nostalgia mining. It is the continuation of a long trajectory that finally has the tools to support its own weight. Crow did not arrive here accidentally. He arrived here because he understood that this was the only direction left that still made sense.


    To be clear, this is not an attempt to compete with Star Wars on its own terms. Crow’s intent is to operate in a space that corporate franchises can no longer access, let alone control. What is being built here is a line of premium works—adult, uncompromised, and structurally coherent—that institutions bound to risk committees, brand management, and shareholder appeasement are fundamentally incapable of producing. That is not bravado; it is a simple consequence of how those systems function.

    Crow’s position is that creators and audiences alike deserve better than endless myth recycling in service of entities that have neither the courage nor the capacity to protect what they own. The point is not to eclipse the great sci-fi myths of the past. It may never do that, and it does not need to. What matters is that the work retains its integrity—myth built with intent, continuity, and consequence rather than diluted into focus-tested sludge.

    This is not about replacement. It is about refusal. Refusal to submit to creative servitude, refusal to hollow out meaning for scale, and refusal to pretend that degraded myth is the best we can do. If nothing else, these works will stand as proof that coherence, adulthood, and conviction are still possible. Crow understands the limits. He also understands the obligation. Integrity, at this stage, is not optional—it is the minimum.

    The retro projects are not just legacy obligations; they actively support the broader creative process. As they are revisited and stabilized, the combined lore of the classic settings is being clarified, expanded, and documented in a more permanent form. Over the coming months, that material will be fleshed out directly on the website, giving long-fragmented ideas a coherent home rather than leaving them scattered across dead platforms and half-remembered builds.


    Moving forward, the output will be broader and more consistent in form, even if the releases themselves remain staggered. You should expect a steady flow of general content: development journals, workflow updates, and deeper lore entries alongside video material, audio erotica, and the next generation of interactive experiences.

    This is not a pivot away from games, but an expansion of how the worlds are communicated and inhabited while those games are being brought properly up to speed.

    Many of you have supported this work for a long time. That support is remembered, and it matters. The patience and dedication shown over the years are not being taken for granted, and you will see the results of that commitment as the upcoming lineup reaches demo-ready form and begins releasing in a more tangible way.

    For those who are newer to the project, the recent increase in released material is intentional and expected to continue. As tooling improves, workflows stabilize, and external platform costs become more predictable and manageable, Crow expects both output and cadence to increase. This is the natural result of foundational systems finally locking into place after a long period of instability.


    During this phase of active development and structural reinforcement, support through Patreon directly helps keep HTH Studios moving forward. It allows more frequent updates, clearer communication,

    and a steady flow of material without forcing premature changes onto the “classic IP’s”.

    Vaultus, in particular, will see more regular updates, serving as the space where stylistically experimental work can live and evolve without compromising the integrity of the legacy settings.

    Thank you for joining us. We hope you have found this more “direct” format of behind the scenes dev-journal informative, and we will have more for you soon. take care, and as always, thank yu for playing.

    This entry into the vaultus archives has been made possible by the collaborative efforts of both man and machine. AI was utilized specifically to assemble and compile vast amounts of notes and data as part of the editorial process over seen and posted in it’s current form

  • VAULTUS is finally coming online

    VAULTUS is finally coming online

    Crow is opening the inner sanctum for a closer look—not just at the finished product, but at the thinking, the missteps, and the method behind the madness.

    Step inside; the doors are finally open.

  • Video Services

    Video Services

    I’m in the middle of a significant upgrade to how video content is delivered to patrons: More details soon. Direct hosting of adult video content isn’t permitted due to policies enforced by Visa, Mastercard, and PayPal.

  • The Age of Buying an overpriced sourcebook is OVER!

    The Age of Buying an overpriced sourcebook is OVER!


    Primal Sword & Sorcery just Changed the Game & fired a shot across the bow at the industry status quo:

    The Vandyrian Codex: Book I – Primer is now fully online, in both text and complete audiobook formats—free to read, listen, or download.

    No paywalls. No subscriptions. No “lore-bait.” This is open-access worldbuilding the way it was meant to be: dense, brutal, and ready for real play, not just endless teaser content. The Primer isn’t just a preview—it’s the first book of a living archive, optimized for game masters, writers, and any creator who’s tired of waiting for permission to use the material they’ve already bought three times.


    What’s new?

    • Full Audiobook + Text: Every page of the Codex is now available as immersive audio, with the same content you’ll find in the written version. Listen at the table, on the road, or straight through your browser. No locked chapters, no asterisks.
    Available Now!
    • Completely Free: No registration, no gatekeeping. The entire project is open to all users. Download the audio, copy the text, use it in your campaigns or projects.
    • Accessible, Efficient, and Fast: Images are compressed for speed (WebP format), and the navigation is clean. You’re not fighting popups, newsletter nags, or “early access” gimmicks—just pure content, ready for immersion.

    HTH Studios built this for the players and creators who remember when owning a sourcebook meant you actually owned it. If you’re tired of triple-dipping for new editions, DLC, or half-finished PDFs, this is what comes next. This isn’t just another wiki or ruleset—this is a living world, built to be used.

    Check out the updates at:
    www.primalswordandsorcery.com/primal-sword-sorcery/book-i/


    And this is only the beginning. Massive lore essays are on the way, drilling into the hidden corners and raw histories of Vandyrus and beyond. The first official maps are nearly ready—fully detailed, region by region, built for actual play and reference.

    The first adventure module, Assault on Dengan Fortress, is coming soon, built to set the bar for everything that follows: no filler, no bloat, just lean, brutal content ready for real campaigns.


    Homebrew kits are in active development as well, starting with Zhuru and expanding next to Vulsa.

    Each kit comes loaded with plug-and-play regional backgrounds, cultures, and mechanics, tailored to work seamlessly with the Codex and ready to drop straight into your campaign.

    No catch. No fine print.
    Just a new world—Waiting to be conquered.

  • EMPIRE [REDUX]

    EMPIRE [REDUX]

    Title:Empire [Redux]
    Released: 2025
    Format: Digital
    Production Company: HTH Studios
    Producer: Crowchild
    Software: SUNO
    Intro [REDUX]
    Force of Empire [NEW]
    Diva [REDUX]
    Midnight Empire [REDUX]
    Grinder [REDUX]
    Grinder II [REDUX]
    Infinite Night [NEW]
    Pulse of Empire [REDUX]
    Sunrise [REDUX]
  • EMPIRE [DEMO]

    EMPIRE [DEMO]

    Title:Empire
    Released: 2007
    Format: CD
    Production Company: HTH Studios
    Keyboard/Synth/Sequencing: Crowchild
    Software: Early GarageBand
    Keyboard: Korg
    Original Retailer: CafePress

    A tremendous thank you to our friend Sirdan, for retaining
    archival copies of both Rio & Empire since the time of their
    release and providing them for this update.
    Intro
    Diva
    Midnight Empire
    Grinder
    Pulse of Empire
    Dive [Sunrise Remix]
    Midnight Empire [Alternate Version]
    Flesh Dance [Extended 2007 Remix]
  • PROGRESS UPDATE:

    PROGRESS UPDATE:

    Audio Message – 11.24.2025

    We’re finally turning a corner. Patreon access has been restored, including the return of download links for supporters. Users will need to log in and reconnect their Patreon accounts, since we had to reset the connection during backend repairs.

    Game downloads are now active and functioning as intended.

    Erotica and audio content remain offline for the moment, but with the new, fully optimized site, both will be coming back much faster than before. Expect more content and smoother access as the overhaul continues.

    Over the next 24–48 hours we’ll start rolling out the real updates:

    • You may be asked to re-link your Patreon email/account once as the new system comes online.
    • There may be brief outages or weird behavior while databases and plugins are refreshed.

    If something looks broken during this window, it’s probably mid-update rather than truly down.