General Update


Hello everyone! Another week, another text-only post. I’m sorry for not having anything to show yet, but I haven’t quite gotten started with the new game or managed to resume the Sin Spire update. While I’m still trying to stick to the two-week post schedule, I’m probably, in the short term, going to modify that slightly.
I want to maintain transparency but I also don’t want to keep writing up posts basically saying “look forward to the next thing”. That said, vacation is over, celebrations are over and I’m in a position where I can now get back to work... Almost.
Something I wanted to do after my trip was reorganise my workspace and start archiving old project files. A lot of these date back 10 years (to 2016), and at this point they’re just taking up space. Add to that the fact that my project files and assets are spread across seemingly random locations, and it’s now a task of organizing as well as archiving.
On top of that, my physical workspace needed some adjustments as well. New equipment, organisers, and so on. To put it bluntly, this last week has been focused on cleaning up, and it’s still somewhat ongoing. Not the most interesting of updates, but I did say I want to maintain transparency.
Today is actually the first day since February that I’ve opened up any projects. It’ll take a bit to get back into the swing of things, but after some warmups, I’m hoping to be going full-speed ahead with the next (smaller) game and Sin Spire’s next update.
Sin Spire Update
The next Sin Spire update is not going to be an extensive one; no new story content or anything like that. As I’ve mentioned in a few posts, we’re looking at quality-of-life changes and bug fixes.
I am planning on adding a couple of purification animations to the game, as there are still a few missing, but the bug fixes alone are going to take some time to address.
Once Sin Spire is in a stable enough state, I’ll be re-releasing it on other platforms for people who can’t access the game through Steam. I’ve been in talks with a storefront about hosting the game and have decided to give them a shot. More information on that will come after the next update’s release.
I don’t have a specific timeframe just yet, but I’ll likely be developing this update alongside my next project.
The Next Project
I’ve mentioned this on every recent post, and I imagine a lot of you are probably tired of me talking vaguely about it. The issue is that until I have something concrete to show, I don’t want to make any promises and get too ahead of myself.
That being said, I do feel it’s worth going into a bit more detail, both to give some insight into what the project will (hopefully) be, and to let people discuss and potentially provide feedback on the idea itself.
So, putting all caution to one side:
The next project I’m working on will be an action-oriented wave shooter. Not a story-based dungeon crawler, or a quiet horror game. This will take more after games such as Killing Floor and Painkiller.
The enemies in this game will be a monster mash of designs, a mix of classical and new, and hopefully with more variety than Sin Spire. The tone will be a lot more light-hearted and tongue-in-cheek, and it will feature a proper protagonist rather than a (semi) self-insert character like in Sin Spire or HotPW.
I do have a name for the game, alongside a basic premise, plot, and characters, but I won’t be sharing any of that until the announcement post.
One of my core goals with this next project is rebuilding and overhauling systems that I expect will be shared across my games, making them more modular and easier to use. Sin Spire’s purification system, for example, could be better. I want to give it improved environmental detection and even prop identification for animation selection.
In other words, build stronger, more flexible systems that can be carried forward into future projects.
That’s all I have to say for now. As mentioned, I’ll probably be going quiet until I have something to actually show. If Sin Spire’s update comes first, I’ll obviously post about that, but otherwise, I’ll talk to you all when I have a proper showcase for the next project.
Thanks for reading, as always. See you all later.