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Gloomy Washer profile
Gloomy Washer
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Gloomy Washer
Futariuum’s Gate is a visual novel RPG currently in development for PC and Android. See stunning hand-drawn sex scenes, develop relationships with a large supporting cast and fight vicious demons.
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💎 Access to all the DLC packs released so far: - Gatekeeper Edition - New card, outfit, potion, extra scenes & cgs and more. - Utility Pack - Walkthrough & cheat codes. - Art Pack - High-quality game CGs, character portraits, sketches, cut content.

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🎲 We'll make an illustrated scene for you that will be featured in the game, either as a bonus CG or the possibility of it being featured as part of the story. Art must follow Patreon's guidelines and be approved by Nethuum before we proceed to work on your scene. You can provide us with your idea for the scene and characters included, with the final creative decision up to Nethuum to decide. You're entitled to one custom scene per update (that means if you continue the pledge in the next month, your scene will be added to a waiting list).

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Features

  • **Latest release**: Play Futariuum's Gate releases up a month before the public (PC and Android)!
  • **Content Vote (Single)**: Participate in content polls to influence upcoming updates (characters, outfits, scenes, and extra content)
  • Exlusive discord channels & roles
Displaying posts with tag Devlog.Reset Filter
Gloomy Washer
Public post

Futariuum's Gate – Devlog #8


Hi everyone!
This week’s work has been mostly focused on art assets again as we push forward with the Sphere scenes.
Nethuum added a brand-new CG to Violet’s Sphere scene, adding more visual depth to her story moments.
The polishing of lineart across all CGs is ongoing, with small corrections and detailing being done to improve the final results.
A sketch for a new bonus CG has been started and will be revealed soon — stay tuned!
We also began planning a new outfit for Maya to expand her visual variety.
A spicy preview of one of the new CGs will be posted soon, so stay tuned!
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Gloomy Washer
Public post

Futariuum’s Gate - Weekly Devlog #7 🔮


Hello, FG fans! 
This week’s work remains mostly focused on the game’s art assets. Nethuum is currently in the polishing phase of the Sphere scenes, fixing visual inconsistencies and adding extra details—especially to facial expressions, which are key to conveying the emotional tone of the story.
He’s also started sketching a new CG for a Violet scene, aiming to give it more visual and emotional impact. This addition is meant to deepen her character and enrich the narrative experience.
At the same time, Nethuum is compiling a reference board and brainstorming ideas for extra CGs, which may be used for optional events or possibly a side quest that is still in early conceptual stages. If greenlit, this quest would explore subtle themes that tie into the main story while expanding the worldbuilding.
We’re also reviewing ways to optimize and unify existing assets, ensuring visual consistency across the board. This includes tweaking color palettes, silhouettes, and lighting so that all elements blend seamlessly together.
On the backend, we’re running small integration tests to make sure the new CGs and visual variations perform well in the game engine, avoiding bugs or performance issues.
See you in the next devlog! ✨
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Gloomy Washer
Public post

Futariuum’s Gate - Weekly Devlog #6 🔮


Hello loyal fans! 
This week’s focus was fully on art production, with a lot of attention going into the new CGs. Nethuum spent the week working intensively on illustration work for the Sphere scenes. During the process, several new ideas came up, which led to the creation of additional CGs — expanding the amount of visual content and adding even more immersion to the upcoming scenes. 
He’s now moving into the lineart polishing phase, focusing on improvements, adjustments, and reviewing where new illustrations might still be needed — as long as they don’t interfere with the pacing of development. This is probably going to be our biggest update in terms of unique CG content so far.
Next, Tera will begin adapting the script to fit the updated visual flow and scene composition based on the new art. 
Thank you for being with us as we bring this world to life — more progress coming soon!
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Gloomy Washer
Public post

Futariuum's Gate - Weekly Devlog #4


We had a productive week for Futariuum’s Gate, with several improvements and planning sessions pushing us forward. AB has finished implementing the new gallery system, which comes with a range of improvements like zoom, swipe navigation, and a cleaner user interface to make it easier for players to revisit unlocked CGs. 
On the art side, Nethuum started sketching the Sphere scene with Laura and Maya, as well as the Sphere scene featuring Aubrey, laying down the first ideas for composition and flow. He’s also in the planning phase for Violet’s Sphere scene, outlining the key emotional beats and transitions. 
Meanwhile, Ramsey has been developing the concept art for a new type of dungeon that will debut in Episode 2, exploring unique themes and more diverse environments. 
In parallel, the team has continued discussing and defining the full scope of the game, making sure we stay on track with what’s feasible while still expanding the player experience. We also started brainstorming new content to include in the upcoming update beyond just Sphere scenes, so there’s a lot of exciting stuff lining up on the roadmap. 
Thanks for being here with us each week — your support is what makes these updates possible!
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Gloomy Washer
Public post

Futariuum’s Gate - Weekly Devlog #3 🔮


This week came with some setbacks, as Nethuum was sick for a few days, but we still made meaningful progress. We took this time to focus on something essential: defining the full scope of the game. This step was important to give us a clearer picture of what still needs to be done and how to manage our resources efficiently moving forward. 
A big part of the work was spent discussing the overall story structure. Tera worked on a summary that outlines the entire plot from beginning to end, helping us establish key narrative milestones. We also made decisions on which characters will be featured in the Sphere content and how dungeon-related gameplay will be structured, ensuring we can expand the game meaningfully without overcommitting beyond what’s realistically possible. 
Although changes will likely happen as development evolves, this planning phase has helped us find a healthier balance between adding new content and keeping production manageable. 
On the gameplay side, we’ve now outlined most of the dungeon and deckbuilding combat segment, including the number of cards, dungeons, mechanics, and more. This gives us a solid foundation to start building and iterating on. 
Ramsey is about to start working on early sketches of the scene between Aubrey and Maya, giving Nethuum a visual base to begin drawing the final artwork later on. 
Meanwhile, AB has been reworking the CG gallery, which now allows players to swipe between images and zoom in on any artwork. Around 40% of the new gallery system is already complete, and it should make for a much smoother and more immersive experience when revisiting scenes and visuals. 
Thanks as always for the ongoing support — even in slower weeks, your encouragement keeps things moving forward.


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Gloomy Washer
Public post

Futariuum’s Gate - Weekly Devlog #1 🔮


Starting this week, we’re combining our usual “Devs Talk” and “Devlog” into a single post — the Weekly Devlog — where we’ll keep you updated with the game’s progress in a more streamlined way, every week. 
On the art side, Ramsey finished the sketches for a new scene with Laura, which will be part of an upcoming Sphere Scene. He’s now working on early sketches for a new dungeon, designed to feature a variety of unique rooms to explore. Some areas have already been sketched, and both Ramsey and Nethuum are collaborating on the overall layout and visual direction for the space. 
Meanwhile, Nethuum has been organizing visual references for the remaining scenes in the Sphere, planning new mechanics, and compiling feature ideas for the upcoming update — while also taking care of administrative tasks behind the scenes. 
Tera has wrapped up the script for the next update and is currently writing the episode summary for Episode 2, which will help guide our pacing and promotional structure going forward. 
Finally, AB has started experimenting with a brand-new dungeon system that would allow us to generate maps completely at random. It’s still in the testing phase, but the results so far are promising and could open up exciting possibilities for the roguelike aspect of the game. 
That’s it for now! As always, thanks for being with us — your support is what keeps all of this moving forward.
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