You must be 18+ to visit this website
The content on this website is AGE RESTRICTED
Please confirm you are at least 18 years old of age. Otherwise leave the website.
Krasue Games profile
Krasue Games
18+
Krasue Games
Solo-dev creating adult games with a strong focus on gameplay intermingled with 18+ content. I've had years of industry experience and have a passion for horror and retro games, as evidenced by my first release "Halls of the Pale Widow".
Subscribe
Message

Subscription Tiers

FREE
Free Tier

Follow publicly released updates.

622 subscribers
Unlock
$1
USD monthly
Appreciator Tier

A token of your appreciation.

0 subscribers
Unlock
$3
USD monthly
Enjoyer Tier

Get access to News and Development Milestone posts.

0 subscribers
Unlock
$5
USD monthly
Supporter Tier

Get full access to in-development posts and previews.

35 subscribers
Unlock

Features

  • Support the development of games such as Halls of the Pale Widow.
  • Gain exclusive access to work-in-progress posts and more.
  • Engage with the development of future titles.
Krasue Games
Public post

Sin Spire - Dev Log 35

Hello everyone! I’ll be keeping today’s Dev Log brief as I don’t have too much to discuss openly. First, though, I’ll address the absence of last week’s Dev Log. As some of you know, I had some non-dev obligations that resulted in me being away from my computer for a while. The length of this period was actually longer than I had anticipated and as such I was gone for a little over a week. Previous to that, I hadn’t made much progress since the last Dev Log.
Since coming back, I have been trying to get back into the groove which is proving more difficult than expected due to distractions appearing quite regularly (again away from my computer) but I’m hoping that’ll clear up soon. I have gotten some work done but considering how much I wanted to get done before the end of August, I’m very far behind.
So, let’s go over what’s actually been worked on:
Final Cutscene(s)
I briefly mentioned my original plans for the game to have way more cutscenes but I cut back on them for a variety of reasons. Well, I’ve decided to cut back even more on cutscenes (where the camera is outside of the player’s view). The reasoning behind this is quite simple: to save time.
The introductory cutscene for the final boss is one of the more complicated sequences due to it being affected by multiple variables that occur through gameplay. An actual cinematic is not really possible due to this cutscene needing a choice system as well as having elements affected by previous player actions.
Instead of a cinematic cutscene, I’ve decided to keep everything confined to the already existing dialogue system with some cutaways for key reveals/moments. It’s not ideal but I think at this point I need to be realistic about what’s achievable.
I will note that I did try to use my previous method but got a headache when it came to having to rework systems or make new systems to introduce the choice based elements. So, I decided to just do without so I don’t spend another few weeks making a bespoke system for it.
Of course, there are still some things to figure out and smoothly transitioning from dialogue to those ‘key reveals’ will be something I need to work on. For now, I’m cutting up the recorded audio and setting up the dialogue that’ll be used for this final sequence before working on the actual animations for the reveals.
Boss Fight(s)
The two boss fights have not gotten a lot of love in light of all this narrative work. As such they are not really in a playable state. They’re both using placeholder boss fights (Mangler) in order to get the surrounding logic to work but obviously I plan for the two bosses to have their own attacks and move sets. Admittedly some of this is tricky to figure out but I do have a good idea of what I want to do, I Just need to figure out how to actually achieve it.
Boss fights have not been my favorite thing to work on for this game, so working up the motivation is tricky to say the least. Animation is tough and the fact that it’s going towards something I don’t really like doing definitely leads to me procrastinating a bit.
Final Goodies
So, there are a few more sex scenes planned for the game. Ophelia’s which will happen at the end of her quest (currently there’s placeholder dialogue for her) and a couple of scenes with the final boss. None of these have been worked on yet but they are planned to come in the future as they tie directly to the story.
Kind of an obvious thing to mention but, as I said, I’m behind on where I should be and I don’t think I’ll be able to reach the August deadline for version 0.1. I apologize to anyone who was hoping to see the story wrapped up by the end of the month. As I’ve said before, the closer you get to the end, the longer everything seems to take.
I am still keeping things vague for now but will try and get some images for my next Dev Log as I’m sure you guys are tired of just seeing walls of text. Anyway, that’s all for today. I’ll see you guys the next time I have something to mention. If not next week, then the week after. Have a good one.
Comments  loading...
Like(6)
Dislike(0)
Sign Up or Log In to comment on this post
Krasue Games
Public post

Sin Spire - Dev Log 34

Hello everyone! I was originally planning to return to a bi-weekly schedule for Dev Logs, but with the recent release of build 0.0.5a, I figured it’d be worth posting a quick update to go over the general reception and what’s been worked on since release.
The Build
The build seems to have gone down well overall. I didn’t fix many of the major flagged bugs from the original 0.0.5 release, since most of my focus was implementing the new dialogue -> sex scene -> dialogue system. It’s a setup that only appears a couple of times in-game, but it required a lot of backend work to get right.
All the enemies in the game are derived from a shared base class that handles many things including purification sequences. This shared functionality makes setting up new enemies with animations very simple. However, ‘talker’ NPCs like Savina did not have that setup, so a unique solution was required. So far, it seems to be working smoothly and has opened the door for Free Mode – which is slowly shaping up.
Speaking of Free mode, I’ve gotten some feedback suggesting that it’d be nice to have all animations unlocked for enemies. While this is technically doable, it would come with a lot of visual issues – clipping, incorrect proportions, alignment problems etc. For example, if you assign an animation from The Duchess to The Slacker, the eyes may not line up properly and clip through the eyelids. These things are usually fixed during animation on a per-character basis.
If people are fine with this kind of weirdness then I might consider unlocking more animations. At the moment, Free Mode is mostly a testing tool but it can be expanded down the line.
As for the other bugs – most of the ones I’ve seen brought up since the release are issues that already existed in 0.0.5. I do plan to fix them, but they’re not my focus for the time being. 
Since Release
After launch, I took a short break and then jumped straight back into things. My first task was revisiting the penultimate boss fight and its surrounding transitions – specifically looking at saving and loading.
Up until now, loading a save has been simple: you always load into the Starting Hall and have your player data applied from there. This approach, of course, did not support loading into other maps which is something the story now demands. So, I had to build a system that allowed saving/loading in different maps and spawning the player in the correct position depending on the game’s state.
A good example is the long hallway that leads to the floating portal just before the penultimate boss (where the build currently ends). As the Starting Hall won’t be available as a spawn point, every time the player dies in the next fight, they need to be placed back into this map. The problem is players shouldn’t have to walk down that hall again after every death, so I used the world event tracking system to adjust the spawn point depending on what world events are currently active.
Of course, this also extends to saving. So now, you can also save at the altar that’s at the end of the long hall and load from there. I’ve also implemented this into the area just before the final boss fight as well as making sure that the world correctly loads the various states based on what you’ve done up to this point.
After a lot of testing, this system seems to be working well. It’s the kind of thing that, when it’s functioning, players will probably never notice. In hindsight, these save changes would’ve been great to include in the latest build so that people could jump right into the next boss fight without having to repeat the Mangler fight.
Visually, something that people will actually see, I’ve been working on additional animations for the penultimate boss, but more on that later… possibly much later.
What’s next
Most of what’s coming next has been covered in earlier logs: more work on boss fights, new animations, and the final parts of the game.
That said, I wanted to give a quick heads-up that Dev Logs will likely slow down during August. As I focus more on the game’s ending – which I’d rather not spoil – there just won’t be as much I can openly talk about. On top of that, I have some non-dev obligations coming up next week.
That’s not to say I won’t post any updates this month, but unless I’ve got something concrete to share, I’ll be keeping it light.
I’ll admit the ending is a daunting thing to tackle. There are multiple variables to consider and while I have a vision in mind, it may take a few iterations to nail down what actually works in practice.
I’ll check in again when it makes sense. Until then, feel free to hop on Discord if you want to chat or ask questions. It’s not the most active place, but I do try to respond when I can.
Thanks again for the continued support. Hopefully everything works out! See ya.
Comments  loading...
Like(6)
Dislike(0)
Sign Up or Log In to comment on this post
Krasue Games

Sin Spire – Alpha Test Build 0. 0. 5a

This post also includes Mega.NZ content links
Comments (1)
Like(1)
Dislike(0)
Posted for $5 tier
Unlock Tier
Krasue Games
Public post

Sin Spire - Dev Log 33

Same place, different vibe

Hello everyone! I started writing this quite late today, but there’s not too much to cover. Unfortunately, as you can tell, this isn’t a release post. My goal was to have the new build ready, but this past week didn’t exactly go as planned. I’ll do my best to break down what’s been going on.
Ophelia’s Quest
I began the week focused on finishing Ophelia’s quest, as mentioned in the last Dev Log. If you’ve played the most recent build, you’ll know it ends with a text box basically saying that the content isn’t complete. The first thing I needed to do before implementing any of Ophelia’s animations was finish that up.
The script for her lines was already written, and the voice acting already recorded, but the in-game dialogue hadn’t been formatted yet. So, I spent time cleaning up the text script, setting it up properly in the dialogue system, and cutting Ophelia’s voice lines to work with it.
Once that was done, I could begin working on her scenes properly… but I got side-tracked before I made much progress there.
Free Mode with Stalkers

Penultimate Boss Fight
On a bit of a whim, I switched gears and worked on the first of the last two boss fights in the game. I focused mostly on the sequences surrounding the fight: the dialogue before and after, the transition to the final fight and even a defeat cutscene (cinematic) for the boss. So far, the only boss that has had any kind of cinematic sequence after defeat has been the tutorial boss.
In regards to the dialogue, I had written this boss’s dialogue ages ago – possibly last year – but reading it again, I realized it was… not great. So, I rewrote it. It isn’t voiced yet, but the new version should fit the mood a lot better.
I’ve always wanted more cutscenes and cinematic moments in the game, but over time, it became clear that wasn’t realistic with my timeframe. So, I made the decision a while ago to keep most sequences in the dialogue system rather than full cutscenes. This boss’s dialogue, however, was originally written with dramatic cinematic cues that no longer worked, so it had to be rewritten to fit the new approach.
Overall, I’m happy with how the sequence is shaping up. The boss fight itself still needs work, but the surrounding elements are in a good place.
Of course, this was the moment I remembered: “Wait, this wasn’t what I was supposed to be working on.”
Rough shooting range

A Stressful Distraction
When I tried to get back to Ophelia’s sequences, something happened that completely derailed my focus for a few days. If you’ve been keeping up with recent news in the game dev scene, you might know what I’m referring to.
I ended up spending some time talking with other devs and joining a few discussions – good for networking, bad for productivity. On top of that, my last payout from Patreon was stuck in limbo, which added extra stress (due to the processor, not Patreon). Thankfully, that specifically has been resolved now.
So, this week was productive just not in the way I had hoped it would be. I’ll be doing my best to get my brain back on track and push out those distractions so I can finally get this build released.
What’s Left To Do?
So, where’s the build at? I still have a few things to finish before meeting my goals from last week. The main tasks are:
  • Cutting and setting up voiced sounds for the sex scenes with Savina and Ophelia
  • Finishing Ophelia’s animations (I might omit one or two to get the build out sooner)
  • Fixing an interaction bug that causes inputs to stop working during selectable scenes

Once that’s done, I can finally send off the build. I know it’s been a while since 0.0.5 (A couple of months), and I really appreciate everyone’s patience. I won’t give a release date yet as I don’t want to say anything I’ll regret. For now, I just need to get back to work and release it when it’s ready.
I’ll see you all next time – hopefully with the release post!
Comments (1) loading...
Like(8)
Dislike(0)
Sign Up or Log In to comment on this post
Krasue Games
Public post

Sin Spire – Dev Log 32

Hello everyone! This week wasn’t as productive as the last, unfortunately, so I’ll keep this log brief on details. I had to take care of some non-dev maintenance – boring stuff I won’t get into – but I still managed to make some progress toward the next version of the game. The goal is still to get the update out soon.
Here’s the bare minimum of what to expect in the next version:
  • Animations for Savina
  • Animations for Ophelia
  • Ophelia’s quest ending (mostly an exposition dump)
  • New animations for a few enemies
  • First version of Free Mode

Since a lot of people were practically begging to see it, I’ve decided to unlock Free Mode for players who’ve completed the current content (made it up to the Mangler boss). I’ll just strip out what I don’t want to be revealed yet. There are still a few enemies without animations in Free Mode, but that shouldn’t take too long to set up.
I have fallen a bit behind on animation (again), so next week I’ll be focusing hard on Ophelia’s scenes and then going back to purification animations if time permits. Even though her scenes might be harder to access than Savina’s, finishing her content will wrap up all the story content prior to the game’s ending.
This next update will be version 0.0.5a, not 0.0.6, as I’m treating this as an intermediate build for the finale. I want August to be the month where I wrap everything up in regards to content. Sin Spire has taken a long time to come together and, once I finish that core set of content, the game hits its minimal viable state and could technically be released.
Timeline
My ideal timeline for the rest of the game’s developed is as follows:
  • Release the next update before the end of the month, ideally next week
  • Work on the two final boss fights and ending cutscenes
  • Do a final pass for bug fixes and clean up any leftovers that are no longer used
  • Release the game

If any of the extra content I planned isn’t finished in time – such as additional enemy animations – I will probably cut it and save it for a future update. I know that might sound a little disappointing but at some point, I have to draw the line and content-lock the game.
Looking ahead to future projects, I’ll be doing more thorough planning now that I’ve got the experience of working on this and know what my limits are. I feel like I say this every few dev logs, but it’s something that is always in the back of my mind along with the various ideas of what I want to do next.
Anyway, that’s pretty much all I have for this week – anymore and I’ll start rambling about unrelated things. After finishing the boss fights and ending cutscenes, I’ll also need to start thinking about promotional material, such as a trailer and whatever else comes up. I’m not experienced with video editing, so we’ll see how that goes when we get there.
If the next update isn’t ready by next week, I’ll still try and post another dev log. There’s already enough content to make the next update worthwhile, I believe, but I’d really like to get Ophelia’s stuff done to for all the reasons I’ve mentioned.
Thanks for reading. I’ll see you all next week!
Comments (6) loading...
Like(10)
Dislike(0)
Sign Up or Log In to comment on this post
Krasue Games
Public post

Sin Spire - Dev Log 31

Savina bent over table
Hello everyone! Last week, I had hoped to release a new small build update, and crunched over the weekend to try and make it happen – but in the end, I didn’t have enough time to actually complete what I had set out to do and polish it. Realizing this, I decided to put out a poll for the first time (On Patreon, unsure of how to do it on SubscribeStar). In it, I asked if I should delay the release or follow through with an unfinished build and with over 200 votes in favor of delaying, I decided to take a very short break and then get straight back to work.
Quite a bit has been done since then, so let’s go over what’s new.
New Scene System
Originally, the update was meant to just include Savina’s sex animations once you reach a certain relationship level (this value is invisible). Currently, when you get to the appropriate level or somehow give her the 100 mil she jokingly asks for, you’ll get a text box with placeholder text. The goal was to replace this text box with a full set of animations complete with a scene selector.
For this, I had to build a brand-new selectable sex scene system, which differs significantly from the standard Purification system. It’s tied directly to dialogue and features an additional set of UI showing the available animation options, letting you click on whatever scene you want to start.
One of the big changes in this system is environmental interaction. As I wanted Savina’s scenes to stand out more, I wanted to make use of environmental assets to allow for different kinds of poses. Thus, I had to build additional functionality tied into the scene selector. Unlike Purification, which just plays animations wherever you are, this new system now uses specific positions and can be paired with furniture in the environment. While not dynamic (maybe in a future project), the scenes with Savina can be paired with chairs, tables etc.
Naturally, adding this system broke a bunch of things, so I spent a lot of time fixing them. I’m still ironing out how to make scene selection work smoothly on both keyboard and gamepad, as right now only the mouse works.
Animations
Before starting work on the selectable scene system, I had finished two of Savina’s sex scenes. After completing the selectable scene system, I then moved back to animation and finished a third. With Savina’s animations now done (for now) I’ve decided to shift focus to expanding purification animations for enemies. So far, I’ve made the following animations:
  • Two new Purification animations for the Bound enemy (front and back)
  • A new Purification animation when interacting with the Witness enemy from behind

This is part of an effort to address feedback about the overused Witness missionary animation on most new enemies. Some enemies will still share animations due to time constraints, but my aim is to add enough variety to keep things fresh.
Additionally, I will also start working on animation sequences for Ophelia too. Her scenes may require moving both the player and Ophelia to a new map, so I’ll likely need to tweak the current system or create a dialogue-triggered level transition. This might not be done for the next update, but it’d certainly be nice to have both Ophelia and Savina’s sex sequences complete.
Free Mode
Interacting with one of the enemies in Free Mode
I’ve finally begun work on Free Mode using the new selectable scene system. As the new system as a whole is quite developer friendly, I’ve been able to start designing the dedicated level where you can interact with all the characters and enemies in the game. Currently it features the following:
  • Non-hostile versions of enemies you can interact with
  • Selectable scenes for said enemies that expand beyond what is possible in the main game (basically animations from other enemies are available for some)
  • Outfit selection and bonus information via dialogue (so you can switch between the different versions of the enemy seen in other dungeons)
  • A shooting range to test out weapons (mostly for fun and not very fleshed out)

Since this mode includes enemies and bosses throughout the game, including those not seen yet, it will be locked behind progression. That means that it likely won’t be available in the next version, though if enough people want to see it, I could try and temporarily make it available for testing purposes.
More enemies in Free Mode
What’s next?
From here on, it’s mostly animation work until the next update. I still need to complete the two final boss fights, which I’ll shift focus to once the next update goes live. I don’t have a release date in mind for the update, but I want to try and aim for around the middle of the month (about two weeks from now).
To make up for the delay and indecision, I’ll be temporarily returning to weekly dev logs until the next update. Big or small, you’ll hear from me again next week. Once the update is released though, I’ll be knuckling down and focussing on finishing the game.
Anyway, that’s all for today. Thanks for reading and I’ll see you guys next week!
Comments (6) loading...
Like(10)
Dislike(0)
Sign Up or Log In to comment on this post
View next posts (6 / 54)
WE USE COOKIES

SubscribeStar and its trusted third parties collect browsing information as specified in the Privacy Policy and use cookies or similar technologies for analysis and technical purposes and, with your consent, for functionality, experience, and measurement as specified in the Cookies Policy.

Your Privacy Choices

We understand and respect your privacy concerns. However, some cookies are strictly necessary for proper website's functionality and cannon be denied.

Optional cookies are configurable. Disabling some of those may make related features unavailable.

We do NOT sell any information obtained through cookies to third-party marketing services.