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Krasue Games profile
Krasue Games
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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".
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Krasue Games
Public post

Sin Spire - Dev Log 29

New Witness outfit
Hello everyone! I hope you're all doing well. May was... a bit of a weird month. Not much got done, unfortunately. As some of you know, I took a break at the beginning of the month (which I mentioned in the last dev log), and then managed to squeeze in a couple of tasks before running into some major PC issues. 
After a sudden bluescreen, my boot drive stopped booting entirely. And to make a long (and painful) story short, I ended up replacing both my boot SSD and motherboard. The good news? The system is now running much better than before the issues began.
Once my PC was back in working order, I spent some time stress testing everything to make sure it was stable. Admittedly, I got a little distracted by the flurry of recent game releases but I'm back now and truly ready to dive in again.
The Past Week
Mostly, I've been reinstalling software and making sure my development tools are working. To ease back in, I started with something simple: a new outfit the Witness.
As you might remember, the last version of the game introduced alternate outfits for the Witnesses to better reflect the dungeon they're in. The only outlier was the final dungeon, where the Witness still wore her original dress from the Catacombs. This new outfit addresses that and you can see what it looks like at the top of this post.
Originally, I had planned to give her metal hooks in place of hands, but I've held off on that idea for now. The new look is made to sit alongside other enemies like the Bound, with its black plastic/leather look.
Everything Else
Well, I’m at a bit of a strange point in development where I can’t say much without potentially spoiling things. We're nearing the end of the game, and from here on out, just about anything I say could give something away.
I’m not sure how sensitive you all are to spoilers for a game like this, but personally, I’d rather let certain moments and reveals happen in-game rather than in a dev log.
That said, here’s a small checklist of the big remaining tasks I need to complete before reaching beta:
  • Finish Boss Fight #6
  • Create the final boss arena
  • Create the final boss fight
  • Create cutscenes for before and after the final boss
  • Create alternate cutscenes based on player choices

Okay, that last one might be a small spoiler - but I think most of you saw that one coming. I won’t say what those choices are, but they should be fairly obvious by now.
I’ll also need to sort through a lot of recorded dialogue to make sure it matches the cutscenes. Some of these may end up being presented more like standard dialogue scenes rather than full-blown cinematic ones - we’ll see how things go.
As for the hand-crafted final dungeon I had planned: I’ve decided to put it on hold for now. If I find there’s a pacing issue between Boss 6 and the final boss, I’ll revisit it as a stretch goal. But for the time being, I want to focus entirely on finishing the core game.
What's next?
Bug fixes and small additions are taking a backseat until we hit beta. My goal is to have a playable version of the game - from beginning to end - by the end of this month or early next. After that, I’ll focus on polishing, fixing bugs, and preparing for a proper release.
I know it might sound ambitious, but at this point I need to give myself a firmer deadline to stay on track. Burnout has definitely crept in, and without something concrete to work toward, I could easily slip into procrastination mode.
That's all for now. I'll check in again next time with more (probably vague) updates on how the endgame is shaping up. In the meantime, I need to knuckle down and start animating - there's a lot to do on that front, especially with the boss fights and cutscenes. See you all later.
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Krasue Games
Public post

PC Problems

Hello everyone. Brief update today as I'm a bit pre-occupied. As you can tell from the title of this post, I've run into a problem with my PC. Last night, I blue screened (BSOD) and found that my computer would no longer boot. After trying the usual troubleshooting steps, I made a tweet and stepped away for a while. Today, I started running some tests and it does look like that the windows installation on my C Drive got corrupted. I have been able to access the files through an external SSD enclosure connected to my laptop and am currently making backups.
I did, as a knee-jerk reaction, buy a replacement/upgrade for the SSD (I'm currently using an 1tb ssd and bought a much larger one) which will arrive in a few days. That said, the fact I can access my files is a good sign that nothing is broken - it's just the windows installation. After I've backed up my files, I'll be running a system repair from a flash drive and hopefully I'll get back into my PC before the end of the day (unless something really bad has happened).
I had planned to write a dev log for today, but I've been distracted by this. The general gist of the dev log was going to be the following:
  • I've started blocking out the final area
  • I've made a bunch of notes regarding boss fights
  • I've started testing some boss fight ideas with placeholders
That's all for now. I'll make a post on Twitter if everything works out. See you guys later.
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Krasue Games
Public post

Sin Spire - Dev Log 28

The Bound - One of the new enemies from 0.0.5
Hello everyone! It’s been a while – how have you been? This month has flown by for me. Version 0.0.5 was a major milestone, marking the completion of all planned procedural dungeons. To celebrate (and recover from the crunch) I decided to take a break – play some games, relax and return refreshed… But things didn’t go quite as planned.
Video Games and Modding
As I mentioned, I intended to take a break after 0.0.5. The game I picked was the newly released Oblivion Remastered. I’ve always enjoyed Bethesda games, particularly modding them, so I felt that revisiting Oblivion would be a good time.
Upon jumping in, I was met with... hideousness. The original game didn’t exactly have great-looking characters, but my goodness – these remastered ones were something else. Still, knowing the game is moddable – and built in Unreal Engine – I figured I’d have a bit of fun trying to mod it.
And mod it I did. This quickly spiralled into me releasing two mods for the game. They’ve been surprisingly popular (I now have a lifetime supply of Nexus Premium!), but I realized something: I never really took a break. I just burned myself out on something else.
Modding is a different kind of work, but it’s still work (arguably harder than making a game at times). Between managing comments, Discord messages and Nexus feedback, I completely derailed myself from Sin Spire.
So for that, I truly apologize. This was not the intention and I want to be clear: I am back working on Sin Spire now. I still think tinkering with modding was a worthwhile exercise as I might use this information for a future project.
Bug Hell
Example of dungeon generation bug
When I returned, my main goal was tackling the pesky dungeon generation bug. It had only appeared a couple of times in testing before the 0.0.5 release, but after seeing players report it consistently, I knew it needed attention.
However, since then, I haven’t been able to reproduce it once. I tried lowering my framerate, testing edge cases – nothing. And that’s incredibly frustrating.
The procedural generation system in Sin Spire is heavily modified, but not originally built by me. Going forward, for any future projects involving procedural systems, I’ll build them entirely myself. I’ve learned firsthand how awful it feels not knowing why something breaks – whether it’s due to my own work or inherited code.
That said, I’ll continue trying to resolve this bug when possible, but honestly, it might stick around until release – or even beyond. I hate saying that, but I want to be upfront about the limitations. I could spend the next month and a half hunting it down, or I can focus on finishing the game. I’ve decided the latter is more worthwhile for now, and I’ll revisit the bug later.
Unfortunately, this past week has been a bit of a wash in terms of content – no bug fix, no new features. So, I can’t promise a new build by the end of the month.
The Plan
What's happening here?
Now that the rough stuff’s out of the way, let’s talk about what’s next.
The story content is nearing completion. Only two boss fights remain, along with a fully hand-crafted environment for the finale. Dialogue has already been recorded (with a few retakes underway), and the immediate aftermath of 0.0.5 is in place. The main focus now is finishing the ending and reaching beta.
But that’s not all I’ll be working on.
There are a few aspects of 0.0.5 that I’m not entirely satisfied with. While I’d love to revisit and refine the final two dungeons, my immediate priorities are:
  • Fixing outstanding bugs
  • Working on Purification Animations
The lack of new purification animations was one of the biggest criticisms of 0.0.5. They were unfortunately cut due to time constraints, but if I release anything before the end of June, it’ll likely be a bugfix + animation update.
As for the scenes with Savina and Ophelia, they’re still on the to-do list – but they’ll come after the final boss fights are complete.
Conclusion
This month’s been a bit of a bust but that’s just part of what happens when you’ve been developing something for a year. I’ll do my best to post another dev log next week, even if it’s a short one, so I can keep my promise of two logs per month. What I’ll have finished by then is up in the air – but I’ll keep pushing forward.
Thanks again to everyone who played the latest build and offered feedback or kind words. It really does mean a lot. Until next week – enjoy the weather and I’ll see you soon.
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Krasue Games

Sin Spire – Alpha Test Build 0. 0. 5

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Sin Spire – Dev Log 27

New statue
Hello everyone! Today marks a fairly large milestone for the project – though fair warning, this dev log will be pretty word-heavy with not a lot of pictures. I’ll mostly be chatting about various parts of development progress rather than showcasing new art assets. Still, a lot has happened over the past couple of weeks, so let’s dive in.
Next Version Progress
The 0.0.5 update is nearly complete. The main thing left on the checklist are the boss purification sequences. As I’ve mentioned before these can be quite involved: I need to create them for three different bosses, and each boss requires two sequences with six animations each – that’s 36 animations total before the end of the month. Needless to say, I can’t guarantee that all of them will be done to their best quality.
The reason I haven’t worked on these sooner is because I’ve been distracted with a lot of other things – some exciting and some fairly routine. One of those exciting things is:
Translations
Chinese translation WIP
One of the most frequently requested features has been multi-language support. Naturally, I want as many people as possible to experience the game. But there were a couple of roadblocks: the story needed to be locked in, and the mechanics finalized – especially for tutorials – before translations could begin.
Now that we’re approaching the final stretch of the game – the final area and ending of the campaign – I decided to announce in the last dev log that I was looking for translators. Soon enough, some incredibly generous community members reached out, and thanks to them, translations into Chinese and Russian have begun!
Setting this up on my end was no small task. I had to transcribe every bit of text in the game up to the current endpoint and organize it into documents so translators wouldn’t have to play through the entire game to translate. That process took a few days, but it made everything smoother going forward.
I’ve already received a good portion of the translations, so version 0.0.5 will include partial support for Chinese and Russian. Implementing the translations is fairly straightforward, but still time-consuming – we’ll see how much I can get in before the end of the month.
Boss Fights
The upcoming 0.0.5 boss fights are in varying degrees of completion right now. They’re all playable and beatable but the actual fights themselves aren’t quite done:
  • The Slacker’s fight has been improved a bit, though I may still need to rebalance it later – I went a little too hard on the difficulty, and I’ll be watching to see how players respond.
  • The Mangler’s fight is still solid and doesn’t need too much attention.
  • The Girlfriend’s fight, however, still needs work. Right now, it’s a little too random and leans heavily on her just shooting at you like a turret. I want to revisit this after the next update and make it more dynamic and interesting.

Voice Acting
Russian translation WIP
This was the large milestone that I hinted at. Translations are also a part of that milestone but this has been something that’s been a long time coming: All major dialogue for the main characters has now been recorded.
That includes the Stalker dialogue which has been complete for some time but, finally, Ophelia has a voice. Until now she’s basically been a text box with a name tag, but now with her voice added in, her personality really comes through.
And as mentioned in the previous dev log, Ophelia’s voice work being done means I can finally implement the Green Pendant and let players progress through her questline (though, as with Savina, some animations will still be missing for now).
Gameplay Tweaks and Bug Fixes
As always, there’s plenty to fix and plenty to tweak. The list is quite exhaustive but I figured I’d mention some key changes:
  • Purification Interruptions: Enemies can now knock you out of sex sequences if they see you. This might sound brutal – and it kind of is – but to balance it out, you’re now invincible during the “ragdoll” knockdown phase, so you won’t get stun-locked or killed unfairly. This is technically a bug fix as enemies were always meant to do this but something in their AI was borked.
  • Parrying Tweaks: Parrying isn’t changing in normal mode, but for players on easy mode, I’ve extended the parry window slightly to make it more accessible and befitting of the name “easy”.
  • You won’t lose money to the abyss or die when grabbed by a Stalker anymore – you're now invincible during that animation.
  • Fixed a bug where the Stalker timer kept running even after changing floors.
  • Adjusted how TAA interacts with resolution scaling to prevent some visual glitches. Essentially, you can’t modify your resolution scaling if you’re using TAA or TSR.

Art Updates
Door
Art-wise, I haven’t done a lot this month – but I did finally replace the last of the whitebox models in the starting hall. The front door to the Spire is now an actual door, and the statue at the center of the room has been updated to something that ties into the story more directly.
What’s next?
Here’s the short list of priorities leading up to the next update:
  • Finish the purification animations for all boss fights
  • Continue implementing translations as they come in
  • Edit and implement voice lines for Savina and Ophelia (and cut the rest later in May)

I know some of you might be disappointed if your language isn’t represented yet, but this is just the beginning – I fully intend to bring more translators on board for different languages over time.
That’s all for now and as always, thank you for the support. I’ll catch you all next time. Until then, take care!
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Sin Spire - Dev Log 26

Mangler Boss

Hello everyone! I am now back after my brief break and have already gotten back to work. Like I mentioned in the previous dev log, my current priority is focusing on Alpha 0.0.5, which should contain all the dungeons and boss fights leading up to the end sequence of the game. The goal right now is to make sure everything is implemented even if it’s a bit rough around the edges.
As of right now, I’m happy to report that each dungeon is now fully playable. Each one has its own Stalker, boss fight and visuals. So regardless of how work-in-progress things are, you should be able to play through most of the game come next release. There is still a lot of work to be done, obviously, especially in regards to balance and polish.
Boss Fights
The dungeon boss fights are currently playable and mostly complete. The fifth boss is basically finished, but the two before it still need a fair bit of work in terms of animation, balancing, and overall presentation.
You’ll notice a bit of a shift in design compared to the Witch fight. These newer encounters lean more into raw damage output rather than specific move sets with counters. You’ll be relying on parrying, positioning, and keeping up pressure rather than memorizing patterns.
This wasn’t exactly the direction I originally wanted to take boss fights in, but due to time constraints, something had to give. There are still bosses outside the dungeons that need attention, so maybe those will get a bit more love though no promises.
Stalkers overall have been something of a headache, and I’d be lying if I said I didn’t have some regrets about including them. That said, they’re a big part of both the gameplay and the story, so they’re here to stay.
Dungeons
About to be shot

As mentioned, the remaining dungeons are mostly done, though they still need balance adjustments. I think the Slacker’s dungeon from the last build turned out well it encourages players to pay attention to their surroundings thanks to the traps.
In the last two dungeons, however, I dialed back traps quite a bit, but that’s had the unintended side effect of making them a little too easy to rush through. You can essentially sprint past everything with minimal resistance, even with the addition of more dangerous enemies.
Rather than adding a new mechanic like the obsidian keys to gate progress, I’m considering reintroducing the traps I had dialed back on. At this point in the game, players should be familiar enough with them to avoid being caught off guard too easily.
I’m also thinking about adding new enemy types specifically designed to slow the player down, rather than just spicing up combat variety. Something like the Smiler an enemy that messes with player movement might work, though I don’t have any solid concepts just yet.
Story
Another picture of Ophelia - this time with feeling

With the game now playable up to the end sequence, the story also needs more attention. A lot of the core narrative is already in, but much of the flavor text is still missing and that’s something I’ll be focusing on soon.
I’m also working on Ophelia’s Pendant, which will be dynamically spawned into a dungeon once that part of her quest is active. I plan to use a similar system for spawning notes. The challenge will be making sure the system is robust, but not frustrating so players don’t miss out on key lore, or the pendant itself.
Speaking of Ophelia, her story has been written for a while, but since she hasn’t been voiced yet, I haven’t rushed to finish her quest logic. Hopefully that will change soon, but I’m still waiting on the voice lines. A part of me is tempted to delay her quest until beta, but I don’t want to risk alpha players locking themselves out of it if they keep their saves after clearing all the dungeons.
Translation
Language switcher

This is one of the most frequently asked questions I get. The reason the game doesn’t currently support other languages is simply because I wanted to wait until most of the English text was finalized. Now that we’re getting close to that point, I’m planning to start looking for translators.
The main hurdle now is just finding the right people. I’ve already set up a language switching system in-game, though it currently doesn’t do anything without translations. If you’re interested in helping out, feel free to reach out on Discord!
What’s Next
There’s a lot of polishing and balancing ahead, though most of that will probably come during the beta phase. In the short term, I’m focusing on:
  • Animations for boss fights (especially purification scenes)
  • Animations for the new enemies (again, specifically purification)
  • Visual variants for enemies based on the dungeon they appear in

And of course, if I get Ophelia’s lines, I’ll start implementing the rest of her questline as soon as possible.
That’s all for now. Thanks as always for following along, and I’ll see you in the next update!

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