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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".
New statueHello 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 WIPOne 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 ActingRussian translation WIPThis 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 UpdatesDoorArt-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!
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!
The Twisted Hello everyone! I wanted to get a Dev Log up this week since I won’t be posting anything next week. Despite my original plan to release the next build (0.0.4) this month, I completely forgot that I won’t actually be here at the end of the month. I apologize to anyone who was expecting a major update, but I have plans to make it up to you.
The next big numbered release will be in April, and instead of 0.0.4, I’ll be skipping straight to 0.0.5. Since I’ve been numbering builds based on dungeon additions, you might be able to guess what this means: I plan to include both of the next dungeons—the fourth dungeon, known as the “Hotel,” and the fifth and final dungeon, the “Slaughterhouse.” This will bring the game very close to its Beta version.
For those who aren’t aware, the Alpha version is the work-in-progress phase, whereas the Beta version will be fully playable but may still have missing features and assets. Once we hit Beta, development will primarily focus on smaller additions, bug fixes, and polish.
Now, let’s talk about the two upcoming dungeons and the new enemy featured at the top of this post.
The Hotel Still WIP - The Love HotelThe fourth dungeon is a Love Hotel, complete with neon signs, heart-shaped beds, and a more contemporary feel compared to the others. The pacing here shifts away from running and hiding, instead emphasizing combat.
I’ve started calling the last two dungeons the “Action Dungeons” since they introduce faster, stronger enemies that will challenge everything you’ve learned up to this point.
One of these enemies is The Twisted, the one seen at the top of this post. Originally, I intended for them to be another melee-focused enemy, but after seeing feedback about the game’s gunplay, I decided to make them more unique. The Twisted can use every gun the player can.
That overpowered double-barrel shotgun? now it can be used against you. That supposedly weak SMG? Try being on the receiving end.
They have some damage dampening (since getting deleted in five seconds isn’t fun), but dodging melee enemies while taking cover from The Twisted’s gunfire has proven to be a compelling challenge that definitely makes the game feel more action oriented. They will first appear in the Hotel to introduce their mechanics before going full throttle in the next dungeon.
Their one plus-side is that once you purify them, you can take their weapon and they do have a noticeable charge-up before they start shooting.
The Slaughterhouse The Slaughter HouseThe Slaughterhouse is a dungeon that I’ve pretty much known what I wanted to do with from the beginning of development. It was always planned as the final dungeon in the game and as I've been juggling both it and the Hotel, this dungeon ended up being completed first, with the exception of its Stalker.
This dungeon solidifies the more combat-centric approach with wide-open spaces and miniature arenas instead of the various corridors seen in earlier dungeons. Hiding spots still exist, but they're mainly for avoiding the Stalker, rather than regular enemies.
By this point in the game, you should be powerful enough to handle most threats, but getting swarmed is still a real danger. To potentially make up for anyone who is behind, this dungeon will also offer more rewards for completing runs in.
The Banshee, an enemy I introduced in a previous post, will also make its debut here. Like the Twisted, the Banshees have a ranged attack though they can also use a melee combo up close. Overall, I’ve had a lot of fun testing this dungeon so far.
What’s Next? With the Slaughterhouse mostly done, my next step is to go back to the Hotel (Dungeon 4) and bring it up to standard. Right now, it feels too empty, so I’ll be populating it with props and refining the lighting.
Beyond that, I’ll be working on stronger variants for recurring enemies like the Witness, giving them new visuals and increased difficulty. That will likely happen after the Hotel is mostly finished. Boss fights also still need to be done, so they’re on the list as well. As you can guess, at least two boss fights will need to be introduced in the next version so that progressing through the dungeons is possible.
As I mentioned earlier, I won't be here next week. My birthday is also coming up, so I'll be taking a short break and resuming work in April. I'll keep you all posted as always!
That's all for now! See you all again in a couple of weeks.
The Slacker Hello everyone! At the end of February, I released version 0.0.3 of Sin Spire, and so far, I’ve received a lot of feedback. First off, I want to apologize for a frustrating bug that sends players back to the title screen when dying in a boss fight. That wasn’t intentional, and I’m currently putting together a new version that fixes this issue along with a few others.
I originally planned to release the update today, but instead, I wanted to take a moment to discuss a few things in this dev log. I’m debating whether to release the patch in the next few days or hold off until next week to include more fixes. Either way, since this update will arrive before the next major version, I’m adding a few experimental features I’d like to talk about.
Difficulties New difficulty menu when starting new game
Something of an ongoing discussion for Sin Spire is its difficulty. As the developer, I don’t find the game that hard, but feedback ranges from “too easy” to “rage-inducingly impossible.” While I think both extremes might be a bit of a stretch, I do take these critiques seriously. Some difficulty spikes come from bugs that end a run unfairly or mechanics that aren’t well-explained, but beyond that, the game is simply designed to be challenging.
That said, I understand not everyone wants the same level of difficulty, so I’ve decided to introduce difficulty options in the next update:
Hard – Increased damage taken, reduced damage dealt, and the map is removed.
These settings may need adjustments, and I expect some players will still find Hard too easy or Easy too hard at first. You’ll be able to change difficulty in the settings menu whenever you’re in the Starting Hall.
The game will track if you have changed difficulty mid-run so that you cannot cheese unlockables or achievements in the final game.
Save Slots & Autosaving Save slots, including an autosave when loading.
Another requested feature is save slots. Originally, Sin Spire only had a single save file, but after a bug forced some players to restart their runs after not unlocking the new dungeon, I decided to add multiple slots. The first save slot remains the primary one for Boss Rush mode and other extra content.
Additionally, I’ve introduced autosaving as a safeguard against crashes. Some players have reported fatal errors (which I haven’t been able to replicate or fix yet), so this should help prevent lost progress for the time being.
Autosaving triggers whenever you use a portal – so each time you enter or exit a dungeon, your progress will be saved automatically.
Debug Menu
Current debug menu Now, before you get too excited – this isn’t a cheat menu. The Debug Menu is meant to help visualize things like quest progress. This relates to the bug where some players couldn’t enter the next dungeon. While I’ve implemented a workaround, the root issue with the main quest not progressing is still lurking somewhere. This menu should help pinpoint what’s going wrong.
I’ve also added a reset button that teleports you back to the starting point of a level in case you fall through the floor. In the future, I might expand the Debug Menu’s functionality, but for now, it’s mainly there for you guys to use, since I can access all of this in the editor.
What’s Next?
That wraps up what’s coming in the next update, alongside various bug fixes. Outside of that, I’ve been working on the next dungeon and finishing up the script. Speaking of which – I’ve actually finished the script! (Well, at least the first draft.) This is a big milestone, as I’ve now sent Savina’s full script to her VA and started casting for Ophelia. Script sample - a tease of the next dungeon
With the script mostly locked in, writing-wise I’m shifting focus to notes that can be found throughout the dungeons. Alongside that, my priority will be gameplay – until I receive the voice lines, at which point I can begin animating more scenes.
In the short term, I’ll continue fixing bugs and working on the next dungeon.
Anyway, this has been quite a wordy dev log. I haven’t even mentioned the Slacker at the top of the post. I put that picture together quickly for this update – if you’re not familiar, the Slacker is the Stalker of the third dungeon. For everyone who isn’t a Supporter and hasn’t played the latest build, I’ve included a short list of key additions that were introduced in 0.0.3.
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