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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".
The Bound - One of the new enemies from 0.0.5Hello 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 HellExample of dungeon generation bugWhen 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 PlanWhat'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.
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.
The Wraith Hello everyone! It’s been a while. As some of you may know, I got sick a few weeks ago and have only recently started recovering. Unfortunately, this was a major setback, as I wasn’t able to work while I was ill. But I’m happy to say that I’m well enough to get back to development, and there’s plenty to update you on.
Gameplay Adjustments
First off, I’ve made some balance changes based on feedback. After seeing how many players considered the shotgun to be “the only good weapon” or “overpowered,” I decided to nerf it slightly while boosting the damage of the other guns. This should make more weapons viable without completely gutting the shotgun’s usefulness. I’ll continue tweaking these numbers as needed.
Another change is that enemies no longer collide with each other. This might seem minor, but it solves an issue where enemies would get stuck on doors—not because of bad pathing, but because they were blocking each other. With this change, navigation should be a bit smoother.
The Old House The Old House Now onto the more exciting content: the newest dungeon, currently called The Old House. This dungeon is styled after a traditional Japanese house, featuring paper doors and wooden walls. I wanted to repurpose the sliding door functionality I originally made for the now-cut school area, and this setting fit perfectly.
In terms of layout, The Old House is a mix of the first two dungeons—combining claustrophobic spaces with open areas, but with an added hazard: floor traps. If you’re not paying attention, you might fall to your death. This, combined with new enemy types, makes for a more intense experience.
New Enemies
With a new dungeon comes new threats. These threats have been designed to make use of the trapped environment.
The Smiler: This is an enemy I’ve shown before, but haven't discussed her AI or how she's meant to play. She doesn’t attack you physically. Instead, she deals damage to your sanity from a distance, making it harder to navigate. In an environment full of traps, this can be deadly.
The Wraith: The game's first true ghost-type enemy. Unlike other enemies that have to path through doors and obstacles, the Wraith ignores objects entirely, phasing through walls and steadily pursuing the player. This has led to quite a few jumpscares during testing, as she can easily sneak up on you while you’re distracted. You can see what she looks like at the top of this post.
The Duchess Boss Fight WIP Duchess Boss Fight I’ve also started work on the Duchess boss fight for the second dungeon. This fight has been tricky to design, and I’m still tweaking it.
Initially, I wanted The Duchess to be a non-combative boss who only summoned minions to fight for her. However, in practice, this made the fight feel underwhelming. Right now, she follows this pattern:
She stays in one spot until the player gets close, then runs away.
Ranged attacks won’t work—she has a shield that blocks projectiles. The only way to disable it is to get in close and hit her.
If you get too close, she pushes you back, sapping your stamina and staggering you.
Meanwhile, she continuously summons minions to keep the player occupied. Up to four at any given time.
Mechanically, this all works, but gameplay-wise, it’s a lot of running and chasing, which reminds me a bit too much of Micolash from Bloodborne—and that’s not exactly a great thing. Those who've played the game will know what I mean. If I have time before the next update, I’d like to make this fight more engaging.
What’s Next?
While I can't say that I'm back on track, I’m confident that the next update will be ready by the end of the month. Since I've been doing hotfixes and patches after the release of every update, I imagine the same will happen after 0.0.3.
The next few things I need to do before I can safely bank a build are the following:
Finish the third Stalker's AI
Edit and Implement voice lines for the Duchess boss fight
Animate the Duchess defeat sequence
Improve the Old House's gameplay and enemies
An additional stretch goal is to implement more of Savina's lines as a lot of her dialogue was recorded not too long ago. I haven't been able to work more on the script since I was sick but now that I'm mostly better, at least enough to work, I plan on getting back to that soon.
That’s all for now. Thanks for reading, and I’ll see you next time!
Hello everyone! Today’s post might feel a bit reflective as my day has had a rocky start and, truthfully, this week has been a bit of a challenge. Burnout has been creeping up on me – perhaps because the Christmas season didn’t really offer the kind of break I needed. Still, I wanted to follow through on my commitment to weekly updates, at least for now, so I figured I’d discuss some of my current overall goals.
Game Completion
As I’ve mentioned before, my goal is to finish and release Sin Spire in the early half of this year. Initially, the timeline was much shorter, but the scope of the game has grown beyond what I originally planned. I underestimated how much time it would take due to this expanded scope, but I’ll do everything I can to meet the current goal. The next few months are going to be busy for sure. For the rest of this month, I’ll be focusing on the following:
Finish greyboxing the Trap Dungeon
Complete the Duchess Boss Fight
Next month, I plan to speed through the next two dungeons and aim to complete them both within the month (if not, I’ll be sure to mention it).
My current focus is to get the game into beta as soon as possible. This means additional art, enemies, and sex animations will take a back seat until the game is completable. Once dungeon 5 is finished and the campaign is playable up until the End Game, I’ll circle back to these things. Greybox of a large pit What’s Left of the Campaign?
There are three dungeons left to fully complete. Two of them have usable art assets whilst one of them still needs to be redesigned. Then after that there’s still the End Game section which will conclude the game’s story.
The story itself is almost complete. The script needs one final draft and then I can begin casting for Ophelia’s voice (the last character that needs one). The Raven’s voice lines are fully recorded and Savina’s are about halfway done.
As I mentioned in the last Dev Log, you will be seeing a lot more placeholders in both Dev Log images and builds. There will also be fewer new enemies and sex animations, which I know may disappoint some of you who’ve been looking forward to more variety. However, rest assured these elements will get their time.
For now, the focus is on getting all the basics in place so that, no matter what, I can get to an MVP (minimum viable product) sometime in March. Unfinished apartments (subject to change) Development Logs
I also want to briefly address Dev Logs. I believe they’re important for keeping you all in the loop and ensuring I don’t go silent. However, writing them every week takes time and energy that could be spent on development, resting, or practicing (something I’ve been neglecting).
I’m considering two approaches moving forward:
Fewer Dev Logs with more content (e.g., a massive update twice a month)
More frequent but shorter Dev Logs focusing on specific features rather than covering everything.
I’ll post a poll during the week to gather your feedback, but feel free to share your thoughts and comment here as well!
Practice Art
On a related note, if you’re interested, I could share some of my practice art. As a 3D artist primarily, I’ve been somewhat neglectful of my art practice lately. Normally, I’d do character sculpts here and there, but I feel like I’m getting a bit rusty. Practice art wouldn’t be related to Sin Spire in tone or style, but it might still be fun for some of you to see. Let me know if it’s something you’d enjoy – it’d be a new experience for me.
Next Up
Next week, I’ll be revealing the Stalker for the Trap Dungeon. She’s a fun character with some of my favorite voice lines. Despite the hiccups this week, I’m really looking forward to sharing more about her with you all.
That’s all for now. Thanks for reading this long, wordy post. Your support, as always, means a lot to me and keeps me motivated even during times of burnout.
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