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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".
Hello everyone! Another week has passed and we're nearing the final week of November. As I mentioned previously, my plan was to release the next alpha build by the end of the month. However, since I typically post on Sundays, I'll be shifting the release date to December 1st. This means that in a week from now, the new Alpha Build will be available! As a result, this will be the last Dev Log for the next couple of weeks.
Before diving into what to expect in December, let's review what's been worked on in this week. First, the Witch Boss fight that I mentioned last week is mostly complete. It's fully playable, and defeating the Witch will unlock the next dungeon. However, due to time constraints, I've used placeholders for the Stagger and Purification animations, borrowing them from the Witness.
I’ve also implemented the Stalker from the second dungeon, visible at the top of this post. She’s quite different from the Witch; she’s slow during her roaming phase but speeds up significantly once she starts chasing you. Her background is that she’s forlorn—jealous, sad, and angry. There’s more to her, but I’ll let you discover that in the game itself. The Manor, the dungeon in which she roams, is much wider compared to the claustrophobic Catacombs. This makes it easier to evade enemies and rush for the door. However, this isn't ideal and feels too easy, so I've added new elements to increase the difficulty.
The first addition is a new trap that covers a large area and deals significant damage. The main change, though, is the introduction of Keys. Starting with the Manor, there's now a chance that the door to the next floor will be locked. In such cases, you'll need to find an "Obsidian Key," a new generic key item for locked dungeon doors. On floors with locked doors, a key will spawn somewhere and you'll need to explore to find it before progressing.
I've also made the keys purchasable from Savina. The whole system is a bit of an experiment and will need tweaking to find the right difficulty balance. Engaging with each floor is great but I don't want it to come at the cost of overall enjoyment. Most of the gameplay features for Alpha 0.0.2 are complete, so next week I'll be focusing on bugs, tweaks and, hopefully, animations. While I had hoped to introduce a new enemy type and the second major boss fight, these will probably not make it into the next build. Instead, I'll prioritize the above, including unique sex purification animations for the Witch and Automaid. The build will be banked on Saturday, so there's still some time.
After this build, the next one likely won't release until January. December will be a busy month for me, so while I'll continue working on the game and writing Dev Logs, it's best not to expecting anything playable beyond December 1st. On the plus side, Alpha 0.0.3 should be a lot more polished.
That's it for this week! Next week there won't be a Dev Log, as the next build will be released instead. Thank you all for your continued support and I'll see you soon. Take care!
Hello everyone! Today I bring to you another Dev Log. This week's topic is writing! The game's script isn't finalized yet, so I've spent much of the past week developing dialogue and plotting for the three main story characters. Two of them are nearly done, with just one remaining to be fully written.
Finalizing the script now is crucial, as it impacts all additional flavor text, cutscene planning and the ending of the game. The end sequence itself was actually written a while back, but much of the story leading up to it still needs work. Originally, I had planned for branching dialogue with various choices that characters would remember, but writing this has proven more challenging than expected. Instead, I've made most dialogue sequences more linear. Rather than presenting multiple choices at every opportunity, a lot of dialogue will instead have a single choice that continues the current conversation.
I've also been balancing the relationship system, particularly with Savina. I mentioned some time ago that advancing relationships with certain characters would require specific actions. For instance, Savina appreciates it when you buy high-value items and check in with her often. In contrast, the Raven's story is more straightforward.Speaking of the Raven, I used his scenes as a test for fully voiced dialogue. Initially, I considered reserving voice acting for major scenes only, using UI sounds and reactions like "hm?" for most other dialogue. However, I’m now considering having all dialogue fully voiced to enhance immersion. This makes it even more important to finalize the script soon so I can start getting lines recorded. Because of this, Savina and Ophelia likely won’t be voiced by the next alpha version.
Ophelia is the last character needing a full script. Depending on how you played the alpha demo, you might have encountered her more than once, but she still has a lot of dialogue and scripting work to be completed. By scripting, I mean programming the game to progress her dialogue based on certain events. Scripting for the Raven and Savina is pretty much done. I also haven’t cast Ophelia yet, as I plan to start looking for an actress once her script is complete.
While this has been a writing-heavy week with fewer new visuals, I’ve included a couple of images in this post of a new enemy. She doesn’t have an official name yet but is listed as "Statue" in the game files. She functions similarly to SCP-173 or the Weeping Angels from Doctor Who—she only moves when you’re not looking.These enemies are challenging since they can’t be damaged and require a special item to defeat. Testing them has been intense; I often end up kiting them around the level while having to manage other enemies. Her purification mechanic isn’t fully implemented yet, as I’m still working out the details. This addition came from direct requests by players who saw statues in Halls of the Pale Widow and wanted to see them fully realized here.
I do apologize if it seems like I'm potentially spoiling the surprise, but even as the developer, I've had my fair share of scares from when these statues suddenly appear out of nowhere.
That's all for this week! Next, I'll continue writing Ophelia's story, finalize and format scripts, and then return to preparing the second dungeon for the next alpha release. Boss fights remain a priority, but I really want to focus on wrapping up the scripts before tackling those.
Hello everyone! I hope you're all doing well. You might notice a lack of images in today's dev log. After releasing the alpha build, I decided to take a short break from development (aside from bug fixes), as getting the alpha ready was pretty involved. Today, I'll discuss the alpha release, Steam page launch and what's next.
Since Dev Log 14 two weeks ago, I reached a few major milestones. First being the release of Sin Spire'sSteam page. Setting it up was an essential step for preparing the test build as I wanted people to have easy access to the game's links, socials and more from the menu screen. With the Steam page live, I finally put together the alpha build release.
Releasing the build was exciting but also stressful, with a bit of last-minute crunch to make sure everything worked smoothly. Of course, there were still a few hiccups–I had to push out a hotfix on the same day and then another on the next. Thankfully, despite that, the feedback has been great and I felt comfortable enough with the reception to take a small break and relax for the rest of the week, letting the feedback accumulate. Being a solo developer often leads to tunnel-vision, so hearing what people genuinely think has been very encouraging. Most of the build's contents, the tutorial and first dungeon, has been received well with only a few requests for tweaks and features.
A public demo is planned closer to the game's actual release. Now, what's next? For test builds, I plan on releasing a new build every month with significant updates such as new scenes, enemies and dungeons. While ambitious, much of this content is already in the game–it just needs polish, testing and fixes. I'm aiming to release the next build by the end of this month.
There's still a lot to finish up in regards to the game itself, though. The story needs to be fully written, the cutscenes need to be animated and Stalker interactions, boss fights and a handful of new enemies are required before I can even think about entering beta. The list may seem long, but I personally believe it's manageable.
I'll probably regret saying this, but I'm aiming to release the game Q1 2025. While that may seem soon, Sin Spire was always intended to be a short, replayable game. Originally, it was meant to launch in October as a simple dungeon crawler with zero story. The scope has since grown along with the development timeframe. Even so, keeping development short is key for me–without a release goal, the game would risk expanding endlessly and might never be finished.
My vision for Krasue Games is to create manageable, focused games on a steady schedule, rather than keeping people waiting for years and years. Larger projects will likely come in the future, but for now, Sin Spire is probably the most ambitious game I'll tackle until I have a budget and possible small team. Until then, my titles will aim for shorter development cycles.
That about wraps it up for what I wanted to discuss this week. I hope the text-heavy post with no images isn't too much. Next week, we'll be back to regular updates with new renders and content. I have no specific plan on what I'll tackle first from that list, so we'll just have to find out next time. See you all then and have a great week!
Hello everyone! This week has been a bit unconventional compared to what I initially planned. I had intended to focus on more animations, but I soon realized I needed to prioritize getting the Steam page ready to meet my personal goal of launching it before sharing the test build, which I still aim to release this month. So, I shifted my focus and fast-tracked the work needed for the Steam page which has now been submitted for review.
The review process is a bit unpredictable in terms of timing, especially with the Steam Next Fest happening, which likely means a lot of submissions are in the queue. Hopefully, everything goes smoothly. In the meantime, while waiting for the review to go through, I've been working on the test build—Ensuring that everything necessary is included and that the build ends at a defined point.
It might be a bit disappointing to hear that there is an endpoint to the test, but I'd prefer players test a small, replayable section and provide feedback from that rather than explore unfinished areas. I've also been doing additional bug fixes and clean up. The build is currently around 1.87GB uncompressed, which is a manageable size for most people to download and try out, I hope.
If all goes as planned, I should have a build banked this week. If the Steam page gets approved, I'll share the test build likely next Sunday in place of the usual dev log. I'll be away next weekend so I won't be able to work on the game or write a dev log but I can schedule a post in advance. The last few things I'm working on for the test build include some audio edits, particularly adding voice lines to enemies that have been recorded but aren't implemented yet and ensuring that all current enemies have purification animations, as that's crucial to gameplay.
Since I've mainly been focused on the Steam page and test build, I'll take this opportunity to introduce Ophelia, who you can see at the top of the post. She is the last story character in the game to introduce and plays a significant role. She's also currently the poster-girl for the Steam page. She's a lot more reserved than Savina, with a blunt and taciturn personality that contradicts her gentle appearance. Her story will unfold as you progress through each dungeon. With her revealed, all three story characters have now been shown off. Every other character is either an enemy or Stalker with either limited or no dialogue.
Ophelia, Savina and the Raven will all be present in the test build, and you'll be able to progress their storylines but only to a small degree. The rest of their stories still need to be written and I hope to tackle that soon.
So, that's it for this week. Most of my time has been spent preparing the test build and the Steam page. Once those are done, development will resume as normal. While I did complete a lot of animations this month, my priorities shifted a lot more than I expected.
Getting the Steam page up will be a major milestone for me, and I hope the feedback from the test build can help motivate me to push forward. It's easy to hit a period of stagnation when working on a project day-in and day-out, so once the test build is out, I'll likely take a short break mostly focusing on any bug fixes and feature requests that pop up. Thanks again for all your support. I'm excited for you guys to try the test build when it's ready. As for the animations and other things I planned to discuss, I'll try and post a few images sometime this coming week.
Thanks for reading, take care, and I'll hopefully be back with another update in a couple of weeks. If anything goes wrong with the Steam page, however, I'll make a post here ASAP as that could impact the test build's release date. But if all goes well, make sure to keep an eye out for its release next Sunday.
Hello everyone! I hope you’re all having a good week. Last week, I was in a bit of a strange headspace, and while I can’t say I’m all clear headed, I’ve still made some good progress. This week’s work includes adding a new enemy, working on test-build specific features and working on lots of animations. I’ll save the animations for a different post due to them being explicit.
First off, let’s start with the horrifying/lovely lady in the image above. This is a brand-new Halloween-appropriate enemy type I call the Banshee and she’s tuned as one of the highest threat enemies in the game. I wanted a fast, feral type of enemy that could also use ranged attacks and the Banshee checks both boxes. She will hurl electric bolts at the player and then charge in for close range attacks with speed.
Her design draws inspiration from a couple of different sources. Some time ago, I saw some very sexy/creepy fanart of Dark Samus and I somewhat mixed what I saw there with the Revenant from Doom 3, giving her a transparent body with a visible skeleton beneath it. I’ve always wanted to have a skeletal enemy in the game, because skeletons are cool.
I experimented with shaders to achieve the overall look and, to add some extra flair, I gave her glowing eyes that leave behind light trails, similar to the demon ninjas from Onimusha. She doesn’t wear any clothes because I couldn’t come with an outfit that wouldn’t clash with the transparent look so I left her naked which is probably for the best. I also censored the image for the public post but the uncensored is available on Twitter/X.
In addition to the Banshee, I’ve also been working on some test-build specific features. Nothing exciting, just watermarking the game version on the screen and adding an introductory message with a changelog. I also linked all my socials on the menu as well as created a backdrop for said menu for when you start the game up.
I’ve also been hard at work on those sex animations I mentioned last week. I wrote up a list of the general animations I need to create and I’m just about half-way done. The next week or so will be spent on continuing this and setting them up with specific enemies in-game before moving onto more unique animations for the Stalkers, Savina and another character.
The enemy roster has also been finalized. Not having a set number of enemies was weighing on me, with so many potential designs overwhelming the creative process. So, I decided to officially lock the roster. It might disappoint some, but I’m only adding three more enemies to the game. I realized that whatever I don’t work on in this game, I can work on in future projects.
The last three enemies are designed to feature unique gameplay scenarios to spice things up, rather than just slapping the player around like the rest do at the moment. Additionally, variations of existing enemies are still planned, so the variety should still be there even if only cosmetically.
Next week, I’ll continue with the animation work and chip away at one of the remaining enemy designs. I’m also planning a bit of clean-up for the test-build and will work on preparing promotional material for the Steam page (again). So pretty standard stuff for me.
Anyway, that’s all folks! Thanks for reading and I’ll catch you all next week. Until then, take care!
Hello everyone! This week I come to you with… not much. Something unexpected happened earlier this week that threw off my schedule. I won’t go into details, but it made working pretty difficult. I did manage to get back to it yesterday, but it wasn’t quite enough time to prepare anything to show.
Rather than leave you with nothing, though, I figured I’d outline the general plan for this month and briefly talk about what I’ve managed to do this week.
Before the hitch, I made some headway earlier this week on animations. I worked on a rough draft of the animation set for the Butcherette (seen above) and started working on a new sex purification sequence. Yesterday, and the day before, I also worked on a new enemy type with all the needed animations for them.
The new enemy is currently called the ‘Lost Soul’ (Inspired by the enemies from DOOM). As the name-sake implies, these are floating head enemies, though they don’t explode. They fly around erratically making them hard to hit with their small hitbox, though they go down quickly due to their low health. I also plan on using these enemies to help develop my enemy skins/variations system.
Visually, the initial model I created leans heavily into horror (wide open eyes and a gaping open mouth), but I plan to diversify the design somewhat. I’ll be creating some alternative looks, from a more attractive face to an evil and demonic version. The purification sequence for them is probably the simplest so far, being a floating head.
I also started work on another enemy type, but they’re still too early in development to share any real details. I’ve realized that the variety in monsters isn’t quite where I want it to be yet. A lot of enemies still have human skin tones, but I want some to appear more distinctly otherworldly or inhuman, like the Smiler with her blue-ish skin tone. Any monsters I add to the game will lean on the strange and supernatural designs rather than the more typical roster you’d see in a dedicated monster girl game. So, no Nagas, Plant-girls etc. for Sin Spire. More ghosts and ghouls.
I’ve also been considering how to streamline the animation process, mainly for sex anims. With so many enemies, I’m now looking into animating basic sequences on a simple human model and then retargeting and editing/adding detail for different enemies. This should save time at the cost of pose variety, but I’d rather let every enemy have at least two sex sequences that may be similar to another enemy’s than one or no sequences at all. There will be edge cases and I’m sure that I can get creative with more non-standard humanoid enemies like the Leg Amalgam.
Now, looking ahead, here’s what I want to achieve with the rest of the month:
Create a variety of sex sequences that can be reused and retargeted.
Create animation sets for all enemies, including those added during the month.
Add basic grab attacks for all Stalkers (Important for the Steam Page’s Promo Materials)
Steam Page Launch: I’m still aiming to finish the Steam Page this month. I’d like to get a teaser trailer out before submitting it, along with Savina’s redesign (which I mentioned last week). If it looks like the teaser trailer isn’t possible, I’ll submit the page anyway.
Test Builds: Thank you all for your patience. I still plan on releasing builds after the Steam Page is up, but if it doesn’t seem feasible, I’ll simply focus on getting a test build out regardless. All current supporters will get access to the first test build. After that, I haven’t decided. As making builds will take time as they involve clean-up, I may move them to a higher tier. But that hasn’t been decided yet and won’t apply to the first build.
Keep in mind that the test build will be rough. It’s not a polished product, but it’ll give you a feel for the game as well let you experience the first dungeon at the very least.
That’s the general plan! While I aim to get all that done this month, sometimes unexpected things happen, as they did this week. I’ll make sure to keep you guys posted on progress, and I plan to share some previews for supporters throughout the month—similar to the Savina dialogue test. These won’t follow a strict schedule, so you’ll just have to keep an eye out, both on this page and potentially on the Discord.
Thank you all for your continued support! I’ll see you next time, whenever that may be.
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