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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
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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!
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Krasue Games
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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!
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Krasue Games
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Sin Spire – Dev Log 30

Hello everyone! Apologies for the lack of images this week – most of what I’ve been working on is either still very early or tied to spoilers that I’d rather hold back on for now. There’s also been a fair bit of non-visual progress that doesn’t make for great screenshots.
That said, I’ll be upfront: development has slowed down, and I’ve fallen behind on the work I had planned.
Final Boss and Arena
Since the last dev log, I’ve been focusing on the final areas of the game – specifically the arena where you fight the final boss. It’s still quite rough around the edges, but functional and definitely usable for now. My current priority is getting everything to a minimum viable product (MVP) state before diving into polish.
The final boss itself has had some finishing touches added. All that’s left now are the animations and AI.
Cutscene System Updates
As mentioned before, I will also begin working on the intro and outro cutscenes for the final boss. These scenes need to account for several player-driven variables, which has led me to rework some of the internal systems for how cutscenes function. That said, this is still a work-in-progress and as these scenes are not yet prepared, I haven’t been able to effectively do much testing.
I also want the player to make a few final choices during these intro and outro scenes, so I’ll also need to build a choice system (not related to the dialogue system) into the cutscenes in a way that integrates cleanly.
Savina & Ophelia Sequences
I’ve started animating the long-awaited sex scenes with Savina and Ophelia. Each of them will have three sequences, with around 3-4 animations per sequence – that’s 6 sequences in total (20+ animations).
Unlike the purification scenes with monsters and bosses, these scenes will not use dynamic positioning. That gives me the freedom to make use of the surrounding geometry which allow these scenes to be more unique and character driven.
If I have time, I’d like to also add an intro animation as well to further flesh out the personalities of both characters. All their lines are recorded and also include sex dialogue, which will play out similarly to how Stalkers speak during their purifications.
Something I have yet to decide on, however, is whether these scenes will play in a linear way the same as the Stalker defeats or if I should create a new sequence selector UI that will let you pick specific sequences to play. This needs to be made anyway for Free Mode, but I am considering it for these animations as well.
Cut Feature – Challenges
Now for the less fun or exciting part: I’ve decided to make some feature cuts.
Specifically, the Challenges mode seen in the Extras submenu. These challenges were basically little experimental gameplay areas that I had planned on including as an additional fun feature. Only one has been worked on and was last touched probably last year or early this year. I doubt anyone will actually miss these as they’ve been unavailable but it’s still a tough call.
Ultimately, I have my hands full already with the main game and the more desirable features (such as Free Mode) so I’m making this cut to prioritize those things. In the future, I may revisit the idea as an update.
Burnout and Next Update Plan
I’ll be honest – I’ve been running out of steam lately. I’ve been taking more breaks, getting more distracted and progress in general has slowed. There were smaller signs of this already but since the last dev log, I haven’t been operating at maximum efficiency. The same kind of slump hit near the end of HotPW’s development too, so maybe this is just part of how it goes near the finish line – that “so close, yet so far” feeling.
To help counter that, I’ve decided to shift my approach to the next update. Originally, I wasn’t planning to release anything at the end of this month. I said I’d probably wait until next month and leave it at that. But I’ve realized that pushing things back like that – giving myself too much room for excuses – could lead to bad habits.
So, in an effort to get motivated again (and hopefully give you something to look forward to), I’ve set a short-term goal: finish the Savina scenes mentioned earlier and release an update at the end of this month. That build will include those scenes and anything else I’ve added or changed since the last update.
Even if it’s a little rough or buggy, I’d rather release something than fall into a cycle of silence or delays. You’ve all been incredibly patient and supportive, and I don’t want to take that for granted. This step-by-step release approach feels more manageable right now than aiming for one big, perfect update.
Quick Translation Note
Any new content in the upcoming update will not have Chinese or Russian translations. I’ll be making localization a late-stage priority. For those who reached out about translations – thank you very much. I appreciate it and will be in touch again after we hit beta.
Thanks so much for reading, and I hope you’re all doing well. See you next time!
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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
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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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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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