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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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Displaying posts with tag SinSpire.Reset Filter
Krasue Games
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Sin Spire - Dev Log 39

Hello everyone! I’ll open today’s Dev Log with an admission: I’ve been distracted.
Not completely – it’s not like I’ve spent the whole month goofing off – but things that should be simple have been taking longer than they need to.
A few logs ago I mentioned that as we got closer to the finish line, things became strangely harder to work on. Now that the game is closer than ever to completion, I’ve found myself slowing down a bit again – unintentionally, but noticeably.
That said, plenty has still been done, and I’d like to share what’s been accomplished, what’s coming next, and what’s been distracting me (it’s still development-related, don’t worry).
What’s Been Done
I’ve been mostly working on bug fixes, content additions, and general polish.
But there has been one pretty major change to the end of the game:
When the credits finish rolling, you’ll now return to the Starting Hall with Savina instead of the Main Menu. I still need to write a note explaining this “post-game,” but essentially, you’ll be able to re-run every dungeon you’ve cleared so far – including the final one – and continue upgrading your character and talking to Savina.
You can also technically complete Ophelia’s quest if you missed it, though she’ll still act as if the final boss hasn’t been beaten. On that note, Boss fights are disabled as you’ve already basically beaten them but there is still the Boss Rush available from the Main Menu.
A few players have also reported a nasty crash at the end of dungeons, right before the Boss fight. Thankfully, that issue has been fixed — the solution was staring me in the face for a while. There was a similar crash months ago that I fixed, but didn’t realize the fix also needed to be applied to the Boss Door.
On top of that:
  • I’ve fixed (as best as I can) all major cloth clipping.
  • Projectiles are now automatically removed when cutscenes start, preventing them from interrupting or damaging the player.
  • Ophelia’s quest now has its end sex sequence implemented – no more placeholder text. You’ll be able to see that scene in the next build.

Upcoming Builds
With the game nearing completion, there will likely only be a couple more builds before release. If the Steam review process goes smoothly, I’ll spend some time implementing API features like achievements, but otherwise, the public release build won’t be drastically different from the Patreon builds.
If things don’t go as planned and I have to release through other means, I’ll have to rethink a lot more than just the release of Sin Spire. But for now, the next test build will mainly focus on small bug fixes and micro tasks rather than new content.
Distractions
I mentioned being distracted earlier, but if it’s any consolation, those distractions have been productive ones.
Lately, I’ve been experimenting with ideas for my next project. It’s far too early to start pre-production, but I’ve been researching and doing some early in-engine tests for visual style and rendering workflows. The next game won’t share Sin Spire’s aesthetic, so I’m trying to make sure Unreal can manage what I want to do.
That said, I know it’s the wrong time to get side-tracked. I still have Sin Spire to finish, so I apologize for the delay – especially to the translators who’ve been waiting for updates. I’ll get back to you as soon as I can.
Credits
As many of you know, I’ve been collecting names from my Supporter-tier – both past and present – for inclusion in the credits. I’ll be closing that window soon so I can format and time everything properly.
Thank you to everyone who responded! If you’ve supported me in the past few weeks, I’ll try and message you about your credit as soon as possible. Anyone joining today or tomorrow will also be included in that, but soon after, I’ll be finalizing the credits with the names I’ve collected up to that point.
What’s Next
I’ll likely prepare another small build soon. Not much has changed content-wise, but I’d like to keep testing updates until I’m ready to send the review build out.
It’s a bit of a shame that I missed the October release window, but in hindsight, it might be for the best – Steam Next Fest pushed a lot of games that would’ve drowned out visibility for Sin Spire since I don’t have a demo.
There are still plenty of bugs to squash and purification animations to finish, but progress is progress. See you all next time.
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Krasue Games
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Sin Spire – Dev Log 38

Hello everyone! At the beginning of the month, I released Sin Spire’s first beta test build – hopefully the first of only a few. After that, I took a longer-than-intended break from development.
While some issues were found with the released build, feedback overall has been generally positive. In this Dev Log, I’ll be going over what’s left to do for the game and how long things might take.
Missing Content
So, now that the game is playable from beginning to end, what’s actually left to work on? Well, outside of bug fixes, missing content is obviously the biggest thing I’m paying attention to.
I mentioned this before but Ophelia’s scene after you complete her quest still isn’t in the game and is my current priority. There are a few headaches involved with her scene but nothing too bad.
The rest of the missing content includes mostly purification scenes:
  • Front animation for Butcherette
  • Front animation for Wraith
  • Animation for Creeper (Intro Boss)
  • Animation scenes for Twisted
  • Animation scene for Banshee
  • Drain animation for Girlfriend
  • Drain animation for Mangler

Lastly, some of Savina’s voice lines are still missing. The recordings are done – I just haven’t finished editing and assigning them yet.
Bugs
Of course, a big part of what’s left is fixing bugs. I even found a few new ones during my most recent playthrough that somehow slipped through earlier testing.
Here’s the current list:
  • The Creeper (intro boss) sometimes doesn’t move in the tutorial
  • You can parry the Girlfriend’s bullets, staggering her from a distance
  • Boss voice lines no longer play during purification
  • Opening the boss door in the 4th or 5th dungeon can cause a crash
  • Raven’s body disappears after loading a save following his final dialogue
  • Projectiles remain active during Vanessa’s death
  • Crouching while purifying puts the player into the floor
  • Stalker grabs can make the player fall through the floor on respawn
  • Reload animations can get mixed up, causing infinite reloading
  • (Free Mode) Enemies may freeze after certain animations
  • Savina’s relationship scenes can be interrupted
  • Various cloth clipping issues
  • Voice audio levels are inconsistent
  • Controllers are not supported in the Map or Extras menus
  • The player may T-pose after a purification scene (animation issue)
  • Typos in tutorial notes and dialogue

I’m leaving out the dungeon generation bug since, as I’ve mentioned before, it’s not easily fixable without a full system overhaul. It happens very rarely (maybe once every 20 runs, and usually in the last two dungeons for me).
That’s one of the few bugs that will likely remain at launch, though I’ll continue trying to debug it post-release. While I can't fix the bug itself yet, I'll do my best to make sure that the progress lost from both that and the crashes are minimal.
If you find any other issues not listed here, feel free to report them in the Discord server.
Ending
I wanted to briefly address the ending, since it’s been the subject of a lot of discussion – both positive and negative. Some players are still hoping for a “good ending,” but as mentioned already, that was cut. Just to reiterate: there will be no true good ending.
The reason for it being cut has been addressed a few times already but the decision was made for both practical and creative reasons, and I apologize to anyone who expected it based on earlier posts. For now, I won’t be adding any new story content – at least not before release.
Whether or not I do some post-launch content is something that’s still undecided. Especially as there are numerous concerns and factors that come into play when it comes to actually releasing the game.
Supporter Credits
I’ll soon be reaching out via private messages to everyone who has supported me to confirm whether you’d like your name included in the game’s credits or not. While I did plan for this to be an opt-out, I'm also very aware that people may not want their name (especially their real name in the case of some people) associated with this kind of project.
Since tier descriptions don't mention anything about credits at this stage, I figured it'd be best to just give people ample opportunity.
Translations
Now that the endings are finalized, I need to finish preparing translation documents for translators. I’m admittedly slow at this, but I’ll do my best to get them sorted soon.
I already have a few translators on stand-by for the ending, but if you (or someone you know) might be interested in translating the game into another language, please contact me on Discord or leave a message in the server.
Next Steps
This post is already long enough, so I’ll keep this short: I plan to submit a review build to Steam this month.
That’s a pretty big milestone and it will decide a lot about both the project’s future and my own. While I believe the game is complete enough for Steam’s review process, this step also involves removing Patreon/SubStar links and other non-release elements from the build.
That’s all for today. I’m not sure how many builds I’ll release before launch, but I’ll try to put out at least one or two more to help test and verify fixes.
Thanks again for all the feedback and support – it means a lot. See you all next time.
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Krasue Games
Public post

Sin Spire - Dev Log 37


Hello everyone! Sorry for the late post. I’m quite tired and have a few things to cover, so let’s just dive right in.
Boss Fights & Cutscenes
Last time, I mentioned there was only one boss fight left. I’m happy to say that, that fight is now finished! I’ll keep the details light for now so you can experience it when the time comes, but with that out of the way, all boss fights in the game are now playable!
On the cutscene side of things, I’ve completed everything required except for one major change: I’ve decided to cut the planned “good ending.” Some of you might wonder why I would cut it and not just try and rework it, but at this stage it would simply take way too long. Add to that the fact that I’ve been sitting on the completed recordings for a while and reconnecting with some of the voice talent might be tricky.
But despite that, I’m still happy with everything that’s in the game right now. In fact, I was a bit concerned about creating the good ending as I didn’t want people to miss out on some of the other content. Cutting that one ending still leaves 3 different potential conclusions to the game so there is still some variety.
With that decision made, the game’s full narrative is now complete – a huge milestone that officially marks Sin Spire entering its beta phase.
Missing Content
Of course, there are still some things I want to address before I release the game’s 0.1 beta. Over the course of development, quite a few things have been left unfinished with the intention of revisiting them later. Well, “later” is now and it’s time to address things like the Pendant model being a sphere or the various missing purification animations.
There are also the sex scenes for Ophelia and the final boss that still need to be worked on. I imagine that in the coming week, these two particular things will take priority as they do feed into the game’s endings and story.
Sanity Checks
I’ve started doing more “sanity checks” – essentially replaying areas (and doing it badly) to make sure that things that used to work still do. For example, I found that Boss Rushes had broken recently – if you die during the fight, you’ll get stuck on a black screen. Things like this remind me that when testing, I need to also make sure that fail states work. So, I’m going to have to do some runs of the game where I Intentionally screw up.
Translations
Translations will not be ready for the first beta release. Preparing docs, sending them out and replacing lines one by one in-game is a long and tedious process. I simply won’t have time to even get started on this before the beta release. I apologise to everyone who was hoping to see the ending of the game translated – you’ll have to wait a bit longer when my schedule mostly clears up.
Trailer & Release Plans
With the game essentially in beta, it’s time to start thinking ahead to the future – potentially the near future. During the week, I began working on the game’s trailer – a hard requirement for Steam’s release process. It’s been put on hold for now as I focus on more critical tasks but the first cut of it is essentially done.
As for the release plan: My goal is for the beta period to be relatively short. I’d like to move towards the full release now that the game is almost content complete. This also means that I won’t be adding much beyond what I’ve discussed so far – even things I’ve historically said would be in the game might get cut if I deem them to be not important enough.
I’ll share more concrete details regarding this in October. Ideally, the game would see its release during the spooky month, but I can’t yet say how stable the beta will be once it’s out. So, no promises as of yet.
Beta Release
So, after all this talk about the beta, when will it be available for you guys to play? Well, the plan is to release it at the end of the month. That’s not a promise – unexpected things can happen – but that’s the target. I won’t be around next weekend, so the earliest release day would be the 30th.
That’s everything for now. Big milestones have been met this week which is exciting. I’ll see you all when the beta drops.
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Krasue Games
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Sin Spire - Dev Log 36

The Raven Unmasked?
Hello everyone! The last couple of weeks have been pretty intensive and there’s plenty that’s been worked on. As usual, I don’t want to outright spoil things, so I’ll keep some details vague regarding content but will allow myself to post some teaser images (like the above). I realized that keeping everything hidden behind spoilers up until the next build isn't fair to you guys. There have been some gameplay changes (with more to come), but today I mostly want to talk about cutscenes.
Cutscene Progress
What's she looking at?
I’ve finally tackled what I considered a pretty daunting task: cutscenes.
As most of you know, there’s already one cinematic cutscene in the game (made in January) – the intro. But that itself is fairly basic: no dialogue or character interactions and only made up of a few shots. It’s also technically “pre-rendered” (a video file), not something that plays out in real-time.
The cutscenes I’ve been working on now are a whole different story. They feature character interaction, dialogue and happen in real-time – meaning there’s no external editing to help with timing, sound and more. Because I’ve never done this before, I procrastinated for a while, nervous about even starting.
But once I finally pushed through and began – preparing animations, figuring out camera shots and making characters express themselves in interesting ways – I actually got really into it. So much so that, one night, I ended up staying up until 4am working.
Here’s what’s needed cutscene-wise before I wrap up the boss fights:
  • A cutscene introducing the final boss
  • A story resolution cutscene for the bad/neutral ending
  • A cutscene after defeating the final boss (bad/neutral)
  • A story resolution cutscene for the good ending
  • A different cutscene for the good ending boss defeat
In total, that makes 5 in-game cinematics.
Animating Savina

So far, I’ve completed 2: the boss introduction and the bad/neutral ending. The latter was by far the most complex – a full 2 minutes long, made up of about 20 shots with a lot of unique animations. By comparison, every other cutscene is much shorter and simpler.
Honestly, I’m very happy with how the bad/neutral ending has turned out – almost to the point where I don’t even want to make the good ending, since on paper it isn’t quite as strong. Still, I’ll push forward with it and, who knows, maybe it’ll turn out well once it’s fully animated and voiced.
Boss Progress
Good news on this front: the final boss is basically done! Aside from polish and balancing, it has unique mechanics – not placeholder AI from a different boss – and even throws in something new halfway to add variety. Without giving too much away, it’s the only boss fight that really makes heavy use of magic and projectiles (plus very strong attacks).
That leaves just one more fight for the beta: the penultimate boss. Right now, it’s still running on placeholder AI, but does have some unique animations in place already. This one’s more of a physical fight, so it’ll need some proper attack animations with good balancing for parry windows.
Credits
Credits!
While the final boss defeat cutscenes aren’t done yet (they’re next), the sequencing of the final stretch of the game is in place. I can now play from the end of the current build (the long hallway) all the way through to the credits. Yep – we’ve officially reached the credits.
Because of that, I’ll likely be re-locking Free Mode behind finishing the game, since it was only accessible due to the fact that there was no other way to unlock it.
As for the credits themselves, right now it’s just my name and the voice actresses (as well as few other additional credits). But I’ve been considering adding a Supporters section. Quite simply, without you guys, this game wouldn’t exist. The monetary backing, the feedback and the encouragement – it’s all helped towards getting this game to where it is now.
So, I’d like to include your names in the credits as a small token of respect. If you’d rather not be listed, just let me know. I’ll do my best to pull names from the support history so it’s not limited only to current patrons. There’s no deadline for this just yet, but once we hit beta, I’ll need to start locking things down generally.
Gameplay Modifications
Quick note here, since this post is long enough already: I’ve been tweaking perks after finally playing the game all the way to the end. Some skills are just way too strong – Vampire in particular. With an SMG, it turns you from fragile to immortal, which really kills the tension of the climax. I’ve gone ahead and nerfed all ‘Leech’ type perks, which ended up making the final fights feel a lot more balanced.
Expect more changes of this kind soon, since once we hit beta, fine-tuning will become my main focus. For now, I still have three more cutscenes to animate for the ending, plus more purification animations as well as the second-to-last boss fight to finish.
August, I’ll admit, was a weird month. Not due to health reasons or anything like that – just a lot of distractions both online and offline. Motivation was hard to work up. But I definitely feel back in the swing of things now, even if I’m a bit late.
This coming week, I’ll be focusing on cutscenes and making sure everything plays out nicely in the final arena. Then I’ll be moving onto the penultimate boss fight and will try and finish most of the animation work required for the game. After that, more gameplay adjustments and bug fixing.
That’s it for today’s update – thanks as always for your patience and support. We’re getting closer to beta and I’m excited to show you more when the time comes. Take care and I’ll see you all next time.
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Krasue Games
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Sin Spire - Dev Log 35

Hello everyone! I’ll be keeping today’s Dev Log brief as I don’t have too much to discuss openly. First, though, I’ll address the absence of last week’s Dev Log. As some of you know, I had some non-dev obligations that resulted in me being away from my computer for a while. The length of this period was actually longer than I had anticipated and as such I was gone for a little over a week. Previous to that, I hadn’t made much progress since the last Dev Log.
Since coming back, I have been trying to get back into the groove which is proving more difficult than expected due to distractions appearing quite regularly (again away from my computer) but I’m hoping that’ll clear up soon. I have gotten some work done but considering how much I wanted to get done before the end of August, I’m very far behind.
So, let’s go over what’s actually been worked on:
Final Cutscene(s)
I briefly mentioned my original plans for the game to have way more cutscenes but I cut back on them for a variety of reasons. Well, I’ve decided to cut back even more on cutscenes (where the camera is outside of the player’s view). The reasoning behind this is quite simple: to save time.
The introductory cutscene for the final boss is one of the more complicated sequences due to it being affected by multiple variables that occur through gameplay. An actual cinematic is not really possible due to this cutscene needing a choice system as well as having elements affected by previous player actions.
Instead of a cinematic cutscene, I’ve decided to keep everything confined to the already existing dialogue system with some cutaways for key reveals/moments. It’s not ideal but I think at this point I need to be realistic about what’s achievable.
I will note that I did try to use my previous method but got a headache when it came to having to rework systems or make new systems to introduce the choice based elements. So, I decided to just do without so I don’t spend another few weeks making a bespoke system for it.
Of course, there are still some things to figure out and smoothly transitioning from dialogue to those ‘key reveals’ will be something I need to work on. For now, I’m cutting up the recorded audio and setting up the dialogue that’ll be used for this final sequence before working on the actual animations for the reveals.
Boss Fight(s)
The two boss fights have not gotten a lot of love in light of all this narrative work. As such they are not really in a playable state. They’re both using placeholder boss fights (Mangler) in order to get the surrounding logic to work but obviously I plan for the two bosses to have their own attacks and move sets. Admittedly some of this is tricky to figure out but I do have a good idea of what I want to do, I Just need to figure out how to actually achieve it.
Boss fights have not been my favorite thing to work on for this game, so working up the motivation is tricky to say the least. Animation is tough and the fact that it’s going towards something I don’t really like doing definitely leads to me procrastinating a bit.
Final Goodies
So, there are a few more sex scenes planned for the game. Ophelia’s which will happen at the end of her quest (currently there’s placeholder dialogue for her) and a couple of scenes with the final boss. None of these have been worked on yet but they are planned to come in the future as they tie directly to the story.
Kind of an obvious thing to mention but, as I said, I’m behind on where I should be and I don’t think I’ll be able to reach the August deadline for version 0.1. I apologize to anyone who was hoping to see the story wrapped up by the end of the month. As I’ve said before, the closer you get to the end, the longer everything seems to take.
I am still keeping things vague for now but will try and get some images for my next Dev Log as I’m sure you guys are tired of just seeing walls of text. Anyway, that’s all for today. I’ll see you guys the next time I have something to mention. If not next week, then the week after. Have a good one.
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Sin Spire - Dev Log 34

Hello everyone! I was originally planning to return to a bi-weekly schedule for Dev Logs, but with the recent release of build 0.0.5a, I figured it’d be worth posting a quick update to go over the general reception and what’s been worked on since release.
The Build
The build seems to have gone down well overall. I didn’t fix many of the major flagged bugs from the original 0.0.5 release, since most of my focus was implementing the new dialogue -> sex scene -> dialogue system. It’s a setup that only appears a couple of times in-game, but it required a lot of backend work to get right.
All the enemies in the game are derived from a shared base class that handles many things including purification sequences. This shared functionality makes setting up new enemies with animations very simple. However, ‘talker’ NPCs like Savina did not have that setup, so a unique solution was required. So far, it seems to be working smoothly and has opened the door for Free Mode – which is slowly shaping up.
Speaking of Free mode, I’ve gotten some feedback suggesting that it’d be nice to have all animations unlocked for enemies. While this is technically doable, it would come with a lot of visual issues – clipping, incorrect proportions, alignment problems etc. For example, if you assign an animation from The Duchess to The Slacker, the eyes may not line up properly and clip through the eyelids. These things are usually fixed during animation on a per-character basis.
If people are fine with this kind of weirdness then I might consider unlocking more animations. At the moment, Free Mode is mostly a testing tool but it can be expanded down the line.
As for the other bugs – most of the ones I’ve seen brought up since the release are issues that already existed in 0.0.5. I do plan to fix them, but they’re not my focus for the time being. 
Since Release
After launch, I took a short break and then jumped straight back into things. My first task was revisiting the penultimate boss fight and its surrounding transitions – specifically looking at saving and loading.
Up until now, loading a save has been simple: you always load into the Starting Hall and have your player data applied from there. This approach, of course, did not support loading into other maps which is something the story now demands. So, I had to build a system that allowed saving/loading in different maps and spawning the player in the correct position depending on the game’s state.
A good example is the long hallway that leads to the floating portal just before the penultimate boss (where the build currently ends). As the Starting Hall won’t be available as a spawn point, every time the player dies in the next fight, they need to be placed back into this map. The problem is players shouldn’t have to walk down that hall again after every death, so I used the world event tracking system to adjust the spawn point depending on what world events are currently active.
Of course, this also extends to saving. So now, you can also save at the altar that’s at the end of the long hall and load from there. I’ve also implemented this into the area just before the final boss fight as well as making sure that the world correctly loads the various states based on what you’ve done up to this point.
After a lot of testing, this system seems to be working well. It’s the kind of thing that, when it’s functioning, players will probably never notice. In hindsight, these save changes would’ve been great to include in the latest build so that people could jump right into the next boss fight without having to repeat the Mangler fight.
Visually, something that people will actually see, I’ve been working on additional animations for the penultimate boss, but more on that later… possibly much later.
What’s next
Most of what’s coming next has been covered in earlier logs: more work on boss fights, new animations, and the final parts of the game.
That said, I wanted to give a quick heads-up that Dev Logs will likely slow down during August. As I focus more on the game’s ending – which I’d rather not spoil – there just won’t be as much I can openly talk about. On top of that, I have some non-dev obligations coming up next week.
That’s not to say I won’t post any updates this month, but unless I’ve got something concrete to share, I’ll be keeping it light.
I’ll admit the ending is a daunting thing to tackle. There are multiple variables to consider and while I have a vision in mind, it may take a few iterations to nail down what actually works in practice.
I’ll check in again when it makes sense. Until then, feel free to hop on Discord if you want to chat or ask questions. It’s not the most active place, but I do try to respond when I can.
Thanks again for the continued support. Hopefully everything works out! See ya.
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