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Projekt Wolfenstahl Games profile
Projekt Wolfenstahl Games
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Projekt Wolfenstahl Games
We are creating NSFW games based on our original "Deathblight" universe.
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Displaying posts with tag DeathblightJormungandr.Reset Filter
Projekt Wolfenstahl Games
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Deathblight Jormungandr progress report March'25


Hello and welcome to the progress report for March! ^^

As some folks may have seen, Cres and I (Wolfenstahl) decided to take it slow with things mid-March.
We've been working 6-workday weeks for 2 years by now, with no vacation or proper breaks, so we had to tone things down for 2 weeks to catch our breath.

Subsequently, I didn't get as much done as I originally hoped for.
But I feel the relaxed pace did help me with my creativity (which otherwise I was lacking) and I managed to write decent hentai scenes for DB Jormungandr.

Roughly spoken, the stress causing a lack of creativity created a situation where I write "generic hentai dialogue", then am dissatisfied with it, so I rewrite it later.
And I realized that, when I took some time off to relax, I had better ideas for a proper dialogue.
So... as much of a workaholic I am, I'm kinda coming to terms with the fact that pushing myself too much, is probably not something I should be doing...


Anyways, the "Trapper Goblins" are fully done now, including their hentai scenes.

Here's a screenshot of the game over CG scene of Loki being in a box for lewding:



I am about halfway through the "Swamp Monster" hentai scenes.
And then there's still work left to do for a sort of "tentacle plant" event CG scene.

The month still has a couple workdays left.
So I hope to finish at least the Swamp Monster scene before April.

The plan for April is to proceed with the mapping and potentially dialogue writing for the story.
We are slowly, step by step, finishing the new area/dungeon ^^

As for the Steam page for Deathblight Jormungandr, it should also be released sometime in April, so people can wishlist it then.
But more on that in next month's progress report.

If you have any questions, it's usually best to ask over on the Discord as we're very active over there.
(no pings required, we check the channels regularly)

Here's the link to our Discord:
https://discord.gg/DgbaH6f

Have a wonderful weekend everyone! ^^

~Wolfenstahl~
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Projekt Wolfenstahl Games
Public post

Deathblight Jormungandr progress report February'25


Hello everyone, welcome to this months progress report for Deathblight Jormungandr! ^^

Originally my plan was to simply map the southern "Cursed Forest" and place goblins as well as a swamp monster enemy type into this area.
Pretty much similar to the northern area that is already playable in the publicly available demo version.

After some consideration, I did think of an idea I had for future game projects and I decided to implement a "light" version of this for Loki.
("light" in the sense that the mechanics are not super deep and I'm trying the concept out for the first time, not including all the ideas and mechanics I thought of for potential future implementations in future games)
Namely an enemy that acts in a "stalker-type enemy" capacity.


What this means is that the new enemy type isn't placed on the map like the goblins are.
Instead, as you traverse the Cursed Forest, likely losing your way in the maze-type setup of this area, from time to time, you get chased by the stalker-type enemy.

This puts a bit more urgency on finding the right path, as periodically you get chased around the woods by this type of foe that is more difficult to get rid of than the average goblin.
You can either retreat to the village to "reset" the enemy spawning in.
Or you can fight them off in a battle to despawn them until they return, albeit this is risky.
Once reset, the cycle begins anew.


Coming up with ways to implement this and trial-and-erroring my way through RPG Maker's engine to try and make this feel as best as possible took some time, but I think the current implementation works.



Map is work in progress and kept to the "functional bits" (so no decorations currently) as I need to rework the maps back and forth to reduce the chances of the enemy getting stuck.

Other than that, the new goblin archetype, the Trapper Goblin, is added to the new Cursed Forest area.



While the coding for this area should be mostly done, the three things I still need to take care of is:
1. Writing of CG scenes
2. More maps
3. Writing dialogue

And testing of course, a lot of testing.

Implementing the swamp monster as stalker-type enemy definitely cost me about 2 weeks (as I had to plan and trial-and-error and adjust some things until it felt good), but I hope this helps with making the new area feel better and it's not just another enemy that "sits" on the map idly.
Even if future added enemies in new areas will be basically that.
It's just that I felt the Cursed Woods needed something like this, so here we are.

Anyways this is it for this progress report.
If there's any questions, you can ask in the comments or on our Discord:
https://discord.gg/DgbaH6f

See you next time ^^

~Wolfenstahl~

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Projekt Wolfenstahl Games

Deathblight Jormungandr progress report 2025 01 27

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Projekt Wolfenstahl Games
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Deathblight Jormungandr progress report 2024 12 25



Happy holidays everyone! ^^
We (Cres and I, Wolf) wish you nice and relaxing holidays with your loved ones.


As for this month's progress report on Deathblight Jormungandr:
I'm currently in the middle of including as much of the feedback that I felt fits the vision of the game into it.
Some suggestions, while fitting, were way too ambituous, and I like to keep the game to a manageable scope.


Aside of typos and bugfixes, here is a list of things I plan to include in the updated version.


List of accepted feedback:
1. Teleporters as "checkpoints" in key locations
2. Warning before the boss fight "A hard fight lays ahead, are you ready?"
3. Removing Icons for most Status Effects (status effects change "Skill Menu" 95% of the time)
4. Edit skill descriptions (attack priority, notes on what it's good against etc)
5. Orb in inventory to goggle between NSFW and SFW mode
6. Add "Herb" consumable to remove certain status effects like "Pleasure Drunk" 100%
7. Adding "Nail Slash" special attack that can be unlocked by spending C (gold)
8. Slightly buffing Spell attacks to meet "breakpoints" of weaker enemy mobs


There's a couple more things I will re-adjust or add/include as needed.
The full changelog will be dropped when the update goes live in hopefully January 2025.

My original plan was to work on new content this month.
But including the feedback listed above seriously set me back by at least one entire month in my development schedule.

Overall, once I finished my work on the things listed above, I also need to test it before handing it out to the $ 20 USD Tier for further testing. (probably in January)

Once any potential bugs have been ironed out, all other supporters will get 1-week early access to the demo update before the polished demo is rolled out to the public.

All further version releases that have new content will be for supporters only.
Until the final release hits Steam, DLSite etc.
(but that's far in the future so I'll leave it there)

Either way, that's the things I'm currently working on.
Again, happy holidays, and see you all in January 2025! ^^

~Wolfenstahl~
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Projekt Wolfenstahl Games
Public post

Deathblight Jormungandr demo release!


Here is the download link for the demo:
[link]

This is currently the newest version of the game.
But we are already working on the next build and try to deliver it as soon as possible ^^



As for our next steps:
We plan to add new areas to the game, one region to the south, and one to the east of the village.
Both areas will of course contain new enemies with hentai CGs.

These areas will be released one by one.

What the full game will contain:
- one heroine only (Loki)
- 3 areas (e.g. 3 dungeons)
- 6 in-combat hentai CGs with variations
- 6 game over hentai CG scenes
- 4 event CG scenes


If you have any questions, feel free to join our Discord and ask:
https://discord.gg/MzWWayw

See you around! ^^

~Wolfenstahl~


PS:
In case you wonder, the pinned post will eventually changed to whatever the current project is, so we figured to make this post too, for documentation purposes^^
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