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Awaken my child and embrace the glory that is your birthright. Access to test early BETA versions of the releases. Archive of HD Art used in our games. You have the Swarms allegiance and our gratitude. “I shall call you the Queen of Blades”
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🌀 Behind the Curtain of 0.48 — A Talk with Arthur, Game Designer
In 0.48, we wanted to show a different path — the other side of the fork we set up in the last update. In 0.47, we showed one of the outcomes of defeat, but now we're showing what happens if the player decides differently. This update is like a counterwave, unfolding the same story from a different angle. It does not undo the previous choice, but complements it — creating a more vivid, immersive world where decisions truly matter.
Haha, to be honest, quite positive! The players didn't overlook Sarah's... charms, if you know what I mean. Many noted the successful camera angles, and the scenes evoked a strong reaction. It's not just “beautiful” — it hits you emotionally. And that's always very nice to see. Especially when it comes to such risky scenes: you never know for sure whether they'll work or not.
The main highlight will be a mini-game called ”Stukov’s Awakening.” It’s completely absurd, candid, a little crazy, and, hopefully, really funny. We allowed ourselves a little more freedom — not only in gameplay decisions, but also in presentation. It's like a burst of pure, uninhibited game design. I think players will get a kick out of it.
Perhaps the most difficult part was working with a new artist. He had just joined us, and we immediately decided to put him to work at full speed. Not in the sense of “testing” him, but rather immersing him in the real work process with various tasks.
The beginning is always difficult: you need to develop a style, synchronize, and understand each other. Especially when it comes to a mini-game, where scenes flow into one another, and everything has to come together as a whole. But now, looking back, the workload that seemed so heavy at the time already feels like part of the overall rhythm.
It's probably that sense of connection. When a player shares what really hooked them — whether it's a scene, a line, or even a mood — it's like you're reliving it with them. It's not just feedback, it's a conversation. And when that dialogue is sincere, it's more powerful than any amount of likes. Especially when players tell us what scenes they want to see — at times like that, we feel that the project lives not only within us.
Oh, I'll be honest — I'm waiting for the moment when we can dive into developing 0.49! I've always loved “dark” endings, adored Evil Shepard since childhood, and played as the Sith in Star Wars. There's something particularly appealing about alternate storylines — they don't just add variety, they give voice to emotions that remain in the shadows in other scenarios. So yes, I'm looking forward to when we can go down that dark path and reveal everything it has to offer.
Definitely. 0.48 prompted us to rethink minigames as a storytelling tool. Previously, we aimed for “seriousness” — and at times, this even got in the way. Now we understand that sometimes absurdity, caricature, or humor can convey the essence much more accurately. And I'm glad we allowed ourselves to take this turn. I think we will continue to explore how different game formats can enhance emotions, rather than just being “mechanics for the sake of mechanics.”
That would be the Echo of Choice scene. It's like it closes the circle, bringing us back to where it all started. This scene brings up the emotions we put into the game years ago and makes them resonate again — only now they're more mature, more profound. It feels like rereading a letter written to yourself, but by a different you. And that, perhaps, is the essence of closure: letting go, but not forgetting. This scene became the anchor of the entire update for me. That’s a wrap on our deep dive into 0.48 — thanks for sticking with us to the end! We hope you enjoyed peeling back the layers and seeing the thought process behind the update.
💬 Got questions or want more behind-the-scenes content? Drop a comment or ping us in Discord. We’re already scheming what’s next… 👀
Her choice is made. There is no turning back. When pain mixes with pleasure, something greater than mere submission is born — the will to resist.
Introducing update 0.48 – the chapter where Queen of Blades truly seeks freedom for the first time. Are you ready to walk the path of pain, temptation, and determination?
The rebellion begins. The “Fight” storyline reveals an alternative path — one of resistance, doubt, pain… and even hope.
The key scene is Feeding 3. It is dark, passionate, and contradictory. The one from the cover. And there is also a new mini-game, deeply embedded in the mind. It is no arcade game, but an internal conflict in the spirit of Nier: Automata. Something meta, surreal, and intriguing awaits you.
Early August
In update 0.48, Queen of Blades makes a different choice. But where is this willpower coming from?
Who was the spark? Who is the target of her inner conflict?
The answers lie in the scene “Feeding 3”, where you will experience power, pain, and temptation all at once.
For now, just remember: SlutCraft is changing. It’s getting deeper, dirtier, and... closer to you . 🎨 Take a look at the updated Sarah — with this update, we are revealing the project's new artistic direction for the first time.
New style = new energy. Look, experience, discuss — your feedback is important to us.