Sin Spire – Dev Log 23
Added 2025-02-16 17:04:14 +0000 UTC
Hello everyone! It’s been a while. As some of you may know, I got sick a few weeks ago and have only recently started recovering. Unfortunately, this was a major setback, as I wasn’t able to work while I was ill. But I’m happy to say that I’m well enough to get back to development, and there’s plenty to update you on.
Gameplay Adjustments
First off, I’ve made some balance changes based on feedback. After seeing how many players considered the shotgun to be “the only good weapon” or “overpowered,” I decided to nerf it slightly while boosting the damage of the other guns. This should make more weapons viable without completely gutting the shotgun’s usefulness. I’ll continue tweaking these numbers as needed.
Another change is that enemies no longer collide with each other. This might seem minor, but it solves an issue where enemies would get stuck on doors—not because of bad pathing, but because they were blocking each other. With this change, navigation should be a bit smoother.
The Old House

Now onto the more exciting content: the newest dungeon, currently called The Old House. This dungeon is styled after a traditional Japanese house, featuring paper doors and wooden walls. I wanted to repurpose the sliding door functionality I originally made for the now-cut school area, and this setting fit perfectly.
In terms of layout, The Old House is a mix of the first two dungeons—combining claustrophobic spaces with open areas, but with an added hazard: floor traps. If you’re not paying attention, you might fall to your death. This, combined with new enemy types, makes for a more intense experience.
New Enemies
With a new dungeon comes new threats. These threats have been designed to make use of the trapped environment.
The Smiler: This is an enemy I’ve shown before, but haven't discussed her AI or how she's meant to play. She doesn’t attack you physically. Instead, she deals damage to your sanity from a distance, making it harder to navigate. In an environment full of traps, this can be deadly.
The Wraith: The game's first true ghost-type enemy. Unlike other enemies that have to path through doors and obstacles, the Wraith ignores objects entirely, phasing through walls and steadily pursuing the player. This has led to quite a few jumpscares during testing, as she can easily sneak up on you while you’re distracted. You can see what she looks like at the top of this post.
The Duchess Boss Fight

I’ve also started work on the Duchess boss fight for the second dungeon. This fight has been tricky to design, and I’m still tweaking it.
Initially, I wanted The Duchess to be a non-combative boss who only summoned minions to fight for her. However, in practice, this made the fight feel underwhelming. Right now, she follows this pattern:
She stays in one spot until the player gets close, then runs away.
Ranged attacks won’t work—she has a shield that blocks projectiles. The only way to disable it is to get in close and hit her.
If you get too close, she pushes you back, sapping your stamina and staggering you.
Meanwhile, she continuously summons minions to keep the player occupied. Up to four at any given time.
Mechanically, this all works, but gameplay-wise, it’s a lot of running and chasing, which reminds me a bit too much of Micolash from Bloodborne—and that’s not exactly a great thing. Those who've played the game will know what I mean. If I have time before the next update, I’d like to make this fight more engaging.
What’s Next?
While I can't say that I'm back on track, I’m confident that the next update will be ready by the end of the month. Since I've been doing hotfixes and patches after the release of every update, I imagine the same will happen after 0.0.3.
The next few things I need to do before I can safely bank a build are the following:
Finish the third Stalker's AI
Edit and Implement voice lines for the Duchess boss fight
Animate the Duchess defeat sequence
Improve the Old House's gameplay and enemies
An additional stretch goal is to implement more of Savina's lines as a lot of her dialogue was recorded not too long ago. I haven't been able to work more on the script since I was sick but now that I'm mostly better, at least enough to work, I plan on getting back to that soon.
That’s all for now. Thanks for reading, and I’ll see you next time!
Comments
每个BOSS要先通过十层副本,关底会有对应的物品让你解锁通往BOSS战的大门
NAnn
2025-03-10 12:27:31 +0000 UTCHello author, I played your game and liked it very much. I found it exciting to combine witch search with sex while I was playing. I think it's okay to add a non-aggressive soft girl who is protected by the stalker, and you can get a reward for having sex with her. When having sex with her, she is perceived by nearby enemies and witches, but they cannot sense the location and start looking for the player. Players need to try to avoid enemies or set up obstacles that prevent them from approaching and interrupting. For the voice acting of the girl, it should have the voice of the victim. This is my suggestion after thinking about it, which may be a burden on you, but if it can be implemented, it will reduce the monotony of the game and make it more interesting. I hope you can read this review.
Good PLAYER
2025-03-05 09:58:23 +0000 UTC在中国我无法支付任何费用支持的,我只能通过STEAM购买,真的希望早点发布,同时希望能支持中文,真的非常需要,这个游戏真的让人感到非常好玩!因为没有中文翻译,我至今还卡在第一个地牢中,BOOS是无敌的,我不知道如何击败他,就算我找到了出口,也没有第二关卡的选择。
叶老魔 男
2025-03-03 16:14:08 +0000 UTC"reminds me a bit too much of Micolash from Bloodborne" I do know what you mean..."Ah, Kos... Or some say, Kosm... Do you hear our prayers?"
DJ Alex
2025-03-03 07:08:33 +0000 UTCThanks! If it's something you really want to do, I look forward to it.
Krasue Pisac
2025-03-01 15:55:50 +0000 UTCхуёва братан разраб наебал опять
Sub Zero
2025-03-01 12:32:12 +0000 UTC"Не сегодня")
Daniel
2025-02-28 13:16:11 +0000 UTC何时在steam上发售?我只能在steam上购买
芙蘭朵露 斯卡雷特
2025-02-27 02:18:15 +0000 UTCI don't know how to find your game, but I'm really happy I did, someday I hope to create a cool game like yours, best wishes bro :)
HoovyMan:3
2025-02-26 23:28:06 +0000 UTCтык это когда обнова выйдет ?
Sub Zero
2025-02-23 17:46:21 +0000 UTClove it
D3athsinner
2025-02-19 20:04:31 +0000 UTCSo excited for next update, keep up the good work!
ReVVin
2025-02-19 14:40:28 +0000 UTCGreat developer dev log! Really looking forward to finally beat the Dutchess!!! Also including enemies to fight during the encounter... I'm surious to see where your going with it all!
Tester
2025-02-18 10:04:03 +0000 UTCSo happy to see you're doing well! I think you just need to increase the shotgun's "bullet spread". It seems that we can deal a lot of damage using the shotguns even at medium range. And then, have some enemies be more "punishing" when you're too close. In that way, we can have each weapons become viable for different kinds of situations.
Austin
2025-02-18 09:15:46 +0000 UTCgood luck and don't overwork yourself!
Box
2025-02-18 08:32:40 +0000 UTCexciting stuff! please dont nerf the shotty, its fine the way it is. edit: ok maybe it has too much range
sniper g99
2025-02-18 08:05:22 +0000 UTCIncredible, happy to hear you feeling better, can’t wait to see the next update.
Cwispy_Chips
2025-02-17 18:00:44 +0000 UTCSave progress should work between updates.
Krasue Pisac
2025-02-17 15:46:15 +0000 UTCI glad to see you are feeling a little bit better boss! Nice to hear that you are ready to get back in the saddle!
Nux98
2025-02-17 00:20:50 +0000 UTCTake your time and waiting for an update
Naphat Khongkhaisri
2025-02-17 00:03:19 +0000 UTCLooking forward to next update! By the way, does progress save between updates or no? I've had a couple games that do that, but it's always hit or miss.
Solaire22
2025-02-16 21:22:23 +0000 UTCcomplain is the only word i know im not perfect at english xd i understand tho! thx for responding so quickly ^^
N3WC0MM3R
2025-02-16 18:28:36 +0000 UTCI'm glad to hear that you're feeling better and that development is continuing. I'm looking forward to the new updates!
Мирослав 《Just Vzdor》
2025-02-16 18:12:54 +0000 UTCComplain is a rather strong term but I have seen people say they've struggled with early-game difficulty and pushed to, for example, forego purification and sell their first shard so that they can get the shotgun and katana early. As for your suggestion, I might do something like that in a different game. The current system is expandable but I have my hands full with a lot other things, plus I think a lot of balancing can simply be done with fire rate speed and damage rather than messing with the damage type functionality (which does exist but is only used in certain cases).
Krasue Pisac
2025-02-16 17:46:18 +0000 UTCGlad to hear you are in better health. Looking forward to future updates. It's like a sexy Clock Tower. Very unique game in a sea of uninspired clones.
Chris P
2025-02-16 17:43:40 +0000 UTCSounds good! if weapon balancing is a thing that people complain about why not make it even more interesting =) For example sharp weapons work well against flesh and blunt is more effective towards metal and stone: meaning the katana and axe would deal good dmg against the witness and the butcher while the iron pipe would deal good dmg against the maids and the statues... with guns maybe the shotgun dealing more dmg close range and the rifle more on long range... i know that means extra work but i believe it would make our arsenal feel more complete because people like me love adjusting to things and all of our weapons dealing somewhat the same dmg makes it feel kinda meh (no offense) Now with my annoying part of the comment out of the way... great work so far! that enemy that can jumpscare us through walls sounds really good i love me a difficulty tweak =) Also love the wooden japanese style you chose for this that is totally not what i saw comming well done! Get better soon and dont overdo it! noone likes headaches after all ^^
N3WC0MM3R
2025-02-16 17:19:37 +0000 UTC