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Krasue Games
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Sin Spire - Dev Log 19

Hello everyone! Happy December! Last week, I released 0.0.2 of Sin Spire’s Alpha build. This new build included the Witch Boss Fight, the second dungeon, new items and more. The reception has been very positive and, when compared to the 0.0.1 release, very few game-breaking bugs were found. The influx of positivity and excitement has motivated me to dive straight into work this week, instead of taking a break like I did after the first release.

Gameplay Changes

Rather than having a long-running paragraph, I’ve decided to try breaking down the changes into headers and bullet-points. Let me know what you think of the format. Anyway, the current changes I’ve made so far include:

The last addition of Throwable Weapons was influenced by the changes to AI awareness. Previously, enemies could hear you but wouldn’t properly update their investigation location. For example, if you are heard and then an enemy decides to check that location, you could then run somewhere else and fire, say, 10 shotgun blasts, and the enemy would still be focused on that first location. Now, AI will update their investigation location on the fly. This adjustment is particularly important for Stalkers, as it was too easy to slip behind them before.

To compliment that, I implemented a throwable bottle, which can be purchased from Savina. They’re cheap and deal very little damage, but their purpose is to distract enemies. I’m sure some players will attempt to use the bottles for a challenge run of sorts, considering how cheap they are, but the intention behind them is to throw them away from your current location to misdirect enemies. For example, if a Stalker is approaching your location, you can throw a bottle to divert her path.

Adding the throwable weapon-type required significant changes to the weapon system, but it seems to all be working well. I have to admit, throwing bottles has been surprisingly satisfying – I ended up spending way too much time just chucking the things at walls during testing.

Art Changes

Alongside the gameplay improvements, I’ve also started work on replacing placeholder assets. Among the placeholders replaced, most significantly, was the Altar. The new Altar now features a glowing green crystal shard with particle effects, making it both more visually appealing and helping it stand out as an object of significance. This is to encourage players to interact with it before speaking to Savina when entering the Starting Hall for the first time.

I’ve also been replacing some other assets, primarily in the Starting Hall, but still have a few key objects to replace – particularly the statue in the center and the doorways on either side. On the note of statues, I’ve created a new material and texturing process for statues. To test this, I used the Statue enemy type found in the second dungeon. The new statues have been retextured to have softer highlights to make them look more like stone rather than shiny metal.

There’s still plenty to replace, but I’m looking forward to when all the major eyesores are gone from the game.

Last Week’s Release

There are a couple of things I’d like to mention about last week’s release. First off, there were two bugs that have stuck out to me as a problem:

These bugs aren’t game-breaking, and I have mentioned them on the Discord and how to avoid them, but I’ve received some messages about how the game is “too easy” and how “farming” the Witch can result in becoming overpowered. Guys, if it wasn’t obvious already, you’re not meant to be able to do that.

I initially wasn’t going to release a hotfix, or any fix for that matter, but the impact on balance and the danger of breaking the save file due to that soft-lock, has convinced me to release another build this month after all. I’ll probably release a 0.0.2a version of the game later this month. I’m mostly waiting on the rest of the Witch’s voice lines to be ready before I push that out.

This means that the next update will include all the changes mentioned earlier and more. It won’t feature a new dungeon as I hadn’t planned for a December release and have just been focusing on smaller tasks. A full changelog will be made when the next update is ready.

Final Thoughts

I’m really glad to see so many people enjoying the current build and providing that much-needed feedback. For now, I’ll be going back to replacing placeholders and, eventually, starting to put together the next dungeon. Unfortunately, I will be making a significant change to a dungeon I previously discussed. The reasons are somewhat external, and I’ll share more details down the line.

That’s all for this week. Thank you all so much for your continued support! The game is steadily coming together and, dare I say, quite quickly. See you next time!

Sin Spire - Dev Log 19 Sin Spire - Dev Log 19

Comments

Oh u can't find green pendant, sad :P

Fireguime

Thank you for very quick answer. Merry Christmas, spend this time calmly :)

iron steel

It's hard to say. I personally would like to get something new out every month but there might come a point where that isn't feasible for one reason or another. I try not to stick to a strict deadline but I do make posts every week of one kind or another.

Krasue Pisac

Hi! First of all - amazing work! Just love it! Second thing will be a question - how frequently are you planning to release new builds? Will it be something like big updates every few months, or little changes, but often?

iron steel

No. The game isn't really designed around that.

Krasue Pisac

Is there any consideration for adding the ability to capture monsters?

xiaoxing

Just wanted to jump on the train and say, what u have here is something special and honestly I wasn't expecting the amount of times I jumped from the audio effects. Very good!!

Thambraileon0626!

I might add an addition to freemode where you can repeat boss fights but there are no plans for the boss fights to be repeatable during regular play.

Krasue Pisac

I kinda like the fight being repeatable for the scene's sake, but I do agree it is easy to exploit, maybe just removing the blessed shard reward after is a good idea after you beat it the first time?

Dr.Oxycotin

Can’t wait!

Naphat Khongkhaisri

Great work so far! In my opinion you already tackled the obvious problems. Love it that your one of the developers which actually hear out the players!!!

Tester

got it! appreciate the fast response <3

N3WC0MM3R

Savina's scene will be added much later. You can technically trigger her scene now but all you'll get is placeholder text. I can't say for sure if it'd be part of the next big update because I'm going to focus first on the Stalkers and enemies before story characters. Also thank you for kind words! It means a lot.

Krasue Pisac

Quick question, is the Savina sex option there yet? cuz u can talk to her about it and she says she needs some time to think about it and altough i´ve waited for a while and ran through more dungeons nothing happened... so no rush just curiosity, can we expect that in the next bigger update 0.0.3 or is my game glitched? also gotta give u credit, i already enjoyed HotPW but this game is even better and its STILL in developement... i swear if i had a time maschine... fuck stopping Hittler i´d go to the future keeping one hand busy ;)

N3WC0MM3R

Love your game! Keep up the good work!

Ben_089

amazing game man!!

Cl293


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