SakeTami
Krasue Games
Krasue Games

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Sin Spire - Dev Log 15

Hello everyone! I hope you're all doing well. You might notice a lack of images in today's dev log. After releasing the alpha build, I decided to take a short break from development (aside from bug fixes), as getting the alpha ready was pretty involved. Today, I'll discuss the alpha release, Steam page launch and what's next.

Since Dev Log 14 two weeks ago, I reached a few major milestones. First being the release of Sin Spire's Steam page. Setting it up was an essential step for preparing the test build as I wanted people to have easy access to the game's links, socials and more from the menu screen. With the Steam page live, I finally put together the alpha build release.

Releasing the build was exciting but also stressful, with a bit of last-minute crunch to make sure everything worked smoothly. Of course, there were still a few hiccups–I had to push out a hotfix on the same day and then another on the next. Thankfully, despite that, the feedback has been great and I felt comfortable enough with the reception to take a small break and relax for the rest of the week, letting the feedback accumulate. Being a solo developer often leads to tunnel-vision, so hearing what people genuinely think has been very encouraging. Most of the build's contents, the tutorial and first dungeon, has been received well with only a few requests for tweaks and features.

For those interested, the alpha is available for Supporters at this link here: https://www.patreon.com/posts/sin-spire-alpha-114590560

A public demo is planned closer to the game's actual release. Now, what's next? For test builds, I plan on releasing a new build every month with significant updates such as new scenes, enemies and dungeons. While ambitious, much of this content is already in the game–it just needs polish, testing and fixes. I'm aiming to release the next build by the end of this month.

There's still a lot to finish up in regards to the game itself, though. The story needs to be fully written, the cutscenes need to be animated and Stalker interactions, boss fights and a handful of new enemies are required before I can even think about entering beta. The list may seem long, but I personally believe it's manageable.

I'll probably regret saying this, but I'm aiming to release the game Q1 2025. While that may seem soon, Sin Spire was always intended to be a short, replayable game. Originally, it was meant to launch in October as a simple dungeon crawler with zero story. The scope has since grown along with the development timeframe. Even so, keeping development short is key for me–without a release goal, the game would risk expanding endlessly and might never be finished.

My vision for Krasue Games is to create manageable, focused games on a steady schedule, rather than keeping people waiting for years and years. Larger projects will likely come in the future, but for now, Sin Spire is probably the most ambitious game I'll tackle until I have a budget and possible small team. Until then, my titles will aim for shorter development cycles.

That about wraps it up for what I wanted to discuss this week. I hope the text-heavy post with no images isn't too much. Next week, we'll be back to regular updates with new renders and content. I have no specific plan on what I'll tackle first from that list, so we'll just have to find out next time. See you all then and have a great week!

Sin Spire - Dev Log 15 Sin Spire - Dev Log 15

Comments

Yes, there will be a Freemode. I plan to make it unlockable after the game has been completed once.

Krasue Pisac

Do you plan to add a Freemode, like in HotPW?

SilentKush343

Only for Stalkers.

Krasue Pisac

Any plans on adding defeat scenes?

Pyra

I have played the game andnoticed some of the lockers face to the walls and when you exit them you exit the whole map. It is possible to jump to a floor below you.

King

Hey, great work man

DJ Alex


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