Hello everyone! My weekend has been busy with some IRL stuff, and unfortunately, the build has run into some problems (corrupted files), so there won’t be any images to accompany the text this time. After Monday, I should be able to get things back on track.
Today, I present to you a brand-new enemy type: the Automaid. These doll-like automatons wield crescent blades and move with a creaky, robotic gait. Upon detecting you, they speed up and unleash a flurry of attacks that, while easy to parry, hit hard if your timing is off. The Automaids will appear in the second dungeon of the game.
In addition to the Automaid, I’ve been planning ahead and making key decisions about the enemy roster. To add variety to dungeon encounters, I’ve decided to reuse enemy types - specifically their animations and AI - while overhauling their appearance to match each dungeon’s theme.
The reasoning behind this approach is to avoid stretching myself too thin. Initially, I planned to create a large number of unique enemies, but I’ve decided to reduce the number of entirely new enemies in favor of focusing on visual variety. As for how many unique enemy types there will be, I’ve settled on introducing one new type per dungeon.
So, how many dungeons will there be? Well, I’ve finally made a clear decision: there will be six different dungeons. That means six unique themes with six unique enemy types - and potentially more - as well as six unique Stalkers.
With these current plans in place, I’m going to start working on a proper roadmap, which will be very useful for obvious reasons. I’m also hoping that next week I’ll be able to present the Stalker for the dungeon that the Automaids are associated with, but we’ll see.
Anyway, that’s all for today. I had planned to show a few more things, but as mentioned, some files got corrupted, and I can’t fix them today or tomorrow due to prior commitments. To make up for it, I’ll try and post another update during the week to preview some animations and show more of the Automaid. I could save that post for next weekend, but let me know what you guys think. Anyway, see you all then!
2024-08-11 16:00:42 +0000 UTC
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Hello everyone! Progress this week has been slower than I would've liked, which I mostly attribute to burnout and some external factors. That said, I did mange to get some work done and also started planning ahead for new enemy and stalker designs.
First off, let's cover what's been done. This week, my focus was on dungeon progression. I've introduced a new item - an orb - found on the top floor of the generated dungeon. These orbs act as keys and you'll need to collect at least two to unlock the dungeon's boss door. A new one spawns per dungeon generation.
The idea behind needing multiple orbs is to encourage players to experience all the dungeon has to offer by running through at least twice before facing the stalker in a boss fight. As I've mentioned in previous posts, the goal with the stalkers is to have you fight them in order to progress the game. Due to the unique nature of each boss, I'll likely use a simple placeholder for the time being, though I don't plan on making the fights that hard or complicated. You will be able to continue running dungeons after the stalker's defeat in order to get more money by selling off surplus orbs.

Aside from that, I also completed two sex purification animations that I had started last week for the monsters currently roaming the first dungeon. These took priority so that I could test the overall game-flow and adjust numbers. I'm quite happy with how everything is feeling currently though I may need adjust again with more testing. I also introduced a new clothing system for enemies that will help with swapping outfits with exposed versions during sex sequences. I may use this system to also create some additional variety in the enemies. More on that next time.
With progression in place and boss fight placeholders coming soon, I'll be shifting focus back to enemy designs, environmental tilesets for new dungeons, and the story. There is a basic plan for the story but there are still some key events and character introductions that need to be solidified. I plan on writing dialogue as I go, using the systems I've created in-engine. Thanks to spending time on the dialogue system and event (story) tracker, writing in new dialogue that is reactionary to the player's actions is quite simple. Characters will be able to comment on things such as how often you "purify" monsters as well as track relationships similar to what you might see in a "dating sim".

Regarding the new designs, I have a few ideas on what I'll be working on this week. One of the ideas has progressed quite well and I'll be revealing it next week. Fans of doll-joints will hopefully be pleased.
So, to sum up: More Enemies, More Dungeons and Story Planning are on the horizon. See you all next week and, until then, take care!
2024-08-04 16:41:07 +0000 UTC
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Hello everyone! Fairly short update this week as I’ve mostly been working on internal systems that aren’t easy to showcase. I’ve also had a couple of breaks as last week was quite intensive. Overall, this is what has been worked on this week:
Map Fog
Started work on Sex Purification system
Began work on a new character
Updated Player character model
New UI elements
Made some UI elements togglable
Added new items Aphrodisiac and Repair Kit
I'll briefly touch upon each of these things: Map Fog is an adjustment that I've made to the map system that adds a layer of fog to the entire map that clears as you explore. This should help you track where you've been and where you still need to go.

I've also begun work on a new non-enemy character, updated the player character model and textures, added new UI elements and made some existing ones togglable. I've also added two new items in the form of the Repair Kit, an item that can repair your equipment, and Aphrodisiac. The latter item plays into what's taken the most of my time this week: The Sex Purification System.
The Purification System is something I've mentioned a few times already and is arguably one of the most important parts of the game. So far the animation system itself works very similarly to HotPW's but overall, is better implemented with gameplay and decision making.
After a brief combat encounter, you can have sex with the monsters, purifying and removing them from play. You can only have sex once your Lust, a new stat in the game, is filled to a certain level. Once you've had sex, the meter drains and you'll need to either wait or use items and perks to refill it.
Once sex has begun you'll be able to switch between animated stages. You'll only be able to purify the enemy once you've filled up a white bar on the screen. This acts as a sort of arousal/orgasm meter. Overall, the system has been designed with gameplay in mind. You can't have sex with everything early on, at least not without getting severely punished for it. More about this as well as previews will come at a later point.

As a final note on the sex system: I wanted to try and experiment with a third person camera over the camera angles seen in HotPW. You'd be able to switch between third and first person at any time during a sex sequence. There are issues with this, mostly from the animation perspective. What looks good in first person might not in third person and vice versa. I'll still give it a shot but might limit which animations you can switch the camera for.
That about wraps up this week's progress. Sorry for the wordy post. Let me know if you'd prefer shorter, more concise posts in the future. Also, as we're now approaching the end of the month, I figured I'd say that the Vertical Slice, which I mentioned back in my first Sin Spire post will not be done this month. I've had so much fun making and polishing the base systems that I kind of lost track of time.
Mid-August is when I hope to have all the gameplay systems in their beta stage before I move onto solely creating content. So, next up for me are animations for the Sex System, Dungeon Completion and a way to combat the Stalkers. See you next time and thanks for reading.

2024-07-28 17:04:11 +0000 UTC
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Hello again! This is part two of the development update. If you missed the first part, you can catch up [here]. In this post, you'll find an image gallery of gifs, the latter three show the full nude models of the enemies in a fun fade transition, and I'll also provide more details about said enemies. Everything seen is still subject to change.
First up is The Witch. As the first stalker in the game, The Witch sets the precedent for stalker designs moving forward. The idea is that stalkers will generally resemble humans with some alterations. Here, The Witch features glowing eyes filled with rage but otherwise maintains a mostly human appearance.
Next is The Witness. Just as The Witch sets the standard for stalkers, The Witness does the same for lesser enemies, or monsters. For the monsters, I plan to experiment with unusual and eerie designs. While the game is an erotic game, it is also still a horror game. I aim to strike a balance between unsettling body horror and sexuality with these designs.

Speaking of body horror and sexuality, the Leg-Amalgam was fun to both model and animate. Fans of survival horror might recognize its design, which is heavily inspired by the mannequin enemy from Silent Hill 2. As one of my favourite franchises, you can expect to see a few more SH references in my monster designs. That said, only the concept is similar, design wise these are two sets of functioning legs that can move around nimbly and summersault to attack.

Once I’ve finished the objective system mentioned in the first half of the dev log, I’ll shift focus to implementing the “purification” system. The idea is that once you have sex with an enemy, they will despawn. This means that if you backtrack through a floor or die and need to retrace your steps, you won’t encounter the same enemy again. Currently, there is no penalty for using this system, but I’m considering adding a rechargeable meter of some kind so that you can’t just have sex with every enemy you encounter without consequence. I’ll see how the game plays with the basic system in place before making any of those decisions, though.
Thanks again for reading! As I won’t be focusing on monster designs this week, I can’t guarantee any new enemy showcases next week. If I get started on any animations however… well, we’ll see. Until then.
2024-07-21 15:30:02 +0000 UTC
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Hello! This is the first part of a two-part update. The second part, which contains a lot of gifs, will be posted in a few hours.
Another week and another load of progress. Following up on what I mentioned last week, there are now two lesser enemies in the game and one stalker. The stalker, seen above, is known as “The Witch” and is the first stalker in the game.
The general game-flow currently is as follows: You will enter a dungeon, and the dungeon will generate 10 different floors. These floors will be filled with lesser enemies and items to collect. A timer begins once you enter the dungeon, which will signal the arrival of the stalker enemy – an enemy you cannot damage. The only way to add more time to the timer is to get to the next floor. Upon death or capture by the stalker, you will be sent back down to the first floor.
On the note of the dungeon itself, I decided to work on the generated map. Taking on feedback from HotPW, the map is a multi-level one that will automatically mark down traps and points of interest. You can also view the layout of each floor.

As I was working on the map, I decided to also start making the visuals for the first dungeon: the catacombs. It’s a fairly typical location you’d see in a dungeon crawler, but as you continue through the game, there will be a variety of different themes for the dungeons based on the stalker.
The second part of the dev log will go into more detail about the enemies and show them off. For now, I’ll leave this post with what is planned next.

A lot of the basic systems are now up and running, with my to-do list being mostly smaller additions. The biggest task I need to work on next is the “completion” state of the dungeon. The goal is to let the player go back into the dungeon to repeat enemy encounters and collect loot, so completion will mostly involve unlocking the next dungeon. For the completion, there will be an item to collect and potentially a boss encounter with the stalker enemy. This still needs to be figured out, however.
After all that, there'll be the animated sex system. This is the last major part of the game that needs to be fully integrated with all the other systems. I have a solid idea of how it will work, and players of HotPW might too. That said, I will experiment and see if any improvements or additions can be made to the system.
Thanks for reading this far. I will discuss the enemies in detail and showcase them in part two of this dev log which will be posted for supporters only later today.
2024-07-21 12:30:01 +0000 UTC
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Hello everyone! So, it’s now been about three weeks since work started on Sin Spire properly. Some of you who read about the development of HotPW will know that, that game took around three weeks to make. As Sin Spire is a larger project, I wanted to give myself more time and also not stay glued to my workstation like I did with HotPW. This is what’s done so far:
Savina and her shop
Dungeon generation with environmental hazards and loot
Branching Dialogue, Inventory and other RPG-esque mechanics
Notes system and Sanity mechanic
Started the environmental design for the hub area (Seen above - still heavily WIP)
Basic melee weapons with a parry system
Basic AI enemies that can attack the player, be defeated and get back up.
On the note of the enemies, the intention is that most enemies have to be 'purified' or else they'll keep getting back up after a period of time. How this will be gamefied is still being worked out but as there's a levelling system with perks, that will likely come into play.
My current goal is to keep working on the AI and combat systems, including getting the AI to spawn in the dungeon at randomly selected locations and having that play nicely. Once the AI and combat system has been done, it will be time to work on the spicier elements of the game.
I wanted to get the base mechanics working before jumping into H-Scenes and so on, so I could get everything interacting well. Once I've reached the milestone of at least one enemy, one stalker and animated scenes for the both of them, I can begin focusing mostly on creating art content.
So, not a lot to show this week but that should be expected at this point in time. Next time I should have more to show such as enemy designs, animations and so on. A lot of that will be put behind the Supporter tier but I will still make public posts every now and then. I'm still getting used to having a Patreon, even now, so I thank you for your patience.
Thanks for reading and stay tuned!
2024-07-14 15:44:30 +0000 UTC
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Hello everyone! I'd like to share with you all the beginning of my new development journey. Now that Halls of the Pale Widow has reached over 10,000 downloads on Itch.io alone, I figured it'd be a good time to start showing some of my initial work on my next game: Sin Spire.
Sin Spire is an erotic horror dungeon crawler where you navigate through a large towering structure packed to the brim with strange monsters and malevolent spirits. Along the way, you'll make some friends and learn more about the Spire and the strange world it inhabits.

Unlike HotPW (Halls of the Pale Widow), Sin Spire is an action horror game with an emphasis on combat and enemy variety. There will be stalker enemies like the Widow but you will now have to deal with omnipresent mob-like enemies that will constantly threaten you unless purified.
As Sin Spire is a larger game, I've been focusing on the bare essentials for the time being - the game will have more of a focus on storytelling and so a full dialogue system has been created that keeps track of world events.

Speaking of dialogue, meet Savina. Savina is one of a handful of NPCs who you will get to know during your time navigating the Spire. She is a merchant and will sell you many useful items that will assist you.

Most of the main systems are currently set up with only some additonal polish and visuals required. My next big task is focusing on the combat and, of course, the dungeon crawling itself. I haven't made a 100% decision on whether or not I'll use procedural generation again but, as it saves time, I am heavily considering it.

All art seen in the screenshots is work-in-progress so expect changes and improvements. Some of my posts regarding early development will be public, except anything that contains any NSFW content. For that, I will be sharing exclusively with my Supporters.
No timeframes as of yet, but I am hoping to get a playable vertical slice (Proof of concept) demo of the game done within the month.
Thanks for reading and I hope you'll join me on this development journey!
2024-07-06 15:10:32 +0000 UTC
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Hello everyone! The latest update (V 1.0.8) for Halls of the Pale Widow which includes a lot of QoL features and new content, has now been released. You can find a full list of changes in the Devlog over on Itch.io.
It’s almost been a month since the game initially came out and the reception, once again, has been amazing. For my first released game to have received as much attention as it has, has definitely given me the confidence boost I needed to fully pursue adult games full time.
I hadn’t expected to earn much or any money on this title as it was a fairly quick project. I’m very thankful to everyone who has donated to me and everyone who has played the game. I’ve learned a lot from this experience and hope to improve my games as I continue.
I’ve mentioned a new project a couple of times and I’m still not quite ready to share details on it. Now that the update has been released, I shall be going back and finishing my design document, so long as I’m not knee-deep in hotfixes. After that, and I get some cool stuff to show, I’ll do a proper announcement for it.
Anyway, that'll all for now. Hope you all enjoy the update!
2024-06-22 23:25:08 +0000 UTC
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Two new oral animations have been added to the game - One purification and one defeat. The defeat one plays randomly when you're defeated and the purification one is dependant on where you're aiming when you interact with the Widow.
I was originally going to try and post videos but it looks like that doesn't work on Patreon, so take these tiny gifs instead. Hopefully they work.
One scene left for the update. I haven't quite worked out which one I want to make yet. I don't want to make something too similar to the already existing animations.
Hopefully at the end of next week, I'll have all the new animations and outfits ready and can release the update. That's my personal deadline, anyway.
2024-06-13 14:00:13 +0000 UTC
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Previews of a new outfit for the next Halls of the Pale Widow update. There are two more outfits planned for the update but don't let that stop you from leaving any suggestions. The next oufits are what I call the classic (a recreation of Sadako's outfit from the Ring) and a nun costume.
Next posts will be about gameplay changes/additions and the new animated scenes.
2024-06-07 15:30:01 +0000 UTC
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Hello everyone! So, the release of HotPW (Halls of the Pale Widow) has been met with a lot more success than I was expecting. Thousands of downloads on Itch.io alone has prompted me to think more about adding some extra content to the game just to say “Thank you”. I know that people have been wanting more H-Scenes as there are only three in the game currently.
Now that I have some people who’ve not only given me kind words of encouragement but also become my patrons, I can see that adding a few more scenes and outfits wouldn’t be a wasted effort. Once again, thank you all very much. I will share the development and details of these outfits and scenes a bit later - sometime during the week probably.
Despite that, I am still moving ahead with my next project. It has a name, a few planned characters and enemies (yes, plural) and it will also be a horror game similar to HotPW. It will have more of an emphasis on variety and more of a story.
HotPW was made in around 3 and a half weeks with a break in between. I will likely give myself a bit longer for the next game but until I get the design doc written up, I won’t make any estimations. Ultimately, though, I’d like to get another game out this year.
So in short:
*Halls of the Pale Widow will get new scenes and outfits in a future update.
*Pre-production on the next game has already started.
Thanks for reading and stay tuned!
2024-06-01 12:10:18 +0000 UTC
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Well, that could've gone smoother. Thanks to all who tried out the game and made their way here through it. I figured I'd share the new update which includes quite a few changes despite the game just being released yesterday. Nothing major like new outfits or anything.
I initially wasn't going to make the update but a few people politely pointed out that the game was closing programs unexpectedly. I confirmed this and promply removed the Anti-Cheat as that was the cause. I will not be using any such plugins in the future as it A. can cause issues like this and B. people who have difficulty with my games and want to see content such as animated scenes should be allowed to cheat.
Anyway, this is a very blog-posty style post. Coming up I'll be showcasing and discussing stuff for future projects.
Stay tuned!
2024-05-30 21:54:27 +0000 UTC
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Hello! I have just released my new game “Halls of the Pale Widow” over on itch.io. It’s an horror game where you get chased by a scary ghost – spooky stuff. It’s free to download and can be fully content completed in a couple of hours.
This game kind of lives as an experiment. I was building a very different game initially but decided to work on something I could complete quickly and gave myself a two-week deadline. After the deadline, I took a break and then added some additional content. The game was made with a retro style, specifically trying to capture the look of PS2 games. I’m very curious to see if people take to the look for a game with this kind of content or instead would prefer more up-to-date graphics, even if it meant longer development time.
I plan on working mostly on smaller projects for now, like this one. I will, however, be taking a small break as the sprint has left me a bit exhausted. Plus, it’s my first time ever releasing something so my nerves are wrecked.
Anyway, I hope you enjoy! (assuming you came here from either the game page or the game itself)
2024-05-29 14:51:41 +0000 UTC
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