Month: February 2026

Heading for the finish line!

Hello, everyone! In my last post, I promised you that there would be many changes. Well, here they are! Enjoy!

I changed the main font and added two more fonts, one for dialog and one for headlines.

Enemy projectiles now cast a “crosshair” visual effect on the player and deal twice as much damage. The player’s projectiles, on the other hand, deal 30% less damage.

Opening the pause menu now stops the music. When all the enemies in the location die, the battle music changes to peaceful music.

Grass and bushes now wave slightly as if affected by the wind. If the grass shakes a lot when the player walks by, the big bushes will shake just a little. I also added leaves that fall from the big trees in the forest location.

Enemies now flash and bleed more than earlier when damaged. Their projectile vanishes if the enemy dies while creating it. They die with a pretty shader effect now. I also changed their behavior slightly. They no longer interrupt casting animations, run in place, or freeze without an idle animation.

The main menu was slightly reworked. The vignette (black semi-transparent lines on the edges of the screen) is not so dim now, the clouds move at one speed regardless of the player’s FPS, and there are new, neat “starting” and “quitting” animations.

The main character now dashes and teleports with a nice visual effect and “magical” particles. The player’s camera now centers on the main character when they start a dialogue.

There is an erotic picture in the game, a drawing on a papyrus. You can now move your mouse to “examine” it. There is also an erotic scene at the end of the demo. Particles and the ability to “look around” have been added there, too.

The artist drew a bunch of dialogue avatars! There are 18 pictures for five characters. She also made a “promo pic” for the game.

Another artist drew something called a “fakeshot.” It’s a screenshot of the future project. It gives viewers a general idea of what to expect.

I hope the next update will be a demo release. There’s not much work left, so I expect it in two to three weeks. Stay tuned! [No more abandoned projects]


New character – Blackie!

Hello, everyone! The last two weeks were pretty mid, to say the least. There was a lot of planning, and a few days were wasted due to my illness.

I assigned the artists many tasks for the next four weeks. The concept for a new character – Blackie, the black wolf kid – is ready. The next goal is to animate him. Started to work on: “fake” screenshots of the future project, a few welcoming pictures for Patreon/SubscribeStar, and dialogue avatars for characters.

While planning with the artists and an animator, I also did some coding! The loading screen now waits for input after finishing all pre-loads. I also changed the player’s UI a little bit. Added a background for it and improved the health bar. Added a dash bar! Oh, and the ranged attack now shows the reload time, too.

The enemy received a few fixes as well. Its behavior is still not good enough, but at least now its hitbox gets disabled when it dies, and the player’s projectile can’t fly through its head on a headshot. The player’s projectile now emits “blood” particles when it hits an enemy and “cut” particles when it hits the ground. The enemy no longer chases the player after its death and following respawning.

The real demo is coming out soon. I’m excited, focused, and a little nervous. I think the next update will be huge because we have dozens of small tasks to complete. See you there, in two weeks! [No more abandoned projects]