VN Ren'Py Game Dev. Journal : Gambit Proteus (A Cinematic Cyberpunk Spy Thriller)

Tenforce

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Dec 20, 2025
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Hey everyone,

I’m starting development on Gambit Proteus, a kinetic visual novel designed to feel like an interactive, cinematic chase scene through a dystopian cyberpunk city.



The Core Idea: You are Proteus, a corporate spy embedded to sabotage the most powerful CEO in the city from within her own fortress. Your target is ELARA VERIDIAN. When the op turns into a purge, you and your mark become the primary targets. The only way out is down.

Episode 1: Descent into the Gutter This episode is planned in two parts:

  • Part 1: Infiltration & Escape (Current Focus) – Covers the mission failure, the desperate skyscraper climb, and the frantic drone chase to the lower city. The script and core visual direction are complete.
  • Part 2: Streets of the Gutter (Planned) – Will focus on navigating the hostile undercity, finding sanctuary, and staying ahead of the corporate hunters.
Key Development Choices & Goals:

  • Cinematic Presentation: To maximize immersion and tension, the visual storytelling will rely on detailed, dynamic backgrounds and CGs. There will be no traditional character sprites outside of the planned map interface. Characters will be presented within the environment itself—through perspective, lighting, and composition—to create a more film-like, atmospheric experience.
  • AI-Assisted Visual Pipeline: All key artwork (backgrounds, CGs, and the interactive map) is being created using an AI-assisted workflow. I'm using Qwen for image generation and editing, orchestrated through Comfy-UI for a controlled and iterative creation process. This allows me to maintain a consistent, high-quality visual style while developing the project.
  • Interactive Map (Primary Goal for Part 2): A major feature I'm designing is an interactive city map. This will allow players to choose routes through the Gutter's various districts, directly influencing encounters, resources, and the pace of the pursuit. This adds a layer of tactical choice to the otherwise kinetic narrative.
  • Engine: Ren'Py.
Current Status & Ask: I'm now in the asset creation phase for Episode 1, Part 1, using my AI workflow to produce the detailed background art and key cinematic CGs. I would love feedback on:

  • The core concept and cinematic, no-sprites approach.
  • The interactive map mechanic.
  • The visual style achieved through the AI-assisted pipeline.
Also, if you know any composers passionate about creating gloomy, synth-driven cyberpunk ambient scores, I'd love to connect!

Here are some early visual concepts generated for the project, defining the atmospheric tone:

02.png 38c.png 44.png 47.png 51.png 64.png

Thanks for reading! I’ll be posting updates as the art pipeline progresses and as I begin prototyping the map system for Part 2.
 
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Tenforce

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Dec 20, 2025
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Blog Post: Dev Log Update - Dec 23

Hey everyone,

Quick update on the visual novel project. The focus is squarely on the AI-generated image assets that bring the story to life.

✅ What I Finished Yesterday:

  • Gallery System Logic: Built the backend code for the scene replay gallery. When players reach key story moments, it will unlock the corresponding image in a gallery menu so they can view it again later.
  • Finalized Prompts for Main CGs: Completed the detailed, descriptive prompts for all major story images (CGs) from Scene 2 and Scene 3. This includes the escape sequence and the... ahem... penthouse scene. These prompts are tuned to give the AI model (Qwen) very clear, concrete instructions on character poses, backgrounds, and lighting.
What I'm Doing Today:

  1. Generating New Images: I'm feeding the new, detailed prompts into the AI image model to regenerate the CGs. The goal is to get a more consistent, high-quality, and cinematic look across all scenes.
  2. Redoing Older Images: If the new style works well, I'll go back and re-generate some of the earlier, simpler images (like the gala scenes) to match this higher standard.
  3. Planning the Map System: Once the core images are locked in, my next task is to start designing the navigation map interface for the next chapter.
The gallery feature is now ready from a code perspective. Once the final versions of all the images are generated and imported into the game, it should work seamlessly.

Time to generate some visuals.

After I finish all those, I will open up a Patreon, For now still in the learning curve
 
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Tenforce

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Dec 20, 2025
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Hey everyone,

Another quick update on the visual novel's development. Since the last post, the project has moved forward significantly, and the pieces are starting to come together in a much more polished way.

✅ What's New & Completed:

  • Audio Layer Added: I've integrated a basic but functional audio system. Key scenes now have ambient soundscapes and subtle sound effects to enhance immersion.
  • Image Consistency Breakthrough: This was a major hurdle. I regenerated the core CGs two more times using the refined prompts. The character consistency is now locked in at around 99% – the protagonists look like themselves in every shot, which is a huge win.
  • The Biggest Challenge – Backgrounds: Matching backgrounds across different scenes and angles remains the single hardest technical task. Getting the AI to render the penthouse, the cityscape, or the Gutter with the same lighting and details from shot to shot requires very precise, iterative prompting. It's a slow process, but we're getting there.
  • Gallery is Live: With the new, consistent images plugged in, the Scene Replay Gallery is fully functional. Unlocking and revisiting key moments works seamlessly.
What I'm Working On Now:

  • Finalizing Backgrounds: The main focus is nailing down the last few background inconsistencies. This is the final polish pass on the visual assets for Episode 1, Part 1.
  • Map System Design (Learning Phase): I've started the groundwork for the navigation map. I'm currently studying the code structure and planning how choices will branch the story geographically in the next chapter. This is a learning process, but the foundation is being laid.
  • Holiday Extra – Decision Time: I tinkered with a festive side story, but I've decided to put it on hold. To maintain momentum and quality, I'm re-focusing all efforts on completing Episode 1, Part 2. It's more important to deliver the core story continuation.
What's Next:

The immediate goal is to ship the updated build with the finalized, consistent CGs and ambient audio. Once that's done, full development energy shifts to coding the interactive map and writing the narrative for Part 2.

Thanks for following along! The project is looking and feeling more like a cohesive, professional experience every day.

Best,

Grosse Cochonne Game / Tenforce (Aka Dominic)
 
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Tenforce

New Member
Dec 20, 2025
10
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28
Hey everyone,

Another quick update on the visual novel's development. Since the last post, the project has moved forward significantly, and the pieces are starting to come together in a much more polished way.

What's New & Completed:
Character Sheet System
I've completely rewritten and polished the character sheet system. What started as a basic stats display has evolved into a fully-featured interface that tracks:

  • Relationship meters for Elara and Dr. Valeria
  • Skill progression in Combat, Hacking, and Persuasion
  • Resource tracking (Street Cred)
  • Achievement system
  • Dynamic point gain/loss notifications
  • Clean, semi-transparent UI that doesn't obstruct the narrative
The system now uses Ren'Py's screen language effectively, with proper variable scoping, modal/non-modal interactions, and a responsive design that works across different screen sizes.

Map System is Live
The navigation map for Episode 1 is now fully implemented and functional. It provides a straightforward, clickable interface that directly links to story scenes. While intentionally simple for this first episode, the system establishes the technical foundation for more complex geographical branching and exploration in future chapters. Locations unlock progressively as players advance through the narrative.

Audio Layer Added
I've integrated a basic but functional audio system. Key scenes now have ambient soundscapes and subtle sound effects to enhance immersion. The audio fades appropriately between scenes and respects user volume preferences.

Gallery is Live
With the new, consistent images plugged in, the Scene Replay Gallery is fully functional. Unlocking and revisiting key moments works seamlessly.

What I'm Working On Now:
Finalizing Image & Animation
The main focus is nailing down the last remaining image assets and any simple animations needed for Episode 1.

Bug Correction & Testing
The various system implementations uncovered several subtle bugs:

  • Variable scope issues with the stats system
  • Screen transition problems between map and scenes
  • Audio playback glitches
  • Save/load compatibility with the new systems
Each bug is being methodically addressed with regression testing to ensure fixes don't break existing functionality.

What's Next:
  1. QA Testing: Comprehensive playthrough of Episode 1's three acts
  2. Final Bug Squashing: Address any remaining issues
  3. Release Preparation: Build packaging, documentation, and distribution setup
  4. Episode 2 Foundation: Expand the map system for more complex navigation and begin Episode 2 narrative planning
The immediate goal is to ship the updated build