HornyJuan_

New Member
May 17, 2020
3
7
21
Unless I'm doing it wrong, were you able to defeat and unlock the "Mangler" boss? I don't know if that is available for this version
The "Mangler" boss should be the one on the yellow portal. I didnt defeat her yet on my run because after defeating her, its end of the game be and sends me straight back to the main menu, making me unable to save the game with her unlocked. Thats why I saved before defeating her and uploaded it here. I dont know if you can just defeat her and have her unlocked on the boss rush tho
 

Reednux

Member
Jun 17, 2022
125
47
151
yo
The "Mangler" boss should be the one on the yellow portal. I didnt defeat her yet on my run because after defeating her, its end of the game be and sends me straight back to the main menu, making me unable to save the game with her unlocked. Thats why I saved before defeating her and uploaded it here. I dont know if you can just defeat her and have her unlocked on the boss rush tho
u cant its not in this version
 

Mrbark1234

Member
Jun 3, 2022
222
1,602
267


Hello everyone! I hope you're all doing well. May was... a bit of a weird month. Not much got done, unfortunately. As some of you know, I took a break at the beginning of the month (which I mentioned in the last dev log), and then managed to squeeze in a couple of tasks before running into some major PC issues.
After a sudden bluescreen, my boot drive stopped booting entirely. And to make a long (and painful) story short, I ended up replacing both my boot SSD and motherboard. The good news? The system is now running much better than before the issues began.
Once my PC was back in working order, I spent some time stress testing everything to make sure it was stable. Admittedly, I got a little distracted by the flurry of recent game releases but I'm back now and truly ready to dive in again.
The Past Week
Mostly, I've been reinstalling software and making sure my development tools are working. To ease back in, I started with something simple: a new outfit the Witness.
As you might remember, the last version of the game introduced alternate outfits for the Witnesses to better reflect the dungeon they're in. The only outlier was the final dungeon, where the Witness still wore her original dress from the Catacombs. This new outfit addresses that and you can see what it looks like at the top of this post.
Originally, I had planned to give her metal hooks in place of hands, but I've held off on that idea for now. The new look is made to sit alongside other enemies like the Bound, with its black plastic/leather look.
Everything Else
Well, I’m at a bit of a strange point in development where I can’t say much without potentially spoiling things. We're nearing the end of the game, and from here on out, just about anything I say could give something away.
I’m not sure how sensitive you all are to spoilers for a game like this, but personally, I’d rather let certain moments and reveals happen in-game rather than in a dev log.
That said, here’s a small checklist of the big remaining tasks I need to complete before reaching beta:
  • Finish Boss Fight #6
  • Create the final boss arena
  • Create the final boss fight
  • Create cutscenes for before and after the final boss
  • Create alternate cutscenes based on player choices
Okay, that last one might be a small spoiler - but I think most of you saw that one coming. I won’t say what those choices are, but they should be fairly obvious by now.
I’ll also need to sort through a lot of recorded dialogue to make sure it matches the cutscenes. Some of these may end up being presented more like standard dialogue scenes rather than full-blown cinematic ones - we’ll see how things go.
As for the hand-crafted final dungeon I had planned: I’ve decided to put it on hold for now. If I find there’s a pacing issue between Boss 6 and the final boss, I’ll revisit it as a stretch goal. But for the time being, I want to focus entirely on finishing the core game.
What's next?
Bug fixes and small additions are taking a backseat until we hit beta. My goal is to have a playable version of the game - from beginning to end - by the end of this month or early next. After that, I’ll focus on polishing, fixing bugs, and preparing for a proper release.
I know it might sound ambitious, but at this point I need to give myself a firmer deadline to stay on track. Burnout has definitely crept in, and without something concrete to work toward, I could easily slip into procrastination mode.
That's all for now. I'll check in again next time with more (probably vague) updates on how the endgame is shaping up. In the meantime, I need to knuckle down and start animating - there's a lot to do on that front, especially with the boss fights and cutscenes. See you all later.
 
Oct 10, 2022
213
115
149
didnt he mention last post that variety of h animation was lacking and he was gonna update them but in this post he doesnt say anything about that
 

SemenFart

New Member
Jan 30, 2019
9
23
95
One of the best porn games I've played, weapons have a nice feel to them and the sex scenes are good. Only complaint I have is the time limit feeling a bit short. I assume the game is supposed to be played stealthy? One thing I started to do was the second an enemy saw me I just ran towards the exit because the time you get is so short. I think another 15-40 seconds or so at the start would improve that.

Good luck to the dev(s) will probably purchase when it's finished and on Steam
 

ViviX12

Engaged Member
Jan 5, 2019
3,206
5,029
698
One of the best porn games I've played, weapons have a nice feel to them and the sex scenes are good. Only complaint I have is the time limit feeling a bit short. I assume the game is supposed to be played stealthy? One thing I started to do was the second an enemy saw me I just ran towards the exit because the time you get is so short. I think another 15-40 seconds or so at the start would improve that.

Good luck to the dev(s) will probably purchase when it's finished and on Steam
Ironically the first dungeon is the toughest, since there is no way of avoiding enemies at all. My advice is incorporating death into the strategy. When you die and respawn, you get all the time bonuses from each door again. Another thing to mind is that passing any door pauses the timer. Also if the timer runs out, you can pass the door you came from and it will get set back to 30s. My approach was methodically clearing a path through each floor, so that each one later can be passed freely with no enemies that spot you.
 

CaptainHUNK

Newbie
Mar 10, 2020
20
36
76
Admittedly edited my savefile to up my stats just a little at first, but man, when you get into the flow of this game it gets really fun. Also never ran into any of the random gen problems with floors unlike Halls of the Pale Widow which was a nice bonus. I wish some things weren't as obtuse but I can tell from earlier versions to now that it is wayyyy better than it used to be.


Hope that when the game reaches finished status that some of the mobs will get animation upgrades from the eye-mouth girl default set and I noticed some of them have bad clipping with their fitted clothes which I assume will be fixed by the finished version, though I would like at least a toggle or even maybe a clothing damage model to enjoy them all in full detail without needing Cheat Engine.
 

jiuan

New Member
Jun 5, 2017
1
0
35
Might be a pussy response but my monitor just isn't too bright and I can't see jack in like half the game, is there any way to up the brightness on this game?
 

ViviX12

Engaged Member
Jan 5, 2019
3,206
5,029
698
Might be a pussy response but my monitor just isn't too bright and I can't see jack in like half the game, is there any way to up the brightness on this game?
There is none. And yeah I agree it's tad dark, I had to close my window shutters anytime I wanted to play properly lol
 

chaos888

Newbie
Aug 23, 2022
19
5
60
Might be a pussy response but my monitor just isn't too bright and I can't see jack in like half the game, is there any way to up the brightness on this game?
maybe you could try to brighten up the game using your control panel , might not work if your monitor itself isnt good or isnt bright already . personally brighten the game using the nvidia control panel
 

N00bMaster69

Newbie
Aug 14, 2019
34
25
28
so i assume that the Dev will add unique animations and new enemies in the future? because the 5th dungeon only consists of old enemies and all of the new enemies are using the animations of the witness, which if it's the case then i don't mind, I'm still quite surprised the dev pumped 2 new dungeons already
 
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Mrbark1234

Member
Jun 3, 2022
222
1,602
267

Hello everyone! Apologies for the lack of images this week – most of what I’ve been working on is either still very early or tied to spoilers that I’d rather hold back on for now. There’s also been a fair bit of non-visual progress that doesn’t make for great screenshots.
That said, I’ll be upfront: development has slowed down, and I’ve fallen behind on the work I had planned.
Final Boss and Arena
Since the last dev log, I’ve been focusing on the final areas of the game – specifically the arena where you fight the final boss. It’s still quite rough around the edges, but functional and definitely usable for now. My current priority is getting everything to a minimum viable product (MVP) state before diving into polish.
The final boss itself has had some finishing touches added. All that’s left now are the animations and AI.
Cutscene System Updates
As mentioned before, I will also begin working on the intro and outro cutscenes for the final boss. These scenes need to account for several player-driven variables, which has led me to rework some of the internal systems for how cutscenes function. That said, this is still a work-in-progress and as these scenes are not yet prepared, I haven’t been able to effectively do much testing.
I also want the player to make a few final choices during these intro and outro scenes, so I’ll also need to build a choice system (not related to the dialogue system) into the cutscenes in a way that integrates cleanly.
Savina & Ophelia Sequences
I’ve started animating the long-awaited sex scenes with Savina and Ophelia. Each of them will have three sequences, with around 3-4 animations per sequence – that’s 6 sequences in total (20+ animations).
Unlike the purification scenes with monsters and bosses, these scenes will not use dynamic positioning. That gives me the freedom to make use of the surrounding geometry which allow these scenes to be more unique and character driven.
If I have time, I’d like to also add an intro animation as well to further flesh out the personalities of both characters. All their lines are recorded and also include sex dialogue, which will play out similarly to how Stalkers speak during their purifications.
Something I have yet to decide on, however, is whether these scenes will play in a linear way the same as the Stalker defeats or if I should create a new sequence selector UI that will let you pick specific sequences to play. This needs to be made anyway for Free Mode, but I am considering it for these animations as well.
Cut Feature – Challenges
Now for the less fun or exciting part: I’ve decided to make some feature cuts.
Specifically, the Challenges mode seen in the Extras submenu. These challenges were basically little experimental gameplay areas that I had planned on including as an additional fun feature. Only one has been worked on and was last touched probably last year or early this year. I doubt anyone will actually miss these as they’ve been unavailable but it’s still a tough call.
Ultimately, I have my hands full already with the main game and the more desirable features (such as Free Mode) so I’m making this cut to prioritize those things. In the future, I may revisit the idea as an update.
Burnout and Next Update Plan
I’ll be honest – I’ve been running out of steam lately. I’ve been taking more breaks, getting more distracted and progress in general has slowed. There were smaller signs of this already but since the last dev log, I haven’t been operating at maximum efficiency. The same kind of slump hit near the end of HotPW’s development too, so maybe this is just part of how it goes near the finish line – that “so close, yet so far” feeling.
To help counter that, I’ve decided to shift my approach to the next update. Originally, I wasn’t planning to release anything at the end of this month. I said I’d probably wait until next month and leave it at that. But I’ve realized that pushing things back like that – giving myself too much room for excuses – could lead to bad habits.
So, in an effort to get motivated again (and hopefully give you something to look forward to), I’ve set a short-term goal: finish the Savina scenes mentioned earlier and release an update at the end of this month. That build will include those scenes and anything else I’ve added or changed since the last update.
Even if it’s a little rough or buggy, I’d rather release something than fall into a cycle of silence or delays. You’ve all been incredibly patient and supportive, and I don’t want to take that for granted. This step-by-step release approach feels more manageable right now than aiming for one big, perfect update.
Quick Translation Note
Any new content in the upcoming update will not have Chinese or Russian translations. I’ll be making localization a late-stage priority. For those who reached out about translations – thank you very much. I appreciate it and will be in touch again after we hit beta.
Thanks so much for reading, and I hope you’re all doing well. See you next time!
 

Nightm763

Member
Nov 30, 2020
411
156
125

Hello everyone! Apologies for the lack of images this week – most of what I’ve been working on is either still very early or tied to spoilers that I’d rather hold back on for now. There’s also been a fair bit of non-visual progress that doesn’t make for great screenshots.
That said, I’ll be upfront: development has slowed down, and I’ve fallen behind on the work I had planned.
Final Boss and Arena
Since the last dev log, I’ve been focusing on the final areas of the game – specifically the arena where you fight the final boss. It’s still quite rough around the edges, but functional and definitely usable for now. My current priority is getting everything to a minimum viable product (MVP) state before diving into polish.
The final boss itself has had some finishing touches added. All that’s left now are the animations and AI.
Cutscene System Updates
As mentioned before, I will also begin working on the intro and outro cutscenes for the final boss. These scenes need to account for several player-driven variables, which has led me to rework some of the internal systems for how cutscenes function. That said, this is still a work-in-progress and as these scenes are not yet prepared, I haven’t been able to effectively do much testing.
I also want the player to make a few final choices during these intro and outro scenes, so I’ll also need to build a choice system (not related to the dialogue system) into the cutscenes in a way that integrates cleanly.
Savina & Ophelia Sequences
I’ve started animating the long-awaited sex scenes with Savina and Ophelia. Each of them will have three sequences, with around 3-4 animations per sequence – that’s 6 sequences in total (20+ animations).
Unlike the purification scenes with monsters and bosses, these scenes will not use dynamic positioning. That gives me the freedom to make use of the surrounding geometry which allow these scenes to be more unique and character driven.
If I have time, I’d like to also add an intro animation as well to further flesh out the personalities of both characters. All their lines are recorded and also include sex dialogue, which will play out similarly to how Stalkers speak during their purifications.
Something I have yet to decide on, however, is whether these scenes will play in a linear way the same as the Stalker defeats or if I should create a new sequence selector UI that will let you pick specific sequences to play. This needs to be made anyway for Free Mode, but I am considering it for these animations as well.
Cut Feature – Challenges
Now for the less fun or exciting part: I’ve decided to make some feature cuts.
Specifically, the Challenges mode seen in the Extras submenu. These challenges were basically little experimental gameplay areas that I had planned on including as an additional fun feature. Only one has been worked on and was last touched probably last year or early this year. I doubt anyone will actually miss these as they’ve been unavailable but it’s still a tough call.
Ultimately, I have my hands full already with the main game and the more desirable features (such as Free Mode) so I’m making this cut to prioritize those things. In the future, I may revisit the idea as an update.
Burnout and Next Update Plan
I’ll be honest – I’ve been running out of steam lately. I’ve been taking more breaks, getting more distracted and progress in general has slowed. There were smaller signs of this already but since the last dev log, I haven’t been operating at maximum efficiency. The same kind of slump hit near the end of HotPW’s development too, so maybe this is just part of how it goes near the finish line – that “so close, yet so far” feeling.
To help counter that, I’ve decided to shift my approach to the next update. Originally, I wasn’t planning to release anything at the end of this month. I said I’d probably wait until next month and leave it at that. But I’ve realized that pushing things back like that – giving myself too much room for excuses – could lead to bad habits.
So, in an effort to get motivated again (and hopefully give you something to look forward to), I’ve set a short-term goal: finish the Savina scenes mentioned earlier and release an update at the end of this month. That build will include those scenes and anything else I’ve added or changed since the last update.
Even if it’s a little rough or buggy, I’d rather release something than fall into a cycle of silence or delays. You’ve all been incredibly patient and supportive, and I don’t want to take that for granted. This step-by-step release approach feels more manageable right now than aiming for one big, perfect update.
Quick Translation Note
Any new content in the upcoming update will not have Chinese or Russian translations. I’ll be making localization a late-stage priority. For those who reached out about translations – thank you very much. I appreciate it and will be in touch again after we hit beta.
Thanks so much for reading, and I hope you’re all doing well. See you next time!
ohh savina scenes
 
May 27, 2023
29
41
99

Hello everyone! Apologies for the lack of images this week – most of what I’ve been working on is either still very early or tied to spoilers that I’d rather hold back on for now. There’s also been a fair bit of non-visual progress that doesn’t make for great screenshots.
That said, I’ll be upfront: development has slowed down, and I’ve fallen behind on the work I had planned.
Final Boss and Arena
Since the last dev log, I’ve been focusing on the final areas of the game – specifically the arena where you fight the final boss. It’s still quite rough around the edges, but functional and definitely usable for now. My current priority is getting everything to a minimum viable product (MVP) state before diving into polish.
The final boss itself has had some finishing touches added. All that’s left now are the animations and AI.
Cutscene System Updates
As mentioned before, I will also begin working on the intro and outro cutscenes for the final boss. These scenes need to account for several player-driven variables, which has led me to rework some of the internal systems for how cutscenes function. That said, this is still a work-in-progress and as these scenes are not yet prepared, I haven’t been able to effectively do much testing.
I also want the player to make a few final choices during these intro and outro scenes, so I’ll also need to build a choice system (not related to the dialogue system) into the cutscenes in a way that integrates cleanly.
Savina & Ophelia Sequences
I’ve started animating the long-awaited sex scenes with Savina and Ophelia. Each of them will have three sequences, with around 3-4 animations per sequence – that’s 6 sequences in total (20+ animations).
Unlike the purification scenes with monsters and bosses, these scenes will not use dynamic positioning. That gives me the freedom to make use of the surrounding geometry which allow these scenes to be more unique and character driven.
If I have time, I’d like to also add an intro animation as well to further flesh out the personalities of both characters. All their lines are recorded and also include sex dialogue, which will play out similarly to how Stalkers speak during their purifications.
Something I have yet to decide on, however, is whether these scenes will play in a linear way the same as the Stalker defeats or if I should create a new sequence selector UI that will let you pick specific sequences to play. This needs to be made anyway for Free Mode, but I am considering it for these animations as well.
Cut Feature – Challenges
Now for the less fun or exciting part: I’ve decided to make some feature cuts.
Specifically, the Challenges mode seen in the Extras submenu. These challenges were basically little experimental gameplay areas that I had planned on including as an additional fun feature. Only one has been worked on and was last touched probably last year or early this year. I doubt anyone will actually miss these as they’ve been unavailable but it’s still a tough call.
Ultimately, I have my hands full already with the main game and the more desirable features (such as Free Mode) so I’m making this cut to prioritize those things. In the future, I may revisit the idea as an update.
Burnout and Next Update Plan
I’ll be honest – I’ve been running out of steam lately. I’ve been taking more breaks, getting more distracted and progress in general has slowed. There were smaller signs of this already but since the last dev log, I haven’t been operating at maximum efficiency. The same kind of slump hit near the end of HotPW’s development too, so maybe this is just part of how it goes near the finish line – that “so close, yet so far” feeling.
To help counter that, I’ve decided to shift my approach to the next update. Originally, I wasn’t planning to release anything at the end of this month. I said I’d probably wait until next month and leave it at that. But I’ve realized that pushing things back like that – giving myself too much room for excuses – could lead to bad habits.
So, in an effort to get motivated again (and hopefully give you something to look forward to), I’ve set a short-term goal: finish the Savina scenes mentioned earlier and release an update at the end of this month. That build will include those scenes and anything else I’ve added or changed since the last update.
Even if it’s a little rough or buggy, I’d rather release something than fall into a cycle of silence or delays. You’ve all been incredibly patient and supportive, and I don’t want to take that for granted. This step-by-step release approach feels more manageable right now than aiming for one big, perfect update.
Quick Translation Note
Any new content in the upcoming update will not have Chinese or Russian translations. I’ll be making localization a late-stage priority. For those who reached out about translations – thank you very much. I appreciate it and will be in touch again after we hit beta.
Thanks so much for reading, and I hope you’re all doing well. See you next time!
I love this dev. Hardworking, honest, and always transparent with his supporters.
From what i understood he works alone, and if that's correct, then it's insane how much he gets done, even when compared to whole teams.
 

ashassin1

New Member
Feb 16, 2023
4
6
62
I really liked this game and Halls of the Pale Widow, are there any other games on this site similar to those in quality and overall feel?
The dev is just one guy. Halls of Pale Widow was his first game, and this one is his second. We all appreciate the guy giving us such awesome games all alone unlike the big corporate companies (wanna-be) that launch unfinished games and then make us wait for months for another update only for us to find out that it is a small version update with some bug fixes and maybe a new outfit or something. This guy is creative, a good storyteller and dedicated towards his work and he pushes a big update nearly every month. It is hard to find such games with similar style and gameplay out there. There are people in this thread that posted some earlier tho, you can check them out as well.
 
4.30 star(s) 75 Votes