May 1, 2022
368
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166
ikr , that game is said to be completed by it seems far too incomplete (just my thoughts)
no, the game is not finished yet, he still has 2 maps to manage + new ghosts + 2 bosses + some technical work to do, non-katariks might have a crash + there might be a bug, personally I had a case where the game crashed + and also a bug.
 

KingBlarg

New Member
Mar 28, 2025
11
23
3
Krasue has another complete game, Halls of the Pale Widow, which was his first game. It's just one enemy, but has some content and is entertaining as well.

Yeah i saw it but it didnt have the same feel as this one, not as polished , any suggestions other than that one i would greatly appreciate it!
 
May 1, 2022
368
202
166
Yeah i saw it but it didnt have the same feel as this one, not as polished , any suggestions other than that one i would greatly appreciate it!
this is not a tracing paper ( Hard Knock ,TUNNEL ESCAPE , TUNNEL ESCAPE Fates Entshined , Street Brawlers: Adult Plaigrund , Hunting Havens , The Fallen Order: Zombie Outbreak , BooBoosters - The game isn't really worked out yet, but you can take a look, ghost hunter , Contagion Crisis , Besthunter , Infinity Dungeon ,The Pilgrimage +The Pilgrimage 2 , Here are some games I sent you, something similar. ;)
 
Last edited:

KingBlarg

New Member
Mar 28, 2025
11
23
3
what the fuck is this i cannot die or fuck
lol, make sure you get out of the first tunnel, after that you can die and fuck.
And kill the first boss, after that you walk to the tower, walk straight the upp the looooooong hill on the right, then you are in the tower.
After that make sure not to sell the green crystal you get and use that to get the purification buff, that makes you able to fuck the girls to pruify them.
After that dont use your money on skills,use it to buy a leadpipe otherwise its impossible.
 
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sharkbukkake

New Member
Jan 3, 2024
11
23
81
this new update is so goated. the enemy design on the purple screamer girl is actually immaculate, the fact that you can hear her before ever seeing her makes it so you can always be prepared that she's gonna daze you which makes every encounter with her really fair. combined with the maps layout and traps she never feels like a gimmick but an actual first priority threat, she also completely counters most of the guns so you cant just hog onto a weapon the entire dungeon unless you get a lucky shot on her. also im not really sure if she actually does this but it felt like she was draining your sanity really fast which made keeping your sanity in check an actual necessity in the third dungeon rather than an afterthought
 
Nov 30, 2017
31
83
182
I will let you guys in on a fun quirk; if you do NOT take the purification skill at the start, then every enemy you lewd will still be there and eventually get up as normal, but they'll be walking around partially exposed. You can also get that effect if you get knocked away by an enemy in the middle of lewding too, although that's dangerous.

Unfortunately the game forces the purification spell on you for the first boss battle, or you wouldn't be able to progress. Hopefully Krasue makes it so we can toggle the purification part on and off, or maybe just a crystal upgrade that spawns enemies partially/fully nude.
 

memeLordo

Member
Mar 3, 2021
270
856
193

1743987904779.png

Hello everyone! I am now back after my brief break and have already gotten back to work. Like I mentioned in the previous dev log, my current priority is focusing on Alpha 0.0.5, which should contain all the dungeons and boss fights leading up to the end sequence of the game. The goal right now is to make sure everything is implemented even if it’s a bit rough around the edges.

As of right now, I’m happy to report that each dungeon is now fully playable. Each one has its own Stalker, boss fight and visuals. So regardless of how work-in-progress things are, you should be able to play through most of the game come next release. There is still a lot of work to be done, obviously, especially in regards to balance and polish.

Boss Fights

The dungeon boss fights are currently playable and mostly complete. The fifth boss is basically finished, but the two before it still need a fair bit of work in terms of animation, balancing, and overall presentation.

You’ll notice a bit of a shift in design compared to the Witch fight. These newer encounters lean more into raw damage output rather than specific move sets with counters. You’ll be relying on parrying, positioning, and keeping up pressure rather than memorizing patterns.

This wasn’t exactly the direction I originally wanted to take boss fights in, but due to time constraints, something had to give. There are still bosses outside the dungeons that need attention, so maybe those will get a bit more love though no promises.

Stalkers overall have been something of a headache, and I’d be lying if I said I didn’t have some regrets about including them. That said, they’re a big part of both the gameplay and the story, so they’re here to stay.

Dungeons

1743987943424.png


As mentioned, the remaining dungeons are mostly done, though they still need balance adjustments. I think the Slacker’s dungeon from the last build turned out well it encourages players to pay attention to their surroundings thanks to the traps.

In the last two dungeons, however, I dialed back traps quite a bit, but that’s had the unintended side effect of making them a little too easy to rush through. You can essentially sprint past everything with minimal resistance, even with the addition of more dangerous enemies.

Rather than adding a new mechanic like the obsidian keys to gate progress, I’m considering reintroducing the traps I had dialed back on. At this point in the game, players should be familiar enough with them to avoid being caught off guard too easily.

I’m also thinking about adding new enemy types specifically designed to slow the player down, rather than just spicing up combat variety. Something like the Smiler an enemy that messes with player movement might work, though I don’t have any solid concepts just yet.

Story

1743987964022.png

With the game now playable up to the end sequence, the story also needs more attention. A lot of the core narrative is already in, but much of the flavor text is still missing and that’s something I’ll be focusing on soon.

I’m also working on Ophelia’s Pendant, which will be dynamically spawned into a dungeon once that part of her quest is active. I plan to use a similar system for spawning notes. The challenge will be making sure the system is robust, but not frustrating so players don’t miss out on key lore, or the pendant itself.

Speaking of Ophelia, her story has been written for a while, but since she hasn’t been voiced yet, I haven’t rushed to finish her quest logic. Hopefully that will change soon, but I’m still waiting on the voice lines. A part of me is tempted to delay her quest until beta, but I don’t want to risk alpha players locking themselves out of it if they keep their saves after clearing all the dungeons.

Translation

1743988000199.png

This is one of the most frequently asked questions I get. The reason the game doesn’t currently support other languages is simply because I wanted to wait until most of the English text was finalized. Now that we’re getting close to that point, I’m planning to start looking for translators.

The main hurdle now is just finding the right people. I’ve already set up a language switching system in-game, though it currently doesn’t do anything without translations. If you’re interested in helping out, feel free to reach out on !

What’s Next

There’s a lot of polishing and balancing ahead, though most of that will probably come during the beta phase. In the short term, I’m focusing on:
  • Animations for boss fights (especially purification scenes)
  • Animations for the new enemies (again, specifically purification)
  • Visual variants for enemies based on the dungeon they appear in
And of course, if I get Ophelia’s lines, I’ll start implementing the rest of her questline as soon as possible.

That’s all for now. Thanks as always for following along, and I’ll see you in the next update!
 
Oct 10, 2022
213
115
149

View attachment 4721697

Hello everyone! I am now back after my brief break and have already gotten back to work. Like I mentioned in the previous dev log, my current priority is focusing on Alpha 0.0.5, which should contain all the dungeons and boss fights leading up to the end sequence of the game. The goal right now is to make sure everything is implemented even if it’s a bit rough around the edges.

As of right now, I’m happy to report that each dungeon is now fully playable. Each one has its own Stalker, boss fight and visuals. So regardless of how work-in-progress things are, you should be able to play through most of the game come next release. There is still a lot of work to be done, obviously, especially in regards to balance and polish.

Boss Fights

The dungeon boss fights are currently playable and mostly complete. The fifth boss is basically finished, but the two before it still need a fair bit of work in terms of animation, balancing, and overall presentation.

You’ll notice a bit of a shift in design compared to the Witch fight. These newer encounters lean more into raw damage output rather than specific move sets with counters. You’ll be relying on parrying, positioning, and keeping up pressure rather than memorizing patterns.

This wasn’t exactly the direction I originally wanted to take boss fights in, but due to time constraints, something had to give. There are still bosses outside the dungeons that need attention, so maybe those will get a bit more love though no promises.

Stalkers overall have been something of a headache, and I’d be lying if I said I didn’t have some regrets about including them. That said, they’re a big part of both the gameplay and the story, so they’re here to stay.

Dungeons

View attachment 4721698


As mentioned, the remaining dungeons are mostly done, though they still need balance adjustments. I think the Slacker’s dungeon from the last build turned out well it encourages players to pay attention to their surroundings thanks to the traps.

In the last two dungeons, however, I dialed back traps quite a bit, but that’s had the unintended side effect of making them a little too easy to rush through. You can essentially sprint past everything with minimal resistance, even with the addition of more dangerous enemies.

Rather than adding a new mechanic like the obsidian keys to gate progress, I’m considering reintroducing the traps I had dialed back on. At this point in the game, players should be familiar enough with them to avoid being caught off guard too easily.

I’m also thinking about adding new enemy types specifically designed to slow the player down, rather than just spicing up combat variety. Something like the Smiler an enemy that messes with player movement might work, though I don’t have any solid concepts just yet.

Story

View attachment 4721700

With the game now playable up to the end sequence, the story also needs more attention. A lot of the core narrative is already in, but much of the flavor text is still missing and that’s something I’ll be focusing on soon.

I’m also working on Ophelia’s Pendant, which will be dynamically spawned into a dungeon once that part of her quest is active. I plan to use a similar system for spawning notes. The challenge will be making sure the system is robust, but not frustrating so players don’t miss out on key lore, or the pendant itself.

Speaking of Ophelia, her story has been written for a while, but since she hasn’t been voiced yet, I haven’t rushed to finish her quest logic. Hopefully that will change soon, but I’m still waiting on the voice lines. A part of me is tempted to delay her quest until beta, but I don’t want to risk alpha players locking themselves out of it if they keep their saves after clearing all the dungeons.

Translation

View attachment 4721701

This is one of the most frequently asked questions I get. The reason the game doesn’t currently support other languages is simply because I wanted to wait until most of the English text was finalized. Now that we’re getting close to that point, I’m planning to start looking for translators.

The main hurdle now is just finding the right people. I’ve already set up a language switching system in-game, though it currently doesn’t do anything without translations. If you’re interested in helping out, feel free to reach out on !

What’s Next

There’s a lot of polishing and balancing ahead, though most of that will probably come during the beta phase. In the short term, I’m focusing on:
  • Animations for boss fights (especially purification scenes)
  • Animations for the new enemies (again, specifically purification)
  • Visual variants for enemies based on the dungeon they appear in
And of course, if I get Ophelia’s lines, I’ll start implementing the rest of her questline as soon as possible.

That’s all for now. Thanks as always for following along, and I’ll see you in the next update!

hype
 
May 1, 2022
368
202
166

View attachment 4721697

Hello everyone! I am now back after my brief break and have already gotten back to work. Like I mentioned in the previous dev log, my current priority is focusing on Alpha 0.0.5, which should contain all the dungeons and boss fights leading up to the end sequence of the game. The goal right now is to make sure everything is implemented even if it’s a bit rough around the edges.

As of right now, I’m happy to report that each dungeon is now fully playable. Each one has its own Stalker, boss fight and visuals. So regardless of how work-in-progress things are, you should be able to play through most of the game come next release. There is still a lot of work to be done, obviously, especially in regards to balance and polish.

Boss Fights

The dungeon boss fights are currently playable and mostly complete. The fifth boss is basically finished, but the two before it still need a fair bit of work in terms of animation, balancing, and overall presentation.

You’ll notice a bit of a shift in design compared to the Witch fight. These newer encounters lean more into raw damage output rather than specific move sets with counters. You’ll be relying on parrying, positioning, and keeping up pressure rather than memorizing patterns.

This wasn’t exactly the direction I originally wanted to take boss fights in, but due to time constraints, something had to give. There are still bosses outside the dungeons that need attention, so maybe those will get a bit more love though no promises.

Stalkers overall have been something of a headache, and I’d be lying if I said I didn’t have some regrets about including them. That said, they’re a big part of both the gameplay and the story, so they’re here to stay.

Dungeons

View attachment 4721698


As mentioned, the remaining dungeons are mostly done, though they still need balance adjustments. I think the Slacker’s dungeon from the last build turned out well it encourages players to pay attention to their surroundings thanks to the traps.

In the last two dungeons, however, I dialed back traps quite a bit, but that’s had the unintended side effect of making them a little too easy to rush through. You can essentially sprint past everything with minimal resistance, even with the addition of more dangerous enemies.

Rather than adding a new mechanic like the obsidian keys to gate progress, I’m considering reintroducing the traps I had dialed back on. At this point in the game, players should be familiar enough with them to avoid being caught off guard too easily.

I’m also thinking about adding new enemy types specifically designed to slow the player down, rather than just spicing up combat variety. Something like the Smiler an enemy that messes with player movement might work, though I don’t have any solid concepts just yet.

Story

View attachment 4721700

With the game now playable up to the end sequence, the story also needs more attention. A lot of the core narrative is already in, but much of the flavor text is still missing and that’s something I’ll be focusing on soon.

I’m also working on Ophelia’s Pendant, which will be dynamically spawned into a dungeon once that part of her quest is active. I plan to use a similar system for spawning notes. The challenge will be making sure the system is robust, but not frustrating so players don’t miss out on key lore, or the pendant itself.

Speaking of Ophelia, her story has been written for a while, but since she hasn’t been voiced yet, I haven’t rushed to finish her quest logic. Hopefully that will change soon, but I’m still waiting on the voice lines. A part of me is tempted to delay her quest until beta, but I don’t want to risk alpha players locking themselves out of it if they keep their saves after clearing all the dungeons.

Translation

View attachment 4721701

This is one of the most frequently asked questions I get. The reason the game doesn’t currently support other languages is simply because I wanted to wait until most of the English text was finalized. Now that we’re getting close to that point, I’m planning to start looking for translators.

The main hurdle now is just finding the right people. I’ve already set up a language switching system in-game, though it currently doesn’t do anything without translations. If you’re interested in helping out, feel free to reach out on !

What’s Next

There’s a lot of polishing and balancing ahead, though most of that will probably come during the beta phase. In the short term, I’m focusing on:
  • Animations for boss fights (especially purification scenes)
  • Animations for the new enemies (again, specifically purification)
  • Visual variants for enemies based on the dungeon they appear in
And of course, if I get Ophelia’s lines, I’ll start implementing the rest of her questline as soon as possible.

That’s all for now. Thanks as always for following along, and I’ll see you in the next update!
hi, it didn't hurt to lead additional Tanker Girls, you led one Tanker girl on the first map, + about working on the speed of the zmakh Katana, axe, weapon reload speed
 
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