✍️ Zendaria’s Corruption – 0.5.0 Devlog | Week 5 (Patreon)
Content
This week was a bit chaotic. I was quite busy, so development progress wasn’t as large as I would have liked. Still, some important steps were taken.
🎨 Hand-Drawn Art Transition
For the next update:
All AI-generated Zendaria images will be made 100% by hand
The introduction of Micah and Gina will be illustrated
The transformation into Mikaria will also be fully hand drawn
As always, I’ll be sharing progress and previews here in future devlogs.
✍️ Story Planning & Direction
I used a couple of days this week to focus purely on writing and planning.
Defined a clearer approach for how the story will continue
Expanded narrative direction in Agua Fría
Evaluated pacing between Solitude, Agua Fría, and Crystal Reach
It’s unlikely that we’ll get new content for Willo’wisk in this update. Agua Fría is taking more time than expected, and I don’t want to neglect Crystal Reach either.
🐻🐲 Boss Content & Bad Ends
Added bad ends for:
Bear Milf
Bear Dilf
Fire Dragoness
Only a few final details remain, and this entire questline will be fully completed.
I also don’t want Agua Fría to consume the entire update, since I need to continue progressing the main story, including pending arcs like the Vortex Club.
🎬 New Combat & Cinematic Animations
Added new animations:
Earth Buff
Earth Buff 2
Powerdown Curse
⚔️ New Special Weapons
Golden Dragon Sword
Maerra’s Fang
🧍 Cyrus – Character Conclusion
This week, I fully finalized the new Cyrus storyline, giving him a definitive conclusion.
A significant amount of time went into:
Expanding his dialogue
Adding deeper interactions
Making sure he feels like a fully realized character
I didn’t want him to end as just another NPC that accompanies us briefly. He deserved proper development and closure.
🎯 New Class – Bounty Hunter
Added the “Bounty Hunter” class.
Designed primarily for Cyrus
Possibly usable for future NPCs
Not player-selectable
Skills:
Marked Shot
Close Range Takedown
Crippling Slash
Dirty Finish
Bounty Claimed
This class is built around pressure, execution, and tactical finishing.
That’s everything for this week.
Sorry again that this devlog is a bit shorter than usual.
As always, thank you very much for your support 💜