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Welcome authorized sinners!

Overall, development is going pretty normally.

I spent a bit of time choosing a design for the events that happen during location exploration, so this update should be a good chance to test that approach properly.

Basically, I’m continuing the theme of the evening prayer event, where we’ll be able to go deeper and figure out what exactly is going on there, while new event inserts will happen during exploration. I had something like this planned for the basic levels too, but first I need to see whether this format actually works.

I also improved the enemy system, giving them clear traits and unique features, squad structure, and AI for different kinds of actions.

A lot of people complained that it wasn’t obvious which scenes an enemy preferred. Their preferences were already tied to enemy types, like in KP, but after that feedback I made them more flexible, and according to people it already felt better — everything stopped collapsing into just one scene.

Now their status will show a clear preference directly, which should make it easier to plan the fight and decide whether you want to see or avoid a certain scene while managing desire.

Overall, I’m just continuing to polish things further. In the next version I’ll work on bosses and screens, and after that I’ll move on to adding active actions tied to desires.

And then, once I know which solutions actually work well, I can start scaling them further.

As for the release, I’m thinking roughly next week, somewhere closer to the weekend.

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Comments

Justice Weber

Thank you for your continued dedication!

Kimlesca

I appreciate the methodical approach you're taking with this, keep it up <3

Criss Cyanide

As long as I can brutally purify via chain-sword any Foot obsessed enemies I'm happy. Being able to have that extra info will be very welcome and the Enemy Synergies? seems like it'll be an interesting feature as it develops.

kacper

It was worth joining I see lot of potential here