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Hello everyone! Light on images again today, but a lot of work has gotten done the past couple of weeks. After finally getting casting sorted and managing to recast the roles that opened back up, I’ve been able to separate myself from that whole process and focus almost entirely on gameplay and the first real map: The Graveyard.

I’ve been very happy with the progress over the last two weeks and feel like I’ve managed to finally get back on track. There’s actually quite a lot to cover this time, so I can’t guarantee everything I’ve worked on will make it into the Dev Log, but I’ll do my best.

Voice Acting

Voice acting for the game’s Alpha is now mostly complete. All of the cutscene work has been recorded and around 30% of the initial enemy roster has also been voiced. Two enemies have an actress who is currently busy but should hopefully get to them soon, while the rest haven’t been sent lines yet.

Rebby’s voice acting is essentially finished outside of miscellaneous conversations and any NSFW content, which none of the non-monster cast have been given yet. Both Rebby and Richard’s voices have also provided a lot of gameplay dialogue that has been great fun to work with. I won’t showcase any of that here, but I’ve been very happy with what the cast have done so far. The performances have been great and the voices fit the characters really nicely.

Gameplay Voices

One of the bigger systems I worked on over the last couple of weeks was a gameplay dialogue system for Richard and Rebby. The main goals were to avoid characters talking over one another and give me a much easier way of triggering dialogue and displaying subtitles. Sin Spire’s approach to this was fairly convoluted, whereas this one is much more dynamic, handles priorities and uses tags. This means I don’t have to rigidly define every possible thing a character can react to without room for expansion.

To test it, I spent quite a bit of time with Rebby and made her react to a bunch of things the player can do. If you recall, Savina in Sin Spire would react to you attacking her or climbing on objects. Rebby, by comparison, will now react to you attacking her, aiming at her, staring at her, staring at her breasts, standing on her head and various other things. She’ll also greet you when you approach and congratulate you after completing an arena.

It’s been really cool seeing her come to life, especially with her VA doing such a good job. It makes me want to keep adding more interactions, but there are already hundreds of lines in the game and I probably shouldn’t go completely insane with it just yet.

Richard can also talk, though I am going to implement a toggle for his gameplay barks. Most of the time you’ll just hear vocalizations when he jumps, takes damage or climbs, but he does have some proper gameplay lines as well. Right now, every now and then, he’ll voice his frustration while reloading. With the music blaring, guns firing and enemies making noise, those lines tend to blend naturally into everything else rather than constantly demand your attention. I’ll experiment more with his side of the system later, but for now I’ve moved onto other things.

Gameplay Loop and Loadout

I’ve mentioned a few times that the loadout is going to be important to the game’s progression. You’ll unlock Artifacts throughout the game and be able to equip them before heading into an arena. The loadout is tied directly into the travel system, so when you speak to the character responsible for taking you between locations, you’ll be able to choose your destination and manage what you’re bringing with you.

That includes your starting weapon, which is actually a fairly recent addition. I came up with it while designing the game’s out-of-arena currency because I wanted players to have more meaningful things to spend it on. Being able to purchase weapons and choosing one to start with made sense to me.

Another idea I’d had floating around for a while was Special Artifacts, and those are now in and working too. Unlike regular Artifacts which give you passive bounses, these give you an active ability that can be charged during an arena. I haven’t fully decided how the charging will work yet. I’m currently leaning toward either a simple time-based recharge or tying it into purification. The first Special Artifact I’m testing with lets you trigger bullet time and slow everything down for a while with a sepia overlay. It’s pretty cool.

More to Come

At this point, almost all of the gameplay systems needed for the Alpha are ready. There are still a handful left, but most of those are now tied directly to actual content rather than pure gameplay systems.

One of the big ones is boss battles. Waves can already progress into a boss stage, but right now that stage simply ends after a timer because there isn’t actually a boss there yet. Getting that working properly means designing the boss, making the model and animations, and writing dialogue, so that’ll be a decent chunk of work.

There’s another remaining system tied to one of the side characters, but after that I should mostly be moving into pure content production: more enemies, more weapons, more animations, characters and everything else needed to fill out the Alpha.

I’m skipping over quite a lot from the last two weeks because this Dev Log would become enormous if I gave everything its own section. I haven’t even properly talked about The Graveyard despite it being one of the main things I’ve been working on, so I’ll probably save some of that for next time.

I also want to narrow the Alpha timeframe slightly. Previously I was aiming for October or November, but at this point I’m just going to say November. There’s still quite a lot to do and, while it would have been nice to have something ready for spooky season, I’d rather spend the time making sure everything is actually working and reasonably polished before putting it in people’s hands.

Anyway, that’s all for today. Thanks for reading and I’ll see you all next time!

Files

Comments

King

I can't wait!! Ill be looking forward to the next update keep up the great work 😁

dc296

You are the only person whose games I play for gameplay and not only for nsfw content, can't wait to see what you coock up again.

Tor

Dev logs are one of my favourite notifications to get on my phone! Keep up the good work, I can't wait to try it!

GodFather PR

The Graveyard looks Spooky; would grind 💯 Good thing you added some interaction lines for Rebby; it makes the character feel more alive, and we don't feel alone, especially during the grind. The Graveyard looks really good; it feels like a graveyard. The lighting and the assets actually blend really well. The Special Artifacts concept is cool; having an active ability during waves would be very useful, and it would help against the boss too. I can imagine the game, how it would look, feel, and the mechanics. Keep it up, man! Don't forget to take a break!

Hollowichigo

Excited for this. Sin Spire was the first NSFW game that I played, I actually really enjoyed it and actually played for the game. I found the world very intriguing and have actually played through it a few times.

Okamiden407

How soon can we expect the game next year two years from now?

Horny Cultist

These are great news. Do u consider releasing the alpha in steam as early access state? I bet there will be people ready to buy it since the 1st one was dope. I'll buy it. Def need more of it. The 1st game was so good that after beating it, I continued clearing 100% the dungeons without the timer. And that's when the stealth actually made sense. And I'd really love to see some light bonuses to it someday. Like more skins and maybe poses. Or dlc with new dungeon, enemies and a boss?

Andrey Samuel26

Expectativas lá no alto para essa obra! 🤩

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Comment edits

2026-09-29 10:00 I'm interested in how the boss fights turn out. For all its pros, these were the weakest part of Sin Spire. Big arenas you didn't need to make use of at all. I'd like to see both more reason to move about, and less predictably than the final boss fight of Sin Spire demanded. Depending on what you're visualising the combat being like, perhaps something drawing on bullet hell games like Luna Abyss.
2026-09-27 19:05 I'm interested in how the boss fights turn out. For all its pros, these were the weakest part of Sin Spire. Big arenas you didn't need to make use of at all. I'd like to see both more reason to move about, and less predictably than the final boss fight of Sin Spire demanded. The Slacker is an example of a lot of good ideas in a fight that didn't use them. In theory the darkness makes it hard to avoid traps while hunting down the boss, but in reality you just didn't move and waited for her to come to you. Depending on what you're visualising the combat being like, perhaps something drawing on bullet hell games like Luna Abyss.

I'm interested in how the boss fights turn out. For all its pros, these were the weakest part of Sin Spire. Big arenas you didn't need to make use of at all. I'd like to see both more reason to move about, and less predictably than the final boss fight of Sin Spire demanded. The Slacker is an example of a lot of good ideas in a fight that didn't use them. In theory the darkness makes it hard to avoid traps while hunting down the boss, but in reality you just didn't move and waited for her to come to you. Depending on what you're visualising the combat being like, perhaps something drawing on bullet hell games like Luna Abyss.

doc mallinson

Can't wait to stand on peoples heads keep up the good work

Dani

As a guy who following ur pov on nsfw-games and complete sin spire for 100% i'm excited while reading this dev log! Btw artifacts rechargeable by purification is "hidden meta" for that game =D

Hawkwood

Man, that is some high bar you've set for yourself in terms of NSFW games. Sin spire is legit one of the best there is I think

AlphaLeader772

bro makes such fun nsfw games, where the gameplay is also fun not just another point and click with cringe goon bait dialogues. I actually went and unlocked everything in Sin Spire because it was just fun, bit frustating but still fun.

Elise Delulia

Love the little interactions, or voice lines npcs say when the mc is goofying off, excited for the small stuff that makes a game feel homey

NRG_NRV

There’s action, there’s a plot, there’s “purification,” there’s charisma, and, as I understand it, there’s humor. WHAT ELSE DO YOU NEED FOR HAPPINESS? All that’s left is to wait for the first version to be released :)

Krasue Games

Hello! Boss fights in Lust & Lead will be quite different from Sin Spire's. To start with, they won't have dedicated arenas. They'll use the same arenas you fight regular enemies in, and you'll face them repeatedly rather than just once. There will be some combat encounters that are wholly unique, but the regular bosses tied into the wave gameplay will be a core part of a round. As for their general design, I want bosses to be more aggressive and have more varied movesets. I haven't actually built the first boss fight yet, and I'm still working out exactly what I want from it. Because the game can get pretty hectic in the later waves, I'm debating how demanding I want the boss itself to be, or whether it should serve more as a spectacle and climax to close the game out rather than being the hardest test of skill in the round.

Krasue Games

Thanks! I don't have any plans for new Sin Spire content at the moment, but we'll see what happens down the line. As for releasing Lust & Lead in Early Access, I'm not planning on pursuing that either, at least for now. I don't think the game particularly suits the format.

Krasue Games

Considering I missed a couple of my deadlines with Sin Spire, I'd take this with a huge pinch of salt, but I am currently aiming to release the game next year or shortly after. Of course, delays happen, but I'll say what I said with Sin Spire: I don't want to get stuck in a long, multi-year development cycle for a game. I have a lot of things I want to make, and I don't want to spend years working on one project.

Krasue Games

Same, I'm a huge fan of reactive characters. I probably won't add too many more misc interactions like that for the Alpha, but I'm definitely considering adding more silly little things over time.

Krasue Games

Thanks for the kind words! I'm glad you (mostly) enjoyed your time with Sin Spire.

Krasue Games

Thank you! I haven't made any concrete decisions regarding artifact recharging yet. I might end up making the recharge method depend on the artifact rather than having a single method for all of them.

Krasue Games

Thank you very much! I hope you find the world of Lust & Lead equally as intriguing, even if the game's tone is quite different from Sin Spire's. And I'm happy to hear that Sin Spire caught your eye.

Krasue Games

Thank you! I'll be sure to take breaks when I can. When I get into my stride though, it can be pretty tough to separate myself from what I'm doing. I'm also very aware of that, though.

Krasue Games

Thank you! I hope the gameplay lives up to that! I think it's turning out well but, until someone else gets their hands on it, it can be hard to tell what actually works and what doesn't.

Krasue Games

Thanks! I'm also looking forward to seeing how people react to it.

Horny Cultist

Fair. I'll be buying it on release in every state. Good luck and wild imagination!

ASF ASF GAMERS ZONE

Hey just wanted to say you are amazing have a wonderful day and don't stress yourself Peace 🩵

Okamiden407

Hey i gotta ask in sin spire what happened to the creeper? Was she cut for time or was she too creepy to be sexy?

Okamiden407

Sense your good on answering questions I have to ask was the creeper cut from the story?

Dooley

I won't lie dev, I think sin spire didn't live up to it's potential, but then again I feel sinspire was more of a testing the waters start up for you as a dev. I do have high hopes for this one being a solid. I've been on on *95 lurkin and posts and such. I think two biggest things ppl talk about is repetitive grindy dungeons and sex. Dungeons I think it's to punishing, but also think relyin on random gen dungeons is also weakness, especially if there are no check points. my opinon is no respectin the players time. think if anything would help is "break phases" between dungeon with "encounters", just needs breathin room between dungeons. For Sex NPCs Maybe you could keep animations but make micro changes like, havin npc do a different gesture or make a different face and sound. I think if you were innovate, we need more aggressive postures, just something to make it less plain.

Liu Shishi

Hi Krause! Thanks so much for the Dev Log. The dynamic dialogue system with Rebby sounds incredible—it really shows how much care you put into the game. I've been a happy $5 patron because I genuinely want to see you and this game succeed. I don't want to add any stress to your plate, but just wanted to throw my two cents in. Steam's CAPTCHA and the account registration process is honestly my arch-nemesis, and it's been a real barrier stopping me from enjoying the Alpha you've worked so hard on. I was wondering if you might ever consider hosting the build directly here on Patreon for us supporters? It would make the experience so much smoother for us, and honestly, it would make the $5 sub feel incredibly rewarding. It's just a small thought, no pressure at all—I'll keep supporting you either way! Keep up the amazing work, I'm in it for the long haul.

EUduardo

Bença pai, i've been around since the *Sin Spire* v.0.5 beta, and now I get to follow what is—in my humble opinion—poised to become the greatest NSFW game out there. I’m thrilled to be witnessing this, and fortunately, my card arrives by the end of the year so I can support the project on Patreon.

Atsuri

The alpha is going to be available to the public?

Krasue Games

Yeah, I think it's worth keeping in mind that all of my projects involve experimenting with things and seeing what actually works. I don't really consider any of them prototypes for future games, though. They're all meant to stand on their own, and I just take the things that worked well and leave behind or rethink the things that didn't. I don't really know how well something will play out from the concept alone. Sin Spire ended up being a very different game from what it was on paper, but a lot of those basic systems and ideas are still there because they're core to its identity. While working on something like that, you naturally get the itch to change X system or Y system, while also needing enough discipline not to take something that isn't actually broken and try to "fix" it. A lot of the refactoring and new systems I've made for Lust & Lead were things I'd already had in the back of my head last year. As for the specific feedback, I appreciate it, but it doesn't really apply to Lust & Lead. There aren't any dungeons, and the sexual content is handled somewhat differently. There are similarities, obviously, but it's still a different game with a different structure.

Krasue Games

Hello! I'm a bit confused by this, as I'm not entirely sure which game you're referring to. Lust & Lead's Alpha isn't available yet, and the game isn't on Steam at the moment. If you're talking about Sin Spire, the full game is already released on Steam, but if Steam is giving you trouble, you can also get it through Saikey. If you mean the old Sin Spire Alpha, that's still available to $5 patrons, though it's very outdated compared to the released version. Generally speaking, I do put Alpha builds on Patreon. Lust & Lead's just isn't ready yet. That said, thanks a lot for the support. I hope that clears things up a bit!

Krasue Games

Thank you very much for the support and the kind words! I certainly hope Lust & Lead lives up to even 1% of those expectations.

Krasue Games

Hello! The Alpha build will only be available to supporters.