Home Creators Posts Import Register Favorites Logout

Content

Hello everyone! A nice and by-the-numbers Dev Log today. I'm happy to say that progress has been going pretty steadily and the past couple of weeks have had three major focuses: Saving, Curses and Bosses. I'll be keeping some things vague because there are a few surprises I want to leave for later, but there's still plenty to talk about.

Saving

The first big task I needed to tackle was saving. As I mentioned last time, we have loadouts as well as an out-of-arena currency set up, but no actual save systems. Unlike Sin Spire, I wanted saves for Lust & Lead to be automatic considering how the game is structured. There aren't any plans for missable content or choice-based outcomes, so autosaves being the main way of saving makes sense, at least to me. The game saves after important events like changing your loadout, completing arenas or receiving new items.

I haven't yet decided if I want separate profiles. Since levels can be revisited individually, including linear ones like the tutorial, they don't feel especially necessary, though things like Saloon conversations might be worth considering.

Curses

Last time I mentioned a system tied to one of the side characters. That character, who shall remain unnamed for now, is our Saloon merchant. Rebby works as the in-arena merchant, while a mysterious and weird girl hangs out at the Saloon selling buffs and curses (more on her in a future post).

Curses are intended to give players who are struggling another option. Even if you die during an arena, you'll still earn some of that out-of-arena currency, and curses are fairly cheap. They work as a simple buff + debuff, so you might get a strong bonus with the downside of, for example, having part of your health taken away.

You can only have one curse at a time and might get a bad roll, but you can always back out without buying anything. If you end up not liking your current curse set, then you'll have to buy a new one. Buffs work similarly but come with no downside. They're just weaker and slightly more expensive.

I promise this won't happen in the actual game, but during testing I've managed to get something like "+10% health" paired with "-50% health". So, yeah, it needs work.

Bosses

And now we're at the big time consumer. Regular enemies are comparatively straightforward for me: visuals, a basic animation set and fairly simple AI. Bosses are a different story. They typically require a lot more animation work due to their (slightly) larger variety of attacks and so on.

In terms of design, the biggest difference from Sin Spire is that, outside of a few story encounters, bosses no longer have dedicated boss arenas. Here, you have the entire wave arena map to run around in, so repositioning, breaking LoS and navigating a much larger space all need to be considered.

Meet the Vampire Queen. She's the game's first boss and one of several "Queens" you can encounter. She's probably the most human-looking one I have planned, but that doesn't mean I let her look entirely pretty. Her look is actually inspired by a certain cult TV show.

I started with a pretty clear idea of the Vampire Queen's moveset, but over time I ended up chipping away at it, removing bits and pieces. Partly because I didn't want to do some of it, and partly because I realized there was a flaw in how I was approaching bosses.

In Sin Spire, dying to a boss wasn't a huge setback because you could retry the fight fairly quickly. In Lust & Lead, however, the fight comes after maybe 20-30 minutes of gameplay. If you die there, good luck, you now have to repeat all of that.

Now, that doesn't mean I'm going to compensate by making bosses easy, but it definitely changes my approach. I figure the bosses should feel like a duel, rather than an insane challenge, to cap off the match, so I want to avoid an enormous difficulty spike after a long run. Even if a player is under-equipped, they should still have a good fighting chance.

At the moment, though, the Vampire Queen is still pretty relentless, so I'm tuning her and considering some additional ways to punish her. There are plenty of other things to discuss with her and bosses in general, such as presentation, but I want to leave some of that as a surprise.

What's Next?

I've still got more work to do on the Vampire Queen, including her defeat state and animations. Right now she just kind of dies like a regular enemy, but the plan is to give her a unique set of purification animations. That said, I might save those for when I do a broader pass at sex animations across the board.

After she's done, the remaining Alpha work is mostly content: three story NPC models, one or two more enemy models, more weapons, story cutscenes, miscellaneous dialogue and additional purification animations. All that and, of course, polish.

On the subject of purification, there's one thing I've been trying to work out. At the moment, when an animation finishes, the enemy falls to the floor and a pool of "white liquid" appears underneath them before they disappear. It's funny and ridiculous, but the way it's currently handled means the animation needs to fully resolve before the player is free again.

In Sin Spire, enemies disappeared during the purification itself. I've considered doing something similar here and having the climax make them disappear more quickly so the player can get back to the action. The current animations don't interrupt the flow too badly, but they could probably end faster.

A flashier disappearance might also look better during hectic waves, though it would mean losing some of the aftermath. I'm not sure yet. If people have a preference, let me know. If it's hard to picture what I mean, I might put together a poll with some video examples when the time comes.

And with that, I'm going to close off this Dev Log before it gets too long. Thanks for reading and I'll see you all next time!

Files

Comments

Okamiden407

Back to my comment I asked in a last post you made hey man in sins spire what happened to the creeper? Did you not have time to give her her own dungeon or was she too creepy to be sexy so you scrapped her

TheLucyFer

Wow, they look really good—the new female enemy, I mean. I have a question, though: will the mechanics be the same as in *Sin Spire*? You know, where you get buffs from stones—like how having sex would heal you, trigger the Lust state, or make you run faster? This project is shaping up really well; I hope to play it soon and look forward to hearing more news.

6Paths

Sounds awsome, keep pu the great work!

Jim

I can only hope you're planning the animations with the outfits on like on Spire because they all look amazing so far. And also thanks for the spire update last week. Insane work speed as usual

Dawson Hillio

solid devblog bro, though i am a tad curious about something, the gallery that you had in sin spire, where you could go back to and play through each enemy sex animations, will that be a possibility in this game or will that be absent?

Marius Stubberud

Haha, I know a Buffy vampire face when I see one! As for the animation question, for a fast-paced game like this I think I'd always err on the side of preferring things to finish fast. In general it never feels good to have to wait around to regain control of the player character, even less so in an action-focused game.

heyarnold

Vampire queen looks good. I'm excited to try out the alpha when its ready! A bit unrelated, but have you considered making a Phasmophobia-like game? Your enemy designs certainly fit the aesthetic. I think it could work as a small project before another major one, given Phasmophobia doesn't have a story.

Horny Cultist

She's gorgeous. Gives me some Buffy vibes.

Dirty Joe

Would leaving the body in a post-coitous afterglow not be possible? Each girl laying satisfied when you finish 'purifying' them?

Krasue Games

Hello! The Creeper was always meant to be an enemy only encountered in the caves and forest outside the Spire. She was never planned to have her own dungeon.

Krasue Games

Thank you! You get buffs from Artifacts, which work a bit differently from the Blessed Shards in Sin Spire. You don't get permanent stat upgrades or perks. Instead, those kinds of bonuses are tied to Artifacts and other things like Curses. Some of the effects you can get will probably be quite similar to some of the perks you can unlock in Sin Spire.

Krasue Games

Yeah, I typically like outfits to be on or partially undressed, so you'll definitely be seeing more of that here.

Krasue Games

Thanks! Lust & Lead will have a gallery like Sin Spire. I plan for it to be behind a locked door in the Saloon that opens after you complete the game, rather than being an option in the main menu.

Krasue Games

Glad people caught onto the inspiration! In regards to the animations, I had the same thought, but I also know that some people felt there wasn't enough of an aftermath in Sin Spire. It's a tricky one, really, and I've been surprised by how seamless the currently implemented animations are with the combat flow. But, like I said in the post, the climaxes definitely feel like they could be shorter.

Krasue Games

Thank you! And, funnily enough, yes, a few years ago I did experiment with a Phasmo-inspired idea, but I scrapped it fairly quickly. At the time, I don't think I had the time or patience to work through the intricate ghost behaviors that something like Phasmo has.

Okamiden407

Oh ok was just wondering as she was in the trailer and the sanity thing flashed her face on the screen assumed she had a bigger role, and the fact we never kill her or….finish her I thought that is usually a bit. We see the monster again in horror games

Krasue Games

I don't think it'd really fit the tone, or even be noticed much by the player. One of my arguments against having much of an aftermath, at least for regular enemies, is that the player will likely be in a pretty manic state during combat and won't be paying much attention to their recent partner.

Krasue Games

Thank you! I've always liked the somewhat demonic look of the vampires in Buffy. It gave them a lot of character. I'm actually a big fan of the prosthetics and make-up that were often used for monsters around that time.

Horny Cultist

Yeah... I really miss the times of practical effects over CGI. The movies were very atmospheric and organic.

с.c

Hi! I remember messaging you on Discord a while back about a female vampire enemy—I said I’d love to see her in the game and even suggested some purification animations. At the time, though, you said you didn't think such a character would fit the game's overall theme. What made you change your mind, and did my idea have any influence on that? I’m really looking forward to your game.

Lee Ruvalcaba

Hey awesome work from you, keep it up, just wondering and I know you don’t have an exact date but, when do you think this game will be in a state where you think it will be ready for launch? Other than that I’m excited to see what happens.

Horny Rock

Oh wow, I really thought the inspiration (due to her wrinkly forehead), was from the movie From Dusk till Dawn. She's hot tho so not complaining either way lol. Hey, so does this mean we won't be able to climax whenever we want like in Sin Spire? I mean as long as there is a gallery I guess it's okay, but it'd be a shame to throw that mechanic away; let the players choose their own rythm and you'll avoid a headache trying to find the correct amount of goonery in between the action (I'm going to try out the game either way and I'm sure it'll be a blast tho :3)

Krasue Games

I think there might've been a misunderstanding somewhere. If I recall correctly, someone mentioned vampires in the Discord server and I said something along the lines of "Vampires would not be out of place" but a few people interpreted that as me saying the opposite. The Vampire Queen herself was planned fairly early on.

Krasue Games

Thanks! I don't really have an expected launch date yet. I'd like for the game to release next year, but as I've said in response to a similar comment, there are a lot of things that could get in the way or otherwise delay it.

Krasue Games

I actually hadn't considered From Dusk till Dawn, which is funny because I rewatched it maybe last year. Also, I don't think anything I said implied that you wouldn't be able to choose when to climax. The system is still split into stages that you can switch between and go through at your own pace, much like Sin Spire. The main difference is that Lust & Lead's implementation also takes the environment into account for things like positions against walls or over waist-high surfaces, as well as multiple enemies for potential group scenes, although I haven't made any of those yet.

Horny Rock

Oh wow! Okay sorry for the confusion, engurish is not my first language I guess I got confused while reading. Glad to know It's like that too, the enviroment stuff sounds exciting! And also glad you know of that movie, it's so good and (at least in my country) barely anyone knows it :p

с.c

Oh seriously, sorry, I made a mistake—I checked and realized I had misunderstood what you said. It’s really cool to know this, because after *Sin Spire*, I was really hoping to see vampires. I also mentioned that idea for a blowjob scene where she bites him and drains his lust—or inflicts some kind of negative effect, like the dungeon bosses in *Sin Spire* did when you ran out of time and your lust meter got reset to zero. Or maybe just a unique blowjob animation specifically for the vampire. Also, I’m curious: will there be other vampires, like minions or something similar?

DoMilk

Looks amazing so far, excited to see more :)

Toxic Chan!

well the game well only have 1960s western guns or will it have other types of weapons it would be funny if a undead cowboy shoots a m16 or ak

DesertOfGlass

I really like the vampire queen she is very cute she look like the whitest Klingon I’ve ever seen lol great fit too. I think she might need a big gaudy crown tho

DragonXDerp

Thanks as always for the update. It looks like things are coming along nicely! I was curious, do you think the game will be playable with a controller like it is on sin spire? When I played the game I was able to get it to work with my ps5 controller pretty well.

Krasue Games

It's lagging behind a little, but yeah, controller support is in there. As usual, the main area that still needs work is the UI, but even the Alpha should mostly work with a gamepad.

Krasue Games

Thanks, I'm glad you like her! As for a crown, I had considered it, but decided against giving her one because, outside of the Shadow Queen (the main one), the others won't wear crowns.

DesertOfGlass

That makes sense, her hair is super pretty as well it’d be a shame to cover it up

Krasue Games

I mean, the AK was the late 1940s. The Wild West ended in the early 1900s and Lust & Lead is set around 50 years after that, so Richard will use some modern weapons. Just don't expect anything too modern. Maybe WWII-era weaponry... again.

Dawson Hillio

Oh okay, perfect! I mean when I played sin spire I didn't check the gallery until I finished the game anyways, felt better if yah had everything lol

N3WC0MM3R

wouldnt it work that after we purified enemys they enter a "downed" state where the animation plays seperately like an "idle" animation so they dissapear but we can move? those curses sound interesting, lookin forward to it ^^

Fanservice Appreciator

she's beautifully charming, i'm team seeing the enemy fall to the floor in a defeated state :) but imagine even taking a second go at them 😈 it doesn't make sense whatsoever for replayability purposes, but imagine!!

Firedow

Wait wait wait, is the vampire queen inspired by Thorn in scooby-doo ??!?

EUduardo

De todos os jogos que estou acompanhando, está é obviamente o melhor, estou animado até demais para a alpha

Krasue Games

Currently, after the animation finishes, the enemy ragdolls and then enters the dead state, after which they'll disappear. The issue isn't really that part, it's the animation itself, specifically the climax animation. I probably shouldn't have mentioned it because a few people seem to have taken that as me saying there's an issue with the purification system as a whole, which there isn't. It's literally just the question of "how fast should the player cum?" and that's it.

Krasue Games

Thank you! I'm glad you like her. I hope her defeat ends up being satisfying for people. The Vampire Queen, and all Arena Bosses for that matter, can be randomly encountered throughout the game (with the boss being randomly selected after their first encounter), so I've made sure to write some fun lines where she'll reference previous encounters.

Krasue Games

She wasn't, but now that you mention it, I can definitely see what you mean. I'm a big fan of Scooby-Doo, especially the direct-to-video movies from the 2000s. Witch's Ghost was great, and the Hex Girls were the cherry on top. I wouldn't be surprised if there was some subconscious influence there.

N3WC0MM3R

ahhh i see... yeah mb i got that wrong xD why not give cumming a hotkey? so each player can decide individually?

Krasue Games

The issue isn't when the climax happens, it's how long the climax animation itself lasts once you trigger it. The player already controls when they cum, it's just how long that lasts.

N3WC0MM3R

well, the ones in sin spire seemed to have a good timing, so maybe similiar to them? or you implement a menu option where we can toggle the animations speed so lets say the same animation plays at 1,5x speed or smth? if its not too much effort ofcourse but maybe you can gather more precise feedback like this? its always easier to judge things when having experienced them in action lol

Misaka NineNine EightTwo

Every single dev log for this game you have posted so fair Azienda has posted their progress updates that exact same day since June.

nie lao

Oh wow, the character's texture and lighting look a lot better in the picture.😍

jancalp

I like it when the setting is in open areas, like the shadowy forest from the previous game, but I also like it when there are sections where you enter places like a dungeon, a fortress, a hut, or a mansion. The fact that the current enemy disappears faster during ecstasy is great, so it doesn’t interrupt when there are multiple enemies. As for having to replay the entire level to face the final boss again, you have to be careful—many players tend to get bored if the level is too long or too complicated; they’ll end up losing interest. Remember that this is an “erotic” game, and the goal is different from a non-sexual game. I’m just offering this as advice, since I’ve played many games where they make the process of reaching the sex scene way too difficult. it shouldn’t be made too difficult or too easy—well, that’s my opinion. I know there are a lot of comments, and it might be tedious to read through them all, but thanks in advance for the game—you’re a champ, and we’ll keep supporting you.”

BlackShadow

the game has a loot of potential but the enemies are too hard and get back up after about 4-5 seconds what is this garbage money and loot drops are way too low making enemy kills completly unrewarding on top of that the pathfinding is terrible there needs to be a fast- travel or teleport option back to the chrurch the merchant ...shop and no love scenes ???

Creme

Is Richard the main playable character? If so, could you create a human version?

Artix0

Will this be a personal choice whilst watching the scene? In many H games, there's a GUI mid-scene so you can toggle clothing pieces. This would be great for Sin Spire for example, since each enemy has 3 clothing states (clothed, boobs/ass out, and nude) - if there's one thing I'd beg for both for L&L and for Sin Spire post-release content, it'd be more configuration whilst mid-scene! 🙏🏻

Max H

I really like it; I’m already looking forward to your new game. You can really tell that you enjoy what you’re doing. I stumbled upon your game "Sin Spire" by chance, and I liked it so much that I ended up buying it twice— first on "Saikey," and then again on "Steam." It was worth every euro.

Solaire22

Maybe something along the lines of a button prompt to give the choice of an instant finish during purification or waiting would play the full purification could be implemented. Quick is faster but waiting for full would reward more health and maybe a buff. Once we have a better idea of how purifications will play out we can give better feedback, but this might be a good foundation to work off of

Ali Mun

just playing sin spire i like the horror stuff and all, i glad u will create the ambience that create a calming horror in upcoming project. btw u should upload sin spire ost. later i will post a positives and negatives after completing the game, for now it just make me calm, freaking horror! || will u make another part or dlc of game like forest monster something..

Krasue Games

Hello! I'm going to assume you're talking about Sin Spire? This is a Dev Log for Lust & Lead, which is a different game.

Krasue Games

I've mentioned this a few times, but the intention is for there to be a skins system. As for a human version of Richard, there will be one, but it won't be available straight away. The skins system itself likely won't be ready for the first Alpha release either.

Krasue Games

Thank you very much! I'm glad you enjoyed Sin Spire, and I really appreciate your support.

Krasue Games

Hello! I'm glad you're enjoying Sin Spire, but, and apologies if I'm misunderstanding, please avoid posting feedback about the game on Dev Logs for Lust & Lead. If you'd like, you can post feedback on either the Steam forums or the Discord server instead. As for DLC, I don't have any plans for anything like that at the moment, as my hands are full with Lust & Lead.