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September 15, 2025

The MiniLog - Load 'er Up, Slice 'em Down

Hey everyone~ As promised, a new build is here!


I've added the long awaited Save / Load system. This will allow you to save and load your created characters. In order to make this work, the method I’d typically use for storing and processing player data had to be reworked across the board (hence the delays). The system is new so let me know if you happen to run into any issues~

For my librarians out there, save and load are being added to TLoH for the next update. 

As the CYOA portion of the Character Creator happens to use the same save string backend, I'm considering adding an import/export option so players can design their favourite loadouts (race, blessings, curses, items) and share it with others. It's a small addition which may foster fresh discussions. Do you think it’d be a neat feature? Let me know your thoughts!

Pickups & Drops

Up until this point, it's been the case that players drop their weapons on ragdoll. This little mechanic was primarily intended to arise in combat when facing certain kinds of attacks. For instance, the player could ragdoll if hit by a boulder, or high energy electric blast. Something you’d expect would cause you to drop what you're holding.

I understand many have taken issue with dropping their weapons on fall, so in order to balance out this little mechanic I’ve checked off yet another long overdue objective. Weapons will now be sheathed/holstered and attached directly to your person while out of combat. You can only drop something while it's being held in your hands.

In addition to this, I’ve introduced the proximity pickup system. In simple terms, the game tracks items in a cone from the player position in the forward vector of the camera, and the closest item in that cone in line of sight of the player (not behind a wall) is made intractable. It's a pretty straightforward change and should make picking up items a heck of a lot easier. 



Factoring in the auto-equip system (where a weapon will automatically equip to your hand on pickup if no weapon is equipped), and the aforementioned sheathing/holstering of weapons, not only will these changes lower the rate of accidental drops, but if and when you do drop your gear, you can pick it right back up.

As a side note, I’ve also increased the lock-on range for enemies (now at 20 meters) and set them up to use the same proximity interaction system. Just one last note on the proximity interaction system; I am aware it’s not perfect yet. I’ve found It doesn’t work so well with shelves and cluttered desks (possibly a result of uninteractable clutter blocking intractable items), but I will be exploring solutions in the new week.

Feeling Animated~

Spears glorious spears! I've added a custom animation set for spear attacks. As the spear is a two handed weapon, the spear specific animations will only play when you have no gun in your offhand. Spear-like weapons (e.g. polearms, brooms, and staffs) will use the same animation set as spears. I am planning on adding heavy weapon animations for the greatswords and sledgehammer. I would also like to add throwing animations so I can implement weapon throwing, and possibly later, potion throwing.

I've added a simple in-air sword slash for when the player jumps and attacks. Gravity still applies to the player when they're attacking in air, but I may look into changing that so we can have chained in-air attacks. It’s not all that realistic, but it would be pretty thematic. It may also become another platforming adjacent mechanic with wider reaching uses. Something for me to think about.

Also in the news, torches are now treated like torches. They have their own “held in hand” animations for when the player is walking and aiming. The flame effect has been updated to look less like a choo choo train and more like a fire burning in a torch. Torches still use the same attack animations as short swords, however, they will now deal damage to enemies.

Dungeon Lurkers & Weapon Changes

All the recently added weapons have now been given descriptions. This should provide them with a little more flavour. 

I must also note a change which is more a fix than an addition. At some point there was a alteration to the way melee hit tests are performed and I realized today that I forgot to set a size for the weapon hit boxes. This means that for a while now, weapons have had pencil thin attack boxes making it very difficult to hit enemies (especially small ones). This issue has now been corrected.

Speaking of enemies, slimes will now spawn randomly throughout dungeons. Gone are the days of walking the halls in solitude. Squishy monsters now lurk in these dark halls...
Soon we should have more enemies to join them. In the new week, I would like to get golems in and make some further improvements to player melee.

Upcoming

The 27th is being targeted for the next update, though you’ll probably hear from me sooner if any bugs crop up. We have golems on the cards, as well as enemy drops and more changes to combat. I will also try to address the reported dungeon soft lock issues. 

I’ve yapped a bunch, but before I close here, I'd like to know what you personally would like to see. Is there a particular vein of content you'd want to see be brought to the forefront or see be developed more? More items, or items which could do more? More enemies? New systems you're hoping to see sooner rather than later? More lewds? 

I'd love to get a read on what you want to see and hear your thoughts on all these new changes. While there is always a lot of work to be done, I'm not against increasing priority on areas of interest~

Be sure to let me know your thoughts and feedback in the comments! Till next time~

Comments (3)

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Alkaid · September 16, 2025

More lewds? there are no lewds yet! hehehe i would love to see them to some degree. i would also like to see a hint of the magic system as i am a mage nerd and do love me a nice Over powered spell with flashy physics. other than that perhaps a implementation for vampirism having effects and animations as i Think Vampires dont gat enough love these days.

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average-life · September 15, 2025

Woohoo! Can't wait to mess around in the sandbox with the new additions! And of course the save/load system is fantastic, will make it way easier to make variations of characters and get to the sandbox right away. I'm curious how expansive you want to make the sandbox content-wise before working on the campaign, but seeing as we're getting new stuff either way, it doesn't really matter to me. As for items, it'd be nice to get more in-depth weapon / armor stats at some point, really dive into the RPG mechanics. I don't know how you plan on handling weapons, whether each item of the same type has the same stats or if there's a degree of random generation at play, but I think if more enemies are being added, combat itself may as well be expanded on. On a near-unrelated note, I submitted a suggestion to the tracker a few hours ago for the Senketsu content from Harahel (mechanics around a living/symbiotic set of armor would be awesome). Since that's pretty niche compared to the game as a whole, I don't expect it to be considered for a good while, but some old posts in the Discord server made it seem like you had plans to add parasitic armor eventually, so I'm excited to see where that leads. For now, keep up the good work! I will thoroughly enjoy whatever comes next.

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RumiDONO · September 15, 2025

Thank you for comment! <3 > how expansive you want to make the sandbox content-wise before working on the campaign I would like the sandbox to demonstrate the core gameplay loops / mechanics (e.g. questing, adventuring, survival, enchanting, crafting, building, lewding, etc.), and be considered a fun and well-rounded experience in its own right before proceeding with story development. The exact amount of non-story content we’ll need in order to reach that point is not well defined. I think it’s just a case of waiting for the reviews to flip from “this is a good tech demo” to “this is a good game” lol. In any case, as you say, I’ll be adding new stuff either way so when extensive campaign development does transpire, it will happen in a richer and better established world. I know campaign development won’t be a quick affair, so I’ll like to give everyone a world they can keep playing with between those story and content updates by establishing that sandbox experience. I also feel it’d be easier to develop the story and build upon the world within that defined sandbox framework. > the same stats or if there's a degree of random generation at play I will be adding a degree of randomization to weapons of the same type. Right now I’m thinking weapons will have defined base stats, and then some randomly assigned traits which either increase or reduce the quality of a given weapon. Things like “Durable (more durability), Fragile (breaks easily), Sharp (added damage), Dull (reduced damage). These traits could very well be tiered, and might also find use in the planned smithing/enchanting system. > Senketsu Thank you for the suggestion / reminder lol. A bit niche but it is something I’d also like to have. Perhaps I should dip my toes into general parasite content before taking on an entire pet tentacle suit. Parasite creatures wouldn’t be out of place in the dungeons, so it could be something for me to consider adding to the next dungeon floor or a deeper floor.