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May 15, 2026

Sadie Gets a Life, 0.3.2 Dev Log, 2026-05-14

We are one week out from the 0.3.1 release and the build is, to my knowledge, stable. I haven't heard any bug reports in the new content, which leaves me mildly concerned because these releases don't go that well... I have received a couple of bug reports for things in Acts I and II, but one is an edge case that will be fixed in the 0.3.2 release. If you have additional bugs you've found, please let me know what they are so I can get them fixed.

Now let's talk about what's coming up in release 0.3.2.

Anime Mode Improvements

The first thing I'll cover is a pair of visual improvements. The first is that Sadie gets special Anime Mode images when she's in succubus form versus normal form. There's a bit of a penalty to using succubus form in Act II, but I think a change coming in Act III may shift the scales a bit. As a result, I want to get ahead of it by providing the best staged poses during combat.

In addition, thanks to a great player suggestion, I have made it so that damage numbers will appear over the Anime Mode images. That way, it's easier to see the amount of damage you do to enemies. If you think of the screen as a series of layers, what we had before was: Background > Enemy > Damage Numbers > Character Poses. Now what we'll have is Background > Enemy > Character Poses > Damage Numbers.

New Enemy Sprites

Another thing I've done that will show up in 0.3.2 is swapping out a lot of enemy sprites. Two things led me down this road. First, by the end of Act II, I had essentially used and re-used most of the enemy sprites that I had available. I don't have anything inherently against re-using enemy assets later on, but I know there's still a lot of game yet to develop, so I needed to do something.

The other reason is that it is apparently extremely difficult to find good enemy sprites with crossbows. And in a weird, quasi-fantasy world that very obviously replaces modern contrivances with magical means, crossbows make a whole lot of sense. (So do firearms, but I have a joke about that which will come up in about, oh, six releases or so.) So I did what I had to do and generated a crossbowman. It wasn't very good, but ugly beats invisible at the end of the day.

After the 0.3.1 release, I decided to take another stab at generating some enemy sprites to create a bit more variety. What I've created won't win any awards, but there is a more consistent thematic fit and definitely a lot more in terms of visual variety. So far, I've only generated human enemies because that's the majority of what the crew faces in Acts II and III. Eventually, I'll go and generate some more monster enemies, especially more quasi-human monsters versus horror monsters.

Picking Locks

Another thing coming to release 0.3.2 is a lockpick mini-game. I found a neat plugin that covers picking locks, and given some of the spycraft themes of the next few releases, I figured it would be a good way to tie in another mini-game with the plot.

Those are three of the things I've been working on this week, alongside several new maps and scripting out plenty of events. The next week will be a mad rush to get plenty of maps, events, and pictures created, so I'll hopefully have some neat things to report next week.