Devlog - 09/01/2026 - The reports of my disappearance are greatly exaggerated
Art Packs
Bat Intentions SCREE
Sketch Packs
Sunbathing Yeen NEW
Texture Surprise Sketchpack (New Kincaid x Tiger Animation) NEW
Catrobatics Scratchback MAUNZ
Patreon Builds
Join the Community!
Hi everyone!
First of all, I am super sorry for the lack of communication on our part!
Usually we go radio silent when we feel like we are close to finishing a build in crunch mode.
We haven't stopped working, or even slacking. In fact we've been crazy busy working on a lot of different fronts at once. A lot of these tasks leave the game in a state that makes it janky and not presentable.
And to be honest, we are still not all the way there.
In techy terms, this upcoming build is based on a legacy state of the code base while bunny has been working on the bones.
We had to slow down to speed up afterwards.
A lot of it is also due to our utter lack of experience with projects of this scope. We had to hire some help to setup some of the systems we have in place now.
But when the build was "done" we felt like it was not up to par to what we wanted to showcase. So we decided to do one more push to put in some more stuff that we felt like we could realistically finish in one more sprint.
First the boring stuff
Playtesting the game after each change became a major headache and time sink and nobody wanted to do it thoroughly anymore.
Especially making sure that save games don't break or corrupt so easily - which has been something that plagued us during the whole development process so far.
We had some help in setting up automated testing, so whenever we push a new feature to Git, the game is automatically tested in a bunch of different ways to ensure that save games don't break, input works as expected, levels load without crashing and all of that.
When we started this was all arcane and then setting up all the tests was a ton of work too. But now we can just work on new features and trust that at least (hopefully) most cases that would corrupt save data or crash the game will be found in advance without us or our friends having to play through the game over and over.
And last but not least we laid the groundwork for localization, which inadvertently also forced us to redo the whole UI system. xD We put this largely on hold for now because it devolved into a major headache / rabbithole and we were already so far behind schedule... so... and focus on latin script languages before tackling the final boss of CJK and other complex writing systems x_x
Launching Into Space
Kincaid is currently changing a lot under the hood - basically the game is turning from "Horny wolf girl in kobold jungle" to "Horny wolf girl in SPAAAACE".
Another headache was authoring new content.
Development is not linear and when you come up with new stuff you don't even know if you want to keep yet, how do you put it in?
You can't just slap stuff into the current world if it does not fit and if you do, you end up making a bunch of levels you have to throw away (or you just roll with something that ultimately makes you unhappy)..
So we decided to take a page out of the Slay the Spire 2 playbook and say screw it, we'll just add stuff we think might be good, and if we don't like it, we rip it back out. That includes mechanics, combat ideas, level ideas, NPCs, sex scenes, ...
The solution we came up with was to make a rough first version of Kincaid's ship. That way we can just add foggy notions and vague ideas to throwaway planets that will not make it into the final game.
And those planets don't have to be nicely decorated.
Slay the Spire worked a lot with unfinished art, or event MS Paint style sketches - so we figured if that works for them, let's try it too.
We hope that his will lead to a more fluid and fun production process again.
And we can finally get rid of those annoying Rift Portals that are confusing and out of place. xD
So when you explore strange new worlds, expect a lot of unfinished parts.
Boss Fight - From Concept to Making it Move
During our vacation in Japan last year, we had the pleasure of experiencing the beauty of nightly bosozoku. We enjoyed those sleepless nights so much, we decided to funnel our love into an annoying boss fight. You're welcome =_=
What do you even call this thing? Chocobike?
While I worked on the exterior, Null tried a new way to design the boss. Instead of code one attack into the game, he worked on a component system that lets us quickly assemble placeholder frames and move them over the screen!
In the end we will combine the attacks that feel the best.
New Threats, New Skills
Other enemies are not for pummeling either. Null is working on a purrrimeter drone that will instantly spot Kincaid and zap her. Should make for a different challenge in your parcour! :3
And New Tools
We grew more and more frustrated with GameMaker's editor over time. It's just not that easy to build geometry over multiple rooms and quickly see how the rooms fit together. Not to mention switching rooms for different ones... It was also super tedious to stitch the rooms together.
That was not only frustrating, it also is the main culprit for our hacky map. Most of the rooms on the map do not represent the actual shape or size and I had to be wildly creative to make them fit xD
The new editor (LDtK by the creator of Dead Cells) lets us see the big picture right away and construct whole worlds much faster.
Into the Lions Kobolds Den?
One area in which big, sketchy pieces come in handy are setpieces! We want to properly frame Kincaid's journey when she reaches an important location and really turn it into a landmark.
Working Environment
One of he most fun I had was coming up with the sketches for the desert biome/planet! ^w^ It has completely different vibes and challenges when it comes to putting tiles together.
I can't just have a continuous tileset with many single tiles if I want to have big dunes of sand and I'm still working on a plan for that. Meanwhile enjoy the scenery!
The desert planet will also be the home of the feline encounter I'm working on.
I'm also working on the next planet and its biomes: The planet my project folders lovingly call "wolf planet" (name pending).
Going Back to Haven
I'm also a lot closer to finish the backgrounds for our space station. If you have played the Haven demo, you will have found a lot of super rough backgrounds.
While we still want to use big sketches as placeholders instead of waiting on all the details, before I didn't have an exact plan on how to mix-and-match the style of the different backwalls. After a lot of experimentation I have narrowed down the options!
In a way, each is a little sub-biome: The plaza will feel a lot different from a transit area or the station's underbelly..
Miscellaneous Assets
Redacted: LEWDS!
Last but not least, I've been working on new animations and illustrations but alas I cannot show them here on the public post.
More (hopefully) very soon!
Again, we're suuuuper sorry for the long wait, but we're trying to make it worth your while. Thank you for your continued interest in our horny wolf girl and we're hoping to (re-) earn your support in our subsequent devcycles.
We're definitely excited with the state of the project and are having more fun working on it than we had in a long time.
Until next time!
Cookie & Bunny
Comments (11)
My hype has returned and i await the next update eagerly!
"Comscan has detec... com-scan has.... com-scan............ Com scan has detected an energy field" that was a DEEP cut
Speaking of the map, is it possible to remove the areas where it doesn't work? It wastes too much unnecessary time.
do you mean the UI simply won't open? Sure I can do that! Or do you mean something else?
I will always admire the amount of effort it takes to handle a project like this through the years, good job Coonny (cursed mix of Cookie and Bunny)
Take your time when making the game "A delayed game is eventually good, but a rushed game is forever bad."
Oh, looks nice. Also: SPAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAACE XD Sorry, someone had to say it ;D
Love to see a post from you guys! Can't wait to see all the new stuff once its ready! But we know good work takes time!!!
Amazing development you guys got there, if you need help with communication stuff let us know maybe we could help
HUGE update!! 🥰🥰
WOHOOOO DEV LOG BABY! LETS GOOOO
