📢 FatesCrossed v0.3.2 — Patch Release
🔑 Access & Downloads
Cheat Codes
• Basic → [Click here]
• Exclusive → [Click here]
Game Versions
• Public (v0.2.9) → [Click here]
• Early Access (v0.3.2) → [Click here]
• Early Access (v0.3.2 — Exclusive) → [Click here]
Extra
• Vote for your favorite girl → [Click here]
Release Schedule
👑◻️ Insane (Exclusive) — October 8, 2026
👹◻️ Maniac (Exclusive) — October 15, 2026
💖◾ Lover (Exclusive) — October 22, 2026
♟️◾ Master (Exclusive) — October 29, 2026
🎟️▪️ Supporter — November 5, 2026
🌐 Free Patreon Release — November 19, 2026
Languages available in 0.3.2:
English
French
German
Russian
Simplified Chinese
Traditional Chinese
Turkish
Hey everyone!
Well, here we are.
I’m happy to finally welcome you to the long-awaited 0.3.2 update.
The release ended up being a little later than I originally planned. And if I’m being completely fair, I wouldn’t call the patch 100% finished either — more like 99.5%.
What Is 0.3.2 About?
Patch 0.3.2 continues the events at the bar, as well as Liza’s separate storyline.
There are 200+ renders with Liza, along with the long-awaited quiz and everything that comes with it — questions, questionable answers, arguments, and plenty of stupid and funny moments.
The patch itself is fairly linear, with the exception of some parts of the quiz where you’ll be able to choose your answers and affect certain dialogues.
So... choose wisely.
Or don’t.
Sometimes the stupid answer is the better one.
What’s Included in 0.3.2
🖼️ NEW Renders: 424 → Total: 6,947
🎬 NEW Animations: 41 → Total: 440
Exclusive animated inserts are available for the 🎟️ Supporter tier and above.
🔊 NEW Sounds: 37 → Total: 655
Music, SFX, voice lines, ambience, and more.
📝 NEW Words: 14,577
💻 NEW Lines of Code: 5,892
⏱️ Content Length: approximately 1.5–2.5 hours
I won’t list every tiny change this time. There honestly aren’t that many worth mentioning separately.
Most of the work on this update went directly into the story, the scenes, and actually bringing the whole thing together.
A Little About Development
Damn, I keep blaming myself for barely ever talking about the actual development process and all the problems I run into along the way.
Because honestly, that’s a whole story of its own.
There’s just never enough time.
One moment I need to work on the public version, then I need to create new content, then go back and fix something old. And of course, this summer brought its own share of development problems, but I’ve already talked about that before.
This time, for example, I decided not to build the entire arcade location from scratch.
Instead, I found something that worked as a base and completely rebuilt the environment around what I needed.
Sounds easier.
It wasn’t.
I still ended up creating around six different arcade machine models, along with a ton of smaller details that most of you will probably never even notice.
And honestly, that’s perfectly fine.
Because those little details are usually what make a scene feel complete, even if you never consciously notice them.
At some point, I also realized I needed a smartphone for the scene, so naturally I had to spend even more time messing around with its 3D model.
Because apparently I didn’t already have enough things to do.
Probably the hardest part, though, was condensing the arcade scene.
I needed to tell everything I originally wanted to tell without dragging the scene out forever, while still leaving enough room to actually get to the quiz.
And somehow...
I actually managed to do it.
More importantly, I managed to end 0.3.2 at exactly the story moment I had planned to reach a long time ago.
That alone makes me pretty happy with how the patch turned out.
The Bar, the Quiz, and 15 Characters...
The bar and the quiz itself weren’t exactly easy to make either.
There are around 15 characters involved in the scene at the same time.
And when you have that many people on screen, things can very quickly turn into a small production nightmare.
Somehow, this time it didn’t.
Partly because there weren’t too many extremely complicated character interactions that needed to be posed and managed, but still...
Fifteen characters are fifteen characters.
Never again.
Probably.
About the Renders
A pretty significant amount of development time also went into post-processing the renders.
I’ve been trying to find the right balance — making the images look better and more atmospheric without turning them into some ridiculously overprocessed version with murdered shadows and artifacts everywhere.
Some people might not like this approach.
Personally, I do.
But finding that balance is something I’m still working on.
And unfortunately, it also means more work for me.
Sometimes, a ridiculous amount of work goes into a single render that you guys will look at for maybe three seconds before clicking to the next one.
Such is life, I guess.
And Finally...
Next time, I’ll try to share more of the memes, weird situations, stupid mistakes, funny moments — and sometimes not-so-funny stories — that happen while I’m working on the game.
Because honestly, sometimes there’s just as much going on behind the scenes as there is in FatesCrossed itself.
And finally...
Thank you to everyone who supported the development of 0.3.2.
And a special thank you to those of you who stayed with me throughout this entire long process.
Seriously, guys.
Without you, this patch probably wouldn’t exist.
I hope you enjoy 0.3.2.
Have fun.
And as always...
I’m not saying goodbye.
See you soon.
VitaYok
