Anduo Report 21st, 2026
Cleanse thyselves with news from the creators. This week we do take up arms in sacred quest.
Behold, what labours we have wrought!
ALT (pmperfect):
Heya, lovely gamers!
We are continuing to polish and ensure that combat and roaming through the Church Camp area feel intuitive and rewarding.
While fixing some sneaky unwanted shortcuts and bugs found during internal playtest :)
A lot of work was put into the Cleansing Altar animation, and the results are much more substantial:
The third altar is our personal favorite atm:
With each cleansing, you change the level, opening new shortcuts with a system of torches guiding you, while still leaving room to explore and find additional lewdness.
Now we are working on the final Cathedral part of the level to make it run smoothly and befitting of our Lady Dullahan.
It's really pleasing to see the whole team assembling and coming together!
Wish you all a lovely weekend, and cya in the next one, gamers <3
JuggerDown:
In the last report, Jugger showed his progress on the Guard x Alda x Guard. This is what the precum loop looks like:
Wip of the cumming animation:
Still very wip, but almost there (no pun intended):
The cumming with post cum animation:
Loud_Luna:
Last week, Luna started working on some environmental sex. This is another version:
This is a version with the Femguard and slave elf:
And the finished version:
After he was done, he moved on to the combat section of the game. This is what he did:
After some feedback, I decided to try to revamp the combat system, to make the controls more smooth and responsive.
First, the Basic Attacks: I wanted to make the gameplay feel smoother and faster for the player. Reduce the amount of freeze and stop during gameplay, to make attack less commited. Overall, i wanted the player to be active most of the time rather than stuck in animations
Something that was a bit hard to show in the footage but was more noticeable in gameplay is the lack of mobility during attacks, which often makes chasing an enemy really difficult. Your movement was stopped every time you tried to attack. So i added a little more smooth and easing when going from moving to attacking. In the details, I removed the block on all movement during attack and instead added a movement block only during part of the attack animation, letting the player move slightly and preserve momentum during the start of your attack animation
It also lets you rotate and readjust your aim at the start of an attack. Neat!
Also, to help preserve your movement when attacking, I added the ability to dash attack: when attacking while you sprint, you make a quick spin attack that dashes you forward and looks cool:
Also it created an accidental "exploit", but it didn't seem too broken or out of place so I left it in there
Those changes were both made for the long and short sword, but I focused more on the long sword, so there might be some things I overlooked with the short sword.
For defense: Block parry is one of the coolest and most fun aspects of combat, so I tried to make it more viable and intuitive.
Now, you can cancel your move into a block, the same way you could with the dodge roll, giving you more options in defense. To balance it, I added a small cost of stamina when you block to avoid free spam:
Something I changed but didn't show in the footage: I added invulnerability while parrying! Before, when you blocked with the right timing, Alda parried automatically: a cool counterattack, but it left you vulnerable. This was especially dangerous against multiple enemies, as it made blocking riskier in situations where it should be safe. And because you can't control it either, you had no way to avoid counterattacking if you timed it well, punishing the player instead of rewarding them. All that to say, a quick fix by adding invulnerability made parrying more rewarding and safe.
Rolling! Based on Dark Souls, I moved the invulnerability frame to the very start of the animation instead of the middle of the animation. This way, timing your roll with the enemy attack is more rewarding and intuitive.
The roll is also cheaper and easier to spam. You still shouldn't be able to be fully invincible by rolling, but you don't have to stop when you roll anymore:
I also added a Get-up attack! I felt like something was missing when rolling, so I added a get-up attack: attacking right after rolling:
There is a small window to input your attack during the roll so it comes out right when the roll ends, inspired by the combo system. I hope it works consistently. Some testing during development showed bugs, so I hope I corrected them all.
I changed how blocking works so we can now block incoming projectiles (at least the nun's for now).
Those deal heavy stamina damage, so you can't just stay there and take it unless you manage to parry them perfectly, which is an interesting gameplay challenge:
Thank you for attending the vigil, it would not be the same without thy presence.
Comments (1)
Is there a bad end like the last update?
