spearflower @spearflower.bsky.social · 22/09/2026i found changes in time / place to be very jarring without ui animations to signal a break in continuity, so i added an animation similar to textboxes as glue to bring it all together. happy with how this turned out for actually flowing between events and spaces / palettes and bgm tracks. 160
spearflower @spearflower.bsky.social · 07/09/2026scope creep / writing glue / polish made this take longer than expected and some scenes got totally flipped and retooled but it's stronger for it. it'll at least be ready for hypnovember round 2, i suppose. 131
spearflower @spearflower.bsky.social · 01/08/2026writing finished up and is content complete for this section. need to script it in-engine though. needs a bit of revision and a couple more backgrounds before going out for playtesting. then sfx for events and line edits to prose while that goes out. it'll be about six times larger than the demo 020
spearflower @spearflower.bsky.social · 17/06/2026added automated testing to web and browser releases in the form of "just play the game through with animations disabled really really fast and see if it crashes" and it's paying dividends already as shaders behave differently on native and browser formats, again. this time in type coercion 110
spearflower @spearflower.bsky.social · 25/05/2026unorganized backgrounds compiled before usage in game 010
spearflower @spearflower.bsky.social · 25/05/2026variations on dithering -- color corrections (srgb left / oklch right col.) and palette changes comparing a sunset scene (final used on the right). contrast variations in bringing out certain pieces deliberately sign text, ladder, and right side phone line lost in the one i ended up going with. 130
spearflower @spearflower.bsky.social · 28/04/2026managed to miss a stale copy of the script getting uploaded -- especially on something labelled for polish. whoops. fixed now. 030
spearflower @spearflower.bsky.social · 27/04/2026update posted to itch tons of script changes and prose polish, added sfx, backported a lot of the new engine changes (save / load, text speed / volume, into the release build). tightened all the animation timers. if you already played the game, nothing new yet. if you haven't, it's better now. 3267
spearflower @spearflower.bsky.social · 27/04/2026adding oneshot sound effects made this feel much more alive and i can't believe i didn't do it sooner. imagine umineko without the spring "boing" or door creak noises, should have been obvious 030
spearflower @spearflower.bsky.social · 19/04/2026got proper versioning into the build pipeline so saves that are outdated don't go to the wrong spot, saves now show into the act / chapter format. it was getting unwieldy and this will matter for playtesting. lots of words have been scripted and done with assets since last update. playtesting soon 040
spearflower @spearflower.bsky.social · 25/03/2026adding more music made the filesize too large to store and host on the free tier of cloudflare workers (25mb cap) so the build tooling got changed to kick the asset bundle into their equivalent of s3 and then pull from that asset url. itch releases are fine because there's no storage cap issue. 100
spearflower @spearflower.bsky.social · 15/02/2026devlog: six or so new audio tracks are made. one area still to go. background assets are shaping up as well. polishing the prose is really all there is to go on new stuff. 030
spearflower @spearflower.bsky.social · 27/01/2026devlog: (mostly audio) moved my music setup to linux finally. new track snippet with the capture below. writing the script alone takes about 5-6 times longer than plain fiction. between this and the layouts and music, progress is happening. game is at roughly 15k words now. (the itch build is 6k) 0121
spearflower @spearflower.bsky.social · 28/12/2025this sorta turned into a weekend update at this point. more engine work. chapter select, replay, and rewind made writing much easier for testing live updates so that i can work faster. new audio tools to use exported stems and mess with tracks in script speaking of layouts, this one looked nice. 040
spearflower @spearflower.bsky.social · 21/12/2025devlog: save/load was over my head like the sword of damocles because i kept pushing the issue back. now the buttons actually work as they should. huge relief the intro chapter takes place during the winter solstice, which is today in the northern hemisphere. happy otherworldly entity gathering day 070
spearflower @spearflower.bsky.social · 14/12/2025writing on the next chapter is underway -- but i got distracted enough to make the CRT related things fit the palette. having simultaneous effects is fun and makes the "wall" more imposing. looks like the next part will be about three to four times larger than the intro that's playable now. 53112
spearflower @spearflower.bsky.social · 21/11/2025teaser for upcoming stuff and more shader work. 1135
spearflower @spearflower.bsky.social · 21/11/2025happy #hypnovember the demo for instinct, a furry VN with hypnosis themes and swirls is out. totally free and runs in browser (not mobile, sorry). it's about thirty minutes of content about butlers and demons and partying. three music tracks in there, too. spearflower.itch.io/instinct 28924