Monday, February 2, 2026

Progress 02.02.2026

Hello all!

What’s up? There should be 0.2.1 build up later today, uploading being a pain. So what did I break? Technically nothing, just didn’t think far enough. Will it break saves? From the testing I did, no, not really. Do I recommend playing again? Yeah. But saves should work, again tested. The only thing that needs to be done is to check the relationships in the Codex. And if it looks all right, then proceed. If not? Individual characters have controls to change the relationship status until 0.4.0. Starting from 0.2.1 nothing needs to be done, and the editing elements shouldn’t be active. And to check the relationship status, I added a new filter to the codex. Should show all you are relationship with. Who are allied with is under Alexander’s entry (or whatever you named your character.)

Anyway, started 0.3.0 as planned. Some set building right at the start, but nothing too drastic. Shouldn’t take that long to do. 0.3.0 has the first "split". In 0.3.0, we have a short scene with Fiery Fangs. In 0.4.0, there is a scene with Gorgons. Then? Then we have whatever is needed.

Writing? I’ll start writing 0.7.0 tomorrow from the looks of it, just need to get back into the rhythm of things. Shouldn’t be too difficult. So I’m happy with how things are going overall. Still thinking of adding something to the 0.2.0 but that remains to be seen when I get the time to it. Nothing important, just an alternative to a scene.

Then quick preview. Sort of a mild spoiler for those who haven’t been able to play yet. Yes, Zoey follows in the footsteps of Lindsey. And a new character! Hooray for plots moving forward. Right, short break while things upload, then more rendering. Hopefully nothing else breaks and I need to fix it... again. And tomorrow is the final ToaM build day. Whatever is there gets added and fixed.

Friday, January 30, 2026

Changelog: Shattered Seals: Sorcerer 2

 

Changelog: Sorcerer 2

  • 796 Renders

  • Two story days.

  • First iteration of the Codex

  • Two hidden images

  • Grammar, spelling, and other fixes (Thanks to Adry, Shaddy, BryonSmothers3DX)

So, here we go... the first couple of versions won't have "update only" files since there are things I still want to fix and alter so the early files can be altered as well. Now there are some issues that I'm aware of or happy with. Such as the misalignment of the second secrets page, but that's not crucial at the moment. The Android version works. I would recommend keeping the dialogue wheel for now as it has the icons, and they stopped working for some reason for the normal version.

I aim to return to the "usual" release schedule for the 0.3.0 or whatever version I'll end up using then. There are things that might push it it over a day or two but, that's something I worry then. 

Release schedule:

  • Patrons: In a few minutes after I gather the links up.

  • Public: 16th of February


Progress 30.01.2026

 

Hello all!

What’s up? I’m doing builds. And then what? The release, first, will be the PC and Mac versions. Android? Well, it takes a while to convert the images and test the build, and fix whatever is broken as usual. Note of that: I won’t be testing android 16 as the device I have is Android 14. I will not guarantee that it will work on anything beyond that.

So what then? I’ll write and start rendering the update on Monday. Also of note, all patrons will get the launch version on the same day. After this initial release, we will return to the usual schedule. Like always, 5th VN, same routine.

What features are in? Codex. It works and it can remind you who the characters are. There are some variations in how things work from the main menu and in-game. Not everything is in there intentionally yet though. So it will remain "work in progress" until completion. The empty spots in the codex? Those are characters that will appear, eventually. Some of the "side cast" aren’t there yet. Could have added them, but that would delay the release even longer, and they aren’t important right now. I will add "filters" to narrow down things in future releases.

Hidden images. They are in, similar way as in ToaM, ranging from fan service to... moments elsewhere. The functionality of them is slightly different. Now when you hover over the spot, it will leave a button there to click (a magnifying glass icon). This was done for two reasons: first is to reduce the errors. The ToaM version works, but it was error prone because of having more steps to make the interactive spots. Second reason is that it allows for me to "hide" the spots more easily. Now I can ignore character movement between the images. Previously, I would have made the spots follow character movement or be in a place where they wasn’t movement. Both reducing the spots where I could place them.

The dialogue wheel and its icons, they are back. I like the concept. There is still the toggle for the old ren’py menu for those who like it. The VN isn’t designed for that, but it functions. There will be some tweaks in future updates to it.

And all the preferences in the preferences screen. Well, most of them. This time I’m not using custom fonts outside of the few UI elements. Easier to read, I reckon.

Beyond that? It should function as it should. Some tweaks and changes here and there as to be expected.



Right, a palate cleanser, if you will. It has been a busy month, so something else to refresh my mind. Cade and Xella. Yeah, it’s cyclical. When I do modern-day or fantasy, I think cyberpunk, scifi and so on. When I do scifi I tend to go with fantasy. It helps with creativity and lessens the chances of burning out. Anyway, more stuff to do and see what explodes on Android. Hopefully, good news soon... You all have a great weekend!

Monday, January 26, 2026

Progress 26.01.2026

Hello all!

Final scene is about to be done, or at least I hope so. Way too many re-renders on that one. Slightly behind the schedule I wanted, the previous scene took 48 hours to render, but it was... it wasn’t complicated as is, but it was resource-heavy. But it happens. So once the renders are done, I will do the coding tonight, then tomorrow I’ll do the image fixes and listen to a ton of music, and place a few important sound effects. Then? Well, it’s up for testing.

Writing somewhere. I’ll write once I get the update to testing. Then, how to see how that goes. But as always, not something I’m concerned about.


Drinks all around? I wasn’t really supposed to do a preview today, but plans changed as I hoped I’d be done rendering yesterday. Well, happens. This particular scene can be missed, although I suspect not by that many. Miyuki and Susan weren’t really... friends as is in the first Sorcerer. Susan isn’t the easiest person to deal with. Can’t blame her either. Right, short break to get the annoyance out, then render the last ten or so renders. Update 2 ended up somewhere around 400 renders. Not bad. And I’m still considering adding something, but that’s not here and now. Anyway, break time!


Friday, January 23, 2026

Progress 23.01.2026

Hello all!

What’s up? Two and a half scenes, about left to render. Which isn’t that bad overall. Technically, I’ve rendered the second update for a week now, so it’s good progress overall. At least, I think so. Time gets blurry occasionally.

Writing is progressing; GUI work has eaten a lot of time from it, but it’s in okayish shape.

And speaking of the GUI.

Pretty short list of buttons. Don’t worry, there will be more once I get the GUI elements in place. Not sure if they will be for the release or shortly after. It depends if I can wrestle the code into something I like. There are still some screens that I don’t like, but they work. Most of the options you’ve seen in ToaM are in. No real point changing most of them. So check the preferences as always now and then.

Then quickie from in-game. I’ve shown this on Discord, so some of you are familiar with it. The quick menu is hidden by default. You don’t actually have the option to hide it in the preferences as it is slightly irrelevant. The menu is still there.

Different style, and to open it you just need to hover the mouse over the central bottom region and it pops up. There are tooltips in place to say what icon does what although they should be self-explanatory. That’s about it, really. The dialogue wheel is making its comeback. The hint icons are more accurate since now I know what I want with them, mostly. Although, I think I need to change the blue to something else.

Are there elements I don’t like currently? Yes. But then again, I do have at least two years to wrestle them into place somehow.

And then a preview, final before the release, I think... And yes, one of the bigger questions has been answered now. No, they don’t live in a warehouse anymore. Not sure if you will see the place from the outside, but there is an option for that. Anyway, short break for me, and then I’ll do more coding and rendering. You all have a great weekend!

Monday, January 19, 2026

Progress 19.01.2026

Hello all!

Ehh... Monday. It wasn’t the most productive weekend, some rerendering, coding and other things but still more or less where I should be. Rendering otherwise is going okay. Doing the scene renders and doing some codex stuff on the side. A lot to do, luckily the renders for Codex are simple. And I need to remember to do the portrait for Ryder and someone else as well.

Writing went nicely over the weekend, about where I should be. Update 6 has some... let’s say branching. Nothing too drastic, just variations of the relationship and how people interact with Alexander due to it. Maybe different locations for them as well.

Ryder, Kai, and Alexander... I said it ages ago somewhere that while we aren’t going to focus on the "normal life" too much, it is there at the start of the VN so some plots can be opened, and some people can be introduced. The focus will shift towards the "magical side" of things relatively quickly, and the "mortal side" will be more in the minority scene-wise. Not that it exactly matters since there is a lot of overlap with things. Usually, the "mortal side" scenes are triggers for something, or for gaining some insights into some other things. Anyway, break time, and then more renders.

Friday, January 16, 2026

Progress 16.01.2026

Hello all!

I started rendering the 0.2.0, so we are one step closer to the release. It is a relatively simple update, and I have the characters ready. But you never know. I just rendered again a few things from the 0.1.0 that I wasn’t happy with. Couple of things I’m still not happy about, but I’ll have to live with it for now.

Most of the basic coding is done, as well as some of the additional features I want to include. I’m uncertain I can get the codex up and running for 0.2.0 since that depends mostly on getting the various auxiliary renders done. There are about 48 or 49 entries so far... And most of them are returning cast.

Writing is going okay, so hopefully I’ll get more done this weekend. But overall, it is looking good.

And then... I think I’ve found my main menu. Now I just need to figure the banner and things. Anyway, quick break and more rendering, writing and coding. You all have a great weekend!

Progress 02.02.2026

Hello all! What’s up? There should be 0.2.1 build up later today, uploading being a pain. So what did I break? Technically nothing, just did...