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#15 Progress Report 2025/3/11

This is the February progress report for "Sister Virodar." This month, I’d like to share updates within the game as well as upcoming plans. You can get the latest version update of the game in this article!

Game Update Content

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A new skill has been added to the heretic sister. When the player approaches the heretic sister, if there is a zombie sister nearby, the heretic sister will pray, transforming the zombie sister into a more ferocious and faster form.

It is important to note that the attacks of these sprinting Zombie Sisters cannot be escaped. Therefore, using ranged attacks to take them down before they get too close is a good strategy.

We have replaced some old art assets to reduce resource usage. The game's performance should be improved.

Additionally, there are several bug fixes and improvements to details.

Future Update Plans

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The large-scale world map is mostly completed. From now on, the protagonist’s journey will take place in various locations on this map. The protagonist starts at a small chapel in the bottom-left corner of the map. Players can choose unlocked locations to begin their adventure. However, due to the lack of UI, the world map function has not yet been implemented in the game.

In my vision, the game’s backstory is as follows:

For centuries, the Sisterhood has been battling various evil forces. Several years ago, they defeated the Succubi and imprisoned them in a castle within this region. However, in reality, the Succubi allowed themselves to be captured on purpose. From the depths of the castle dungeon, they began to slowly spread their magic, gradually seducing most of the humans in the area. Eventually, the region’s order collapsed, and the nuns in the castle were overwhelmed. The Succubi took over the castle, using it as a base to spread their influence even further.

The protagonist, Sister Virodar, is one of the few survivors. By chance, she arrives at a remote chapel, where she and other potential survivors use it as a hideout. They strive to survive in the fallen region, rescue more survivors, suppress the enemy forces, and ultimately reclaim the castle by defeating the Succubi.

I have tried drawing some plantable crops with different growth stages and yields. However, since the item system is not yet complete, the farming system has not been included in this version.

I plan to make food a more critical resource in the game. Running the hideout requires a stable food supply to feed the survivors. Every time the protagonist embarks on a mission, food consumption will be calculated based on the number of people in the hideout. Besides named NPCs, players will also encounter civilian survivors. Keeping them alive will be a major source of food consumption.

From time to time, players can send these civilians to the safety of the rear, and the Church will provide rewards for helping them.

In my concept, good deeds such as this, along with daily prayers, will increase and maintain a “Faith” value. This value will significantly influence the protagonist’s holy magic attack power and other attributes.

We are working on a usable inventory system, which will be an essential part of resource management. The player’s backpack is limited in capacity, meaning only a certain number of items can be carried back from each mission. The inventory can be upgraded to expand its capacity.

I am still working on the animation for the slime trap. I hope to fully showcase the slimy and sticky charm of the slimes.

Goals for Next

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Next, I may focus on these art assets as my main goal.

Finally

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Lastly, I sincerely thank everyone for your continued support and feedback. If you have any questions or suggestions regarding this update plan, feel free to share them with me!

I apologize for the long gap between updates, yet so little new content has been implemented. I will work hard to refine various game systems and integrate them into the game as soon as possible.

This update is also free! You can download the latest version of the game from the link below.

Sister Virodar Ver0.18

#15 Progress Report 2025/3/11 #15 Progress Report 2025/3/11

Comments

Yes, the dialogue system is still a work in progress. The NPC designs might also need some improvements. The NPCs will return in future versions!

wd P

Can't wait for more updates! It definetly sounds fun. About this version though, I noticed that there are no more NPCs that used to be in v0.16

TinMarx_HR

Update! I got it to english, and I've been having a blast despite this content loop! I understand it is early access, and wayyy under development, but currently it seems like a game I can just tune out of while mindlessly playing

GeminiEyes

Hey yall, first time running it, and about 15 minutes in. It's honestly extremely fun, and while I'm struggling to understand the UI menu without it being english, ive managed to stumble my way towards some answers. If there is a way to set it to english, someone please let me know, but I need to put more time into the game to learn just how good it is!

GeminiEyes


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