Hey! Yesterday, we released a new demo update with a TL;DR story mode for players who want less reading. We also added font and text speed settings and, of course, fixed some bugs.
Weād be very grateful if you filled out our survey (it opens when you close the game).
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Posts by Re: Spin. Die. Repeat.
Yesterday, we released a new demo with rewritten descriptions for all symbols, items, and followers.
Weāre also working on lighter story text, so players who do not like reading can choose fewer words.
We hope to update the build again by the start of Medieval Fest.
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Last week was pure 997, so I had absolutely no strength left for posts. This week will hopefully be a bit kinder, maybe 996 šŖ«
Weāre preparing for Medieval Fest and adding new content for the full version of the game.
Letās see if I do not get isekaiād before release š¤£
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š®āšØWeāre continuing work on characters, preparing an update to visuals for chip gains to make them clearer and hopefully less frustrating, updating dialogue choices, and continuing bug fixes. Nothing unexpected.
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Understandable. Portals do that. They look simple, then suddenly your whole run is ruined.
#WishlistWednesday: meet Pegasess, a teenage pegasus girl. Sheās moody, spoiled, and can annoy pretty much anyone if she feels like it. Which, to be fair, is most of the time.
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Last Tuesday, we talked about Statuses, so today it felt right to talk about Portals. In our game, Portals are basically the way you travel through the world. Each one is tied to a specific place on the map, where something happens: a challenge, a story scene, a reward, a bad decision, or sometimes several bad decisions in a row. The map itself usually stays the same during a volume or a random run, but the available Portals change as the story moves forward. So the world stays in place, but your problems get updated. Challenge Portals are the most common ones; these are the portals that lead into the slot-machine gameplay itself. Visiting them usually gives you two Status Effects, and you need to get a certain number of scores to pass them. Event/Story portals are where narration, choices, and skill checks happen. They can give rewards or apply unique statuses. They add variety, story, and the classic feeling of clicking on something that looks harmless and immediately regretting it. Shop/Rest Portals are for managing and improving your build in a more controlled way. Here, you can spend coins on symbols, items, or followers, which makes your progress much more predictable. In other words, even in fantasy worlds, money still solves a suspicious number of problems. Treasure/Follower Portals are available only in random runs and let you pick an item or a follower from a list. This is where you can push your build toward stronger synergies instead of waiting for luck to suddenly become your friend. And finally, Plot and Crisis Portals are the major encounters only in random runs. These are the key or final challenges of a run, and you cannot avoid them. They are there to test everything you built up so far. Beat them, and you move the story forward or finish the adventure. So thatās Portals: movement, progression, rewards, danger, and victory or defeat of your deck.
āļøLast Tuesday, we talked about Statuses, so today itās Portal time in Re: Spin. Die. Repeat. Portals are how you move through the world and into whatever trouble is waiting there. Some bring spins, some bring choices, and all bring painš¤Ŗ
Read more in ALT+
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Last week was complete chaos. The effective kind, mostly. We replaced a lot of art, moved a lot of things around, and somehow managed not to break everything in the process, which already feels like a small miracle. This week is a bit more focused. Weāre continuing work on characters for the remaining Volumes and random runs. On top of that, weāre preparing a localization update for Simplified Chinese and adding Japanese language support. And yes, bug fixing is still here, as always, quietly cowering in the corner. And somewhere between all of this, I still need to finally update the remaining Volumes to the new format for descriptions and choices. Realistically, that probably means squeezing it in between other tasks or sacrificing part of the weekend to the game instead of making money. Yep, I need money to live and make the game. So yes, this week will be a busy one too. Hot, messy, and full of work. Pretty much like I expect this spring to be.
šLast week was pure chaos, but somehow we replaced a lot of art without burning everything down š
This week is more focused: more characters for the remaining Volumes and random runs, Chinese localization updates, Japanese support, and bug fixes.
More in ALT text.
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Thanks a lot!
Yeah, itās like walking through a minefield, especially when no one can tell you what exactly you did wrong.
Thanks a lot for the VO!
Thanks, hope you like it! Let me know if you have any ideas or suggestions. š
Happy Friday! The big Demo update is here.
Weāve replaced all chibi characters and all characters in Chapter 1 with hand-drawn art. We also added the first version of the comic VO, thanks to @harveyq97.bsky.social
Come check out the update, and thanks for the support!
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šGreat news! The new chibis are already in the game!
There are still a few bugs to fix, including duplicate MCs, but the chances of updating the demo this Friday have increased significantly.
Thanks for sticking with us. š
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In Re: Spin. Die. Repeat. Status is the actual state of the world. It tells the game what rules are active, what symbols can drop, what effects are in play, and what kind of chaos your run is licensed to produce. Statuses work in layers. First comes the World status, the base foundation. Then come Location statuses, which reflect the places you have visited and help decide the symbol pool. Then there are Event statuses, which can bend the rules, boost certain drops, or add fresh perils. And finally, there are Effect statuses, short-term things that can help you, ruin you, or do both at once. In the interface, statuses are shown in the right corner from left to right; the rightmost has more priority than the others. They also have different durations. Some last a few spins, some for the whole level, some for the whole volume (surrender š , I will continue to call our books volumes), and some can stay for a full story arc. So yes, Status is one of the key mechanics in the game. And the best part is that it is expandable, which means we can build almost anything on top of it later. We also plan mod support, so one day, anyone will be able to create their own balanced disasters, cursed disasters, probably girl-based disasters, and others, more fantasy ones. So, the future looks bright, and slightly on š„
Tuesday again. And I found time to explain Statuses.
In our game, Status is not poison or stun. Itās the worldās state: what can drop, which rules are active, and how chaotic the run gets. And yes, the system is expandable... read more in ALT!
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Weāve been deep in the art replacement work for the last week. It turned out to be harder than we expected, so this whole week has been focused on that.
Hopefully, by Friday, weāll finally get through it, and youāll be able to see the demo with the new characters!
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Today I want to talk about Coins. At first, they may not sound like a real mechanic. Just currency, right? Rerolls, shops, small stuff like that. But in our game, Coins are actually a big part of how you control the run. They matter when you need a specific symbol for a quest, and it just wonāt drop. For example, if that symbol gives 5 quest points and you still have 6 spins left, getting it in time can mean 30 extra points. On early Random Run levels, that can be around 7ā10% of the target score just from one good decision. They also matter when you level up. A reroll there can change a lot: which active skill you take, which attribute you upgrade, and how your whole build develops after that. And then there are shops. Sometimes the exact symbol, item, or follower you need is right there. If you have the Coins, you can instantly boost your build. If not, you just watch the opportunity pass by. So yes, Coins are your main way to turn randomness in your favor. Or, to put it in slightly more honest terms, it works a bit like real life: with enough money, you can buy followers, buy items, and sometimes even āaccidentallyā end up with the skill you wanted all along. Thatās why Coins are not just a small utility resource. They are one of the main tools that let you manage chaos instead of just hoping for the best.
Today, we want to talk about Coins in Re: Spin. Die. Repeat.
Theyāre more than just currency: Coins let you reroll, grab key symbols, buy followers and items, and bend randomness a little in your favor -- just like real life.
Read more in +ALT
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This week, weāre starting to add the new characters to Volume 1. If everything goes well, you should see them in the demo update by the end of the week. Weāre also continuing with bug fixes and getting more chibi characters ready. Some of them may appear in the build by the end of next week. On top of that, weāre polishing various systems behind the scenes. Looks like another busy week. :P
Monday again, and weāre back working on Re: Spin. Die. Repeat.
This week, weāre starting to add the new characters to Volume 1. If all goes well, you should see them in the demo update by the end of the week. Stay tuned, and thanks for your support.
More info in +Alt
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Our new chibis are almost in the game, and this is how they look on the field!
Weāre making these updates for you, based on your feedback and requests. If all goes well, theyāll be in the new demo by the end of March.
Thank you for the support!
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This week, we focused on new content for the full game and a small bug fix. More details are on our Steam page.
Hereās a peek under the hood at how some of our events look. Their outcome depends on your choices, character development, and a bit of luck.
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New look, who dis?
A little chibi art update our artist cooked up for our game!
Weāve been busy revamping our art style to bring more of that classic Anime Isekai energy to the afterlife!
Howās the new Chibi style hitting? Let us know in the comments! š¬
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Thanks for hosting #WishlistWednesday. Weāve been working hard on the game, so itās nice to share a bit of that progress. Our game is getting a proper art upgrade before release.
Demo: store.steampowered.com/app/3543540/...
Thank you so much, really appreciate that!
Honestly, I wouldāve loved to do it this way from the start, but at the time I just didnāt have the means. So yeah, I'm really happy that we finally can.
Thanks for hosting #WishlistWednesday. Our game is changing a lot lately, and this felt worth showing.
Thanks for hosting #WishlistWednesday and giving indie devs a place to share their work!
Weāre finally replacing the AI art in our game before release.
Demo is here: store.steampowered.com/app/3543540/...
Appreciate you hosting #WishlistWednesday!
Weāre finally replacing the AI art in our game as part of our release prep.
As we prepare the game for release, weāre finally moving away from AI art and replacing it with handmade art.
And thanks for hosting #WishlistWednesday!
Thanks for hosting #WishlistWednesday
Weāre finally replacing the AI art in our game while getting ready for release, and honestly, the evolution says a lot.
Our art pipeline went through all known stages of evolution, and...š„¹ yeah. We may have learned something. š¤£
The new art is coming to the game very soon, and the demo is already live, so come take a look, play it, and wishlist if you enjoy the ride.š
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So, Threat. We added it as a reflection of how dangerous the world currently is. You know how it works in many isekai stories. The stronger the chaos, the more things crawl out of somewhere deeply unsanitary. Caves, dungeons.., the tax office. In our case, they crawl out as card replacements after spins. Threat Points come from monster symbols, statuses, and certain synergies that your therapist would call āred flags.ā Gather enough, and your Threat Level rises. Every level replaces one of your symbol choices after a spin with a monster or an instance. The card shows up in red, which is the game politely saying, āYou might not like this, and this is intentionalā. Taking that card reduces the Threat Level by one. Which sounds good⦠until you realize monsters eat synergies the way slimes eat beginners (in our game, they do not, but slimegirls do, but only in the story, not on the playfield, at least now). Ignore them, though, and the Threat keeps rising. Fewer options. Worse builds. Sad spinning. So sometimes, you take the monster early, before it becomes a midlife crisis. And sometimes of sometimes itās even helpful, e.g., a dungeon appears, and you happen to have adventurers who would love to loot it. Convenient, everyone wins. Unless, of course, youāre not the noble hero from another world. Sometimes you are⦠<redacted>. And then? Filling your board with monsters isnāt just fine... I would say itās character development.
Hey, have a great day!
Today is Tuesday, so over coffee, I want to tell you about the Threat mechanic in our game. Sometimes it gets in your way, and sometimes you can be the troublemaker yourself š¹
More in the image alt text.
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