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Posts by Re: Spin. Die. Repeat.

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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.

We’d be very grateful if you filled out our survey (it opens when you close the game).
#gamedev #indiedev #roguelike

13 hours ago 5 2 0 0
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Yesterday, we released a new demo with rewritten descriptions for all symbols, items, and followers.

We’re 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.

#gamedev #indiedev #devlog

5 days ago 2 0 0 0
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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 🪫

We’re preparing for Medieval Fest and adding new content for the full version of the game.

Let’s see if I do not get isekai’d before release 🤣

#gamedev #indiedev #devlog

1 week ago 6 3 0 0
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šŸ˜®ā€šŸ’ØWe’re 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.

#gamedev #indiedev #devlog

2 weeks ago 9 3 0 0

Understandable. Portals do that. They look simple, then suddenly your whole run is ruined.

2 weeks ago 0 0 0 0
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#WishlistWednesday: meet Pegasess, a teenage pegasus girl. She’s moody, spoiled, and can annoy pretty much anyone if she feels like it. Which, to be fair, is most of the time.

#gamedev #indiedev #roguelike

2 weeks ago 7 2 0 0
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 that’s Portals: movement, progression, rewards, danger, and victory or defeat of your deck.

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 that’s Portals: movement, progression, rewards, danger, and victory or defeat of your deck.

āš™ļøLast Tuesday, we talked about Statuses, so today it’s 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 pain🤪

Read more in ALT+

#gamedev #indiedev #roguelike #gamedesign

3 weeks ago 3 3 1 0
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. We’re continuing work on characters for the remaining Volumes and random runs. On top of that, we’re 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.

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. We’re continuing work on characters for the remaining Volumes and random runs. On top of that, we’re 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.

šŸ˜‰Last week was pure chaos, but somehow we replaced a lot of art without burning everything down šŸ™ƒ

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.

#gamedev #indiedev #devlog

3 weeks ago 9 3 0 0

Thanks a lot!

3 weeks ago 1 0 0 0

Yeah, it’s like walking through a minefield, especially when no one can tell you what exactly you did wrong.

3 weeks ago 1 0 0 0
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Thanks a lot for the VO!

3 weeks ago 1 0 1 0

Thanks, hope you like it! Let me know if you have any ideas or suggestions. šŸ™

3 weeks ago 0 0 0 0
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Happy Friday! The big Demo update is here.

We’ve 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!
#gamedev #indiedev #roguelike

3 weeks ago 14 5 2 1
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šŸŽ‰Great 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. šŸ™

#WishlistWednesday #gamedev #indiegame #chibi

3 weeks ago 7 3 0 0
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 😈 , 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 šŸ”„

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 😈 , 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 šŸ”„

Tuesday again. And I found time to explain Statuses.

In our game, Status is not poison or stun. It’s the world’s state: what can drop, which rules are active, and how chaotic the run gets. And yes, the system is expandable... read more in ALT!

#gamedev #indiedev #roguelike #gamedesign

4 weeks ago 5 3 0 0
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We’ve 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, we’ll finally get through it, and you’ll be able to see the demo with the new characters!

#gamedev #indiedev #devlog

4 weeks ago 11 3 0 0
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 won’t 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 7–10% 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 ā€œaccidentallyā€ end up with the skill you wanted all along.

That’s 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 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 won’t 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 7–10% 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 ā€œaccidentallyā€ end up with the skill you wanted all along. That’s 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.

They’re 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

#gamedev #indiedev #roguelike #devlog #GameMechanics

1 month ago 8 3 0 0
This week, we’re 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.

We’re 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, we’re polishing various systems behind the scenes.

Looks like another busy week. :P

This week, we’re 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. We’re 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, we’re polishing various systems behind the scenes. Looks like another busy week. :P

Monday again, and we’re back working on Re: Spin. Die. Repeat.

This week, we’re 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

#gamedev #indiedev #devlog

1 month ago 10 2 0 0
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Our new chibis are almost in the game, and this is how they look on the field!

We’re making these updates for you, based on your feedback and requests. If all goes well, they’ll be in the new demo by the end of March.

Thank you for the support!

#gamedev #indiedev #roguelike #ScreenshotSaturday

1 month ago 7 2 0 0
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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.

Here’s 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.

#gamedev #indiedev #roguelike

1 month ago 5 2 0 0
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New look, who dis?

A little chibi art update our artist cooked up for our game!

We’ve been busy revamping our art style to bring more of that classic Anime Isekai energy to the afterlife!

How’s the new Chibi style hitting? Let us know in the comments! šŸ’¬

#indiegames #animeart #gamedev #chibiart

1 month ago 6 3 0 0

Thanks for hosting #WishlistWednesday. We’ve been working hard on the game, so it’s nice to share a bit of that progress. Our game is getting a proper art upgrade before release.

Demo: store.steampowered.com/app/3543540/...

1 month ago 1 0 0 0

Thank you so much, really appreciate that!

Honestly, I would’ve loved to do it this way from the start, but at the time I just didn’t have the means. So yeah, I'm really happy that we finally can.

1 month ago 1 0 0 0

Thanks for hosting #WishlistWednesday. Our game is changing a lot lately, and this felt worth showing.

1 month ago 0 0 0 0

Thanks for hosting #WishlistWednesday and giving indie devs a place to share their work!

We’re finally replacing the AI art in our game before release.

Demo is here: store.steampowered.com/app/3543540/...

1 month ago 2 0 1 0

Appreciate you hosting #WishlistWednesday!

We’re finally replacing the AI art in our game as part of our release prep.

1 month ago 1 0 0 0

As we prepare the game for release, we’re finally moving away from AI art and replacing it with handmade art.

And thanks for hosting #WishlistWednesday!

1 month ago 1 0 0 0

Thanks for hosting #WishlistWednesday

We’re finally replacing the AI art in our game while getting ready for release, and honestly, the evolution says a lot.

1 month ago 1 0 0 0
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Our art pipeline went through all known stages of evolution, and...🄹 yeah. We may have learned something. 🤣

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.šŸ™

#WishlistWednesday #gamedev #indiegame #indiedev

1 month ago 10 2 0 6
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 ā€œred 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, ā€œYou 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 it’s 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, you’re not the noble hero from another world.

Sometimes you are… <redacted>.

And then? Filling your board with monsters isn’t just fine... I would say it’s character development.

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 ā€œred 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, ā€œYou 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 it’s 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, you’re not the noble hero from another world. Sometimes you are… <redacted>. And then? Filling your board with monsters isn’t just fine... I would say it’s 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 šŸ‘¹

More in the image alt text.

#gamedev #indiedev #devlog #roguelike #GameMechanics

1 month ago 7 2 0 0