Phim Somnium
banner
phimsomnium.bsky.social
Phim Somnium
@phimsomnium.bsky.social
Pinned
phimsomnium.itch.io/sanguine-dre... new update for my game is officially out!
Before working on Sanguine Dream, I was working on a rogue like castlevania type project.
I really liked the idea, but the scope was way too large, it took months to do something incredibly small and no real progress was being made.

These characters were created for it.
November 12, 2025 at 2:03 PM
Originally I had boxes that the character's faces would appear within, but I later changed it to use the full body art.
The boxes made it easier to block out info in my mind, but it made the screen far too busy.
Less is more, I guess.
November 11, 2025 at 2:02 PM
When I first started making my game, I wanted to give players the option to create their own characters.

There's a stark difference between an avatar and a protagonist though, and I decided that it would be better to have Phim be the protagonist instead of a custom avatar.
November 10, 2025 at 2:04 PM
Looking back two years ago really does show how much progress i've made.
Still have a lot more to learn though, I can only thank those who've stood by my side throughout my journey <3
November 7, 2025 at 2:00 PM
I've kept an eye out for musicians to work on some music for the game, but I'm still in planning phase for that.
pretty excited though, cause currently, the music is copyright free and doesn't strictly match the energy I want Sanguine Dream to have.
November 3, 2025 at 2:02 PM
Work has mostly been on bugfixing, polishing up scene errors, and fleshing out more of the story scenes.
I found that when I originally made the main story content, it was without the support of the surrounding landmark content, with fewer developed characters to interact with it
October 31, 2025 at 2:05 PM
Now that .28 has been released, t's time to work on .29!
The focus on the new update is to bump up the quality of the main story's scenes.
I created the story early, before I had the art of important characters, which meant their presence in the story was told rather than shown
October 30, 2025 at 2:04 PM
Whilst I convince my friends to bugtest for me before release publically on the 8th, I'm writing new scenes and making the most of each scene so that it adds to the characters and stories rather than as some sort of quota for content.
October 29, 2025 at 2:05 PM
As I build up my game, it puts each character's motivations and personality into a greater and greater clarity.

I make changes to the landmarks, but really it's so that I can more accurately express who they always were.
October 28, 2025 at 2:05 PM
One objective for completing .28 is more jobs to help the player grind resources.
They were just going to be scenes that end with a reward, but now that I have a quest system, it'll be better to create a bunch of quests with objectives that can be completed to earn rewards.
October 27, 2025 at 2:04 PM
Basic mindmap I created to keep track of how quests are set up so that they remain consistently designed.

This is based off the first tester quest I created, and as I work on it and find that the quests are more complex, I will update the template.
October 24, 2025 at 1:01 PM
Added some of the new nsfw art to a scene.

Also finishing up some stuff with the library, to hopefully avoid spoilers by only showing characters who the player has encountered before.
October 23, 2025 at 1:06 PM
Finished adding in the rest of the encounters, as well as NPCs.

characters like Teal who has sidestory content will likely have more details included compared to regular NPCs
October 22, 2025 at 1:06 PM
Had the text colour alternate so that each section is more readible without having to seperate the data, since the type of data may change depending on who the character is.

the actual colours may change in the future if it's hard to read compared to gold
October 21, 2025 at 1:05 PM
Still prototyping better ways of displaying more detailed data about characters, also filters based on whether they can be fought so that combat data can be included for some too.

Will become more polished as I continue to work on it.
October 21, 2025 at 2:43 AM
WIP just to better lay out the types of data that should be shown.
This example is a test to show how encounter data should be displayed, I dont even think people know that each enemy has an elemental weakness.
There will be different sets of data for non-encounter characters.
October 17, 2025 at 1:05 PM
Working on updating the location data section of my game, turning it more into a database on characters, and perhaps even locations so that people can keep track on the lore if they're interested.
October 16, 2025 at 1:04 PM
Currently working on updating the encyclopedia/Library for encounter data.
The biggest challenge is figuring out where best to place what is essentially a beastiary since the Libray's UI is very button heavy with numerous variables to click through.
October 15, 2025 at 1:04 PM
Whenever I get programming/design block, I check in with my devlog to see what I said I would work on for the next update, it helps to keep me on track.
Progress is coming along quite nicely, got the majority of these tasks accomplished, as well as even more unplanned things.
October 14, 2025 at 1:02 PM
Making adjustments to the UI, it was something that's been bothering me for a while but was so small and throughout the project that I kept putting it off.
might also create a UI counter for amount of keys since they'll be an important resource in the equipment menu
October 13, 2025 at 1:02 PM
As part of the work on chastity cages and other locked equipment, I've set up a literal key item that will be used to unlock these cursed equipment.
the goal is to have keys be earned as a reward from enemy encounters, and to also be purchasable at vendors.
October 10, 2025 at 1:00 PM
More polishing of UI to make it transition smoothly.
also adjusted saving/loading code to hold onto quest Library info when I add more quests.
October 8, 2025 at 1:06 PM
Reposted by Phim Somnium
Improved the list so it works with text as well as buttons, adjusted the code to switch the text colour when toggled on.
It should revert other selected buttons and their text colours, but I haven't tested it yet since there's only one quest to choose from the list.
October 6, 2025 at 1:04 PM
The recent upgrade shown yesterday will probably be extremely useful for condensing a ton of the inventory and equipment menus down.
Applying it to the dialogue boxes during scenes might be trickier, it's something I may continue to look into in version .29.
October 7, 2025 at 1:04 PM