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!
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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.
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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.
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Next, I may focus on these art assets as my main goal.
New melee attack animation for the protagonist
The current attack range is too short, and the transition is not smooth. I want to create a faster, simpler attack animation. Compared to the old one, this new animation should allow the player to interrupt the attack with other actions, and the character will no longer be invincible during the attack startup phase.
Gun reloading animation overhaul
Currently, the player must perform a bolt-action motion after every shot, which feels sluggish. I want to improve the bullet system by introducing a magazine mechanism. As long as there are bullets in the magazine, the player can fire continuously. Reloading can then be done at a safe moment.
Merchant’s stall animation
Right now, the merchant has an animation for displaying goods, but there are no visible items under the cloak. I want to add a proper stall next to the merchant, where items can be visibly displayed when the merchant showcases their goods.
New UI
The farming system, inventory, and world map all require corresponding UI elements.
More scenes
Based on the world map, a large number of new locations will be needed.
Voice acting, sound effects, and music
Since the last voiceover update, several new animations have been added to the game, but they still lack voices. I plan to request new voice recordings soon. Additionally, sound effects and music may need further expansion.
Further slime animations
More erotic animations!
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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.
wd P
2025-04-23 16:58:16 +0000 UTCTinMarx_HR
2025-04-23 13:07:45 +0000 UTCGeminiEyes
2025-03-12 19:56:06 +0000 UTCGeminiEyes
2025-03-12 19:18:16 +0000 UTC