Project D.R.A.G.O.N. February 2026 Changelog

Good to see you all again! This month’s changelog will be significantly shorter than usual as I’ve been busy with other matters that have kept me from game development. If things go well, I should have more free time this upcoming month.

Beyond the items mentioned below, I also went ahead and split this along with previous posts so the Project D.R.A.G.O.N. and Singularity Nexus changelogs are separate. This should improve readability for those that would like to filter this blog through the available tags.
  • Repurposed some old logic used for managing the state of the CanFly variable into the conditionals used to check for this status. This should remove an edge case where an incorrect event can happen if the player's flight capabilities were changed and this value wasn't updated in time.
  • More intro rewrite work.
  • Tweaked the image resolution of [redacted] so it matches the resolution of other item sprites.
  • Drew and added a simple blushing sprite.

Singularity Nexus February 2026 Changelog

  • Expanded the description text for the portal associated with the Idle Musings story.
  • Added an option to enable silly mode which replaces certain scenes with funnier variants.
  • Added a new event to the void as part of story progression.
    • Also added an additional silly version of this scene.
      • Added some animations.
  • Set up logic for the availability of alternate story timelines that players can unlock.
  • Added new conversation options for the wisp that are unlocked after the [redacted] event plays.
  • Some new content that'll be added once I get around to proofreading, and expanding their awesome work:
    • Obsoletem has written an outline for a new addition that'll add an extra portal for players to access in the future.
    • Obsoletem and Cynical Assassin have written one of three routes for a new portal.
  • Current word count: ~15,500 words.

Project D.R.A.G.O.N. January 2026 Changelog

Time sure does fly, the first month of the year is already behind us. Have you ditched your New Year's resolution already? Whatever your (probably shameful) answer to that question was, here is this January's changelog.

  • Removed some redundant variables.

  • Added medial ring as an option when picking dick characteristics.

  • Removed the requirement to pick at least one option when choosing dick characteristics.

  • Updated knot and medial ring logic to allow for multiple. This should allow for the creation of events that result in multi-knot/multi-ring cocks in the future.

  • Split dick and ball data into sections for better readability in the player data screen.

  • Tweaked some text in the cock customization menus.

  • Added the option to select dick color.

  • The player stat screen has been updated to show bonuses by worn equipment.

  • Overhauled how equipment stats are handled so they aren’t merged with the player’s personal stats.

  • Reworked how transparent videos are displayed to use side masks. This fixes an old issue with the usage of separate masks resulting in desyncing during runtime. This removes the need to manually code in animations frame by frame and also leads to a general reduction in file size.

  • Drew and added the visual assets for a new fireball magic circle animation into the game.

  • Created a new sparkle animation.

  • Optimized the hypno spiral visuals to use images rather than video files to accomplish the same animations. This has reduced the game’s size by 9mb.

  • Expanded the content for the computer screen shown in the intro.

  • Centralized the random words used when referring to the player’s dick to two primary lists, one for singular, another for plural.

    • Added rod/rods to these lists.

  • Added more text when the player fails to input a code.

  • Added a new countdown to the intro. An auto save has also been added before it starts as an anti frustration measure.

  • Added some glitch visual effects during cheat code activation.

    • Also added Emp’s eye to the glitching effect that takes place at this point.

  • Refactored how some black and white images are done so they use TintMatrix instead, this removes the need to have separate image files for them which has reduced the game’s size by 5.62MB.

  • Shrunk emotion image files to match the resolution of other sprites.

  • Removed some ineffective fadeouts to certain sounds.

  • Tweaked the value used by countdowns to determine when the text should turn red.

  • Added some extra text for one eyed players to explain previous game text that assumed they had two.

  • Tweaked data for male and herm sex selection so the salamander species starts off with two dicks.

  • Disabled the usage of the browser’s input system for the game. This corrects a bug present in the web build that causes the input screen to repeatedly reset due to a conflict with the countdown.

  • Tweaked how the inputted string for cheat codes is handled.

    • An additional result variant has been added for this scene.

  • Fixed the forced auto saves not actually triggering.

  • Fixed an array oversight, the check in question now uses the correct index.

  • Fixed a bug where the background failed to revert to color if the player ran out of time while inputting a code.

  • Enlarged the countdown text and repositioned it higher on the screen.

  • Added a new virtual keyboard that shows up only for players on touch exclusive screens.

    • This fixes a problem on android where the default keyboard obscures what has been typed.

    • Also fixes an issue where the default keyboard could be closed and couldn’t be brought back up.

    • The initial implementation has been beautified to fit the game’s GUI style.

      • The keyboard dynamically changes colors.

    • Fixed a few bugs with this new virtual keyboard that were found during testing.

      • The keys now properly darken to signify that the input limit has been reached.

      • Fixed an issue with dead space between the letters and their own backgrounds. Some padding has been added and the whole key should now be fully clickable.

      • Fixed an issue with the key buttons’ background disappearing when they’re insensitive.

      • Matching the input behavior on devices that do have keyboards, the default player name auto-populates the field during name selection for the virtual keyboard.

  • Modified one of the species players can select during character creation from raptor to the dragon-raptor hybrid species draptor to better fit the game’s theme.

  • Slightly expanded some conditions for triggering certain name Easter eggs.

  • Added three more sounds to the intro.

  • Replaced an existing sound with a new piece of audio that fits better.

  • Tweaked combat music selection from round robin to a more random format while maintaining repeat prevention.

  • The fireball magic circle animation now plays when it is cast during combat.

  • Broke down various files relating to combat outcomes to individual files to make future management and expansions for them easier to implement. These outcomes include:

    • Normal combat wins.

    • Normal combat losses.

    • Lewd combat wins.

    • Lewd combat losses.

    • Surrendering.

    • Escaping.

  • Fixed a bug that would have allowed a successful escape to occur despite the impossible escape flag being set.

  • Fixed a visual conflict with a name used for a certain book the player can interact with, its name has been shortened.

  • Replaced the visual assets used for the choice buttons and frame backgrounds with new ones that better fit the game’s gui style.

  • A massive character customization overhaul.

    • Players no longer have to click through almost a dozen choice menus to complete the customization of their character.

    • All body customization has been centralized to a single scrollable screen, allowing players to easily view everything in one place.

    • The presented options are automatically hidden if they don’t apply. For example, if the player has chosen to have no horns, the menus for horn type or horn color won’t be shown.

    • Maintained granularity during customization review in case the player wishes to only revisit a specific category.

  • Expanded the player body descriptions for male and herm players so that it takes into account how many balls they have for a more accurate description.

  • Overhauled the customization options for male and herm players so all of the options are on the same screen. (Similar to what was done for character customization.)

    • Added options to choose the size category for dick size, dick girth, and ball size.

      • Added the ability to select random for these size categories in case a player wishes to leave it up to chance.

Singularity Nexus January 2026 Changelog

  • Obsoletem expanded the intro to the Convoluted Concocktions story.
  • Expanded a variant for the hot portal inspection text.

  • Added the Idle Musings story to the game.

  • At the time of this changelog, the internal statistics for Singularity Nexus states that it is currently ~13,500 words.

Project D.R.A.G.O.N. December 2025 Changelog

Happy New Year! While you're all still procrastinating taking down the Christmas lights, here is this month's changelog!

Over the course of this festive season I, along with Obsoletem, have been working towards reviving my Singularity Nexus side project. As part of this unshelving, I’ll start posting its progress here along with that of Project D.R.A.G.O.N.!

  • Completed and expanded an existing Easter egg with Obsoletem.

  • Fixed a crash when displaying tooltips during species selection that was caused by a variable name change.

  • Increased granularity of character creation so that players can more easily revisit specific points.

  • Removed some duplicate code for selecting hair color.

  • Updated some texts to better reflect body part counts during character customization.

  • The way that data for players with multiple heads are tracked has been overhauled. Each head can now have different characteristics from each other.

  • Character creation has been expanded.

    • Players can now select the number of eyes they have.

    • Players can now select the type of eyes they have.

    • Players can now select their eye color.

    • Players can now select the color of their head. This should be useful for players that wish to create a mismatch between body color and head color.

  • For players that select species with multiple heads, an extra customization option is made available to customize each of them, or choose the option to have them match the head they created during the main character creation phase.

  • The player body data screen has been updated to display the individual data for each of the player’s heads.

  • Tweaked instances where the player’s head count is checked to work with the new format.

  • Began initial rewrite of text when escaping the [redacted].

  • Updated how companion data is tracked. This has reduced the upkeep to some logic which is used to determine if the player has made any when selecting the chat option at home.

  • Fixed a few variables that were missed when converting skills into an array.

  • Added the chance for slut mode specific text to show when auto losing a combat encounter.

  • Added an option in the perk selection menu to opt for more stat points instead of receiving a perk.

  • Moved some fishing data along with several item categories to their own files to slightly clean up the logic for the player’s inventory.

  • Split companion logic even further to keep things neat as more content is given to these characters in the future.

  • Swapped a font used for [redacted] with one that’s more readable.

  • More intro rewrite progress.

Singularity Nexus December 2025 Changelog

  • An inventory system has been created.
  • A system for managing which portals the player has unlocked has been created.

  • A system for managing which endings the player has reached, as well as presenting a way to view them has been created.

  • The logic for players to spend an accumulated currency to acquire random items from a pool has been created.

    • The logic for this system has been expanded to allow players to acquire multiple items at a time to reduce repetitiveness.

  • The randomization logic for the unlocking of new portals has been created.

    • The logic for this system has been expanded to allow players to try and open multiple portals at a time to reduce repetitiveness.

  • The displayed text for both random item and portal acquisition have been tweaked to use bold text to make them more readable.

  • Information regarding the percentage chance in which the player may successfully unlock a new portal has been added.

    • The logic has been tweaked so the displayed value stops after two decimal places.

  • An image of the game’s icon has been added to the side bar.

  • Variants for numerous areas have been written to reflect when the player visits them more than once.

  • New scenes have been added to the portal attached to the ‘Painted White’ story.

  • An intro scene has been added when inspecting the portal attached to the ‘Somnium’ story for the first time.

    • This scene also now provides a related item.

  • A basic game page for Singularity Nexus has been created.

    • Preliminary testing has been completed to ensure that the game can be played in the browser.

  • At the time of this changelog, the internal statistics for Singularity Nexus states that it is currently 10,420 words. Nice~

Project D.R.A.G.O.N. November 2025 Changelog

The end of November has arrived! Here’s a new changelog for you to look over, assuming that you don’t need to continue keeping an eye on the overfed kobolds from Thanksgiving a few days ago.

This month’s changelog is a bit shorter than usual, but fear not that’s due to some writing work being done in the background.

Project D.R.A.G.O.N. now has a SubscribeStar! There’s a free tier for anyone that wishes to show their interest, along with paid tiers for those that would like to support development in a monetary fashion. You can find it here: https://subscribestar.adult/alpha-fenrir

  • Replaced some instances of player head count logic to use an existing variable tasked with updating its contents based on whether the plural ‘s’ should be used in a specific text. This has resulted in the removal of duplicate text that are only different in their usage of this letter. This also has the added benefit of making the game’s word count slightly more accurate.
  • Added a watersports event variant with Obsoletem that the player can run into when surrendering to the dominant type muskox.
  • Added some lewd text variants for the combat loss against the male wolf based on the player’s top/bottom personality stat.
  • Added a submission increase when begging for food from Glacias.

  • Overhauled game logic for the units of measure used for body size, dick length, dick girth, ball size, and ball capacity.

    • The player’s body size base unit has been changed from meters to centimeters, permitting players to become drastically smaller than the previous minimum limit.

    • The yards unit of measure has been added.

    • The highest units of measure for body part sizes has been increased further, for metric kilometers has been added, while imperial has miles.

    • For ball capacity, the highest unit of measure has been increased to megaliter.

    • In line with previous behavior, the units of measure used will be based on what is most appropriate for the body part’s current value.

  • Finished setting up the basics for SubscribeStar which covers the various tiers, their rewards, and some goals.

  • Added an extra metal door sound to the game for extra variety.

  • Drew a placeholder background for the corridor exit.

  • Overhauled how legs and hands are managed to allow for these counts to be tracked separately.

  • Modified wing logic to allow for numerical amounts. This should grant greater diversity in the event that the player wants a nonstandard quantity of wings, while opening the possibility for events to be created that are capable of giving or removing wings from the player.

  • Modified some minimum limb code to allow for having one leg or one hand for players that would like to have only one of these limbs for better roleplaying.

  • Added variants for existing text to better account for the amount of hands the player has.

  • Updated logic for tracking the player’s flight capabilities when the wing count changes.

  • Added checks to fix negative counts of wings/hands/legs in preparation of future events that modify these values.

  • Drew and added a placeholder for [redacted] that the player inspects during the intro.

  • Updated audio credits.

  • Tweaked some conditionals to use an equivalent version to maintain internal logic consistency.

  • Added head, wing, hand, and leg counts to the player body data screen.

  • Refactored racial and general perks to use arrays. This has allowed for the consolidation of perk code, and drastic code simplification now that they’re not being tracked as separate variables.

  • Refactored the inventory system to use arrays. As part of this refactor, the logic used for player equipment has been modified to allow for multiple copies of these items.

  • Tweaked the formula used for calculating the player’s max health to account for the new base unit so that it no longer gives the player absurdly high hp.

  • Refactored the skill system to use an array. This has allowed for significant code consolidation.
  • Refactored the elemental resistance/weakness system to use an array. This has drastically cut down the number of variables used for tracking these values for enemies and players. This change has also simplified the internal logic used for resetting these values when generating a new enemy.
  • Refactored the variables used for managing quest data into an array. As part of this, the logic used for the quest log has been updated and has resulted in a version with reduced upkeep since its logic no longer needs to be manually expanded when new quests are made in order to maintain the conditional for determining when the ‘Nothing at the moment…’ message appears.
  • Tweaked text in the player equipment section to have a larger font to match the other category headers.
  • Tweaked the call for the elemental effectiveness of spells to receive a string containing the current skill’s element to determine which resistance/weakness checks should be made.
  • The player's elemental resistance/weakness data is now displayed on the stat screen.