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

Wow, I feel like August went by fast. All three game projects have received some attention, and before you ask, that count is correct. The size theft story Ravager, originally intended for the domineering portal in Singularity Nexus, has been spun off into its own dedicated game Seeping Shadows!

Now, should I be adding a third project to my workload? No, of course not.

Am I doing it anyway? Yes.

Questionable workload decision aside, I’ll outline some basic info. Seeping Shadows is being programmed with Inform 7, so it’ll be a parser based interactive fiction. So far I have completed vast swathes of the code needed to set up player customization. Characters initially written for Ravager will be converted into NPCs along with a partial alteration of the intro as the player can choose to be various species instead of only a kobold.

Once a basic intro has been completed and character customization has received some testing, Seeping Shadows will be released to members in the Project D.R.A.G.O.N. Discord server. Upon which community suggestions can be made to request the introduction of new actions, areas, characters, and content! 

All of that covered, here's the changelog for Project D.R.A.G.O.N. for August.

  • Expanded characteristics to allow for the player's dick to explicitly have spines and veins.
    • Old logic used for ridges and barbs have been expanded to include these additions.
    • Player customization has been updated to add cock spines and veins as an option.
  • Expanded the list used for displaying a random cock synonym.
  • Fixed a variant text so it also checks for the player’s ball count instead of only their ball type.
  • Updated the logic used for a portion of the body description so it can better handle describing the player’s possession of feathers, fur, or scales and their various combinations.
    • Added a tweak so strings relating to these descriptions are properly capitalized when needed.
  • Added humanoid as an additional dick type players can choose from.
  • Fitness level is now a state that is tracked.
  • Updated various nsfw scenes to account for the player dry orgasming on account of not having balls or when their balls are empty.
  • Expanded the range in the logic used to determine the level of certain player stats that change through gameplay.
  • Tweaked the conditions in some scenes to reflect the new ranges.
  • Converted the code used for changing the amount of cum in the player’s balls into a call.
  • Converted time dependent regeneration and degeneration into a call.
  • Added a missing notification in an event where the player’s alignment can shift.
  • Added logic for the tease combat action so it is capable of altering the population of potential texts with variants based on the player’s personality values.

Singularity Nexus v0.0.2 Revision 2 August 2026 Changelog

  • Drew a new griffin endowment art for future use.
  • Drew a new dragon endowment art for future use.
  • Drew a new canine endowment art for future use.
  • Removed the domineering portal and its associated story as it has been splintered into the independent game Seeping Shadows.
  • Removed the starry portal, its story will be repurposed as the intro for the digital portal's story.
  • Current word count: ~24,000.

Seeping Shadows August 2026 Changelog

  • Set up name selection.
    • Added various checks in the event that the player submits nothing or types an overly long name.
  • Fixed a bug with the status bar.
  • Set up Seeping Shadows to release with the newest available version of the Parchment interpreter (at the time of this changelog) so players can play the game in a browser.
  • Modified the choice mode error message to provide the player with more details on what they should do.
  • Made some modifications to the public domain One Column website template by Andrew Plotkin so releases are better formatted to be played on itch.io.
  • Created a simple cover art for Seeping Shadows.
  • Updated the status bar to populate once the player exits character customization.
  • Bundled releases with the single file Parchment interpreter.
    • Updated the release website with instructions on how to play Seeping Shadows offline.
  • Added various starting species options for players to choose from.
    • Dragon
    • Kobold
    • Wolf
    • Raptor
  • Added an option to choose whether they are anthro or feral.
  • Added four gender options for players.
  • Updated the game text to provide the player’s height as centimeters, meters, feet and inches.
  • Expanded character customization to allow players to modify their:
    • Body Height
    • Body Color
    • Body Characteristics
    • Wing Count
    • Wing Type
    • Wing Color
    • Hand Count
    • Leg Count
    • Horn Count
    • Horn Type
    • Horn Color
    • Hair Type
    • Hair Color
    • Eye Count
    • Eye Type
    • Eye Color
    • Dick Containment Type
    • Dick Count
    • Dick Length
    • Dick Girth
    • Dick Color
    • Dick Characteristics
    • Dick Shape Characteristics
    • Knot Count
    • Medial Ring Count
    • Ball Count
    • Ball Diameter
    • Ball Type
    • Breast Count
    • Breast Volume
    • Vagina Count
    • Vagina Color
    • Asshole Count
    • Asshole Color
  • Fixed a bug that prevented certain names from auto-completing the character creator.
  • Tweaked the player input handling code when receiving player names so extra consecutive spaces are reduced.
    • Uncapitalized names are also automatically capitalized.
  • Expanded variable work done for the player to also apply to NPCs to offer a greater range of changes they can undergo.
  • Added code to handle the various pronouns possessed by the player or NPCs.
  • Added code to randomize synonyms used for mentioning a character's or player's dick along with automatically handling when they have plural.
  • Added code to handle how certain combinations of traits should be displayed.
  • Add code to handle automatic unit conversions when it comes to lengths and volumes.
  • Added new actions for the parser to understand:
    • It now understands the ‘pet’ action.
    • It now understands the ‘grope’ action.
    • It now understands the ‘cock slap’ action.

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

Welcome to another changelog! Here’s some highlights. We’ve got another round of optimizations, made significant code changes to allow for more player genital combinations, made it possible for the player to be either partially or fully null along with scene logic prepared to add content for such characters, and gave players greater control over customization regarding what they have down below. 
  • Made some major visual asset optimizations and fixes.
    • Overhauled Project D.R.A.G.O.N.’s alternate backgrounds to use image transformations to modify their brightness, contrast, saturation, and tint. This has drastically cut down the number of background images in the game files as only one base image is needed to produce different time of day variants.
    • Replaced the usage of videos for the desert’s heatwave backgrounds with SoDaRa’s helpful wave shader.
    • Removed a series of high resolution videos that would cause frame dropping and stuttering.
    • Reduced the resolution of certain video files with excessive transparent space around their content.
    • All video files have been re-encoded from their source frames with 2-pass and the slowest encoding setting for improved compression. This has resulted in smaller files while simultaneously increasing their quality compared to the previous versions.
    • Updated the arguments of certain animations where the keep_last_frame flag is set to true to fix a bug where lag can cause an incorrect frame to be kept on the screen instead of the one intended.
    • Tweaked the falling snow code to fit the new snowflake file resolution.
    • Reordered all matrixcolor arguments throughout the code to follow the same pattern. This should provide no visual changes for players.
    • As a reference for anyone that likes to see a more numerical representation: January’s build was 271mb, April’s was 202mb, and after this round it has reached 163mb.
  • Expanded tundra events to allow for dawn/dusk specific scenes.
  • Updated background logic for the tundra to account for dawn/dusk.
  • Converted some repeated code used for combat intro/end visuals into calls.
  • Modified how the game handles player character genitals.
    • Player characters now have more possible genital combinations as balls have been decoupled from dicks within the code. This allows for players to create characters with much more flexibility if they’re aiming for a more exotic mix.
    • Player body descriptions have been expanded to account for these additional combinations.
    • Players can now be various levels of null.
  • Tweaked a sentence in various existing body description texts.
  • The loss scene with the male wolf for male players has been modified to account for whether the player has no asshole.
  • Rewrote a portion of the male wolf loss scene.
  • Updated the logic for various scenes to support different combinations of genitals for partially or fully null players.
  • The character creator has been expanded further. Players can now select their genitals with greater granularity than before.
    • Players can now decide on the number of dicks they have.
    • Players can now decide on the number of balls they have.
    • Whether the player has an asshole/vagina, both, or neither have been added as allowed combinations.

Singularity Nexus v0.0.2 Revision 1 July 2026 Changelog

  • Re-encoded a video asset with double pass resulting in a reduced file size.
  • Created three new renders for a future item players can interact with.
  • Tweaked some renders.
  • Fixed a few typos.
  • Further tweaked the conditions for a section of main story progression to check if the player has actually met the wisp at least once since the scene assumes they have.
  • Slightly expanded the domineering portal intro text for the first inspection to offer slight variants based on player gender.
  • Switched the padded portal to be locked at the start of the game since it’s intro text assumes the player has encountered the wisp before. The milky white portal has been unlocked to take its place.
  • Switched various if statements to switch cases in the code for easier interpretation when nested if statements occur relating to passage variants.
  • Current word count: ~25,100.

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

Hello again! In the past month I wrapped up a business course and completed my first paid 3d model commission! Those two took a big bite of my development time for Project D.R.A.G.O.N. so there’s not much progress this month. Luckily I did manage to squeeze in some good things for Singularity Nexus.

  • Completed an audit on all sound files used in Project D.R.A.G.O.N.
    • Removed a sound file with an incompatible license.
    • Removed a duplicate sound file.
    • Audio credits have been updated.

Singularity Nexus v0.0.2 June 2026 Changelog

  • Added some additional information at the start of the game to emphasize the separation between player selected gender and the fixed gender of story characters.
  • Added extra information to the Point of View story data category with the orientation and gender data of the character the player is taking over.
  • Added a missing check to make sure that a void story progression scene doesn’t retrigger.
    • Made triggering this scene more consistent so the player doesn’t go too long without running into it.
    • Added an extra link to reduce the traversal to the wisp afterwards.
  • Changed the planned corrupted portal mechanic based on player feedback. These scenes will now use the player’s character.
    • Corrupted portals require the player to have gone in their normal version at least once.
    • Updated one of the conversation topics with the wisp to reflect this mechanic change.
    • Logic up to unlocking the corrupted variant for the Idle Musing story is ready, but this route is still incomplete.
  • Added two renders to the Idle Musings story.
  • Added three new conversation topics with the wisp that are unlocked as the player completes more portals.
  • Drew and added a simple portrait for one of the characters of the Convoluted Concocktions story.
  • Added some text transitions for a section in Painted White.
  • Drew a hyper alpha wolf drawing for use in a future scene in the Painted White story.
  • Current word count: ~24,750.

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

Awesome news! A lot of progress has been made on Project D.R.A.G.O.N.'s elemental damage system. It'll solidify the rpg foundation of combat as we work to add more elemental spells and enemies to ‘enjoy’ them.

Beyond this chunk of progress there's also another development that you’re all far more likely to be interested in coming from our other game project! Singularity Nexus now has a public demo! As part of this release, all Singularity Nexus changelogs going forward will be marked with a version number. For your convenience, a link has been posted on the side of the blog to make finding the Singularity Nexus game page easy. We hope that you enjoy what it has even in this admittedly very early version.

  • Fixed a variable name oversight that caused the player’s elemental resistance/weakness data to display those of enemies instead of their own.
  • Optimized the code used for providing the player’s elemental resistances/weaknesses in the data screen.
  • Optimized the code used for applying elemental attack damage modifications based on enemy resistances/weaknesses.
    • Applied the same optimizations when it comes to applying these attack modifications when the player receives elemental damage.
  • Expanded the total list of elements for the game’s magic system.
  • Player and enemy status immunities to poison/stun have been implemented.
  • The damage potential for the poison status effect is now influenced by the tolerance of the target affected. An enemy or player with high resistance to the poison element will find that poison deals a lower maximum amount. On the other side, high weakness will increase the maximum potential damage that poison can deal.
  • The muskox and male wolf now have slight resistance to the ice element.
  • Modified how attack outcomes are organized to make them easier to expand their content.
  • Lust based attacks have been updated. They are now treated as elemental attacks, allowing for them to be subject to resistances/weakness modification.
  • Replaced the usage of a no longer existing variable used for tracking the level of the tease skill with its new counterpart.
  • Added missing flags to categorize certain attacks as ‘lust’ based.
  • Expanded resistances/weakness levels to include an immune and critically weak to category.
  • Replaced poison immunity checks to refer to the new resistance level category data.
  • Damage from items is now subject to the elemental resistance/weakness logic.
  • Lust damage coming from the use of an item is no longer buffed from racial bonuses.
  • Tweaked the damage debuff of attacks that have a chance to trigger status effects.

Singularity Nexus v0.0.1 May 2026 Changelog

  • 7 new sprites have been drawn. All visual assets have been updated to match a resolution of 1024 by 1024.
  • Fixed a bug that caused ending tracking updates to fail for stories with apostrophes in their titles.
  • Changed the story list to be alphabetical.
  • The Mo’rekta route has been implemented in the Bliss of Coils story.
  • Some work has been done on the Painted White story.
  • The outline for the Convoluted Concocktions story has been cleaned up and worked on.
  • The text shown when receiving an item through Probability Collapse has been tweaked.
  • Fixed some typos.
  • Updated the intro disclaimer to alert players new to Twine on how to use the side bar provided by the SugarCube story format to rewind after reaching an incomplete endpoint.
  • Current word count: ~23,500 words.

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

Welcome back! This month's changelog is a short one with another round of optimization and some small additions.

  • Converted over 300 png images files used across backgrounds, item sprites, and the general gui into webp. This has resulted in a total reduction of 50mb compared to the space these assets originally took up pre-conversion.
  • Improved the visual assets used for hypnotic spirals to provide a better optical illusion.
  • Temporarily removed some unimplemented sounds and visual assets until they’re needed.
  • Added two character dialogue styles to help differentiate certain text.
  • Added a [redacted] during the intro.
  • Added some new sounds.
    • Clicking the intro computer’s button produces a click.
    • The servers now produce a hum when they power on.
    • The system now has an alarm.
    • Choosing the option to boop the dragon figurine produces a metal ting.
  • Obsoletem has helped us acquire some lewd audio assets. Expect those to be added in the future~