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~

Singularity Nexus April 2026 Changelog

  • Optimized image files by converting them from png to webp.
  • Progress on the Bliss of Coils story has been made.
    • Expanded the inspection text for the Bliss of Coils portal.
    • Added the intro text for the start of the Bliss of Coils story.
    • Began the process of proofreading and expanding the content for the Mo'rekta route.
  • Added two conversation topics to the wisp after the [redacted] event happens.
  • Current word count: ~18,500 words.

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

I hope this past March has been treating all of you well! Thankfully I have been able to work on Project D.R.A.G.O.N. and Singularity Nexus a little bit more than I was able to last month.

Apart from game development some other events have passed in the background.

First we had a recent SubscribeStar policy scare that could have negatively affected current subscribers due to stricter NSFW rules for furry content, but thankfully seems to have been reverted. Although short-lived, this showcased an issue as SubscribeStar was our sole method of receiving monetary support. For that reason I spent some time setting up numerous SFW alternatives along with a gallery website where they can all be found. I may have overdone it with the options, but I hope the variety makes things easier for you all to choose whatever works best. If anyone decides to join a paid tier on one of these platforms and wishes to receive the benefits provided by their NSFW equivalents on SubscribeStar just send me a message on Discord.

The second is that I am now taking commissions. Additional information regarding those can be found in my gallery website that can be accessed on the blog’s sidebar or by following this link: https://alpha-fenrir.carrd.co/

Lastly, I finally jumped ship from Windows to a Linux distro. It was quite the journey hopping from Arch Linux to Ubuntu, until I finally settled on Kubuntu. At this point everything has been transferred and set up. I have verified that the PC and Android builds of Project D.R.A.G.O.N. are created without issue after the operating system change. You all likely won’t see a difference as players, but for those that are interested in my 3d models the performance boost from having a leaner system will help speed up their rendering in Blender and, in turn, get them to you faster.

Now onto the actual changelog. 

  • Replaced the visuals for the annoyed sprite with better versions.
  • Removed the file used for the pink lust overlay and replaced its usage with a more efficient implementation.
  • Fixed a crash stemming from how the player’s legs are counted to determine certain action outcomes when determining exploring time and escape chances.
  • Improved the visuals used for the bars in combat and the data screens. They are no longer just rectangles of solid color. Well... they mostly still are but they have a hint of detail now.
  • Drew debuff icons for poison and stun.
  • Stat debuffs for poison and stun are now shown when either the player or enemy gain them. 
    • The number of turns they last is also shown.
  • Weakened the damage done by the poison debuff.
  • Tweaked the combat gui so the bars don’t cover as much of the enemy sprites.

Singularity Nexus March 2026 Changelog

  • Expanded the Alone and Warm story written by Obso.
    • Added the intro text when inspecting the story’s associated portal.
    • Added a conversation that is available only during the first portal inspection.
    • Fixed some typos and expanded some spots.
    • Implemented the logic for story completion.
  • Obso has added the starting outline for an additional route for Alone and Warm.
  • Rendered two dick 3d models for use in a size theft event.
  • Current word count: ~17,500 words.

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.