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.