Every good House needs someone who knows where the bodies are buried. Korilla knows where they are buried, who buried them, who paid for the shovel, and which parts of the story should be reported back to Raphael. Efficient. Loyal. Professional. Which is to say: be careful what you say around her.
I really thought I would be doing more devlog posts! I keep forgetting. And when I do remember, I chicken out. Doing public check-ins (even brief ones!) like this keeps me accountable, so I need to let go of my fear of sharing things that aren't ultra-polished.
Progress is going well, especially on the art front. I am reaching the milestone of having completed the sprites. While I probably don't need to light a fire under my own ass, I am going to do so anyway by sharing finished side character sprites once in a while for the next few weeks.
After that, I want to share an... exciting development in the scope of the dating sim.
Anyway, making a game is such a long road, but it's a thrilling one when I know there are people waiting to experience it at the end of it. If you're reading this, I hope you're having a good day. And if you aren't, I hope tomorrow is a brighter one.
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The Devil You Do Devlog Archive
Elturian Tails: A Zevlor, Rolan, & Dammon Dating Sim
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After creating and publishing Elturian Tails, a visual novel dating sim that answered the call for our beloved tieflings Zevlor, Rolan, & Dammon to be romancable, I am thrilled to announce a new adventure with a similar goal in mind.
Taking lessons learned from Elturian Tails and indulging in a bit of ambition, A Devil You Do will be the next chapter in my game development journey.
Though I'm tempted to share what's already been cooking, just as with Elturian Tails, I want to slowly reveal the game's progress through recurring updates... something to look forward to in the near future! ๐ค
I kinda want to share some writing I'm proud of. Here, have some tasty Raphael lines in these trying times.
Anyway, uh... oopsies. It's been a few weeks since my last update.
Not out of total neglect, though; I've been blessed with whatever the opposite of writer's block is and have been taking full advantage of it!
And HOLY FUCK, progress has been made on that front.
For reference: back when I was writing my last visual novel, Elturian Tails, I made a mistake by setting word count minimums for scenes. Forcing more words than necessary into finished scenes was a big time-waster in hindsight, as it was more difficult to do that than just write an additional scene.
This time around, I promised myself not to create word counts for scenes and just embrace where the scenes naturally go...
...And now, A Devil You Do is at 55,000+ words. In comparison, after months of nothing but writing, Elturian Tails only ended up being just a bit more than 30,000 words in total.
NEARLY DOUBLED. IN A FRACTION OF THE TIME/EFFORT!
Granted, I've also changed some other approaches to my writing:
Limiting flowery text. Gods, some of my favorite fanfics are just works of art in terms of poetic, descriptive, and flowery writing...I have learned, to my humiliation, that I am not on that level. And maybe that's okay. I'm writing a lot faster now that I'm not stewing and grinding my brain gears over every word.
Better planning. Goals and motivations for every character are defined for every scene before putting pen to paper (erm, fingers to keyboard). It's advice I've heard for so long, but actually sticking to it has helped me structure the story much more effectively. And it makes writing the scenes inside WAY easier.
Game design document. Fucking hell, why didn't I make a GDD before?! Especially for someone like me who will ping-pong back and forth from narrative writing to coding to drawing sprites to UI โ having the entire game structure in one place (NOT my poor brain) to reference at any time is a legit game-changer.
Writing for A Devil You Do isn't over, either. In fact, I'm not halfway done with the entirety of the game... HOWEVER...I do believe I'm around 25% done, which means I'm halfway to the halfway point. And my goal is to complete the first half of the game before the last half, so that I can get a demo live mid-development.
Somewhere beneath all the silks, infernal iron, blood and bad decisions, the House of Hope still has a heartbeat. Unfortunately for her, it's chained in the dungeon. And unfortunately for you, Hope is no longer Raphael's only chained muse.
She may will be a nuisance, her motives and reasoning will blur, and she may even get you in a sufuric pickle or two... but she may be the only person in the House still foolish enough to believe in survival.
In a place where every pitfall is a roll of the dice and every opportunity comes at a steep price... will you trust in hope alone for survival, or risk everything the House and its occupants have to offer?
I am having SUCH a fun time painting sprites. Hope was no exception. I clearly took some creative liberties here with Hope's design, aligning her phantom-like form with the blue spirit wisps spotted floating around the House of Hope. Not only do I like how it ties her character more closely to the setting of the House of Hope, but the blue wispies also contrast sharply with the other red/orange hues there.
I love this unpredictable Baja Blast ghost girl.
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A Devil You Do Devlog Archive
Elturian Tails: A Zevlor, Rolan, & Dammon Dating Sim
You wake up in the House of Hope โ a floating hellcastle above the River Styx โ collared as an eternal debtor and lumped in with two very bad ideas. Your new objective? Survive ten days in Hell, navigate infernal politics, and decide what (or who) youโre willing to bleed for.
Devlog Updates
Devlog Update #1
Devlog Update #2
Devlog Update #3
Devlog Update #4
Devlog Update #5
F.A.Q.
Q: What's going on here?
A: I'm making another Baldur's Gate III visual novel. A dating simulator, if you will.
Q: Why are you doing this?
A: Larian didn't let us romance certain NPCs.
Q: How are you doing this?
A: In my free time. I'm a full-time graphic designer, but doing this for fun off-hours just tickles my pickle, and I do love a challenge. I use the beloved Ren'py game engine. Expect recurring development updates before the game goes live on itch.io.
Q: Can I support the project?
A: Yes! But I don't have the will to start a Patreon, Kofi, or anything recurring right now. However, if you wanted to donate via itch.io (and play my earlier BG3 dating sim while you're at it), I would be immensely appreciative. Otherwise, simply sharing this project with others means the world to me, so any reblogs will make my day!
Q: When will the game be released?
A: A formal release date is TBD and will be announced when the end of development is in sight. Prior to release, a demo will be made available on itch.io; stay tuned!
Q: How spicy will this game be?
A: This is most definitely an 18+ game, with an ever-growing list of content warnings. Haarlep would blush.
Q: What platforms/devices will the game be able to play on?
Windows, Mac, and Linux. And if, by the grace of the gods, this game can fit within itch.io's in-browser gameplay limitations, it will be playable in-browser on supported devices.
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
โ Live Streamingโ Interactive Chatโ Private Showsโ HD Qualityโ Free Actions
Free to watch โข No registration required โข HD streaming
Uhhhmmmm I have been naughty and not doing any development updates for The Devil You Do.
Sorry. But also.
Woe, imp be upon ye.
I feel like the past couple of months have been nothing but drawing and redrawing character sprites and UI assets, only to have to redo them thrice over as the art style evolves. I don't recall having this problem with Elturian Tails, especially over so many different character sprites to manage. Big sigh.
Especially one character in particular was so FUCKING difficult to render. Enver Motherfucking Gortash, when I get my hands on you and your anime antagonist-lookin hair...
But!
I've finally found that sweet spot where the polished graphics are finally meshing and coming together uniformly. I know it's working because during the last boot-up of the game, I legitimately did a little squeal of joy at the main menu. I shan't share it just yet...but maybe next update?
Also. I think I'm approaching a milestone. Almost all of the non-romancable sprites are like... done? Done done. Which feels very wrong to me, since that was like one of the last art-wise milestones I did for Elturian Tails. But, hey, I'll take it!
First sneak-peak into A Devil You Do, a BG3 visual novel/dating sim. This devlog's topic: backgrounds!
In Elturian Tails, I painted all the backgrounds from scratch. It made sense because the game only really needed 4 backgrounds, and while I didn't have much experience drawing scenery, it was an achievable challenge for me to set for myself.
Without going too in-depth on what I have up my sleeve for A Devil You Do scope-wise... making dozens of custom, unique 4K backgrounds by myself would add MONTHS of development time. While I'm not in a race to publish the game, I would REALLY like it to be done by the end of the year. That being said... this time around, I'm basing backgrounds on screenshots using BG3's photomode.
I've been playing around with Clip Studio Paint to find workflows that make screenshots look more "painterly" than obvious screenshots. After some experimentation, here's what I came up with!
For anyone else using Clip Studio Paint and wanting to achieve a similar effect, here's an open look at my process:
Import screenshot.
2. Tweak lighting, contrast, and saturation. In my case, brightening shadows was generally a helpful adjustment.
3. Edit out unnecessary objects and shapes, especially COLOR-wise. For example, in the House of Hope, there are these lovely Baja Blast-colored wisps (souls, I guess) that float around occasionally. For best results, use a base image with a limited color palette. I would edit out the wisps, and if I wanted them later, I would personally draw in those small elements.
4. Duplicate the screenshot twice. Rasterize new layers and hide the original (can be helpful as a reference later).
5. For the first screenshot, apply the 'Artistic' filter to get a result that makes the image look "oil paint"-y, but as rendered/detailed as possible. There are no exact go-to numbers for this, as they vary by image. In my case, I used Color Only mode and ignored lines, but in theory, it would still work.
6. Do the same thing to the second screenshot, but this time, you want it "oil paint"-y but LESS detailed. Go for blurry and unfocused.
7. With the second screenshot on top, apply a layer mask. On the LAYER MASK, with an eraser (soft, low opacity), erase parts of the image that NEED detail. If there is an obvious focal point, it's that, but even then, look closely at your image and think through what's most important visually. (Is it really the patterned wallpaper, or is it the chipped wood on its panelling? Is it the entire ornately carved chair, or is it just how the light hits the edge of it just right? I'm sure there's no right answer to this part, so it's heavily based on vibes and taste.) This takes the most time and requires tweaking here and there.
8. At this point, the image should just need adjustments and additions. It could just be darkening a corner via a feather gradient to push focus away from a non-necessary object. My favorite adjustments are using brushes to create environmental effects (dust, smoke, fog, etc.).
9. Use adjustment layers to weak final lighting, contrast, and saturation once again. I find that lowering the contrast and saturation helps in bringing out the sprites.
And that's it! Despite the perfectionist in me wanting to make all these backgrounds by hand myself, I feel like this is a decent trade-off for A Devil You Do. While at the end of the day they're just edited screenshots, they will allow me to put more time into writing, sprites, point systems, and narrative branching...
...All things I can't wait to talk more about in future devlogs!
๐ค This is my one and only blog and place where I post my art (and reblog other things!). If you see my art on any other site, thatโs not me! Please donโt repost my art to other sites without my permission (feel free to ask!), and if you spot my work uncredited on another platform, I would appreciate the heads-up.
๐ค My art is tagged with #artbysagethebogwitch and writings/ramblings with #sagekeepsyapping. My game devlog tags include #A Devil You Do Devlog and #elturian tails game dev.
๐ค Minors DNI; I will block you on sight. Same goes for anyone under the umbrella of hateful. Also, absolutely do not put my work into any AI. This is a no-AI zone.
๐ค My ask box is open! PLEASE converse with me about my projects, please please please pleaseโ
A graphic designer by trade with a background in fine art, I strive toย make narrative-heavy games that lean into choice, consequence, and character chemistry. Working under the umbrella of visual novels, the most rewarding aspect of game development for me is creating experiences that evoke emotional attachment through responsive gameplay.
Right now, my main focus is A Devil You Do: a fantasy-horror, +18 visual novel dating sim set in a ruthless, opulent hellscape of Avernus in the Baldur's Gate III universe. Itโs built around gauntlet-style dialogue branches, stat-based checks, and affinity systems that shape what endings you earn. The game's tone blends gothic romance, dark sensuality, grotesque horror, and lowbrow humor.
Myย earlier work isย Elturian Tails โ another Baldur's Gate III fan project, where I fell in love with player customization and responsiveness, especially inย letting the playerโs identity and choicesย shape how the story talks back. It's a romantic reimagination of what the "tiefling party" event in BG3's Act I. My first-ever game's design philosophy stuck with me: Iโm obsessed with games and experiencesย that acknowledge players, not just includeย them.