Live Chat: Discord.
Get the latest builds: Patreon.
Get Mods here: Reddit.
Public Version for game under development (v4.9.2): Here.
Download for Heroine Rumble is at the Heroine Rumble page.

Wednesday, October 25, 2017


Started the work on new functionality - interact with the world. (Default Key: E)

I ported the dialogue system from HR, but now with view-able footwear (*gasp*) and rotate-able camera:

(Don't take the contents of this particular dialogue too seriously)

Going to get started on the implementation and UI for the inventory and loot system. It will eventually evolve into the wardrobe/equipment that many people have requested for.

Saturday, October 21, 2017

Heroines n Dungeons

Finished the random dungeon (schematic) generator. Going to work on actually constructing it next.

What the colors mean:
  • Black: walls
  • Gray: doorways
  • Pale yellow: starting room
  • Pink: boss room
  • Red: enemies
  • Green: lootz
  • Blue: NPCs
Some other generated schematics:

Tuesday, October 17, 2017

Heroine Rumble - wishlist

As many are aware, HR is "done" and I am working on a new game. However, I will continue to support HR in the near future in terms of bug fixes and tweaks.

So here is the deal, if you have any suggestions on small tweaks to be made in HR, leave a comment here. What I will do is after new game demo#2 is finished, I will spare a few days to work on HR and implement some of the popular suggestions, likely during sometime in November.

Things that require additional animation or modelling work will almost certainly be rejected.

There is also a Patreon version here.

Wednesday, October 11, 2017

[public] Heroine Rumble v0.521

Download LINK.


  • Fixed bug with RNGed futas spawning with missing parts
  • Fixed an instance of game crushing when it has ran for a while for some

Tuesday, October 10, 2017

[Public] Heroine Rumble v0.52

Download LINK.

Hi everyone, here is the public, downloadable version of Heroine Rumble. With this build, I consider Heroine Rumble to be "finished" for now and will shift attention completely towards new game. Enjoy! :D

Sunday, October 8, 2017


Demo#1 is now available for Patreons!

The controls are as follows:

WASD - move

Mouse - look around

Mouse_Left - Attack

Mouse_Right - Block

Shift - drop block/run

Esc - Close game menu/pause/unlock mouse

In addition, there are 3 "cheats":

T - revives the player and teleport her to the starting position (if got stuck/fell through map)

K - kills the enemy the crosshair is pointing at

L - spawn more enemies

In demo1, there is a medium sized enclosed area with some enemies scattered about. They don't aggro you until you walk close to them. This is so that it's up to the player on how many enemies to engage at once. Press L if you feel the enemy density is too low.

The most important thing regarding combat is that block only works if you block the correct direction of the incoming attack. So if an attack comes from the left, then you need to do a left block.

The direction of block is determined via mouse movement. If you swipe the mouse left, then a left block will be activated when the block key is pressed. If you swipe right, then she will do a right block, and so on. There is an indicator on block direction on the crosshair as well.

Many enemies can block as well. So if an enemy is blocking left, left attacks are ineffective. Attack direction comes from the same direction as the block. So to do a left attack, first block left and then hold and release the attack key.

Many things are still missing/todo, including but not limited to things like sound, outfit damage, and so on.

My focus for demo#1 is on the following and I am mostly interested in feedback on those areas, but other suggestions are certainly welcome:

1) crashes/fail to loads/game doesn't runs

2) combat system

3) player controls and UI

Friday, October 6, 2017


Redone the ground textures and added grasses, so now its a steppe of sorts. This is likely all I am going to do for terrain on demo #1. (Demo #1 coming very soon!)

The grasses are important because I need to test the LOS (level of detail) system that only draws high detailed objects, like grasses due to their numbers, when viewed close. And, of course, allowing for performance tweaks in the future for those with potato PCs.

This is how it looks in action:

This is with a smaller radius and fewer max to show whats going on:

The "pop-in" is kinda obvious atm but I'll solve it at a later time. With a fading in or something similar.

Wednesday, October 4, 2017


Spend most of today getting shadows to work and got it working in an acceptable fashion for demo#1.

What is the issue you ask? Well, the first observation is that the view distance in a third person view game is far larger compared to an indoor setting like Heroine Rumble was. The second is the player moves and looks around, and there is potentially a much large area that the shadow need to cover. The underlying issue, in short, is that a statically placed shadow setup no longer works. And it requires something smarter.

I'll spare you the details, but the end result is a shadow system that only "draws" shadows at regions where the camera/player can see.

But even then, it was not quite good enough. Here is why:

When the shadow bounds is large, there is very little resolution when viewed close:

Picking a smaller shadow "bounds" results in nicer shadows:

However, it leads to problems when views far away:

I didn't manage to completely solve the problem yet, but I have reached a good enough compromise for demo#1. That is, use a small shadow bound for nice shadows, and don't draw shadows when far away: