Posted June 09, 2026 by Cursed Creator
#version update #dev rant
Hello, readers!
I'm overjoyed to finally be releasing FEARSTRUCK to the public eye. I know it's currently in a very rudimentary stage, but this game has been an idea in the back of my mind for a long time. This version alone has been in development for the better half of a year.
Some history on the game to start. I always knew what I wanted it to be --- a boss rush with enemies themed around fears. Although I actually don't play that many turn-based RPGs (at least, not as many as I feel I should for me to be making one), I always really like when the moves you have are literal, like in Omori. You may also notice that if you ever use a revive, you keep the levels you gained in the failed attempt. This is unconventional for RPGs, but intended! I like to think of it as an allegory to struggling with mental illness, only for your experience in coping with it to one day pull you through.
All that being said, defining the idea beyond those concepts took some work. For one thing, this game is being made in Ren'Py, a visual novel engine. I had used Ren'Py before, for its intended purpose, and didn't see why I couldn't make FEARSTRUCK in it. So I figured, why not use what I already know, instead of finding a different engine that's only theoretically better for the job?
That being said, the original version of this game (from 5-ish years ago) might as well have been made with some sticks and glue. It was functional, but the code was just a mess, and the UI was so ugly because I didn't understand Ren'Py screens yet. Eventually, it got to the point that I wasn't happy with it, and it was just a nightmare to work in.
Beyond that, the game design was also really different. It wasn't a rouge-like, for one. You would start the game and wander around a house to trigger story events and boss fights. The house part was neat, but the bosses, abilities you gain, and the items you have access to were all linear, and it just felt bleh. I wanted replayability, and that was not it.
So I stopped working on that version and let the idea go for a while. Almost a year ago now, Ren'Py came back to mind as I realized I hadn't worked on any game in quite some time. With the most "fuck it, we ball" attitude I could manage, back to Ren'Py I went, only this time, I took the effort to actually learn. I started with the Sinner select screen to learn Screens, then made Perception's fight... the rest is history I don't fully remember.
All in all I'm really proud of this project already because of all the notable improvements I've made. There's still some scuffed elements, visually and in the backend, but I'm hoping that, since I've got the framework of all the major systems in place, implementing more things will be a lot less time-consuming from here on. I've still got a ton of ideas on mechanics, items, and abilities that I just haven't gotten around to implementing yet. In the mean time, feel free to give me all your thoughts and opinions. FEARSTRUCK is a game that I know is far out of my league in terms of balancing, so I would really like some outside influence to make FEARSTRUCK a properly fun and interesting game.
And for the record, on this day of release, it is my birthday. I was setting this as an invisible deadline for myself; as a birthday gift to myself. Maybe I could spend a little more time on the game before the public sees it, iron out the fringe cases, but... meh. Let me tell you, nothing hit harder than playtesting my game before this initial release, and actually... enjoying it. It's fun! I made a fun thing!! And I want people to see that sooner than later.
(Can you still call it a changelog if it's the first version of the game...?)
This version of FEARSTRUCK aims to establish the most basic, necessary pieces of the gameplay loop, while also implementing other small things as they are finished. The rest of this will be the patch notes along with my comments on a few things.
Additions & Changes
Known Issues