Phim Somnium
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phimsomnium.bsky.social
Phim Somnium
@phimsomnium.bsky.social
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phimsomnium.itch.io/sanguine-dre... new update for my game is officially out!
Reposted by Phim Somnium
Petty Bandit Naks
#furryart #fursona
December 28, 2025 at 4:06 PM
Pushing the boundaries of my quest system to see where it can be improved or even how far it can be pushed.

working on a quest that has multiple ways to complete it, and maybe even alternative outcomes based on how it was completed
December 16, 2025 at 2:02 PM
There are several "mini arcs" within Act 1, and quests will change as the story progresses.
It's difficult to ensure that people have the tools not to miss out, but that also requires considerable time making quests that functionally do the same thing under different contexts.
December 15, 2025 at 2:02 PM
Atm, there are around 4 repeatable quests that are useful for essentially farming reputation with various characters.
The goal of this will be that affection will be a requirement to continue the side story content in the future, but for now that mechanic is disabled.
December 12, 2025 at 2:01 PM
Despite warnings, this adventurer has managed to pass through the forest with ease, with luck that confounds the most optimistic of Somnium villagers.

Meeting warnings with a smile, and gifting his friends trinkets found during walks that would take anyone else years...
December 11, 2025 at 2:01 PM
The forest of dreams is a dangerous place for any would-be adventurer...
Be sure not to follow the kitsune's dancing lights, leading you deeper into the dark~
December 10, 2025 at 2:02 PM
Doing a LOT of writing work to sort out the kinks in the story.
even if people are just here for the lewd content, they will be able to do so in a fully fleshed out world.
art commissions also still ongoing, setting up characters for Act 2 as we move closer to finishing Act 1
December 9, 2025 at 2:03 PM
To help keep track of characters, there is now a library filter, giving important info on encounters like elemental weaknesses, or other types of info for characters that you don't fight.
December 4, 2025 at 2:03 PM
I the quest system is a good way I think to keep track of story progression and add a bit more gameplay to the many scenes that exist.
There will be repeatable quests to improve your relationship with characters, helping if you choose the "wrong" option during scenes.
December 3, 2025 at 2:02 PM
Leveling up in Sanguine Dream gives you points that you can use to unlock skills from multiple classes!

Phim will have lots of classes to choose from, whilst party members will have only a few!
December 2, 2025 at 2:02 PM
Still proud of the victory screen, though it will be more impressive to show off in-game when the requirements for unlocking party members are set up properly.
December 1, 2025 at 2:02 PM
A small change, but I swapped the name panels for character colours.
More is needed to communicate who's talking, but I feel removing the name panels was for the best, since they took up a lot of space and would be constantly covered whenever the player had to make a choice.
November 28, 2025 at 2:01 PM
November 27, 2025 at 2:03 PM
The changes are subtle, but I really like how the game has evolved since I first released the early access on Itch.
November 26, 2025 at 2:03 PM
A friend reminded me that I hadn't updated the game's screenshots for a while, and when I did replace them I realised that they don't display for games that run in a web browser... :')
November 25, 2025 at 2:02 PM
I realised lately that there are now so many characters for Sanguine Dream that I can fill meme templates with them !
November 24, 2025 at 2:02 PM
Basic mindmap I created to keep track of how quests are set up so that they remain consistently designed.
This is based off the first tester quest I created, and as I work on it and find that the quests are more complex, I will update the template.
November 21, 2025 at 2:03 PM
One of my objectives for completing .28 is more jobs to help the player grind resources if they need to. Previously they were going to be scenes that end with a reward, but it might just be better to create a bunch of quests with objectives that can be completed to earn rewards.
November 20, 2025 at 2:02 PM
As I build up my game, it puts each character's motivations and personality into a greater and greater clarity.
I make changes to the landmarks, but really it's so that I can more accurately express who they always were.
November 19, 2025 at 2:03 PM
Thinking about using Spine to animate Boss fights, just to really give it a more differentiating presence when they occur vs regular encounters.

Might be useful to look into as many types of animation software I can to see which will be the best fit.
November 18, 2025 at 2:02 PM
Reposted by Phim Somnium
Reminder that I have a Patreon, with patrons receiving a special role that can give you more of a sneak peak under the hood at Sanguine Dream's development on my Discord server~

Patreon: www.patreon.com/c/PhimSomnium
Discord: discord.gg/9c2svZQ2Yp
November 17, 2025 at 2:03 PM
Reminder that I have a Patreon, with patrons receiving a special role that can give you more of a sneak peak under the hood at Sanguine Dream's development on my Discord server~

Patreon: www.patreon.com/c/PhimSomnium
Discord: discord.gg/9c2svZQ2Yp
November 17, 2025 at 2:03 PM
Lancet's side story content is being focused on, and his brand new side story content is around 15.5k words long so far and isn't finished quite yet!
November 14, 2025 at 2:02 PM
Some more comparisons between what I started with and what I have now.
It's surprising how many things need to be accounted for when dealing with text, buttons etc.
November 13, 2025 at 2:03 PM
Before working on Sanguine Dream, I was working on a rogue like castlevania type project.
I really liked the idea, but the scope was way too large, it took months to do something incredibly small and no real progress was being made.

These characters were created for it.
November 12, 2025 at 2:03 PM