Fur Quests Devlog 2025-05-27


Greetings and welcome back to another Fur Quest update, now available over on Itch!

This week's update is mainly focused on polishing. I trimmed down a few scenes to improve the pacing, fixed some bugs, added the guardhouse as an actual area during the tavern questline, and introduced a new lore book that teases a brand new enemy.


In addition, I’m currently in the process of overhauling the tavern and dating system, and I aim to have that finished by the next update. On top of that, I’ve started working on three new areas that will be added to the finished game: the Goblin Mountains, the mine, and finally, Hazan’s Fortress.

I’m aiming to have all of this done before the end of the year. That’s not to say the game will be finished by then—there will still be content updates with new art and other additions afterward.

A friend recently gave me a very useful piece of advice:
"Make the game with what you have."
It’s been easy to delay updates while waiting for Fae to make more assets for the game. I’m a perfectionist at heart, and it’s been tough watching Fur Quests drift further from the initial vision I had.

But this has been a vital learning experience, and all of you have been a true blessing—giving me the push I needed to overcome my fear of programming and level up as a game developer.

But let’s not get ahead of ourselves! As I was saying, the goal for 2025 is to finish an alpha build of the game. That means the story and most of the core features will be complete. There will likely still be several updates after that, as I polish the experience and add more of Fae’s artwork. But I’m hoping to have the bulk of the RPG's core work done this year so I can begin developing the next title in Unreal Engine, bringing Fur Quests into the third dimension!

Before I go, as always, I want to say thank you to all our beautiful backers. Your support means more to me than I could ever express.

Files

Fur Quests Windows Prototype 0.1.02.126.8.rar 647 MB
5 days ago

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