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Parasite Inside
Parasite Inside

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Dev Report, April 2025

Hello dear supporters!

As usual, it’s the end of the month — which means it’s time for another dev report on Parasite Inside.

April was a month of strong progress, both in terms of content and collaboration. I’ve begun working with a professional level designer from a well-known AAA studio, whose advice is already helping improve both older and upcoming areas of the game. I'm also currently in talks with a freelance animator to help raise the quality of animations across the board. Meanwhile, the artist whose work you saw in the February Dev Report is hard at work redrawing and replacing the game's 2D art, and it's turning out great.

None of this would be possible without your continued support. Thank you for believing in this project and helping it grow!

Locations

In last month’s report, I mentioned that the AstroLink Section was nearly complete — but as often happens in game development, plans shift. While polishing the area, I introduced a new puzzle mechanic, which required expanding the location with a few new rooms.

I also added a shortcut between the Power Core and Main Laboratories to improve exploration flow and backtracking comfort.

New Puzzle Mechanic: FlashBox

The long-awaited FlashBox device is now complete. It will be used not only for progressing the main story, but also for unlocking optional loot containers and accessing restricted terminals. A dedicated post will be published soon with detailed info on how the system works and how to use it.

Loot Containers

To support the FlashBox mechanic, I’ve added a system of lockable loot boxes. These contain useful consumables — and possibly more in future updates. Accessing them adds an extra layer of decision-making and reward to exploration.

Camera Focus System

One of the features I’ve wanted since the early days of development is finally here — camera focus triggers. This allows the camera to subtly guide the player’s attention toward key objects or events during gameplay or after cutscenes. It improves the experience without breaking immersion, and adds a more cinematic feel.

New 3D Characters

I won’t spoil anything — but those of you who follow the devlogs and lore closely will probably recognize a few hints from the new character models.

New Outfit: AstroForge ERT Light

The new suit for Oni is finished. It maintains freedom of movement while emphasizing her figure — sleek, efficient, and stylish. Just what you’d expect from ERT personnel.

New VFXs

Since the AstroLink section is a technical facility, it only makes sense that it's full of sparks, electrical surges, and environmental hazards. I've started adding more dynamic elements to the environment — without compromising performance.

Cutscenes

I’m nearly done with the core cutscenes for the next story segment. Only a few scenes remain — such as the shower and respawn sequences. These will be finished soon.

New Background Logs

Nine new background logs and emails have been written and integrated for the next update. These help flesh out the world, hint at past events, and deepen the lore surrounding COLOS-8 and its crew.

Next month will be focused on polishing and wrapping up all final elements for the release of Update 0.3.5 for Early Access tier supporters. The finish line is in sight!

Thank you all once again for your patience, feedback, and support. You make this journey possible.

With gratitude,

Kodman

Dev Report, April 2025 Dev Report, April 2025

Comments

Thanks. The game will be available for download for all paid subscribers in 10 days after the Early Access release.

Dymkens

love the game its very good and good looking and can u tell wen the net part wiil be accesable ?

YOUR- GRAVE

Thank you so much for the thoughtful feedback — I really appreciate you takes the time to revisit the game and share your impressions! You make good point about the fall damage. I agree it can feel a bit frustrating considering the movement and platforming aren’t very dynamic right now — especially since the character can’t climb or vault ledges. I’ll definitely consider reworking or removing this mechanic in the future if I can do it in a way that doesn’t delay development too much or introduce new bugs. As for the action H-scenes — I plan to take a deeper look into expanding this system. If my resources allow, I’d love to implement more environmental or exploration-based triggers, like the one you described with the tentacles. That kind of interaction could really add to the atmosphere and immersion, so it’s definitely on my radar. Thanks again for playing and for your support — it truly means a lot. I’m doing my best to make the next update a meaningful one!

Dymkens

I played through this game awhile back and revisited it to see where we were at in progression. A small amount had been added from the build I had played. The shooting did feel slightly better, and I was glad to see we didn't die/heavily damaged from any simple fall damage anymore. Personally, I think this mechanic should be removed from the game. Since the movement and platforming is kind of stiff and the MC cannot vault on to ledges or anything. It feels unnecessary. Visually the game looks great, and the H scenes are pretty generously long. I am curious if you intend to just make the H scenes be tied into progression and defeat? Any chance of having environmental hazards that can trigger H scenes? A missed opportunity felt like when we are crouched under the walkway and the slimy tentacles are dangling down and the MC has to crawl through them. So, coming into contact with it could trigger a scene perhaps. I was anticipating something to happen in the crawl spaces. I do like the puzzles and would interesting to see more NPC interactions like the Doctor. Loving what I have played so far, excited for the next update build.

Sean Barrett


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