Previous Post

Anduo Report May 22nd, 2026

Next Post
Anduo Report May 22nd, 2026
1 / 25
DESCRIPTION

Cleanse thyselves with news from the creators. This week another shadowed path opens up

Jugger:

Jugger started doing the post-cum animation, here is the WIP:

And the finished version of the postcum animation:

LoudLuna:

 Some animation fixes for the dick:

Starting to advance to the cum animation, here is the base animation:

End animation for the double guard scene: 

Created a new animation for the Dullahan first appearance! With a more cool and menacing pose

Beacore:

 Added 4 new sex scenes and made a concept for a sorta bad end as the hornless:

I had the idea of adding little interaction points where you can just enjoy the scenery with a little camera angle.

For the bad end in this area, I'd like for Alda to join the melt collection service of the church. For that, she'll be able to wear the elven mask and join in on the fun.

Every mercenary needs to stop to catch their breath even our tough Alda:

PacKing:

PacKing prepared the new bad ends route outfit.

I took the opacity mask off and fixed the leggings and added some darker edges to the cloth. I tried the edges of the symbols but They are not flat pieces so it looked wrong but did the cloth instead. Also added some more accent lines on the habit and the torso cloth to make the clothing pop out a bit more:

PMPerfect:

Hello there, gamers! For this update we were working on polishing the Cathedral - finishing ground pouring in, overgrow and decaying walls! Lighting is still in the making, but that's what we have now: Also had an idea to show otherworldly affect of the Slime on the world - addition of floating elements - pieces of walls and slime slowly moving upwards under the Orb.

Experimented a bunch - how we can achieve it:

-with material displacement

- it was getting the job done, but the result was too lowpoly looking so decided against it -with Unreal Engine’s Procedural Content Generation (PCG)

- it is a great tool for static meshes, but when it comes to animating it

- the result was not to our liking and so inefficient so we had to look for another way

-in the end the way was getting back to Niagara system of Unreal, that just way to op when it comes to animating decent amount particles or meshes.

All those experiments were also a crucial part for our Altar destruction animations, we are planning to have. Another aspect of it was fracture system that let us destroy meshes and animate it however we liked, here are a couple of test of it with different force applied.

Now working on combining it all together in animation with slime/explosion/fraction/chains to make the altar cleansing a cool experience, hehe (destroyable elements of the environment is on the way too btw)

That's all from me for this update, thank you for your attention and support, Cya on the next one <3

Thank you for attending the vigil, it would not be

the same without thy presence.

Erokin PATREON 161 favs
VIEWS1
FILES25 files
POSTEDMay 22, 2026
ARCHIVEDMay 22, 2026