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Endoskeleton's Debauchery Quest: R




11 hours ago

EDQR Devlog 1 - 5/3/26


Hey all, sorry about the silence since the reveal of the revival and release of Repolished. I was working on EDQR and Repolished basically nonstop leading up to the announcement and have suffered some burnout as a result. I had intended to make another post not long after, but things simply got in the way. Regardless, I'd like to provide an update and reveal a little more about this game and how things are progressing. This first one is gonna be a little wordy.

Bear in mind that many of the things mentioned here are always subject to change as the game is still fairly early in development.


A lot of the work done since Repolished's release has been mostly internal reorganization and cleanup to make the game easier to work on, since it's still built on top of CC, or preparation for future things which would be spoilers. A lot was done beforehand though.

For the main game, there are two big changes to the gameplay that I'd like to mention- Trinkets and the Level Cap. First off, Trinkets have been added as equipment, as has seemingly become the standard for FNaFb games. As a result, the Soda equipment has been removed in favor of two trinket slots. Secondly, the max level of the party members will now be initially capped at 10 and increase by 10 every subsequent act- leading to a maximum level of 40. All characters will also have a unique passive ability as was the case in CC.

Balance is an obvious focus of EDQR, for both enemies and playable characters. In this regard, Repolished was something of a testing ground for ideas that will likely be expanded upon in EDQR. Changes such as Headfirst Charge being changed to Piercing Charge (which was actually an EDQR change ported back into Repolished) and other moveset updates like Phantom Endo's as examples.

Another point is to cut back on some of the repetitiveness of the original. Fighting a ton of the same enemy is a FNaFb staple, but the amount of Collections in EDQ was excessive (it was literally just the amount of cameras through FNaFb 1-3 pretty much). To help with this, the amount of Collections in the first three acts has been halved.

Act 1

I would say that Act 1 has undergone the least amount of changes. This isn't to say that little effort has been put into it, but rather that it is played straight and remains fairly similar to the original. The main changes are that there are now only 4 shops (the original's West Hall Corner shop removed) and 5 collections, making for a much quicker experience overall. I think this is for the best, as it has by far the least going on compared to the rest of the game and serves more as an introduction.

In an effort to make Act 1 a more pleasant experience and to assert his position as protagonist, 90's Endoskeleton's unique ability is Double Turn, however this will continue to carry over even after the other Endoskeletons have joined the party, making him uniquely powerful.

I think the Golden Freddy fight at the end of Act 1 has always been sort of infamous, particularly for having Rushdown, which he could use at any time to basically instakill you. I've put a lot of time into recreating this fight faithfully while also making it a balanced experience for one party member. He still has Rushdown, but hopefully you'll find it to be less of a nuisance.

Act 2

Act 2 has always been the most difficult act to work around. In the original game, it holds the most amount of required bosses of any in the game, and starts you with only the weakest party member for quite some time- leading to unnecessary difficulty and tedium compared to the rest of the game. EDQR has hit a bit of a roadblock in development in reworking this act as a result.

As with the rest of the game, there will be only 4 shops and half the amount of collections. As well, 90's Endoskeleton will rejoin the party much sooner than in the original- meaning less time spent playing as 80's Endoskeleton alone. 80's Endo will also hopefully be a bit stronger- still a support focused character but stronger. Some aspects of this can be seen in the changes made to him in Repolished.

As for the rest of Act 2, I don't want to reveal too much, but I believe it is where the remake aspects of this game will start to become much more prevalent.

Act 3, 4 and Beyond

I don't want to say much about our plans for Acts 3 and 4, but I see Act 3 as something of a turning point in the game and am very excited to begin proper work on it. Let's say that there'll be some interesting twists to help spice up the game.

Who knows? There might even be more to find beyond them.


That's all for this devlog. It may be a while before the next one but, as I said in the reveal, I'm taking this game at my own pace even if it means a release is incredibly far off. In the near future, I'd like to at least update the banner and thumbnail for the game to use custom renders instead of the FNAF 1 title screen renders, as well as the description, so look forward to that at least.



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