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In
Fuchsia Warranty, you play as
Arlena and
Zull who as employees of Death himself are tasked with retrieving souls whose warranties have expired.
An active time RPG with microgame combat mechanics in a narrative-driven experience exploring love, death, communities, and power structures.
Fuchsia Warranty is currently in-development at a prealpha stage. No public prototype is available, at this time.
Project Log (2026)
January 6 - Implementation of defense mode, burst mode mechanics, and burst mode visuals. The first internal prealpha prototype has been created.
January 5 - Implementation of melee attack UI.
Project Log (2025)
December 31 - Implementation of Blood, Midas, Ghost, and Void effects. Happy new year.
December 30 - Some vacation, some insomnia recovery. Bugfixes for status window.
December 18 - Status window displays numbers for each enemy as you increase their status multiplier. Still needs the effects actually implemented.
December 10 - Preempt bugs squashed.
December 9 - Preempt has UI elements and animations. Before moving on to bullet types, some preempt bugs need to be squashed.
December 8 - Took break. Implemented UI bookmark; after a combat microgame, the UI will return to your last saved spot.
November 26 - Started with refactoring, which unearthed bugs with turn-taking and target-selecting that were fixed.
November 25 - Party attack workflow - Microgames result in damage being dealt, enemies can die and party members take damage. Great progress, but there is still a LOT left to implement before prototyping can
progress into the testing phase. This is a combat system that
technically works, but still needs fundamental hooks to be put in, refactoring to be done, user interfaces to add, and an entire mode to implement.
November 20 - Party attack workflow - Preempt is internally tracked and leads to attack microgame.
November 19 - Party attack workflow - enemies can be targeted using a crosshair.
November 18 - Continued work on party attack workflow.
November 11 - Working on party attack workflow.
November 10 - Defense microgame prototype deployed.
November 5 - Participant tile location markers implemented. Next is UI flow and defense microgame.
October 21 - Battle participant tiles implemented
October 15 - Combat user interface layout established, clock states and triggers implemented.
October 13 - Computer exploded. Hard drive lost.
October 6 - Technical specification begins. Task list for first major sprint created.
October 2 - Arlena and Zull character references completed.
September 9 - Continuing work on Zull character reference.
September 8 - Website updated, Arlena and Zull character references published.
June 28 - Project planning begins.