7/21 update
I Hate You, Please Suffer » Devlog
- Thanks to Bees on the Steam forum, I learned that the Emergency Bracelet is scuffed and it refuses to delete itself when it's used, which may lead to you getting in a situation where you're dying over and over with no escape. As such, it no longer does anything and it's no longer sold. Added a new conversation with Devon outside the vending machine to yap about it.
- Finally properly fixed turning in the cult quest multiple times. Hopefully.
- Did a little buff for Jasper. People aren't likely to use their magic skill, so I decided to give it a little more oomph: since there's only two sources to inflict Burning - and one of them is temporary and the other is from a prize you have to go out of your way for - Jasper's ability now inflicts Burning.
- To balance that out, the Spare Nametag no longer has its downsides and gives immunity to Burning.
- I did not realize I zeroed out the loan you have to pay after you beat Hannah because I lazily copied things for when you pay legitimately. Nah, you gotta pay up eventually. You just won't get chased for it.
- Working for the Knife now has a hard cap at 999. I didn't realize how truly busted it can be because I don't have the min-maxxing mentality.
- Raised HP of some late game bosses.
- Certain animation in alt route now properly centered. ^u^
- Zeroed out notoriety after you reach a certain point in the alt route.
- Updated credits.
Files
I Hate You, Please Suffer - Complete v8.zip 426 MB
Jul 21, 2025
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I Hate You, Please Suffer
Hustle or die.
| Status | Released |
| Author | scitydreamer |
| Genre | Role Playing |
| Tags | Dungeon Crawler, JRPG, RPG Maker |
More posts
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- List of all music used77 days ago
- 6/11 updateJun 12, 2025
- new trailerFeb 04, 2025
- 1-8-25 Patch!Jan 08, 2025
- Accidental anniversary updateDec 11, 2024
- UpdateDec 02, 2024

Comments
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rip working for the knife
As we said like a dozen times in the playthrough, I don't think it's much of an issue that like, players can acquire so much power. From the old days of TES: Arena's magic crafting system, to modern roguelikes, players have enjoyed earning significant power, especially within a system that gatekeeps it from them. Like, lets analyze what Working for the Knife does, gameplay wise -
you need a significant amount of money for it to start to eclipse the other 3 characters, damage wise, to the tune of a few thousand dollars. In addition, it soft locks you out of using Ramona's other skills, or at least, you can't use them AND get the boosted damage from the weapon effect. Not only this, it significantly handicaps your spending; this means while you have Ramona cracked out, your ability to do things like purchase gachas is limited. This creates an interesting inverse of the usual build, where Ramona is the main lead on DPS, and the rest of the team is playing support, and creates new issues with stuff like confusion that are mechanically interesting. But as high as the ceiling for working for the knife gets, its no easier, faster, or more busted than simply dropping the money on artifact gachas and using Ramona 'normally.' Adding a cap like this only removes a possible avenue for power and a playstyle.
Yeeah, sorry for being late with a reply, I've had a bunch of stuff in mind. I've been thinking on this, and yeah, this was too big of a change to make. How else could Zoey accidentally kill Ramona's friends without confused Working for the Knife shenanigans
In general I've been thinking about a rebalanced endgame that encourages getting super busted lately... maybe a proper hard mode where you're required to go nutty with things...
I think a hard mode would be wonderful if you felt like devoting the dev time. I'm not sure how much it would really take, but I think current endgame is maaaaybe fine? It's hard to say, I'm not sure how apparent the really broken stuff would be to someone that isn't trying to approach the game from that angle, but adjusting the endgame might not be a bad idea. The starting the game on your first playthrough is already fairly challenging, and cranking it up for the very end might just be in line with the intended narrative experience! I do think it's fine as is tho and hard mode is the preferable option here. Getting to trivialize end game stuff is the reward for meta-gaming, increasing difficulty too much could offput a more casual player. A hard mode however, presents a challenge for those who want it! You can get brutal outside of the fights too if u wanna script an event or two - like the landlord coming out at random overworld chance for a down payment on your rent, and taking all your money.