* DevelopmentHell: ''Rosenkreuzstilette Freudenstachel'' had been delayed several times ever since its inception in 2009 (whether for personal or technical reasons), a fact made worse since [erka:es] would only release it at Comiket.
* FanTranslation: By [[http://www.darksidetranslations.com/ Darkside Translations]] with consent from [erka:es]. An English patch was released for the first game, at the time for v1.05c. They plan on updating the English patch for the first game's current version (v1.06b), but so far the project has been under [[{{Vaporware}} hiatus]] for quite some time. Frustratingly, ''Freudenstachel'' remains untranslated, leaving story details sketchy among English players.
* HeAlsoDid: Fans familiar with Creator/TwilightFrontier's ''VideoGame/{{Touhou}}'' {{fighting game}}s and their various [[FanWorks/{{Touhou}} fan games]] might recognize alphes, the character designer of Pamela Arwig from ''Rosenkreuzstilette Freudenstachel'', who was also the illustrator of ''VideoGame/SuperMarisaLand'', ''VideoGame/MegaMari'', and ''VideoGame/{{DynaMarisa 3D}}''.
* NoExportForYou:
** Typically doujin games such as ''Rosenkreuzstilette'' don't get released elsewhere, but the first game later became available on [=DLsite=]'s English webpage (as well as its Japanese side) due to the limited copies of the game and lack of availability anywhere. The sequel later followed suit shortly after the game was released at the Japanese side of [=DLsite=].
** Darkside Translations is working to officially localize the series, including a retranslation of the first game with the possibility of an English dub track. Similar to much of the games' developments, that's also [[DevelopmentHell facing some delays]]. The project manager has kept up with updates on his blog, assuring fans that production on the first game at least is almost to completion.
* SavedFromDevelopmentHell: Despite Isemiya, the circle's main programmer and half of the duo that makes up [erka:es] going AWOL for reasons unknown at one point of the game's development, WOMI, the {{h|entai}}-{{doujinshi}} artist of the duo, was able to continue working on the game alone all the way through, eventually being able to get the game released in Fall of 2012 outside of Comiket.
* WhatCouldHaveBeen: Over the course of ''Freudenstachel''[='=]s development, there were some design choices and level changes in the final product from what early pre-releases featured. Some of these include:
** In the C75 trial, Sichte's stage was originally going to be Liebea's, while featuring some assets re-used from the first game The stage itself also demonstrated she had much more powerful weather-controlling abilities; her stage also had you struggling through the harsh windstorm as you ascend the tower. Liebea's repertoire of attacks are vastly different in the C75 trial version, one of which features her creating a strong tornado to push you off the ledge, and another where she leaps high into the air as she performs Liebessturm, the only way to avoid getting hit was to stand under her while she's in mid-air.
*** Freudenzwinger, the weapon you get from Liebea was also a potential GameBreaker; unlike in the final product, Freudia can stay in any of the five places where her Doppelganger would appear. This could have been exploited as players can use it to bypass walls and safely avoid enemy attacks. WOMI probably saw this and {{nerf}}ed it in the finished version so it's more balanced.
** Sichte's boss battle in the demo also had an interesting mechanic involving the clock tower in the background. Whenever she used [[TimeStandsStill Die Geplante Zunkunft]], the hands on the clock tower would move, and depending on where the hour hand stops, would determine how many knives she'd rain down on you when time resumes. It may seem crazy at first should the hand land on a V (five) or XII (twelve), but if you breakdown the open spaces of odd or even numbers, it becomes easier to predict and avoid damage.
* TheWikiRule: [[http://rks.wikia.com Yep]], and a rather thorough one at that.
----