Development Hell, Vaporware: RosenkreuzStilette Freudenstachel had been delayed several times ever since its inception (whether for personal or technical reasons), a fact made worse since [erka:es] would only release it at Comiket.
Saved from Development Hell: 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-Game 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.
Fan Translation: By Darkside Translations for the first game, at the 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 hiatus for quite some time.
What Could Have Been: Over the course of Freudenstachel's development, there were some design choices and level changes in the final product from what the earlier betas 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 powerful weather-controlling abilities has become; 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 trail, one of which where she creates a strong tornado to push you off the ledge, and another where leaps high into the air as she performs Liebessturm and the only 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 Game Breaker; unlike in the final product, Freudia can stay in any of the five places where her doppelgangers would appear. This could have been exploited as players can use it bypass walls and safely avoid enemy attacks. WOMI probably saw this and nerfed in the finished version so its more balanced.
Sichte's boss battle in the demo also had interesting mechanic involving the clock tower in the background. Whenever she used Die Geplante Zunkunft, the hands on the clock tower would move, and depending on where the hour hand stops, determines 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 it if you breakdown the open spaces of odd or even numbers, it becomes easier to predict and avoid damage.