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Hey everyone,

As we discussed in the last poll, the consensus was pretty clear (82%!) that you guys want me to head back to Unity and start fresh on something in the style of Corrupt Descent.

Because of that, I’ve spent the last bit of time getting Corrupt House into a stable, playable state so I can wrap it up and move on. It’s definitely not the massive project I originally envisioned, but I wanted to make sure those of you who were interested still got a chance to play what’s there.

Since the project is incomplete and I'm not adding the remaining planned content, I’ve set the price at $2.99 over on Itch.

You can find the game here:

Itch io - https://deveriastudios.itch.io/corrupt-house

DL-Site - Still Releasing

Note for Patrons: If you are currently in the $3 tier or higher, you don't need to buy it on Itch! The download link is included at the bottom of this post as part of your membership.

What’s in this version?

Since this is the final "as-is" release, here is a quick rundown of what to expect:

The Playable Loop: You can explore the house and the basement, solve the available puzzles, and attempt to escape.

H-Scenes: All the scenes from the previous Alphas are included and polished as much as possible.

Performance: I’ve done my best to squash the major game-breaking bugs, but as I mentioned before, the AI and the grab system are still a bit finicky due to the original build constraints.

I’m honestly really relieved to be at this point. Learning UE5 was a huge challenge, and while I’m glad I tried it, I’m way more excited to get back into Unity where I can focus on the gameplay and the scenes rather than fighting with the engine.

Future Plans

Future Plans: Corrupt Wasteland

Now that Corrupt House is wrapped up, I’m putting all my focus back into Unity. I really want to flesh out this next idea and get everything planned out properly before I start production. One of the biggest lessons I learned from my last project was that jumping in without a solid roadmap leads to bugs and burnout, so I'm taking my time with the design phase this time.

Below is a look at my current Vision Board for the new game:

The Concept: You’re stranded in a radioactive wasteland after a nuclear war. Humanity is basically gone, and resources are non-existent. To survive, you have to use an old, rickety train to travel between abandoned bunkers to scavenge for supplies.

The radiation hasn't just killed things—it’s twisted them. These bunkers aren't empty. They’re infested with mutated creatures and and weird enemies who are hunting the player to reproduce and spread their mutations. Every time you leave the safety of your train to enter a bunker, it could be your last.

Why I’m Excited:

Back to Unity: I’ll be working in the engine I’m most comfortable with, which means faster updates and more polished gameplay.

Focused Scope: This loop (Train Hub -> Scavenge Bunkers -> Upgrade) is very similar to Corrupt Descent, which I know you guys really enjoyed.

More Variety: The wasteland setting lets me get really creative with enemy designs—expect a mix of "normal" wasteland threats and some truly messed-up mutations.

I’m really feeling the scope of this project. It feels manageable but has a ton of room for expansion.

What do you guys think of the wasteland setting? If you have any cool ideas for enemy types, bunker ideas, or things you’d like to see on the train—or if you just hate the idea—leave them in the comments! I’m still in the brainstorming phase, so your feedback helps a lot.

Files

Comments

thegoat

The chef is back in his home kitchen and i can smell what he's cooking; i'm very excited to see the mutation types

Leon Smith

very glad you are doing something of corrupt descent design, the idea of the ghost girl who runs at you when you look at her was really really good because there was things that made your camera turn sometimes and would aggro her. At certain point the girl on the ceiling would be easily avoidable even if you was running fast, would be cool to see if you ever add this again or similar you make it sharper towards doorways or stuff like this so its a challenge to avoid.

DBG

Sounds cool! Maybe some ideas to help you down the road, - when we are in bunker, there are some materials for us to bring back to the train to build some workshop. - those workshop can help us to build items such as body armour (prevent H-scenes depending on levels) radiation suit (allows us to stay in bunker longer) bag (allows us to carry more items before we retreat the bunker for good) or taser (stuns monsters) - maybe workbench to help us develop our train for farming, protection, faster movement, using less coal, oil or electricity. - I know you said humanity is almost extinct but you could have few survivors from working bunkers (almost out of supplies) for us to save them in our spare train cabin. (H-scenes with humans?) -difficulty could be something related to resources needed to keep us alive (radiation suit filter, food, water and our train) and how monsters are used to catch players in bunkers. Good luck, this sounds like a cool project!

Deveria Studios

Love the ideas, will add a bunch of those to my project board. Was planning on adding ways to upgrade your player as well as your train. But still figuring out how I can implement it without it being too complicated for the player. Maybe the player needs to find scrap to upgrade your train and find valuables to sell to purchase items. I’m really experimenting with ideas in this stage. I like the workbench but don’t want to have the player searching for one specific item to finish a craft. Please let me know if you have any more cool ideas

DBG

Perhaps you could save a survivor (merchant) where she can trade some things (sell to get money and get something you need) (to help if need a specific item for a craft) I would love some upgrades for players and perhaps clothes for player’s character. When we upgrade our (armour or whatever you are planning to) clothes, we can see the difference in the mirror or looking down on our legs (tier 3 would have us wearing kneecaps with body vest and more. Workbench can be many things and perhaps you could mix some parts to make a part (10 bolts for a gear ⚙️ by melting bolts to make a gear) This is all of my ideas for now, maybe I will message you if i have anymore but I’m sure you can think of some awesome ideas! On previous game (not the unreal engine game) you had few enemies that are same but with different colours and h-scenes, perhaps you can have enemies in different colours (h-scenes can be same if you are planning to make lot of monsters) they has different stats and maybe some special abilities (sense players, move faster temporarily if being stared at for too long or throw some liquid to confuse players (change normal to backwards controls) and more

Awacs_Airwaves

I love monsters and (more human) monstergirls, the wasteland setting has really good potential for more monsterous entities (I.E deathclaw like) but it also would allow for unique gameplay features (the green sea radiation) but making it like a aphrodisiac affect to the player something similar. Either way I can't wait for the new project, keep up the fantastic work dawg 💜.

ZAIK0

I really like this concept. I have an idea for a future game, not specifically for this one: to create a game in the style of Escape Backroom. It would involve varying the objectives and characteristics of several levels with monsters. Here are a few examples: in some levels, it's simply a matter of finding the exit in a kind of maze while avoiding monsters (the most classic approach). In other levels, there are chases with a boss on our tail (we could take the clown in your first game, "Corrupt Cave"—its design was simply incredible). Stamina would be unlimited in these types of levels, but in return, obstacles would hinder our progress and prevent us from escaping, a bit like the boss in Corrupt Depth. In other levels, the objective might be to navigate through blind monsters, the goal being to move silently and discreetly, or conversely, through deaf monsters that constantly change their angle of view, requiring precise timing. I'm sure creating a variant of Escape Backroom would be a colossal undertaking, but I'm putting this idea out there just in case. Regarding your new direction… I really like the story and the vehicle theme; it promises a unique gameplay experience. It reminds me a bit of Corrupt Depth in its prototype stage, with the cart as the means of transport. I appreciate the interaction with the giant when you take refuge in the cart. The placement of the hiding places has also been changed. Previously, you had to carefully manage the vehicle and move it in such a way as to exploit a hiding place, regardless of the direction you were facing. In any case, I wish you the best of luck; this must represent a considerable amount of design work. I've loved all your games so far and I'm confident you'll continue to amaze us. (I used a translator because my English isn't good enough to ensure my sentences are fully understood. ^^)

Deveria Studios

Glad you like the idea I’m also exciting for the possibilities

Deveria Studios

Love the ideas, this game is going to be great. Love the back rooms idea but I may be a bit ambitious for me. I will say this game is going to be very different than corrupt journey. That game didn’t have much planning and was just making concepts. But this game is going to focus less on the actually movement on the vehicle and be focused around the bunkers and upgrade. But love the ideas thanks you!

Deveria Studios

Thank you the ideas are helping me form a cohesive game idea!

DBG

You are very welcome, if you are happy to experiment on something, couple of the craftable items in workbench could be LOCKPICK (for locked door and chest, CROWBAR for barricades set by survivors (dead) on their last stand, taster or throwable items to stun enemies temporarily. (could be glass bottle on ground in bunker for us to pick up. Taser could be crafted in train but with specific conditions (rescued survivor with the knowledge, find a book on how to make one in the bunker or buy it from merchant.

G.F.

I think the best strengths of Corrupt Descent and Corrupt Depths is that you were getting trapped by monster girls, while you are trying to escape and struggle back. That is also what made the game that inspired you (Otherwordly Ruins) so great. I was missing that in Corrupt House and I think it will be challenging to create that feeling in a Wasteland. So personally I would start thinking from the final result; what kind of experiences do you want to give the player; what will thrill them; and from there (reverse engineering), try to create enemies and landscapes which enable that. I especially loved the dead end corridors in Corrupt Descent because of that. Also I think to make the ultimate game, it would be fantastic if the player can create custom enemies; that would 'satisfy' so many different wishes; some people love nurses, some hate them; some love succubus; some don't; etc. Or maybe the easiest step is: if they can exclude certain monster girls in customized settings. So my main suggestion would be: let it be a very dynamic game which can be customized; not like Corrupt House which was a very detailed game with just one 'enemy' on each floor, but like Corrupt Descend with many enemies which are interchangeable with each other when customized.

G.F.

PS "Note for Patrons: If you are currently in the $3 tier or higher, you don't need to buy it on Itch! The download link is included at the bottom of this post as part of your membership." I don't see the link and I am $3 tier subscriber

Deveria Studios

It should be a download that says CorruptHouse.rar I attached the file

Deveria Studios

I totally agree with you, this game is going to have the most variety in enemies I’ve made so far. I don’t think I can add customization options just because the game would never get finished but I’ll do my best to add something for everyone.

G.F.

I see it now; perhaps I was looking for a link and that's why I overlooked it

Reakonous

I really liked corrupt house personally. The design on the more human like monsters were a huge plus with me. I really look forward to what you have next in the works ❤️

防衛者 地球

I really enjoyed this game. However, I couldn't find anything resembling a gallery or a replay feature. Is it not implemented? I'm not an English speaker, so I apologize if I missed something. Also, my English skills aren't sufficient, so I'm using a translation tool

Deveria Studios

Unfortunately the only version that has a gallery is the censored version I uploading to Dl-Site. Would you like me to upload it to this post?

防衛者 地球

If it's not too much trouble, I'd appreciate your help.

Deveria Studios

ok added the gallery version of the game but its censored

leek07

Censored? Why? I've just run the censored gallery version. And I admit, it was insanely annoying with all of the pixelation. There's a reason I generally dislike media from certain Asian countries. Blurring adult media as if the audience are all minors is that very reason.

Deveria Studios

I wasn’t planning to make a gallery for the game but to upload my game to DL-Site they required an easy way to view all the scenes. So I only made a gallery with the censorship enabled unfortunately.

DD666

So you removed the nurse as well in the final version? nvm found her but still no gloves :(

Deveria Studios

The nurse should be there. I just lost the file for the gloves. That whole project is a mess I’m glad to be working on something better.

DD666

I hope you can compensate with corrupt descent and make better nurses there with gloves lol

DD666

Maybe a whole hospital location after trying the wasteland test build and I already enjoyed how smooth it was, I like the visuals as well my only complaint is the lack of horror to it, the dusk inside and the artsy shadow which I hope we can turn to normal shadows in the future. Overall great concept here and I can see this being better than corrupt house, I hope that you have a fine blend between realistic and gamey visuals where the visual represenation of models are unique but the models chasing you have much more realistic or visually demanding look to them I do have some ideas for this game tho besides a Hospital location Such as a health system where you don't start out as naked instead you start with an outfit that you can buy, as the dangerous npc's hits you, your health is represented by the amount of clothing your character has so as you get hit there will be like a decal of clothes emitting from your character, when they hit you to the point you no longer have clothes that is the indication that they can insta grab you and you'll likely be killed in the process of being caught in the scene unless you can add some hardcore mashing to get out. Also some customization, Various outfits for our character even for the NPC's similar to Five Nights at Frenny, Where you can buy various things the cash you earn from missions, Also it would be interesting to see if you can add various tasks that doesn't always include going around looting but also like restoring power, taking pictures of certain npc's, getting rid of anomalies, collecting victims that has succumbed to the atrocious monsters of this wasteland nutted too hard or been peged too hard you name it. But I hope we do get that horror elements like in Corrupt House where things are very dark and you need flash light to see which should run on power similar to lethal company.