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Hey everyone,

Another month has passed and I am ready to show you guys the progress I have been making on Corrupt Wasteland. Things are moving fast and while some of it is still fresh, the core gameplay is really starting to take shape.

New Intro and Lore

I have added a new intro to the game that explains exactly how you got to this world. To go along with the new story elements, I have implemented the Note System. You can now pick up notes throughout the world and view them directly in your inventory menu to dive deeper into the lore.

Weapons

I have added the ability for the player to use one handed weapons these weapons have faster swing recovery times but do less damage. Enemies

Slime - Shes still a work in progress but has one attack and an H-Scene

Knight Girl - She also is a work in progress but the attacks are more fleshed out she has one h scene for now and two types of attacks

The Crafting Bench

You can now walk up to the Crafting Bench and use your gathered components to craft weapons. Later on, I plan to expand this so you can craft armor and accessories as well.

The Shop and Merchant

I have added a Merchant that you can pay to unlock the Shop. This is where you can purchase vital upgrades for your stats. You can use this to increase your max health, your max posture, and even add more inventory slots to carry more loot.

Base Storage

The base now has storage units where you can safely store your items when you are not out in the wasteland. This should help you keep your inventory clear for your next run.

Looking Ahead

For the future, I plan to add many more enemies, including variants found outside the bunker and more interior enemies. I am also working on new biomes like winter or forest environments with enemies that fit those specific areas.

Nothing is balanced yet so expect in the future for high teir weapons to do more damage and enemies that are found later in the game to do massive damage.

Feedback and Support

As always, thank you all for the incredible support. I am still in college, so I am working hard to balance development with my schoolwork. This project takes many hours of dedication, but having you guys support it makes every long night worth the effort. Please jump into the new build and let me know how the new systems feel! Or... let me know if you hate it, I'll try my best to fix the issues :)

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Comments

Wessers

🔥🔥🔥

G.F.

I think the game is turning out really good in terms of gameplay, and great graphics. I think most important to me is getting more attractive models. The knight is probably the best one in this game, but still I think your models in Corrupt Depths and Corrupt Descent were more exciting. More human like, bit bulkier and with a human-like face

DD666

Not the most exciting roster so far, I think the slime girl looks less hot compared to the slime girl from the previous descent game I think it has something to do with her looking like a blob I get that you're trying to make this slime aesthetic but It doesn't look hot. the story is nice but still missing that horror vibe, I don't feel vulnerable enough either.

RokuroStar

Im in love with how this is coming out. Such a different take for you to not only add fighting but also a parry system in gameplay to engage with the world. It feels good to do which is important imo. I heavily love corrupted depths design for characters a whole lot with the plants on the bodies showing a story that they've been there for a long time.(makes experiencing the notes and the intro for wasteland more fleshed out because lore so thats rad) Even now I can see your style change to more specific character design in the more monster type area and I'm here for it. Seeing your growth between your first game to now continues to be exciting so I can't wait to see your progress Deve!

Tomokuso017

Love how the game is going so far. The whole intro and the notes really helped a lot with giving the whole location some kind of lore and builds immersion. I really love the noises for the Sludge and how alien-like it looks and acts. Then again, I do love the weird but hot trope. However, after one round with the knight, I didn't have any more prompts appearing to escape. Will the enemies have a special game over screen like in previous games? Wishing you the best of luck and love what you are showing us so far!

DBG

I think you did great in this update, I love the knight and intro in this game. I like the notes since they are a nice touch to the story. Just a minor thing I saw on my end, when two enemies facing each other moving forward in a single doorway, they get stuck and takes them a while to squeeze through. I waited so I don't have to fight both of them at same time. (it was a slime following me and another enemy that try to go through a doorway away from me) I think the upgrade is pretty cheap for the benefits, either make the coins rarer or make upgrades more expensive for the game balance. I'm sure you have plenty of times to decide on it. (maybe add some difficulty with changes on enemies, coins and more) I see armour in stats and your "Crafting bench" so I hope there could be some clothes or something we can wear on our character. (maybe radiation suit so it's safe for us to explore.) If you are planning this way, one of my suggestion is having some sort of safety suit that allows us to explore some areas like swamp (Waterproof clothing) to minimise the risk of getting stuck or getting grabbed from the swamp. Another area that might be a good idea of wearing safety gear is winter biome (like you mention in your "Looking ahead" is arctic gear so we can stay there longer without risking being slowed down to the cold or immune to it until an enemy can steal our gear until we take it back. I mentioned the radiation suit but since we can wander outside without any clothes on, perhaps you could allow us to craft a radiation suit to explore at nighttime with more risk and loot (monsters wandering outside with rare loot on them and inside the buildings. Regarding weapons, I think sticks are awesome at the start of the game, maybe you could try make some real life weapons for high tier you are planning to like zweihander (slow but has area of effort forward swing or a simple dart gun that weaken or put monsters to sleep (for enemies that are too tough to fight for beginner players) A new future enemy could be any assassin type similar to that lady in Black Ops group from Half life. You could take a look in rule34 with black_ops_(half-life) in search bar to see what I'm talking about. sandreiio (artist) did a good job on it being partially tactical and sexy. In this game, you could have this new enemy stalk player while being invisible ( maybe make small noise while being very close to player) and grab player from behind (will proceed to H-scene if player fail to pass quick button event.) If a player managed to succeed at this, the player will be able to see this enemy and attack her. if you want to make this a high tier enemy, then have her become invisible again and run away at 10% health to restore her health. (player can attack this enemy if she's invisible at this stage. her attacks could be related to her kick to push us away connected with her sleeping dart gun to deal posture damage and blur player's vision. (if a player block her kick, she won't shoot her gun) These are my ideas for the game and I hope the best for your game :D

Lobster Ghost

I played the latest build and wanted to throw in some suggestions to help with overall enjoyment. 1: Allow players to have some kind of marker item, like a glow stick or flag, to indicate where they have been. The merchant could sell them and maybe it could take up the special slot. 2: Attacking enemies feels like we just trade blows. The time from recovering from an attack to being able to block feels too long. One way to help mitigate this would be to improve this with higher tier weapons. Things like the stick could operate as they are now. But weapons like the pipe, or even a new weapon like a crowbar, could have a faster recovery time between attacks, giving us a chance to block. 3: Add in hazards to the areas. The slime leaves behind goo which makes you slower which makes sense. What about adding in glass shards? They could damage your health if you step on them so you have to keep an eye out. A rusty locker could open up louder which would make the enemies aware of where you are. A gas leak could force a time limit. You only have 5 minutes to explore and leave. Every second spent past the time limit will damage you. These hazards could be implemented on the more dangerous levels to add in an extra challenge.

leek07

Ok, my two cents. Pretty much every platform has a slime girl. So , apparently they're pretty popular. Personally, I've never liked them very much. They're just overdone, and used up. BUT, I'll make an exception here. You've done a good job of making an interesting version here. So, well done! The tool building mechanics with the workbench definitely gives me a Fallout vibe. I like it! The Legs Girl is certainly something I also like. She was my favorite in the previous alpha builds. But, in the interactions she could be a little more curvy and much more aggressive. But, that's just my kink. The bunker is already a seriously frustrating maze (which is a good thing). So, finding your way back out after defeating the monster girls is already hard enough on its own. Chasing a monster for a confrontation kind of makes it worse (but not in a good way). In my opinion, I think its still better if legs Girl does the chasing, like the others, or at least she should be easier to keep up with when she runs. By running away, she just becomes a character that can be ignored after the others are defeated. For me the star of the show is the new Knight Girl. She freakin turns me on! Her curves are perfect. her H-scene mechanics are beautiful, and she's just plain hot! I'm sitting here wishing she'd show up at my front door! Great work! Keep em coming!

Deveria Studios

I’ll do my best to make the newer characters more like corrupt depths enemies. And I’ll try make the environments have more horror elements.

Deveria Studios

Love that you like the progress so far. Do you have any recommendations for enemy designs?

Deveria Studios

Yes I noticed that bug with the knight girl. I’ll fix that in the next update. I’m glad you like that I’m starting to implement more lore elements. I’m not sure yet if I’ll be doing game over scenes it all depends how long this game takes to make but would love to add it. Thanks for the feedback!

Deveria Studios

Thanks for the feedback, I’ve also noticed that enemies sometimes get stuck when walking through doorways. But once I implement the enemy spawning system they should fill the dungeon more naturally. Also for the coins I’ve just made those super easy to find just for players to test, but in the future will be more balanced And yes hopefully I’ll be able to add armor for the player to equip, I love the idea of armor that will allow you to go into new biome if I have time I’ll definitely be adding this. Also yes later you’ll be seeing better weapons and probably guns to use as well Also that’s some crazy enemy ideas I’ll experiment with the concepts and see if I can get them working.

DBG

Sounds good! In the enemy part, it’s one of the best ai I seen in a while, https://youtu.be/sbb9YYkag94?si=0mhCU9tZS80nYVn- This video above will explain how good they are in the game, they would not throw grenades if they are cloaked is a good example of well thought feature. coins are actually too easy, I once got 204 coins in one medium dungeon 😂

DBG

Perhaps just one game over since with the final boss if you don’t have time?

Norrian

So far this is easily the best work you've ever done and definitely has so much potential to it! The gripe and/or suggestion I'd have to offer as of this moment would be to allow us to fight with our hands if our weapons are broken. Making us do very little dammage but at least some with our hands and be unable to block with them would be a nice way to just give us a chance early on before we have an arsenal up and going. Aside that, I'm sure you already intend to add additional loot and interactables along the terrain, but in the case you havent: as of right now it feels like I'm running around just looking for lockers to search, of which are far and few between. Giving us the chance to pick things up the ground kind've like in your older title, Corrupt Descent, I feel would help break up the slower moments of the game a bit better and make the environment more engaging. THe lockers could be like big finds you get excited for while you can rummage random scraps that may or may not be just laying about.

Deveria Studios

Glad you mentioned that I like the idea of using your hands for unarmed damage. Also for the future I plan for the player to have the option to scavenge broken items for loot and find other smaller things to open. As for the locker spawning right now they only spawn in one room so they are all over the place. But I’ll get them working nice.

Kitty

this game is so good i wanna really just try full of version when you finisch!! i ll be wait for your new news about the game and alpha versions!

Kitty

for test v4 game is actually good maybe just some indicator for entry or exit from bunker bc thats really difficult to ding it

Deveria Studios

ill be adding crafting items in the future that will let you place markers and track where you have been.

Deveria Studios

Thanks for the awesome feedback! Glad you like my version of the slime girl I definitely wanted something different from all the other out there. It’s great to hear you like the knight girl as well.

Deveria Studios

I actually have craft able markers in the works right now to help with the bunker navigation. I’m also looking into many combat weapons so you'll see all sorts of different weapons that have different damage and speeds.

杳奈

Sorry for the late reply. After the opening cutscene, when the player enters the crashed spaceship, there are some piles of debris. If the player jumps into them, they get stuck and can't jump back out. I can really tell you put a lot of effort into the models this time! That said, I think the enemy models would be even better if they were a bit more 'voluptuous.' Having wider hips would definitely make them look sexier. Looking forward to the next update!

松台

Hello! Thank you for the wonderful work. Regarding the playtest, the unique gameplay, reminiscent of previous Decent titles, was very appealing. As for enemy characters, I would be happy to see characters similar to the nurses and witches from 'House' and 'Depths'. I know balancing schoolwork and development must be difficult, but I'm rooting for you. Since this is a translation from Japanese, there may be some errors.

Deveria Studios

I can fix the issue with the player getting stuck, i just need to adjust some of the player controller values. Also don’t worry once I add more enemies you’ll see some more voluptuous girls.

Deveria Studios

Glad you like the game so far. I’ll be adding a good variety of enemies in this game so hopefully you find some characters you like.