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Monday, August 30, 2021

Release 21: Distortion

This update has two major features.  The first is a significant change to the game's multiplier balance.  PLEA's trauma multiplier has been increased to x4, INJU's circumstance multiplier has been decreased to x3, EXPO's trauma multiplier has been removed (leaving only the circumstance multiplier), and the trauma penalty to each associated circumstance has been changed to only apply for every level above the lowest current trauma.  In order to keep circumstance levels from growing out of control, a new penalty has been added of x1/2 to all circumstance damage per level of the highest circumstance.

The effect of these changes on the game's difficulty is complicated.  Trauma is now more difficult to get, and PLEA is now important, so the previous dominant strategy of avoiding PLEA and stacking INJU and EXPO is now much weaker.  Because the strongest strategy is no longer as strong, this will probably result in an increase to perceived difficulty for players who had mastered using those multipliers.  However, for players who liked to use PLEA because of their personal preferences, the game will now probably feel easier, because you're no longer punished for investing in PLEA.

The other major change is the addition of an alternative corruption path which involves seducing the Chosen by being kind and gentle to them.  In order to activate this path, the player must avoid breaking all Morality and Confidence Vulnerabilities (except for T1 Confidence, use of 'begging'), must break the T2 Innocence and Dignity Vulnerabilities (Force Orgasm and Broadcast), and then reach 100k PLEA in order to use the new Tempt action.

This is meant to be a bit more challenging than just breaking Chosen the normal way, so you probably shouldn't attempt to use it on all three Chosen at once unless you're using cheats to help.  More alternative corruption paths will come eventually, each of them following the pattern of "Break two Vulnerabilities, leave the other two mostly untouched, and then achieve something difficult."

Finally, this update adds two new vignettes.  The first is a sex scene between the Chosen with Core Confidence and the one with Minor Confidence once they're both significantly corrupted (note that it requires them both to be non-virgins, so you generally won't see it if you're going for distortions).  The second is an early-game scene for the Chosen with Core Morality once she's gotten a decent amount of trauma.  The trauma required is high enough to trigger T1 sinful downtime actions, so if you see this scene, it means that it's definitely time to start aiming for some Vulnerability breaks.

For the next update, I've decided to start working on campaign mode.  There are other features I had wanted to add in order to help make campaign mode more interesting when it arrived, but I realized that those features would be a lot less interesting before campaign mode was implemented.  One or the other has to be done first, and I've decided that it makes more sense to start with campaign mode itself, since this will help tie the Forsaken into a functioning gameplay loop.

Click here to download.  Mirror.

  • Content: Added a new corruption route.  See the end of the guide.txt for detailed information.
  • Content: Added two new vignettes.
  • Balance: Reworked how several damage multipliers function.
  • Interface: Chosen who have above 100% Punisher effectiveness will now have that information shown on the corruption overview.
  • Bugfix: The tutorial will no longer break when played with hard mode activated.
  • Bugfix: Corrected some issues with the predicted exermination progression when surrounded or captured Chosen are close to freeing themselves.

Friday, July 30, 2021

Release 20: Observation

The main feature of this update is a new system by which various scenes from the personal lives of the Chosen (and the Forsaken) can be shown.  These scenes, which are referred to as "vignettes," don't have any impact on gameplay mechanics, but they do offer more depth and context for the corruption undergone by the characters.  As part of this system, scenes shown to the player are now saved and can be viewed using a new option on the main menu.  The scene viewer can be used not only for vignettes, but also for viewing the other major scenes which occur during each playthrough.

There are seven vignettes in this first batch, all of which have some sort of sexual content and most of which are very explicit and descriptive in that sexual content.  I'm still experimenting with writing styles for this kind of scene, so I'm interested in hearing feedback about how well it works.  Three of the vignettes are tied to tier-1 Innocence breaks, three are tied to tier-2 Dignity breaks, and the last one is a sex scene between two Chosen, triggered when the one with significant Confidence and the one with minor Confidence have a positive relationship and are moderately corrupted.  Each vignette can show up once per playthrough, and while they don't vary too much from playthrough to playthrough, there are dialogue differences and some minor scenario changes depending on personality and corruption level that should hopefully keep them feeling fresh and appropriate every time they come up.  I intend to continue adding a trickle of vignettes alongside the new gameplay features in future releases.

On the gameplay front, this update includes quite a few adjustments to features that players have reported problems with.  They're listed in the changelog below.

The next update will have some much more significant gameplay changes, as I plan on trying out a major rework of the multiplier balance in order to make PLEA-focused strategies more viable.  We'll also be seeing the first alternative corruption path, which involves turning the Chosen to your side using pleasure and manipulation of the public instead of violence.

Click here to download.  Mirror.

  • Content: Added the vignette system, along with an initial set of 7 vignettes.
  • Interface: Added a scene viewer which may be used to rewatch vignettes, core break interactions, and a few other scenes.
  • Interface: The number of turns each of the Chosen takes before arriving to help each other Chosen can now be viewed in their profiles.
  • Interface: All upgrades, including those already purchased and those with no prerequisites yet owned, can now be viewed in the new "Info" menu.  Chosen profiles from Psychic Reading have been moved to this menu.
  • Interface: The battle status summary is now reprinted every time the player returns to the menu to pick one of the Chosen to target during battle.
  • Interface: The game will no longer attempt to prevent the player from selecting Chosen who cannot be targeted by any actions in the current turn.
  • Interface: When examining surrounded or captured Chosen who are taking continuous damage, the damage they took in the previous turn is now displayed.
  • Bugfix: The multiplier summary will no longer print nonsense when the multipliers are especially large.
  • Bugfix: The first male Chosen to be generated will no longer sometimes use female civilian names.
  • Other: Added a cheat to unlock all upgrades with the push of a single button.
Release 20b:
  • Bugfix: The game will no longer crash when trying to add scene information to a new save file.
Release 20c:
  • Bugfix: Caught another crash related to the same issue.
Release 20d:
  • Bugfix: Creating new custom teams will no longer sometimes crash the game.

Tuesday, June 29, 2021

Release 19: Manipulation

This update adds the second tier of Forsaken training actions, which generally have lower Stamina costs, higher Motivation gains, and much greater Expertise rewards.  These actions will be the bread-and-butter of most training sessions, even after the later tiers get added.  The two main drawbacks to these actions are that they might be too intense for low-corruption Forsaken, and that using them during a playthrough requires purchasing upgrades (the same upgrades which also unlock Suppressor Commander types).  The latter requirement isn't very meaningful yet since there's no penalty for doing your training from the main menu, but it will be important for making the first tier of training actions more relevant during campaign mode.

Thanks to everyone for the feedback regarding where development should go next.  I'm going to dip into flavor text for one update in order to implement the vignette system (and ideally also a scene viewer) and put some more proper erotica into the game.  After that, I'm tentatively looking into alternative corruption paths.  I think this order works well since once the framework for vignettes is in, it should be easy to add a vignette or two to updates which otherwise don't have much erotic content, and slowly build up the number of viewable scenes that way.  The content of further-off updates still isn't set in stone, so feel free to continue to provide feedback regarding which features are needed most!

I've also opened up a tip jar which can be found on the site sidebar.  I won't be putting any of my releases behind paywalls, which means that I don't have anything concrete to give to people who donate.  This should be viewed purely as an option for people who are getting enough enjoyment out of the game that they feel it'd be worth paying for.

Click here to download.  Mirror.

  • Content: Added the second tier of training actions for the Forsaken.
  • Interface: After the Psychic Reading upgrade has been purchased, picking which of the Chosen to target first in battle will display the target's vulnerabilities on the confirmation screen.
  • Bugfix: The Forsaken's total expertise values will no longer sometimes decrease during training.
  • Bugfix: The game will now correctly remember which text size the player was using in the most recent save.

Sunday, June 6, 2021

Coming Features

Now that the core gameplay loops have their basic functionality implemented, I think this is a good time to discuss the next stage of the game's development.  The coming update will be built around the next tier of training actions for captive Forsaken, but after that, there are many directions we could go.  The following features will all be implemented at some point.  I'm interested in hearing which ones people consider to be a higher priority for earlier development.  Feedback is very welcome both here on the blog and wherever else I post.

  • More Training Actions: There are 18 more single-target training actions planned, which will eventually allow the player to train the Forsaken all the way up to 100% Hostility/Deviancy/Obedience/Disgrace.  I also plan on implementing some training types which involve using one Forsaken to help train another, but I'm not completely certain how that will work yet.
  • Add/Improve Flavor Text: Some of the dialogue and descriptive text written early in development doesn't fit well with the stuff written after I had a better idea of how each personality type should come across.  There's also a lot more room for personality, clothes, equipment, etc. to be reflected in combat and sex scenes.
  • Alternative Corruption Paths: This would reward players for avoiding the current semi-linear "all vulnerabilities get broken eventually" gameplay strategy.  For example, by defeating one of the Chosen without rape or violence, you might be able to get her on the "betrayal" path where she no longer wants the Demons to be defeated in the first place.
  • Portrait System: There are no plans to commission art for the game, but I would like to allow the player to use a folder of portrait images which are displayed in the game window.  Each portrait pack would have a set of expressions, and the game will switch between the expressions as appropriate for the situation.  Whether this would actually be useful depends on whether players would be interested in sharing portrait packs together.
  • Expanded Customization: Currently, the way the game refers to custom clothing and weapons is extremely basic, since it has no way of knowing what properties any given custom item should have.  Improving this would involve adding more flavor text and allowing the player to pick from menus in order to assign that flavor text to items.  It could also involve fully customizable flavor text packages that could be passed between players.  Similarly, there could be an even greater degree of customization for Forsaken (changing their bodies, giving them customized sexual fetishes they display during battle, etc.).
  • Special Chosen: This includes androids, angels, devils, kemomimi, and probably more Chosen types, each with their own unique and powerful abilities in combat.
  • Prior Relationships: These will involve some unique mechanics and lots of extra dialogue.  The "former partners" relationship will come naturally with the campaign when you come up against one of the Chosen who managed to escape from a previous final battle.  There should also be mentors, students, lovers, family members, and probably a lot more.
  • Expanded Forsaken Abilities: The Forsaken should eventually be able to use equivalents of defiler actions, and they should also have unique "super moves" to mix up the combat formula.
  • Special Battle Conditions: The combat formula can also be mixed up by having special conditions which apply to different battles.  For example, a battle might provide some bonus EE if you meet a certain requirement by the end, or it might take place in a special location which applies a modifier to certain damage types.
  • Daily Vignettes: Similar to the talk show, the vacation, and the preparation before the final battle, these will be scenes from the daily lives of the Chosen (and the Forsaken) which highlight how they're being corrupted.  Not all of them will be sexual, but the proper sex scenes should be more in-depth and detailed than any of the sex scenes currently in the game.
  • Campaign Mode: This would probably need a whole separate post to talk about, and some of the above features would need to be implemented before it would make sense to start on this one.  I'm including it here because it will also involve some sub-features that people might find interesting ("boss" Chosen, long-term goals, achievement bonuses).

Sunday, May 30, 2021

Release 18: Confrontation

This update allows the player to send their captive Forsaken into battle against the Chosen.  With this, the larger gameplay loop of converting Chosen into Forsaken in order to convert more Chosen is finally closed (although there are obviously still many important features which need to be fleshed out).  The main functional difference between Demon Commanders and Forsaken Commanders is that the Forsaken can be customized to a much greater degree, but this customization can only take place through the training system, which is time-consuming.  Some combat styles are sexier than others, but there are various descriptions depending on personality and corruption level, so every style probably has something for someone.

With the ability to use Forsaken in battle comes the ability to spend your days training the Forsaken instead of fighting the Chosen.  This will eventually become an important strategic element of the campaign mode, but right now it's completely optional, as using the free training option from the main menu doesn't pass time.  Because your roster of Forsaken isn't attached to any single playthrough, your Forsaken will be somewhat "unstuck in time," continuing to progress their skills and retain their stats even if you load a previous save.  This is very easily abused, so when playing on hard mode, in order to preserve the difficulty, Forsaken cannot be used.

It's currently often difficult to make use of the Forsaken due to the incompleteness of the training system.  In particular, the EE cost to deploy Forsaken depends on their Disgrace corruption level, and without the higher-tier training actions, it isn't possible to break them down to the point where their costs become reasonable for anything before the extreme endgame.  This can be alleviated somewhat by using Forsaken who had suffered high-tier Dignity Breaks as Chosen, but the uncorrupted Forsaken made with the "Generate Forsaken" option are pretty much only usable with heavy cheating.

From here, there are many directions in which the development of Corrupted Saviors could go.  I'll be making a post early next month detailing the features I want to add in the foreseeable future, and I'll be taking feedback regarding which of those features should receive higher priority.

Click here to download.  Mirror.

  • Content: Playthroughs on save files with Forsaken can now use those Forsaken in place of the usual Demon Commanders.  Note that this feature is disabled on hard mode, but Forsaken converted on a hard mode playthrough can still be used on easy and normal mode playthroughs.
  • Content: Playthroughs on normal or easy mode on save files with Forsaken can now spend days training their Forsaken instead of fighting.  This requires purchasing the Focus upgrade first.
  • Interface: The profile tips for tier-1 Breaks now provide a bit more information regarding how to achieve them.
  • Interface: The profile tip for how to achieve tier-3 Confidence Break is now more specific about which type of Commander is needed.
  • Interface: The Psychic Reading corruption summary now also displays the bonuses for reaching Lv 2 circumstance damage for the first time.  It also displays when the Chosen have reached the trauma threshold for tier-3 Breaks (but have not yet used the associated action) and when they've reached the Punisher effectiveness threshold for tier-4 Breaks (but have not yet been targeted by the associated Commander).
  • Bugfix: Male and futanari Chosen will no longer always become full female upon being converted into Forsaken.
  • Bugfix: Chosen who have shifted from female to futanari will no longer have lines implying they were previously male.
Release 18b
  • Bugfix: New games started on normal mode when Forsaken are on the save file will no longer get caught in an endless loop of downtime actions.
Release 18c
  • Bugfix: Chosen should no longer give the "first meeting ever" reaction upon their first time meeteing one of the Forsaken each day.
  • Bugfix: Forsaken should no longer forget each other's identities.
  • Bugfix: Spending days training Forsaken should no longer sometimes make it impossible to return to fighting the Chosen on that save file.
Release 18d
  • Bugfix: The game should no longer crash when low-Motivation Forsaken decide to throw a tantrum.
  • Bugfix: The game should no longer sometimes crash when trying to save new Forsaken.
  • Bugfix: Forsaken will now properly need some time to rest after a strenuous training session.
Release 18e
  • Bugfix: Fixed a training crash caused by the prior bugfix.

Thursday, April 29, 2021

Release 17: Escalation

With this release, the ability to manage your team of Forsaken has been fleshed out a bit more.  The Forsaken now have nuanced opinions of each other depending on their personalities, their history as a team, and their experiences together since becoming Forsaken.  Currently, the only ways to influence their relationships are to selectively increase their corruption levels and to provoke them into throwing tantrums at each other, but the options will expand significantly once you can have the Forsaken help train each other. These relationships aren't necessarily the same in both directions, so you can have unrequited love or unwelcome stalkers.  Unfortunately, previous versions didn't end up saving all the information I needed in order to reconstruct the relationships of former partners, so Forsaken from previous versions won't remember who their old teammates are.

Training the Forsaken now drains their stamina, which they restore by relaxing in various ways during their downtime.  You can also deplete their motivation by sending them on (currently fake) missions, and then restore that motivation during training.  Another important new aspect of training is that it influences which combat styles the Forsaken use.  Now all that remains is to actually implement the mechanics of having them fight the Chosen.

On an unrelated note, this release also adds a new difficulty setting.  The requirements to unlock hard mode are the same as the requirements to unlock cheat mode.  There's no content locked behind hard mode, so only players who want to experience an extra challenge should feel any need to turn it on.  When hard mode is activated, the deadlines for events and the final battle are moved up (to Day 10, Day 20, Day 30, and Day 35 respectively).  Damage taken also decreases by 20% per damage level, which means that all damage above Lv 1 is reduced to 80%, all damage above Lv 2 is reduced to 64%, all damage above Lv 3 is reduced to 51.2%, and so on.  Players now only receive scores for hard mode playthroughs, so anyone playing on normal mode shouldn't feel pressured to play optimally.

Click here to download.  Mirror.

  • Content: The Forsaken now have opinions of each other which they'll explain with a new dialogue option.
  • Content: Added the basics of Forsaken base management.  Forsaken Stamina and Motivation values are now meaningful.
  • Content: The Forsaken now have distinct combat styles which may be influenced via training.
  • Content: Added a hard mode to the game.
  • Interface: The text colors used by Forsaken when they talk can now be changed by the player.  When the Chosen are defeated, their text color will automatically change during the moment of their resolve being broken.  Forsaken from previous versions will retroactively have their text colors changed.
  • Bugfix: It should no longer be possible to lock oneself out of being able to cheat by going back in time.

Tuesday, March 30, 2021

Release 16: Training

This update introduces an entirely new mechanic: training the bodies and minds of defeated Chosen in order to sculpt them into Forsaken warriors that fit your particular needs.  The game's main combat loop went through several iterations before its first public release, and because the training mechanics are completely untested, they might also end up needing significant changes.  I'm especially interested in feedback during this early phase, before anything is finalized.

Each training session involves choosing multiple training actions in turn.  What happens during each training action varies according to the Forsaken's personality, the Forsaken's corruption, and whichever other training actions are already in progress.  If the training gets intense enough, the Forsaken's Hostility, Deviancy, Obedience, and Disgrace scores can be increased.  High Obedience makes the Forsaken more likely to cooperate with the training.  High Deviancy, which represents dissocation from reality, allows the Forsaken to endure more intense training without changing their behavior or worldview.

Corruption from training always goes up, never down.  However, there will be benefits to having some of your Forsaken at low corruption levels.  This (along with the Stamina, Motivation, and Skill mechanics) will eventually add some gameplay depth to the training system.  In the meantime, I'm mainly concerned with ensuring that the training system itself works alright.  It isn't as granular as the one commonly used by eragames, but I hope that it's still satisfying to use.

Only the first tier of training actions is implemented in this update, which consists of the easiest, most mild training types.  Most Forsaken who have been beaten the regular way during the final battle will be completely unfazed by all of them.  In order to make the consent and corruption increase mechanics relevant, I've added the option to generate a new uncorrupted Chosen and then immediately "defeat" her so that she can be trained as one of the Forsaken.  Players with early cheats turned on can access this option from the main menu even if they don't have any Forsaken on their save files.

Click here to download.  Mirror.

  • Content: Added a system for subjecting defeated Chosen to various types of training.
  • Content: Added the ability to generate a random uncorrupted defeated Chosen who can then be trained.
  • Bugfix: Added pages to the Forsaken menu in order to prevent the list from overflowing the screen.
  • Bugfix: Chosen attempting to inflict self damage greater than Long.MAX_VALUE will no longer crash the game.