Hello everyone! This is Miyoshi Shizuka. I usually post progress updates on my X (Twitter) account, but I’ve decided to share them here as well. I have uploaded the video. Please check it.
This time, I implemented a system that uses chemical reactions between fire, water, lightning, and oil to give players an advantage in combat. It’s a powerful mechanic—but be warned, you can get caught in the effects yourself. Handle fire with care!
Version 0.1.3 brings HUGE changes to the caverns of Grimdelve, the biggest of which are brand new stealth mechanics and an additional ~10 minutes worth of scenes featuring Gisela! We are now nearing the completion of the DEMO content, currently only one more sequence featuring Jaro is planned. Once this is added, devlog updates will persist until the game is finished, which should hopefully take a year once the demo is in a completed state.
NEW FEATURES:
Stealth! Enter stealth mode to hide the sounds of your steps, but be careful because other things, like lighting your lantern, still make noises. Creep around in the darkness to avoid a new enemy, or try using your traits to get you away safely if you get caught!
Scenes featuring Gisela! See her adjust to life underground and decide what first impression she will leave on her new fellows...
Dialogue lines, both trait-dependent and not, to help flesh out our characters.
Ability to rebind ALL of your keys as you see fit.
Improved health system! With the addition of stealth, there needed to be a way to die. But, not everything will instantly kill you. Perhaps you escape your assailant harmed but not dead, or perhaps you survive an otherwise deadly fall...
New music and enhanced sound design, including directional footstep sounds!
It's the Sleeve Shock May Update! Our main character, and Robie go out on their first mission undercover as party goers to try and run a simple heist, but everything goes wrong! We get to meet a new character, and there's been a big music overhaul!
The space station map is slowly getting bigger. This update introduces the start of the dining area of the space station. There will be changes to the layout as well additions such tables, signs, trash, etc. At this time the main focus is getting the over all layout finished and then really dig into adding the personality to the station making it feel lived in.
MONSTER AND ENEMY AI
ENEMY GUARDS AI
The enemy guard AI had an issue with walking directly into the players face every time they got into combat. This is due to a part of their combat behavior in which they move to ideal attack radius before they start circling and shooting at the player. This radius has been increased to give the player breathing room. Lastly the guard AI now have the ability to hear the player when they run and fire their gun.
THE WARDEN AI
The Warden AI had an issue where it would give up chase immediately when losing sight of their target. This has been fixed so the Warden will now remember its targets last seen location and continue chasing a few seconds longer after losing sight of its target before going into its investigation state.
PLAYER
The players weapon system has been completely reworked. Previously you only had one pistol and pipe. This update adds space for up to 4 weapons which can now be picked up or swapped out for other weapons found in the map. The pistol gun shot sound was also changed due to many reports from players about it being painful to hear with its high pitched sound. Lastly I have added an ammo system collecting different type of ammo for different weapons as well as tracking ammo. There is also now selected weapon state icon for each weapon.
WHATS NEXT?
Currently I have plans to add a few more sections to the space station including a comms section, water treatment section, main station power generator section, an specimen observation section, a medbay section, storage section and finally finishing the habitation section. There may be a few more sections added but this is not guaranteed.
At some point I will be making it so the AI can see players flashlight and investigate it. I will also be making it so entering vents causes noise depending on how you access. There are three ways the player can enter vents: Pull the vent off with a QTE system (quiet but slow), break it open with a blunt weapon, (faster but loud), Running and slide into the vent grate breaking it open (loud but good for a quick escapen while in chase).
I will also be adding ground vent access as well as adding more vents around the map as well as adding additional optional routes to navigate hallways.
At some point a small crafting system will be in place to craft explosives, healing items and noise makers.
THANK YOU FOR PARTICIPATING IN THE PROJECT CORRUPTION PLAY TEST
I am working very hard on polishing and updating the project as often as I can. Also please feel free to join the Discord server which is linked in the games main menu!
Hello everyone and Happy Golden Week! I've pushed the new patch that will have the following adjustments!
- Fixed the gas cannister hiding spot - Fixed an issue where HAchishaku got stuck in the school area and could not chase you further - Improved the escape key menu usage (full fix in progress, this is requiring a lot of internal rework) - Added UI element to show which type of smoke bomb you currently have - Added UI notification for the ability to use backspace to exit dialogue choices - Improved the visibility of the Customization button in the inventory/map menu - Added a special bikini for Golden Week! - Added two additional costume recolors! - Reduced cost of some outfits - Added 2500yen bonus for beating the game