Corrupted at the Core
by Enlit3d Patreon Website Twitter
Corrupted at the Core is a Dungeon Crawler/Rogue turn based fighting inspired by games such as Divinity II and Darkest Dungeon.
Screenshots
v0.902
Added random event rooms (? icon on the map)
Added 7 random events
Added item spawn requirements
Added new items that will only spawn after certain amount of progress during a run
Added Emissive color customization in dresser by clicking on the * button.
Added a camera zoom in effect when character is engaged in a grab
Added new gameplay options to toggle automatic camera panning and camera zoom on grab
Added some internal memory management things to help deal with big mods
Units receive AFTERGLOW status after climax again so their p**** remains erect
AFTERGLOW no longer have gameplay impact
Fixed "Haste" card was named "haste"
Fixed items granting movement bonus having no effect
Fixed Temp HP not reduced correctly during grabs
Fixed a bug that cause there to be much more campfire rooms than intended
Enemy level scaling to 5/floor from 10/floor (game is now easier)
Defend action scaling to x0.7 SPC ATT from x0.6
Weapon slot under loadout is disabled for characters with preset weaponry
Reduced generated portrait size to 128x128 from 256x256
Added a better fallback case for when portrait texture is full to prevent fruitlessly trying to re-generate new portrait textures
v6.4
Added inventory system
Added equipment system
Added equitable items
Added applying equitable item bonuses - stats and granting new cards
Added random item drops during runs
Added random magical items
You now start each game with a couple of items in inventory
Fixed a possible softlock caused by AI trying to switch grabs when there's no valid grabs to pick from
Fixed Pass Turn button not functional during grabs
Previous versions
v6.31
Fixed a crash when some enemies tries to reversal
Fixed Pass Turn not reappearing after an action is used
Fixed displacement ability (push/pull) not separating the grab participants if used right next to the grab participants
Fixed UI elems off by 1 pixel
v6.3
Added resolution and borderless window settings
Card effects are now scaled by character stats (the affecting stat is depending on card color, STR->scales red cards, INT->scales blue card and so on)
Added new "Beckon" status, a self-inflicted effect that cause attacks to grab you instead, similar to when KOed
Added new "Shaken" status, which is a depuff that causes all attack to have disadvantage.
Added armor breaking and outfit/armor points.
When not armor broken, Finisher type grabs cannot be used on the character
Added new Pass Turn button
Certain moves will no longer force temporary outfit removal
Attackers in grabs inflict higher self damage
Victim can use "Commit" as well during Finisher-type grabs
When using GrabSwitch, units must switch into a more intense grab type; Tease < Pleasure < Finisher
Fixed a potential crash in certain gpu drivers caused by "sampler arrays indexed with non-constant expressions"
v6.2
added new feature that allows different prompts to be shown when interacting with dungeon objects
added card removal option at rest spot
added simple escape menu when ESC is pressed instead of closing the game
added downed/lying state - atm this is only used as a better defeat animation rather than the old target disappear in the air
added card color, some pickups will now only grant cards associated with each character's color
added card rarity, you'll find cards of different rarity during runs. Generally, rarer cards are more powerful
you are guaranteed rare card upgrades after boss fight
the overall quality of card pickups have increased
you only draw the Basic Action card token when you have more than 4 cards in your deck to avoid hand clutter.
grab initial escape DC increased from 5 to 8
sped up a couple of animations
fixed bug that cause movement to be bugged on high move speeds; increased unit move speed
fixed bug and now auto camera should return to current unit taking turn after that unit's action ends
fixed bug with auto card suggest incorrectly displaying red attack-lines when there are no attacks possible with suggested card
fixed bug with auto card suggest not resetting the card highlight state when player mouse over a card
fixed bug with cards not shrink to the small size after the player move cursor outside of card bounds
v6.1
added new dungeon exploration system
added new adding-card-to-deck feature (deck resets on each run atm)
added a new dungeon to test the new dungeon exploration system, along with 2 new girls with their starter decks. It is expected that you'll expand their deck by picking up the AddCard bonuses found during dungeon runs
added experimental feature that enemy with split cards now will now draw 2 cards per turn and attempt to use both halves, although this does mean the preview wouldn't be accurate
added the automatic camera track toggle if you wish to control the camera manually
added deck view button to see what cards are left remaining in deck and what is used
enemy threat range is now in a darker red to help differentiate it from auto targeting arc
added new Evasion status effect: it causes the next hostile attack to miss
added and tweaked a couple of cards
fixed bug that cause camera getting stuck and unable to be disengaged with middle mouse button
fixed the enemy move + threat range grid not showing when auto card selection is enabled
fixed abilities that stuns the user not ending the turn after
fixed enemy units turning their head towards the camera
fixed bug that cause used cards to be redrawn every turn instead of at when deck is empty
fixed auto card target selection will sometimes miss a target for multi-targeted attacks
fixed cards get squished to the left after grab selection
fixed a rare instance where cards disappear and game soft locks
fixed bug that cause garbage cards to appear in your hand if Back is pressed during target selection
fixed various bug introduced by the new dungeon exploration system, big thanks for the Discord testers!
v6.0
v5.01 Demo
Added "Remove" option to remove a clothing part.
Added "Back" button to discard all changes.
Added initial support for mod folders! The base game files is now located in /data/_base/ and mod folders can be added to the /data/ folder to extend the game!
Added additional debugging messages to help diagnosis issues like the whitescreen.
Couple bugfixes
4.2 Demo - this is more of a "transitional build" as globlins are added to the game, but don't have h animations yet.
3.3 Demo - Initial release
4th Character added.
Combat is mediocre the card system is annoying because you basically just keep recreating the same character from one card because your last one died. Card system is random and a strange choice for sure. Waiting all year to have the positions actually make sense and there's rarely any actual sex. Just you getting eaten by a slime with the most recent update. Coming from previous enlist3d games this has to be the worse one I've played from them so far. Idk why he has great abandoned games and commits to this mediocrity. Bad time for lewd pc gamers when this is the type of stuff we get stuck with.
Gameplay is 'decent' for an early version, needs WAY more cards and combinations so that decking out in a certain way actually feels rewarding. Animations are, as is usual for Enlit3D, a bit jank and rough around the edges. However, the game definitely needs waaaay more work, it feels like a V0.1 with how barebones the content is, hell, the background when you pick a character is the same as Heroine Rumble, couldn't even be bothered to make a new one lmao. To be more precise, the game mechanics are a mess, imbalanced, illogical, and too linear. There aren't any interesting combinations to discover, and the way 'CC' works is extremely sketchy (The player can be put in an infinite stunlock yet enemies can only be stunned once before their Resistance bar fills up, preventing any further CC). 1/5 till more updates fix the balancing issues and bring it up to 2-3 stars.
Core elements of this game are rock solid and setting it up to be a very fun and unique play. It's like Last Evil which is one of my favorites but this one has some advantages such as multiple character interactions(3+), movement in combat, and rpg elements like gearing and leveling up giving you more run customization with different perks to choose from per lvl.
[v1.004] It's good. The main part of the hexagon strategy RPG card game is fully playable and enjoyable and so are the visuals. There are still balancing issues to address and to make the Headquarters and resources gained from expeditions useful.
The latest update 1.004 is considerably better than the others in terms of mechanics. + Lots of moves Various attacks Different animations Default attack on turn end and not considered as skill Character customization - The male character isn't male-ish Everything in base isn't unlocked at start No keyboard camera movement Repetitive map Few enemy design Can't check enemy status while grabbed I've been a fan of enlit since his first wrestling game and I'm impressed on how he tries to make new genre of games.
As far as i can see from this game it has a lot of potential and can be really good if is not a short game. For now is really good, the mechanics are simple and easy to understand but with so few stages and kind of enemies can be annoying...well is still a demo. Let's hope in a long and enjoyable game
This game was a 3/5 for me before, but now it is a 5/5 after the cards update. Cards make the game playable for me, a big +1 for me. This game went from a xcom type to a more casual card combat game, and personally the card-combat-fuck works better for me. I love the customization, and the art style, is kind of unique. Also you can just skip turns and see the animations, lovely feature.
Gameplay: this is like Last Evil with a party and with movement across a hex-board -> I love the concept. This game definitely still needs a lot of polishing, but is already good. Once finished, this will be better than some AAA titles. Right now (0.6) it is only a tech demo. There are no Options and the whole interface looks like placeholders.
This game is a mix between Heroine Rumble and Heroine rescue team, with an innovatiive (for this particular genre) style of gameplay. The gameplay is pretty much like XCOM and other similar turn-based strategy games, so if you loved those games, you are going to love this. Im writting this the game has 7 characters now, so i believe the Dev will add more characters or customization, which is nice, characters are sexy and better looking than on the Dev's previous works. The Pros: Strategy - If you like strategy games you are going to love this. Turn Based - Since all the sex is turn based you can keep looking at an animation for an hour if you want and you won't take more damage until you actually do an action. Futa - Has Futa characters. Minions and Bosses - You can just rush and fuck the minions, which is nice, but there is also stronger enemies like Blue and Red. Cons: UI is a bit hard to focus, but it is somethign expected for any game in such early stages. Incorrect Resolution (on my computer), hopefully this game may get resolution options in the future. All in all, an excelent new project, which is still in it's earlier stages, lets see how this one develops!
This demo version i think it is very good but isn't good enough, it have morethings to expande and improve I Hope the next demo will be the best (And add character's clothes to the Heroine Rescue Team)
Unfortunately even in a turn-based game this team doesn't produce decent animations and the combat is pretty stagnant. It's just a demo but shows no signs that there's any better game behind it. All your units function differently but it's very hard or impossible to lose. Losing all sense of urgency in the player.
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