Crush Corp

by HeavenlySize

Uncensored Windows
Versionv0.1.1a
EngineUnity
Released2026-01-02
Updated2026-04-09
LanguageEnglish

Play as a scientist taken hostage in a building to help a giantess attract more giantesses to your planet. Don't get crushed!​

v0.1.1 Content: - Added Evie Greeting event - Added another event - A few signals - Minor Improvements to girl materials/textures - Updated Tower Interior (Models, Lighting, etc.) - Drives now have dedicated models with signal lights - Various other model updates Gameplay: - Added loading screen when loading saves - Loading times reduced - More destruction implemented with less RAM usage - Increased the time it takes Shizune to show up - Soul Sync sensitivity is more sensitive now (requires finger calibration) - Girl can now interrupt current dialogue if new dialogue triggered - Drives now load into the mail system more intuitively and have accompanying visuals/sfx Quality of Life: - Can now save copies of signals to the PC (Main Console) - Added Loading Screen when loading saves - Added "/endEvent" dev console command to end currently running events - Main Console no longer reverts to base screen; instead, uses top bar for navigation - Adjusted player respawn locations during Emi Intro - Items added to hotbar are automatically equipped when stored (if not holding anything) - Save files are now properly ordered by number past nine - Added more flight speeds - Additional Console knob tuning controls (LMB/UP Arrow, RMB/DOWN Arrow) - Various miscellaneous improvements Bug Fixes: - Event state no longer gets stuck when reloading - Can no longer use the portal in the big room during events - Can no longer insert two drives at once when using a drive on a slot from your inventory - Doors can no longer get stuck closed - Basic drives now only hold three signals each - Dialogue no longer obstructed by signals presentation - Note Viewer and other UI elements now render properly on Ultra-Wide displays - Player can no longer get stuck in a menu state when opening/closing them in weird ways - Player now appropriately passes out once rest reaches zero - Arena Ring One Pillars now destructible - Smog particle system no longer scales infinitely as you get farther away - Various other bug fixes Development So there is a good bit more going on under the hood now with the game. Some of it is partially implemented, the rest will be added in the interaction update. There are three primary things that were major technical advancements this month: Dynamic Animation System This is the big one. It's basically a system that allows for the girls to aim at specific points using their hands and feet without overriding the animation. With modular transitions, this creates very smooth and natural animations which can target moving objects (like the player) with pin-point accuracy. In the current update, it can be seen when Emi points at the player, their finger actually properly tracks the player now! Needless to say, this will be of paramount importance with certain actions where aiming is important (such as grabbing the player). Additionally, a more advancement application will allow for procedural hip movement according to targeted feet positions. This will be useful when aiming stomps like in the arena, or for finely adjusting the girl's positions. In summary, this system will be hugely important for further development and you'll most likely be able to see the fruits in the next update! Destruction Optimizations This is more technical, but it involves a framework which utilizes prefabs according to distinct geometric meshes when buildings get destroyed. Instead of every building pre-caching it's own destruction as before, several buildings with identical meshes can utilize the same prefabs for greatly reduced RAM usage and load times. This method involves more setup during development and can create some wonky destruction until fine tuned, but it will enable the whole city to be fully simulated. Sticky Tiny System This is a system which allows tiny objects to get attached to the girl and follow the body precisely according to multiple bones. It involves grabbing vertex weights on the girl's meshes to move the stuck tinies according to their weight painting. This will be used in places like the arena so that tinies and vehicles can get stuck to the bottom of the girls' soles (or other places). It will also be useful in the climbing mechanics to come. v0.1 initial Release
slickricks 2026-01-10
Love the giantess and growth content and the models of the characters are all pretty solid. I am hoping for more nudity and explicit material soon but the game shows a ton of promise! The devs figured out a way to make a decent "game" within the world when most of what you really want to be doing is spectating.
Daikurou 2026-01-07
Hey, this game kind of rules? Like its bare bones, but it sells the concept super hard. Voice of the Void with giant anime women. You don't even need anything super explicit to make this awesome. Just add more sim stuff from like VotV and you've got a fairly decent thing going here. Love all the different size women and how unique they are from each other
FiFo787 2026-01-06
I see the vision. The animations are good, the storyline (as it is in this version) is only at the start but one can see where it is going. Currently content is pretty limited but I see it scaling up fast if Dev doesn't try to do everything-at-once-and-nothing-in-actuality like so many do. All in all If Dev keeps at it this game could shape up to be a quite novel take on the whole giantess genre. I'm gonna monitor this one with interest.

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