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Corrupted News

0.4 Update

Hello, I'm here to give you an update!

We focused on continuously adding content and improving gameability.

I'll introduce what parts have changed!






[h2]Card Renewal[/h2]
As our game is a card-based combat system, we decided that card playing should have enough meaning.

So I changed all the existing cards and focused on building a new card.



In "Corrupted," there are four character type: Charge, Shooter, Firepower, and Support.

Each type has a different combat role, and it's made up of distinctive cards.

However, rather than providing all the character cards from the beginning of the game, I decided that getting character cards one by one would be a great fun in growing characters.

So if you choose the characters you want and start the game, you will be given a basic card package for each type at first.

Starting with these card packages, the decks will be filled one by one with the card rewards you get as you proceed with the stage, and it will appear as an element to grow and strengthen your members.



An element called 'exism' appears that affects card hand play.

This 'exism' has a big impact on the card effect itself, but most of it consists of effects that can play a chain advantage in card play using energy.

When a battle occurs, the card is often used to control the victory, so it is an intended system that uses card 'exism' to efficiently fight.




[h2]Change the design of the H.P bar and add indicators[/h2]


The design of the existing flat H.P bar has been changed beautifully!

The focus on increased visibility and design makes it easier to check your physical strength even during chaotic battles.



One of the most frequently talked about stories was damage marking and status anomalies during combat, and skill visibility.

We now know what skills we use and how much damage this skill can do to our enemies. (I don't know if the skill was used..)

In addition, the skill effect makes it easier to see at a glance whether the condition anomaly can be applied to the enemy.

Corrupted in Steam Next Fest! (with Live Streaming)

Hello Commanders!

Corrupted will participate in the 'STEAM NEXT FEST' festival!

This update is the last update of the alpha version.
Subsequent updates will be serviced as CBT exclusively for funding supporters, including chapters 2 and 3.

Check out our Discord channel for updates!
Link to Discord


[h2] During the festival[/h2]
Monday, June 18, 2023 10:00 AM - Monday, June 26, 10:00 AM PDT


If there are people who haven't liked Corrupted yet, click the Wish button! please.
https://store.steampowered.com/app/2007770/Corrupted/

'STEAM NEXT FEST' NOTICE (JUN/19 ~ JUN/26)

Hello Commanders!

Corrupted will participate in the 'STEAM NEXT FEST' festival.
Our free ALPHA version Steam service, which many people loved, ends at the end of this festival.
Don't miss the last chance to play for free and share with your friends!

Subsequent updates will include chapters 2 and 3 and will be served as CBT exclusively for funding backers.

If there are people who haven't liked Corrupted yet, click! the Wishlist button please.

https://store.steampowered.com/app/2007770/Corrupted/


[h2]Festival Schedule[/h2]
Jun 18, 2023 (10am) ~ Jun 26 (10am) [PDT]

In this NEXT FEST, our last demo version (0.4 Final Demo) is scheduled to be updated.
It's full of surprises, so please look forward to it.

[h2]Upcoming updates[/h2]
  • Add skill indicator system
  • Tutorial large-scale renewal
  • Card large-scale renewal
  • Death notice
  • Increased icon & effect visibility
  • Increased HP bar visibility, added enhanced monster highlighting


[h2]Update Spoiler[/h2]


0.3 Update!


Hello, I'm here again to bring you some new news!

Getting feedback from testing and your valuable reviews, we've stepped up efforts to improve the overall quality of our game!

Let's take a look at what has been added and changed!



[h2]Add Skill Cancellation System[/h2]
I improved the part where the card was not used due to 'xx is busy'.

Even if your character is using a skill, you can cancel it using a card that takes different actions.

It can be used for various purposes depending on the skill level, such as reducing the delay by linking cards and skills.

However, if you cancel the skill before it takes effect, the effects that have not taken effect will disappear.




[h2]Change deck editing system[/h2]
Until now, it has been free to pack deck piles by adding and removing cards that users want to suit their taste on the deck editing screen.

However, our developers judged that it would be more strategic fun to get the best choices and the best efficiency in a limited situation than to give them the freedom to edit the deck.

deck management>
Corrected it to 'Dek Management' instead of 'Edit Deck'.

It's because the user can't edit it at will now. (Factors that increase the difficulty level?)

Instead, you'll be given the opportunity to overhaul your deck on the added 'rest' stage, as you'll see in more detail below! (ex card removed)

[h2]New Stage - Rest Area[/h2]
A stage that appears in the stage selection stage, such as General Battle, Unknown.

Whenever you enter the resting place, your mascot character, the rat, will welcome you.


The functions available here include 'Enhancing morale' and 'Crushing machine'.
(You can use only one of the two functions per visit.)

You can restore the morale gauge with the morale-boosting function, and you can select and remove cards from the cards you currently have with the shredder function.


When we introduced the system called fraud, there was a lot of talk about the lack of content to raise fraud. So what I came up with was, "Let's put in a morale boost function through the rest area stage!"

This simple mini-game result changes the amount of morale recovery.
(I'm not good at rhythm games.. → Then take good care of Morale~)


Deck editing has become impossible as users want, but card removal has become possible through the shredder function in the resting place!
With this function, you can set up your own deck and use it strategically.

[h2]Reinforced Monster System[/h2]
Monsters with certain status anomalies appear intermittently!

Reinforcement monsters are dangerous enemies that can have powerful effects on themselves or fatal effects on enemy forces. (It's also the number one elimination target.)

The effects of these reinforcement monsters are mostly indelible capabilities, and they will greet you with a tricky enemy that makes it difficult for users to fight! (I never wanted to..)

Reinforcement monsters look just like other monsters, but they are easily recognizable by their visible special effects.



[h2]Adding a Sudden Death System[/h2]
If only one of our allies who lacked the ability to attack and one of our self-recoverable enemies were left alone in battle, the game would not end and would last almost forever.

The system added to solve these problems is 'Sudden Death'.


When the battle begins, the Sudden Death counter will begin in the upper right corner. (Timer time varies depending on the number of team members and the type of battle stage)

It doesn't matter if the battle ends within that time, but if the battle continues until later, the Sudden Death rule applies. (Increase of damage, Increase of attack speed, etc.)

In addition, if the battle is terminated through Sudden Death, a little disadvantage applies from our side. (Reduced morale due to battle fatigue)



[h2]Bug Fixs[/h2]
- A bug where certain plug-in contents were not visible (text error)
- The fact that the input was not properly intermittently during the rhythm game at the resting place
- Rest Area UI Overlapping Problem
- Tooltip position is out of the screen and some of it is being cut
- A.J. Card 'flash mine' marked value incorrectly
- Fix some buff icon notation errors
- Fixed a bug where intermittent obstacles and characters overlapped to spawn
- Card sorting issue in hand
- Equipment Description Tooltip Missing Bug
- Enemies Details Tooltip Marking Error
- Bug where tooltips for buff & debuff tiles sometimes didn't pop up
- A bug that broke the alignment when using the hand's card as a keyboard shortcut
- A bug where the SP of a particular monster was raised even before the battle started
- At the end of the battle, the end of the battle sound was sometimes not heard
- When you continue to use the card,Errors that evaporated and cost without card usage

0.2 Update - Major Renewal!

Major Updates

Hello, commanders! Greetings after 2 months since the last update.

In the meantime, we have conducted various tests with your reviews to identify and improve the problems of the existing game, and we needed time for an overall renewal as well as some improvements for various in-game elements.

We've made significant improvements to the parts that were disappointing while playing Corrupted, so please check it out!



[h2]Event renewal
[/h2]
As many reviewers pointed out, the previous event was a bit lacking.
In fact, it was so absurd and so unfunny! sorry!


(It's full of text, and even the fatigue of having to choose between risks...)

Therefore, we decided to improve this part in the direction of complete renewal by spending a long time!

[h3]
[/h3]
  • Increase the immersion of the event content by using illustrations (quality work will continue)
  • Improve visibility by changing the overall event flow and design
  • Properly structured event content and various texts to generate interest
  • Increased awareness of reward content using tooltips

Currently, there are a total of three events that can be met, and unlike before, there are various branching results for each choice, so you can enjoy enough fun even when repeating. (We plan to provide more types of events through future updates!)

[h2]Stage creation method Renewal[/h2]
Existing stages were made in a straight line, so we tried to control game variables as much as possible, but this also limited the user's options. I thought it was enough to have a choice at the entrance event.

But it was a completely wrong choice. As we played with the choice removed, we realized that the rewards we expected were not visible and we only progressed through luck, resulting in a loss of interest in progress.

To solve this problem, we decided to provide a 'random stage card' that combines rewards and battle types every DAY.


This is a DAY transition. You can check the path you have already taken, and you can also check hints for hidden elements at the bottom. If the next destination is a fixed stage, information about that stage is also shown in advance.


This is the stage selection stage. Now, commanders can check the rewards and battle difficulty in advance, and can select the stage to enter according to the team's situation.


[h2]New Stage - Swarm Battle[/h2]
Many people commented that it was regrettable that similar battles were repeated every time they played the game over and over again.
We are planning various battle modes to solve this, and with this continuous battle update, we are able to debut a new battle mode.
[Rules]
  • One continuous battle consists of 3 waves.
  • After one wave battle is over, you can reposition your team when preparing for the next wave.
  • Damage received in battle is cumulative, and HP of obstacles is also maintained.
  • At the end of each wave, all allies recover 20% of their max HP.
  • There is a new tile, 'Instant Recovery' tile, at each wave preparation stage, and allies above this tile are restored to 100%.
  • As it is a hard difficulty mode, a supply box reward is waiting for you when you clear it!


[h2]New Elite[/h2]
[[Bloodsucker]]
  • Description: It is unclear what she was doing. Except for the fact that one arm is a cyborg, and that arm has mutated and become a formidable threat.
  • Rating: Elite
  • Type: Assault
  • Basic Attack: Cyborg Arm (Range: Melee)
  • Skill: Hijack


[h2]New Enemies[/h2]
[[Paratrooper]]
  • Description: Infected Special Forces member. Specializes in stacking damage with long-range rifle shots and toxic grenades.
  • Rating: Normal
  • Type: Shooter
  • Basic Attack: Rifle Shot (Range: 6)
  • Skill : Poisonous Spores


[[Hugger]]
  • Description: The Hugger is an aggressive Corrupted that rushes in and hugs its opponents with great speed. The skill can subdue the target ally for a long time, and threatens allied raiders with a damage bonus proportional to the maximum HP.
  • Rating: Normal
  • Type: Assault
  • Basic Attack: Claw (Range: Melee)
  • Skill : Suppress


[[Robo-Arm]]
  • Description: The Robo-Arm is a Corrupted that used to be an industrial grabbing robot. It heals enemies using the sap that extends from its claws, but the healed foes soon undergo a chemical mutation that causes a large explosion.
  • Rating: Normal
  • Type: Support
  • Basic Attack: Pincer Bite (Range: Melee)
  • Skill : Incomplete Enhancement



Minor Updates
[h3]Morale System Changes[/h3]
Later in the game, I noticed that the max morale didn't change even as the crew increased, making the difficulty even harder.
Therefore, we changed the morale value from integer type (existing) to % (changed) and changed it to always have the same risk even when adding characters.
Also, morale can now be restored through stage card 'Camp' and Survivor Backpack rewards.

[h3]Added battle random modifier[/h3]
New elements have also been added to regular combat. It's 'Reinforcement', and when the count passes, additional enemies appear from all sides. Check out the game for details!

[h3]New tiles[/h3]




[h3]Balance improvement[/h3]
Overall, it seems that the increase in difficulty for each level is too big.
The enemy's level has now been deleted, and the enemy's stat increases gradually according to the daily stat increase formula.

[Miscellaneous fixes]
  • Weakened basic stats of allies and enemies
  • (Nerf) Decrease basic HP of Assault type allies (Rampage, A.J)
  • (Buff) Shooter type (purple, gunhead) range increase 4→6 buff
  • (Buff) less frequently used Fuse, Relief Max SP reduction
  • (Buff) Parasite Queen max SP reduction
  • (Rework) When hatching a parasite egg, damage increases in proportion to the remaining shield (3.5 to 0.5 times damage)


[h3]Convenience and UX improvements[/h3]
  • Added stun animation for all characters
  • Changed the non-placeable tile grid display to be distinguished
  • Improved damage font visibility
  • Added optional features (play background sound, adjust mouse pointer size)
  • Add pause using spacebar during battle
  • Added automatic pause function when switching to another screen during battle
  • Responds to resolution changes (official windowed mode is not supported yet)
  • Added various tooltips