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CSdev profile
CSdev
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CSdev
This is the tip jar for people who wish to express appreciation for Corrupted Saviors, my erotic text game. I don't put any of my releases behind paywalls, which means that subscribers will still be playing the same versions as everyone else. However, I will be making a special effort to share and discuss the game's development with subscribers. Developing this game takes a significant portion of my personal time. I intend to continue regardless of how many subscribers I get, but I'm grateful for any support.
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CSdev
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The last week of development has gone more smoothly than expected!  I was worried that I'd need to pick between implementing all the promised features and leaving myself a buffer of a few days at the end of the month to begin work on the new Distortion so that I'd be able to safely finish the whole thing by next month's release.  But it turns out that I've already managed to finish all the planned customization features, so there'll be no need to push anything back.  I'm currently working on some commissioned content, and then the last few days of the month will be dedicated to starting work on the Megalomania Distortion.

Probably the biggest new customization feature that's coming is the ability to designate campaign custom Chosen as belonging to a group that should all show up together.  If desired, you can just make groups of 2 or 3, but if you have more Chosen in the group, then they'll show up 3 at a time until they've all appeared.  So, if you make a group of 6 Chosen, then they'll always appear in two teams of 3, but which ones appear in which team will be random.  Putting Chosen in a group like this doesn't necessarily disable relationship events, but if any two Chosen in a team wouldn't normally be permitted to appear together (because of personality conflicts or prior relationship), then relationship events will still be disabled for that loop.  This does mean that you can design a set of custom rosters such that relationship events will still happen between the members, though.

Before allowing any members of a Chosen group to appear in a campaign loop, the game will check to make sure that the rest of the members will be able to join them.  Importantly, this means that the species of the grouped Chosen can make it so that they can only appear in certain parts of the campaign.  For example, consider a group of 1 Animalistic Chosen and two regular Chosen: they'd only be able to appear starting in Loop 5 (because that's when Animalistic Chosen show up) and they'd no longer be able to appear after beating Victory (because after that point, one city branch is guaranteed to have an Angel while the other is guaranteed to have an Undead or Devil depending on whether Splendor has been beaten).  The one important bit of wiggle room here is that custom Chosen created as regular humans can also show up as Superior Chosen, so I'd recommend that people making custom groups should avoid designating them specifically as Superior, just to keep their options open.
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CSdev
Public post
As I work on the goals mentioned last week, I'm also doing some miscellaneous bugfixes and interface improvements.  This is where my work on my side project is starting to pay dividends.  For example, one player brought my attention to the fact that the game doesn't play well in windowed mode because of how the button panel's sizing was set up.  But now that I have a better understanding of how Java assembles its display windows, I've been able to redo that code so that the game will organize the buttons into two rows when necessary.  These little improvements should come more frequently as I continue to improve my understanding of UI design.

That said, my goal of fitting a new Distortion into next month's update might prove a bit trickier than I had at first assumed.  The first four Distortions each took a whole month worth of work to implement, but that was before any advanced species or bosses had been added to the game.  Since then, each new species and boss has also had a potential Forsaken trait related to each Distortion, each of which has needed more coding and design work in order to implement their various interactions.  Adding a fifth Distortion will also require adding a new Forsaken trait for Animalistic, Undead, Devil, and Angel Chosen, as well as variations of the relevant traits for Victory and Splendor (because it will indeed be possible to Distort Splendor with the Distortion planned next month).  I work faster now than I did back when I added the original four Distortions, but it might be a tight fit to add all those traits alonside the base Distortion mechanics in the span of a single month.

I'm currently finishing up work on the additions to the clothing customization system in order to allow it to be used for your Forsaken as well.  Once I'm done there, I'm going to do some preliminary work on the coming Distortion path and see if I need to devote a larger chunk of this month to the new Distortion.  The outcome I absolutely want to avoid is being forced to release the new Distortion in an incomplete state where it doesn't actually include the Forsaken traits.  I'll report back next week with a more clear picture of what to expect for this month's and next month's relases.
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CSdev
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As usual, I've spent the first few days of the month working on my side project.  It's coming along nicely, but showing the latest part I've been working on would reveal some pretty big spoilers, so I'll refrain for now.  In terms of coding, it's almost completely ready for its first public release, but I've barely even started on the art and writing.  So, it's still too early to make a prediction for when I'll be able to show it to all of you.

Now, as for Corrupted Saviors, this is another "breather" month where I make sure that the new species is working properly and doesn't need any major adjustments.  I'll be taking this chance to make further improvements to the customization system.  There are some much-requested features that were too big to fit into prior releases, but which I should be able to implement now: Forsaken outfit customization, a general system for outfit management and exporting, and a more flexible system for campaign custom Chosen to be guaranteed to show up together.  I'm optimistic that I'll be able to finish all of these by the end of the month.

On top of that, I've been doing some preliminary work for the Morality/Innocence and Confidence/Dignity Distortion paths.  It's looking like doing them first will save some work later as opposed to doing the next round of bosses first, so the tentative development schedule is to add the Megalomania Distortion next month, and then the final Distortion 1 or 2 months after that, before finally moving on to the next round of bosses.
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CSdev
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Release 51c Bugfix

This fixes a couple more issues related to the introduction of the new species, most notably a bug which was causing Forsaken to improperly gain the Tempted Angel Distortion bonus.  It also fixes a bug where Forsaken using Tempt could put Chosen who weren't on the Tempt path in a bugged state.
Click here to download.  Mirror.
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CSdev
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Release 51b Bugfix

This fixes an annoying bug where Angel and Devil Chosen created for custom single play runs would ignore the player's setting for whether their Minor Vulnerabilities should start out broken.  It also fixes a more serious bug where Victory could oversleep and fail to appear in the Loop 15 boss fight.
Click here to download.  Mirror.
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CSdev
Public post

Release 51: Benediction

This update is the completion of the latest stage of campaign mode, as the sixth Chosen species, the Angels, have been added to the game!  Angels are the ones in charge of rewarding and protecting virtuous humans, both in this world and in the next.  Their duties don't usually involve battle, and indeed, even the more warlike ones are quite weak in a straight fight.  But their unearthly beauty drives your Thralls mad with desire, and their ability to soothe and comfort their teammates is quite powerful.  For Demons, which rely on trauma and despair in order to induce humans to sin, Angels can be considered their natural enemy.
In campaign mode, Angels will show up after Victory has been defeated, which means that they can appear in Loop 11 at the earliest.  If the player beats Victory in Loop 10 and Splendor in Loop 15 (or vice versa), then Angels and Devils will potentially be appearing together in the Chosen teams you face from Loop 16 onward.  This will only be relevant to players who play deep into campaign mode, but in order to make it a bit easier to do just that, another long warp route has been added which leads from Loop 16 all the way to Loop 20.  Experienced players should note that the Loop 11 warp and the Loop 16 warp both have the same set of conditions - the warp requirement depends only on which boss was defeated in the prior loop.  See the campaign map.txt file for more details.
For players who prefer single play mode or who want to practice before facing them in a campaign, the Angelic Clash scenario has been added, which pits the player against a team of 1 Angel Chosen and 2 regular ones.  At first, the Angel might appear quite harmless in comparison to the Devil, but it should become clear pretty quickly that they're formidable in their own way.
Aside from some balance tweaks, the other major improvement for this release is a one-click option to clean your old campaign saves.  The way this currently works is that it looks for a series of saves which are all from the same loop, then tries to keep just the first save of the loop and the most recent save before the final battle of that loop.  There's room for more options here (like changing which saves you want to keep, or cleaning saves from single play mode as well), but I want to collect feedback about this basic implementation first.
Looking forward, the next major features in the development plan are the next 3 boss fights (the Angel boss, the Devil boss, and a recurring midboss) and the last 2 Distortion paths (Morality/Innocence and Confidence/Dignity).  Before jumping into them, it might be a good idea to do one or two customization- and flavor-focused updates, but overall I expect the pace of development to accelerate from this point forward.  We're getting close to the home stretch.
  • Content: Added Angel Chosen to campaign mode following Victory's defeat.
  • Content: Added the Angelic Clash scenario for single play mode.
  • Content: Added 16 new faces for Angel Chosen to the default portrait pack.
  • Balance: Loops 3 and 4 will now feature at least one Superior Chosen in each city.
  • Balance: Lower-tier species won't stop appearing so quickly in later loops.
  • Interface: Added "Clean Saves" feature to delete unneeded save files.
  • Bugfix: Resolved a crash that could happen after backing out of the pick next city menu in campaign mode.
  • Other: Added a new warp route to Loop 16 (and allowed the Loop 11 warp to function even after facing Victory in Loop 10).
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