Hey everyone,
As we discussed in the last poll, the consensus was pretty clear (82%!) that you guys want me to head back to Unity and start fresh on something in the style of Corrupt Descent.
Because of that, I’ve spent the last bit of time getting Corrupt House into a stable, playable state so I can wrap it up and move on. It’s definitely not the massive project I originally envisioned, but I wanted to make sure those of you who were interested still got a chance to play what’s there.
Since the project is incomplete and I'm not adding the remaining planned content, I’ve set the price at $2.99 over on Itch.
You can find the game here:
Itch io - https://deveriastudios.itch.io/corrupt-house
DL-Site - Still Releasing
Note for Patrons: If you are currently in the $3 tier or higher, you don't need to buy it on Itch! The download link is included at the bottom of this post as part of your membership.
What’s in this version?
Since this is the final "as-is" release, here is a quick rundown of what to expect:
The Playable Loop: You can explore the house and the basement, solve the available puzzles, and attempt to escape.
H-Scenes: All the scenes from the previous Alphas are included and polished as much as possible.
Performance: I’ve done my best to squash the major game-breaking bugs, but as I mentioned before, the AI and the grab system are still a bit finicky due to the original build constraints.
I’m honestly really relieved to be at this point. Learning UE5 was a huge challenge, and while I’m glad I tried it, I’m way more excited to get back into Unity where I can focus on the gameplay and the scenes rather than fighting with the engine.
Future Plans
Future Plans: Corrupt Wasteland
Now that Corrupt House is wrapped up, I’m putting all my focus back into Unity. I really want to flesh out this next idea and get everything planned out properly before I start production. One of the biggest lessons I learned from my last project was that jumping in without a solid roadmap leads to bugs and burnout, so I'm taking my time with the design phase this time.
Below is a look at my current Vision Board for the new game:
The Concept: You’re stranded in a radioactive wasteland after a nuclear war. Humanity is basically gone, and resources are non-existent. To survive, you have to use an old, rickety train to travel between abandoned bunkers to scavenge for supplies.
The radiation hasn't just killed things—it’s twisted them. These bunkers aren't empty. They’re infested with mutated creatures and and weird enemies who are hunting the player to reproduce and spread their mutations. Every time you leave the safety of your train to enter a bunker, it could be your last.
Why I’m Excited:
Back to Unity: I’ll be working in the engine I’m most comfortable with, which means faster updates and more polished gameplay.
Focused Scope: This loop (Train Hub -> Scavenge Bunkers -> Upgrade) is very similar to Corrupt Descent, which I know you guys really enjoyed.
More Variety: The wasteland setting lets me get really creative with enemy designs—expect a mix of "normal" wasteland threats and some truly messed-up mutations.
I’m really feeling the scope of this project. It feels manageable but has a ton of room for expansion.
What do you guys think of the wasteland setting? If you have any cool ideas for enemy types, bunker ideas, or things you’d like to see on the train—or if you just hate the idea—leave them in the comments! I’m still in the brainstorming phase, so your feedback helps a lot.