Loquacious Rake Games released a new game called Chronicles of Corrupted Knights and the version is 0.2.0.5. The game’s story is about Chronicles of Corrupted Knights (CoCK) is a transformation-focused roguelite rpg. Sort of like if Corruption of Champions had more graphics, or if you merged FTL/Slay the Spire with Final Fantasy and made it all really lewd. Story Helia, Lady of Light… Aleroc the Warrior… Tittania the All-Mother… Urso the Hunter… Selbin the Secret-Keeper… And Lilia the Loving… Since time immemorial, the gods have protected us from Chaos,
the formless entity forever gnawing at the foundations of our world. That is, until Lilia, hoping that love might succeed where violence had failed, resolved to meet Chaos. Their erotic affair bound them together, transforming them into something else entirely. Now Lilia the Lustful, the Fallen Goddess, spreads her insatiable desire across the world, seducing and corrupting everything within her reach. One hope remains: enter her Corrupted Realm, reach the center of her power, and somehow restore her to her former self…
Developer
Loquacious Rake
Version
0.2.0.5
File Size
175 MB
Censored
No
Language
English
Platforms
Windows Linux macOS
Game Version ChangelogLatest
Free Build 0.2.0.5: New free build! This one’s mostly mechanics, bugfixes, and combat rebalancing, but it also includes two new consumables.
Major Changes:
Save support! Autosaves only during a run, though, because it’s a roguelite. You can switch between three profiles, which will be more relevant once I start on the metagame layer with between-run upgrades, companions, etc. (As usual, I fixed all the bugs I could find but expect some will have slipped through. Send in reports and I’ll fix them as fast as I can).
Also, the game saves your settings now between all profiles. No more resetting volume every time.
Cheat menu (Patrons only):
As a side effect of the changes I made for save support, this loads much faster now.
Added “Actions” panel. Only has a couple options right now (add shards, advance storm), but expect more in the future
Items:
Slightly increased how long it takes a given piece of equipment to become fully corrupted
Most food adds a bit more to the hunger meter than it used to. Purified rations are about twice as filling as other foods.
Most food now heals more – about a third as much as a health potion, so useful in a pinch.
Changed the loot tables so you should see resolve potions more often (at least, when a potion is drawn).
Rebalanced the transformation effects on a number of foods (most are at least a little more potent than before, and many that grow one part will at least slightly shrink an opposite part)
Combat:
Now, when you surrender, you can choose a specific character and get a random scene with them (if available)
“Usable” items are now instant, and don’t take up your turn. Should make things like potions a lot more useful.
The default “Catch Breath” move no longer fully fills your bars. (That was left over from testing by accident). It fills them some, but the recovery moves from Accessories are generally better.
When stunned, the game no longer makes you choose a move just to continue being stunned. Instead, combat continues until you’re not.
Weather effects now apply to everyone, all at once, at the end of a round, instead of per person at the end of their turn (should make combat in the storm fell a bit faster)
Added support for battles vs anywhere between 1 and 4 enemies (as opposed to just the 1v3 that existed before). Later releases will have some difficulty ramping, with more dangerous encounters the deeper you travel into the Goddess’s Realm… but for now, I just mixed some 1v2s in with the 1v3s.
Removed most cooldowns from combat moves. I think I left a few on enemies to stop them from spamming especially annoying ones, like the Imp Rogue’s trip.
Tightened up the combat camera code. It should feel smoother/faster now.
Fixed some issues with speech bubbles, so they should no longer get stuck when the camera moves.
Enemies should raise their own lust a little faster, when they decide to do so.
Map:
Map movement is now one space at a time, even if you visited the previous space. No more accidentally committing to a three day sojourn into the storm.
Settings:
Added setting to toggle the combat head-bob camera animation (sorry to anyone who was nauseous)
Misc Bugfixes:
During combat, effect tooltips should now display number of turns, not seconds
Fixed in-combat resolve drain from hunger/starvation.
Fixed issue where sometimes orgasming enemies kept their original sprite layer, making it look like they had three arms
Fixed an issue with effect tooltips not correctly registering your character’s gender.
Fixed the buttons in the settings menu’s fixed gender options. (Male and female were accidentally set to their opposites. Oops.)
Fixed issue where the player’s stats were titled “Player” for the first second of the game
Made it so it’s somewhat less likely that map icons generate overlapping each other. (I’ll try to fix it fully next time)
Fixed an issue where sometimes, on a combat loss, the game would soft-lock with an invalid sex scene.
Fixed some memory leaks in map code and in loot tables. Hoping this fixes some of the odder crashes I’ve heard about?
Fixed issue where stat transferring/draining moves weren’t working right (turns out I’d left a very dumb placeholder in, so had to actually code a new system for it)
Fixed issue where, rarely, an event about noticing your changing body would show a “null” in the middle of the text.
Some bugs remain – ran out of time on this update, but I’ll try to get to them in the next.
Developer Notes
Two things to mention:
At present, there’s more content here than most v0.1 releases imply, but it’s still pretty limited, and there’s only a place-holder ending. Play it, enjoy it, and let me know what you think? And please post any bugs here, or itch, or on Patreon if you decide to support, and I’ll fix them as soon as I can!
you can check gameplay from here
https://www.youtube.com/watch?v=x03scy3GDr4