World of Corruption originally started as a personal study project. My goal at the time wasn’t to launch a full game, but to improve my skills in drawing, rendering, and animation. As part of that learning process, I used existing works from other artists as visual reference to understand composition, lighting, character posing, and scene structure. Some early scenes may feel inspired by recognizable material. That was intentional during the study phase — the focus was on technical improvement rather than originality. As the project grew, so did my ambition for it. Moving forward, my goal is to develop a more distinct and original visual identity for the game. Future updates will focus on unique character designs, custom animations, and a stronger narrative direction built specifically for this world.
What started as a technical exercise has evolved into a long-term creative project, and I’m committed to pushing it toward its own style and identity. Thank you to everyone following the journey. In addition, I’ve opened a Patreon page for those who would like to support the development of the project. Supporters will have the opportunity to participate in polls and discussions that help shape certain aspects of the game — including character focus, upcoming routes, and future content direction. While the core narrative remains guided by my creative vision, Patreon members will have meaningful input in deciding which characters and themes receive priority in future updates. This project is evolving, and I want the community to be part of that evolution.
AI Art:
- Yes, some AI-generated art is used for the environment backgrounds. Creating dozens of locations and backgrounds takes a huge amount of time, and using AI for those allows me to focus my efforts on what I enjoy most and what I’m actively trying to improve: hand-drawn characters, animations, expressions, and story content. My goal is to keep investing my time into the parts of the game that have the biggest impact on the characters and player experience.
- So yes AI but only for Environments that are not important or have zero interaction.
NTR Content:
- The game is designed around player choice. Every major character will have both a Love Route and an NTR Route, and the player decides which path to pursue.
You can:
- Play a full Love Route for every character.
- Play a full NTR Route for every character.
- Mix and match routes between characters.
- Avoid routes that don’t interest you.
- The story and character progression will adapt based on your choices.
- Planned Love Route Themes
- Romance, Relationship building, Emotional intimacy but also, Pet slave, Exhibitionism, Harem, Group sex (no other males (if not transformed)), etc
- Planned NTR Route Themes
- Swinging, Prostitution, Group sex, etc
One thing worth mentioning: while the game will feature NTR routes, it won’t be the kind of story where the protagonist is helpless or constantly gets pushed around. As the story progresses, the MC becomes increasingly powerful, and the player’s choices remain the driving force behind the narrative. The NTR content exists because the player chooses to pursue those paths, not because the game forces the protagonist into situations against his will. The focus is on player agency and exploring different routes, rather than taking control away from the player. Likewise, the characters won’t be secretly working against the MC or constantly going behind his back. Even within the NTR routes, the dynamic is built around the MC’s influence and the choices the player makes.
Each route will also branch into its own sub-routes and character-specific fetishes/themes, so different characters won’t necessarily share the exact same progression. My goal is to make both routes feel meaningful and fully developed rather than treating one as an afterthought.