Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

I was surprised at how interested and entertained I got into this, loving the whole setting and exploration this game has. My only two suggestion is that there  should be 

1) more gradual buildup to some scenes cause it was kind of a jarring jump to go from having her be a bit flustered and uncomfortable from the swimming pool scene in the mansion level and then her just calmly dealing with three salvors at once a few levels later. Then again I've always been a sucker more for the long gradual corruption of a character instead of them being all gung-ho right off the start. 

2) Like another person who commented I'd like see the pool scene in the mansion level be able to go a couple steps further upon repetition cause besides being a great scene that level feels like it be great to showcase her descent ;) into all this and be perfect for one-on-one scenes in different parts of that map.

Either way I really enjoyed this game and am interested to see where you take this!

(+1)

100% agree. As much as I would have personally preferred to make it a super tease-heavy game up until the end, I chickened out and fell into the crutch of using pheromones to corrupt her early. tbh I think that created a bit of a blind spot in the corruption path for me.

Glad you enjoyed the pool scene! (I might still need to tweak the mansion location but originally I ended up putting it above the new levels because I thought it would be a good representation of natural corruption.)

Thanks Waffle!

There's been some mentions both before and after this one suggesting a corruption meter. Maybe with some light re-writes of early scenes, and special routes to stay "pure" (or as pure as Salvette can stay lmao), it could be implemented to fix this issue? For example, adding more ways to avoid the pheromones with alternate progression paths, with unique date scenes or post-dive banter relating more closely to which route you're taking, as opposed to the universal dialog as of this version. Of course, the new routes would have to be very simple, I understand how much work it would be to redo so much about early-mid game level layouts, but I have a ton of ideas for how "safe" routes could be done, and how high corruption could be handled, if you'd like to hear them!

(+1)

For the sake of the translators I wouldn't be able to change the text at this state, and unfortunately game changes are probably going to be minimized to maintenance levels.

However I am interested in hearing this safe and corruption route system. Since I've been collecting suggestions for this game it can be possible that I could implement something in some form in future projects.  If you're up for telling me more about this system or if you'd prefer to wait for a project that seems like a fit for it I'd be happy to hear what you have!

(+2)

That's totally understandable, I definitely appreciate not wanting to make the translators' (and/or your own) lives harder! Just as a warning, this got way longer when I typed it out than it sounded in my head. Sorry!

It depends on what your future games will be about, but I'll share the idea I had for Salvor Deep assuming they would have the same general gameplay loop structure with some form of missions and hub/map area between levels, as well as theming and fetishes of Salvor Deep (Growth, Futa, Gangbang, NTR, pheromones or some similar system of corruption, etc.). Now, admittedly for me Corruption and NTR go hand in hand, but that's just an assumption of mine from my own tastes, and these ideas could easily be for a single girl (or guy, or any other!) character just trying to avoid sexual encounters in general.

The system would work kind of like a cumulative meter (or multiple, if there are multiple fetishes to be corrupted in) that goes up or down depending on how well you avoid temptations/traps inside levels. It could tie into losing combat, failing to avoid enemies and traps via stealth, or letting curiosity get the best of you (like purposefully inspecting pheromones, for example). The meter would have certain lock-in points, where once it passes a threshold it can't be lowered further than that amount again, as the player character would be too addicted to pleasure to let it go. These thresholds unlock new scenes and possibly give better rewards in specific levels or minigames, but make the aspects of the game where you gain corruption harder, and it acts as a sort of risk/reward of how far you're willing to go, the risk being falling farther into corruption than intended and making the game too hard.

The more corruption you have, the kinkier and more sexually active the main girl gets (of course), and she might even seek out enemies to fight, or traps to fall into, even at a disadvantage. I imagine a "pure" and Corrupt route would both have different play styles, with one being more about playing it safe and avoiding conflict, and the other being about that risk/reward gameplay I mentioned before with purposefully seeking out threats. NTR/cuckold scenes would be unlocked at high corruption if there are any,  body expansion would be an obvious thing to tie to corruption, and just in general more daring options become available. The text side of some scenes could change as well (maybe the art too, if it wouldn't be too much work) to show how much more into the sex she is based on how high her corruption gets, or again to tell a more NTR-focused narrative if the player-couple dynamic is there.

As for reducing corruption, it could be as simple as spending a resource gained from levels to reduce it down as far as thresholds allow, or paying for certain "services" to let loose some steam. This would effectively make it a challenge of managing your already high corruption in levels while trying to gather the resources to reduce it, which could either be a fun challenge or very grindy depending on how it's implemented. If the game features a couple dynamic between the player and the main girl like with the Salvor, then going on dates could be the exclusive (but also somehow limited) way to reduce corruption past a threshold point. Though, that should only be if the player chooses to at the end of the date, to not avoid locking them out of seeing date scenes if they want a high-corruption playthrough.

I'd share all my specific scene ideas here but this is already getting wordy, and half of them are specifically tied into the player/character couple dynamic which might not be present in your next game (although I would enjoy it, as I really like it in Salvor Deep!). Thanks for reading through all this, and even if it's a bit basic, I hope it serves as solid inspiration for you to workshop into your next project!

(+1)

Ooooo a stat system would be a cool way to handle corruptions.  It makes me think of 'pure corruption' runs like she gets completely corrupted in one way but is totally pure in the others. I think it'd be funny if people managed to corrupt her exclusively in fighting things and she ends up a battle maiden, immune to pirates/other salvors. Or if people corrupt her exclusively in eating too many mushrooms and she becomes an addict, immune to pheromones and certain traps but completely loses control whenever around mushrooms.

I wonder with the minigame idea, maybe there could be different ways to complete the minigame in order to feed into different levels of corruption for her.

So the more corrupt she gets the harder she is to control, maybe slower reaction to clicks at times or automatically checks out things she's not supposed to.

Maybe the pure route bonuses would be an earlier and increasingly intense relationship with the player and if the player leads the salvor astray during this relationship she becomes more distant.

Oh wait, imagine a meter alongside the corruption meter like a 'horny' meter. Pure players can have the salvor rush into pheromone or other horny events to increase her meter but that also decreases control BUT if the player can bring back the salvor without her spending the meter then that could be a pure event. Corruption players could do this too in order to amplify her reactions to being trapped or affected by something else. Maybe if you never let her release and constantly build up horny she'll have no stamina when an actual event happens (for either pure or corrupt).

Reducing corruption past certain thresholds on dates would be good too since they're already limited. I feel like there would be no shortage of corruption events. I wonder how a max corruption run would be handled. Also I wonder if you purposefully tried to keep a close relationship with her while pushing a max corruption on the other side, it might be worth a theory craft to see if splitting the pure and corrupt meters of the same type could have any merit.


I'm glad you enjoy the game! Writing isn't my strong suit but I love writing characters! And certainly, posts like this give me a TON of ideas, I had to sit back for a second so I didn't write a bunch of unrelated paragraphs. Always happy to read these! 😊

I'm glad my silly little ramble gave you some good inspiration! I love these ideas, I especially like the idea of being able to corrupt her to the point where she can handle things easier, but she's also so addicted to doing the sexual side of those things that she does them against your will (especially makes NTR scenes hotter imo ;3). Could even tie into an idea I saw further down in the comments, with a way to keep the Salvor with expanded body parts between missions, due to her being so addicted to the mushrooms. If she gets exclusively addicted to the pheromones instead, maybe she's just always horny for the player in her dialog on a Pure route, lmao

I know this would be a lot to add at this point, but if this system makes it in, either into this game or some future project, I'd love to play with it! It would add a ton of replay value and easily allows for multiple routes to be quantified and curated at will.

For one final idea I had, I know there's no "game over" state for SD, but something similar could be reached if she has max corruption and is stuck in a sort of loop with whatever has caught her, not wanting to leave. Alternativelty, if she has 0 corruption and is pure in a certain stat, being caught repeatedly by a certain trap or enemy type within a single mission could also count as a loss. You would be forced to pull her back up at the expense of all the treasure and gear you had on you, actually adding some gameplay risk too. The endgame always ends up with me having way too much cash and full gear/food, with no real challenge or risk to manage between balancing food/gear/money, so making there be a loss state would be interesting for making the game more challenging and interactive later on!

If you'll allow me one request, on the suggested pure > corruption route with the Salvor growing distant from the player, I'd love a scene during a date where she gets flirted with and possibly even taken out by another man right in front of the player. Of course, that would be even more work than just changing dialog for a date, so I'd understand not adding anything that drastic at this point. Also, I knownthis is two requests now, but I'd love an NTR scene with Trish and the Salvor, possibly with a futa transformation mushroom on Trish's end? Trish seems like the jealous (and slightly crazy) type, so I think she'd definitely resort to cucking the player to get some sort of sexual interaction with them if they choose not to go down whatever route she will have.

Whatever the case, thanks again for reading out my idea, and taking the time to respond! I hope to see a system like this in your future works, either in SD or your next games!

(+1)

A route where she's corrupted but in a pure way would be a cute way to handle it. People who want the romance paths can still have some crazy salvors that way.

Corruption route with her noticing or bailing on the player during a date would be brutal! Got to write that down. 

And certainly, any time! 👍

Yeah! I love player choices for games like these. On a first playthrough it feels more real and spontaneous, but then you can customize it to your liking once you know what to/not to do!

Also, I want to make sure, are there more major content updates planned for SDeep, or just bug fixes? Because these ideas would all obviously be pretty major post-launch updates, and there just being 2 endings almost feels like a bit of missed potential (I haven't been able to play the update yet though, so I can't speak to their quality. I'm sure what is there currently is great, of course!)

This is the last planned major update for this project. My previous project is a tad bit small for its price so I wanted to give it one more content update. But ultimately, all the projects will have to reach a cut-off point.

And many people agree with your sentiments on missed potential. I have a list of suggestions I've been compiling since the start of development last year and I plan to release those all on discord (and maybe a devlog sometime further in the future). 

Anyway, I hope you enjoy!