Corrupted Kingdoms
CORRUPTED KINGDOMS a seaside tale of horror, heart & havoc
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Devlog 19 Aug 2026 · 8 min read

Back to the Drawing Board

Where I've been, what's changed, and the first of many decisions I'm handing to you.

This is a long one, so buckle up! The gist, if you'd rather just skip to the bottom, is: the ground moved under this game, Corrupted Kingdoms has to move with it, and you're going to help decide the direction it moves in. You know, if you want to.

Where I've been

It's been months. No build, no devlog, barely a word anywhere.

A "my bad" just isn't going to cut it. At first I went quiet because I didn't know what to tell you - I wanted to provide a solution and not just a scream of terror and rage - and then every week of silence made the next week harder to break. What I should have done was say "I don't know yet" out loud, and kept on saying it until I'd figured things out.

So... I'm sorry. Genuinely. A lot of you pay for this and got an empty page for months instead. Everything below is what I should have been telling you the whole time.

What actually happened

Payment processors have been throwing their weight around and leaning more and more on adult crowdfunding platforms about content categories they consider a "liability". SubscribeStar resisted as long as they could, but have been forced to cave, with the result that all depictions of mind control are now on the banned list. Straight up "not allowed or we'll throw you out", banned.

You can find the whole thing right here: subscribestar.adult/prohibited_content.

I could write something appropriately vitriolic here and it would feel really good for about a day. But being angry at SubscribeStar means aiming at the wrong target. Processors sit above every adult platform on the internet, and when they decide a category is "risky", a platform can either comply or lose the ability to take money at all, which for a crowdfunding site amounts to shutting down. There's no appeals process. No higher authority. Nobody who will even read my complaint.

Nowhere left to stand

This isn't one platform with one policy, and this is the part that actually forces my hand. Mind control is banned everywhere.

Patreon: banned. Ko-Fi: banned. Fanbox: banned. Even Itch.io delists games with this content now. The page survives if you have the direct link, but the game stops turning up in on-site search, in browse, in its own tags, in recommendations. What's left is a game findable only by people who already knew it existed, which for discovery purposes may as well be gone.

Which means that Corrupted Kingdoms, in its current form, has basically nowhere to be posted, promoted or sold. And I don't mean it got harder. I mean there's nowhere left.

What that costs the game

A lot. Mind control was never a flavour sitting on top of Corrupted Kingdoms; a good deal of the design underneath assumed it existed. This includes a lot of new systems I'd spent the past year designing: powers usage, the way influence built up over time, half the progression gates, and most of what I had sketched out for the late game. All of it resting on something I can't use any more.

Cue more screaming into the void.

So it's being rebuilt. I argued that the new design was a rework instead of a remake, but this puts it very firmly into remake territory. There cannot be even a whiff of mind control left in the project or else Corrupted Kingdoms will be dead and buried within a week of its next update. That being said, I am doing absolutely everything in my power to ensure that I change only what I absolutely have to. And I think I have some good ideas on where to go from here that keeps everything as close to the source as possible.

That's where the last months went, and it's where the next stretch is going too.

What it doesn't cost

The cast. Pixie is Pixie. Kana is Kana. Gwen is Gwen. Lyx, unfortunately for the surrounding wildlife, is Lyx.

The town, the people in it, the events you liked, the threads you've been pulling on: that is the part of this game I care about most, and the part I'm working hardest to protect. My job right now is making sure what you feel is a change in how things happen, not in who they happen to or what happens between them.

I won't promise nothing changes. Some scenes lean on the old mechanic hard enough that they'll need rewriting, and a few routes will reach the same place by a different road. But rewriting is the worst case here. Nobody is getting cut.

Devlogs, every Friday

From Friday 28 August, there's a devlog on this site every Friday.

EVERY Friday, whether or not I have anything impressive to show. If the week was slow, the devlog will say the week was slow. You should be able to see how this is going without having to ask, and I owe you all a lot more transparency than you've been getting.

The posts will live here rather than on a crowdfunding platform for a reason: This is the one address nobody can delist and nobody can ban me from.

So it's a remake now

If I'm having to dig up the foundations anyway then I'm not doing it alone. Many of you have been with me from the start of this crazy journey, some only just picked it up, but regardless of how long you've been here, this game is as much yours as it is mine.

So here's the commitment, and it's the main reason this post exists: you get a say at every stage. Not a suggestion box I read and quietly ignore. Real decisions, put to you, wherever the right answer isn't already obvious. Art, systems, structure, tone. This is the first one. The rest will turn up in the Friday devlogs.

First decision: what the game looks like

Might as well start with the biggest one. The art style.

Gwen modelled in three art styles side by side: hand-drawn on the left, plain anime in the middle, the current AnimeNose style on the right.
The ultimate Gwen three-way. Left to right: Steamy (hand-drawn), Comfy (anime), Nosey (what you're playing now).

Each style below gets two shots. The first is the same moment in all three, same framing and same line and same Gwen, so you're comparing style and nothing else. The second is a different scene in each, showing the particular strengths of each style (which doesn't mean Style A can't have Style C's backgrounds, of course. This is just to show each style at its best).

Option one

Nosey

The current style in all its nasally goodness.

Gwen outside the cliff-top manor, rendered in the current AnimeNose style.
The comparison shot.
Gwen reclining against fallen timber in front of a wall of fire at night, beneath a red moon, making a Korean finger heart. Her dialogue box reads: Check it out, darling! Lyx taught me a new trick! What do you think? Am I 'hot' now? Rendered in the AnimeNose style.
Strong coloured light is where this one is at its best.

Yes, I'm calling it that. The noses are the most argued-about thing in this game's history (after Ami's death) and I'm leaning into it.

In its favour
  • It doesn't look like everything else. Scroll any adult VN storefront and you'll pass fifty Koikatsu games that blur together. This one doesn't, which helps it stand out a lot.
  • Quick to model, so scenes come together fast.
The cost
  • The noses genuinely divide people. Like "I want you to die" kinda divide. I respect the passion.
  • Shading and angling takes a long time.
  • Still stuck with Koikatsu's assets. If it isn't in the game or a mod, it isn't in a scene.
Option two

Comfy

Familiar, friendly, and entirely nose-free.

Gwen outside the cliff-top manor, rendered in a plain anime style with no defined nose.
The comparison shot. Same scene, same line, no nose.
Gwen indoors in a warm, softly lit room with white flowers in the foreground, reaching a hand toward the viewer. Her dialogue box reads: Oh, darling! I was waiting for you! Look, I rented your favourite movie! Maybe we can watch it together? Rendered in the plain anime style.
Soft indoor light, and a better look at how this style actually shades.

Same pipeline as Nosey with the controversy surgically removed. Nobody has ever sent me a death threat about this style, which is good for my blood pressure. It's the safe option.

In its favour
  • Quick to model and quick to shade. Comfortably the fastest of the three.
  • Nothing to argue about.
The cost
  • It disappears into the Koikatsu crowd; harder to notice, harder to recommend, harder to remember a week later.
  • Same asset limits as Nosey. If it doesn't already exist, I can't put it in a scene.
Option three

Steamy

Modelled in Koikatsu, then traced and coloured by hand.

Gwen outside the cliff-top manor, fully hand-drawn and inked including the background.
The comparison shot. The background got the same hand-drawn treatment to keep the style consistent.
Gwen holding a camcorder in a dark forest at night, hand-drawn and inked.
And this is the argument for it. A style that can do a dark wood at night can do the horror half of this game way better.

Scenes still get blocked out in Koikatsu, so posing and staging work the way they do now. Everything after that is drawn over by hand and/or passed through a filter.

In its favour
  • It could open the door to Steam. Koikatsu's asset licensing is what keeps games like this off Valve's storefront, and original art removes that blocker. I'm not promising you a Steam page, because Valve has its own rules I'd still have to clear. But this is the only one of the three where the door isn't simply locked.
  • It isn't tied to existing assets. If it can be drawn, it can be in a scene. No more designing around whatever Koikatsu has available.
  • The most visually distinct; this one definitely isn't blending in with the Koikatsu crowd.
The cost
  • It's slow. Not as slow as you might think but definitely the slowest of the three options, unquestionably.
A full character reference sheet for Gwen in the hand-drawn style: expressions, turnaround, costume details and colour palette.
Only this option gets a full sheet, which is a bit unfair on the other two. But you already know that Koikatsu can do different angles and expressions, so I just wanted to show that the hand-drawn style can, too.
Your call, and you're in charge

Which art style should the remake use?

One vote each. Whatever wins, ships. No argument from me.

Loading results… Results update live

If you're torn: Comfy if you like the traditional anime aesthetic. Steamy if you like hand-drawn and/or want to possibly see Corrupted Kingdoms on Steam one day. Nosey is the one you already know you like or despise.

Thank you for reading the wall of text

Seriously. That was a lot and you got to the end of it (assuming you didn't skip, you naughty devil, you).

I've been nervous about writing this post, which is part of the reason it took months. Having finally written it, the whole thing reads far less frightening than the silence made it feel. The game isn't cancelled. The cast isn't going anywhere. And the same thing that killed the old plan has handed me one chance to fix a pile of decisions I'd otherwise have been stuck with for years. Most importantly of all, perhaps, it lets me put control in YOUR hands for the first time since the project began.

And honestly? I'm excited to see where we all go next.

Next devlog is Friday 28 August, then every Friday after that. Now please go and vote!

© 2026 Corrupted Kingdoms. In development. 18+.
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