League of Corruption is an adult parody of the popular game League of Legends made with RPG Maker MV. Its story revolves around a young summoner apprentice in a tough situation. One day Noxian High Command’s lieutenant shows up at his door with an offer, which doesn’t have “No” as an option. Where will this adventure lead our hero? You’ll choose his path via decisions throughout the game.
LoC offers you classic RPG gameplay with humor and hot sex scenes. Enjoy the journey with League of Legends female champions on seven different continents. Build your team and overcome obstacles in your way. Get and improve your own castle with various bonuses and opportunities. Embrace the sweet offers of corruption or stay pure.
One way or another, your actions will cause different events and shape the future of the entire world. Will you be its savior or executioner?
Updated: 2018-03-28
Developer/Publisher:
Censorship: None
Version: 0.3.0b
OS: Windows, MAC, Linux
Language: English
Genre: Parody, JRPG, Classic RPGMaker stuff, Corruption, Mind Control, Straight, Vanilla, Creampie, Group sex, Humor.
Install instructions
2 – Click on Game executable to start playing.
3 – Check these troubleshooting guides for and if you encounter any problems with the game.
Change-Logs:
You will attend a nice evening with high society guests, enjoy a ride in a good company and even visit a concert of a famous singer M. Jackson. After such an active evening your last stop will be an intimate meeting with Nidalee.
Also, we implemented the quest journal system, so no more memorizing who ordered what from you. There is a bunch of secondary quests to accompany it.
Features
The first of teleportation crystals sits between the Townsville and the port area. Use it to cover the ground faster and check what’s new in your keep. There will be more in upcoming updates because no one wants to waste time just to get to their camp.
The functional second floor of the keep. Now you can talk with your companions about recent events, participate in party banter; get to know your teammates better and even unlock scenes.
Scene album – now you can replay your favorite scenes via a book on the second floor of your keep. It also allows you to check your progress and see if there are scenes to unlock in the current content pack. Don’t worry if you started playing before the album. Simply replay the scene in the album and it will add up to your total score. Oh, and don’t forget you can use Enter to skip the dialogues.
Decisions and consequences. In the 0.1.0 players will get their hands on the second shard of power and you will decide what to do with it: use it yourself or give it to the spirit in the orb. Both ways influence what skills and options you’ll get down the road. All the remaining shards will use the same decision mechanism.
Various user interface tweaks like Save/Load/Delete option for your saves right in the in-game menu. Just because exiting to the title so you can use load function is a pain in the rear. Now you can manage your saves without the need to hop between different screens.
The first puzzle/mini-game in the dungeon. I want to add more optional yet interesting stuff further in the game, so it will be more than “stab ‘em all” simulator. More on this in the upcoming development plans.
Sleep function. Players asked for a place to recover their strength and prepare for future adventures. Using your bed or an inn fully restores your party including KO’d characters. You can sleep in your room in the castle or visit two inns – one in the Townsville’s main area and another one in the port. You can find the right buildings by the sign above the door.
Fixes and improvements
Fixed possible screen flicker after using AOE skills on some video cards. Yes, I’m mainly looking at you, Intel.
Fixed an overlooked issue where you could start the cutscene in Hump’s mansion without speaking to the guard first.
Fixed a problem with Hump’s mansion quest part if the player would leave the party rapidly after the opening cutscene.
Relocated some impassable map blocks in the castle to make it more comfortable for players. Plus, tweaked some of the older maps to look slightly better.
Evened up the volume level between combat and system sounds to be more consistent.
Fixed some typos and spelling errors. Thanks for reporting them!
Fixed some party skills and tweaked animations for them. Nidalee’s Focus now properly provides a small heal on use.
Quest NPC who reward you an invite for Hump’s party no longer mention it during the dialogue if you already fulld that part of the quest or have enough invites already.
Added more people to the Townsville both before and after Hump’s party to liven the place up a bit.
6 scenes with 36 images -> 8 scenes with 57 images
7.5k words -> 12.5k words
10 custom soundtracks -> 17 custom soundtracks
11 quests -> 15 quests
1+ hour for full clear -> 2+ hours for full clear
Scenes
2 new scenes – one for Ashe and Ahri. I receive a lot of feedback about the small length of sex scenes, so I decided to go a bit further this time. Ahri’s scene is the largest one in the game both in word count and image variations. Let’s what you think about this one.
Old, first scenes with Nidalee and Ashe got some love too. But it’s a part of old content updating, so I will go into more details in the upcoming December development plans around the 5th.
Minigames and puzzles
Starting out small – I created an optional sound puzzle which requires players to match the sound on the tubes. Judging by community reaction, I’ll try different approaches to puzzles. The next one is a card minigame – a simplified version of blackjack, which you can see on these screenshots.
Card minigames can be interesting extra to the game and I want to add more of them in the future. Though, doing so will require some JS coding skill because the blackjack here is a nightmare to debug – a lot of repetitive code and other bad stuff due to RPGMaker’s limitations.
Using clear code will lift all the limits but I need time to learn it. Please, share your feedback on the minigames!
Interface changes
Changed how skill costs display in the menus. Now, with an addition to the colored numbers, all costs have MP or TP. This way it’s more informative and colorblind friendly.
Added stats for all items so players can see what they buy before doing so.
Added a proper credit section for developers, CC assets authors.
Nidalee lost her MP bar since she doesn’t use it at all.
Skill/Balance changes
Lowered crit damage multiplayer from a nuclear strike to a stronger blow.
Increased resurrection priority so resurrected characters could be affected by heals on the same turn. Nobody likes to die twice in a row.
Bug fixes
Fixed a bug with Ahri’s equipment slots – she can equip all the standard items now.
Fixed a bug with a shimmering picture just before you load on some maps.
Nidalee lost her MP bar since she doesn’t use it at all.
Finishing Ahri’s quest now properly give credit for the first step in the journal. This is a pure cosmetic change.
Fixed an album bug with Ahri x Nidalee groupy scene. It now properly plays through the album with all images.
8 scenes with 57 images -> 9 scenes with 59 drawn images, 1 scene is animated
12.5k words -> 18.1k words without counting PoV variations
17 custom soundtracks -> 21 custom soundtracks
15 quests -> 18 quest lines
2+ hours for full clear -> 3 hours for full clear
You can get the fresh version . The full changelog for 0.2.0:
Art & Map update status
LoC gets a graphical update for Ashe’s first and second scenes, Nidalee’s first scene, starting “demo” scene and Ahri x Nidalee group scene. All mentioned scenes received an update to their HD variations in the art pack. I plan to finalize graphical rework in January.
Townsville’s pub and starting house got their parallax updates and look better know. I plan to increase the time for map reworking in the next update.
Scenes
One new animated scene for Nidalee with three animation actions. Yes, just one for this update. Producing an animated scene for the first time proved to be a rather difficult task and I need to optimize internal processes a lot.
I managed to convince RPG Maker to play full-scale animations will a lot of pre-caching and step-by-step loading. This gives a fluid motion at a cost of a text appear rate slowdown during a small caching window before playing animations. Consulted with two coder guys and as far as they can tell – this is the best RPG Maker can do in playing 720p animations without a plugin with JSON or frame packing support. Also, I will try to reduce new release’s weight after new animation plugins will arrive for MV.
There will be more details and info about this in the upcoming development plans for January, I’ll just say that my goal is to fix the stutter and make it back to 2+ scenes per update as soon as tools and experience with animation will allow it.
Switchable PoV for sex scenes
I received a lot of feedback from players who prefer a different PoV for scenes over LoC’s default 1st PoV. This feature allows you to pick your favorite out of three options: 1st as in “I did this.”, 2nd as in “You did this.” and 3rd as in “He did this.” All scenes and their album variations received minor adjustments and full support for this feature.
League of Corruption will ask you about your favorite style during the starting stage in the house. Also, players can change it in the castle (sparkling nightstand) or in the album on the second floor. You can switch PoV as many times as you please, the game will adapt to your choices. Old saves are fully compatible with this change – LoC defaults to 1st PoV if no option is selected explicitly at the moment.
Map variation feature
All of the maps which players visit several times during their playthroughs received variation updates. Now, these maps have a number of elements which will appear and disappear based on random counters and some of the player’s actions. This includes decorations, NPCs and animals/insects. You can check out the change in a relatively small map like an inn or pub where you can see most of not the entire map at once.
The goal of the variation update is to make LoC’s map less static and improve player’s experience. I don’t plan to tie quests to such “dynamic” NPCs. It’s silly. All of the changeable surroundings don’t affect the gameplay directly and serve as additional decorations.
Interface changes
Added shutdown button for both title and game menus. No more Alt+F4 or clicking on the window to quit.
I rewritten the album feature – checking the progress won’t force you to exit from the album and properly return you back to the choice options. Switching PoV in the album still requires an exit so RPG Maker can adapt to new options. Can’t find a way to circumvent this for now.
Still waiting for RPG Maker’s support to answer my ticket (3rd week counting at the moment) and hope to give you an answer about Linux execution issues in the development plans for January. Can’t guarantee anything though because it doesn’t depend on me directly – just a small heads-up.
Skill/Balance changes
Lowered the overall difficulty slightly by subtracting a bit of attack power from enemies. This is a temporary measure in response to feedback about LoC being too difficult to play. It’s not a permanent change just a quick fix before rolling out difficulty game setting feature with more tuning. More on this in the upcoming development plans for January.
Bug fixes
RPG Maker got a little wonky with all the parallaxing going on and decided that you don’t need to talk with NPCs over small obstacles like tables or counters. I convinced it otherwise. All NPCs in all parallax maps now can be accessed with a small obstacle between the player and NPC
Fixed a bug with the main menu’s track switching back to its original volume level which was higher than average for the game. Sorry for the inconvenience.
Townsville’s pub map now properly plays a different soundtrack from the rest of the village.
Added several passable blocks on parallax maps for better navigation.
9 scenes with 59 drawn images, 1 scene is animated -> 11 scenes with 61 drawn images, 3 scenes are animated.
18.1k words -> 23.8k words without counting PoV variations. Alright, now I have a little novel.
21 custom soundtracks -> 23 custom soundtracks
18 quests -> 22 quest lines
3+ hours for full clear -> 4+ hours for full clear. 0.2.5’s part may feel shorter due to variable solutions to the main quest line.
Features
Parallax mapping update:
I reworked a pretty decent amount of starting maps into truly great zones for exploration and adventure – check them out in the game. Yes, I wanted to get rid of the default RPG Maker’s trees. They are awful ><
The exact maps are: starting forest, rock cave on your way to the castle, ruin’s outskirts where you meet Ashe for the first time, castle’s courtyard both in the ruined and the renewed versions, Townsville’s main area, Townsville’s port area.
My plan for upgrading the zones are progressing pretty good and should be done in the period I set earlier: March – April 2018.
Animation changes
There two new animated scenes: one for Ashe and another one for Nidalee. Both of them have 3 separate animations compared to the first animated Nidalee’s scene – just like I wanted to start the new type of scenes. I’ll think about adding another cycle for it to bring it up to the new standard but we’ll see in the upcoming February -> March development plans.
LoC got a new option – caching for animated scenes. It allows the game to have three seconds before playing the scene. This allows most hardware to cache all the graphics and execute the scene without text stutter at a cost of waiting. Caching is advised but not mandatory and fullly up to the player. You can still choose to play all the scenes without this feature. Players can change this setting from the initial configuration prompt at the start of the game, your room in the castle and on the castle’s second floor – right in the album. This option defaults to off.
The stop frame for synching different animations is also gone my logic rework for animated scenes. Now you don’t have to wait for proper animation part to start playing after the previous one is done. This change affects both cached and non-cached versions of scenes.
Difficulty system
Another new feature is an option to choose your difficulty setting. This affects all battles with normal, event or boss enemies. Plus, more complex puzzles like the musical tubes have less interactive elements, which make them easier to beat. Difficulty feature doesn’t change any rewards. This option can be changed during the initial configuration prompt at the start of the game and inside your room in the castle. The default setting is normal.
You may have noticed the low difficulty grow during the last and current LoC’s update. I didn’t want to force unwilling players to try the game on a level, which was too hard for them. That’s why all the combat encounters of 0.2.0 and 0.2.5 were pretty easy. They will stay the same for easy difficulty but I will bring the fight back for challenge-hungry players with the updated normal setting in 0.3.0. More on this during the upcoming developer’s plans.
Perks and passive bonuses from your followers
Version 0.2.5 gives players an opportunity to get two new followers for their castle. Aside from scene potential, they bring passive bonuses for your party after completing certain stages of their quest lines. Remember that your actions matter and some of them will be mutually exclusive.
This system will get a lot of upgrades and will affect all applicable characters, even the standalone pack which patrons will choose if LoC will be successful. By applicable characters, I mean the stats of said characters. For example, Nidalee doesn’t have mana so gaining MP perk will not affect her in any way.
Balance changes
Reworked buff/debuff system for player’s party. Now such effects are much more powerful and handy in battle. This change will be tweaked during the upcoming difficulty scaling.
Crafters in your castle got some extra merchandise to help you and your journey.
Interface changes
Reworked album interface allows players to hit escape and hop up on the upper level of the menu during all choices except the main album menu. Hitting escape there will close the journal.
Cleva upgradz. Now Zogh will give a brief explanation of the upgrade you are going to buy from him and offer a choice to proceed with the upgrade or cancel it.
Fixed quest lines which were too long to fit in the journal’s description tab in some of the orc’s quests.
Bugfixes and other improvements
Improved NPC’s movement range for some zones. No more ducks sailing down the streets of Townsville.
Fixed incorrect layering for bags and boxes inside the bandit’s boss room.
Fixed Broken Fang’s name during the combat encounter with him.
Looks like this is all, stay tuned for February -> March developer’s plans.
So, let’s see what’s new and start with the usual numbers:
9 scenes with 59 drawn images, 1 scene is animated -> 11 scenes with 61 drawn images, 3 scenes are animated.
18.1k words -> 23.8k words without counting PoV variations. Alright, now I have a little novel.
21 custom soundtracks -> 23 custom soundtracks
18 quests -> 22 quest lines
3+ hours for full clear -> 4+ hours for full clear. 0.2.5’s part may feel shorter due to variable solutions to the main quest line.
Features
Parallax mapping update:
I reworked a pretty decent amount of starting maps into truly great zones for exploration and adventure – check them out in the game. Yes, I wanted to get rid of the default RPG Maker’s trees. They are awful ><
The exact maps are: starting forest, rock cave on your way to the castle, ruin’s outskirts where you meet Ashe for the first time, castle’s courtyard both in the ruined and the renewed versions, Townsville’s main area, Townsville’s port area.
My plan for upgrading the zones are progressing pretty good and should be done in the period I set earlier: March – April 2018.
Animation changes
There two new animated scenes: one for Ashe and another one for Nidalee. Both of them have 3 separate animations compared to the first animated Nidalee’s scene – just like I wanted to start the new type of scenes. I’ll think about adding another cycle for it to bring it up to the new standard but we’ll see in the upcoming February -> March development plans.
LoC got a new option – caching for animated scenes. It allows the game to have three seconds before playing the scene. This allows most hardware to cache all the graphics and execute the scene without text stutter at a cost of waiting. Caching is advised but not mandatory and fullly up to the player. You can still choose to play all the scenes without this feature. Players can change this setting from the initial configuration prompt at the start of the game, your room in the castle and on the castle’s second floor – right in the album. This option defaults to off.
The stop frame for synching different animations is also gone my logic rework for animated scenes. Now you don’t have to wait for proper animation part to start playing after the previous one is done. This change affects both cached and non-cached versions of scenes.
Difficulty system
Another new feature is an option to choose your difficulty setting. This affects all battles with normal, event or boss enemies. Plus, more complex puzzles like the musical tubes have less interactive elements, which make them easier to beat. Difficulty feature doesn’t change any rewards. This option can be changed during the initial configuration prompt at the start of the game and inside your room in the castle. The default setting is normal.
You may have noticed the low difficulty grow during the last and current LoC’s update. I didn’t want to force unwilling players to try the game on a level, which was too hard for them. That’s why all the combat encounters of 0.2.0 and 0.2.5 were pretty easy. They will stay the same for easy difficulty but I will bring the fight back for challenge-hungry players with the updated normal setting in 0.3.0. More on this during the upcoming developer’s plans.
Perks and passive bonuses from your followers
Version 0.2.5 gives players an opportunity to get two new followers for their castle. Aside from scene potential, they bring passive bonuses for your party after completing certain stages of their quest lines. Remember that your actions matter and some of them will be mutually exclusive.
This system will get a lot of upgrades and will affect all applicable characters, even the standalone pack which patrons will choose if LoC will be successful. By applicable characters, I mean the stats of said characters. For example, Nidalee doesn’t have mana so gaining MP perk will not affect her in any way.
Balance changes
Reworked buff/debuff system for player’s party. Now such effects are much more powerful and handy in battle. This change will be tweaked during the upcoming difficulty scaling.
Crafters in your castle got some extra merchandise to help you and your journey.
Interface changes
Reworked album interface allows players to hit escape and hop up on the upper level of the menu during all choices except the main album menu. Hitting escape there will close the journal.
Cleva upgradz. Now Zogh will give a brief explanation of the upgrade you are going to buy from him and offer a choice to proceed with the upgrade or cancel it.
Fixed quest lines which were too long to fit in the journal’s description tab in some of the orc’s quests.
Bugfixes and other improvements
Improved NPC’s movement range for some zones. No more ducks sailing down the streets of Townsville.
Fixed incorrect layering for bags and boxes inside the bandit’s boss room.
Fixed Broken Fang’s name during the combat encounter with him.
23.8k words -> 28.7k words without counting PoV variations.
23 custom soundtracks -> 27 custom soundtracks
22 quests -> 24 quests
Visit your castle’s courtyard after visiting Shadow Islands to get the new scene.
Arena challenge
Townsville’s pub received a very special guest who’s interested in inviting players to participate in Coliseum. The arena offers 5 levels of difficult enemies with an extra reward for completing the first league.
Animation changes
With Kadokawa’s very pleasant surprise – releasing 1.6.0 version of RPG Maker MV, I couldn’t finish integrating animation plugin in time for 0.3.0. Kadokawa outdid themselves with this one: crashes after 5-10 minutes of working in the editor, vanishing maps and events, crashing on assigning graphics – I actually may continue this list but you’ve got the idea.
The integration itself is pretty close to completion and it will allow for smoother animation with more variety of speed/movement options. Plus, I think it will allow bypass cashing stage for animations so they would play without any preparation. Anyways it needs further testing on live scenes and I can’t release it as is.
Oh, and in case anyone wanted to ask how my support ticket about Linux x86 is doing… Still waiting for the answer.
Balance changes
Adjusted some NPC enemy’s power across the board. Added more rewards for defeating elite guards.
Interface changes
Now you can switch difficulty, PoV or cache options anywhere you want via the main options menu. I split it into two categories – general and sound. The sound is self-explanatory and general has the usual always dash, memory switches plus all the options you had in the castle. All enemies and puzzles react to your choices instantly – you don’t need to leave your current location or restart the game.
Bugfixes and other improvements
Fixed water banks on some maps to allow birds and other flying NPC to pass over them and not dive under. Couldn’t check all maps – work in progress.
Fixed new equipment pieces – they were available only for Nidalee.
Fixed a misplaced layer in the castle outskirts map.
Fixed a bug which caused the first “into” scene forget about counting towards the overall clear of the album if players didn’t watch it later. Now the credit is properly awarded during the scene + at album’s opening. Thanks goes to Elyngas for finding this bug out.
That’s it, stay tuned for the news – I’ll make an info post about what’s going to happen next around 11th.
LoC Special Features:
True, there are a lot of RPGMaker games nowadays. I try to make League of Corruption stand out in the crowd with a number of features and unique traits. The list is constantly growing both from my own ideas and player’s suggestions / feedback. You can check out planned features here:
Widescreen 1280×720 resolution instead of default 816×624.
A non-linear story with a lot of cutscenes and a fitting soundtrack to set up the atmosphere.
Sex scenes featuring a rich narrative and non-static graphics with your favorite champions. LoC has the album feature for replaying scenes after unlocking them.
Personal game experience with a lot of adjustable options, including a switchable PoV for sex scenes.
Branching plot with a variety of quests and different ways to solve them.
LoC has several global endings planned. Each champion will have personal afterword depending on your decisions and their state at the end of the game.
Affection and corruption progression system for the main character and his team.
Customizable combat skills, changing environment and minigames like blackjack.
Optional hardcore zones for challenge-hungry players.
Adult Content
League of Corruption will include a decent amount of different fetishes. I tried to make a fitting selection for League of Legends champion and lore base. Events with specific kinks will have a warning and an option to skip scenes if the player decides to do so. Here’s the list of what is planned for the main plotline:
Pairings – Male / Female, Female / Female and group versions. No pure furry / futa content.
Main kinks – Corruption and mind control.
Secondary kinks – Group sex, BDSM, humiliation, moral degeneration, nuns, prostitution, public use, piercings and tattoos, creampies, squirting, bukkake.
Why should I support you? What will I get?
Patrons have early access to all released content, plus they have a number of unique rewards which will never go public. These rewards include: hi-res sex scene art + extras, special variations of H scenes, special previews, polls and all the bonus goodies I will come up with during the development.
What will you do with my pledge?
My goal is to create a game that looks and plays great but to do this I have to hire talented people. All your support will be focused on commissions for high-quality art, music and other features. If the Patreon is successful, I’ll use this opportunity to expand from one-man-band to a small studio. More gifted people = greater amount of awesome content for games.
Your support will directly affect the scale of LoC. I want to give players a chance to see their favorite champions in the game with a new plot branch. It will interact with the main one and feature new characters, which patrons will decide via a poll. Speaking plainly, LoC’s world will have more events, sex scenes, characters, quests and other challenges. Such additions will improve player experience and replay value of League of Corruption.
Want to ask something or submit feedback?
Send me a message on Patreon or email me at and I’ll get back to you as soon as possible.
Thanks for checking League of Corruption and I hope you’ll have a great time playing my creations. Even if you didn’t decide to pledge for now, please don’t hesitate to share your feedback. Players gave me awesome ideas which evolved into LoC’s features.
Musical Pipe Solution:
League of Corruption: screenshots
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