Crush Corp [Ongoing] - Version: 0.1.1a
Developer:
HeavenlySize
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Release Date: 2nd January, 2026
Game Size: 1.92 GB
Censorship: Uncensored
Game Engine: Unity
Current Game Version: 0.1.1a (Ongoing)
Total Views: 1.4K
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Game Informations
Play as a scientist taken hostage in a building to help a giantess attract more giantesses to your planet. Don’t get crushed!
No sexual content in this build.​
How to install?
- Extract and run.
System Requirements:
- Dual Core Pentium or equivalent Processor.
- Intel HD 2000 or equivalent Graphics.
- 1.92 GB of free disk space (Recommended to have twice as much free disk space than this).
Crush Corp - Ongoing - Version 0.1.1a Download Links
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What's New in Crush Corp Version - 0.1.1a?
Content:
– Added Evie Greeting event
– Added another event
– A few signals
– Minor Improvements to girl materials/textures
– Updated Tower Interior (Models, Lighting, etc.)
– Drives now have dedicated models with signal lights
– Various other model updates
Gameplay:
– Added loading screen when loading saves
– Loading times reduced
– More destruction implemented with less RAM usage
– Increased the time it takes Shizune to show up
– Soul Sync sensitivity is more sensitive now (requires finger calibration)
– Girl can now interrupt current dialogue if new dialogue triggered
– Drives now load into the mail system more intuitively and have accompanying visuals/sfx
Quality of Life:
– Can now save copies of signals to the PC (Main Console)
– Added Loading Screen when loading saves
– Added “/endEvent” dev console command to end currently running events
– Scanner and Downloader Consoles now have audio cues for satellite alignment and download completed notifications, respectively
– Main Console no longer reverts to base screen; instead, uses top bar for navigation
– Adjusted player respawn locations during Emi Intro
– Items added to hotbar are automatically equipped when stored (if not holding anything)
– Save files are now properly ordered by number past nine
– Added more flight speeds
– Additional Console knob tuning controls (LMB/UP Arrow, RMB/DOWN Arrow)
– Various miscellaneous improvements
Bug Fixes:
– Event state no longer gets stuck when reloading
– Can no longer use the portal in the big room during events
– Can no longer insert two drives at once when using a drive on a slot from your inventory
– Doors can no longer get stuck closed
– Basic drives now only hold three signals each
– Dialogue no longer obstructed by signals presentation
– Note Viewer and other UI elements now render properly on Ultra-Wide displays
– Player can no longer get stuck in a menu state when opening/closing them in weird ways
– Player now appropriately passes out once rest reaches zero
– Arena Ring One Pillars now destructible
– Smog particle system no longer scales infinitely as you get farther away
– Various other bug fixes
Development
So there is a good bit more going on under the hood now with the game. Some of it is partially implemented, the rest will be added in the interaction update. There are three primary things that were major technical advancements this month:
Dynamic Animation System
This is the big one. It’s basically a system that allows for the girls to aim at specific points using their hands and feet without overriding the animation. With modular transitions, this creates very smooth and natural animations which can target moving objects (like the player) with pin-point accuracy.
In the current update, it can be seen when Emi points at the player, their finger actually properly tracks the player now! Needless to say, this will be of paramount importance with certain actions where aiming is important (such as grabbing the player).
Additionally, a more advancement application will allow for procedural hip movement according to targeted feet positions. This will be useful when aiming stomps like in the arena, or for finely adjusting the girl’s positions.
In summary, this system will be hugely important for further development and you’ll most likely be able to see the fruits in the next update!
Destruction Optimizations
This is more technical, but it involves a framework which utilizes prefabs according to distinct geometric meshes when buildings get destroyed. Instead of every building pre-caching it’s own destruction as before, several buildings with identical meshes can utilize the same prefabs for greatly reduced RAM usage and load times. This method involves more setup during development and can create some wonky destruction until fine tuned, but it will enable the whole city to be fully simulated.
Sticky Tiny System
This is a system which allows tiny objects to get attached to the girl and follow the body precisely according to multiple bones. It involves grabbing vertex weights on the girl’s meshes to move the stuck tinies according to their weight painting.
This will be used in places like the arena so that tinies and vehicles can get stuck to the bottom of the girls’ soles (or other places). It will also be useful in the climbing mechanics to come.
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