Velvet Rot
by GodAkida
Game Details
- Version
- v0.1.1
- Developer
- GodAkida
- Engine
- HTML
- Status
- Ongoing
- Language
- English
- Censored
- No
- Updated
- 11 June 2026
About
Something gets into Noah's head at the park, and it doesn't leave. A look lingers too long, a thought that should have stayed buried settles in instead, and the ordinary people around him start feeling like something else entirely.
Evan, Dylan, and Mark are already close to Noah, close enough that trust and want were always going to tangle eventually. The infection spreading through him doesn't create new feelings so much as pry open ones that were already there, and each of the three men bends toward it differently as it takes hold.
Play moves through text and choices rather than scenes you watch happen. You steer how Noah acts on what's growing in him, pushing his relationships with Evan, Dylan, and Mark toward whichever kind of rot they'll allow, one ordinary interaction at a time.
Changelog
- Bug-fix and polish pass after the first Early Access feedback wave.
- ## Fixed
- Fixed location lockouts so incomplete maps or missing room-pin data do not block visiting a location.
- Fixed Dylan's Cedar Terrace route pin by assigning the study group scene to `Dylan's Room`.
- Fixed phone texts rendering out of order by sorting phone scenes more consistently.
- Fixed scene costs still showing as `???` in some cases. Costs should now always be visible.
- Fixed missing image references showing broken browser image icons by adding safer image rendering across scene cards, scene images, phone images, and VN mode.
- Fixed several Noah farm choice cards using the wrong domain tint when mixed-domain reward splits rounded awkwardly.
- Fixed a rewind exploit on farm interrupt scenes where re-choosing after a rewind could stack rewards repeatedly.
- Fixed a Noah farm basement line rendering with the wrong presentation/speaker attribution.
- Fixed farm scenes with interrupt-based rewards not showing reward info on the scene card.
- ## UI / UX
- Simplified location maps so they use one room pin per room/location instead of stacking multiple scene pins on top of each other.
- Moved scene differentiation into the side panel, with character-based filtering for scenes in the selected room.
- Added fallbacks for locations that are still missing a proper detailed map.
- Tightened VN layout so it fits the screen better and wastes less vertical space.
- Cost-locked scenes now have a distinct appearance on location maps, separate from already-seen scenes.
- Initial early access release.
- Includes scene-based exploration across 9 current locations and 28 rooms.
- Includes 115 current scene files, including route scenes, phone scenes, and self-corruption content.
- Includes the directional corruption system.
- Includes time-of-day gating across morning, afternoon, evening, and night.
- Includes Velvet Rot Studios, a built-in editor for writing custom characters, scenes, and routes.
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