Thank you! I'm really glad you’re enjoying the game. No worries about donating—just having players who appreciate the game means a lot. I'll keep working on improving it, and yes, I do plan to release it on Steam in the future!
Kodman Games
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Thank you for your feedback! Regarding the subscription price, I completely understand your point. However, from what I've observed, 3D projects tend to have similar or even higher subscription tiers. Plus, over time, I release Parasite Inside for free here on Itch.io, so subscribing is completely optional and mainly helps support development.
As for the part where you're stuck, you need to go back to the Maintenance Section to the brocken doors that open and close automatically. Near them, there’s a corridor with an electrified hazard. You'll need to solve a small puzzle to disable the electricity and proceed forward.
Thank you for your feedback! I originally considered adding weapon modifications, but given my limited resources and time, it would be quite challenging to implement. Plus, I never intended for the game to turn into a full-on shooter—so we'll see how things develop.
As for the AI-generated art, I never planned to keep it in the final version. Right now, it's just a temporary placeholder. But don’t worry about the replacements—I’ve found a talented artist whose style fits the game’s atmosphere perfectly, and I’m excited for the final result!
Thank you for your feedback!
The fire spouts currently can't be disabled—only avoided. However, future updates will introduce a way to shut them off, similar to how electrical hazards can be disabled.
I'm glad you liked the voice acting! However, it's not final—most characters will receive entirely new, professional voiceovers in the full release.
As for the ammo issue, if your pistol reaches zero rounds, it will automatically generate a new charge after five seconds. So, you don’t need to worry about getting soft-locked due to running out of ammo.
Thanks for reporting the bug! That issue has already been fixed in update 0.3.1.
Thank you for your feedback. “External factors” always have an impact on game development for almost all developers. In my case, this influence is created by the fans of the game who share the same vision of the game.
The game is still at a fairly early stage of development, so there are still many things to be changed/added.
Thank you for your suggestion! While I understand the appeal of further customization options like body modifications, I currently don’t have plans to implement changes to the character's body proportions. The character model wasn’t designed to accommodate such adjustments, and altering body parameters could lead to significant issues with animations, especially in cutscenes.
That said, I do plan to expand the variety of outfits and hairstyles in the future to give players more ways to personalize the character visually.
Thank you, I watched it and shared it with my Discord followers when you published the rus version.
Also, thanks for the feedback you provided in the video, many of the issues in the video that you mentioned will be reworked or improved in the next updates. So I hope to be in your Top 5 next year. ;-)
Thank you for your question! Yes, I am planning to include at least two endings for the game. I feel that having multiple endings would not only fit the narrative but also provide players with a more personal and engaging experience based on the choices they make throughout the story.
Of course, it will take some extra work, but I believe it’s worth it to make the game more immersive and rewarding. Stay tuned for future updates—I’m excited to share more as the development progresses!
Thank you so much for your feedback and kind words! I truly appreciate your enthusiasm for the game and its story progression.
Regarding the Discord links, I’ve just double-checked the ones in version 0.2.2, and they seem to be working fine on my end.
I’m working hard on the next update, and while I can’t make any promises about timing, I’ll do my best to have something ready before the end of the year. Your support and excitement mean a lot - it really motivates me to push forward with development.
Thank you for following the project, and stay tuned for more updates!
Thank you so much for your kind words and enthusiasm! I'm glad you enjoyed the game. As for Mark, I can’t reveal any specific plot details, but I can say he plays a significant role in the story. Whether he survives or not… well, you’ll have to wait and see! 😉 Stay tuned for the next update, and thanks again for your support!
Thank you for your support and patience! The next update is currently in active development. I’m working hard to complete it by the end of this year, but I can’t make any promises just yet. However, I can assure you that exciting new content is on the way, and I’m doing my best to ensure it meets your expectations. Stay tuned, and thank you for sticking with me!
Thank you for your feedback! I really appreciate you taking the time to share your thoughts.
I’m glad you enjoyed the game and noticed the Dead Space inspiration - it’s definitely one of the games that influenced me. That said, I understand your point about the balance between action and horror, and the role movement plays in creating tension.
As a player myself, I’ve always disliked when games artificially limit my speed or responsiveness, especially during intense moments. That’s why I decided to make the character's movement fluid and responsive, even in a horror setting. I believe fear can still be evoked through resource management, enemy design, and atmosphere without sacrificing player control.
That being said, I’m always experimenting and fine-tuning the experience, so your feedback helps a lot. Thanks again for playing, and I hope you’ll stick around for future updates!
Hello, Spideraf!
Thank you so much for your kind words and support - it truly means a lot to me! I'm thrilled to hear that you're enjoying the game and that it aligns with your preferences.
I’m glad you appreciate the unique approach to "failure" mechanics, and I’ll continue to refine and expand upon that idea as the game develops. As for your suggestion about adding different types of enemies - this is definitely something I’m working on! I have plans to introduce new enemies in future updates, each with their own unique mechanics and interactions, which I hope will add more variety and excitement to the gameplay.
Thank you again for your enthusiasm and encouragement. Stay tuned for more updates - I’m excited to show you what’s next!
The game is still in development, and it's normal for older save files to become incompatible with new updates, as many elements in the game are constantly changing. By version 0.3.0, I plan to implement a save system that will allow save files to work properly between updates. In the meantime, you can use save files on start of 2 act for the latest version of the game available on Discord.
Thank you so much for your kind words and incredible support! It truly means a lot to hear such positive feedback. I’m thrilled that you’re enjoying the game, and I’m working hard to make future updates even better. Your support on Patreon is greatly appreciated and motivates me to keep pushing forward. Stay tuned - there’s much more to come!
Thank you for your feedback! I’m glad to hear you’re enjoying the game so far.
Regarding backtracking, you’re absolutely right - it’s something I’m actively working on. With each update, I’m adding corridors and shortcuts for smoother navigation. In version 0.2.2, for example, several sectors already include shortcuts to make returning to previous locations easier.
As for the "defeat" system (death/deep infection), this is still a work in progress. I’m planning to introduce a Mental Health mechanic that will play a significant role in how "defeats" impact the main character, adding more depth to the gameplay.
As of the 0.2.2 update, the following outfits are available in the game:
- Stasis Suit
- COLOS Crew Outfit
- COLOS Crew Outfit (damaged)
- AstroLab M7 Outfit
- AstroTech Peon Outfit
- AstroTech Peon Outfit (Without jacket)
- AstroTech Peon Outfit (Without jacket and pants)
- AstroMed P2 Outfit
- AstroMed P2 Outfit (High Heels)
But in future updates, the range of outfits will increase.
Thank you for such an insightful and encouraging comment! I’m thrilled to hear that you enjoyed the gameplay, mechanics, and the direction of the story. Expanding on the body corruption mechanic is definitely something I’ve been exploring, and I appreciate your ideas about adding "compromise effects" - balancing benefits with sacrifices could add an interesting layer to gameplay. I’ll keep your suggestion in mind for future updates, especially in finding a good balance between story and more "fantasy-fulfilling" elements.
It’s great to hear from someone who’s in game development as well! I know exactly what you mean about the challenges, but feedback like yours makes the process so much more rewarding. Thank you for your support on Patreon, and rest assured there’s a lot more to come. Stay tuned!