A clicker-inspired simulator/adventure game with the player as furry female predator (and prey). Content includes male prey and other female preds/prey of human and furry varieties, vore by means of unbirth (most common), anal vore, and cleavage vore, metabolism with growth/weight gain, and relatively mild depictions of sex, reproduction, digestion, and disposal. (I’m unlikely to create a lot in the way of other content types, but see notes about modding below!) Presentation is mostly text supplemented by (AI generated) fantasy art drawings of over-sexualized human/furry ladies in various stages of undress which are generally NSFW but not explicitly vorish, though there are a few big bellies in there.
The primary game loop involves hunting for girls to eat and boys to screw/eat while managing your weight/energy to grow stronger, and hopefully avoid becoming a meal for another predator. As you go you’ll collect points/resources to spend on upgrades that unlock additional actions, new territories with new varieties of prey, clothing/equipment to support your growing body, a tree-house, a garden, traps, bribes, metabolic enhancements, a throne of skulls, a mad quest to devour god… stuff like that.
This game is kind of odd, I’ll admit, but if you’re at all interested here's a download link. Try it, see if it tickles your fancy, and if so you can consider indulging my ramblings below. Thanks for taking a peek!
Download Link - Version 1.1.1
https://mega.nz/file/XShXnKwR#B6uVlbk7asRPVavoSe-iNE1ONN2_RfJ3rTsEhKbUC6Q
Screenshots
Spoiler: show
Change Log
Version 1.1.1
Spoiler: show
- Increased default digestion efficiency and reduced default action energy cost. (Overall effect should be roughly half way between 1.0 and 1.1).
Lowered the threshold for nemesis spawn (energy + fat + muscle combined must be less than 1/4 of bones) and added a grace period between additional nemesis spawns.
Added a hidden “summonlevel” effect to the levelup upgrades. Sum of this effect is added to level of non-hunted player summons (e.g. vixgenesis offspring) so that they scale somewhat to your progress. (Since vanilla vixgenesis is only available after all the levelups, you probably won’t see a difference unless you’ve modded something.)
Nemesis respects the new summonlevel, so if you do manage to attract a tigress very early on it should be possible to elude her.
Version 1.1
Spoiler: show
Download Link: https://mega.nz/file/nTZiwLJY#d6RZvCknBQ4-tpQI_bCzGMcAnZHYVamL2xKMX5UINkI
GAME FEATURES
GAME FEATURES
- Option to mute disposal (sounds/icons/echoes).
Added a respawn mechanic with extra life upgrades. There’s also an “infinite” lives cheat.
Multiple digestion/disposal pathways (e.g. unbirth womb digestion) are now possible, though by default the majority of vore actions still send prey to the belly. There’s a new addon to insert the alternate pathways for most unbirth/cleavage vore cases.
Player breast vore action snugglecleave—works best with high fat. If you use the alternate digestion pathways addon, prey in breasts is reflected in the reflect action status echo. (It’s a little goofy, but reflect still needs work overall.)
Game time now progresses on clock ticks instead of player actions. Remember you can pause the clock when you need to.
Changed the rest action to cause time lapse—speeds the clock by x10 for about 8 ticks. If you have way too much machination, consider resting instead of idling.
Tweaks to combat mode to complement the new time behavior. Enemy chews are now more of a threat, but the player hurts themself less by struggling.
Added a bunch of new enemy powers related to combat mode and spread a few existing powers around to more enemies.
Rebalanced energy and digestion efficiency. It’s now significantly harder (factor of ~4) to stay well fed, especially if you’re screwing around (heh). Beware that if you run out of fat you will burn muscle to keep going! In case you find the game is now harder than you’d like, I’ve included an easier difficulty addon that tones down metabolism and some other things.
The player is now on a team and can potentially (e.g. with multitude destiny) acquire friendly creatures that will not attack unless you attack them or somebody else they regard as a friend. Note that not all friend relationships are reciprocal.
Slightly improved readability of hp/Mcal text on enemy thumbnails and added that text also to the larger focus target image.
Added hints to the bottom bar that cycle “daily” (every 24 ticks).
Added submit actions muffdive and moonworship (currently available via the Unlock Vore cheat) to feed yourself to somebody.
The cheer leap and booby trap powers are now more dangerous (only require one stat check to bite instead of the normal two) and have unique echoes.
Lore drops here and there.
- Significantly reworked the way that vore actions/attacks are defined. Essentially, I broke it up into multiple phases (e.g. bite, digestion, disposal for player actions) where each phase points at the next (SEQUENT) phase. This makes it easier to mod pathways and mix/match/reuse phases. Also opens the door for subsequent phases to trigger non-targeted DO effects like summoning, which allowed me to make offspring a little bit less instant.
Added a button to show addon load order on the launch form.
A couple of inlay string debugging tools accessible from the launch form to aid authors (and catch my dumbest mistakes).
Exposed labels for several interface elements in the “characters” table and disposal button labels in the “actions” table.
Sound effects can now be invoked alongside almost any echo. Characteristic names are analogous to echoes, for instance SOUNDSPEEDMISS will play when ECHOSPEEDMISS displays. New sound effects are left as an exercise for the reader.
Gave the “feats” table a way to remove attacks (granted by other feats). This functionality can be used to, for example, remove the default “unbirth” attack from a female creature in favor of an attack granted by the feat. I’ve used this to hide a number of attacks (digestion powers) that base game males would inherit from their race, but this is easy to undo with an addon if you want to make male predators. In fact, I’ve included such an addon.
Moved much of the data from the oral vore addon into the base game (with the intention of using it in the future).
Added straight percentage chance checks to the “actions” (DO=chancecontest:20) and “attacks” (TOHIT=chance:20) tables.
Added a summon mode “summonalways” that ignores population tapering. Use with caution.
Reworked the hard-coded self actions (e.g. hunt) a bit so that their effects can be included in DO sequences.
New N-pronoun inlays (e.g. $NTHEM$) insert the character’s name when using 3rd-person pronouns, for less ambiguity.
- Fixed a crash on nemesis spawn.
Fixed the enemy protect power not working at all.
Tracked down a minor bug that was causing ambient disposals to not echo sometimes.
Version 1.0
Spoiler: show
Download Link: https://mega.nz/file/3aJFRTCA#jn2RdLWysWNpMccwLpDnyMQJNG6h3exxSCv6PWcCmUI
Main content from initial release:
Main content from initial release:
- Cait the Vixen - Main campaign with about 50 different creatures to hunt across 18 territories, over 100 upgrades, and two different paths to victory (singularity vs. multitude).
Professora Beatriche - Quickstart variant of Cait’s campaign with a few more possible territories and creatures. Unlocked by achieving either victory with Cait.
Tutorial
Spoiler: show
Once you start the game you’ll see an interface with your action points, your biometrics, and a lot of empty space. More elements will emerge as you progress. You get one action point (paw-heart) every second which you can use to do actions; if your action points are full then you’ll automatically do idle actions. You can pause/resume at any time with the big pause/play button by your action points.
The first thing you’ll want to do is hunt for prey by clicking the self-action (heart-arrow) button until your hunt progress fills up to 100%, at which point your quarry will appear below. You can left/middle/right-click on their portrait to do different actions. Try to eat them with left-click—it may take a few tries to catch them. If you succeed, your prey will be moved into your belly where you can simply wait for them to drop to 0 hp and pass on to your bowels. Prey in your bowels will digest, gradually giving you energy and mass until they burn all the way down to 0 Mcal or you press the dump button to return them to the earth.
Your biometrics display will give you an idea of how your body is doing. The colored bar is your readily available energy and the smaller black bar is your body fat. Fat will metabolize into energy over time if your energy is low, or if your energy is high you will slowly grow more fat. Your body fat (along with any ballast that you’re carrying in your belly/bowels) will slow you down, so you’ll want to manage your weight to be able to keep catching prey. But beware that if your energy gets too low (bar turns yellow) you will become weak and especially vulnerable to other predators, so don’t go overboard with diet and exercise.
If you manage to hunt down a boy, trying screwing him with right-click. Sex will reward you with inspiration, which you can spend on the upgrades tab. Unlocking upgrades is the main way that you will progress, so keep any eye on this tab to see what’s new. When you unlock new actions, you can find them in the drop-down menus on the left panel. Try using different actions to see what they do by clicking on the self-action (heart-arrow) button or left/middle/right-clicking on portraits. You can create custom self-action buttons with the small popout (card-arrow) button to make them easier to access.
You’ll eventually unlock new territories and passive features which you can turn on/off on the toggles tab. New territories will have bigger (juicier, but potentially more dangerous) prey for you to find. When you hunt, the creatures (and other resources) you find are chosen randomly from any of the territories that are currently toggled on, so you may want to toggle places on or off to control the menu.
Those are the basics. If you seem to be stuck, try exploring different places and eating a variety of people to find the resources you need to keep advancing. Also remember to tumble with the boys when you find them—having sex a number of times may be necessary to mature and reveal the next major tier of upgrades.
Oh, and you may have noticed that when you attack someone the other girls might try to eat you. When that happens, PANIC! If you manage to escape, you’ll likely find that some of your action point hearts are damaged—simply idle for a while (somewhere safe) and they’ll eventually heal.
Are you being harried by creatures that are too strong or too many? Try using the snarl or elude actions to get rid of them, or maybe use traps to weaken them until you can turn the tables. With a little luck or cleverness, you might even be able to get different groups of people to fight each other.
The first thing you’ll want to do is hunt for prey by clicking the self-action (heart-arrow) button until your hunt progress fills up to 100%, at which point your quarry will appear below. You can left/middle/right-click on their portrait to do different actions. Try to eat them with left-click—it may take a few tries to catch them. If you succeed, your prey will be moved into your belly where you can simply wait for them to drop to 0 hp and pass on to your bowels. Prey in your bowels will digest, gradually giving you energy and mass until they burn all the way down to 0 Mcal or you press the dump button to return them to the earth.
Your biometrics display will give you an idea of how your body is doing. The colored bar is your readily available energy and the smaller black bar is your body fat. Fat will metabolize into energy over time if your energy is low, or if your energy is high you will slowly grow more fat. Your body fat (along with any ballast that you’re carrying in your belly/bowels) will slow you down, so you’ll want to manage your weight to be able to keep catching prey. But beware that if your energy gets too low (bar turns yellow) you will become weak and especially vulnerable to other predators, so don’t go overboard with diet and exercise.
If you manage to hunt down a boy, trying screwing him with right-click. Sex will reward you with inspiration, which you can spend on the upgrades tab. Unlocking upgrades is the main way that you will progress, so keep any eye on this tab to see what’s new. When you unlock new actions, you can find them in the drop-down menus on the left panel. Try using different actions to see what they do by clicking on the self-action (heart-arrow) button or left/middle/right-clicking on portraits. You can create custom self-action buttons with the small popout (card-arrow) button to make them easier to access.
You’ll eventually unlock new territories and passive features which you can turn on/off on the toggles tab. New territories will have bigger (juicier, but potentially more dangerous) prey for you to find. When you hunt, the creatures (and other resources) you find are chosen randomly from any of the territories that are currently toggled on, so you may want to toggle places on or off to control the menu.
Those are the basics. If you seem to be stuck, try exploring different places and eating a variety of people to find the resources you need to keep advancing. Also remember to tumble with the boys when you find them—having sex a number of times may be necessary to mature and reveal the next major tier of upgrades.
Oh, and you may have noticed that when you attack someone the other girls might try to eat you. When that happens, PANIC! If you manage to escape, you’ll likely find that some of your action point hearts are damaged—simply idle for a while (somewhere safe) and they’ll eventually heal.
Are you being harried by creatures that are too strong or too many? Try using the snarl or elude actions to get rid of them, or maybe use traps to weaken them until you can turn the tables. With a little luck or cleverness, you might even be able to get different groups of people to fight each other.
Technical Content and Acknowledgements
Spoiler: show
EatME: Vixen Hunt © 2024 by AngelofTaxes is licensed under CC BY-NC-SA 4.0
This game is a portable Windows forms application (.exe), written in V-friggin-Basic entirely by yours truly, so it should run fine in any modernish Windows environment (probably even in a WineSkin, though I haven’t tried) without the need for any sort of install. Windows will probably give you some guff about running a rando application from the internet, but if you’re on this forum then you probably know the drill: if you trust that I’m not trying to virus you then click on more info>run anyway. The program should only read/write to its own directory and subfolders.
The majority of the game data is exposed in ordinary .txt files in the data folder and are also entirely my work in terms of content, database format, and the clever pronoun/synonym insertion scheme that I built from scratch and am rather pleased with. Consider the program and data files to be under a CC BY-NC-SA 4.0 license, which basically means you can feel free to tinker with those data files (more on that below) to make your own thing and share it however you like as long as you give me (AngelofTaxes) credit for what I made, don’t try to sell it, and don’t stop other people from doing the same. Have fun!
Icons are from the marvelous, truly excellent collection at game-icons.net made by Delapouite, Lorc, and other contributors and are used under the Creative Commons Attribution 3.0 license. I maintained the original icon names from game-icons.net so that you can easily find them yourself to see individual credits and maybe grab them for use in your own project if you feel so inclined.
All fantasy artwork is generated on my installation of Stable Diffusion. For those who are curious/savvy, I’m mostly using a checkpoint called Furry Vixens (for furries and non-furries alike, if only to maintain some degree of consistency) with intermittent use of a LoRA called Hyperfusion (for ridiculously large boobs, bellies, etc.) and a sprinkling of other LoRAs here and there for specific monster girl qualities (e.g. Hooved Legs, Harpy), all available from CivitAI. I have some critical opinions about generative AI that I won’t delve into here, but for this application I decided it was less bad than directly stealing artwork from the internet (which had been my initial approach and a driving factor in not sharing this game earlier). Anyway, I’m not planning to sell anything and I make no claims on the ownership of these images. I’ve tried to avoid replicating any specific people/characters/IP, but the algorithm has certain biases toward material that appears frequently in its internet-scraped training data, so if you spot something particularly identifiable that slipped past me, maybe drop me a line?
The few sound effects are shamelessly stolen from krishna3ca's VGame (and I’m pretty confident they were stolen from elsewhere before that). I might eventually transition to something less stolen. There are some good CC0-licensed slurping wavs from freesound.org that I may swap in for the swallow sounds, but I’m still looking for disposal sounds that I like (e.g. of the wet flatulence variety, about 1-2 seconds long and not overly gross/sexual), so if you know a good source that’s explicitly free-to-use, I’m all ears.
This game is a portable Windows forms application (.exe), written in V-friggin-Basic entirely by yours truly, so it should run fine in any modernish Windows environment (probably even in a WineSkin, though I haven’t tried) without the need for any sort of install. Windows will probably give you some guff about running a rando application from the internet, but if you’re on this forum then you probably know the drill: if you trust that I’m not trying to virus you then click on more info>run anyway. The program should only read/write to its own directory and subfolders.
The majority of the game data is exposed in ordinary .txt files in the data folder and are also entirely my work in terms of content, database format, and the clever pronoun/synonym insertion scheme that I built from scratch and am rather pleased with. Consider the program and data files to be under a CC BY-NC-SA 4.0 license, which basically means you can feel free to tinker with those data files (more on that below) to make your own thing and share it however you like as long as you give me (AngelofTaxes) credit for what I made, don’t try to sell it, and don’t stop other people from doing the same. Have fun!
Icons are from the marvelous, truly excellent collection at game-icons.net made by Delapouite, Lorc, and other contributors and are used under the Creative Commons Attribution 3.0 license. I maintained the original icon names from game-icons.net so that you can easily find them yourself to see individual credits and maybe grab them for use in your own project if you feel so inclined.
All fantasy artwork is generated on my installation of Stable Diffusion. For those who are curious/savvy, I’m mostly using a checkpoint called Furry Vixens (for furries and non-furries alike, if only to maintain some degree of consistency) with intermittent use of a LoRA called Hyperfusion (for ridiculously large boobs, bellies, etc.) and a sprinkling of other LoRAs here and there for specific monster girl qualities (e.g. Hooved Legs, Harpy), all available from CivitAI. I have some critical opinions about generative AI that I won’t delve into here, but for this application I decided it was less bad than directly stealing artwork from the internet (which had been my initial approach and a driving factor in not sharing this game earlier). Anyway, I’m not planning to sell anything and I make no claims on the ownership of these images. I’ve tried to avoid replicating any specific people/characters/IP, but the algorithm has certain biases toward material that appears frequently in its internet-scraped training data, so if you spot something particularly identifiable that slipped past me, maybe drop me a line?
The few sound effects are shamelessly stolen from krishna3ca's VGame (and I’m pretty confident they were stolen from elsewhere before that). I might eventually transition to something less stolen. There are some good CC0-licensed slurping wavs from freesound.org that I may swap in for the swallow sounds, but I’m still looking for disposal sounds that I like (e.g. of the wet flatulence variety, about 1-2 seconds long and not overly gross/sexual), so if you know a good source that’s explicitly free-to-use, I’m all ears.
About Modding
Spoiler: show
Much of the game data is accessible in text files in the aptly named “data” folder. These files form a sort of database where each item starts with an octothorpe (#) and then has an arbitrary list of semicolon-separated characteristics in the format “CHARACTERISTIC=value;” where any omitted characteristic is considered to have a default value of null or zero. Any pipe (|) in a characteristic splits it up into multiple different possibilities that the game will pick from at random each time it looks up the value. String expressions with dollar signs at either end like “$INLAY$” are used to substitute synonyms, pronouns, or other expressions at runtime.
You’ll probably be able to figure out what each data table does by poking through them, but here’s some of the basic layout. The “defaults” table controls some fundamental game parameters like clock speed. The “pronouns” and “synonyms” tables contain most of the lookups for $INLAY$ codes. Player stats start in the “characters” table which connects to the “upgrades” table which in turn unlocks the “actions” you can perform and the “biomes” you can visit. The “creatures” table links to one or more “feats” which determine what “attacks” (which fall into various categories like direct “counter” attacks on the player and passive “power” abilities) it can use and the “adjectives” that can modify the creature. The “biomes” table determines what creatures can appear and their relative power level (i.e. biome+X from “upgrades” and creature+Y from “biomes” are added together to determine creature level, which scales size/strength/speed exponentially).
The program builds its database each time it launches by reading all files in the “data” folder (and subfolders) that conform to the format “filename.txt” or “filename_*.txt” and merging files with the same “filename” prefix. So, for example, if it finds a file named “creatures.txt” and “creatures_AOTaddon.txt” it will take all of the items in both files to make the “creatures” table. If it finds a line with the same item name (e.g. “#NAME=bunny;”) in both files, then any characteristics specified in the second file will overwrite the first unless you include a tilde (~) in the value (e.g. “DISPLAYNAME=~|rabbit”), which tells the game to insert the existing value in place of that tilde. Load order is alphabetical by full file path.
So although you could edit the text files directly to change things or add new stuff, I strongly recommend that you create a separate text file named like “filename_yourhandleandmoddescription” to make it easy to share with other people and avoid overwrites. I’ve included some example mods in the “addons” folder to demonstrate how it can be done.
Whenever the game picks an image for a creature/player it looks at the “images\pictures” folder to find all the options with a filename in the format “creaturename_*” and chooses one at random, so you can add your own pictures to this folder and they’ll be added to the mix. I recommend using reasonably sized PNGs (gigantic JPGs may load slowly and cause the game to slow down), but any standard Windows-readable image file should work and the game will zoom them to an appropriate scale. I suggest you use a filename format of “creaturename_yourhandle###” if you want to share with other people and avoid overwrites. You can remove any pictures you don’t want by simply deleting them.
You’ll probably be able to figure out what each data table does by poking through them, but here’s some of the basic layout. The “defaults” table controls some fundamental game parameters like clock speed. The “pronouns” and “synonyms” tables contain most of the lookups for $INLAY$ codes. Player stats start in the “characters” table which connects to the “upgrades” table which in turn unlocks the “actions” you can perform and the “biomes” you can visit. The “creatures” table links to one or more “feats” which determine what “attacks” (which fall into various categories like direct “counter” attacks on the player and passive “power” abilities) it can use and the “adjectives” that can modify the creature. The “biomes” table determines what creatures can appear and their relative power level (i.e. biome+X from “upgrades” and creature+Y from “biomes” are added together to determine creature level, which scales size/strength/speed exponentially).
The program builds its database each time it launches by reading all files in the “data” folder (and subfolders) that conform to the format “filename.txt” or “filename_*.txt” and merging files with the same “filename” prefix. So, for example, if it finds a file named “creatures.txt” and “creatures_AOTaddon.txt” it will take all of the items in both files to make the “creatures” table. If it finds a line with the same item name (e.g. “#NAME=bunny;”) in both files, then any characteristics specified in the second file will overwrite the first unless you include a tilde (~) in the value (e.g. “DISPLAYNAME=~|rabbit”), which tells the game to insert the existing value in place of that tilde. Load order is alphabetical by full file path.
So although you could edit the text files directly to change things or add new stuff, I strongly recommend that you create a separate text file named like “filename_yourhandleandmoddescription” to make it easy to share with other people and avoid overwrites. I’ve included some example mods in the “addons” folder to demonstrate how it can be done.
Whenever the game picks an image for a creature/player it looks at the “images\pictures” folder to find all the options with a filename in the format “creaturename_*” and chooses one at random, so you can add your own pictures to this folder and they’ll be added to the mix. I recommend using reasonably sized PNGs (gigantic JPGs may load slowly and cause the game to slow down), but any standard Windows-readable image file should work and the game will zoom them to an appropriate scale. I suggest you use a filename format of “creaturename_yourhandle###” if you want to share with other people and avoid overwrites. You can remove any pictures you don’t want by simply deleting them.