Project: Devour (Vore Horror Game) Version 0.3.3 (Bug Test)

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What features do you want to see once the main game is completed?

Scene Gallery
34
36%
Replay Levels
10
11%
Maze Rush (All Mazes, No Saves rush mode)
3
3%
Post Game Mazes after story is finished
18
19%
Monster Dating Sim Side Mode
30
32%
 
Total votes : 95

Project: Devour (Vore Horror Game) Version 0.3.3 (Bug Test)

Postby Datstrudel » Sat Apr 29, 2023 12:09 am

PLEASE DO NOT UPLOAD SCENES OR GAMEPLAY ON ANY VIDEO SHARING SITES OF THIS GAME OR ANY OTHER GAMES I'VE MADE WITHOUT FIRST CONSULTING ME.

Project: Devour is a new vore themed horror game from the deranged mind of Datstrudel.
THIS MOST RECENT UPDATE IS A BUG TEST. I DO NOT EXPECT THIS TO BE STABLE.

Gameplay
Spoiler: show
The Main gameplay loop consists of exploring mazes and collecting Soul Fragments. In these mazes are creatures called Specimens which devour all who invade their domain. Upon collecting all Soul Fragments in a maze, the way is opened for you to continue your journey deeper into the labyrinth.


Story
Spoiler: show
We follow Misato, a girl who wants nothing more than to experience vore for real. However, this desire leads her onto the dark web where she learns of the researcher, Dr. De'Voir. This doctor claims to have the research capable of bringing vore to reality, and Misato jumps at the opportunity to see the research first hand. But things go bad when Specimen 1 escapes containment, sending Misato on her dark, perilous journey.


Content
Spoiler: show
Contains:
Vore (duh)
Oral Vore
Breast/cleavage vore
Jump Scares
F/F content
M/F content
Giantess
Dark themes


Screenshots
Spoiler: show
Capture1.PNG


Capture2.PNG


Capture3.PNG


Capture4.PNG


Changelog:
Spoiler: show

Should have fixed Prologue Chase sequence
Should have fixed the Monika Bug
Chapter 3 Release
Roughly 20+ unique vore scenes
About 12 unique levels to play


DEMO: There's likely bugs, so please feel free to let me know about them. Apologies ahead of time.

MAKE SURE TO GO INTO OPTIONS AND TURN OFF DEPTH OF FIELD. IT WILL MAKE THE GAME NO LONGER BLURRY.

DOWNLOAD (Includes Windows and Mac versions): https://mega.nz/file/of92TYSL#fAc51hxb1 ... Gw50HRm06k
Last edited by Datstrudel on Wed Feb 28, 2024 8:06 pm, edited 23 times in total.
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Re: Project: Devour (Vore Horror Game)

Postby VirtuosoViking » Sat Apr 29, 2023 2:00 am

Oh cool, you're doing another vore horror game? Nice. I'm eager to see how it'll play. From what the gameplay reads and how the screenshots look, I'm reminded of Spooky's Jumpscare Mansion, and that one other game that was a collection of mazes with a horror setting. I think it was called Dark Deception? Anyway, hope to get a chance at the demo soon.
When it comes to most bosses, thank god for obvious, glowing weak spots.
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Re: Project: Devour (Vore Horror Game)

Postby Datstrudel » Sat Apr 29, 2023 2:29 am

VirtuosoViking wrote:Oh cool, you're doing another vore horror game? Nice. I'm eager to see how it'll play. From what the gameplay reads and how the screenshots look, I'm reminded of Spooky's Jumpscare Mansion, and that one other game that was a collection of mazes with a horror setting. I think it was called Dark Deception? Anyway, hope to get a chance at the demo soon.


Both of those games were inspiration for this game. So you can expect something like those two.
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Re: Project: Devour (Vore Horror Game)

Postby zaza333 » Sat Apr 29, 2023 2:33 am

will there be player as pred?
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Re: Project: Devour (Vore Horror Game)

Postby Datstrudel » Sat Apr 29, 2023 2:37 am

zaza333 wrote:will there be player as pred?


Not at this time. The game will be entirely player prey.
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Re: Project: Devour (Vore Horror Game)

Postby zaza333 » Sat Apr 29, 2023 2:40 am

Datstrudel wrote:
zaza333 wrote:will there be player as pred?


Not at this time. The game will be entirely player prey.


oh... still wish you a great fun on the coding!
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Re: Project: Devour (Vore Horror Game)

Postby empatheticapathy » Sat Apr 29, 2023 6:40 am

Datstrudel wrote:Not at this time. The game will be entirely player prey.


Glad to hear it. Been too long since we had a game like that.
No male prey though?
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Re: Project: Devour (Vore Horror Game)

Postby Datstrudel » Sat Apr 29, 2023 9:47 am

empatheticapathy wrote:
Datstrudel wrote:Not at this time. The game will be entirely player prey.


Glad to hear it. Been too long since we had a game like that.
No male prey though?


No, this game stars a female Mc. There will be male Preds a little.
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Re: Project: Devour (Vore Horror Game)

Postby Vola » Sat Apr 29, 2023 11:25 am

I'm very impatient for the demo to come out !
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Re: Project: Devour (Vore Horror Game)

Postby Datstrudel » Sat Apr 29, 2023 12:38 pm

Vola wrote:I'm very impatient for the demo to come out !


You won't have to wait long. Should be up today or tomorrow.
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Re: Project: Devour (Vore Horror Game) DEMO

Postby Datstrudel » Sun Apr 30, 2023 12:38 am

DEMO: There's likely bugs, so please feel free to let me know about them. Apologies ahead of time.

Windows: https://mega.nz/file/4G1H1Y6Y#-0ti2cG8r ... XX4NUG4ipg

Mac: https://mega.nz/file/laFUQYwB#RkaGZtKmT ... TLiD15fnsI

EDIT: I'm aware of a bug and I will have it fixed very soon.
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Re: Project: Devour (Vore Horror Game) DEMO

Postby ohhellothere » Sun Apr 30, 2023 1:36 am

Currently the Splash screen doesnt load but this can just be bypassed by adding a space instead of an underscore.
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Re: Project: Devour (Vore Horror Game) DEMO

Postby Datstrudel » Sun Apr 30, 2023 1:41 am

ohhellothere wrote:Currently the Splash screen doesnt load but this can just be bypassed by adding a space instead of an underscore.


I've already got a fix. It should be up in a few minutes.
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Re: Project: Devour (Vore Horror Game) DEMO

Postby kiriaflurry » Sun Apr 30, 2023 1:46 am

Ive noticed the same issue with Specimen1%203 and others.
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Re: Project: Devour (Vore Horror Game) DEMO

Postby Datstrudel » Sun Apr 30, 2023 1:51 am

UPDATED DEMO. There was an issue with image file names.

DEMO: There's likely bugs, so please feel free to let me know about them. Apologies ahead of time.

Windows: https://mega.nz/file/0T0j1TCI#HlMlyXLaL ... YTOOFpH43Q

Mac: https://mega.nz/file/xWlASDaI#DKcNlHmxJ ... -BbrnEid-4
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Re: Project: Devour (Vore Horror Game) DEMO

Postby ohhellothere » Sun Apr 30, 2023 3:25 am

After playing through the whole thing, I have to say I'm liking it so far. I didn't even know rpgmaker could make a 3D maze explorer. I especially like the hallway chases that break up the more puzzle-esque collection levels. Other than the issue with the splash screen I didn't run into any issues for the rest of the playthrough.

The only things I would note:
1. The soulshard sprite seems really large, big enough to cover up a specimen,(This also coupled with the large amount of blur, but im assuming that is an engine limitation and you cant do much about it) making it easy to potentially get caught because you couldn't see behind it. Might be a good idea to shrink it or simplify it.
2. The Clown chase could due with some tuning, after a transition if you don't start moving as soon as it fades in you get caught instantly.
3. I was kinda disappointed that the two mimes basically acted the same, it would be cool to see a level with 2 enemies that have their own different behaviors. They also felt a lot easier than the clown so it would make more sense to me that you have to face the clowns minions before you square off against her, this also leading more naturally into the hallway chase with her being able to follow behind you from the previous level.

But other than those I find this to be a pleasant experience and I'm excited to see more, especially with that line at the end of the second clown level.
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Re: Project: Devour (Vore Horror Game) DEMO

Postby Datstrudel » Sun Apr 30, 2023 3:43 am

ohhellothere wrote:After playing through the whole thing, I have to say I'm liking it so far. I didn't even know rpgmaker could make a 3D maze explorer. I especially like the hallway chases that break up the more puzzle-esque collection levels. Other than the issue with the splash screen I didn't run into any issues for the rest of the playthrough.

The only things I would note:
1. The soulshard sprite seems really large, big enough to cover up a specimen,(This also coupled with the large amount of blur, but im assuming that is an engine limitation and you cant do much about it) making it easy to potentially get caught because you couldn't see behind it. Might be a good idea to shrink it or simplify it.
2. The Clown chase could due with some tuning, after a transition if you don't start moving as soon as it fades in you get caught instantly.
3. I was kinda disappointed that the two mimes basically acted the same, it would be cool to see a level with 2 enemies that have their own different behaviors. They also felt a lot easier than the clown so it would make more sense to me that you have to face the clowns minions before you square off against her, this also leading more naturally into the hallway chase with her being able to follow behind you from the previous level.

But other than those I find this to be a pleasant experience and I'm excited to see more, especially with that line at the end of the second clown level.


Oh my god i forgot about the blur. Turn off Depth of field. That unblurs the game.

Also, the soul sprite is kinda just stuck that way. I'm afraid that if i change it, I'll have to replace all 430 soul shards in the game lol. I may attempt to change it if I can manage without undoing everything.

Honestly, the clown chase I plan to change. The default pursuit AI is kind of...bad.

I often design a level right after creating its enemy type and the clown was designed first. So the mime level came second because I designed them later. But yeah, what you suggest makes sense. I may change it up in the future.
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Re: Project: Devour (Vore Horror Game) DEMO

Postby ohhellothere » Sun Apr 30, 2023 3:58 am

Datstrudel wrote:
ohhellothere wrote:After playing through the whole thing, I have to say I'm liking it so far. I didn't even know rpgmaker could make a 3D maze explorer. I especially like the hallway chases that break up the more puzzle-esque collection levels. Other than the issue with the splash screen I didn't run into any issues for the rest of the playthrough.

The only things I would note:
1. The soulshard sprite seems really large, big enough to cover up a specimen,(This also coupled with the large amount of blur, but im assuming that is an engine limitation and you cant do much about it) making it easy to potentially get caught because you couldn't see behind it. Might be a good idea to shrink it or simplify it.
2. The Clown chase could due with some tuning, after a transition if you don't start moving as soon as it fades in you get caught instantly.
3. I was kinda disappointed that the two mimes basically acted the same, it would be cool to see a level with 2 enemies that have their own different behaviors. They also felt a lot easier than the clown so it would make more sense to me that you have to face the clowns minions before you square off against her, this also leading more naturally into the hallway chase with her being able to follow behind you from the previous level.

But other than those I find this to be a pleasant experience and I'm excited to see more, especially with that line at the end of the second clown level.


Oh my god i forgot about the blur. Turn off Depth of field. That unblurs the game.

Also, the soul sprite is kinda just stuck that way. I'm afraid that if i change it, I'll have to replace all 430 soul shards in the game lol. I may attempt to change it if I can manage without undoing everything.

Honestly, the clown chase I plan to change. The default pursuit AI is kind of...bad.

I often design a level right after creating its enemy type and the clown was designed first. So the mime level came second because I designed them later. But yeah, what you suggest makes sense. I may change it up in the future.

Spoiler: show
Is there a point to the Red Soulshard in the first chase or is that just a bait-and-switch to get you caught? :lol: because you can get it and get out safely
I also noticed there was pictures of a vore scene for the doctor and a ghost that i couldnt seem to find in game, are those unused as of now or are they secret scenes?
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Re: Project: Devour (Vore Horror Game) DEMO

Postby Datstrudel » Sun Apr 30, 2023 4:05 am

ohhellothere wrote:
Datstrudel wrote:
ohhellothere wrote:After playing through the whole thing, I have to say I'm liking it so far. I didn't even know rpgmaker could make a 3D maze explorer. I especially like the hallway chases that break up the more puzzle-esque collection levels. Other than the issue with the splash screen I didn't run into any issues for the rest of the playthrough.

The only things I would note:
1. The soulshard sprite seems really large, big enough to cover up a specimen,(This also coupled with the large amount of blur, but im assuming that is an engine limitation and you cant do much about it) making it easy to potentially get caught because you couldn't see behind it. Might be a good idea to shrink it or simplify it.
2. The Clown chase could due with some tuning, after a transition if you don't start moving as soon as it fades in you get caught instantly.
3. I was kinda disappointed that the two mimes basically acted the same, it would be cool to see a level with 2 enemies that have their own different behaviors. They also felt a lot easier than the clown so it would make more sense to me that you have to face the clowns minions before you square off against her, this also leading more naturally into the hallway chase with her being able to follow behind you from the previous level.

But other than those I find this to be a pleasant experience and I'm excited to see more, especially with that line at the end of the second clown level.


Oh my god i forgot about the blur. Turn off Depth of field. That unblurs the game.

Also, the soul sprite is kinda just stuck that way. I'm afraid that if i change it, I'll have to replace all 430 soul shards in the game lol. I may attempt to change it if I can manage without undoing everything.

Honestly, the clown chase I plan to change. The default pursuit AI is kind of...bad.

I often design a level right after creating its enemy type and the clown was designed first. So the mime level came second because I designed them later. But yeah, what you suggest makes sense. I may change it up in the future.

Spoiler: show
Is there a point to the Red Soulshard in the first chase or is that just a bait-and-switch to get you caught? :lol: because you can get it and get out safely
I also noticed there was pictures of a vore scene for the doctor and a ghost that i couldnt seem to find in game, are those unused as of now or are they secret scenes?


Spoiler: show
All I can say about the red shards is that they’ll be important.
The doctor and ghost were just preemptively designed. The ghost was the original resident of chapter 1, but I liked the clown a lot.
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Re: Project: Devour (Vore Horror Game) DEMO

Postby DemonOfDeath567 » Sun Apr 30, 2023 7:22 am

When I start the game and get control, then enter the house and get to the other end of the hallway, the room change sound that you normally hear doesn't sound and it just gets stuck on a black screen. No error message or anything. Is it a bug or intentional?
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