Progress Report: 7/21/2026

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DESCRIPTION

If a unit cannot fit target prey in their target stomach, but has room in a connected stomach, they will now transfer their prey automatically in the middle of battle.

New battle actions can now be freely run in the middle of pre-existing event scenes

Apply button added to options manager

Options manager now tracks the option change state and stores the options set when entering the screen.

Exiting the options manager without applying will trigger a dialog which allows the player to apply, exit, or cancel.

Options manager no longer steps on any toes in battle

Mashing load button on main menu no longer creates multiple load instances.

New game and load animations cleaned up

Move speed and text speed now work

Lamias given dialogue and action descriptions for prey transfer

Prey transfer no longer shows the same stomach as a target multiple times

Gacha now shows normal lobby text box rather than unique one

Tooltips no longer go offscreen at non-1920x1080 resolutions

Prey are more removed when they're removed from their pred, again

Hibernate drastically increases digest power

Digest time now calculates accurately for non-default digest power

Units are spawned with the correct heading

Buffs through stats are reworked to work again

Movement now only tracked through stats, not through battle

Can no longer highlight tiles or units during AI turn

/r speech rewrites now work again

Turns remaining for digestion displays correctly for multiple stomachs

Prey release is now more particular about where it can release prey

Shelter now checks that the target is actually a healer or carrier

Alright, we are at a point now where I feel confident about getting started on adding the new content. There are still some issues to deal with, but I feel good about tackling them during normal development without being purely bug focused. With that, I'd like to announce that the new build will be released on 8/8 for Vore Day! That build will include four new monster girls, a new phase-based battle system, new AI, and improved visuals. Most importantly, most of the game's code has been reworked and almost all technical debt that piled up while I was learning game dev has been eliminated! Thank you so much again for all your support, I can't wait to get started on the next chapter of development!

MeshiSOFTWORKS PATREON 687 favs
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POSTEDJul 22, 2026
ARCHIVEDJul 22, 2026