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Progress Update

Published 08/05/2026, 09:46:50 PM

Hello everybody. Another progress update for you all!

Bots are Back!

I did manage to get bots in working order again, and even gave them more noises to make! All I really added were yelps and screams as they react to their environment. All sourced from freesounds.org.

They also react to being teleported now too, and they even exclaim if they see they're being sent into an... Undesirable situation. Kuronatu is so proud of them!

Minor Optimizations

I've finally gotten around to optimizing the resident frame killer: 'GiantessModelCache'. This utility class is used to fetch world-space vertice positions for a model's given blend shape - It's not terribly important. Long story short, it's essential for calculating hand / head IK, among a few other smaller things.

It was also extremely computationally expensive, as it ran multiple times every frame. I've brought it up-to-speed with other newer systems, and have managed to squeeze a few extra FPS out of it as a result.

Task TODOs

This isn't an exhaustive todo list, but these are still some priority issues I still need to address before prime time:

Overall

Consider different Giantess sizes & player sizes

Watching TV

Need to implement the rest of the "Where do you want to watch?" choices.

Add bucket / bowl of popcorn?

Allow player to put custom media on the TV.

Lay Down (Different from 'Sleep Time')

Several Interactions do not work or behave weirdly.

Dinner Time

This isn't implemented in the new CTask system at all yet.

I also need to make sure the other maps will work with all these changes! There have been a lot of 'em over the past almost year, so testing will definitely be required there.

Other Various Bits n' Bobs

I have yet to finish the movement system up; It's in a workable state as it is, but there are a few issues that still need to be worked out before the closed beta. Sometimes she doesn't move at all when she needs to, and sometimes she won't stop moving. Again, I never would have thought AI movement to be such a difficult thing to implement (and make it look good).

I've gotten around to implementing "pockets" for the clothing system; They allow custom models to define custom spots where held objects can be attached. This hasn't been ported over to the Custom Model Tool for Blender because I still don't know what I'm doing with that just yet.

In addition to pockets, you can also customize how you want the Giantess to carry you; Attached to a specific piece of clothing, or on her head, on her shoulder, etc.

When you're getting eaten, you can hold LMB to try and grab onto the uvula! The whole eating experience is smoother overall in general.

Thank you all again for being so patient!! We're getting closer and closer to a private testing release (And then: A public release!). Hopefully it won't be much longer.

I'll see you all in the next one!