(Developed as 0.2.1.10; released as 0.2.2 because of the amount of new content.)
Added Content
- (Game) Tail vore. Miu can now wear a living manticore tail — a predator with a flower-petal maw, its own hunting brain, and full internal throat geometry that you see from the inside. Equip it as her tail in any dressing menu (desktop or VR) and turn on Tail Vore in the fetish menu; both are required. Her catches then have a third possible outcome besides grab and stomp, picked by the same personality-weighted logic as her other choices. When the tail wins the roll, she stops and plants herself over you, and the tail does the rest: it blooms between her legs, pulls you onto its mouth with a visible suction vortex, closes its petals around you, and swallows you slowly down a lit, wet throat that ends in her stomach — while she stands frozen over you the whole time. From there the usual route applies: stomach, intestines, and out. If you get out of its reach before the petals close, the hunt resumes; once it has delivered a meal, it stays dormant. It never targets someone who is already inside her. Miu is aware of the tail — she can mention wearing it, feels it feeding, and remembers that it delivered you. Sounds come from her existing vore library. When equipped, she wears the tail in every scene; it only hunts in the main scene, since that is the only place she roams.
- (Game) Real villi in her intestines. Roughly a million small, dome-tipped fingers now line the gut walls in every vore scene — actual 3D geometry, not a texture. They are regenerated every frame from her live gut surface, so they follow every squeeze and peristalsis wave, move with her when she walks or turns, and scale to the local tube — fine in the narrow ducts, larger in the big ride sections. Performance stays flat because only the stretch of tube near you is rendered at any moment.
- (Game) A real pause menu in VR. Pausing in the headset now opens the actual pause menu — settings tabs, sliders, controls, features — floating at arm's reach, laser-clickable, with the game fully frozen underneath. Your lasers keep working while everything is paused, and the panel renders on top of world geometry. The Gameplay page gains a VR Comfort section at the top (turn mode, turn speed, snap angle, teleport toggle — applied immediately), and the Controls page shows VR controller bindings instead of keyboard keys. Lasers were also made thinner with a dark outline so they read against bright panels.
- (Game) The VR main menu was rebuilt. The bedroom TV now shows the real menu — the same Play page as desktop, on the TV glass, with all the standalone mode buttons and settings. Point and click to load a mode. Three dressing boards (Outfits, Accessories, Body) stand near Miu herself, so you can change her look and watch her react at full scale. The old teleporter capsules are gone.
- (Game) Miu tracks where you are through the whole journey. Her awareness now covers every stage in every scene: swallowed, stomach, intestines, and beyond. She no longer assumes you escaped while you are being moved deeper (the feeding scene was the worst case of this). She also knows what she is wearing and notices when you redress her, sees the actual food laid out in the feeding scene and plays along with being fed, and has a room system that tells her which room she is in and where she last saw or heard you — without leaking your hiding spot when she genuinely does not know it.
- (Game) Insults have consequences. Calling Miu something nasty spikes her anger and puts her into a permanent chase — she does not lose you around corners, and she does not stop until she catches you. She calms down once she does. Separately, if you tell her where you are in chat, she can decide to actually walk over and check. Lying to send her across the house works exactly once per lie.
Changes
- (Game) Hold Left Ctrl to walk at half speed — useful in the maze, on ledges, or for approaching Miu carefully. Listed as "Walk (slow)" in Controls and rebindable. (It was technically always there as an invisible leftover crouch; now it is a real, labeled control.)
- (Game) Settings additions: Mouse Sensitivity (now applies to normal first-person play, not just the third-person camera, and updates live), VSync, an FPS Limit dropdown, and a Voice volume slider for Miu's spoken lines.
- (Game) Menu cleanup pass: the changelog panel has been removed from the home page (changelogs live in the launcher now), so the menu opens with a clear view of Miu; the Features page uses tidy labeled tiles instead of one long checklist; Controls and AI Setup match the rest of the menu's style; the identity pickers are proper dropdowns; the Blendshapes tab has usable knobs and readable labels; reset buttons only reset their own tab; ultrawide (21:9 and 32:9) layouts no longer overlap; the HUD bars anchor to the corner on wide screens.
- (Game) First launches are smoother: shaders are pre-compiled on the boot screen instead of stuttering the first time each material appears in gameplay. This also removes the "camera and speed feel wrong until I restart" first-run problem, and single long frames can no longer fling the camera or teleport you forward.
Bug Fixes & Other
- (Game) Main scene performance: roughly 28 fps to 100+. A drool effect had duplicated itself 32 times across Miu's mouth and throat and was re-skinning her entire body several times a second. The duplicates are removed (she looks identical) and the tool that caused it can no longer stack copies. A related cleanup removed fifteen stacked acid-drip systems in her stomach.
- (Game) VR acid fixed. The double-vision effect when looking at or through stomach acid is gone — each eye was computing its light rays slightly differently, and they now agree exactly. Surface reflections and the underwater transition also match between eyes, and the liquid correctly hides behind stomach folds and intestine walls.
- (Game) VR carry and release fixes: being grabbed no longer forces your view around (your head stays yours in VR); being dropped into the stomach no longer slams or clips you through the floor (releases start from rest and the landing point clamps to the actual stomach floor); and VR locomotion is much more responsive — acceleration was never scaled with player size, so starting and stopping felt like syrup.
- (Game) Typing to Miu no longer triggers gameplay. Keystrokes in the chat box were also firing the flashlight, grapple, dash, warp, and item actions mid-sentence. All of them now ignore input while the chat box or console is focused.
- (Game) Miu's eyes can no longer get stuck closed. Three separate causes (two systems fighting over her eyelids, a mid-blink snapshot after the maze, and the dressing room re-learning "closed" as her resting face) are all fixed; blinking is owned by exactly one system now. Her facial expressions and mouth get the same treatment — no more frozen smirks or lips left parted after she finishes talking.
- (Game) New installs no longer start with a bald, naked, textureless Miu. First launches build and save her default look correctly; existing saved outfits are unaffected.
- (Game) The maze exit is always open. The old exit was secretly locked behind a tiny unlit cube ("the key") that effectively nobody ever found, making rounds unwinnable on a timer. The lock is removed, and the cube was replaced by an optional glowing treat — grab it on the way out and Miu is happier with you. Her dialogue about the maze was updated to match.
- (Game) The intimate toy scene has working lighting again — its light source was about 20x too dim after the render pipeline upgrade.
- (Game) The pause menu is now one shared piece across every scene instead of six drifting copies, and it includes everything the main menu settings recently gained.
- (Game) Audio: the tail's swallow sounds were recorded extremely quietly and have been re-leveled; sounds happening inside the tail are no longer muffled by the filter meant for the outside world. The VR boot screen now says "Press Any Button" instead of "Press Any Key".
Known Issues
- Swirly suction effect is not correct in VR SPI
- Controls section in VR menu has overlapping
- Back button overlaps with main menu, and pause menu in VR.