Added Content

  • (Game) Her insides move for real in the sleeping scene. The vaginal passage and the
    womb used to be a sculpted pose dialled up and down. Now the surface itself is reshaped every
    frame: slow rings travel the length of the passage, the walls press in around wherever you are
    and breathe against you, and every so often it rolls, swells, ripples or clenches down on you
    and lets go slowly. The walls you can touch move with what you see.
  • (Game) Her womb does the same in the main scene. Once she has put you in there, the
    walls breathe, roll and now and then clench around you, and they settle when you leave.
  • (Game) She is not a statue while she sleeps. Her mouth moves with her breathing and her
    tongue shifts and settles on its own, none of it on a timer. Climb into her mouth and she
    reacts to you being there. Stay about a minute and she closes her mouth and swallows, slowly,
    the way someone half asleep would. Her tongue is slippery too, so standing still on it is not
    a given.
  • (Game) Her cock fills with cum in the sleeping scene. It pools at the base as a thick,
    milky puddle while you are inside, and going under puts you in a warm haze you can still see
    through. The walls squeeze in slow waves along their length, tighter around wherever you are,
    and the sac kneads and churns around you. Soaking in the pool costs you health slowly, a bit
    gentler than her stomach acid, and your health does not start coming back until you are out.
  • (Game) Her breasts fill with milk in the sleeping scene. Go in through a nipple and the
    milk rises around you over about half a minute, and you float in it (at 30 health or less you
    sink). The walls roll, ripple, swell and grip around wherever you are, and every so often they
    clamp down and hold before easing off. Her nipples only open when something is actually going
    in or coming out.
  • (Game) When you are weak, her pyloric valve opens for you. Lie in her stomach at 25
    health or less for a few seconds and her stomach growls, the valve opens, and you are drawn
    up off the floor and through it in slow waves, straight into the intestine ride. Before, the ride
    only started if you happened to wander into the right spot at low health, which in the main
    scene almost never happened. Being taken heals you on the spot, and you can look around the
    whole time. It works in the main, feeding and stomach scenes, on desktop and in VR, and the
    Full Tour toggle still switches it off.
  • (Game) A new tease. When she has you in her hand she can now take you onto her tongue,
    suck on you for a while, and hand you back.
  • (Game) More movement in her stomach. The walls now cycle through travelling
    contractions, alternating presses, spiral squeezes, double waves and slow rolls on top of the
    pulse they already had, with varied timing so it does not repeat. The rest of her insides have
    a gentle idle movement in every scene too, which picks up when you are close.
  • (Game) The ride through her intestines has sound. A wet, sloshing background the whole
    way and her gut gurgling around you every few seconds. It used to be nearly silent.
  • (Game) Miu has a new voice. The old voice engine (IndexTTS) is gone and OmniVoice takes
    its place, cloned from the same recording of her. A spoken line now takes about a second
    instead of a minute or two, so her voice arrives with her text, and she speaks her whole reply
    however long it is. This also fixes something we got badly wrong: in 0.2.2.1 her generated
    voice failed on every line for everyone, because the game received the audio and then threw it
    away.
  • (Launcher) The Voice tab sets up the new voice with one Install button. It runs on NVIDIA
    and AMD graphics cards, and the launcher tells you up front if your PC cannot run it. The old
    IndexTTS folder (about 10 GB) can be removed from the same tab.
  • (Launcher) If your PC cannot run the new voice, Miu can speak through your own Fish Audio
    or ElevenLabs account. Pick "Your own account" on the Voice tab, add your API key and press
    "Test voice" to hear her. Fish Audio works straight from Miu's voice sample. For ElevenLabs, one click creates
    her voice in your account, which needs an ElevenLabs plan with voice cloning. You pay the
    provider for what she says, and the text of her spoken lines goes to them. Your microphone and
    your chat never do. She sounds a little different this way.
  • (Game) An About me page in the main menu, with its own button under Dressing room.
    That is where you tell Miu your name now (it saves when you finish typing), and it shows your
    pleasure points. The name card that used to sit above the menu buttons is gone, and a glass
    heart with your pleasure points sits there in its place.
  • (Game) A real settings menu. The menu used to have seven sliders for the flashlight and
    exactly one gameplay setting. Now there is field of view, camera shake, invert X and Y,
    brightness, render scale, shadow quality, anti-aliasing, texture quality, anisotropic
    filtering, post-processing and upscaling, in the main menu and in the pause menu.
  • (Game) A master volume slider. The game had four volume sliders and no way to turn
    everything down at once.
  • (Game) Upscaling under Graphics (FSR and Unity's STP). If the game runs poorly at your
    monitor's resolution, this renders lower and scales up, which usually helps far more than
    dropping individual quality settings.
  • (Game) A "Miu thinks before replying" setting. On gives better, more in-character replies.
    Off makes her answer noticeably faster and is the right choice on weaker machines. It is off
    by default. You will find it on the main menu's AI page and in the pause menu.
  • (Game) A Preferences tab in the main menu settings, for the things an on/off toggle cannot
    express. First in is how long the unbirth lasts, from one minute up to "until the audio ends"
    (around fifteen minutes, which is how it always ran before). Shorten it and she still finishes
    her line before moving on. The tab also has a toggle for her fourth-wall moments: the tab-out
    reactions and the lines where she talks to the person behind the screen. It is on by default.
  • (Game) The minigames tell you what is going on. A banner names the game when it starts and
    shows the round number when she wants to play again, and picking up her treat in the maze says
    so. The treat glows pink now and shows up from further away. It used to be a dark box on a
    dark carpet.
  • (Game, VR) A death screen. Dying in VR now shows the death screen in your headset, right
    in front of you, even inside her. Main Menu takes you back to the VR main menu. Spectator puts
    the screen away so you can keep watching from where you are, and your pause button brings it
    back. Before, nothing appeared at all.
  • (Game, VR) A Text Size slider for her speech text, 75 to 250 percent, under Gameplay in
    the VR Comfort section. The text starts a little bigger than before, and making it larger
    wraps long replies onto more lines instead of spreading them across your view.
  • (Game, VR) Flashlight on Head. Turn it on in the VR pause menu and your flashlight lights
    wherever you look instead of riding your left hand. It is off by default and it never lights
    up your own hands.
  • (Game, VR) A mirror view toggle. The desktop window that mirrors your headset costs real
    performance and most players do not need it, so turning it off is free frames.

Changes

  • (Game) Her voice is never swapped behind your back. If you had picked a different voice
    for the old engine, the game tells you it is not available and which one to pick, instead of
    quietly using another.
  • (Launcher) A voice that sends Miu's lines off your PC is never switched on for you. A PC
    that cannot run her voice itself stays text-only until you choose your own provider yourself.
  • (Launcher) The old remote IndexTTS option is gone along with IndexTTS itself.
  • (Website) The old voice-pack downloads are retired.
  • (Game) Settings save the moment you change them. There is no Apply or Save button anywhere,
    including the pause menu mid-game. If the game closes unexpectedly your settings are still
    there.
  • (Game) Removed five settings that saved perfectly and then did nothing: head bob, the
    sprint and crouch toggles, interaction prompts and subtitles. Nothing in the game ever read
    them. They come back when they are wired to something.
  • (Game) Every fetish toggle says where it actually works. A small line under each one lists
    the scenes the feature is live in, notes the ones still being built, and is honest about the
    ones that are not in the game yet.
  • (Game) The game no longer quietly overrides your fetish toggles. Miu has to end a catch in
    something, so one of oral vore, unbirth or stomp must be on. If you turned all three off, the
    game used to just do oral vore anyway, which reads exactly like your toggles being ignored
    (thanks to Sixberry for the report). The Features menu now refuses to switch off the last of
    the three and tells you why on the row. If an older save already has all three off, the game
    says so on screen the first time it happens.
  • (Game) The audio page has a shape now. Master volume sits at the top and the four other
    sliders are grouped under it. We also moved 67 sounds onto the correct volume group. A lot of
    Miu's own sounds were on the effects slider, some effects were on the music slider, and the
    voice slider had almost nothing under it.
  • (Game) Your scent never fades now. It used to drain away when you got far enough from her.
    It only builds, and once it reaches 100 she hunts you down and losing sight of you will not
    shake her. It is the safety net for when you dodge her perfectly. Tell us how the pacing
    feels.
  • (Game) Grapple, dash, warp and jump are switched off while Miu has you: in her hand, in her
    mouth, being swallowed, or inside her. Warp could teleport you straight out of her hand, the
    grapple could pull you out through her stomach or womb wall, and mashing jump while she
    carried you could send you drifting off over her shoulder with no gravity.
  • (Game) Her intestine fills with acid without the heavy liquid simulation. A little way into
    the ride you see the acid's surface ahead of you in the tube and ride down into it, and the
    rest of the ride is under acid. The old simulated acid took a big bite out of the frame rate
    once it filled up (on a fast graphics card, 76 fps sank to 47 within about 40 seconds and
    stayed there). The rides in the feeding and stomach scenes get the same acid, which they never
    had before.
  • (Game) Your flashlight works under her stomach acid. Going under used to mean black
    whether the light was on or not. Now the beam lights up the murk around it in the acid's own
    yellow and lets you make out whatever it is pointed at, while everything outside the beam
    stays dark. Same on the intestine ride, in every scene, on desktop and in VR.
  • (Game) Miu's insides got a texture pass. The surfaces you look at from in there carry
    proper wet tissue detail instead of flat colour, and the seams where the texture wraps around
    her line up far better. Her skin also renders at full resolution now. The body texture was
    always 4K on disk but the game was loading it at half that, and surfaces seen at a steep angle
    stay sharp instead of smearing, which is most of what you see when you are small.
  • (Game) Miu's skin lost its plastic shine. The gloss on her body was a hard mirror finish
    with sharp glare on the collarbone, arms and belly. It is a soft satin sheen now.
  • (Game) The pools inside her are lit properly. The liquids had no lighting of their own in
    this game's renderer, so a camera under the surface saw only darkness, and reflections were
    picking up the bedroom and the sky through her body.
  • (Game) The main scene runs smoother. Her stomach's movement is only worked out while you
    are close enough to see it, and it stops entirely while you ride through her intestines. The
    villi in her intestines are only drawn while you are in there, instead of all the time behind
    the walls, and they no longer pop in and out as you move along the ride.
  • (Game) Standing inside Miu is no longer choppy. Her insides are walkable because the game
    rebuilds their collision from the animated mesh as she moves, and that used to jolt everything
    ten times a second. The heavy part now runs in the background, so the floor under you updates
    three times as often and costs less.
  • (Game) Fewer hitches when music or a long sound starts. Her longer idle sounds, the stomach
    heartbeat and acid loops, the unbirth breathing and the music used to be unpacked in full the
    moment they first played, which could stall the game for a beat. One of them, a muffled TV
    sound you could hear from inside her, froze the game for a full second. They play straight
    from disk now, and the game uses a lot less memory for sound.
  • (Game) The performance report (F10) records where you were when the game slowed down
    (outside, in her stomach, on the ride and so on), whether your graphics card or your processor
    was the slow one, and whether Miu's voice was working at the time.
  • (Game) Under the toilet water it looks like being underwater: murky yellow water with the
    surface above you, and you can still make her out. When she flushes, the water clears slowly
    as the fresh water swirls in instead of snapping back to clean blue.
  • (Game) There is a light in her bedroom in the sleeping scene that catches her from behind,
    so her ass is lit instead of sitting in the dark.
  • (Game) The dressing room's Blendshapes tab uses the same controls as the rest of the menu,
    with the sliders grouped by body area instead of one long list. Its rows were also wider than
    their panel, which is why the numbers on the right were cut off.
  • (Game, VR) The maze is gentler on the stomach. In VR you move at about 60 percent of your
    usual speed inside the maze, and the clock gives you the extra time to match (a normal-size
    maze gives you 200 seconds instead of 120). Your usual speed comes back when the round ends.
  • (Game, VR) Walking around the VR main menu room is no longer a sprint. That room is a
    normal-size bedroom but used the same speed as her giant house, so you crossed it in about
    half a second.

Bug Fixes & Other

Miu and her AI

  • (Game) Miu went silent with local reasoning models (LM Studio, Unsloth builds and the
    like). The Reply length setting was sent to the model as a hard token cap, and a reasoning
    model spends its tokens thinking before it says a word, so it got cut off with nothing to
    show. A reply cut off before any visible text is now retried with a much larger ceiling, and
    Reply length shapes what you actually see: it asks for the number of sentences you chose and
    trims to whole sentences.
  • (Game) She no longer gets cut off mid-sentence on AI servers that hide the model's
    thinking (MiuAi, for one). A reply that arrives unfinished is asked for again once, and
    anything still unfinished is rounded off before she speaks it.
  • (Game) Her emotion no longer comes up blank when the AI writes its mood a different way,
    like [happy], (happy), *happy* or "happy:" at the start of a line. Those are read now and
    trimmed from what she says out loud. A reply with an emoticon like >w< in it could also throw
    her whole answer away, which is fixed too.
  • (Game) If her voice or the speech recognition was still starting up when the game
    launched, it stayed off until you restarted the game. The game now keeps checking for a few
    minutes and switches each one on as soon as it is ready.
  • (Game) On slower graphics cards her voice gets more time to make each line, and longer
    lines get more of it. On a PC where her voice is slow, a line shows up late but spoken,
    rather than on time and silent. If her voice does fail, the game tells you instead of just
    going quiet.
  • (Game) She only talks about things the game will actually do. The list of things she is
    told she can do with you now follows your fetish toggles and what exists in the scene you are
    in, including tail vore only when the tail is equipped.
  • (Game) She stops going on about getting food after she has eaten you. Eating you used to
    set her hunger to its maximum and nothing brought it back down. She is full now, like she
    should be.
  • (Game) She knows the difference between letting you go and you getting away. Finishing an
    unbirth used to leave her convinced you were still inside her, so the next thing that happened
    read to her as an escape, which is why she was so easy to annoy afterwards. She also knows
    when you are in her womb and no longer talks as if you were in her mouth.
  • (Game) In the eating and feeding scenes she is told exactly what is on the plate and calls
    it what a person would. "Nugget 04" was an item name leaking straight into her speech.
  • (Game) Miu cannot spot you through walls. Her second look needs a clear view of you, and
    her status only says she sees you when she really does. When she is following your scent
    instead, it says that.
  • (Game) When she loses sight of you she always takes a moment to search. After the first
    time a search ran out, every later one ended the instant it began, so she seemed to forget you
    the second you ducked out of view.
  • (Game) After her tail swallows you, Miu stays put while you are inside instead of wandering
    off chasing nobody, and she no longer talks as if she can see you standing in front of her.
  • (Game) Her expressions no longer stick. A smile, a blush or a tongue could stay on her face
    long after the moment had passed, and faces left behind by a tease now clear on their own. Her
    mouth closes when she stops talking, in every scene.

Being caught, held and swallowed

  • (Game) Her hand no longer stays glued to you after a grab she missed. If you dashed through
    her feet while she reached down, her hand could keep pointing at you for the rest of the
    chase.
  • (Game) She no longer holds you forever with nothing happening when her hand catches you a
    moment after she seemed to give up on the grab.
  • (Game) When she picks you up, you no longer dip under the floor for a moment. You stay
    standing where you are until her hand comes up under you and lifts you.
  • (Game) Your view sits in the middle of her hand when she holds you, and clear of her
    tongue when she licks you. It used to sit at head height above the point where your feet were
    pinned, so every pickup looked slightly off.
  • (Game) Your view no longer stays tilted after one of her tongue teases. The tilt could
    stack a few degrees each time instead of clearing.
  • (Game) The whoosh of her lifting you plays once when she picks you up, not again every time
    she finishes a tease and brings you back to her face.
  • (Game) Being swallowed can no longer leave you floating at her throat. The hand-over from
    her tongue to her throat could miss you. She always takes you down now.
  • (Game) Your view during a swallow sits at a fixed spot on her tongue and then in her
    throat, with more room around you, instead of depending on where your feet ended up. In VR
    the swallow moves you the way every other hold does. It used to move the VR body in a way that
    could throw you far out of her on the way down.
  • (Game) After she swallows you, you stand up straight in her stomach. You used to land
    tilted, so jumping dropped you off to one side.
  • (Game) During the long hold of the unbirth your view sits in the middle of the hold
    instead of at the top of it, and her finger no longer crosses your view when she draws it back
    out. When she climaxes with you inside her, your view no longer drops under her.
  • (Game) Before she lies down for an unbirth, Miu turns to a clear spot, so she no longer
    lies down inside a wall or a doorway.
  • (Game) If you slip out of her womb while she is keeping you there, you are put back inside
    instead of wandering around her body while the game still thinks you are in her womb.
  • (Game) The grapple lets go when you press it again mid-reel, and it lands you just short of
    what you hit instead of inside it. One tester reeled into the toilet bowl and could only get
    out by resetting.
  • (Game) Spectating after you die works. The look controls could snap the camera back to
    your body, and third-person view could leave the spectator stuck to it. Ending a scene while
    spectating also no longer leaves you without a mouse cursor in the main menu.

Inside her

  • (Game) The muffled under-the-acid sound no longer stutters through the gut ride. It now
    plays only while you are really down in her stomach acid.
  • (Game) The acid drips in her stomach no longer rain down into her intestines below it.
  • (Game) You can push the food around inside her stomach, nuggets included. Nuggets used to
    act like walls.
  • (Game) Cracks along the seams of her insides and the skin around them are repaired,
    including the jagged edge you could see in the sleeping pose. Her cock no longer comes loose
    from her body at the base when she walks or sits on the toilet.

Sleeping scene

  • (Game) Her holes stay closed until you go in, and close behind you when you leave. Her bum
    was asking for its closing animation under the wrong name, so it stayed open.
  • (Game) Her bum reacts when you come to her bum. Its trigger had been sitting deep inside
    her, right on top of the one for her womb, so it went off when you reached her womb instead.
  • (Game) Her pussy opens properly when you reach it, lips and all. If you have the Vagina
    feature turned off it stays shut, on purpose.
  • (Game) Her pyloric valve no longer snaps shut every second while you stand in it, and it
    no longer opens just because you are standing near it inside her stomach.
  • (Game) You do not hear her doing the dishes or watching TV from inside her while she is
    asleep.

Eating, feeding and stomach scenes

  • (Game) Fixed the eating scene getting stuck. If Miu missed her grab the scene sat in idle
    forever, food she had already eaten stayed on her list of things to reach for, and a piece of
    food vanishing at the wrong moment (a VR player snatching it out of the bowl, for example)
    could leave her hand hovering over the plate. All of that is fixed, and the scene now starts
    a fresh cycle if anything takes too long.
  • (Game) The hand-off from her fingertip into her throat in the eating scene goes down and
    stays down. She used to throw you back up into her mouth.
  • (Game) Falling off the table in the eating scene puts you back at your starting spot
    instead of leaving you on the floor far below.
  • (Game) In the stomach scene, the food she swallows no longer gets stuck in her throat or
    vanishes on the way down, and small food like jellybeans no longer piles up at the entrance
    to her stomach.

Toilet scene

  • (Game) Coming out of her into the toilet, your view stays upright and you can look around
    the whole way. It used to be tipped over sideways. She also lets you go while she is still
    wide open, so you do not get caught as she closes, and your view no longer snaps to a new
    direction at the end.
  • (Game) You float at the water line in the toilet instead of drifting up toward her.

Flashlight

  • (Game) The flashlight colour takes the hex code you type. "AAFFFF" was being ignored
    because only "#AAFFFF" was understood. A stray character in the code no longer breaks it, and
    clearing the box puts the light back to its normal colour.
  • (Game) Your flashlight colour sticks. A colour set in the main menu applies in game and
    stays after a scene change or a restart.
  • (Game) The flashlight clicks when you turn it on or off in the sleeping, eating, feeding,
    stomach and toilet scenes, and it stays on when one scene leads straight into the next.
  • (Game) The flashlight settings start at the values your flashlight actually uses, and Reset
    puts them back there, instead of a dimmer, shorter light.

Settings and menus

  • (Game) Fixed the volume sliders. Every one of them had been dead for a long time,
    including for the main menu music. The audio system lived in the startup scene, which is
    unloaded once the game reaches the menu, so there was nothing left for a slider to talk to.
    On top of that the sliders converted your setting to volume on a straight line when volume is
    logarithmic, so the game was actually playing sound effects at roughly 8 percent and voice at
    3 percent. That is the real reason the game sounded quiet. The sliders also show your saved
    volume when you open the page.
  • (Game) Settings no longer save themselves. Loading a scene or opening the menu used to
    quietly write a handful of settings with whatever value they happened to have, so the game
    could not tell "the player chose this" from "the player never touched it". That is how
    anti-aliasing got turned on for people who never asked for it.
  • (Game) Reset Settings applies what it resets. It was writing the defaults and updating the
    menu but never telling the game, so the menu said one thing while the game kept doing another
    until you restarted. Reset also covers everything on its page now. Your screen resolution is
    left alone.
  • (Game) Your field of view setting sticks. Dashing or grappling used to snap the view back
    to the default afterwards.
  • (Game) Pressing Esc after typing in a settings text box keeps what you typed. It used to
    undo it, so a value only stuck if you pressed Enter first.
  • (Game) Fixed being unable to get past the "press any button" screen. If a controller
    button was stuck down (a VR grip, most commonly) the game waited for a press that could never
    happen. It accepts a held button after a moment now.
  • (Game) The settings pages match each other. The Controls and AI pages have the same row
    height, text size, sliders and scrollbar as everything else, checkboxes on the Features page
    are square and sit next to their labels, and the last row of a page no longer hides under the
    Reset button.
  • (Game) A menu button for a part of the game that is not in this build (right now that is
    the Multiplayer button) tells you so and leaves you in the menu, instead of flashing the
    loading screen and dropping you back.
  • (Game) Pressing Enter in the pause menu no longer opens the chat box behind it.
  • (Game) The debug console's All and Logs tabs no longer go blank after a long session.
  • (Game) On the title screen her right arm no longer slowly drifts out of shape over the
    idle animation.

VR

  • (Game, VR) Her speech panel stays in front of your eyes and upright to you during the gut
    ride, even while the ride turns you over. It also no longer darts around or ends up at her
    feet.
  • (Game, VR) Pressing B opens one menu. The old flat settings panel and the pause menu were
    both on that button, so they stacked on top of each other. The old panel is gone and its
    damage-effects toggle moved into the VR Comfort section.
  • (Game, VR) The Controls page shows the VR controller reference in VR and the keyboard list
    on desktop. In VR both were drawn on top of each other.
  • (Game, VR) The VR Comfort section uses real checkboxes, sliders and dropdowns like the rest
    of the settings, and the VR pause menu no longer shows mouse sensitivity, invert and field of
    view, which do nothing in a headset.
  • (Game, VR) Every hold that positions you by hand (her grab, the teases, the eating grab)
    accounts for where your body is relative to your headset, and your view sits in her hand
    where the desktop view does. You were held too high during the mouth tease and slightly off
    centre everywhere else.
  • (Game, VR) You can turn with the right thumbstick while she holds you. It turns you around
    your own head, so the world does not slide.
  • (Game, VR) The hookshot lands you just short of what you hit, stops cleanly if something
    gets in the way, lets go when you press fire again, and no longer launches you into the sky
    when you aim it at an angle.
  • (Game, VR) If you slip through her stomach floor or get squeezed out through its wall, you
    are put back inside behind a quick blink instead of falling out of her.
  • (Game, VR) Pushing your head through a wall fades your view to black instead of letting
    you look through it.
  • (Game, VR) Your view stays inside her large intestine with your hands during the ride
    instead of drifting out through the walls, and pausing during the ride keeps you in place.
  • (Game, VR) You start each scene in the same spot as on desktop, near Miu, instead of
    somewhere far across the map.
  • (Game, VR) Fly-jumping in the sleeping scene feels like desktop: hold the button to keep
    rising, and you fall more gently.
  • (Game, VR) The toilet scene works in VR. Coming out of her your view follows the same path
    as on desktop, you float in the toilet water instead of hanging in the air under her, and in
    the flush pipe you face down the pipe. Getting flushed fades your headset to black, shows the
    "You were flushed away..." line and takes you to the VR main menu. Before, your view stayed
    on the toilet with no text and you were dropped into the desktop menu.
  • (Game, VR) In the eating scene, getting swallowed fades your view to black and back instead
    of freezing for a moment and jumping into her stomach, and falling off the table puts you
    back at the start.
  • (Game, VR) In the sleeping scene every part of your body counted as someone new going in
    or out of her bum, which confused the entrance. You count as one person now.

Known Issues

  • (Game) Shining your flashlight into the acid from outside does nothing in the sleeping
    scene and in VR, and the internals lighting setting does not reach under the acid. We are
    working on the lighting under liquids.
  • (Game) Her large intestine is very dark when you first get into it. Part of the same
    lighting pass.
  • (Game) The flashlight pattern does not show up on Miu or anywhere inside her.
  • (Game) A tight squeeze can still push food, and now and then you, out through her stomach
    wall.
  • (Game) Some of her other organs poke into the intestine tube in a few places. You will
    mostly notice it when exploring on your own rather than riding through.
  • (Game) DLSS is not offered. Unity only supports it on HDRP and this game is built on URP.
    FSR and STP are the options we can give you, and both are in.
  • (Game, VR) There are no game-scene or AI settings in the VR pause menu yet.
  • (Game, VR) A few spots inside her can still push your head out through her walls. Your
    view fades to black when it happens.
  • (Game, VR) In the feeding scene you can still slowly sink into her stomach floor if you
    stand still. You are put back inside when it happens, and we are looking into why it sinks.