Endotaxi

Hello! I've been working on a vore game since October 2025. I've been keeping it a secret because I am prone to optimizing for ratings, attention, etc. and I want my motivation for working on this game to be intrinsic. I'm making this game for me and me alone, not for the approval of others. But! It's been 9 months now and I think I've gotten far enough that I can't just cash in on others' approval and never work on the game again. I'm at the point in development where preproduction is mostly done and I need to work on Stuff and Marketing.

So! Here's the announcement post, which got some reach and let me know that there definitely is a demand for the sort of game:

https://bsky.app/profile/catboyslim.gay/post/3mqalykbuxc2f

I'm using my personal account for this because I've got undertale hater brain and I hate being marketed to. I threw up a patreon page the day after to offer those who don't want my random art reblogs cluttering up their feed: https://www.patreon.com/c/Catboy_Slim. I plan on getting a playtest build up soon (my deadline is 8/8), which I'll offer to the $1/mo tier. I don't expect or need to make a living off of this game, but I do want to start building a playerbase of people who want to help out, rather than me going around asking friends to please playtest my game. The hardest part of development is soliciting playtests.

Ok! So what is the game? It's a 3d platformer where you play as a plane dragon helping critters get to where they need to go via vore_transportation. It has a weight mechanic where the more passengers you're carrying, the slower your acceleration and deceleration is, and the less lift you have during flight. The game is about the tradeoff between time savings via multitasking and agility. I'm definitely designing it as speedrunner bait, but I'm trying to keep the moveset balanced so that the funnest (and fastest?) way to move is split 50/50 between platforming and flying.

Most vore games either treat it as a lose condition (not fun) or are snuff (:c). As someone who's into vore for the sensory experience of the prey, there's honestly not a lot out there that caters to my tastes. Unfortunately by definition prey doesn't have a whole lot of agency, so I can't really make a game out of that experience, but I can at least depict the kind of interactions I would find most comforting.

I've also been having fun with character design and animation! I love my blorbos, and it's very rewarding to see a linear relationship between time put in and finished work gotten out of it. And, hopefully, the character design will help with marketing! I've never done writing before, but I do intend to put the effort in to flesh out these characters into something that people will care for.

The game is made in Godot, but I do the level design in Trenchbroom with the excellent func_godot addon. Levels are loaded in at runtime straight from the map file, so that all of the process of building a level can be done in trenchbroom and I can add workshop support later for custom maps. It's very nice to be able to work on the levels separately, I feel like it's good for my brain to have several different disciplines and workflows I can switch between whenever I'm not feeling like programming or whatever.

Anyways, now that I've got eyes on me, I better start writing devlogs, so here we go! I'm really not sure what frequency / how much to post, but here's the most recent thing I worked on:

https://bsky.app/profile/catboyslim.gay/post/3mqzutborrk2y