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Poll

Free Poll: Choosing the Future of Our In-Game Vore Scenes

  • Dedicated Cinematic Scenes (Highest quality, separate models & environments) 10
  • Full Runtime Gameplay Animations (Seamless, uses gameplay models) 4
  • 2025-12-03
  • 14 votes
{'title': 'Free Poll: Choosing the Future of Our In-Game Vore Scenes', 'choices': [{'text': 'Dedicated Cinematic Scenes (Highest quality, separate models & environments)', 'votes': 10}, {'text': 'Full Runtime Gameplay Animations (Seamless, uses gameplay models)', 'votes': 4}], 'closes_at': None, 'created_at': datetime.datetime(2025, 12, 3, 21, 57, 54, tzinfo=datetime.timezone.utc), 'description': None, 'allow_multiple': False, 'total_votes': 14}

Content

As we continue shaping BACU's gameplay experience, we’re finalizing how vore scenes inside the game should be produced. Your vote directly determines how we build every predator interaction going forward, including animations, rigs, camera work, performance costs, and cinematic quality.

Because your monthly support is what funds development, deciding the most efficient and most enjoyable method is critical. Below are the three production paths we can take for the game’s vore sequences:

OPTION 1 — Dedicated Cinematic Scenes (Highest Visual Quality)

These scenes are created in separate environments using special cinematic models specifically optimized for vore. After the player is captured, or consumed, a new animation in a new scene is generated after the player is captured by the monster.

A mixed system combining both:

  • Minor vore interactions (restraining, grabbing, lifting, teasing, first phase of consumption) happen in runtime using gameplay models.

  • Full swallow sequences, internal shots, throat bulges, and climaxes use a separate, dedicated cinematic scene with optimized models.

Pros: Premium quality where it matters, faster production o

  • Clean lighting, controlled camera angles

  • No physics glitches

  • Fully polished swallowing, gullet deformation, and body posing

  • Closer to the comics in quality

  • Zero gameplay interference

Pros: Most beautiful and accurate to canon.
Cons: More time-consuming and expensive to produce. Usually 1 scene = 1 production cycle.

OPTION 2 — Full Runtime Gameplay Animations (Seamless Integration)

The vore scenes run in real time using the actual gameplay models, animating directly in the live environment:

  • No transitions or load screens

  • Uses the combat/exploration rigs

  • Dynamic lighting and physics

  • Cheaper and faster to produce

  • Uses gameplay runtime scene and models.

Pros: Completely seamless gameplay experience. More frequent scenes possible.
Cons: Harder to control angles, physics, and deformation. Lower visual fidelity.

Which direction should we choose for the game?

Your vote directly determines how we build every vore encounter moving forward.
Cast your vote below and feel free to share deeper feedback in the comments.

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