Hi everyone! We've been working hard to improve our character models and we wanted to update you about a problem we've been working to fix!

We've been working to improve our anatomy and fur work to make the character art better and to streamline the technical process. It's been a long slog, we've barely had a day or two off work in a month and have been working 8+ hours a day. Working like this for a long time can create a bit of a blind spot for certain details or errors... and now we've noticed them, we want to go back and tweak them to fix things!
The most important error is the proportions of the characters – the old proportions now look really awkward and clumsy to us, and they make a lot of the more complicated poses difficult. For one (and yes, we're aware it's part of the fetish and it will be a feature of the comic!) we realized that some of the weight gain was progressing far too fast across Rose's whole body, we ended up rushing this quite badly and we want to adjust this in future so as to make it more exciting and erotic in future scenes.



new and old version Rose

new and old version Tilda


It's a factor that's important for us to get right, and we're going to be fixing this error in some of the early scenes to make it more sexy and enjoyable. Because her proportions are going to look a lot better and more realistic, her weight will look a bit less significant at the moment, but this way it can progress better.
We want to thank our VIP sponsors for their critique about the current proportions: we think the proportions might have gotten away from us while we kept tweaking our fur designs and rendering, even a little bit of thickness started to emphasize the shortcomings of the body proportions we were using. With more realistic, natural lengths of arms and legs we'll be able to add weight to the characters without them turning into a ball too quickly. (We modeled the weight gain for characters in the upcoming story beats and it quickly went too far!)

comparison of all by height and body weight
old version. blood from your eyes, huh?

We've got a little side-by-side here to show the problem with the current form.

We've spent some more time fixing this, and it has messed with our schedule, but we are confident that our audience will enjoy these changes! It also means we can do better and more interesting poses than before without having to change our plot because of the limits of the old models.

We understand that this is another schedule glitch as we were working to get our speed under control, but it will deeply fix the art. We've been trying to take better control of our art and fixing this now will make everything in the future so much easier!
There's always a bit of a balancing act here: we can increase quality, but take a bit more time, which will attract more audience members and increase our funding. Or, we can slow down and take a weekend off here and there. There's always a tightrope here, though we do feel very positive about these changes and their ability to attract more fans!


we have also done giant fur research. These are just some of the options (there were over 60 versions in total). We didn't just see what it looked like, but we had to make this fur and test it in different types of lighting. Close, far, day, night, in the bright sun, take into account its interaction with clothes and several poses. For each pose, you have to manually adjust the fur. It didn’t look as good with physics in most cases, and it would probably take months of training and much more powerful hardware in the computer to create a fully physical digital copy. an attempt to simulate the behavior of 4-5 million particles requires tens of hours of computer work.



At the beginning of this project, we planned for a speed that didn't account for a lot of problems and computer demands that we were unable to predict. We measured a lot of our time estimates on old models and plans to fix production bugs with new computer parts. Now we have a better idea, we know that while the machine rendering time is a lot faster now, planning out and designing has taken a lot longer than expected, especially as we improve quality.

We've learned a lot, and this has let up improve our quality a ton. But, sadly, this has meant a very intense workload. Sadly this does mean that if a problem comes up, or we need to go back and fix things, we can't just work late, or at the weekends, if we're already using them.

It also took us some time to respond to VIP sponsors requests for more detailed bulges in the vore content. This was a pretty big push for our modeling team and was a challenge for us to create in time.
These hurdles will always come up as we deal with new challenges, but we are working to keep our timelines and keep up the promised speed for our patient sponsors. Obviously, for sponsors who came to us in this last year, you won't notice the delay, but for our older fans, we hope not to be too delayed while we implement these changes to the character models and work out any bugs. As always, the moment we create the pages, we'll send you what you're owed!

p.s. these delays arising from the improvement of all models are seen mainly by our sponsors who came to us in the first 7-8 months of the project launch. And these changes, in short, give us a chance to quickly remove all these delays. We are now starting to publish revised pages starting at 500+ pages. They will appear on our DRM server in the next half hour. Over the next week or two, we will update all the pages of the vore episode, replacing them with improved ones. And we will move on with a little more speed. We still have to do some optimizations in the locations, but these delays will get shorter as we improve all the locations and create new ones. In the intervals between these mini-pauses, we will be able to move noticeably faster than before. And the good news: now we have 3 powerful computers so that we can do renders faster. But the human factor remains the bottleneck in the whole scheme.

and a small spoiler - a new version in one of the scenes. in the old version it would look like this:

and the most important thing! FACIAL EXPRESSION!
our old model was not flexible enough and many of the facial expressions required many hours of manual work. Now everything is much better and more flexible. A lot more neighboring areas are now involved in any facial expression, everything is plastic and more realistic!

This is not the final version, just a quick sketch. Refining facial expressions will take many more days of work, but we hope to make these improvements on the run.



and the last thing - for our new sponsors who will come across these sheets of text, I will remind you once again that the content of the project is distributed through our DRM server. We will send you an invitation link and an access password on the same day as we receive a notification about a new club member.