Devblog November 2025
General
The Devblogs of August, September, October, and November, were all done at the same time.
This is because I was very focused on the update v0.4.6 released the 27 September 2025.
Then I immediately fall back in work on the patches v0.4.6.1 and v0.4.6.2. released 15 and 23 November 2025.
Teleport with Rescale
It’s a detail but now the teleporters support character rescale.
The character is really rescaled during the teleport so I avoid issues with the collision or triggers zones.
Teleport FX and state
Now some teleporters can be visible when disabled. (The red cross on the image)
I originally added that for the Cesium mod level and I will also use it in the Teleport room now.
So the player knows the remaining teleports to unlock.
Cesium Mod and Custom Token
I updated the Cesium level and mod to let the user set custom token. Now any user can create an account on the Cesium ion service and link to use their own token.
In bonus I update the Cesium world collisions and now I can play with the Toycar in the Cesium world.
Scaled Camera Shake Effect
In v0.4.6 I added a new method to simulate the shake of a camera using character scale differences.
This works well but the effect is not limited and with extreme scale differences the camera can go away.
It’s possible to rescale the camera shake intensity in the settings but when the camera does a 7000 degrees rotation that’s useless.
Here the issue (Scale diff: 1000)
I can fix that by limiting the max shake scale effect but the second problem is that the location shake effect is not based on the character scale. A simple right and left movement becomes extreme when the character is very small and unnoticeable when big.
So I did more code to separate the location and rotation shake effect scale in the code.
In this video I show the location offset before and after with the rescale.
You can see the issue when the character is very small.
Also on the gameplay side I added a small camera impulse.
The camera shake moves the camera but at the end the camera returns to the original position.
With the impulse the look direction really moves like if someone touch your mouse so you need to recenter it. That add a bit more immersion.
Same, camera impulse is scaled with the character difference and limited to avoid the camera going away.
Also the impulse is only applied in first person view when non-VR.
Now the maximum shake effect with camera impulse looks like that, the user can increase the shake intensity in the settings if they want more.
Sadly the camera impulse won’t work in v0.4.6.1, I will speak about it in this devblog later.
Player Stance Movements
In some cases I need to force the player Stance (Crouch, Lay on floor, stand up), example when Talas grabs a micro the micro stance is forced set on stand up.
But that goes in conflicts with the source code and the player inputs so I did a full pass on it and fixed the issues. Now that should be less buggy and with that I added a small icon to indicate if the player can’t but wants to stand up.
If you see the arrow that mean the player character will stand up when possible.
(The second icon from the left at the bottom)
v0.4.6.1 Release
The patch v0.4.6.1 was released the 15 November 2025. You can found the release post here: Macro Micro VR Service - Vore Update - 0.4.6.1 - Alpha (RELEASE POST)
And you can read the release log here: v0.4.6.1 - Alpha (Release log)
At this step it was planned to directly move on the v0.4.7 but two critical issues were found:
- The main is the fact Talas digestive system don’t load and the player fall in backrooms when getting swallowed.
- The second is related to the AI navigation, some objects like the doors were detected as walls and block the AI pathfinding.
So I made a second patch v0.4.6.2 to fix these issues quickly.
New Two Eyes Sight Module
With the update v0.4.6 of MMVS I added the Self Sight detection to Talas AI. I spoke about it in the devblog of May 2025.
This make Talas unable to see through his own body, so as micro you can literally hide behind parts of Talas body.
But that also create some issue because the AI point of view is just an approximated position of Talas head. In the most of game that’s perfect but in MMVS with the size difference I need more precision.
Here in the picture it’s a bug reported in v0.4.6.1. When the player go closer to Talas, the ray sight used to simulate view get blocked by Talas arms and the AI think the micro disappear.
The point of view is managed by the Sight module in the AI perception system and it can’t really handle two eye positions.
So I did my own sight module to simulate two eyes and use the real Talas eyes positions. It fix the issue and make the sight detection more natural.
But I can go further with that and really simulate the eye size. A bit overpower but all possible with a good optimization.
If the player is not too far from Talas the AI sight detection will calculate the eye size, if too far it will calculate a simple two eyes sight.
So in first person view if you see Talas eyes you can be sure Talas can see you. About optimization in worst cases that will take 150 µs per frames, so that very fine for a game where the character is giant.
VR Issues Fixes
I did a very big pass on all VR issues
One of the most tricky issue was because the Open XR have his own management of the world scale and it update with delay.
So when I set the player with a specific scale I need to compensate the difference with the calculated value from the OpenXR, and detect when the value is updated to not apply a wrong compensation.
Now the rescale is perfectly stable, all update with the character scale, eyes spacing, camera position, hands, etc.
Camera Impulse and Step Damage Zone
I spoke to you about the new camera impulse when Talas steps close to the player before. And as explain in v0.4.6.1 this didn’t work.
That was because the camera impulse was applied like the camera shake effect on the local player side, when the player code detect a Talas step close it automatically apply a camera shake on the local player.
This is correct for the camera shake effect but not for the camera impulse, This is because the camera impulse is not just a camera animation, but really changes the player look at direction, impacts the gameplay and so that should be called on gameplay side.
Finally I fully redid the camera impulse code using this time the Ability system and I did a new “damage” zone around Talas feet when he walk.
When the player is touched by Talas step zone he will receive a gameplay effect that will apply a camera impulse scaled on the distance to Talas foot, the impact type and the scale difference like before, but this time that work and it is replicated on multiplayer side. That fully modular using the Ability system, so no many dependencies.
Also if the player jump and don’t touch the ground, they will not receive the gameplay effect and no camera impulse will be applied.
What nice the new step damage zone can be used later for other features. Like I could make Cobble fall on the ground when Talas step at his side, he will have to jump before the impact to avoid falling.
Fix Talas Digestive System
As explain with the release of v0.4.6.1 one critical issue was that when Talas swallow you will fall indefinitely into the void because the digestive system does not load.
This was related to my optimization pass on the digestive system I spoke in the devblog of October 2025. It’s quite complex to explain and I spent a lot of time to found it, but in summary some data are only functional in the editors, in the standalone tests and debug builds. So the generation of these cached data was impossible from the shipping game build.
To fix this I have created a new data structure that replace the previous cache.
Then because I can’t generate the data at runtime from the game build I need to pre-generate with the construction step when the game build is created or in editor when I update the digestive system.
Now all work like a charm.
v0.4.6.2 Release
The patch v0.4.6.2 was released the 23 November 2025.
You can found the release post here: Macro Micro VR Service - Vore Update - 0.4.6.2 - Alpha (RELEASE POST)
And you can read the release log here: v0.4.6.2 - Alpha (Release log)
See more: Devblogs - Wips Telegram Chanel - Discord Chanel - Support the game - MMVS game




