Devblog September 2026

Devblogs

General

During this month, I was focused on the final game pass and polishing for the v0.4.7 release.
I also spent a lot of time preparing the posts. As a result, this devblog will be shorter than usual.

Polishing the Audio Triggers

TL;DR: A look at how the audio triggers and spatialization work with the different character animations.

Before the new version’s release, I did some cleaning up of the audio triggers in the animations, mainly focusing on Talas’s movements.

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Because Talas is giant from the player’s perspective, I need to be careful that every sound is triggered at the correct position with the appropriate attenuation.
For example, if Talas moves his left arm, the sound needs to come from the position of his left arm, not from the center of his body, as it does in most games.

Attenuation also has a strong impact: when you are close to Talas, the sounds of his body movements and feathers should feel massive, while at a distance they should become very faint or completely inaudible. Other sounds, like footsteps, will remain more consistent regardless of distance.

In the video below, you can see an animation timeline with all its audio triggers.

(Turn on the sound in the video below.)

For each trigger, I can set the audio event and configure variations such as its volume, pitch, or spatialization parameters.
I did this for all relevant animations.

Desktop Physics Grab Interactions

TL;DR: Fixed multiplayer flesh wall interactions and added desktop physics grab for flashlights.

I fixed a bug that prevented flesh wall interactions from working correctly in multiplayer.
I talked about this in the June 2026 devblog.

With this fix, I moved the system into the player as a module for desktop physics-grab interactions, with proper replication. (Previously, the code was mainly set up directly in the wall push script.)

Just for fun, I extended it to work with some physical objects, including flashlights. As a reminder, this system lets you grab a physical object or surface and pull it. When grabbing a flashlight, it follows the camera. This is still very buggy, and the final game will not use it this way. For now, it’s mainly for testing and experimentation.

For the moment, I have many systems that behave differently depending on how they are used.
For grabbing, I already have an advanced system used by VR players and NPCs, such as when Talas grabs you.

By the way, in desktop mode, you can use this system only with cheat codes.
The cheat code “/cheat_dexterportabledieu” will spawn a flashlight and make Cobble grab it, as shown in the previous video.

Animation Speed Scale

TL;DR: Added an option to scale the animation speed for individual characters within the Game Master settings.

In the August 2026 devblog, I spoke about Split Scale Control & Slow Animation and how it is used to separate the scale properties from the main scale.

Given the interest, I’ve added an option to scale the animation speed directly within the Game Master settings in the Character Properties section. This allows you to adjust the animation speed for individual characters without affecting the overall game speed.

v0.4.7 Release

TL;DR: Released v0.4.7 of MMVS, completing a Vore milestone.

On September 12, 2026, I released version 0.4.7 of MMVS.

v0.4.7 Release Poster

This release completes a very long milestone in MMVS’s development. It started at the end of 2023 and brought numerous improvements and new features, not only to Vore but to the game as a whole.

You can find the v0.4.7 release post here.
I also invite you to read the release logs for versions v0.4.5 to v0.4.7 here.

I plan to make a video summarizing this milestone, but there is no release date yet.

EarthToy Mod Release

TL;DR: Released the EarthToy Mod, allowing players to explore real-world locations in-game.

Shortly after the release of v0.4.7, I also released the EarthToy Mod, which lets players visit real-world locations in-game, with a giant Talas walking around and leaving massive footprints.

EarthToy Mod Talas Footprints

It includes the city features related to the Cesium plugin and my own implementation code that I mentioned in previous devblogs.

You can download the EarthToy Mod for free from its GitHub page.

EarthToy Mod Release Issues

TL;DR: Issue with the EarthToy Mod files before release and how it was fixed.

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Just before releasing the EarthToy Mod, I encountered a significant issue with the Cesium mod.

Currently, mod management in MMVS is very hacky because it uses Unreal Engine’s chunk system to package the game content:

  • The main game is a pack of assets and code.
  • The mods are additional packs with their own content, assets, and code.

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Issue:
The issue is that the engine optimizes data sharing between the packs. For example, ScriptA is used by “ModA” and “ModB”, but not by the game.

Ideally, the build would generate:

  • MainGame.pak (without ScriptA)
  • ModA.pak (with its own copy of ScriptA)
  • ModB.pak (with its own copy of ScriptA)

But with my current configuration, the engine considers that every pak file should remain available in the main game files.
So it optimizes the pak content to avoid unnecessary duplication, but in doing so, it makes ModB unintentionally dependent on ModA:

  • MainGame.pak (Without ScriptA)
  • ModA.pak (With its own copy of ScriptA)
  • ModB.pak (Using ScriptA from ModA.pak)

So if I install MMVS and ModB, but not ModA, ModB tries to access ScriptA and causes a fatal error because ScriptA cannot be found in ModA, which is not installed. It is more complex than that, here I am just explain the idea.

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Fix:
Finally, I was able to regenerate the Cesium mod correctly, ensuring that it doesn’t depend on any other mods by removing all other mods at the build stage.

EarthToy Mod fixed Pak Files

It was a very tricky process because I needed to keep the mod compatible with the v0.4.7 release.
This is a temporary solution, the MMVS SDK will include a proper mod system: (Milestone) MMVS SDK

New Portuguese Translation

TL;DR: Added a new Portuguese translation for the game.

MMVS will include a Portuguese translation in the next update, v0.4.7.1. Thanks to Alfa56, who just joined the team! :3

Portuguese Translation in Language Settings