Vessel Tactics is a Turn-based Strategy RPG inspired by a certain tactical series and mobile gacha games. It seeks to create gameplay which is not only interesting and fun, but where vore scenarios occur naturally and reward the player.
Thread Updated: 2025-08-18
Release Date: 2025-08-18
Censored: No
Version: 0.5a
OS: Windows
Language: English
Genre:
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Turn based combat, 2d game, 2dcg, Monster girl, Vore, Eroge, Big tits
Installation:
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1. Extract and run.
Changelog:
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v0.5a
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- Characters do render on AMD GPUs now. Covers “characters are not visible” family of bugs.
- Camera getting stuck on a weird angle when AI plays while holding Q/E or zooming, and softlocks caused by using the said keys have been fixed.
- AA’s Satellite Slash no longer softlocks on encircled enemies.
- Game window breaking after switching to windowed mode has been fixed.
- Replenish units not giving the new units has been fixed
- Stomach noises no longer keep on playing after getting digested by secretary
- Harpy Duchess no longer hijacks player attacks
- Chibi KO faces now face where the chibi faces (the detaching issue)
- Raider no longer resists being carried by wingmaiden
- Hitting load game resulting in an empty screen should now be fixed.
- Many cases of multiple units on a single tile fixed.
- Cases of units hijacking the current attack should now be fixed.
- Raptor not moving when slashthrough used on less than 3 enemies have been fixed
- Added an additional check and block for out of range attacks by AI. Should fix AI attacking units from the other side of the map issue.
- Stun calc fixed
v0.5
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- Added Harpy Wingmaiden
- Added Harpy Raptor
- Added Harpy Duchess
- Added Marionette
- Added Patra Bunny skin
- Unified the separate Unit data classes UnitInfo and UnitStorage into one Unit class, eliminating duplicate functions and the need for a StorageInfo helper class to bridge the two.
- Created a UnitBattle class which hooks onto a Unit and manages battle data and events.
- Completely destroyed old battle system which aggressively checked for state changes each frame. Created new a battle system, which functions via callbacks.
- Changed battle from being phase based to turn based.
- In-battle inputs now handled centrally by battlemanager rather than individually by units
- Changed event system from queueing events and aggressively checkings for event advancements each frame to create an event queue where each event naturally calls the next and then closes the event scene when finished.
- Completely reworked UI system, each button is now a subclass storing its own function, variables, and undo action.
- Reworked tilemap, each tile is now stored in a dictionary by its x,y position and tile lookups resort to raycasting as a last resort.
- Created new AI which calculates the relative value of each available option for each unit and picks the best one as opposed to simply picking the first available option from a tree.
- Battle scenes optimized
- New water added
- Reworked input handling, inputs are now read much more strictly. Added button remapping to the game, though this is currently unused as controller support is not available
- Created new battle UI
- Created new UI for combat scene
- Created combat intro and outro
- Reworked lobby to have cleaner navigation and logic in editor
- Attack, skills, and statuses no longer rely on global variables. They now require all relevant information to be passed each time any of their actions are called.
- Attacks, skills, and statuses placed in Dictionaries
- Most magic numbers replaced with const ints or enums. String to int converter created for const int ids.
- Stomachs no longer manage themselves or store data relating to prey, they purely manage their own function and digestion.
- Gacha animation completely changed. Rarity fakeout added
- Dyson preview added to lobby
- Stomach target to be fed to menu added for secretaries (Needs dialogue)
- Click sparks added to lobby
- UI animations added to lobby
- Directional chibi shadows added to battle scene
- Chibis now visible through walls in their team colors
- Camera can now zoom out and move to an overhead view
- Expression and speech handling merged
- Speech files no longer require ‘|’ and the beginning and end of each phrase.
- Secretary lines will now randomly pick from one of the available lines rather than requiring explicit RNG each time.
- Secretary lines will now play relevant interact noise without needing them to be defined in the speech file.
- Card, attack, etc. calls now use ID names instead of magic numbers in speech files.
- Speech lib transformed into a static class
- StaticRef, an object reference singleton destroyed, replaced with GameManager with narrower role of managing settings, inputs, and data across scenes.
- Tile flood fill is no longer recursive, runs much faster and more stably
- Tile pulses clarified to have a clear separation between pathfinding and range finding
- Tiles colors under units updated to make movement selection clearer
- Unit chibis placed on canvas, each now uses a health bar to indicate its team
- Each unit image now uses a UnitImage to manage position, size, and all necessary functions and animations.
- All bars now work with one script, with the addition of function calls on bar empty or fill
- Sprite data handling overhauled, main sprites now use same format as mod sprites
- Sprites now automatically cropped to content before being stored, decreasing sprite load times and game size
- Sci-fi bits in sandbox scene now glow correctly
- Outline added to sprites in battle scene
- Damage number popups added to combat
- Camera now smoother and faster
- Separate lobby and battle printers combined, speech event function handling removed from printer
- Many explicitly spaced UI elements replaced with layout groups
- Tooltips added to status menu
- Skill icons added to status menu (Most units do not currently have icons)
- Biometrics added for each unit
- Reference names for units are no longer abstract
- Hook now allows any datatype to be stored tied to a string and self-manages data conflicts and removal
- TextReplace now uses a dictionary instead of an if else chain
- Units in battle now only require a UnitSetup object, all others will be added automatically
- All battle setup now performed through one place in battlesettings
- Level up window now displaying exp bars for each stat alongside a prey absorbed display
- Certain formulas such as struggle or hit rates rebalanced
- Attacks now explicitly define their own damage and hit formulas
- Attacks no longer create and populate confirm window
- Normal, damaging attacks now all lumped together
- Most coroutines replaced with UniTask
- Most Animations replaced with DoTween
- Many variables which either overlap with the same variable in a different class or benefit from updating each time they are called replaced with properties
- Spawn menu created
- Right-clicking in battle now opens menu to save and quit, return to lobby, and more
- Options menu completely revamped, each option is now a subclass managing itself
- Universal modular popup menu with optional timer added
- New audiomanager ported from VD
- Flying units now float in place and can move to tiles of any height
- in-battle vore updated to reduce the number of redundant functions and attempt to force the many different possible situations through as thin a funnel as possible
- Prey now stored in a Dictionary alongside their stomach of occupation. Prey store their own pred and predstomach
- Preystates removed entirely. Prey now refer to the state of their predstomach to see if they are being digested, healed, or safe
- Project upgraded to Unity 6.3
- Story features removed pending a proper story implementation
- Arrow now hovers over selected unit
- Battle autoplay added
- Added new logging system with cool ascii art and better privacy
- Other stuff I forget
v0.13
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- Added new outfit for Cornucopia
- Added new outfit for Sampo
- Cornucopia and Sampo’s max prey cap temporarily increased. In future updates, you will be able to upgrade their prey cap instead
- Lobby banner animated
- KO’d units’ chibis will now look KO’d
- Added filter and sorting to unit select
- Redesigned unit details menu
- Redesigned feed menu
- Units can now be assigned a symbol identifier
- Added Inspect menu where you can view a units expressions and weight/vore states
- Added prey history menu
- Added descriptive tooltips to unit details menu
- In-game text now supports non-english text from several languages
- Altered the syntax of blockcode in speech/face files to be easier to read and edit
- Added option to lobby hamburger menu to reformat existing speec/face files to the new format (For modders)
- Expressions are now managed across all instances by a single entity instead of one for each. When a unit is placed on an image, their GUID is hooked to it and any updates made to that unit are shared across all images they are displayed on.
- Remade blockcode of story scenes to fit new syntax and use more descriptive codes
- Unified text writing scripts in Lobby and Battles so I don’t need to duplicate code
- Poses can now be set through speech or face
- Monster girls will now get a randomly picked name when created
- Redesigned mod creation menu to be less hostile
- Reworked the way colliders are set up and stored to allow for custom colliders
- Made and abandoned a bunch of menu drag scripts
- Scripts that need to be enabled/disabled between menus can now be managed through a simple script instead of having each instance hardcoded
- Lobby unit images can now fill themselves with a minimum of code required
- Text fields that need to be rewritten for things such as stat values can now be bulk rewritten in a single line of code rather than being hardcoded
- Credits added to main menu
- Added analytics through Vorecade (At the moment, only tracks pred/prey in the feed menu)
- Sprite loading optimized
- Overhauled stomach system (again)
- Redid a lot of old code to be better
- Fixed a lot of bugs
- Added a lot of bugs
v0.12
N/A
v0.11
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– Added Goblin
– Added Goblin Raider
– Added Goblin Shaman
– Added Goblin Lord
– Added new map (0-5)
– Added stomach system, allowing units to have any number of different “stomachs.” (Only used by Goblin Shaman’s UB skill at the moment.)
– Units now gain permanent incremental stat increases each time they digest prey. Being digested will also transfer a portion of a unit’s accumulated stats to their predator.
– Units in barracks may now passively devour (NPC) vessels while you are out on missions. This is mostly to make the base feel more alive and will be expanded later, with “Caught red-handed” dialogue and tie-ins with the base system that will affect passive predation and stat growth rates.
– Each class now has a set chance of eating or showing up as prey in the aformentioned way (Prey are spawned from the ether, not taken from the players barracks.) Certain factors may affect these rates, such as the unit being set as secretary.
– All buffs and debuffs have been reworked, and many will no longer appear in the skill list. In a coming update, hovering over a stat on the status menu will show an exact breakdown of the buffs and debuffs affecting it.
– Encumbrance debuffs have been consolidated into a single skill and now operate on a sliding scale based on max capacity.
– Base movement has been increased to 5
– Feed menu digestion skip has been sped up significantly
– The way images are displayed has been changed, fixing transparency issues on units such as the lamias. This method is much less efficient, so it may lead to performance issues right now, but it will get polished more in the future.
– In preparation for adding mid-battle saves, units now contain Guid references to each other in battle rather than direct ones.
– Classes that may be used for either battles or the lobby will now use StorageInfos to reference either UnitStorages or UnitInfos
– Each unit now contains their own Stats, which are added to their classes’ stats. Stats are now universally contained in arrays and referenced through ints, for easier coding.
– Some text codes, have changed, I’ll have notes on these once modding is reenabled.
– Bios are now fully contained in the Speech class, making editing easier and finally allowing for modded units to be given their own bios.
– Role, race, and species tags added for each class that will allow for better differentiation for each respective case down the road.
– Events in the EventScene have been deconstructed, allowing for much more modular event creation
– The stun per turn inflicted on a pred is now reduced directly by their struggle.
– Leveling up in battle now increases struggle and max stun by 5% each.
– Being overburdened now reduces unit’s Skill to 0, but still allows them to take an action.
– Healers now heal prey each turn instead of after a digestion period.
– Healers and carriers may now release their prey at any time using Expel.
– Enter, Expel, and Digest are now available from the main move/attack menu.
– Enter has been renamed to Shelter and can now be used even after taking actions.
– A file named game_log.txt that will display error reports has been placed the main game folder to make bug reporting easier.
– Finished image layering system, fixing blurriness and misaligned art for Chateau and Avalon.
– Reworked statuses to be more modular and gave them the ability to have custom removal conditions.
– Some bugs with Patra’s dialogue have been fixed.
– Healthbars now disappear during digestion.
– If an existing status is inflicted again, it will now reset the duration instead of creating a separate instance.
– Tripping playing generic battle dialogue has been fixed.
– Lobby buttons can no longer be interacted with while you are being digested.
– Culture has been temporarily hardcoded to be English, which should hopefully fix some errors in other regions.
– Enter now displays a green tile, indicating it is safe.
– Entering sandbox will no longer erase your squad.
– Number of units displayed in lobby now updates after feeding Cheshire.
– Cheshire should now have her stomach state and weight reset after battles.
– You can no longer feed yourself to your secretary if she has already eaten prey when returning from barracks/shop/etc.
– Confirm window is no longer functional during enemy turns.
– Images in the gacha results screen will now appear at the correct aspect ratio.
– Hamburger menu will now be disabled when the rest of the lobby is disabled.
– Corn’s class icon will now show her as prey instead of pred.
v0.1
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Gameplay Changes:
– Added main menu and basic commander creation.
– Added save/load system.
– Added gacha (Note: The lamias have been temporarily added to the gacha to fill space, but they will be obtained in a different way in the full game.)
– Added shop (Note: While the shop has been added, items do not currently have any functionality.)
– Added new unit: Cheshire. While not usable in battle yet, Cheshire has dialogue for additional scenarios involving the commander being fed to her.
– Lamias are now playable in battle and can be fed to other units, as a side effect of being added to the gacha. Their combat dialogue may be strange in some places, however.
– Vessels will now be leveled up individually, as a temporary bugfix for the save system.
– Possibly a few other things
– Various bug fixes
Other Stuff:
– The way the UnitStorage class is handled has been changed quite a bit. Stomach will no longer store other UnitStorages, but instead Guid references to them. In addition, the UnitDatabase class now only stores a single list of units instead of splitting them into being active and inactive.
v0.04 Beta:
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Change list:
Gameplay changes:
– Added new vessel: Patra
– Added new vessel: Avalon
– Added new skin: Training Date Theano
– Added outfit system
– Added Stun/Struggle system, see the earlier patreon post for more details!
– Added willing/unwilling prey system
– Added the ability to mod in custom units
– New dialogue added for certain struggle scenarios
– Implemented anal vore mechanic
– Changed unit details screen to be lower contrast
– Various bug fixes
Other Stuff:
– Cyrk’s art has improved (This ended up delaying the build a lot, sorry!)
– Skills and statuses now operate based on a flag system, making them far more modular
– Probably some other stuffv0.03a:
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Sorry about the short delay! Here is the v0.03a update!
Note: In sandbox mode, the ‘P’ key will now open the debug menu while in free-cam mode.
Change list:
Gameplay changes:
– Added new vessel: Sampo
– Added new vessel: Chateau (IMPORTANT: Chateau’s weight gain is not fully implemented yet)
– Added new class: Carrier
– All characters now have weight gain (Except Cornucopia)
– Custom squad selection implemented. Squad members will be highlighted and cannot be fed to other units
– Units will now carry over their stats from the lobby into battle. Units retain half of their weight between lobby and battle scenes. In addition, all pending digestions will be completed and the list of units digested will be updated
– Units lost in battle will now be removed from the lobby
– The battle will not be counted and the game state will remain the same if the player loses or manually returns to the lobby
– Units can now be locked
– The player can now replenish all vessels at any time from the lobby menu
– Banners added for mission start/clear/fail states
– Clearing or failing a mission will now cause all allies/enemies to immediately digest their prey before returning to the lobby
– Added a new “Hard Mode” map to use upgraded units on. Note: This map hasn’t been extensively tested or balanced in any way.
– Pressing ‘O’ while in sandbox mode will now delete units
– Covenant and Theano’s weight gain have been revamped. (Similar to Schrodinger’s.)
– Speed up button has been added during digestion animation in lobby.
– Character icons now reflect character’s weight.
– Chateau’s lines have been adjusted.
– Chateau has been rebalanced.
– Dusk Lamia’s unfed max weight special touch lines have been adjusted.
– Dream sequence graphic has been updated.
– 0-3 modified slightly
– Various bug fixes
Other Stuff:
– Characters’ scale in-game is no longer dependent on their source image
– AI has been reworked to allow for more complex decision-making. This is important for future enemies, but the effects of this are very minimal, at the moment
Known issues:
– Game lags at the end of enemy turns. This is likely dependent on the number of units on the map.
– For unknown reasons, some players have the story cutscene freeze and are forced to skip it. I have not been able to figure out why yet.
– Assorted problems associated with Schrodinger’s vial toss.
– Enemies occasionally move in the wrong direction?
– It is entirely possible that KO’d units spitting up their prey may still cause the game to crash.
– Forgot to make the two extra wild lamias in 0-3 face the right direction.v0.02a:
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NEW FEATURE: SANDBOX MODE
Clicking on the event banner on the lobby will now allow you to enter a sandbox battle. Exiting the base menu by right-clicking and then pressing the ‘p’ key in this mode will bring up the debug menu, where you can freely place units and alter their stats.
Change list:
Gameplay changes:
– Added three new characters (Lamia, Wild Lamia, Dusk Lamia)
– Characters can now have multiple separate stomachs
– Added temporary weight gain to the game. (Will reset at start/end of battle, currently only applies to new characters)
– Hovering over a unit will now display their move/attack range
– Added story cutscenes into the battle scene
– All messages and battles can now be skipped by right clicking
– Story scene can also be fast-forwarded by right clicking. This will be replaced by a proper skip button later.
– Finished adding Schrodinger and Covenant’s attacks/skills (Minus the teleport effect of vial toss)
– Added turn-based status effects – Ending your turn without taking an action will no longer drain EN. Waiting without moving will restore 10% EN.
– The X in the status view window actually works now
– Speech bubbles in lobby now display when there are multiple text boxes
– A few balance changes. Covenant in particular has been buffed
– Various bug fixes
Other stuff:
– Multiple events/skill activations can now be queued. For example, if multiple Schrodingers are digested at a time, their vial skills will queue up and trigger in order. (Buggy. If the game freezes after a unit’s action it’s probably because of this. Please let me know if it does.)
– Reworked AI, making it more diverse and giving me the option to code it for each unit individually
– The AI still has a lot of flaws, so I’m probably going to rewrite it entirely for the next update
– Rewrote a lot of old code and reworked how several things were done to make things more consistent and easier to work with in the futurev0.02:
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Early access to the v0.02 build has been released on Patreon!
Patreon builds will go public with each new update, meaning v0.02 will be released on itch.io once v0.03 comes out in 1-2 months.
Change list:
Gameplay changes:
– Added three new characters (Lamia, Wild Lamia, Dusk Lamia)
– Characters can now have multiple separate stomachs
– Added temporary weight gain to the game. (Will reset at start/end of battle, currently only applies to new characters)
– Hovering over a unit will now display their move/attack range
– Added story cutscenes into the battle scene
– All messages and battles can now be skipped by right clicking
– Story scene can also be fast-forwarded by right clicking. This will be replaced by a proper skip button later.
– Finished adding Schrodinger and Covenant’s attacks/skills (Minus the teleport effect of vial toss)
– Added turn-based status effects
– Ending your turn without taking an action will no longer drain EN. Waiting without moving will restore 10% EN.
– The X in the status view window actually works now
– Speech bubbles in lobby now display when there are multiple text boxes
– A few balance changes. Covenant in particular has been buffed
– Various bug fixes
Other stuff:
– Multiple events/skill activations can now be queued. For example, if multiple Schrodingers are digested at a time, their vial skills will queue up and trigger in order. (Buggy. If the game freezes after a unit’s action it’s probably because of this. Please let me know if it does.)
– Reworked AI, making it more diverse and giving me the option to code it for each unit individually
– The AI still has a lot of flaws, so I’m probably going to rewrite it entirely for the next update
– Rewrote a lot of old code and reworked how several things were done to make things more consistent and easier to work with in the futureDeveloper Notes:
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Controls:
- Left Click: Confirm/Select
- Right Click: Cancel/Skip Battle
- WASD: Camera movement
- Q/E: Camera rotation
- ESC: Options menu
- X: Toggle enemy AI
- P: Open Debug menu (Sandbox mode only)
New Feature: Sandbox Mode
While in sandbox mode, right-click to enter free-camera, then press ‘P’ to open the debug menu.
Gameplay Overview:
- This is a Pre-Alpha, so many of the assets are still placeholder. This includes the enemies, so enemy dialogue may be somewhat strange!
- Despite the gacha theming, this will be a standalone single-player game with no micro-transactions.
- Units can be defeated by being eaten and digested (Over the course of several turns.) Digesting a unit will give the predator EXP and restore their Health and Energy.
- Each unit has a certain stomach capacity, and will lose speed and movement for each other unit they swallow. Units can swallow other units up to one above their capacity, at which point they will become immobilized.
- Units with a single prey in their stomach can still be eaten.
- Units will become easier to vore the lower their HP is. If a predator’s HP is reduced to 0, all units inside them will be freed and they will no longer be able to move or resist vore.
- In the lobby, you can set your favorite vessel to be your secretary. Secretaries have three different sets of lines depending on whether they are unfed, have swallowed the Commander, or have eaten other vessels.
- In typical gacha fashion, vessels can be upgraded by feeding them other vessels.
- There is currently no interaction between the lobby and battle scenes, though there will be eventually.






