Endeavore: Dawn Seeker
A downloadable game for Windows
Solar Extraction completed...
Scanning sample for target parameters...
Residual traces of the Dawn Particle detected in sample...
Correlating data with previous samples...
Calculating most probable heading towards the Origin...
Heading entered into helm control...
Star Engine engaged...
Endeavore: Dawn Seeker
You, a regular rank-and-file explorer just doing your job never thought you'd end up neck deep in a race for the fate of the galaxy.
Luckily, you are Dawn-Touched, a descendent of the original few conceived at the moment of the, 'Ravenous Dawn.'
The power of the Dawn-Touched has not decayed over the generations, current day Dawn-Touched are just as capable of the same freakish feats of their ancestors.
The power to devour their enemies, and now, with the help of modern technology, the ability to enhance themselves physically.
Adventure across the stars, exploring new worlds and strange places as you search for the Origin of the Dawn.
Gain strength and find new equipment as you feast on this galaxy's denizens, you'll need it to keep up with the Fallen Admiral.
Will you be able to reach the Origin before she does? Alone in deep space, the fate of the galaxy rests on your shoulders.
Dawn Seeker is a 2D Action-Platformer with a heavy focus on leveling up and, my favourite thing, LOOT. And of course, vore.
Currently, it only contains Player as Predator Vore and most prey are 'monsters' like slimes and things.
Right now the game is more of a 'demo.' Still working out the kinks with how the game works and adding things like more loot and talent choices.
There's no story in the game yet, just four levels to clear.
Contains:
Player Pred
Monster Prey
Humanoid Prey
Multiple Vore
Disposal (Optional)
Weight Gain (Optional)
Eka's Thread
Eka's Portal • View topic - (Update: 30/11/24) Endeavore: Dawn Seeker
Discord
https://discord.gg/GqFHcwsX
A barebones discord for teasers and a place for people to give feedback/ideas if they're more comfortable on Discord than the forum
Patreon
Endeavore Games | Vore-centric game developer | Patreon
If you'd like to get access to work in progress updates and support my work.
Thank you for your time!
Updated | 3 days ago |
Status | In development |
Platforms | Windows |
Rating | Rated 4.6 out of 5 stars (22 total ratings) |
Author | EndeavoreGame |
Genre | Action, Platformer |
Tags | Action RPG, vore |
Download
Install instructions
The Explorer's Guide is a game manual, containing lots of information about the basics of the game.
Development log
- Patreon Open6 days ago
- (21/01/25) First Update of 202548 days ago
- (16/12/24) Belly Rubbing84 days ago
- (14/12/24) Hotfix86 days ago
Comments
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Hey there, just tried this yesterday and gotta say that I'm a big fan, even if I'm usually not super into vore.
I'll join Green in saying that the EXP feels a little wack at the moment, though balancing is never easy when it comes to games, and I have to say that the progression system is looking quite good already, so you're like 70% of the way there already!
It definitely took me a second to get used to the controls, but I really appreciated that you gave us the possibility to remap the controls, even if the UI buttons stay the same (that's a detail, really). Once I had stuff the way I prefer, getting my head around the controls wasn't really hard, though I was a bit confused by the fact that pressing yourself into walls lets you jump higher sometimes.
Anyway, I do wish that belly rubbing were mentioned somewhere, since I went through the levels without ever realizing it was a thing, so I played the vore version of "Waiting for Godot" a lot.
Overall, I also really liked the amount of customization you gave us (God how I love when vore games have some WG) and the art is lovely, down to the sprites themselves.
Now, besides just giving general feedback and praise, I wanted to ask if you need any help at all with writing, be that dialogue, story planning (if you want one, anyway) or any such thing. I've got experience in writing for games of many varieties and do not ask for money when it comes to helping out on things like these. I don't want to bloat this message too much and it's kinda awkward for me to extend an offer this way, but if you're at all interested I'd love to discuss things further with you.
Just tried this yesterday, I think there's a lot of promise! I got through the first three maps and they were fun, although the second map was rough mainly because the physics and jump height are a little inconsistent right now (and also I'd have to wait awhile to be light enough to jump, but I didn't notice the belly rubbing devlog till just now). The skill tree is also really cool, but I had about 3 good attempts on each of the first three maps and I still couldn't even get out of the basic skills. The leveling feels like it takes super long, and once I realized you HAVE to max the basic group it really started to feel like a grind. But it was still a good time, the art is nice and the controls, menus, and mechanics all work very well! Considering the camera feels a little close for my taste I really like that you can quickly look up and down to see where you're jumping!
I'm glad you had a good time with it.
I think there is a point to be made for early progression being a bit slow. Definitely could increase XP rewards on lower-level enemies just for a quicker early levelling experience which then peters out to a more controlled progression.\
Maybe. I think the scaling just felt off if I were to get stuck on, say, stage 2, and suddenly the levelups seem to stop for a long while, but after playing a bit more it looks like if I don't die the first time I clear each stage, then the XP scaling is plenty to get 3 or 4 levels a stage if I'm thorough. So I agree that making the first couple stages give more XP would help since I feel like that's where a new player is likely to get stuck, but I guess it is a pretty controlled progression already which I can understand since that makes it harder to overlevel. (And to be fair, maybe my expectations were too high for what level I should be able to reach since it's still only a demo...)
Also, it turned out the skill tree lets you out of the basic tier way faster than I had thought, I was leveling the talents evenly so I thought I had to complete the whole thing, I guess I got confused by the wording in the guide
Nice game. The controls are a handful - or three rather - but once you get behind it, the game plays quite nicely. Though the game definitely has its ups and downs. What makes matters worse is that the first two maps are really hard with how the game progresses. First, when you have no equipment and points in the skill tree, you get bullied by all the slimes until you've gotten a good grasp of the controls and some good gear. I tried my luck in harder maps before I beat the first one to get some better gear at least, which somewhat worked, but it doesn't feel nice to scrape some leftovers wherever you can get some just to be able to beat the first level. (Maybe I'm just bad on a skill level though, so I'm not really upset about it)
The second map is... weird. It's a maze, sure, and with the instruction to collect the keys for the bossfight there's some direction to it, but the layout really is annoying. Some passages you can't take because you either miss a little bit in jump height, or you're just a little bit too tall. So finding and memorizing not only the layout but also the paths that are viable is quite annoying. Here I noticed that the healing items only replenish your bursts when you're completely healed, otherwise they activate straight away. So a single hit from an enemy can keep you from stacking bursts. In the middle of a fight it might be useful that they activate instantly, but for every other purpose I think giving the player the choice of when to use them would be better. And then there's the bossfight... this could be me being too unskilled again, but I really struggle with that boss and only ever gotten a draw where we killed each other at the same time, even with level 3 and 4 gear.
Third map is my favourite one of the four. Really the opposite of map two with how there is only one path. The cysts on the walls are a bit annoying, but that seems to be their intended purpose. This map tests your patience though as there are a lot of monsters with little room inbetween, so I had to spend quite a long time just waiting for digestion. Especially after I had to decide on a xp boost for either slaying or eating enemies. I think it would be nice if digestion sped up over time, like normal speed when you've just eaten and then faster and faster the longer you do nothing, or massage your belly. The boss here was a bit weird. The first time I had beaten and eaten those dogs before I realized they were the actual boss. After that I tried to figure out their moves, but now I think you're better off not thinking about that at all. The more you think you understand how they move, the harder the fight seems to get.
Fourth map - is a map. Nothing really stood out. Which is not a bad thing really, as I find the enemies and map design are a good combination. Haven't beaten the boss yet, but that one really boils down to energy management and mastering the controls. Speaking of which - they feel like really unintuitive. I know there were lots of games that used similar keybinds, but I can't remember playing any of those. To me it felt like you were trying to map a controller onto the keyboard without reaching a satisfying setup. I think this game would really benefit from adding controller/gamepad support. Everything just feels like it's a ported console game.
I hope there'll be lots of levels in the future that allow me to unlock more of the skilltree. I feel like the game could use a story that connects the different levels, but not necessarily so. Right now it's about doing whatever you want to and getting stronger through that, which is totally fine, although a bit unrewarding. With either a story or an unlock system (or potentially both) clearing levels and beating bosses would serve a higher purpose rather than just average loot and a bit more xp than common enemies
First of all, thanks for all the feedback.
I'm not sure I understand the issue you're having with controls though. Arrow keys + ZXCV feels fairly standard to me unless you're maybe using an AZERTY keyboard which would mess it up. There is key rebinding to help with that though as well. I'd have to investigate supporting controllers on Gamemaker, because I haven't looked into it at all and not sure where to start.
I think I will change health burst behaviour to default to picking them up rather than activating them.
In terms of levels, I'm glad you gave such detailed feedback on them and I will be onboarding all of that as I redesign/remake levels.
The update I've been working on is more like a relaunch of the game, new tutorial, new ship and a new set of starting levels, including an overhaul of enemy behaviours. And yes, my initial plan was to have a story, won't be super story heavy and its pretty low priority though.
Thanks again for the detailed post.
Could be because I never played games like these on keyboard. I just found it hard to get used to, but that doesn't mean that your approach is wrong or nieche. What I'd like to change is what you did with Z and Shift though. Z (punch) only works at smaller sizes, so pretty much useless most of the time for someone who's constantly stuffed. Shift (dodge) however is a lot more useful, especially against ranged enemies, but isn't really where the fingers are positioned. There are 1-2 useless keys inbetween, which isn't ideal especially for something you'd like to use as a quick reaction.
I don't really see a point in the punch anyway as the kick/belly bump are pretty much the same in terms of attack area. Not sure if there are any combos you could pull off with both kick and punch, but to me the punch felt rather redundant and unimportant. Putting dodge on Z would make a lot more sense than having the punch there
An probrability of next update in soon time or around 2-3 months?
I don't have an ETA at this time I'm afraid. It's going to be a monster of an update with a planned minimum of 15+ levels along with new enemies so it's a bit of a task.
what's the maximum capacity in the game? and biggest belly size?
There's no maximum capacity stat, it's dependant on gear/talents and will go as high as you can push it. However, the belly size stops getting any bigger after the 4th stage.

Is there a consideration of WG making it to illustration of Character? Also, is perks out of first one, basic area, is allowed or still work-in-progress?
WG in the character arts is not something I'm going to deal with unless the WG gets significantly bigger. It'd be just too much work to make so many variations of every art for every weight stage.
All the visible talents can be taken, just need to work your way outwards taking enough in each area.
I wish I had a map.The key is hard to find al
Hope it helps
I probably won't make many levels like Labyrinth because I don't really want to make in-game maps. Maybe some day I will
When will be next update?
Still quite a ways out from another update, I post updates on my progress on the discord if you want to stay up to date on development.
Are you considering supporting other languages in the future?
Unfortunately, I haven't set up the game in a way where translations would be easy, I also don't have the means to provide accurate translations. Maybe in the future it's something I could look into finding help to do translations.
I translated the game myself, if you need a Chinese translation I can provide it for free
Is this game playable on JoiPlay
I haven't tested it, but I don't think so unfortunately.
Having thought about it some more. I think I have a better solution to my idea of an 'extra stats' skill. Instead of having to nom a piece of gear and dealing with all that. It could be instead done by a 'companion skill' of sorts.
While the addition of belly rubbing has made the game much more enjoyable. I do find myself wondering. "Who or what is exactly doing this mechanic on the protagonist? Just some ethereal disembodied hand?" Instead of that strange idea, I think throwing in a companion would be all sorts of fun. It certainly doesn't have to be some fleshed out sidekick with loads of character. I think just a little robot buddy would do the trick. While also acting as a helper for many other things. Like carrying some special items for the protagonist. Acting as the games encyclopedia, perhaps even being a tool for hacking. OR perhaps, as a better implemented form of alternate skills? Such as of course, instead of eating a piece of equipment. This helpful buddy could instead, temporarily absorb the equipment. Attach to the protagonists back/suit and provide them the extra stats in that fashion? Basically, transforming itself into an 'extra piece of gear' for the protagonist to 'wear'.
Though I still like the idea of perhaps getting some ultimate skills for the protagonist as well. This is your game however, so while I like all these ideas. I am also aware that perhaps this isn't crossing your mind as a 'good idea' by any means. I'm just excited to see where this game goes and the story behind its universe. <3
I do plan to have some kind of companion for the explorer, so at least there's something to interact with. I haven't decided how it's going to take shape and I'm not sure just how deep it'll be gameplay wise. I WANT for it to have its own mini skill-tree type thing but that might be pushing it.
Understandable. At the end of the day this was just an idea that floated through my mind. As I've already stated. This is your lovely game and it's up to you what gets added. I certainly won't be offended if any idea I give gets shot down.
Finally the busy part of the holidays is over and I can get back to work! Looking forward to working with you all into the new year!
Thanks for playing and enjoying my game!
i hope this game continues to get updates and support as it's a nice little game
And I hope I'll be able to continue working on it!
Congratulations on the itch release! love the update that added the cut-ins (I was often opening equip menu just to gawk at myself) I’m impressed you managed to conserve save compatibility with the reworked skills. I like the system, as I feel extra incentivized to grind, which is fantastic because the gameplay is fun in and of itself.
I’m underleveled for it, but my favorite area is stage 4, with stage 1 also feeling great.
Also, I may have said this before, but the playable char is incredibly cute and I absolutely adore them.
I had the same experience with the equipment menu XD So I'm glad we're both happy with the cut-ins.
I'm glad you think the MC is cute too!
Great game altogether. Beautiful animation's, good gameplay, lovely protagonist and best of all, an interesting story waiting to unfold. I patiently wait for more updates to this game and its story.
Until then, I will give my full opinions on this current demo and report some minor bugs I came across.
Stage 1 was absolutely perfect. Aside from of course, figuring out controls and just getting used to the gameplay itself. It was arguably easy to beat on my first attempt. (Though I did have to cheese the boss by kicking its crown from the safety of a high ledge. Bordering the boss arena.)
Stage 2 was by far the worst of all the stages. Especially if you are tempted to replay stages for XP or just to explore the game. Thankfully being just, the second of four stages. It can be dealt with once and never touched again. My personal reasoning behind its lack of overall grandiose. Is simply because you MUST explore every little corner in this stage. While being tedious it is also riddled with "pitfall traps". Which force the player to re-walk areas already traversed. While it was also a problem, I can see what was being attempted during the entirety of this stage. So, I cannot truly lay blame on someone's good intentions. Namely speaking the parry mechanics. While the parry system itself is good once you can mostly master it. This stage was simply a bit too much to for it. Needless to say, I died at the boss and was not desiring to rematch it anytime soon.
Stage 3 was nicely balanced, not overly easy but certainly not difficult. The hardest part was probably reaching 'optional' platforms that had extra healing. The boss(es) of that stage was also a tad bit annoying. Mostly when trying to use the small window of time. That allows the player to attempt a devouring attack. The A.I. seemed relatively confused as to when it should jump. Which of course, makes the aforementioned attempts of devouring harder to time.
Stage 4 was certainly the hardest challenge of them all. I didn't even die my first time around. Inside the boss arena of all places. The 'optional boss' made sure of that. The boss of stage 4 was also a bit overwhelming. Attempting to fight it without a massive pool of HP. A good build of rupture DMG. Or a lack of stomach capacity. Makes it all but certain you won't beat it unless your very high leveled. Seeing as you'd more naturally have better passive stats. I wouldn't change much about it though. As it's great for XP farming should you desire to see how far the protagonist can grow.
With that all said, I found 2 minor bugs/glitches while playing. The first of which being, the stage 4 boss's flunkies. While devouring them shows that you've gained XP. You actually get a total of zero. Not sure if that's just a graphic glitch. Or that something is just preventing the protagonist from getting the XP. I would hope that you can in fact get XP from the flunkies. As it would help tremendously in terms of grinding out LVL's. Rather than repetitively replaying the 4th stage endlessly. For barely 1 LVL up around the 30's.
The other glitch I found was a very strange occurrence. That I 100% do not know what/who/why causes it in the first place. While I think it also happened in stage 2 at one point. While playing stage 4 the protagonist starts spam locking the parry command on themselves until all stamina is drained. IDK if it's a random chance of certain enemies' attacks. IDK if it simply just happens while attempting to use parry. Or if simply my keyboard is haunted. Regardless, I wish I could say more certainly what causes this. But all I know is that it sometimes happens.
Thank you Endeavore for making a wonderful game. And sorry for the long comment.
Thanks for all the wonderful feedback! I'm glad you've enjoyed it so far.
I might've taken the whole Labyrinth theme a little too far on the 2nd stage you're right. Maybe checkpoints would be in order for longer levels because I can sympathize with how brutal losing to the boss might be and having to do it all again.
The boss of the 3rd stage, Descent, was pretty much intentionally designed to be annoying :D. Before I changed the attack animations they would specifically stand JUST out of range of attacks. The time until they attack is random each time, so you have to rely solely on reaction speed, which I admit is really tight and makes them, in my opinion, the hardest boss.
The adds in the final boss fight don't give XP, if you're referring to the blue text that pops up when you digest them, that's the Calories they are worth for the Weight Gain system if you have it enabled. Scrolling text for XP might be nice though and I might add that.
I'll be honest, I wasn't expecting people to grind levels in the game after they had finished it, but it seems quite a few people did which makes me glad :D. But I didn't really put much thought into methods to farm XP.
That action lock glitch with the repeated actions is one that's been plaguing me for a while now, it'll happen occasionally when inputting parry and another action in some peculiar timing. I've never been able to do it consistently but I'm hoping my next update will finally be the one that pins it down for good.
Thanks for the kind words! And I appreciate long comments, to me it means that you care about the game, and that's a good feeling.
Thank you for taking the time to help sort through my confusions! While I cannot speak for everyone else who has done some grinding in this lovely game. I can say that it just goes to show how well made it is. (Though I was also curious to see how OP I could make the protagonist.) It has left me with a desire to play more, yet of course. I, like everyone else, must wait patiently for further updates.
I also like the idea of a checkpoint system in this game. But feel as if it's not entirely needed, if that makes sense. If anything you could make it optional. OR perhaps in the form of an item?
1 last thing I would recommend is better balancing on armor/clothing. To be specific. It's a tad annoying to have every piece of armor being 'broad' in its coverage. I think it would be more fun to have specifics instead. In other words. Instead of having ATK, stomach strength, life and vore skill. It could be just ATK, DEF, life, and possibly rupture chance/DPS. That way people aren't hording 3 sets of gear. Because 1 set has good capacity and acid DMG but is muddled with rupture boosting stats. Another set has good ATK but doesn't have rupture boosting stats.
I'm aware it's also because of bad RNG. But it does feel as if none of my armor has explicitly. 'Boosts all vore related stats to better yourself as a stomach-based warrior'. Just broad coverage for all styles of fighting.
A neat idea to also toss out while on this subject. Armor that is a 'grade' above perfect, but isn't quite simply OP. In the event that all equipment remains broad in its stat boosting. You could at least add specialized armor's dropped by optional bosses. Best example I can give is of course, the optional boss of stage 4. Dropping an 'entire set' of rupture-based armor. Every time you beat them, they drop a singular piece of the armor. Which only boosts rupture chance and DPS. By a fair bit higher than what you might get from 'perfected grade' armors. That way it's risk/reward so to speak. Do you boost most of your stats for better survivability? Or go all in on specialized gear that forces you to play by its rules?
(I also think it might be neat/unique to add a function or skill. Where the protagonist can swallow a piece of armor. Which would temporarily boost their stats. According to the armor's 2 highest stats.)
This comes down to personal preference, but I actually like having so many different affixes that can appear on equipment. I know it can be annoying to never quite get that perfect item because it has some affix that's useless to you, but I enjoy that never-ending hunt for the perfect item. I would like to change it so that some items can't have some affixes, so that you don't have to find the exact same affixes on all your gear for the perfect set. But it'll require an overhaul of how items are generated and might be a bit of work.
I do plan on having 'Legendary' items that are rare drops from bosses but haven't decided whether they'll be just epic but better or be predetermined items with set stats. I am leaning towards predetermined items with special names too, I just think that'd be cooler.
Sets of items would be neat too, but I'd definitely want to have Set-bonuses to go with it and I might need a bit more time to figure that out.
I don't know if I'll add an eating items type thing, just because it'd be such a pain if you accidentally ate an item, so it'd need some special way to activate.
I fully understand. I also love hunting down the perfect set of gear in games. Plus, it isn't as if the other stats don't help in some fashion or another. I just do find it a bit annoying, to not have equipment that is geared for specifics. So having Legendary gear that has less mix-matching stats is a very welcome idea. It might also be a neat way to introduce 'side-quests' so to speak. As in, while exploring main areas you could run into notes/npcs. That tell you about a new area that is specifically much more challenging. But you only need to worry about clearing it 1 time. As the reward would be a full set of legendary gear. That way you could kill 2 birds with a singular stone. By (possibly) introducing lore alongside great rewards.
Best example I can give. The protagonist finding an old terminal. It speaks of another dawn-touched that was a savior of sorts to that planet. Telling a brief tale of their heroics and special ability. It then tells of a possible resting place for that dawn-touched. But no one knows for certain as it's infested with traps and powerful creatures. Once finished with exploring their current area, the protagonist can go attempt a new mission/area. Which of course, would lead to the legendary gear. That gives the protagonist the same special ability as the old dawn-touched.
As for the eating items/gear. You could introduce Special Skills that can be only activated once per mission run. These could also be rewards for clearing out specialized challenge areas. Going with the theme of eating gear, here is an example.
(By holding down a button for 2-3 seconds)
"The dawn-touched voraciously grabs and devours whatever is in front of them. Seeing the ravenous glint in your eyes and a starving smile. Even the strongest enemy's quake in fear at your approach."
"Should you devour something else in your maddened state. Such as a piece of gear you didn't see in your fit of hunger. In exchange for 'permanently' taking up some space in your stomach. Gain the stats of the equipment you swallowed. Until the end of your current exploration."
The discord link seems to have expired. Could I ask for a fresh one?
Sorry about that, I thought I had but I must have forgotten to save it!
It's been updated and should work now.
TY
how many weight stages are currently in the game? as i can only seem to jump between 0 and 1, unless there is some way to unlock more?
Only those 2 for now with more planned to be added as I complete the sprites
Currently it seems like sprites max out around 10 capacity; are there any plans for sprites for higher capacities?
Funny you should ask that, I JUST updated the game with a larger belly size XD.
You'll have to redownload the game for them.
Sounds good.
I want this protagonist belly is to get the biggest bump it is pretty cute
Looking forward to where this goes! Great art, great concepts, and an ambitious implementation.
It would be nice to have some way to actively digest, like in Project G.L.U.T.T., when considering predator-heavy playthroughs.
I'm glad you're enjoying it!
I would like to do something like that, but spritework is my weakness and I find it hard to make new player animations, so maybe some day but no promises unfortunately.
It'd just be nice to have some way to speed it up! An animation isn't 100% necessary- that's something that slows progress for Project G.L.U.T.T., too. (And something I desperately tried to avoid with how I've rigged up my systems.)
It's just that without a way to speed it up, you're stuck with the base idle-digestion speed- and this can take a lot of waiting to empty out!
I had an epiphany after reading your post and I've made an update to include belly rubbing.
srash
##
ERROR in action number 1
of Draw Event for object oPreyDisplayStomach:
Unable to find instance for object index 102454
at gml_Object_oPreyDisplayStomach_Draw_75
##
gml_Object_oPreyDisplayStomach_Draw_75 (line -1)
Thank you for the crash report, it should be fixed in the new hotfixed version.
If you continue to get this crash please let me know how and when it happened.
good game, mechanics aren't really explained well but it's understandable with enough trial & error.
The tutorial is very out of date for sure. It was made a long time ago when there were a lot fewer systems in the game and will be updated hopefully in the next update.
For now, if anything is still confusing you can try the separately downloaded guide.