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August 20, 2026

Future Game Plans + Poll

FATACLYSM FANS READ THIS SECTION

Hey everyone, I want to start this post by get some potentially upsetting news out of the way. As it currently stands, I have no plans to continue developing the Twine version of FATACLYSM. I know that many of you have been around since I was first posting updates for that game, so I figured it's time to be transparent in that regard. However, there's some good news as well - I'm far from done with Fataclysm's setting and characters, and I plan to do more with them in a future project (likely in Godot), but as I said, I won't be continuing with them in Twine.

Some of you might be asking why I'm making this decision, and there are two main reasons. First of all, I don't really have any desire to continue working in Twine, since it's a relatively barebones text-adventure engine that I had to stretch to its limits to create Fataclysm. Having gotten a taste of a real engine with Godot, I personally want to continue with it in my future projects instead of regressing to something much more primitive.

Secondly, the use of AI images in the game. I've been fortunate enough to receive adequate support from you all to finance proper art and music for my games, and it's my personal belief that it would be unethical to continue using and profiting off of AI tools at this point. Due to this fact, it's essentially become a non-option to continue with Fataclysm in its current state, and there are far too many images present in the game to justify replacing all of them instead of simply starting from scratch in a different engine.

So, that's it for the Twine version of Fataclysm. In the near future, I'll be releasing the supporter version of it for free on Itch, since I'm done working on it.

As I said, this won't be the end for the fans of Fataclysm that are still around. However, I currently don't have concrete plans as to what direction to take the game's IP going forward. Thus, I decided that it would be best to ask you all. So, if you have an opinion on what should be done in that regard, I'd encourage you to read the options below and vote in the poll attached to this post!

IF YOU DON'T CARE ABOUT FATACLYSM SKIP TO HERE

So, as indicated in the posts before this one, the next update for WASTELINE: Refilled is coming along quite well. However, I also plan to work on my next project alongside continuing to update Wasteline. Now that you all are diversified between a couple of different games' audiences, though, I figured it would be best to make a poll regarding what the majority of you want to see from my next project. So, here are the options:

  1. A new Fataclysm game. Picking this answer will tell me that you liked the original specifically because of its gameplay, and that a future title should focus on doing something similar.

  2. A new Fataclysm game. Picking this answer will tell me that you liked the original because of its world and characters, and that you wouldn't mind a different type of gameplay in a future title if those two were still kept around.

    (The above two answers will both be under the "Fataclysm" camp, but they've been split in two in order to differentiate between what people want to keep from the original. If Fataclysm overwhelmingly wins on this poll then I'll likely inquire more into these two options in the future. To be clear, both options for a new Fataclysm game would have the original characters and setting, it's just the style of gameplay that would be different.)

  3. A completely new game, temporary title "Prism", mostly separate from both Fataclysm and Wasteline (though still within the same universe). I've been working on the concept of this one for a while, and my idea for the gameplay is pretty clear. The primary characters are already fully realized, and a good amount of art has been made for them (thanks to bun). I'd be happy to share some in the future, but I don't want to tip the scales too heavily in this option's favor. To be clear, I will most definitely be making this game at some point regardless of the poll results, it just depends on how soon you all want it to be worked on.

    The elevator pitch for Prism is as follows: A dating sim set within a high fantasy world that revolves around getting fed by and feeding the love interests. The protagonist finds herself trapped within an evil queen's twisted game, in which the participants must fatten you by any means necessary in order to earn their own freedom. Whether the protagonist submits to their feedings or fights back with a fattening offense of her own is up to you.

  4. I'm just here for Wasteline updates and don't care too much about future projects

  5. It doesn't really matter to me what you make in the future, because I'm happy to play whatever weight gain games you release

Comments (12)

H
Hotskittles · August 30, 2026

I really love the bad end focused endings and the being stuffed against your will and humiliated type of stuff in Fataclysm, and the art was awesome! My favourite was the sequence in the first prison bit where you have to fight off the tubes while everyone watches as they start force feeding you. I was also a big fan of Grandmaster of Gluttony too, and the bad endings there. It's so hard to find awesome content like this!

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Jupitarian · August 30, 2026

There's some new stuff coming soon that should be just the type of thing that you'll like!

P
Pacifistical · August 25, 2026

Echoing what others have said, the OG gameplay for Fataclysm was some of the very best I've come across in this genre(?) to the point where after seeing all content it was still pretty satisfying to do a run and I'd love to see it iterated further as it felt fast, dynamic and strategic in a way I think is missing from quite a few of the games we see with WG elements. Sure, it was a bit broken in the player's favour, but still a very very solid proof of concept. The characters were all good fun too but the core gameplay loop is really something I'd like to see come back - you could build the existing content roughly one to one in a new engine with updated art and I think people would be here for it, let alone what you had planned beyond. Either way I think the stuff you've put out is pretty consistently excellent but gameplay-wise fataclysm really did feel like lightning in a bottle and I would love to see it built upon more in a new engine, and see what other combats and scenarios you cook up for the girls to lose to. Combining roguelike and WG is a recipe for a dangerous, infinitely replayable timesink

h
hebihebi · August 24, 2026

I liked the gameplay of Fataclysm, but I put a much higher premium on the characters. I think I would enjoy if the gameplay remained the same, but there are also probably a lot of different gameplay styles that would work just as well (if not better) for me. I did vote for option 2 accordingly, but more because I'm ambivalent to a gameplay change than opposed to it staying the same. It also kinda just depends on how the concept would change—whether you'd be keeping a similar premise with a new skeleton (that is to say, it remains a roguelite, turn-based RPG but, say, gets a new battle system) or moving to something radically different. In the latter case, I think I'd caution against going from something that works but could be refined to something entirely new... but, then again, considering you would be rebuilding in a new engine, it might be easier just to start from scratch, especially when there's a possibility you come up with a better design completely. I know "it depends" is not always the most helpful answer, but it really is all I can say. I'd be really interested what kind of direction you would want to take the gameplay in, if Option 2 had won (though I question if it would've if an actual proposal for the new gameplay was provided), but I really couldn't provide feedback in a vacuum. Whether it's something simple, like changing from a turn-based RPG to an action RPG or CRPG (I think the latter has potential) or something radical like stripping the Roguelite structure and doing a more linear RPG experience with save points and bad ends, I'd be eager to hear you out. Regardless, I adore the main cast, and seeing them fully in bun's style would really make them pop, as the limited art of them already does. Not only do I really like that style, but I think the character designs just work so much better in bun's style than glossy AI art. Maybe even better than the more grounded designs from Wasteline, actually. And it'd be much appreciated to have design elements actually stay fully consistent as they went-up in size, compared to how the AI can just forget some details.

M
Megamanfan86 · August 23, 2026

I adored every aspect of Fatacylsm. Its gameplay, writing, characters, art, the concept of the layers, and especially the bad-ends. I understand moving to a new engine, you did push Twine, however its the change in art that concerns me. Personally I like the AI art, it was coherent in terms of style, and allowed for faster developed and more characters/scenarios. The AI argument on weight gaming has be argued to death, I will simply say abandoning it creates an unnecessary burden while caving to those that who wont necessarily become fans with the removal of AI. I wish you the best of luck in the development of the Fataclysmic successor, you are a wizard at both writing text and code, I am just selfish as I want more of your work, but also worried between Grand Master of Gluttony being axed and now this.

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PO · August 20, 2026

i really liked the old game and the diffrent events that happend from time to time. Tho i have one question would it be possible to make it so that having gone thru a both acts to maybe just be teleported back to the begin as a loop instead of just cutting it off?

S
Schneizel ViBri · August 20, 2026

Fataclysm is the best game of its type I've played...ironically the only thing I had some issues with was the art 🤣

B
Butnuster · August 20, 2026

I frickin love Fataclysm, i played it to completion probably 4 times (totally not because i somehow kept deleting my save files on acccident) the gameplay is good and the fattening mechanic is great, i would love to see it be remade in a better engine.

J
Jessie · August 20, 2026

Aw man, I'll be heartbroken but understanding if Prism loses. I love Fataclysm and Wasteline and the way you described Prism sounds absolutely amazing coming from you and Bun.

A
Avarice · August 20, 2026

I absolutely love both Fataclysm and Wasteline! I think it's awesome that you used AI initially as a tool to get your vision out there but are now partnering with real artists to make your games come alive with that human touch (shoutout to bun)! Regarding Fataclysm - I love this game (along with Wasteline) and hope you're able to fully complete your vision in Godot, or whatever game engine you choose. The characters are amazing and I love the concept, although I do wish there was the ability to save your progress instead of going as far as you can and starting over at the beginning if you die or quit. I know that's the point of a Roguelite, so I voted #2 for that reason. I wouldn't mind the structure of the gameplay to be different, say more like an RPG. But the whole premise of Fataclysm is absolute gold! Adding a save option so you could pick up at the exact spot you left off would be wonderful. Alls that to say - you're a very talented developer, Jupitarian, and I'm excited to see what you cook up!

T
The FBI · August 20, 2026

Personally I loved Fatacylsm for both the gameplay, which was fun and interesting and offered a great Roguelite experience which I adore, and a fascinating world with great characters that I loved to see interact. If I truly had to choose, I would say the world and characters are ultimately the main thing I would like to see again. Also I completely understand and respect the decision to drop development as the game currently stands, and I appreciate the dedication to working with real artists in a time where their craft is under threat. Keep up the great work, I'll happily support your amazing endeavors whenever I can!

D
Dreamfire · August 20, 2026

I really like the old game. It made managing the gains and the effects of the gains some of the most balanced I've seen in any game like this. Also, pushing the limits of the game engine just to get your thing out will always be fun.