Welcome to Hell! Glutton Demon is a twin stick shooter with vore and weight gain mechanics and an emphasis on fast paced combat. Featuring a story mode with multiple areas and levels themed to each of the deadly sins. The game also has unique weapons, upgrades and bosses to fight at the end of each area. You can also find some interesting interactions with the denizens in hell wandering about and if you’d like to add your own character to these ranks keep an eye out for when slots open before the release of newer levels.
Current Updates:
Hey folks! It’s been a while sorry about the long absence, I was pretty burnt out and also needed to do some really big commissions to get some stuff done for our house. It’s also taken a lot of time getting used to Linux and porting everything over from my former windows workflow.
This is just a minor rework for both bosses. I heard a lot about how lust is much easier than pride to beat and agreed even at the start but was focusing more on completion. The changes I’ve made make both fights a bit more equally challenging.
Here’s the list of changes:
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Pride’s movement has been slightly lowered and her spin attack is the same speed as her regular movement.
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Pride’s 2nd phase has less fire rate and some spread to the bullets (same spread applies to phase 1)
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Pride’s lasers now only fire one laser on each axis.
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Lust’s left and right area attacks are fixed rather than relative to the player’s position.
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Lust’s 2nd phase has a stomper that chases the player around the arena.
I’ve tested the Linux build on my PC and it seems to work fine. Patrons and other users will likely let me know if there’s any major issues but from what i can tell the save file is working as intended and there are no noticeable bugs atm.
I Discovered a bit of an issue with the save files because I changed the game’s spelling from Glut-Tonne to Glutton. In order to load your old data go to ‘%userprofile%\AppData\LocalLow\RSBH’. You may have to reveal some hidden folders. Once you’re in there you’ll see either both folders or just the old one. Just copy the old save files from the old folder into the new one or simply rename it to ‘Glutton’ and delete any other folders that are similar. It should run the game and load your old data.
This was also a nice way for me to warmup for coding and designing stuff. I always get deathly scared booting up the unity engine after a long break. T_T
Download Link (PC): https://mega.nz/file/zBswiZza#lfw4f7NGApPE-TFb4_dpv2HEWcOdmEwFaUjGRk9AmcE
Download Link (Linux): 181.85 MB file on MEGA
Trailer:
Glut-Tonne Demon Trailer
Some Big News
I have launched a Patreon! I’m trying to keep it simple and straightforward with just one tier. Check the page for more info!
It’ll allow me to keep the lights on while I make this passion project and the people who are interested in following the game closely can be involved in the process while supporting me.
If you have the means to, I would greatly appreciate your support in pledging to the Patreon or getting the word out about it! I’m very excited and also kinda scared. (^._.^ )
With the announcement of the new tier on patreon we have some new OCs that’ll be featured as NPCs in the game, if you’d like to have your own OC as a cameo head over to patreon.
Patrons get early access to new builds and trying out new enemy types. So if you want to support the game, help decide key features and see exclusive concept art, head over to Patreon!
Link to my Eka’s
Story Ideas
The basic premise of the story I have so far is a war between the seven deadly sins, with you, the player playing as the avatar of Gluttony. As the avatar of Gluttony you serve the lord of Gluttony in taking down the other 6 Sins that have enjoyed a position of superiority to your lord. Each Sin will have a unique dungeon and boss arena. Each of the Sins could also have their own unique player death animation. (e.g. Lust having a unbirth related finisher)
Developing the story side of things will take a long time to implement into the game, but in the mean time I hope to give patrons a sneak peek into the concept art and hopefully involve everyone in the creation process as well. While not everything is going to be practical to implement many ideas can definitely make it to the actual game. It will take a lot of time and effort as the game is being developed solo.
Hopes for the 1.0 release
By the end of this project I would like to have 6 or so levels with unique end bosses that players can playthrough and perhaps some small cutscenes or dialogue for the story beats. The core gameplay should stay just as action packed and focused (Don’t want to fall into the trap of feature creep). While the enemies, levels and bosses will provide more variety.

