Warning: This is a very theorywank/overthinking type post
Been toying with a few game ideas and thinking about the Problem of the Reluctant Gainer PC, where a player wants the player character to be fat but that character does not want to be fat.
Reluctant gainers are of course a common part of the fetish, whether that’s to play up a sense of realism, stoke a humiliation kink, set up an arc of self-actualization, or more. For NPCs, it’s straightforward to show their reluctance and have the player character (PC) push their limits[1]. But for a PC Reluctant Gainer, there’s friction where the player’s goals and the PC’s goals are at odds.
I want to look at ways other designers have addressed, avoided, or played with the Problem of the Reluctant Gainer PC. Here are a few approaches and case studies I have found:
Revel in Failure
Gaining weight leads to failing the main objective. This approach seems to emphasize Bad Endings and other Bad Outcome scenes, with special kinky images or descriptions during fail states. Pairs well with short sandbox/toybox games, or games with loss of control as a theme.
Examples:
- Week of the Werefatty (post Gain Jam): The player must solve puzzles in order to prevent the PC from overeating. Failing has special scenes of indulgence, and failing compounds such that it is possible to get too fat to solve later puzzles
- Cursed!: Ostensibly the PC does not want to experience any of the TFs of this game, but the player’s real goal is to find all of the (bad) endings
- Five Nights with Fatties: In the original Freddy’s, failing means getting a jumpscare, but the player does want to be scared at some point by the game. Similarly, failing in Fatties means getting a weight gain/inflation scene, but the player does want to see those scenes at some point in the game
Fated
The PC’s gain is entirely out of the player’s control. A curse, a controlling feeder, plot demands, etc. This gives the designer a lot of control over how “realistically” the PC can act. However, the player loses the ability to influence the PC’s weight, and working toward the main object may means ending the fetish content early. Most common in story-driven games and race-against-the-clock games
Examples:
- Olive And The Ruby Bra: the PC gains a huge amount of weight due to a cursed bra. This is a one-time event[2] outside of the player’s influence (see Enthralled - An interactive story about a hedonistic vampire and his servants for a similar one-time event approach)
- Witch of Gluttony: the PC gains weight according to story milestones
- Master of Flesh: A race-against-the-clock in which the PC gains every time they move to another room. Navigation is the only way to affect the PC’s weight
Acceptable Cost
The PC is willing to put up with weight gain to advance another goal. A common approach, with the PC gambling their waistline for riches, glory, or the sake of another person
Examples:
- The Lipomancer’s Ruins [v1.4 out Now!] and The Lipomancer’s Realm [UPDATE 9/22/2025 V0.6]: Gaining weight is a natural hazard of various fights and telegraphed traps when adventuring (see also The Tower of Gluttony [v1.5] - Text-based WG Roguelike[3] and Fantastic Dungeon Extender for American Audiences ™)
- Poke-r Gut: In order to avoid being owned by the game’s casino, the PC must win a card game that slowly inflates her
- Unstable Frienemies V1.0.1 (May 23rd 2025 update)[3]: the PC can gain (or not gain) weight to spite her frienemy
Toy with the Contradiction
Openly plays with the ambiguity of player-desired fat and PC-desired thinness. This might allow the player to drive an arc of reluctance to acceptance, lean into a humiliation kink, or invoke a twist ending that upends the stated main objective
Examples:
- My New Game: “Anyways, here’s Butterball”, a Thanksgiving story (Finished): The amount of food the PC eats determines how big and how accepting of her size the PC is at the end (see also Anna’s Wedding)
- Foxxx: A humiliation kink underlies all of the various TFs and bad outcomes the PC can experience in the game
- Don’t Fear the Jester - A Fattening Card Game (Post-Jam V1.0.1): The player presumably wants to defeat the Jester in a fattening card game, but it turns out the object of the PC’s desires actually PREFERS fatties. Womp womp.
Player-Directed
The PC’s attitude is either chosen by the player or left unstated in a way that allows room to roleplay reluctance. These tend to be sandbox games with no or a very thin overarching goal
Examples:
Insatiable Hearts [v0.24.0] - A monsterfucker+Weight gain Twine Game: The player can choose to “Attune” the PC’s Thoughts to feeling shame about weight gain. This will show intermittent pop-ups of light fat teasing and fat-shaming. The player can also choose to get their PC cursed to binge by a fat-teasing supernatural queen- The Curse of Something: A RPG Game About Large Furry Men: The PC is a cipher, and the levers to lose and gain weight are readily accessible to facilitate this roleplay
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These categories are probably not exhaustive, and some of my example (like Olive and the Ruby Bra) already have moments that can fall into multiple categories. Has anyone seen any other approaches? Have more granular thoughts about designing around a Reluctant Gainer PC?
Footnotes
[1] Or have the NPCs’ own actions reveal their secret desires
[2] There are multiple bad endings that will cause the main character to grow even fatter, but these are not emphasized in the way they tend to be in “Revel in Failure” games
[3] Uses AI art
