[Game Update] It's a Gluttonous Life - alpha0.52.0 Release
Added 2025-11-30 20:20:40 +0000 UTCPlease keep in mind that this is a smaller update. The big Ruby update is still being worked on.
Warning: There are multiple no-win situations in the game. Keeping multiple saves is highly advised!
Downloads
Here are download links for PC and Linux
-MEGA
And here are download links for MAC
-MEGA
Changelog
-Adapted and expanded on the clothing system from voraphile's Voracious patch. Predators now have their own individual preference on whether or not to strip the player of their clothing. Additionally, the player's currently worn clothing is more clearly displayed on the bottom of the inventory screen, and your clothing limits where you can go (so you can't just go out and about when you're naked).
-Added the Clothes Store location where clothing can be purchased. This location also has a sales assistant that you can talk to.
-Added the ability to get makeshift clothing when you have nothing to wear.
-Added several new types of clothing.
-Added clothing preferences for NPCs. What you wear can now provide a bonus or a penalty to your relationship gain when interacting with a specific character.
-Implemented parts of voraphile's Voracious patch (up to v2.66):
---Properly ask about the lust/masturbation preference when starting a new game (instead of using default and only asking after reloading that new saved game).
---Fixed the typo for the lust/masturbation preference third option ("Disable" instead of "Keep").
---Fixed the "Disable Forced Masturbation" setting not properly working when the prey is unwilling.
---Fixed (hopefully for good) the crash bug sometimes seen after you saved a game while RenPy is performing background tasks and you reload that game later ("pop()" error in character_schedules.rpy).
---Fixed a bug sometimes seen during drinking sessions at Elaine's home, when she says "Oof, it's getting pretty late." and goes to bed: the drinking session variables are not properly reset and should the pc speak to her next morning, the said session would wrongly resume.
---Properly allow the pc to pick up their car when they parked it at the Beach and are departing from the Secluded Beach.
---Fixed missing counter-proposal item in menu when selling a "precious item" Doris appraised for $1 or less.
---Do not any more reset the warning flag just after a conversation with Jasmine about her intention to digest the pc should they ask to be eaten by her, and instead remember that intention for future conversations with her, and until the pc gets eaten (by any pred, willingly or not).
---Disabled the "Can you eat me?" option in conversations with preds, when the pc is carrying groceries (i.e. it would apply in the Supermarket, such as when a predator is encountered here, and yes, it happens).
---Beautified the Stats screen, grouped the skills by Physical and Intellectual types, and added a short explanation text for the progress bars seen under each.
---Improved the Inventory screen: the inventory item names max width in the list was increased (avoiding line feeds in names, most of the time), and the vertical space between lines was reduced, allowing to display more items in the list (less scrolling needed). Also now use different tool tips when trying to open the inventory and it is not possible (e.g. due to a "tight belly" or "digested pc limbs").
---Implemented an inventory split system: when the pc is vored, their inventory is now split between what they are wearing (on their body or in their pockets) and a backpack (that they normally always bring along with them everywhere they go). The "Inventory" button is then replaced with a "Pockets" one, and gives access (when not in a tight belly) only to what the pc is actually wearing (i.e. unique items, considered as worn on the pc body, and pocket-able items they had in their global inventory). The number of pocketed items of each type is also restricted: one lifesaver pack of each type (automatically used after swallowed), 20 to 60 (depending on difficulty setup) tablets of each type, at most two candies of each type (chocolate bar, pack of gummies). The backpack is of course not vored with the pc and stays behind at the location where the vore scene started, and where the pc will need to recover it once released in order to regain access to the full inventory. A short tutorial is shown the first time this system kicks in to explain you how it works.
---Fixed a bug in the backpack recovery, which was wrongly systematically brought back to the Bar while not needed, when the pc visited the latter.
---Fixed a bug in the new inventory split system, causing a missing transfer of ipecac syrup to the worn inventory when vored.
---Properly take into account the split inventory for Jasmine's loan vore scene.
---Fixed failures to detect the current location closing time when speaking with a character and an ensuing interaction with that character ends after midnight.
---Fixed Hospital employee discount not being applied when the pc is healed at the hospital.
---Fixed money amount display quirks in some messages (with like $27.0000000000001 tips amount).
---Fixed time accounting for operations with the Bank or with the Stock broker: when performing actual operations (not just quick information requests), you can now perform several of them in 30 minutes (instead of 30 minutes for each operation with the Bank, or 0 with the Stock broker).
---Fixed the bug which was preventing the pc to sleep in the sofa (with a "I can't. Elaine's watching TV." emote) while Elaine is not even in the living room.
---Improved the working algorithms. The game now remembers what jobs the pc has practiced, and should they quit a job and take it back again later, their experience will not be lost. When the pc did not miss a single work day for a full month, their boss now also grants the pc an unpaid vacation day the pc can take at their leisure (via a new option in the Work phone menu). The boss opinion changes were also revised for a better balance and coherency with the pc (in)actions, with also hygiene, clothing and charisma taken into account. The Stats menu now contains more information about the current job (with the boss opinion and the professional experience level), and got beautified.
---Implemented a clothing system, and an associated clothed/naked vore preference (you can choose between never seeing the pc stripped off the clothes they would be wearing when a predator devours them, or being always stripped naked, or only randomly).
---Beautified the Inventory window, and that window now opens and closes in the same way as the others (Stats, Relationships), via the upper buttons (i.e. the Inventory "Close" button was removed). The currently worn outfit is now also listed at the bottom of the Inventory window.
---Fixed a typo in Elaine's sofa usage detection code (wrongly typed 'location' for 'room').
---Fixed the bad predators presence detection when arriving at the bar (reflected presence late by 30 minutes).
---Fixed a backpack recovery bug in the Bar, introduced in v3.02.
---Properly recover the backpack when vored in the Ice Cream Parlor and released in the Ice Cream Parlor Backroom, or when vored/relased in a Public Bathroom.
-Minor fixes.
Comments
gettin about the same errors if I get eatin by any of the charcters and when i switch views. gonna try starting fresh save and if I ignore the error by the first night in the stomach it completely errors and can't ignore it. (edit errored right after elain went to have dinner upon first arriving to her apartment)
Dagongeek94
2025-12-01 08:14:39 +0000 UTC``` I'm sorry, but an uncaught exception occurred. While running game code: File "game/scripts/Basics/A_inventory.rpy", line 84, in NameError: name 'bellyslutcollar' is not defined -- Full Traceback ------------------------------------------------------------ Full traceback: File "scripts/Basics/basic_needs.rpyc", line 354, in script call File "scripts/Basics/basic_needs.rpyc", line 126, in script call File "scripts/Basics/A_inventory.rpyc", line 84, in script File "H:\pictures\vore\game\ItsaGluttonousLife-a0.52-pc\ItsaGluttonousLife-a0.52-pc\renpy\ast.py", line 1842, in execute if renpy.python.py_eval(condition): File "H:\pictures\vore\game\ItsaGluttonousLife-a0.52-pc\ItsaGluttonousLife-a0.52-pc\renpy\python.py", line 1209, in py_eval return py_eval_bytecode(code, globals, locals) File "H:\pictures\vore\game\ItsaGluttonousLife-a0.52-pc\ItsaGluttonousLife-a0.52-pc\renpy\python.py", line 1202, in py_eval_bytecode return eval(bytecode, globals, locals) File "game/scripts/Basics/A_inventory.rpy", line 84, in NameError: name 'bellyslutcollar' is not defined Windows-10-10.0.22621 AMD64 Ren'Py 8.2.1.24030407 Its a Gluttonous Life a0.52 Mon Dec 1 00:02:34 2025 ``` got this right when I asked Sigrid to eat me
Dagongeek94
2025-12-01 08:03:23 +0000 UTCbug report:[code] I'm sorry, but an uncaught exception occurred. While running game code: ScriptError: could not find label 'misc_items_daily_update'. -- Full Traceback ------------------------------------------------------------ Full traceback: File "scripts/Basics/basic_needs.rpyc", line 354, in script call File "scripts/Basics/basic_needs.rpyc", line 169, in script call File "C:\Users\horia\Desktop\RPGVXAce_RTP\ItsaGluttonousLife-a0.52-pc\ItsaGluttonousLife-a0.52-pc\renpy\ast.py", line 1416, in execute rv = renpy.game.context().call(label, return_site=self.next.name) File "scripts/Basics/basic_needs.rpyc", line 354, in script call File "scripts/Basics/basic_needs.rpyc", line 169, in script call File "C:\Users\horia\Desktop\RPGVXAce_RTP\ItsaGluttonousLife-a0.52-pc\ItsaGluttonousLife-a0.52-pc\renpy\script.py", line 1103, in lookup raise ScriptError("could not find label '%s'." % str(original)) ScriptError: could not find label 'misc_items_daily_update'. Windows-10-10.0.19045 AMD64 Ren'Py 8.2.1.24030407 Its a Gluttonous Life a0.52 Sun Nov 30 20:01:24 2025 [/code] I get this error when load a saved game try to start the next day or when starting a new game and finish the intial dialog with Elaine in her apartment
Voraverit
2025-12-01 01:07:48 +0000 UTC