WIP Update (27/02/26)
Player as prey for the Ice and Bee girls. Happens when you get defeated by either of them, but it has to be by contact damage (them touching you), their projectiles/pillar strikes won't trigger it.
If you have scat disposal enabled, the first time revisiting a level where you were eaten you'll find a pile where it happened.
Scat piles now scale visually beyond their original maximum.
Some game mechanics have changed to bring more value to the capacity stat.
Firstly, the rate ...
Early version of body customization. For now, all you can do is toggle different parts, Top, bottom and chubbiness.
The size of each part still depends on your "weight level" so they will all match in size.
It's a pretty convoluted system with lots of combinations so there might be some errors, so if you find any issues, please let me know.
You can access the toggles by pressing "Bodyswap" in the computer to open the new menu.
Belly sloshing is in too. By default, they'll pla...
Small update as I've been busy the last couple weeks.
A very basic Item recycling is now available.
Whenever you defeat an enemy, if they fail to drop an item, they reroll their drop chance (with a 2x boost) and if that succeeds, they'll drop an "Item Soul" (I might change that name).
Hitting an Item Soul with a devour attack will give you "Sparks." (Spark count displayed above your health bar)
You can also recycle dropped items into Item Souls by pressing your devour keybind whil...
Simple animated versions of two new sleeping images included along with a few small changes.
2025-12-19 06:39:24 +0000 UTC View PostAdded a few more sound effects here and there.
Indigestion now has its own small set of sound effects that are played at intervals while suffering from indigestion
Honey type enemies now provide their own kind of disposal effects, rather than reusing the slime type.
Fixed the disposal tag for a few of the bosses so they have the right effects.
This update will be released publicly sometime next week.
If you'd like to have your name added to the in-game Supporter List...
2025-12-12 04:46:17 +0000 UTC View Post
This might be the release update or I might do one more WIP before release, I'm not sure yet.
6 New discoveries added to the third world. All original events (although one is very similar to an old one). Two of the events have completely new pieces in them. One uses work from an old discovery, and one can trigger an immobilise so I've added two new immobilise images that can appear from any immobilise event.
New rudimentary Hammerspace option, it's pretty barebones and untested ...
Three Boss encounters added
They might be a bit hard, especially the third encounter, so you might need to swap some talents around for some defence/regeneration
If you do think they are too hard, please let me know
Fixed some bugs and improved the visibility on the projectiles spawned by the flowers
Last 5 levels of the 3rd world
New enemy added to most levels
Edible doodad for most of the levels (it's a bit silly but I like it)
Tried out adding reverb to burp SFX in cave levels. Not super happy with it, reverb effects lower the volume so I had to boost them and it's hard to get it right. Not sure I want to add reverb to other SFX
More fitting footstep SFX for the new world
Fixed a couple things and adjusted some numbers
I might've forgotten some other things I did, not...
Another 5 levels, including a new enemy.
Added background doodads but no edible ones yet.
Multiple new burp audio clips. I had to clean up the originals a bit, so I hope they sound alright.
A couple other minor changes.
I'm also trying out compressed music tracks, so the file size is a lot lower and hopefully the background music is still okay.
Early versions of the first 5 levels of the 3rd world.
An Ice themed world that has fewer but larger and stronger enemies.
Still needs more enemies, doodads and other things and the levels themselves aren't final.
There's also a more robust 'unstuck' for enemies. Hopefully this one will actually work, and enemies won't get stuck anymore but it's hard to test for all the situations that cause enemies to freak out so let me know if enemies continue to get stuck.
Gas disposal has a new FX when you have a lot of gas (approx. 6+ units) and also expels faster at that level
Four new skills with instant effects
A fairly simple interaction system for the equipment screen. Clicking around the middle of the images will cause messages to popup which are based on the size of the belly
Boss devouring or 'Immobilisation'
When you successfully land a devour attack on a boss, you'll get a short cutaway while the boss is trapped in your belly.
The damage and duration are based on your stats when you swallow the boss.
The game is 'Paused' for the whole duration as well.
With this setup, all 6 bosses are devourable, even the stationary ones. Although you have to lower the stationary bosses to 20% HP before you can attempt to devour them.
I'm planning to add more im...
4 new discoveries, 1 semi-new discovery and one reused discovery added to World 2
Levels with discoveries:
2-2
2-4
2-7
2-8
2-12
2-13
Another 3 sets of talents done and fixed a bug with resetting talents.
Almost done with this tier of talents so I'm hoping I'll be able to do some more substantial updates in the coming weeks.
Thank you for your patience.
Four more sets of talents have been added
2025-07-25 04:06:52 +0000 UTC View PostFirst 3 sets of talents for the next tier
The next few updates will be gradually adding more talents so there won't be more playable levels for a little while
This update is the first in some time to require changes to saving/loading, so let me know if you have any issues with saving/loading
Animated versions of two new character arts.
Also rebalanced the final boss of 2-15. It spawns enemies slightly faster but also loses health twice as fast. It also has less total health so hitting it will make it die slightly faster. Enemies also face you and move toward you when they spawn.
New enemy that appears in the current last five levels (2-11 to 2-15)
Boss enemy for level 2-15
Next 5 levels have been added. Still need a boss and I'm going to make one more enemy for them.
Navigation has been added, to access the 15 honey levels you'll have to go to Navigation, interact with the console, and then select the planet by using the mouse click.
Boss has been added to the last level of the office HQ as well as civilians. Interact with civilian to teleport them away and receive an item, or eat them for XP.
Updates to the first 5 levels of the 2nd world, includes new doodads, tiles, background and boss.
The next 5 levels of the 2nd world are added as well, although it still needs a boss.
Early versions of the next 5 levels
Still need to add boss/discoveries/doodads but the levels are playable
For now, they're in the regular mission menu with the first 15. Later, once I've added it, you'll need to go to Navigation to select a world for each set of levels
If the levels are too hard, please let me know. The honey enemies are 'sticky' so instead of being knocked away by attacks they are slightly pulled towards you which makes them pretty oppressive.
New Weight Stage for the player
Requires a weight of 105kg to achieve
As the first public release goes out today, I'm adding Patreon exclusive animated character art pieces. These pieces appear in the character menu, art cut-in and while sleeping. I've only done 4 so far but will continue to update old pieces and making new ones.
The animations are only simple loops, but I hope you enjoy them.
Thank you for your support!
Missions are progression locked by bosses, unfortunately you'll have to clear the bosses again to unlock missions even if you've done them before updating
Bed now allows sleeping to increase digestion speed
New edible doodads
Belly Scaling option in Misc. menu that makes belly size weight requirements scale with capacity
Can now skip Level Complete and Level Failed screens by pressing the Interact key again
Fixed the Slime Nest discovery to spawn the correct slimes
Increased...
3 Bosses, 1 in the last level of each Biome
Fixed audio bugs in 14th and 15th level
Added edible mushrooms to cave biome (devour attack)
Added 2 of the old discoveries back into the game
Changed background of cave biome so it doesn't blend into the tiles so badly
Added toggle for cut-in proximity disable. Set to 'Visible' to allow cut-ins to appear while enemies are nearby, leave on 'Hidden' for old behaviour
2025-04-02 06:20:12 +0000 UTC View Post5 New tree themed levels with a new nature themed enemy
2 New character art cut-ins
Damage of normal attack combos increased
Damage of special attacks decreased
XP rewards increased
If you are someone who has played the original release of Endeavore: Dawn Seeker this new update is a relaunch of Dawn Seeker, it isn't a continuation from the original four levels. You are recommended to start from the beginning (old saves do work if you want), progression will be slower (slower enemy level progression), and it might not feel like a big new shiny update. The Labyrinth, Descent, and Burnt Sienna environments are NOT present in the new version because it hasn't reached that po...
2025-03-04 08:48:58 +0000 UTC View Post
This WIP is the first for the relaunch of Dawn Seeker, your old saves will work but it is recommended to start with a new save because the new levels start from level 1.
Saves are stored in "%LOCALAPPDATA%\Endeavore_Dawn_Seeker\" if you want to backup your saves.
The pace of the game will feel slower than the old version, the 'Demo' version was an accelerated view of the game with much faster progression.
Changes:
Preferences Menu
New Tutorial
New Ship
New Levels
D...