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Recommending Breast Expansion Games Archive (2021)

5.00 star(s) 5 Votes

LookABox

New Member
Jun 24, 2019
9
17
Well you go ahead and make something better. But until then, people will take what they can get.
They say beggars can't be choosers but the same people that say that also feed homeless people oreos filled with toothpaste to film for social media clout so honestly a little bit of choosiness is really the right call most of the time. Having standards is okay.
 
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GrimLone

New Member
Jun 12, 2022
5
10
They say beggars can't be choosers but the same people that say that also feed homeless people oreos filled with toothpaste to film for social media clout so honestly a little bit of choosiness is really the right call most of the time. Having standards is okay.
You do realise you're talking about porn content right? Why are you trying to take the moral high ground lol
 

LookABox

New Member
Jun 24, 2019
9
17
You do realise you're talking about porn content right? Why are you trying to take the moral high ground lol
The point you missed is that you don't have to consume a product you consider trash just because it's there and there's nothing else, I don't know what you think morals has to do with anything. If people don't like something they're allowed to not like it. Besides, it's not like people disliking AI slop is anything new.

And that's ignoring the fact that "make something better if you don't like it" is the most geriatric take you can basically have in this day and age. Normal people understand that you can criticize something without being in the field.
 

maccaz

New Member
May 28, 2020
1
4
The point you missed is that you don't have to consume a product you consider trash just because it's there and there's nothing else, I don't know what you think morals has to do with anything. If people don't like something they're allowed to not like it. Besides, it's not like people disliking AI slop is anything new.

And that's ignoring the fact that "make something better if you don't like it" is the most geriatric take you can basically have in this day and age. Normal people understand that you can criticize something without being in the field.
Normal people criticise things with constructive feedback, not the people who may be consuming said works.
 

The1WhoWhacks

New Member
Jun 12, 2022
11
28
I think at this point it's just a waiting game. I've mentioned before that there are a few games that look like there's some real potential, but again, all are in-development with no clear end in sight to varying extent. Unless there's some enshrouded corner of the web nobody's bothered to check or has happened to stumble across, the search has gone high and low, far and wide and what little we've tallied up here is the grand sum of all that exists at the moment.

And while it may not be super popular, I don't think it's for lack of people who enjoy it like some have said. There are literal thousands of pics, commissions, animations, or even full videos, but only a handful of games by comparison. I think it's just that making an actual game with BE as a primary mechanic is just not something the majority of people want to spend the time, effort, or cash to make. Hell, I'd probably even give a shot making such a game myself, but I don't have any of the skills to even begin with something like that.
 
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Cherubin25

Well-Known Member
Nov 7, 2020
1,251
2,141
I think at this point it's just a waiting game. I've mentioned before that there are a few games that look like there's some real potential, but again, all are in-development with no clear end in sight to varying extent. Unless there's some enshrouded corner of the web nobody's bothered to check or has happened to stumble across, the search has gone high and low, far and wide and what little we've tallied up here is the grand sum of all that exists at the moment.

And while it may not be super popular, I don't think it's for lack of people who enjoy it like some have said. There are literal thousands of pics, commissions, animations, or even full videos, but only a handful of games by comparison. I think it's just that making an actual game with BE as a primary mechanic is just not something the majority of people want to spend the time, effort, or cash to make. Hell, I'd probably even give a shot making such a game myself, but I don't have any of the skills to even begin with something like that.
Pretty much this. BE-games are not common, especially those where BE is the only fetish, because often enough they get mixed with AE, Giantess, FMG or Weight Gain.

And if we consider that even games without BE have A LOT of games which just dont make it far, it is clear that it even takes longer to get a good BE-game. Lets say 1 out of 10 games is a success, until you reach that point with a BE-game, it can take ages. With vanilla-games, not so much, since there are simply more thrown into the public.
 
Apr 10, 2024
29
53
Pretty much this. BE-games are not common, especially those where BE is the only fetish, because often enough they get mixed with AE, Giantess, FMG or Weight Gain.

And if we consider that even games without BE have A LOT of games which just dont make it far, it is clear that it even takes longer to get a good BE-game. Lets say 1 out of 10 games is a success, until you reach that point with a BE-game, it can take ages. With vanilla-games, not so much, since there are simply more thrown into the public.
as long as it its seperated/each effect happens 1 at a time, im ok with it.
 

Cherubin25

Well-Known Member
Nov 7, 2020
1,251
2,141
as long as it its seperated/each effect happens 1 at a time, im ok with it.
Thats the thing - having multiple expansion fetishes in one game, even if they are all optional, will lead to longer development for each Fetish. And it is also tons of work for the Dev, since they would need to create everything for every route. Which is why usually some expansion fetishes are clumped together.

In the end of the day Breast Expansion is just something which is very niche and therefore really hard to find. Especially when done good.
 

KL-001-A

Member
Dec 16, 2019
489
954
Well really the struggle with any body-altering/transformation fetish in any way is that for every size change, every shape change, every new change the player can go through, you're literally multiplying how much art is needed, then you multiply that by how many outfits there are. It's just a really "expensive" fetish to have and to make for.
(Also, the math gets worse if you can combine them. WAY worse.)

Devs have a few ways to mitigate this:
  1. Have each scene only be temporary. Her tits inflate to the size of basketballs, but only for that one scene. (Issue: boring and limiting.)
  2. Paperdolls. Just make a bunch of standalone tits and swap them out on the character's doll. (Issue: limited poses, probably only one. Also probably very few outfits.)
  3. Some kind of procedurally-generated avatar, like what Tainted Elysium did. (Issue: hard for the dev to make/code, and hard to make look good. Limits details too. Probably no clothes, either.)
  4. Avoid art entirely and just go full-text, . (Issue: no visuals, have to read a lot. Also the writer has to be descriptive enough, but not be TOO wordy.)
  5. Use a 3D engine with 3D models and just have a ton of shape keys. (Issue: clothing is a pain to avoid clipping, and rigging models made for loads of changes can be a pain too.)
 

Corrupt King

Member
Game Developer
Nov 21, 2017
142
1,033
Here's a RPG Maker game with decent amount of BE: Demon's Servant
https://f95zone.to/threads/demons-servant-v0-25-demons-servant.141742/

I'm not particularly fond of this style of h-games, but it doesn't look half bad ;)

Also, if anyone's interested, Curvy Town is getting an art revamp next week:
https://f95zone.to/threads/curvy-town-v0-4-2-hvostt.140709/

I'm developing a 3DCG mod for that title. You can check it out here:
https://f95zone.to/threads/curvy-town-3dcg-mod-v0-8-corrupt-king.180905/
 
Last edited:

Eatmyballs86

Newbie
Mar 12, 2023
15
4
Here's a RPG Maker game with decent amount of BE: Demon's Servant
https://f95zone.to/threads/demons-servant-v0-25-demons-servant.141742/

I'm not particularly fond of this style of h-games, but it doesn't look half bad ;)

Also, if anyone's interested, Curvy Town is getting an art revamp next week:
https://f95zone.to/threads/curvy-town-v0-4-2-hvostt.140709/

I'm developing a 3DCG mod for that title. You can check it out here:
https://f95zone.to/threads/curvy-town-3dcg-mod-v0-8-corrupt-king.180905/
PLEASE CONTINUE WORKING ON THE 3D MODELS I WOULD PLAY THE SHIT OUT OF THIS
 
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KL-001-A

Member
Dec 16, 2019
489
954
I might as well make it official, I make this sometimes:
It's a 155k+ word sandbox (mostly varying amounts of furry), where you just explore around and there's a gazillion scenes (no images), all tied to things getting bigger. It's female-only, but there's breast expansion, belly inflation, safe vore, unbirth, body inflation, transformation, bimbofication, if something gets bigger, it's probably in here.
There's no dead-ends (AFAIK) and there never will be, I hate it when text games stonewall you at the end of a scene just because the dev hasn't finished it yet.
The only time I'll ever have a "whoops sorry, no finale for you" scene is if I lock the update behind a $1/mo paywall, and even then I still dislike it.

Like, completely drives me batty when text game devs start out with 100 placeholders, and when you try to play the game you're just sitting there going "Nope. Nope. Nope. How about this one? Nope. Nope." then finding a path that's been started, getting excited, then having it cut off after three entries, right before something is about to happen.
 
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dirichilhet

Newbie
Sep 4, 2022
19
70
Hey everyone,

Suppose I have a script/overview for a story (featuring BE and similar transformations) and I want to turn it into a visual novel. In your opinion, what’s the best way to create assets for it?

Since this would be my first narrative game, I’m trying to keep the scope small. I’m aiming for just a few characters and a kinematic story, maybe with a choice at the end that leads to different endings—something similar to Tjord's Valdana the Fall and Issis the Corruption (both great games with BE, even if it’s not the main focus).

The main assets I’d need are character sprites (consistent with the transformations) and background art. Here’s what I’ve considered so far:
  1. AI Assets: I have the technical know-how and the hardware to run a good image generator locally with different ComfyUI workflows. The problem is the bitching around AI usage (if this thread turns into another "AI bad because theft" debate, I’m going to lose my fucking mind) and the inconsistency between assets. Even after training a LoRA for a specific art style, the results still feel like they come from unrelated sources. I’ve also struggled with consistency between character sprites and CG art for scenes. Characters in CGs often look too different from their sprites, and even using inpaint doesn’t fully fix the issue.
  2. HS2: My main issue with HS2 (besides it being somewhat overused) is the lack of clothing and maps in the default setup. This feels like a skill issue because there are plenty of games where developers use a wide variety of clothes and maps. I just don’t know where to find or create them. For this project, I’d mostly need fantasy RPG-style designs. If anyone knows where I can find those, let me know. I like HS2 because it has a modifiable light-rendering engine and some pre-made animations, which—while overused—would work well for my project.
  3. DAZ 3D: This is the one I know the least about, but it seems pretty common, especially for comics. My concern is that it’s not a "character modeling software," so modifying character structures (like expanding the breasts) seems like a hassle. If anyone knows how to make that easier, I’d be open to checking it out.
  4. Blender: Blender obviously offers the most freedom, but it’s also the hardest to use. I know the basics (mostly for low-poly 3D games), but I’m far from being able to create realistic 3D human models. I’m including it here just in case someone knows of a simpler way to use it—maybe base models with sliders and preset clothing/hair/eyes, similar to HS2. Otherwise, I don’t think I have the skills to make it work.
If you know of any other ways to tackle asset creation, I’d love to hear about them. I’m not expecting my project to be groundbreaking or vastly different from what’s already out there, but I think it’ll be fun to create. Who knows? Maybe it’ll even be worth sharing once it’s done!
 

Corrupt King

Member
Game Developer
Nov 21, 2017
142
1,033
PLEASE CONTINUE WORKING ON THE 3D MODELS I WOULD PLAY THE SHIT OUT OF THIS
I do. Be sure to check out the next version which will come together with v0.5.0 release of the main game ;)
DAZ 3D: This is the one I know the least about, but it seems pretty common, especially for comics. My concern is that it’s not a "character modeling software," so modifying character structures (like expanding the breasts) seems like a hassle. If anyone knows how to make that easier, I’d be open to checking it out.
IMHO it's the best tool for the job. You're able to load/use custom morphs (also from Blender) and breast expansion is achieved in seconds. There's a "bit" of a learning curve, though. Getting correct lighting, posing, clothes shaping, etc. takes practice. Not something I would recommend if you don't want to commit a lot of time and effort. On the flip side, there are tons of resources, tutorials, examples - a literal wealth of knowledge. If you want fast and easy, I'd suggest HS2 - you'll get a dumbed down version of DAZ, with very easy posing and animation. AI assets usually require many adjustments (raster graphics editing skills) and it tends to look chaotic, if you won't nail a character picture by picture (which is tedious).

...but that's slightly off topic, so let me recommend another BE game, which is getting a remake - Supower:
https://f95zone.to/threads/supower-remake-v0-3-leech1717.220189/

V0.3 just came out, which seems to have blocked the BE elements for now, but generally you can grow tits of all main girls. There's also an old version available, but the UX is rather poor.
 
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Corutuin

Newbie
Sep 27, 2021
75
112
Hey everyone,

Suppose I have a script/overview for a story (featuring BE and similar transformations) and I want to turn it into a visual novel. In your opinion, what’s the best way to create assets for it?

Since this would be my first narrative game, I’m trying to keep the scope small. I’m aiming for just a few characters and a kinematic story, maybe with a choice at the end that leads to different endings—something similar to Tjord's Valdana the Fall and Issis the Corruption (both great games with BE, even if it’s not the main focus).

The main assets I’d need are character sprites (consistent with the transformations) and background art. Here’s what I’ve considered so far:
  1. AI Assets: I have the technical know-how and the hardware to run a good image generator locally with different ComfyUI workflows. The problem is the bitching around AI usage (if this thread turns into another "AI bad because theft" debate, I’m going to lose my fucking mind) and the inconsistency between assets. Even after training a LoRA for a specific art style, the results still feel like they come from unrelated sources. I’ve also struggled with consistency between character sprites and CG art for scenes. Characters in CGs often look too different from their sprites, and even using inpaint doesn’t fully fix the issue.
  2. HS2: My main issue with HS2 (besides it being somewhat overused) is the lack of clothing and maps in the default setup. This feels like a skill issue because there are plenty of games where developers use a wide variety of clothes and maps. I just don’t know where to find or create them. For this project, I’d mostly need fantasy RPG-style designs. If anyone knows where I can find those, let me know. I like HS2 because it has a modifiable light-rendering engine and some pre-made animations, which—while overused—would work well for my project.
  3. DAZ 3D: This is the one I know the least about, but it seems pretty common, especially for comics. My concern is that it’s not a "character modeling software," so modifying character structures (like expanding the breasts) seems like a hassle. If anyone knows how to make that easier, I’d be open to checking it out.
  4. Blender: Blender obviously offers the most freedom, but it’s also the hardest to use. I know the basics (mostly for low-poly 3D games), but I’m far from being able to create realistic 3D human models. I’m including it here just in case someone knows of a simpler way to use it—maybe base models with sliders and preset clothing/hair/eyes, similar to HS2. Otherwise, I don’t think I have the skills to make it work.
If you know of any other ways to tackle asset creation, I’d love to hear about them. I’m not expecting my project to be groundbreaking or vastly different from what’s already out there, but I think it’ll be fun to create. Who knows? Maybe it’ll even be worth sharing once it’s done!
I think white russian and hypnosis Daz3d and I kinda like that style and it seems to work for the creators. Goodluck with you r project :)
 
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jwms2010

New Member
Jan 4, 2022
8
19
I think white russian and hypnosis Daz3d and I kinda like that style and it seems to work for the creators. Goodluck with you r project :)
Those two projects use HS2, which to their credit they use well imo. BE Grove is a good example of someone who uses Daz for their stuff. (The Pill, Change Deck, Bountiful Harvest) Now, they use Daz and a mix of Blender (Not sure of the exact workflow, if I remember correctly it goes Daz exported to Blender) for a bit easier time with the jiggles and clothes.
 
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rxash

New Member
Apr 2, 2023
8
7
Hey everyone,

Suppose I have a script/overview for a story (featuring BE and similar transformations) and I want to turn it into a visual novel. In your opinion, what’s the best way to create assets for it?

Since this would be my first narrative game, I’m trying to keep the scope small. I’m aiming for just a few characters and a kinematic story, maybe with a choice at the end that leads to different endings—something similar to Tjord's Valdana the Fall and Issis the Corruption (both great games with BE, even if it’s not the main focus).

The main assets I’d need are character sprites (consistent with the transformations) and background art. Here’s what I’ve considered so far:
  1. AI Assets: I have the technical know-how and the hardware to run a good image generator locally with different ComfyUI workflows. The problem is the bitching around AI usage (if this thread turns into another "AI bad because theft" debate, I’m going to lose my fucking mind) and the inconsistency between assets. Even after training a LoRA for a specific art style, the results still feel like they come from unrelated sources. I’ve also struggled with consistency between character sprites and CG art for scenes. Characters in CGs often look too different from their sprites, and even using inpaint doesn’t fully fix the issue.
  2. HS2: My main issue with HS2 (besides it being somewhat overused) is the lack of clothing and maps in the default setup. This feels like a skill issue because there are plenty of games where developers use a wide variety of clothes and maps. I just don’t know where to find or create them. For this project, I’d mostly need fantasy RPG-style designs. If anyone knows where I can find those, let me know. I like HS2 because it has a modifiable light-rendering engine and some pre-made animations, which—while overused—would work well for my project.
  3. DAZ 3D: This is the one I know the least about, but it seems pretty common, especially for comics. My concern is that it’s not a "character modeling software," so modifying character structures (like expanding the breasts) seems like a hassle. If anyone knows how to make that easier, I’d be open to checking it out.
  4. Blender: Blender obviously offers the most freedom, but it’s also the hardest to use. I know the basics (mostly for low-poly 3D games), but I’m far from being able to create realistic 3D human models. I’m including it here just in case someone knows of a simpler way to use it—maybe base models with sliders and preset clothing/hair/eyes, similar to HS2. Otherwise, I don’t think I have the skills to make it work.
If you know of any other ways to tackle asset creation, I’d love to hear about them. I’m not expecting my project to be groundbreaking or vastly different from what’s already out there, but I think it’ll be fun to create. Who knows? Maybe it’ll even be worth sharing once it’s done!
Not sure myself but I think it'd be a really good idea to reach out to the devs directly of different popular BE games and see how they do it, worst thing they can say is no but I'm sure they'd give advice and help
 

Zerox20

New Member
Oct 21, 2022
1
0
Hey everyone,

Suppose I have a script/overview for a story (featuring BE and similar transformations) and I want to turn it into a visual novel. In your opinion, what’s the best way to create assets for it?

Since this would be my first narrative game, I’m trying to keep the scope small. I’m aiming for just a few characters and a kinematic story, maybe with a choice at the end that leads to different endings—something similar to Tjord's Valdana the Fall and Issis the Corruption (both great games with BE, even if it’s not the main focus).

The main assets I’d need are character sprites (consistent with the transformations) and background art. Here’s what I’ve considered so far:
  1. AI Assets: I have the technical know-how and the hardware to run a good image generator locally with different ComfyUI workflows. The problem is the bitching around AI usage (if this thread turns into another "AI bad because theft" debate, I’m going to lose my fucking mind) and the inconsistency between assets. Even after training a LoRA for a specific art style, the results still feel like they come from unrelated sources. I’ve also struggled with consistency between character sprites and CG art for scenes. Characters in CGs often look too different from their sprites, and even using inpaint doesn’t fully fix the issue.
  2. HS2: My main issue with HS2 (besides it being somewhat overused) is the lack of clothing and maps in the default setup. This feels like a skill issue because there are plenty of games where developers use a wide variety of clothes and maps. I just don’t know where to find or create them. For this project, I’d mostly need fantasy RPG-style designs. If anyone knows where I can find those, let me know. I like HS2 because it has a modifiable light-rendering engine and some pre-made animations, which—while overused—would work well for my project.
  3. DAZ 3D: This is the one I know the least about, but it seems pretty common, especially for comics. My concern is that it’s not a "character modeling software," so modifying character structures (like expanding the breasts) seems like a hassle. If anyone knows how to make that easier, I’d be open to checking it out.
  4. Blender: Blender obviously offers the most freedom, but it’s also the hardest to use. I know the basics (mostly for low-poly 3D games), but I’m far from being able to create realistic 3D human models. I’m including it here just in case someone knows of a simpler way to use it—maybe base models with sliders and preset clothing/hair/eyes, similar to HS2. Otherwise, I don’t think I have the skills to make it work.
If you know of any other ways to tackle asset creation, I’d love to hear about them. I’m not expecting my project to be groundbreaking or vastly different from what’s already out there, but I think it’ll be fun to create. Who knows? Maybe it’ll even be worth sharing once it’s done!
Most of the devs have discords and they are pretty good about helping and supporting each other.
 
5.00 star(s) 5 Votes