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Welcome to the Spruce Moki's Bar & Grill Game page on Fur Affinity!
This page will act as a centralized FA page for this game and all future FA update posts will link to here.
The game downloads (not yet live) and latest information at the link below!
Official Game Site
What is this game?
Spruce Moki’s Bar & Grill is a vore lounge management sim featuring potion logistics, staff management, recurring guests, VIP events, and a reputation based progression system.
You’ve been hired by Spruce Moki to help manage his infamous lounge, Spruce Moki’s Bar & Grill—a remote hotspot just beyond the city limits, where neon glow mingles with the wild twilight woods of the Darkwood.
As manager, your job is to balance reputation, guest satisfaction, and daily operations. Keep potions stocked, equipment running, and your team performing at their best. From security to servers, every staff member plays a role—and success depends on how well they work together.
Handle the needs of a wide variety of guests, each with their own preferences and expectations. But stay alert—VIP visitors will arrive with unique demands. Prepare carefully, meet their criteria, and earn powerful rewards… or risk damaging your reputation if they leave disappointed.
Last Updated 4/7/26
Posted using PostyBirb
This page will act as a centralized FA page for this game and all future FA update posts will link to here.
The game downloads (not yet live) and latest information at the link below!
Official Game Site
What is this game?
Spruce Moki’s Bar & Grill is a vore lounge management sim featuring potion logistics, staff management, recurring guests, VIP events, and a reputation based progression system.
You’ve been hired by Spruce Moki to help manage his infamous lounge, Spruce Moki’s Bar & Grill—a remote hotspot just beyond the city limits, where neon glow mingles with the wild twilight woods of the Darkwood.
As manager, your job is to balance reputation, guest satisfaction, and daily operations. Keep potions stocked, equipment running, and your team performing at their best. From security to servers, every staff member plays a role—and success depends on how well they work together.
Handle the needs of a wide variety of guests, each with their own preferences and expectations. But stay alert—VIP visitors will arrive with unique demands. Prepare carefully, meet their criteria, and earn powerful rewards… or risk damaging your reputation if they leave disappointed.
Last Updated 4/7/26
Posted using PostyBirb
Category Artwork (Digital) / Vore
Species Unspecified / Any
Size 1920 x 1080px
File Size 1002.8 kB
Legit, real world professional experience? No, the closest I've come is a few aborted attempts using the Quest text game engine and a handful of essentially scribbled "design docs" where I've struggled to find the comfortable ven diagram overlap between "hits the vore kink interest just right", "is an actual fun game to play", and "something within my capabilities of a single amature with almost zero art skill to see to completion before I lose motivation". As a writer who has struggled to learn visual art in the past, I'm sort of locked into trying to make text games doing such as a solo hobby, in a sense.
Something I am curious to know about this project; gameplay wise, is it mostly a matter of matching the right prey with the right pred (and is that the focus of the game or just one aspect of serving customers with not all of them being preds), and can the player character be pred themselves or are you purely in a management role?
Something I am curious to know about this project; gameplay wise, is it mostly a matter of matching the right prey with the right pred (and is that the focus of the game or just one aspect of serving customers with not all of them being preds), and can the player character be pred themselves or are you purely in a management role?
Yeah, I 100% understand that. I'm the opposite. I have a lot of animation experience but not programming skill so I have been really hesitant committing to the project until now. I just... gotta shoot for it, ya know? I spent a lot of time working out the ideas for the game and going over them with a few friends before I finally decided to make the announcement. I wanted to make sure it was something unique.
It's matching but also you will have non-vore guests that want to just watch. So there's a stage too. And music and mood lighting. I would like to have the player capable of both roles but you'll need to be careful because you can't manage the lounge if you're incapacitated ;3
It's matching but also you will have non-vore guests that want to just watch. So there's a stage too. And music and mood lighting. I would like to have the player capable of both roles but you'll need to be careful because you can't manage the lounge if you're incapacitated ;3
Sounds like you have a fair number of layers to this that mesh well together. I look forward to learning more and am rooting for your success on this venture, both as a personal accomplishment for yourself and as something that sounds 100% up my alley to play.
And I too don't have much programming knowledge (it's something I think I have the head for, but not the patience, which I feel applied to my art prospects too), which is part of why I'm using the Quest game engine; as I don't have to code from the ground up, I can utilize the more straightforward to understand interface to assemble things and can, at a later date, access the raw code if I want to fiddle with things that go beyond the more user friendly menu systems. Granted being text it leans heavily towards making "adventure games", which further limits the scope of what I can make, but text only games are kinda inherently limited on what they can handle. At least that helps keep scope creep at bay a smidge.
And I too don't have much programming knowledge (it's something I think I have the head for, but not the patience, which I feel applied to my art prospects too), which is part of why I'm using the Quest game engine; as I don't have to code from the ground up, I can utilize the more straightforward to understand interface to assemble things and can, at a later date, access the raw code if I want to fiddle with things that go beyond the more user friendly menu systems. Granted being text it leans heavily towards making "adventure games", which further limits the scope of what I can make, but text only games are kinda inherently limited on what they can handle. At least that helps keep scope creep at bay a smidge.
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