Giantess [v2.5] By GiantessGameUE5

Giantess Games released a new game called Giantess and the version is 2.5. The game’s story is about I’m currently making a giantess content related game with UE5.​

Developer:Giantess
File Size:4.66 GB
Version:2.5
OS:Windows
Languages:English
game details

Game Version Changelog:

v2.5

  • New Vehicles: Tanks and helicopters. You can summon them by pressing Tab in the tiny mode or C in the Giantess mode. Currently, they are just for trying out as the missiles/damage mechanics are not yet fully developed (they will be integrated into Micah’s system later, so we haven’t spent time on them yet). The AI will also be updated in future versions. Helicopter controls are a bit complex: use W and S to control ascent and descent, Q and E for rotation, and the mouse to control pitch and yaw. With a bit of practice, you’ll get the hang of it.
  • Skill System: You can now equip skills in the C menu, and you can also import custom actions (using the glTF file format. I’ve included an attachment for you to decompress and test). Please use windowed mode when importing files, otherwise, the file selection window might get stuck behind the game window (this issue also occurs with VRM imports, and we haven’t found a solution yet—it might require adjustments to the C++ code). If you’ve seen the previous tutorial but still can’t figure it out, or if you don’t want to download UE5, I also offer a free FBX to glTF conversion service. Tier 2/3 users can get 2/4 actions converted for free with priority, while Tier 1 users will need to wait in line. When I have free time, I’ll also help with conversions for free. You can upload the FBX files you need converted to Google Drive and send me the link via private message.
  • Bug fixed: Vehicles will no longer fly around when stepped on; they will stay stuck on the ground until the foot is moved.
  • New Actions: Added some new animations, such as 2 new stomping actions, 2 new hand actions, and the ability to throw items after grabbing them with Q by pressing Ctrl+Y. (The actions were created by 冰蓝砂糖, his Twitter ID is yumeko_gts)
  • DLSS Mode: Many people suggested adding DLSS in the last version, and I did try it. However, there were some conflicts with Micah’s plugin, and due to time constraints, DLSS is temporarily disabled in this EA version. We will try to fix it in the next update.
  • This version might have some bugs, so if you encounter any, please leave a comment, and I’ll do my best to fix them in the next update.
  • For Dev note spoiler:
    First of all, thank you for thinking about supporting this project! I recently received a message blaming me which made me write this post. I guess there are some facts you need to know before supporting.
  • Is this game fun to play?
  • It’s hard to say whether a game is fun or not. There are many related videos on YouTube and Twitter. You can search to understand what this game (or simulator) is doing.
  • What is the minimum configuration for this game? Why is the game optimization so bad?
  • I have worked hard to optimize the game’s minimum configuration to 3060+16G+i5. The reality is that this configuration can maintain a basic operation of 20-30fps, which is not very smooth, and you may need to adjust the graphics in the menu settings. As for why it can’t run smoothly, you can blame my insufficient skills, but indeed, the Matrix official demo of UE5 has a minimum limit that I can’t break through. If you want to play a little happier, please refer to this minimum configuration: i7, 3070 or above, 16G of memory.
  • If you have the above configuration but still experience lag, please try updating your graphics card driver, which usually solves the problem.
  • Another very important point! Mac systems, Intel graphics cards, and Arc series graphics cards cannot run the game, so please support cautiously.
  • Why hasn’t this game changed in two years?
  • If you have been following this project, I have been working hard to update and fix new content every month, such as adding new animations, maps, interaction methods, custom actions, creating a new vehicle destruction system, etc. But I’m sorry that the team has always been just me until this month (December 2024) when Micah joined me, and he is mainly responsible for solving a good destruction system (our goal is ambitious, but once achieved, it may be able to become the most exaggerated scene destruction effects of all UE5 games currently). So my answer is that the game has been optimized, but it may not meet some people’s goals. I apologize to you.
  • Why does this project require continuous payment?
  • To be honest, I didn’t plan to put this game on steam or publish it. The original intention of this project was that the previous GTS simulator did not meet my ideas for various reasons, so I wanted to make a game with as high quality as possible and freedom for fun. For this project, I have been investing time, energy, and money. It took two years, and I have gone from not knowing how to develop games at all to being able to make a game framework. If you have seen my updates, I bought motion capture suits, multiple hard drives, VR devices, and very expensive various plugins. So your support is more for the continuous development of this project. It may not stop updating until I exhaust my interest.
  • Is there any gameplay in the current game?
  • Good question, this is also what I have been thinking about, what does the GTS game need? There are many good RPGMaker games such as The Shrink School years ago/today’s The Giant Research Club/SAO, etc., they have good plots and excellent CG. In my opinion, if a 3D game wants to achieve such an effect, it needs better scripts/actions/models/scenes to perform. To be honest, my current level is limited. I tried to make an RPG game last year, and the first level took me nearly 2 months, and it was just so-so. However, the second level was delayed for 3 months and still couldn’t be launched (finally shelved due to school scene issues). I think games like Resize Me or Glitter Invitation are indeed high-level performances for independent developers. But I worry that if I go the same way, the update efficiency may become very low. So my current plan is to first be abundant and then consider content. I have been improving the basic functions of the game, such as more precise interaction, custom actions, and recently studying scene destruction functions. I will try to add gameplay content later. But for now, I think this project is at least satisfying in that I can open it at any boring time, take a photo, and play for five minutes, it may not have any plot, but I don’t feel bored myself.
  • In fact, I have already started building a new scene and plan to make a real game. But that project will be made with Playground, and I don’t intend to announce it before it is polished.
  • Instructions of control?
  • I’m really sorry I can’t make operation instructions like a 3A masterpiece, it’s very time-consuming. I have operation instructions in the game menu and with each download post. Please feel free to ask if you still encounter problems.
  • What will you get by supporting this project?
  • First of all, thank you for avoiding the pirate version finding me here, and choosing to support me. Sponsoring this project will give me the motivation to continue development. I don’t make a living by developing games. My daily work is already very busy, and writing games is usually something I do after working overtime at night, but I still try to maintain some updates every month. Secondly, there will be a lot of investment during the game production, such as purchasing various equipment or paying others for dubbing/animation/development. This will also make our game have richer content.
  • Of course, you can also give me your needs, and I will consider whether to add them to the Playground game.
  • Plans?
  • I think what the game finally leaves behind is the inability to achieve large-scale good scene destruction effects. Micah’s joining has helped me put this puzzle piece together. He is very expensive (literally, the fee I pay him has spent about 1/6 of the total income I have made so far, and we still have profit-sharing terms), but I think it is worth it. We have been running this month on how to combine his system with the large size of GTS. Although the current progress is limited, I believe there will always be a breakthrough. Once successful, we will have a destruction effect that does not affect the game performance at all (the effect should be similar to last year’s demo or even better), as well as a building interior scene generation system. You can even enter the building interior to explore in the tiny mode and also let GTS and the building have a more precise destruction interaction, which was completely unimaginable before.
  • In addition, I am also planning to make a new game, which will have a GTS theme, but I hope it will have gameplay while being separated from GTS content. I will release a demo for everyone to see when I have made good progress.
  • Anyway, thank you again for supporting me! I hope you have fun with this project.

Developer Notes:

Also will update some spoiler too. Currently I’m planning to do twice updates per month (the game is still at an early stage). All the support funding will be used to purchase more models and to implement with this game. Thanks for all your help!

Game Images & Screenshots

DOWNLOAD
WinGOFILE – UPLOADHAVEN – FILESDP – DROPMEFILES

Split

Part 1MEGA – MIXDROP – PIXELDRAIN – UPLOADHAVEN – FILESDP
Part 2MEGA – MIXDROP – UPLOADHAVEN – PIXELDRAIN – FILEMAIL
Part 3MEGA – MIXDROP – PIXELDRAIN – UPLOADHAVEN – FILEMAIL
Part 4PIXELDRAIN – MEGA – MIXDROP – UPLOADHAVEN – FILEMAIL
Part 5BUNKR – MEGA – PIXELDRAIN – UPLOADHAVEN – WORKUPLOAD

Do you like this game?

Click on a star to rate it!

Average rating 3.5 / 5. Vote count: 21

No votes so far! Be the first to rate this post.

Share your love

Leave a Reply

Your email address will not be published. Required fields are marked *