Submission Requirements
This document is referring to content that is submitted voluntarily to Tailraise. While some content in the game is commissioned, this article is for any content that someone wishes to submit to contribute to the game on their own accord.
Everything submitted to Tailraise must abide by the following guidelines and rules for submission.
Please CAREFULLY read this entire document before submitting any content to Tailraise.
1. Rights and Usage
By submitting content intended to be added to Tailraise, you are confirming that:
- You, the person submitting the content to the game, are 18 years or older.
- You did not use AI to generate the content and it is created by yourself and is not plagiarised in any way.
- Once your content has been submitted, you are granting an irrevocable license to Taw to have full control over your submission and content inside of Tailraise and it's universe, as well as any platforms for promotion. This means that:
- You cannot change your mind later and request content that you've contributed on to be removed.
- Your content may be adjusted or expanded on by others (Taw or other guest writers) in the future or used in future games.
- We will make reasonable efforts to consult you on changes, but adjustments may occur without approval if communication delays happen. Taw will always aim to preserve your intent within reason.
- Any content submitted to Tailraise may be used on Patreon or in advertising to promote the game, or may be Patreon-exclusive for a period before it becomes public in the game build.
- You are giving Taw full rights to use this content in any form without any expectation or obligation for financial payment whether in the future or retroactively.
- You are submitting content for Tailraise without any financial compensation given. This means you are not receiving payment or compensation for your submissions in any form.
- You are free to use your character(s) and written content elsewhere (other games, post on other sites, etc.), you are just granting Tailraise the rights to use, modify, and publish it in any form we desire.
- Tailraise does not accept personal fursona/self-insert submissions. Cameo characters must be created specifically for the game world. If you’d like your existing character included, this can only be done through our Patreon's highest tier membership.
- Content submitted abides by Patreon's TOS and does not fall under the prohibited content list. Any submission that breaks these guidelines will be denied immediately and not considered.
Prohibited Content
While Tailraise is a porn game, there are several things we do not allow discussed in this server due to either questionable morality/legality or because it goes against Patreon's TOS that we have to abide by.
Some content on this list isn't strictly against Patreon's TOS but is simply content that Taw does not want to have to review and implement into the game or doesn't feel suitable for the game universe.
PROHIBITED CONTENT LIST:
Underage Themes (Loli/Shota/Cub)
Incest
Bestiality (non-sapient animals in sexual situations)
Rape and CNC themes (hypnosis, blackmail, coercion, under the influence of drugs/alcohol, etc.)
Ageplay (including ABDL)
Scat
Vomit
Gore
Snuff
2. Structure and Guidelines
For any submitted content, please ensure that:
- The content is written in second-person perspective.
- Includes player agency where possible.
- Uses the Tailraise Parser to make content dynamic.
- If you do not know every single thing to parse, that is totally fine. It can be revised during the review process to add them in. Do your best to utilize it.
- When possible, do not use "hand", "fur", "skin", etc. Also do not assume the player has a tail, balls, hair, etc. All of these can be figured out using the parser properly and we don't want to make something up that the player may not have.
- Content fits Tailraise's lore and story.
- Do not contradict the lore or existing character's personalities (example: Taw being dominant and uncaged).
- It's encouraged to write about game lore from a subjective truth perspective.
- Something about Essence, Itum, the barrier, etc, that the character says may not line up with objective reality, it's how this specific character interprets the world and their personal beliefs.
- You can be loose with game lore to an extent by utilizing diegetic belief.
- This is things like common rumours or cultural beliefs. Things that people in the world say or assume that might not be fully true.
- Adds replayability when possible.
- When writing scenes, ensure they are written in a way to be repeated.
- First time introductions don't need to be repeated
- Smut should almost always be able to be repeated in some manner, even if it means a secondary scene with a slight variation to make it work as a repeat experience.
- Spelling and grammar must be reasonable. It doesn't have to be perfect (I make typos all the time!), but low effort entries won't be considered.
Content Length
When writing content for Tailraise, please try to make sure each scene has a reasonable amount of words to it.
As a general rule of thumb:
Content Type | Minimum Word Count | Ideal Word Count |
---|---|---|
Tiles / Locations | 200+ words | 800+ words |
NPCs (non-smut) | 200+ words | 500+ words |
NPCs (smut) | 850+ words | 1,600+ words |
Quests / Lore Events | 550+ words | 1,200+ words |
These aren't strict, but longer content is ideal, but please don't try to shovel extra adjectives into your sentences in order to hit a word count goal. Quality is better than quantity, but we still need a lot of substance.
For casual chatter or small talk, these can be shorter, but introductory and story-relevant scenes should be fuller.
If you're looking for ideas on how to add substance without padding your words with multiple adjectives, consider:
- Sensory - don't just describe the actions, describe how things sound, smell, or feel. This can be someone's musk, the scent of the workshop they're standing in, the way the restraints dig in against their body, the soft dripping from a chastity cage to the stone floor, etc.
- Emotion - what's going on in the player's head? Are they nervous? Excited? Eager? Aroused? Express this as the scene develops and how their emotions change. You can use this to write NPCs to be flustered, shy, confident or cocky, and so on. Give them more depth by expressing themselves and their emotions and use their body language to paint a picture.
- Environment - we're not in a blank room like the Matrix. Where are we? Can you hear the tavern behind the closed door of the restroom and the patrons arguing and slamming their drinks down? Are we somewhere quiet, like Taw's apartment, lit by candlelight and dim because of a power outage?
- Pacing - don't rush to the climax. There should be foreplay, teasing, escalating. Perhaps a small break. Maybe they need more lube? A moment to adjust to the size of someone? Then get back into it, escalate again, build to the climax. Consider prolonging it, drawing it out, or they decide to go for a second round. Aftercare is also important, so include this too in some manner.
3. File Formats
For all content, please prepare these in Google Drive using Google Docs for text portions, and .PNG files for diagrams, art, etc..
NPCs, encounters, and tiles should follow the Tailraise File Structure.
Files that do not follow the structures listed below will be rejected and asked to be resubmitted. Content shared in another format, such as .PDF
, will be immediately rejected.
NPCs
NPCs will probably have a few files, depending on if it's a new character, addition to an existing character (new scenes), cameos in other character files/locations, and so on.
Summary table of required files
Submission Type | Files Required |
---|---|
Addition to existing NPC | CharacterName_Addition |
Cameo with another NPC | CharacterName_Addition_CharacterAddedTo |
New Character | CharacterName_NewCharacter , CharacterName_Attributes , CharacterName_Summary |
Encounters (existing) | CharacterName_Addition |
Encounters (new) | CharacterName_NewCharacter , CharacterName_Attributes , CharacterName_Summary |
Existing Characters
It's highly recommended to work on a new scene for an existing character if this is your first time submitting content to Tailraise to familiarize yourself with the systems.
When adding scenes to an existing character, we refer to these as additions. Your document should be named after the character, such as CharacterName_Addition
.
If you plan for other characters to show up, use the cameo format instead.
Cameos
If your character can show up in another character's file/location, we call this a cameo.
An example would be Taw showing up at Flint's tavern, where you have a bunch of threesome scenes. These are all stored in Flint's file.
If you are submitting new scenes for an existing character, follow the same structure. This means, you would name the file CharacterName_Addition_CharacterAddedTo
.
If we were adding a scene to an existing character named Awoo, as well as a cameo with Flint, we would have two documents, Awoo_Addition
, and Awoo_Addition_Flint
. This also works for scenes in the Private Room, so you would do Awoo_Addition_PrivateRoom
.
New Characters
You are not allowed to submit your own personal characters / fursonas to Tailraise, nor those of friends. Characters should be completely new for the game.
If you wish to have your own, personal character added to the game, please consider supporting the game on Patreon.
See also: Can I be an official character in the game?
There is a Patreon tier for this ($1000) for people who support me in a major way. This is intentionally expensive, as implementing new characters is a lot of work. Typically, these characters get 10 to 20 pages of content in the game, which includes some lore and typically several smut scenes. Please read all the rules for this Patreon tier before spending any money to ensure you are okay with it before commiting.
You only need to subscribe for a single month at this tier to add a custom character to Tailraise.
If you are planning to submit a new character to Tailraise, you will need to fill out a character attribute sheet in order for us to populate their attributes in-game and assign them an ID and set up the NPC for use, as well as a summary file.
For the actual character file with the scenes written in it, please name this CharacterName_NewCharacter
.
New Character: Required Scenes
All characters need to be set up in a way that allows us to do a first time introduction, an appearance scene to look at the character, and a talk hub where most of the branches will stem from after the first time introduction.
Almost every character should follow this unless we have a specific reason to set it up differently.
It's highly recommended to follow this structure when pitching a new character until you are very familiar with Tailraise and know how to implement them in more advanced ways.
Base Template for an NPC to start from
INCLUDE ../Ink/globals.ink
=== start ===
# writer: Taw
# artist: Taw
~ set_image("npc_placeholder")
{not has_eflag("NPCNAME_intro_complete"):
-> first_time_intro
- else:
-> NPCNAME_talk
}
=== first_time_intro ===
# writer: Taw
# artist: Taw
~ set_image("npc_placeholder")
This is where the description goes for the first time the player navigates to this. Describe the environment, the player's first impression of the NPC, and their initial dialogue.
+ [Leave]
~ leave_npc()
-> END
+ [Check them out]
-> NPCNAME_appearance
+ [Introduce yourself]
-> NPCNAME_introduce_yourself
=== NPCNAME_appearance ===
# writer: Taw
# artist: Taw
~ set_image("npc_placeholder")
Describe the NPC here in a few paragraphs. Their scent, appearance, behaviour/mannerisms. Describe anything that's important or relevant.
To hint at anatomy, describe a bulge or lack thereof.
{ not has_eflag("NPCNAME_intro_complete"):
Use this to add descriptions if the player doesn't know who the NPC is. Avoid using the NPC's name here unless they said something first or the player should know somehow otherwise.
- else:
Use this to describe when the player knows more about them. You can use their name here, after the player learns it, for example, instead of just describing them via species.
}
More description stuff can go here or not, up to you. We return to start because it makes this scene re-usable infinitely no matter your progression on the NPC.
+ [Look away]
-> start
=== NPCNAME_introduce_yourself ===
# writer: Taw
# artist: Taw
~ set_image("npc_placeholder")
This is where you introduce the player and NPC formally, more talk, some expansion on who the NPC is can go here, and so on. Maybe some subtle flirting, or the player picks up on something subtle, etc.
By setting mark_npc_met below, this means on the tile the NPC is on, it now uses their name instead of their species "Talk to the deer" vs "Talk to Thimble".
+ [Continue]
~ add_eflag("NPCNAME_intro_complete")
~ mark_npc_met("NPCNAME")
-> NPCNAME_talk
=== NPCNAME_talk ===
# writer: Taw
# artist: Taw
~ set_image("npc_placeholder")
This is the talk hub with the NPC where the player will come to typically every time they talk to the NPC. You can add in some random flair here, or keep it the same every time.
Try not to write it to sound like the first time they visit here. Something general and generic.
+ [Leave]
~ leave_npc()
-> END
+ [Check him out]
-> NPCNAME_appearance
+ [Other talk options or smut]
-> NPCNAME_other_scene
New Character: Attributes Sheet
Please review the Attributes page to see which fields you will need to submit as a list to be added in addition to the character documents. You should submit this file as CharacterName_Attributes
.
Any character being added MUST be above the age of 18.
Please note that this list might not be fully up-to-date with the latest game version. Taw may ask you to add additional information or ask for clarification if something doesn't seem to fit or is missing.
New Character: Summary Sheet
You will also need a summary of the character to explain:
- Their personality traits (are they shy? cocky? nervous? easily intimidated?)
- Their role in the game (what do they do? what do you plan for them to do?)
- Preferred kinks / themes
- Hard limits (anything they shouldn't be involved with)
- Summary
- Introduction point
- Progression paths
Please name this file CharacterName_Summary
.
Example of a Character Summary
Name: Taw
Personality: Easily flustered, friendly, tries to be helpful
Role: Guild liason and introductory NPC
Preferred kinks / themes: Chastity, bondage, spanking, humiliation
Hard limits: Any pain beyond spanking, slurs
Summary: A bat locked in a permanent chastity cage, who works for the guild to help guide new adventurers into Itum. He can be romanced over time, teased about his cage once the player discovers it, and more.
Introduction point: Met at the start of the game, at the border tile in Twigleaf
Progression paths: You will be able to date Taw and romance him and unlock new options and paths, some affection, some more dominant or pet play / BDSM themed. Also, a questline to try to get him out of his permanent chastity cage.
Encounters
Encounters are built a little different from NPC files, as they use a secondary global file to insert the combat system into them, so they are structured in a peculiar way in order to work seamlessly in Tailraise.
Encounters are tied to specific tiles and can be weighted and draw from a list of possible encounters that can occur on a tile. When the player makes a movement to a tile with an encounter, the game takes a second to decide if an encounter will happen or not, then pick from the NPC encounter list for that tile, and load it instead of moving them.
The player's intended movement value is stored and we use that if they win the encounter and complete the movement.
Every single Encounter should be named encounter_npcName
The structure for the Encounters is set up so that there are:
- The starting snippet of text and description of the NPC
- The
first_win_text
andsecond_win_text
when the player is successful on an attack - The
first_loss_text
andsecond_loss_text
when the player fails to succeed on an attack - The
win_scene_picker
where all of your choices for the player to make when they win go- This MUST include a
Do nothing and leave
option for the player as the first option.
- This MUST include a
- A
loss_scene_picker
which will randomly pick a scene.- If you need scenes set up that only can be picked if the player has specific anatomy, please let Taw know and he will set this up as it's complicated.
- All of your win and loss scenes.
- To leave the encounter, you need to use either
~ encounter_win()
or~ encounter_lose()
on the choice the lets them leave, depending on win/loss state.- Wins allow the player to move forward to their intended destination
- Losses prevent the movement and the player has to try again and might receive a new encounter.
- Currently, we do not have game overs in the game.
All encounters should be written where the player and NPC consent. Non-consensual content is strictly prohibited.
A stripped down encounter file example
INCLUDE ../Ink/globals.ink
INCLUDE ../Ink/encounter_globals.ink
=== start ===
# writer: Taw
# artist: Taw
~ set_image("npc_placeholder")
As you're moving along, your way is suddenly blocked by a slender, tall fox. He's got blue eyes, and looks a little roughed up. He looks like the kind of person who gets into fights often. As you try to pass by again, he stretches an arm out and blocks your way.
<color=\#F6CD4B>"Hey! You there! This is <i>my</i> territory. You want to wander around here? You either pay up, or pay <i>some other way</i>. What's it going to be?"</color>
+ [Ready yourself for a fight!]
-> encounter_start
== first_win_text ==
_______________________________________
<color=\#F6CD4B>"Ouch! You got lucky!"</color> The fox says with a soft whine. He wasn't expecting you to get the better of him.
-> DONE
== second_win_text ==
_______________________________________
<color=\#F6CD4B>"You're starting to piss me off..."</color> He snarls, steadying himself and preparing to strike at you again.
-> DONE
== first_loss_text ==
_______________________________________
<color=\#F6CD4B>"Going to pay up yet?"</color> He asks, smirking.
-> DONE
== second_loss_text ==
_______________________________________
<color=\#F6CD4B>"Just give up already!"</color> He says with a chuckle, his confidence growing.
-> DONE
== win_scene_picker ==
You manage to knock the fox down onto his ass and he lets out a small yelp. As he looks up at you his expression softens and his ears splay.
<color=\#F6CD4B>"Okay, okay! You win!"</color> He whines. <color=\#F6CD4B>"Please go easy on me..."</color>
You have a moment to collect yourself. What do you want to do?
+ [Do nothing and leave]
~ encounter_win()
-> END
+ [Ride them]
-> won_ride
+ [Breed his butt ~ check_attribute("pc", "hasCock") and not check_attribute("pc", "cockIsLocked") ~ Requires an unlocked cock.]
-> won_top
=== lose_scene_picker ===
You're left panting and sore. You seem them approach with a grin.
As he gets closer, he hesitates for a moment, but once your eyes meet and you give him a nod, he continues.
You may have lost the battle, but he's cute, so you're interested in what form of "payment" he plans to take from you.
~ temp rand = RANDOM(0, 1)
{ rand:
- 0:
~ advance_time(25)
-> loss_1
- 1:
~ advance_time(25)
-> loss_2
}
=== won_ride ===
<removed, play the game to see this>
+ [Continue]
~ encounter_win()
-> END
=== won_top ===
<removed, play the game to see this>
+ [Continue]
~ encounter_win()
-> END
=== loss_1 ===
<removed, play the game to see this>
+ [Continue]
~ encounter_lose()
-> END
=== loss_2 ===
<removed, play the game to see this>
+ [Continue]
~ encounter_lose()
-> END
Tiles / Locations
Locations need to be their own document for every single tile. This means if you add 5 new locations, it should be 5 different documents.
You will also need to provide a visual of how your tiles should be laid out. It can be crudely drawn in MS Paint or on paper, but knowing where each tile goes, how each tile connects, entry/exit points, where NPCs go, etc. are important.
Summary table of required files
Submission Type | Files Required |
---|---|
Addition to existing map | MapName_Addition_TileName (per tile) |
Addition to new map | MapName_Addition_TileName (per tile), MapName_Overview , MapName_Summary |
Adding tiles to existing maps
For adding new tiles/locations to existing maps, please use something like Twigleaf_Addition_NewTileName
or Outskirts_Addition_NewTileName
.
If you don't know the map name, please ask Taw.
Please speak with Taw to ensure your new content isn't going to clash with planned future content.
Adding tiles to new maps
For tiles on brand new maps, please make a full view of the map and title this MapName_Overview
.
This should include all new tiles and where they go, and all connections.
New Map Summary File
Each map needs a summary file, which can be overlaid onto the full map view file if it's easier.
- Entry and exit points to other maps, such as Twigleaf or Outskirts.
- Names for every single tile
- A file for every single tile with:
- A static description of the tile (this never changes)
- Flavour text which randomly appears each time the player visits (see randomness)
- Which tiles this tile connects to, and which direction (North, East, South, or West)
- If any of these directions requires an eflag or other requirement to access (player needs to have
newArea_keycard
to travel, etc.)
- If any of these directions requires an eflag or other requirement to access (player needs to have
- A list of every NPC that should be on this map and where
- NPCs can have schedules, so you can set which time of day they should appear at. You can have multiple times for a single NPC like
2am to 7am
,8am to 2pm
. - NPCs can have requirements to talk to, such as eflags for player/story progression
- NPCs can have schedules, so you can set which time of day they should appear at. You can have multiple times for a single NPC like
- If there are any danger areas for encounters
- If so, you will need to provide which encounters can happen here.
- Existing encounters may be used if their content will not clash with the location. Like a discreet, forest sex scene happening but the player's in a busy city square at the moment.
- The chance of encounters appearing (typically keep this low if there's multiple danger areas or it's annoying)
- If so, you will need to provide which encounters can happen here.
Please name this file MapName_Summary
.
If you are adding tiles for an existing location, such as Twigleaf, or the Outskirts, you will need to speak with Taw about your vision with the content, where you see it fitting in, and make sure it doesn't clash with existing or planned content.
In most cases, it's much easier to add scenes to existing NPCs or make a new NPC than it is to design new areas in the game.
Quests
Quests can be added to the game but these are much more complicated, especially if it involves moving around to different locations, talking to different NPCs, and including optional parts of your quests.
Summary table of required files
Submission Type | Files Required |
---|---|
Quest | questName_Diagram or npcName_questName_Diagram , questName_Summary , questName_QuestTracker |
Quests: Flowchart
All quests will need to have some sort of diagram like this to explain the quest flow, optional branches, and all outcomes if you plan to make a quest.
Please name this questName_Diagram
.
If this quest starts from a specific NPC, please instead name it npcName_questName_Diagram
.
An example of a quest line (Rook's Missing Sole)
stateDiagram-v2
state "Start Quest from Rook" as s1
state "Go to Adventurer's Guild" as s2
state "Ask Kallie for info" as s3
state "Ask Thatch for info" as s4
state "Ask Nemi for info" as s5
state "Found Mink and Dusty" as s6
state "Give blowjob to get boots" as s7
state "Give handjob to get boots" as s8
state "Push by the cats and take the boots" as s9
state "Give boots back to Rook" as s10
s1 --> s2
s2 --> s3
s2 --> s4
s2 --> s5
s3 --> s4
s3 --> s5
s4 --> s3
s4 --> s5
s5 --> s3
s5 --> s4
s3 --> s6: All 3 checked
s4 --> s6: All 3 checked
s5 --> s6: All 3 checked
s6 --> s7
s6 --> s8
s6 --> s9
s7 --> s10
s8 --> s10
s9 --> s10
Quest Summary / Progression Steps
Please write this document so it has:
- A summary of your questline
- All of your planned quest flags and steps
Please name this file questName_Summary
.
Each step of the quest will need a eflags to track on the player for progression, which can be set when they get to specific scenes from an NPC or a tile if they are on the quest, etc.
For the Mink and Dusty flowchart example, the following eflags are used throughout the quest series:
rook_boots_started
(from Rook when we accept the quest)
rook_boots_1
(when we get a clue from Kallie)
rook_boots_2
(when we get a clue from Thatch)
rook_boots_3
(when we get a clue from Nemi)
rook_boots_nonsexual
(when we push past and take the boots)
rook_boots_sexual
(when we do a handjob or blowjob to get the boots)
rook_boots_complete
(when we hand the boots back to Rook)
The format for your eflags should always follow npcName_questName
when we write a quest so we can ensure we do not conflict with existing other quests.
Quest Tracker Entries
You will also need to write your questlog entries for the codex for quest tracking.
Please name this file questName_QuestTracker
.
Quest Tracking Template (Rook's Missing Sole)
=== lost_sole ===
# writer: Taw
# artist: Taw
~ set_image("npc_placeholder")
{ has_eflag("rook_boots_started"):
{ not has_eflag("rook_boots_1"): <color=\#e3ce24><b> } Rook, the short and smug cat stuck on a dirt mound in the middle of the pond, asked you to help him find his missing boots. He suspects either Mink or Dusty, two other cats who like to prank him. You should ask around the Adventurer's Guild. { not has_eflag("rook_boots_1"): </b></color> }
}
{ has_eflag("rook_boots_1"):
{ not has_eflag("rook_boots_2"): <color=\#e3ce24><b> } A guild member mentioned seeing a cat carrying muddy boots up to the second floor. You might want to investigate the side rooms or check with the front desk. { not has_eflag("rook_boots_2"): </b></color> }
}
{ has_eflag("rook_boots_2"):
{ not has_eflag("rook_boots_3"): <color=\#e3ce24><b> } You checked a side room and found the pair of cats suspiciously in front of a supply closet, guarding it. They wanted something in exchange for them. { has_eflag("rook_boots_nonsexual"): You strong armed them into giving the boots.} { not has_eflag("rook_boots_3"): </b></color> }
}
{ has_eflag("rook_boots_3"):
{ not has_eflag("rook_boots_complete"): <color=\#e3ce24><b> } You found the boots stashed in a supply closet upstairs, still damp, with a little stitched tag inside reading "Rook." Time to bring them back. { not has_eflag("rook_boots_complete"): </b></color> }
}
{ has_eflag("rook_boots_complete"):
Rook was very thankful for the return of his boots. He told you, <i>"Since you lent me your [[pc.hand]], you can borrow my paws sometime."</i> with a wink.
}
+ [Back]
-> start
We want to give a small summary of what happened, and what the current step is, so that way the player always has an idea of what is happening if they came back after a long break, and where to go next, or just needs a nudge in the right direction if they get stuck.
The reason we use not has_eflag
is because if they have the next step, this will darken the previous step's text to denote it's been completed.
Artwork and Permission
All artwork submitted to Tailraise for use MUST include EXPLICIT, WRITTEN PERMISSION from the artist who made the art in order for it to be used in the game.
Any artwork that is AI Generated will not be accepted.
All art used in-game will include proper credit in-game, on the wiki, and in any promotional material where it appears where possible.
Artwork Guidelines
For any artwork submitted, ensure this doesn't break the prohibited content policy.
Artwork should be submitted in as high quality as possible; it will be resized and cropped to fit into Tailraise as needed.
Preferably, art should be as consistent as possible for a character. If multiple art pieces differ significantly in design, only one may be chosen for consistency.
Artwork should be submitted in the format of: characterName_art_by_artistName
so we can know who it's for and who to credit.
Permission
Permission may be given via direct email, signed message on the artist’s social media account, or invoice/license statement.
If sending an email, you can send this to taw@a-bat.com
.
Please title it Tailraise - Art Permission
and have them attach the artwork being allowed, and send a message such as:
I, <artist>, am granting permission for Tailraise to use this artwork I've created for use inside the game, as well as in media (Patreon, website, game advertising).
Artwork submitted with no written permission will not be used.
4. Submission Process
-
Put together all of your required documents (character files, art assets, diagrams, etc.) to submit for review.
The easiest way to do this is to make a folder on Google Drive and share all of your documents via a shareable link.
-
Submit the link to Taw (can DM on Discord via the Tailraise Discord) or via email
- If submitting via email, please use
taw@a-bat.com
and please use the subject:Tailraise - Content Submission
- If submitting via email, please use
- Once content is submitted, please allow up to 1 week for the initial review of the content and considerations.
- During this process, Taw may ask you additional questions or clarifications, or request adjustments to be made.
- You may be asked to revise content, fix typos, adjust sentences for better flow or clarity, or remove some content if it doesn't meet Tailraise's standards.
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If your content is approved, Taw will discuss adding it into the game with you.
Your content may be published initially as Patron-exclusive for several weeks before it is moved to the public build.
If your content cannot be used, you may be told why so you can adjust it and resubmit.
Submission Checklist
- You are over the age of 18 and created the content yourself (no AI/plagiarism).
- Your submission includes written permission from artists for any included artwork
- Your submission follows Tailraise's lore and respects existing content.
- Your submission follows the required file format and file structures.
- Your submission uses the Tailraise Parser where applicable
- Your submission avoids any Prohibited Content
- Your submission does not contain personal fursona/self-insert characters.
- You confirm that your submission is non-paid, may be edited, and may appear in Patreon-exclusive builds before public release.