TUXDB - LINUX GAMING AGGREGATE
by NuSuey
NEWSFEED
▪️ GAMES
▪️ STEAM DECK ▪️ DEALS ▪️ CROWDFUNDING ▪️ COMMUNITY
tuxdb.com logo
Support tuxDB on Patreon
Currently supported by 9 awesome people!

🌟 Special thanks to our amazing supporters:


✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]

Steam ImageSteam ImageSteam ImageSteam ImageSteam ImageSteam Image
Patch 133e0c47

  • Added new button "Hide HUD", which toggles the visibility of the HUD. Pressing Escape/Start will always bring the hud back. It defaults to the "H" key on KBM.
  • Free cam no longer hides the hud automatically.
  • Adjusted third person camera to more diligently frame important bits if you're viewing from the front.
  • Ragdoll camera now also attempts to frame important bits depending on the camera angle.


[ 2025-01-17 23:44:57 CET ] [ Original post ]

Hotfix fbda52a5

  • Fixed issue where camera mode could get stuck.


[ 2025-01-16 05:28:20 CET ] [ Original post ]

Patch fee8d992

  • Freecam now allows you to grab your own head.
  • Entering an animation station in 3rd person now enters a unique camera state.
  • Animation stations now are subject to similar look target rules, preventing neck snapping.
  • Fixed issue where many modded maps would crash straight to desktop.


[ 2025-01-16 04:41:46 CET ] [ Original post ]

Patch ef86e726

  • Freecam now has a upper and lower limit of speed set by the mousewheel.
  • Freecam no longer listens to mousewheel when precision grab posing.
  • Kobolds looking direction is no longer affected while freecam is enabled.
  • Kobolds no longer can crouch via mousewheel while freecam is enabled.


[ 2025-01-16 00:42:36 CET ] [ Original post ]

Patch f73767ea

  • Holding shift now locks your facing direction, so you can look where you're backing up.
  • Precision grabber now scales with the kobold scale.
  • Fixed issue where precision grabber didn't originate from the camera's perspective in 3rd person.
  • Fixed issue where the first person camera wasn't centered properly.
  • Enabling cheats no longer reloads the map. It is now a buffered event.


[ 2025-01-15 10:14:38 CET ] [ Original post ]

Hotfix b3c04589

  • Fixed gamepad sensitivity being too high (it now respects the Mouse Sensitivity option).
  • Freecam (3) now only disables player movement, allowing for self-posing.


[ 2025-01-14 23:26:48 CET ] [ Original post ]

Patch 48795a6c

  • Updated camera system!
  • Camera is better at not clipping with world geometry.
  • Separated eye-look from facing-direction for kobolds, third person camera now can now orbit!
  • Free-cam now copies whatever camera location that exists.
  • Fixed issue where body renderers that got destroyed or disabled (like, when using the body swapper), would permanently disable jiggle physics.
  • Joining a lobby with mods that can't be retrieved automatically now boots to the main menu. (uwu)
  • Self-penetration during ragdoll has been disabled. It's fun the first time, then annoying for any complex posing. It can be enabled specifically on modded characters with the isSelfPenetrableOnRagdoll flag. (uwu)
Thank you to the community member uwu for helping with the some of these changes!


[ 2025-01-14 10:31:00 CET ] [ Original post ]

Hotfix e2fc8f77

With help of the community reporting issues, I've tried to address the biggest pain points with the latest update. Also, be weary that some BepInEx mods are causing problems with these updates. KoboldKare has officially incorporated some of the mods so they conflict! While others are unaware that the Jiggle Physics has changed significantly. If you run into trouble, try uninstalling BepInEx mods to see if that's the issue first.

  • Now Kobolds standing up REALLY don't get their penetrators stuck in a certain shape-- I hope :')
  • Fixed issue where tails on posed kobolds would break if you walked 20 meters away and then back.
  • Fixed issue where some sub-jiggle-rigs weren't working on certain modded characters (whiskers, hair, etc).


[ 2025-01-13 23:14:57 CET ] [ Original post ]

Patch fcf27716

  • Re-enabled the jiggle physics upgrades. Should cause vastly increased performance for scenes with lots of jiggles. Tested on a number of mods and appears to be working properly. Let me know if you run into issues!
  • Fixed misconfigured mods suppressing exceptions and failing to trigger broken mod messages. This should fix a wide variety of mod loading issues, and help make it clear when a mod is causing a problem.
  • Fixed issue where cheats needed to be toggled to signal new joiners that they could use cheats. It's now a room property.
  • Removed the 4th camera mode, it was confusing and a little busted. I plan to update the camera system soon and look at this again after.
  • Kobolds who were self-sucking while standing up from ragdoll no longer get their penetrator "stuck" in a certain shape.


[ 2025-01-13 04:30:04 CET ] [ Original post ]

Hotfix 6718977c

Rolled back the jiggle physics update while I figure out what's wrong. A couple of modded characters didn't play nicely with it. Sorry for the inconvenience!


[ 2025-01-07 05:23:31 CET ] [ Original post ]

Patch 9d0ef4a1

  • Major jiggle physics optimization, frame-rates should be much better.
  • Kobolds standing up from ragdoll shouldn't cause jiggles to oscillate horribly anymore.
  • Jiggle physics now respects occlusion and "blends out" at a distance of 20 meters. This should help performance significantly, though might be noticeable, especially with certain models.
  • Map list in the main menu now properly adjusts its size when it gets overfilled.
  • Fixed issue where fruit spawners could get owned by a peer and prevent spawning.


[ 2025-01-07 00:26:42 CET ] [ Original post ]

Patch 499e656b

Maintenance patch with many issues being addressed by the community. Thank you!

  • Fixed bug with shop items trying to spawn an invalid display.
  • Fixed starting reagents resetting getting applied after load. (kimek)
  • Added a new script TiddyMatcher.cs to help with new equipment (kimek)
  • Penetrables now can opt-into self-penetration during ragdoll. (Jon)
  • Added new command /sculpt that lets you adjust stats directly on kobolds. (woemwoem)
  • Added new command /equipset that lets you create equipment sets that you can equip on the fly. Saved between games. (woemwoem)
  • Fixed lag with skinnedmesh equipment being equipped to incompatible models. (uwu-qwe)
  • Fixed issue where players could sometimes become permanently ragdolled. (uwu-qwe)
  • Kobolds no longer can self-suck while standing. Preventing instances where they'll get permanently stuck.
  • Commands and cheats are now executed locally rather than doing a round-trip to the owner of the server. Allowing players to see error messages and feedback to their commands.
  • Server region now by default connects to US, rather than the "best" region as determined by Photon.
  • Fixed performance drop with equipment that had invalid blend shape IDs. (woemwoem)


[ 2025-01-06 05:40:28 CET ] [ Original post ]

Patch B648607F

  • Increased equipment count limit from 255 to 65535.
  • Shop items now rotate when restocked.
  • New attachpoints were added for special equipment.
  • SkinnedMesh attachments are now capable of matching and triggering blendshapes.
  • Fixed bug with onahole failing to spawn in shops.
Thank you TwistedFlog and Luna for these patches!


[ 2024-03-25 23:08:42 CET ] [ Original post ]

Patch DDC4DF54

  • Dicks now save and load properly. (Thanks Kiemek!)
  • More shader optimizations, improved build times more for modders. Modders please update your local koboldkare copy to benefit from the improved build times!
  • Re-added a dummy "low" graphics setting, should fix cases where the game fails to boot due to it being missing.


[ 2023-11-18 04:59:24 CET ] [ Original post ]

Patch 02E6E90A

  • Species is now networked, saved, and loaded properly.
  • Addition of many new ReagentConsumptionEvents for modded reagents. (Thank you Shurutsue!)
I've been stuck for a while getting increasingly concerned with KoboldKare taking 4 hours, 49 minutes to compile shaders. Especially because modders needed to wait for this full compilation in order to create and upload mods. KoboldKare now builds in about 20 minutes cold. Thanks in due part to the following changes:
  • The "Low" quality option no longer exists.
  • OpenGL (Vulkan for windows) compatibility mode has been removed.
  • Mixed lights are no longer supported (They simply get replaced by a regular real-time light in-game).
These changes might be really bad for some of you, please let me know if they affect you! I hope that instead of maintaining multiple render quality modes, I can hopefully simply optimize the existing quality mode to work on most systems. Thanks for reading the patch notes!


[ 2023-11-14 10:26:15 CET ] [ Original post ]

Patch 1D2E4C0D

  • Modding configuration has been removed to improve stability.
  • Fixed issue where mod items were randomly shuffled.
  • Fixed issue with arbitrary mods relying on missing surf map data... by including the surf map mod in the base game.
Be warned that the new sorting of mod items means that saves might load funny (with shuffled characters and penetrator types) Removing modding configuration was a hard choice as it prevents players from fine-tuning their experience. Though I believe it is worth it because joining multiplayer sessions, and loading saves from here should be much more stable. Now for the other hard decision, many mods required the surf map to be included into the base game... and I'm totally unsure why. Unity addressables is very opaque, while it's probably just a bug in the build system-- I'd rather simply include the custom content than tell various mod owners to recompile their mods.


[ 2023-09-24 05:50:03 CET ] [ Original post ]

Patch 3994D1A5

  • Fixed issue where installing player mods one at a time would shuffle the Player Models option.


[ 2023-09-04 23:23:26 CET ] [ Original post ]

Patch 202D9851

This update was focused on Modding and mod configuration improvements.

  • Loading a mod which triggers a problem now shows a pop-up informing the user that the game might not work. You can toggle mods one at a time to figure out which one caused it, or read the Player.log for more info.
  • Loaded mods are now properly remembered, and don't need to be re-enabled on each boot.
  • Leaving a server will now re-load the player's desired mod configuration.
  • Localization update.


[ 2023-09-03 01:31:43 CET ] [ Original post ]

Patch B330A7C8

  • Loading multiplayer saves should work again with ViewID syncing.


[ 2023-08-26 01:38:07 CET ] [ Original post ]

Patch C97722D1

  • ViewID's now match through saves, changed load order to load all objects before serialization. Should fix load order issues for more complex saves.
  • Fishes now spawn again. (Regression from updating splines).


[ 2023-08-25 22:15:03 CET ] [ Original post ]

Patch B6EFA00C

Just a hotfix for yesterdays patch.

  • Penetrators no longer get clip when they are scaled to be longer.


[ 2023-08-19 14:04:01 CET ] [ Original post ]

Patch FA136776

  • Temporary animation replacement to prevent mods breaking idle animations.
  • Version display now includes the date rather than the build number.
  • Fixed issue where Unity Licensing failed to disable the splash screen.


[ 2023-08-18 21:41:15 CET ] [ Original post ]

Patch 94FE2CCB

  • Fluid streams no longer spam hitcallbacks, this makes milk and cum no longer lag mobile hardware like the Steam Deck.
  • Upgraded penetration tech. Splines are smoother, various bugfixes and improvements. This might break a few things though.
  • Upgraded Jiggle Physics, this is to pave way for future collision support. It does slightly change how existing jiggle settings act. Namely we added back-propagated motion, so the simulation is a bit more accurate.
  • Added a Thai font so the language is properly supported now.
  • Added collision to inner barn walls.
  • Facial animation works again for kobolds.
  • Chat now has a string limit of 10000 characters. This should prevent very long sessions from getting a laggy chat box.
  • Modded characters without procedural deformation are no longer invisible with the Vulkan renderer.
  • Kobold ownership is given back only when a kobold is not ragdolled. This prevents pinned kobolds from unintentionally getting popped out of their constraints.
  • Modded characters now have a customizable "Leg length" that allows them to hover the correct amount of the floor.


[ 2023-08-18 19:49:56 CET ] [ Original post ]

Patch CC56938B

  • Tapping SwitchGrabMode toggles multi-grab functionality now. (Thank you ppaawwll!)
  • Added script that triggers UnityEvents when kobolds use it (Thank you LuxIsBored!)
  • Clouds no longer pool infinitely over scene changes.
  • Removed some confusing menu items from Tools/KoboldKare
  • Fixed condom from causing error spam due to missing a bounce curve.
  • Added Thai translation (thank you g-can!)
  • Localization update for many text elements.


[ 2023-04-27 04:03:30 CET ] [ Original post ]

Patch 3c5836b9

  • Ragdoll constraints have been adjusted so they aren't as easy to violate anymore.


[ 2023-04-20 06:44:03 CET ] [ Original post ]

Patch A8F2EF99

  • Made it possible to see breasts by looking down in most situations. - Increased pitch limit of the player camera by 21 degrees. This can feel a little awkward at first, but is really nice for looking down at your own bits. - Body look-at IK weight decreases as you look down, straightening the chest so you can see all the bits. - Fixed the camera being offset forward inappropriately by 5cm.
  • Pole-jumping with precision grabber was buffed back to nearly its original strength again. (It was accidentally nerfed in the last update).
  • Reduced default muscle tension on ragdolls some more for the Ragdoll Creator.


[ 2023-04-16 02:49:49 CET ] [ Original post ]

Patch 586A877F

  • RagdollCreator no longer generate necks, as they are too hard to configure.
  • Reduced tension by half on ragdolls so they don't feel so stiff trying to pose.
  • Precision grabbing no longer has projection enabled, which would fight with the ragdoll's projection (causing it to jitter).
  • Regular grabbing a ragdoll no longer has infinite strength, causing ragdolls to break.
  • Fixed issue where ragdolling would snap the camera to the base of the neck, rather than between the eyes.
  • Third person and ragdoll camera distance now scales with the player's size.
There's still a lot of tweaking that needs to be done, for example I'm very frustrated that it's not possible to see your breasts when you look down. Hopefully that'll be fixed soon!


[ 2023-04-15 05:53:05 CET ] [ Original post ]

Steam Workshop Support!

Been hard at work for the last few months on this update. Hope it was worth the wait! I'm excited to reveal:

Workshop support!


I've converted all KoboldKare content into a mod format with the intent to make the game moddable! With it, I've created two mods: Lilith, a new kobold type! They've got big floppy ears, and a lithe body frame.
And a really simple surf map!
You can find them both on the KoboldKare workshop, subscribe to them (and enable them in the mod menu) to see them in-game! I've also been hard at work on documenting how to make your own mods here: https://wiki.koboldkare.com/index.php/Modding Much of the documentation is a draft, but I put it on a wiki so anyone can help make it better! Modding support is also very new, and probably has brought along a bunch of bugs. Hopefully you all will be patient with me as we find them and fix them.

Large Camera refactor


Now there's only one Camera in the scene, and it hot-swaps between programmable configurations. This allows for lots of fun stuff like making sure the character's head is in rule of thirds, and when you look up in third person that it puts the butt exactly where I want on the screen while adjusting the FOV.
Lerping between configurations is smooth, allowing seamless transitions to various modes-- Like going from 3rd person to ragdoll camera mode. The ragdoll becomes centered on the screen. Raytracing keeps the camera from clipping through walls in third-person or locked-cam modes. Precision grabbing, and grabbing happens from the camera now. So playing in third person is much more doable. There might be a few bugs here and there, and I know that some actions have gotten a bit more difficult with the new camera system. I'm hoping I can harden the code more as I work on other things.

Ragdoll refactor



To make ragdolls easier to create, I wrote a complicated ragdoll creator that takes into account muscle limits from within Mechanim. They have real necks now!
The precision grabber is really really powerful and can easily make ragdolls violate their own limits-- however I'd prefer soft limit violations over hard jittering. It's very fun to pose and toss kobolds around.

Dick refactor


Dicks are no longer equipment, this means that old saves will load incorrectly. Sorry! This was an important change to make way for Modding, as making a new dick is significantly easier without having to arbitrarily assign it a new equipment slot, icon, localized description, and assigning correct equippable flags.

Proper gaussian distributed randomness


In my gross misunderstanding of statistics, I was using extremely incorrect random values to represent kobold stats. (I was using the raw deviation as if it was a random gaussian distributed value between 0 and 1). This lead to nearly every random value to have a 36% chance to be outside -1 to 1. And since I assumed it was 0 to 1, it's a nearly 50% chance to be either the min or max value. Whoops! I properly studied up, and now I'm using Marsaglia polar generated gaussian numbers, and I tested them to make sure they work properly! Kobolds should now have much more regular proportions, while also never completely eliminating the chance to get absolutely crazy proportions sometimes.

Animation refactor


For a long time, Kobolds had an extreme head-bob in their animations. I used some smooth lerp camera tricks to keep the camera mostly centered on the Kobold's head-- but this slimey, slidey solution made people feel nauseous after long play sessions.
I've redone all the animations with a special IK rig to keep the head static relative to the armature no matter what. Now there's NO head bob! This has drastically reduced how bouncy and fun the animations are-- but now holding W actually smoothly moves your character forward like any other FPS game.

Steam cloud support!


Launching the game will now move all your current saves, and configuration to a user folder. Your configuration and saves will be uploaded to the cloud! If you play the game outside of Steam, it'll use a "defautUser" folder. This can spook you as saves will seem to disappear if you suddenly start using steam. This is to allow multiple users to play KoboldKare from the same device without overriding eachother's configuration. All saves can be found within the persistent data directory which varies depending on platform. If you're on windows it'll be found here: `C:\Users\\AppData\LocalLow\Naelstrof\KoboldKare\\saves`.

Various fixes


Many of these fixes are from dutiful people submitting issues they run into on github. I'll mark each with the related issue number.
  • Ragdolling no longer uses an invalid old packet in interpolation which caused it to flicker for 0.1 seconds. #177
  • Projectiles in mid-air no longer get saved and cause an exception. #176
  • Kobolds no longer reset fatness to 0 when expending energy at negative values. #169
  • Fixed console spam with grab spam. #145, #159
  • Fixed multiple active cameras being placed in the scene if respawning got bugged. #146
  • Fixed kobolds getting their input stuck if the player was holding an input while body-swapping. #139
  • Mushroom price is no longer treated as a mixture. Now it's on par with other tier-1 fruit. #138
  • Ambience and music no longer immediately stops if you ragdoll near the source of it. #137
  • The final quest should no longer be impossible to achieve without cheats. #124
  • Textures are now much higher fidelity as I've increased the texture memory budget to 1GB rather than 512mb
  • Held bombs are no longer are invulnerable to explosions (preventing their deletion). # 123
  • Fruit, and by extension dildos, have a minimum size of 15%. Prevents them from seeming deleted by explosions. #103
  • PlayerPossession and camera tracking now gets disabled when the game is paused. #97
  • Contracts no longer can be bought multiple times if you match the star amount exactly. #189
  • Carried game objects no longer jitter.
  • Breasts on kobolds spread more when growing, and they torpedo slightly less. #193
  • Objects no longer get stuck under the barn. #190
  • Fixed footsteps having no volume or not triggering in some circumstances.
  • Prevented softlock of the multiplayer menu by greying out all the buttons until the connection is ready.
  • A concrete material used in the city no longer has an incorrectly assigned ambient occlusion map.
  • Fixed equipment being removed and deleted due to dual Inventory instances. #207, #200
  • Deleted non-working, unused nipple pumps. #210
  • FootIK has been improved and better retains the original animation. Thanks Raliv!
  • Localization updates.
  • Air acceleration has been nerfed slightly so that you cannot simply hold w on a 89 degree wall and still slide up it.
I'm super happy that many of y'all have been using the open-source nature of KoboldKare to make the game better! The rest of this update post is going to be dedicated to the folks willing to contribute directly to KoboldKare!

DirtyGoatxxx's changes


  • New /cum command. Lets you immediately cum on command.
  • New /dick command. Dicks no longer being equipment means that there needs to be a cheat to swap them.
Thank you DirtyGoat! I could always use more cheats. Now I just need to refactor cheats to not be so clunky to use haha.

Pochemu's changes


  • Prop remaster! Many props have been remastered to be higher quality.

More props have been remastered than what is show in this image, I couldn't fit them all on this page! This is an absolutely crazy amount of work that you've put in Pochemu, thank you so much! I hope to return the favor somehow.

RWsYiffyMind's changes


  • Kobolds with enough energy will now lay a series of eggs without intervention. This can be a little spammy, though it requires some seriously high stats to spam enough to become a problem.
  • Added /give machines as a cheat, which instantly purchases all contracts in the map.
  • Created a new procedural kobold emission shader, it wobbles and has nice-looking lighting!

Really cool thing to add RWsYiffyMind, and thank you for being willing to work with me on getting the effect in a way that made us both happy!

Dys's changes


  • Adjusted the code to allow for any number of blendshapes for pulsing. This is a really nice workflow addition.
  • Added a new dick model!

Thank you Dys White! This is a really really high quality model, I really love fantasy stuff like this. I wish KK supported real prehensile motion to really bring it to life, but this is really cool as it is.

Fancyneer's changes


  • 4 new animation stations, two macro related.

Thank you Fancyneer for filling the world with more interactivity! The new stations are creative and fun, awesome!


[ 2023-04-09 23:46:21 CET ] [ Original post ]

Patch 501_F1A2F670

  • Large networking refactor: Ragdolling, Kobolds, reagents, and props have 50%-500% reduced internet traffic. There's a slight noticeable quality decrease, but it should help significantly with broadband requirements.
  • Fixed bug where Kobold genes and reagent contents weren't updated properly on change.
  • Hearts spawned by female kobolds now contribute to nearby hearts, rather than guaranteeing a bunch of individual hearts in a pile.
  • Props now save their rotation information in saves. This should prevent piles from exploding on load.
  • Forest and cave spawners now retain their last spawn information, and don't spawn if they're blocked. This should prevent large piles of fruit from gathering after lots of play time over saves.


[ 2023-01-15 09:34:00 CET ] [ Original post ]

Patch 495_AFBE5D13

  • Fixed bug where player could still jump and crouch in free-cam mode.
  • Removed accidental inclusion of a Mac build in the windows version.


[ 2023-01-09 08:03:34 CET ] [ Original post ]

Patch 484_1C037BF2

  • Kobold press now has animations.
  • Grinder now actually spins up with the kobold.
  • Grinder now ejects kobolds with appropriate force.
  • Re-added a missing rectangle UI image.
  • Possibly fixed bug where DirectX on integrated hardware didn't render English alphabet letters correctly in French.
  • New mushroom recipes that can explicitly target certain stats.
  • Fixed a bug where the breeding quest would only advance for the host of the server.


[ 2023-01-05 11:10:58 CET ] [ Original post ]

Patch 469_26177228

  • Mac build should work again.
  • Fixed occlusion on the rock door cave entrance.


[ 2022-12-28 08:36:54 CET ] [ Original post ]

Patch 468_46EDC85C

  • Audio sources are no longer using a buggy spatializing plugin.
  • Saves no longer give up loading when running into an exception. This can cause save corruption, but I think this is better than half-loading. (For example, Farm plots not spawning...)
  • Fixed bug where the Multiplayer lobby would delete old rooms even if they were still active.
  • Locale preference loading is now entirely handled by Unity and hopefully this should fix some bugs relating to languages failing to load or loading the wrong language.


[ 2022-12-28 01:29:13 CET ] [ Original post ]

Patch 455_2594F0C4

  • Added a few new animation stations. (Thanks Fancyneer!)
  • Fixed bug where having ExplosionPrefab objects in your save data would break the save. They should load normally again.
  • SpikeyBracelet display is no longer offset by 100 meters underground.


[ 2022-12-24 03:09:13 CET ] [ Original post ]

Patch 452_90C8B6B0

  • Money only spawns in one pile instead of 4 now.
  • Fixed bug where dropdowns didn't scroll incrementally.
  • Kobold inflation blendshapes have been adjusted. (Thanks Kristaph!)
  • KoboldSpaceProgram objective no longer breaks when kobolds are deleted while the objective is active.
  • Fixed bug where opening the stats screen in free cam mode would break controls until escape was pressed.
  • Explosions are no longer saved to disk if they haven't been cleaned up before a save was triggered.
  • Female kobolds fed their own hearts now properly track themself as the parent rather than thinking a kobold with default genes inseminated them.
  • Added a sell box at the casino for easier cleanup of pachinko spam. This will hopefully be more directly addressed later.


[ 2022-12-23 08:56:01 CET ] [ Original post ]

Patch 443_DFDDE8A6

  • 18+ warning now supports Arabic. (Accidentally missed it in my pass).
  • Resolution can no longer be saved as "0x0_0" in special cases when settings are saved while the game is minimized or shutting down.
  • Star doors now properly remember what their star requirements were on save and load. (Must make a new save).


[ 2022-12-21 01:18:57 CET ] [ Original post ]

Patch 440_CEDDF26E

  • Objectives with multi-stages now save and load properly.
  • Arabic locale now renders RtL, and with proper unicode combination characters.
  • Sleeping now gains you up to three energy.


[ 2022-12-20 09:57:55 CET ] [ Original post ]

Patch 437_7343DF83

  • Localization updates.
  • Added a Y-Axis invert option under Controls.
  • Two new animation stations at rock and fence. (Thanks Fancyneer!)
  • Zarni's ZanyZtuff dialogue works again.


[ 2022-12-19 07:17:06 CET ] [ Original post ]

Patch 430_35214450

  • Fixed various objectives that weren't easily completable in multiplayer.
  • Objective progress is now properly synced when online.
  • Kobolds now gargle and open their mouth when drinking fluids again. (And they stop gargling if they're full).


[ 2022-12-18 04:33:37 CET ] [ Original post ]

Patch 426_A32346C4

  • Localization update.
  • Credits now roll properly on various aspect ratios.


[ 2022-12-15 09:48:35 CET ] [ Original post ]

Patch 424_D5E3AD2E

  • Fixed a bug where loading a save during the first grind fruit quest would brick the grinder.
  • Added credits to patrons who supported the game.
  • Switched to release build, no longer including PDB files (a whopping 1gb save on disk space!)
  • Nipple pumps are no longer available through traditional means (they were non-functional anyway, use the milking tables instead!)
  • Localization updates.
  • Objectives now properly unsubscribe on unload when moving to the main menu (thanks Shurutsue).


[ 2022-12-14 22:47:53 CET ] [ Original post ]

Patch 419_6583338

  • Fixed crouch bug when saving and loading.
  • Fixed a few bomb bugs related to saving and loading.


[ 2022-11-03 23:18:18 CET ] [ Original post ]

Patch 417_1214839

  • Increased size of some popup UI.
  • Motion sickness option no longer gets the camera stuck while doing animations.
  • Default FOV is set to 65 now.
  • Fixed shader issue that caused odd outlines on slick surfaces.
  • Entering the caves now turns off the sun.


[ 2022-11-03 03:12:18 CET ] [ Original post ]

Patch 415_8138524

  • Alt-tabbing no longer gets kobolds stuck permanently ragdolled.
  • Getting disconnected through arbitrary means no longer soft-locks the game.
  • Saves are now stored via json. They are now extremely resilient to changes or modifications. They also shouldn't break in future versions.


[ 2022-11-02 04:49:07 CET ] [ Original post ]

Patch 412_058DD19

  • Fixed bug that caused the `Reset To Defaults` buttons to not work.
  • Changed how the Camera tracks the head position of models in order to reduce motion sickness.
  • Added a new Gameplay option: Motion Sickness Reducer. This disables head tracking entirely, and may help with motion sickness.


[ 2022-10-22 23:51:29 CET ] [ Original post ]

Patch 410_7BBB3F5

  • Adjusted icon and text size to display more appropriately on Steam Deck.
  • Saving with an Xbox controller no longer "saves" the jump input that's simultaneously input.
  • Fixed issue where all the way through would "work" on penetrations where it shouldn't.
  • Fixed save bug where watered plants would become impossible to grow and water.
  • Fixed bug where Star count and objective progress wasn't working as intended after a game restart.


[ 2022-10-17 00:56:19 CET ] [ Original post ]

Patch 414_589CC8B

  • Save menu no longer breaks UI selection on the Steam Deck.


[ 2022-10-04 09:56:31 CET ] [ Original post ]

Patch 412_063DAC2

  • Fixed bug where having chat open while body swapping failed to enable the Camera.
  • Steam deck can now use Y to chat, and it properly selects the chat everytime.


[ 2022-10-04 04:50:42 CET ] [ Original post ]

Patch 407_094BBCA

  • Raised resolution of menu art.
  • Added Playstation Dualshock gyro support when hip-thrusting.
  • Steam deck polish.
  • Fixed save bug that failed to do a screenshot.


[ 2022-10-03 09:59:28 CET ] [ Original post ]

Patch 386_B3C7B3D

  • Multiplayer menu's server list now has visual cues when selecting a room.


[ 2022-10-01 08:57:37 CET ] [ Original post ]

Patch 385_6728783

  • UI Art unification (Thanks BigCozyOrca!)
  • Controller support revamp, this changed some existing default controls to something I felt was more natural.


[ 2022-10-01 05:28:23 CET ] [ Original post ]

Patch 382_2E7577D

  • Kandi's balls have physics now.
  • Added a few more attributions.
  • Fixed the KoboldSpaceProgram objective from throwing an exception on completion.
  • Save bug fixes.


[ 2022-09-25 23:13:42 CET ] [ Original post ]

Hotfix 380_8C85933

  • Fixed small save bug.


[ 2022-09-24 02:05:40 CET ] [ Original post ]

Hotfix 379_658644A

  • Impulse101 command no longer gives max energy-- so that you aren't guaranteed to get fatter when you consume fluids.
  • Hopefully fixed an instance where decals would attempt to allocate several terabytes of memory when checking the bounds of a transform with NaN attributes.
  • Many more materials in the game are decalable now.
  • Final delivery machine is no longer bugged.


[ 2022-09-23 07:50:25 CET ] [ Original post ]

Hotfix 377_B1A7AA8

  • Selling an /impulse101'd kobold no longer crashes the game.
  • Final objective's star count requirement is now achievable.
  • Small save bug fixed.


[ 2022-09-23 00:23:35 CET ] [ Original post ]

Patch 376_68D8532

  • Added `/impulse101` cheat. It gives you max stamina, belly capacity, and metabolization capacity,
  • Fixed Kobold Space Program objective from being incompletable.


[ 2022-09-22 05:17:00 CET ] [ Original post ]

Hotfix 374_8FF36D5

  • Fixed /swap being usable by anyone without cheats being enabled.


[ 2022-09-22 01:54:36 CET ] [ Original post ]

Patch 373_13A7CDA

  • Fixed another jitter problem caused by a misbehaving animation blend tree.
  • Added many more objectives. There's 30 in total now.
  • Added new `/skip` cheat, it automatically completes objectives.
  • Added '/swap' cheat, allows you to instantly swap with a kobold without using the body swap machine.
  • Added credits and attributions, this was a long time coming and isn't actually done yet. Contact me if you feel like I've forgotten to put you on it (I probably forgot).
  • Added possum voice acting.
  • Kobold heads coming out of the ground should no longer be invisible for Linux and Steam Deck users.
  • Eggs should come out at the correct size again.
  • Added new machine for the final objective.
  • Kitchen decals should be working now.
  • Breeding stations shouldn't have incorrectly mirrored animation stations anymore.
Getting really really close to release, have a few more things to tie up.


[ 2022-09-21 22:34:58 CET ] [ Original post ]

Patch 368_BD926E7

  • Fixed micro-jitter caused by extrapolation errors in jiggle calculations.
  • Dialogue and objective polish, still WIP, but almost every character has something to say-- Even if they don't have voice SFX yet.
  • Penetrator displays are now working properly in the underground pawn shop.
  • Milking table and breeding mount are no longer misconfigured.
  • Added a safe-for-work menu option, this is ONLY for the main menu-- for people who need a clear-screen button that doesn't also flash kobold breasts.
  • Fixed a late-join bug that would spam errors if someone had disconnected sometime during the play session.


[ 2022-09-19 21:02:32 CET ] [ Original post ]

Patch 364_D643F3D

  • Fixed breeding mounts not spawning.
  • Added a few more dialogue pieces to certain characters. Dialogue will get flushed out more later.
  • Added jumppad upgrade. It spawns three pads, one at the City, Farm, and the back of the farm (to get to the body swap machine quicker).
  • Replaced a few grayboxed world items with textured models.
  • Dildos are now available in the underground pawn shop, their display models are currently invisible though so they are very difficult to find. Sorry!


[ 2022-09-15 09:51:28 CET ] [ Original post ]

Patch 363_D0A0A46

  • Added a light beam that shows the next objective.
  • Spread out machines through the world, and locked them behind progression.
  • Kobold press doesn't require energy, and doesn't require more than one kobold anymore.
  • Added a WIP kitchen, and put relevant machines within it.
  • Added a new machine: The electric blender, this doesn't require energy to use. And it appears in both the kitchen and the player home. (I'm hoping this expands areas that the players play in).
  • Passive energy generation now goes up to 1.1 energy.
  • Added a new '/kick' command, that can be used to eject bad actors. Better and more sophisticated tools will come later.
  • Added two new animations stations, one found in each barn.
  • Fixed issue where plap sounds failed to play.


[ 2022-09-14 08:20:25 CET ] [ Original post ]

Hotfix 356_62EAA0C

  • Fixed multiplayer bug that prevented kobolds from being serialized properly. (Sorry!)


[ 2022-09-11 20:19:04 CET ] [ Original post ]

Patch 355_4B4BB88

  • Cake now grants 1 max energy per generation.
  • Burger, and Ground Beef both grant 1 max grab count per generation each.
  • Pie causes lactation.
  • Kobolds now naturally generate energy up to 1 over time.
  • Terrain tiles now actually use their texture resolution properly-- decals look nicer.
  • Growth Serum no longer causes ragdoll physics to freeze periodically.
  • Fixed blendshape normals issue for kobolds.


[ 2022-09-11 10:14:44 CET ] [ Original post ]

Patch 349_0EE5419

  • Fixed bug where having the metabolization bar full would duplicate reagents in the belly.


[ 2022-09-10 20:04:30 CET ] [ Original post ]

Patch 347_B36B3EA

  • Reworked all-the-way-through shapes.
  • Penetrators have a new Euler-integrated knot force solver. They squish and stretch lots.


[ 2022-09-10 04:02:22 CET ] [ Original post ]

Patch 346_5349D7F

  • Two new penetrator types have been added.
  • Fixed issue where the 3rd person visuals of a kobold would fail to imitate the first-person model.
  • Adjusted decal graphics.
  • Fixed a jiggle physics bug that triggers when running at low framerates.
  • Fixed a minor save bug.
  • Pineapple popsicles make you instantly release.
  • Yogurt now has a maximum of 20 units per generation.
  • Added new "/equip" cheat.
  • Grabbing with left click will now prioritize items nearest the cursor.


[ 2022-09-08 07:06:26 CET ] [ Original post ]

Hotfix 341_21DEEDA

  • Penetrators no longer severely prefer certain penetrables.


[ 2022-09-06 00:02:49 CET ] [ Original post ]

Hotfix 340_D0C1944

  • Eggs no longer lay through the mouth (sorry).
  • Equine and knotted penetrator deform properly again.
  • Penetrator physics adjustments, penetrators no longer attempt to lerp between non-matching splines (which would cause pinching, twisting, flickering).
  • Autofellatio now only works while ragdolled.
  • Fluid volumes now clean decals for clients other than the master of the server.


[ 2022-09-05 20:46:37 CET ] [ Original post ]

Hotfix 338_CEF1A2C

  • Adjusted deformation on some penetrators.
  • Added jigglebones to default penetrator balls.
  • Trough now displays 10 units of fluid rather than seeming like nothing happened.
  • Speaking kobolds' name no longer get overridden while they're being messed with by other players.
  • You can now look slightly while doing oral.
  • Items no longer get cleaned up on disconnect (prevents all the farm plots from getting removed when the master client leaves.
  • Wheat no longer only can be grabbed by master client.


[ 2022-09-05 02:11:18 CET ] [ Original post ]

Hotfix 334_2D1BDDA

  • Fixed bed not working in multiplayer.
  • Fish spawn at regular intervals in the river.
  • Added proper jiggle physics to penetrators. (Still not real physics, but much better than before.)
  • Milkshake no longer fills metabolization bar (was a bug).


[ 2022-09-03 23:47:44 CET ] [ Original post ]

Hotfix 330_27FB2B2

  • Energy costs no longer bring fatness to negative levels.


[ 2022-09-03 07:42:56 CET ] [ Original post ]

Hotfix 328_DB75F5E

  • Jaws no longer get stuck open after rough oral.
  • Gag sound frequency reduced.
  • Humanoid penetrator no longer gets culled incorrectly.
  • Bed works when you have a sliver of energy now.
  • Added several missing reagents.
  • Fixed kobold look direction sometimes not applying.


[ 2022-09-03 06:25:27 CET ] [ Original post ]

Patch 325_5779766

  • Some icons that didn't match the style of the others were remade.
  • Energy is now analogue. Sleeping gains up to 1 energy.
  • All reagents have calorie counts now, these contribute to energy when consumed.
  • Added various food items, they're created from reagent combinations and have high calorie counts and slow metabolization speeds. Eat breakfast before you get to work!
  • Reworked various audio involving penetrators. Kobolds go GLK.
  • Reworked oral visuals.
  • Players now have Nicknames that they can set via the Multiplayer menu.
  • Chatbox was added, see what other players have said no matter where they are.
  • Added cheats. Say '/cheats' as the server owner to enable them for everyone in the server. Then type '/help' to list the available commands.
  • Fixed various serialization bugs with settings. Language setting is remembered, resolution setting works more in tandem with Unity now.


[ 2022-09-03 04:13:25 CET ] [ Original post ]

Patch 318_042C1AD

  • Inflater machine's bellows can no longer get stuck on itself.
  • Kobold AIs can be turned with precision grabbing and they'll stay in that direction.
  • Breast physics adjustments, they now spread out when very large.
  • Sold kobolds now also include their pocket money in the reward.
  • Body swapping with a kobold twice no longer breaks 3rd person displays.


[ 2022-08-27 09:36:46 CET ] [ Original post ]

Patch 314_D858B0E

  • Re-enabled OpenGL, and Vulkan support on various platforms that support it. Use -force-glcore, or -force-vulkan as launch options if you struggle with crashing or other issues with your hardware.
  • Replaced dumpster with a WIP pneumatic mail slot.
  • Player-controlled kobolds can no longer be sold.
  • Money now spawns instantly from the ATM next to the pneumatic mail slot.
  • Removed Mirror Quality setting that wasn't used by anything.


[ 2022-08-26 08:30:38 CET ] [ Original post ]

Hotfix 310_EAC6E33

  • Casino is now 30% smaller.
  • Fixed buggy mesh which bloated lightmap sizes. 150mb -> 50mb.
  • Decal minimum quality memory requirements has been drastically reduced (512mb->32mb). This should prevent low VRAM machines from running out of memory. If you're crashing try to keep this set low.
  • Added a work-in-progress inflater machine.
  • Sprayer syncing has been simplified (shouldn't get stuck on or off anymore).
  • Wieners now initialize properly from the provided spawn genetics.
  • Added some extra audio variants for tummy gurgles and pumping.


[ 2022-08-25 09:13:28 CET ] [ Original post ]

Hotfix 308_BAF9F6A

  • Actually fixed the ice machine.
  • Female sex kobolds are the only ones who can spawn hearts now.
  • Hole stimulation reduction.


[ 2022-08-23 18:21:38 CET ] [ Original post ]

Hotfix: 307_A9F7616

  • Fixed issue where equipment would cause flickering on other clients.
  • Ice machine no longer runs out of ice.
  • Fixed a few save and load bugs.
  • Possibly fixed instance of crashing on integrated/low power hardware.


[ 2022-08-23 07:31:56 CET ] [ Original post ]

KoboldKare Update 300_E0F82A1

Been a long while since an update has hit the public branch. KoboldKare has been a project that has been in constant turmoil as I learn more and more about game development. I realized at some point that I was using my technical ability as a crutch to avoid doing art. Instead of just spending an hour or two making some fun clouds, I'd overengineer the problem into oblivion trying to make "technically correct" clouds via raytracing and tearing into the render pipeline to get what I want. Many of the changes for this build is me replacing awful, overengineered, and slow solutions with some basic VFX and game-design. I'd say I've gotten KoboldKare 90% to where my vision is. I still have lots to do, but now I actually can see the finish line. I plan to get KoboldKare to 1.0 within 5 weeks from this post. That's enough of me rambling about my thoughts, HERES THE PATCH NOTES:

  • Penetration tech refactor. This change is large enough that I wrote all of the details on the official KoboldKare website as a technical article. You can check it out here. In general, I'm no longer flubbing the math on penetrations, and the shaders I use are more optimized.
  • Ray-traced clouds were replaced with standard VFX work. Drastically reducing rendering cost.
  • Fluid visuals overhaul, replaced the expensive and touchy fluid simulation with some standard VFX.


  • Eclipse, and the concept of night has been completely eliminated. No more worrying about nighttime, or being outside. With the introduction of other mechanics, it was largely unnecessary to keep. Plants simply grow after 30 seconds of being watered, energy can be restored on kobolds by resting on the bed, quests are received as soon as they arrive, stores restocks over time. Etc!
  • Three new kobolds stats: Energy, Belly capacity, and Metabolization capacity.
  • Kobolds now have energy bars, they consume energy to do the vast majority of their tasks. Tuck them in bed to get it back! Soon there will be ways to increase or regenerate energy...
  • Belly capacity is limited, don't overfill them. Use the toilet to empty their belly if they're too full. Soon there will be ways to increase this limitation.
  • Metabolization capacity is limited, kobolds can only metabolize so much fluid before they max out! There is currently no way to increase this limitation, except for breeding of course.
  • Introduction of Kobold traits and breeding! Kobolds now track a set of traits that are passed onto their offspring, this includes traits that have modified via juices! Offspring also spawn with an empty metabolization bar-- meaning you can repeat the modifications to begin breeds of kobolds with specific traits! You can guess the relations by just looking at the colors.
  • The ability for players to change themselves in game has been drastically limited, you can no longer equip dildos, you cannot customize yourself real-time via the options menu, and you are subject to the same metabolization limitations as any other kobolds. However...
  • Added a consciousness swapping machine, for the low low price of losing your original vessel, you can embody one of the Kobolds on the farm that suits you better.
  • Buckets and several other containers are now drinkable. Simply use them to drink some of their contents.
  • New item and reagent: Mushroom. It poisons your kobolds! Shrinking all their stats and making them pale. Careful with this one!
  • New machines are found on the farm. The Grinder, Milking Table, Breeding Mounts, Kobold Press, Consciousness Swapper, and Egg Laying machines are all usables that cost various resources to use.
  • All animation stations are now usable just like Machines are, the bottoming kobold will always go first.
  • Kobold AI will now "use" things you set them near, careful with setting them near buckets of expensive fluids!
  • Networking is now ownership based, when a client "owns" an object, they are fully responsible for relaying its state to other players. This means when you own an object, there will be zero lag for interacting with it. Included a security feature where jumping will force ownership back to yourself, so you can prevent other players from grabbing or interacting with you.
  • Ragdolls are now fully networked, tossing players, pinning them, and doing various things with them are now sent through the network as a "playback", and everyone will see the same thing!
  • Ragdoll refactor, all ragdolls use ConfigurableJoints instead of CharacterJoints in order to simulate muscle tension. This leads to ragdolls crumpling less and looking more natural.
  • Precision grabber refactor! This has taken a long time to figure out. Ragdolls in Unity are special and cannot actually be affected by angular velocity sets like other Rigidbodies. I learned I must use constraints instead! Now always ragdolls kobolds, respects player colors, can properly rotate ragdoll limbs, and is visible to all players holding shift. Making kobolds and objects pose exactly the way you want has never been easier.
    You can see above that a green player has posed this kobold to sit near the table and wave. You can also now unpin individual pins by aiming at them and tapping Q, holding Q will unpin all active pins.
  • Farm plot is now a discrete grid of plantable terrain. Unlock new grid tiles with explosives.
  • Holding the rotate key (R by default) now takes direct control of the hips.
    This even works on animation stations, but not during ragdoll.
  • Mousewheel now gives analogue control of crouch height, use this in combination with hip control to very precisely do things with your lower body.
  • You now recieve mail, they come as objectives from the mysterious Dragon Patron. The objectives are currently a TODO, but you can complete them and earn stars which unlock parts of the city!
  • New dick stubbiness customization. Dicks can be stubby and thick, or long and thin, by up to 50% in either direction!
  • Body proportions have been temporarily disabled as I learn how to integrate them with inheritable traits in a fun way.
  • Jiggle physics refactor, all jiggle physics in the game has been replaced by a much more physically accurate and stable system.
  • Money is now a consumable physics item. Money is now also tracked per-kobold, collaborate with your fellow kobolds!
  • Terrain is now static and no longer generated on the fly. This leads to much faster load times.
  • Since there's no more dynamic day cycle, reflection probes are now also static. This should lead to less hitching while playing the game.
  • Decals now use a dilation technique to hide seams. It still isn't perfect, but it no longer relies on Conservative Rasterization which simply wasn't supported on lots of platforms, and looked really bad in other situations.
  • Alternative graphics APIs have been disabled. DirectX, Metal, and Vulkan are now the only supported graphics APIs. This was too difficult to maintain as a solo developer, and may come back after the game is more complete.
  • The Overall Graphics option has been reduced to "High", and "Low", this is to reduce the number of variants needed to compile the game. It still takes a ridiculous amount of time to compile, but I managed to get it down to around 20 minutes.
I probably missed a ton of changes. Oh well! There's still a lot of greyboxing, temporary effects, and barely realized mechanics. Though I've played it with a few friends and its an absolute blast! I'm hoping to clean it up over the course of the next few weeks.


[ 2022-08-15 02:54:18 CET ] [ Original post ]

Hotfix 180_7249464

Small hotfix to fix some major issues.

  • Saving and loading should work now, we fixed the majority of bugs relating to it. (We haven't fully tested it in multiplayer though.)
  • Kobold Ragdolling is controlled by RPC calls now, they should be completely reliable. No more kobolds sliding around on the floor.
  • Many UI bugfixes.
  • Bathtub no longer spills its contents into objects that cannot recieve fluids.
  • Fixed a few errors relating to the camera not existing in the scene.
  • Quit button no longer breaks after leaving the main menu.


[ 2022-02-07 02:34:33 CET ] [ Original post ]

KoboldKare Version 140_fc0c4b0dbf548ee66fbd4dac5d1610addded8ced

Got an update to share, it has broken lots of things. I'll try to list changes the best I can below:

  • With the new build system, game versions are now displayed on the main menu as the build number and git commit hash. This might be changed to be more digestible later, but for now it's a very easy way for users to check which version of the game they got!
  • Plants get wet!
  • Many new contracts to buy at the construction store.
  • Day-night cycle has been completely replaced with an eclipse! This has a number of benefits involving compile times (from 3 days -> a few hours) and shader size. Though will probably take some time to fully integrate.
  • Resource folder has been completely replaced, this helps with loading times and memory usage.
  • Flynn the Flamingo is back in the casino. Though they don't have much to say about it right now.
  • Pachinko has been added to the Casino, rewards are currently temporary.
  • Casino now has a new music track composed by 1029Chris.
  • Waterfalls have been added to the game, to help direct players to where water can be found!
  • New purchasable alarm clock that extends how long days are.
  • Simplified networking, most objects have much simpler networking routines which should lead to more consistent views on all clients. There's still a few more kinks to work out, but it's much more stable and less prone to getting you kicked from spammed RPC calls.
  • Saving and loading is back, it's probably still very broken, but it piggybacks on the new networking routines which should lead to both becoming more stable over time as bugs are fixed.
  • Caterer who comes to take your baked goods! (If only we had any!!)
  • Fixed bug where the house door falling through the map would delete the whole house.
  • Complete fluids overhaul (again, sorry!!). This time they're a HUGE MESS and I love it. I'm getting much closer to what I imagined fluids would be like in KoboldKare. There's still more bugs with it, though it should be pretty fun still.
  • A UI polish pass, it needs more work, but things should be looking a bit more consistent.
  • The game no longer closes immediately when you hit QUIT in-game, it now brings you to the main menu.


[ 2022-01-26 04:20:53 CET ] [ Original post ]

First foray into open-source!

This took a long longer than I expected, though this is the first build that has zero paid assets in it! Despite the majority of the work being spent ripping out paid assets, there's still quite a few changes that I'd love to share:

  • Steam Audio: Instead of messing with my home-grown reverb system, KoboldKare now uses Steam Audio for some awesome realtime audio reflections and reverb. This does take a decent amount of CPU, and can be easily disabled in the Audio options menu.
  • Raymarched goop: All fluids now use an analytical raymarching algorithm to really make things goopy and sloppy, it still needs an optimization pass and can be disabled by setting Goop Quality to 0 under the Graphics Options.
  • Custom Terrain system: KoboldKare uses a custom brush-based terrain that fully supports very dense grass and even decals! Paint the whole world and make a huge mess!
  • New stores: A hardware store, a gardening store, and a construction building enter the city. All with functioning stock to buy!
  • Item rework: No more "egg boxes", you work straight with eggs now. Flasks have been replaced by more thematically appropriate gardening tools, and there's a dedicated item for milking kobolds now. New models for all seeds!
  • You can change an NPC kobold's inventory by simply throwing equipment at them!
  • Penetration refactor: This is definitely not the last rework, but now penetrators can enter any hole (oral), go all-the-way-through, has proper oviposition, tentacles, and is generally faster and more stable. Definitely makes everything rubbery and stretchy though, hope yall like it!
  • Multiplayer now has text chat! Press enter to yip and yap with other players.
  • Better controller support: Menus are now traversable and browsable with just a gamepad, and keybinding hints in-game switch to gamepad equivalents to help with learning the controls.
  • Added buckets, they function as a lower-level watering can, but also are great for storing lots of fluids.
  • Physics-based animations are no longer flimsy, because ragdoll limbs actually have rotation forces now. Definitely needs a bit more dialing in though.
  • Decals no longer create seams on models if your graphics card supports Conservative Rasterization.
  • Added an onahole to ZanyZtuff, you can finally jerk other kobolds off, or share it with them!
  • Player Preference rework: There was a series of bugs that was caused by the old json player preference system. All user options will be reset and stored in the registry now for simplicity. On the bright side options are super clean and easy to work with as a developer!
  • Jiggle physics fixes, they work at any framerate, and no longer flip out when trying to "catch up" during hitches.
  • Temporarily disabled kobold imposters, try not to make too many meanwhile please!!
  • New map: after testing the large scale map, I've come to the conclusion that it wasn't working out! It scoped the project up majorly without much of an upside. The map is now smaller and easier to work with, it's lacking polish currently but as the project goes on the areas will be small but packed with tons of detail and purpose.
  • Lighting adjustments, more ambient light, better use of ACES, and a new Brightness graphics slider for those who have different kinds of monitors.
With all that out of the way, I've had some realizations on where I want KoboldKare to go. For the next couple months I'm going to focus on two things: Scoping down and simplifying. Systems are getting very complex, bugs are really difficult to fix, and systems are noodly and far-reaching. The game being open-source is pointless if the systems are impossible to penetrate. (hah) I'm confident that I can get KoboldKare to be a clean, simple, and fun game-- though for now you'll have to deal with the current buggy mess! Sorry!! Thanks to the some of the many hands that work on KoboldKare: Zarniwoop 1029Chris Gruff Kious Dr. 0range Solphyx Firgof Jack Black Cat Studios And Kasiir for their amazing screenshots in this update.


[ 2021-09-18 02:21:47 CET ] [ Original post ]

KoboldKare Update 01.6.2021

This is a really tiny patch log, though I wanted to get it out of the way as the next month comes around.

  • Fixed dicks from cumming out their own balls (whoops!)
  • I smartened up the serialization of photon prefabs, and accidentally broke plants from spawning fruit. This has been fixed!
  • Some equipment stacks now (tail bags, bracelets, and tail collars). This might be temporary as I figure out how the equipment UI is going to work.
  • Saving is finally back! It's probably a bit buggy still, though it's reusing photon's cached events. If saving is broken, then so is joining a multiplayer game! This is a big step in the game, as the saving system is entirely generic. I shouldn't have to update/touch it again and it should work up until the game is complete (as all the work goes into making sure photon can fast-forward the game's state for multiplayer).
  • You can start a multiplayer game from a save. Though it might act a bit funny if the save is from a multiplayer game. Connecting players won't know to repossess their kobolds and they'll get copied as they join.
  • Big audio rework, uses physmaterial to lookup sounds to play. There's hard/soft/footstep/scrape sound databases that depend on which object hits what. There's around 40 new sound effects, smash stuff together, step on stuff, ragdoll! There's going to be some tweaks on it to get it dialed in. Sex animations play far too many ragdoll sounds at the moment.


[ 2021-06-01 10:10:22 CET ] [ Original post ]

KoboldKare Update 20.5.2021

Finally an update is here! This update focused on equipment systems, delivering content more deliberately, and code cleanup/refactoring in preparation for open-source. Here's the change log:

  • Terrain and grass was vastly optimized, terrain details no longer render in reflection probes or Mirrors. This was an improvement of 30ms during reflection probe updates. And slight performance increase on mirrors. Terrain will have some mismatching layers while we clean up some of these broad optimizations.
  • Jigglebones and softbody physics now run on a partial fixed timestep, should keep them looking consistent at low framerates.
  • Graphics memory footprint reduced by around 400mb by deleting unnecessary shaders.
  • Decal system rework and optimization, I had an epiphany when I realized GPU's automatically solve memory fragmentation problems. Don't optimize when you don't have to! Now it's stupid simple and stupid fast to decal basically everything in the game. (Except terrain, terrain is impossible to decal due to how hardcoded they are into Unity...)
  • Added a seed extractor! It barely works, but it serves its purpose well enough as I focus on some other aspects.
  • Added seeds and plant types for every type of fruit, most of them are stand-ins, though they work! I bet you can figure out where you get the seeds.
  • Items now have big indicators that help you find them in grass or in trees, finding fruit has never been easier!
  • Reduced the scale of lots of the farm so it's a little more sane, it's probably going to take a few more passes to get the scale of things dialed in.
  • Physics animations now use derivatives of the animation curves to figure out their velocities. They're much more sharply animated now-- though the hands still flop around. This'll probably be tweaked for quite a bit more until I get happy with it.
  • Fixed GenericInflatables from being unable to translate or rotate jiggleboned bodies (balls now properly drop when they get bigger).
  • This is a big one: Kobolds can now have equipment, and they have equipment slots. All dildos are now equippable dicks.
  • Customization options from the main menu has been pared down, customization is now primarily a gameplay and loot feature. If options have been removed that you wanted, you'll have to find the corresponding customization feature within gameplay.
  • 4 new kobold dildos, all being equipment that can just be plopped on by any Kobold that tries to "use" them.
  • Construction hardhat, and nipple piercings as equipment. Currently cosmetic, though it opens the path to lots of other kinds of cosmetic customization!
  • All equipment can be found as loot by exploring the world for chests. Keep an eye out for them!
  • Penetrators' shader has been upgraded to do some bezier curve adjustments to make them look malleable, and to correct for misalignment. This also allowed for physics constraints to be loosened, it looks and feels pretty good. Though probably will be iterated on continually as I learn more about it.
  • Networking refactor: It's only half way done, but I realized I probably shouldn't be over-optimizing things by writing custom events and managing the cache myself. Most of everything has been converted back into basic Pun observables and RPC calls. Player configuration is now done through Pun's PlayerCustomProperties feature. The few things that haven't been refactored are still pretty unstable. (Animation stations, and attachables like flasks). Over the next couple days it should get better and better as I get more familiar.
And that's it for now! Something to keep note of is that generated kobolds also have the pared down generation, and they have no way to equip different equipment currently. This will be fixed very soon, but for now you'll have to live with just being able to customize your playable kobold.


[ 2021-05-21 02:29:44 CET ] [ Original post ]

KoboldKare Original Soundtrack Out Now!

I'm excited to announce that the official KoboldKare Soundtrack is now available! https://store.steampowered.com/app/1621700/KoboldKare_Soundtrack/ The OST by Chris has nearly 39 minutes of relaxing music for KoboldKare, and has released them on Steam and Bandcamp. All sales go to Chris herself, so if you want to support her-- you know what to do! You can find the Bandcamp here: https://1029chris.bandcamp.com/album/koboldkare-soundtrack


[ 2021-05-20 23:52:28 CET ] [ Original post ]

KoboldKare Update 03.31.2021

This month was a big push for open-source!

  • Unity upgrade from the 2019 LTS to the 2020 LTS! This comes with a variety of benefits.
  • Screen-space Ambient Occlusion is back, enabled by default in the Graphics Settings.
  • Dynamic Bones asset has been replaced completely. This new in-house jiggle bone system has trouble with completely inverting bones sometimes. Though allows for squash and stretch!
  • VertExmotion asset has been replaced completely. The new in-house softbody physics is simpler and more efficient.
  • DoozyUI asset has been completely replaced, this includes icons, button click sounds, animations, and other things. UI is much more static now, though still works!
  • Amplify Imposters was completely replaced by simple hand-made imposters. They have much less fidelity, but they can be open-sourced!
  • Map has been replaced with another work in progress by Firgof! This one uses Unity's built-in terrain which we're still getting used to. Things might be unoptimized for a while as we figure things out. Make sure your computer meets the recommended specs on the store page!
  • Player movement rework, now it's proper source b-hopping! Channel your phoon to go fast. A speedometer was included to help me debug it, and it'll stick around for a short time.
  • Complete ragdoll physics rework. I spent a lot of time flipping random switches on the black-box that is Unity's physics system. I learned a good number of things, and ragdoll physics have been improved immeasurably!
  • With the new improved ragdoll physics, animations are now physics driven! There's a bit of tweaking left to do, but in general any physics mishaps can be fixed by (or caused by) a proactive player!
  • Players with dicks now only get marginal slowdown from bumping into their own.
  • Feet now IK to the ground, it can look really goofy sometimes, but in general grounds kobold in the world.
  • Shadows no longer have seams in them, at the cost of having a bit more shadow acne. This was important with the number of structures that were affected by the shadow normal bias.
  • Dicks have staged flaccidity now, going from packed -> floppy -> erect. All done with generic monobehaviours. New dicks can have much more complex configurations!
  • Flared Equine was replaced with one done by the lovely uniform_vixen on Twitter.
  • I know I say this every other patch, but penetration physics were reworked yet again. Re-thought from the ground up, it includes fun stuff like solving things in an orbit, and does some cheating to purposefully stabilize most configurations. (This also had to be done to support non-centered penetrative shapes.)
  • Some VFX cleanup: splashes, goop, strands, and fluids were all touched up on.
  • Optimized a number of scripts, realized a lot of scripts that don't need to run very often should NOT run on FixedUpdate-- this leads to vicious cycles of trying to catch up on lost time by over-running expensive code.
  • Added VSync, and target frame rate options under Graphics.
  • Freecam now hides the UI.
We're still not quite at being able to open-source the game, but we're certainly a lot closer!


[ 2021-03-31 08:15:44 CET ] [ Original post ]

KoboldKare Update 02.28.2021

Here's the patch notes for all the changes in February:

  • Kobolds can face directions during an animation, it's really bad for NPCs but players can nod and look places while playing animations.
  • Fixed a large number of memory leaks. (Derivatives no longer uses Linq, strands allocate all memory needed up front, reusing physics collisions, no longer pass array copies for grabs, adjusted how components are searched for usables.)
  • NPC kobolds no longer have hover-hands, hover hands are still networked for players.
  • Complete reworking of inflatable systems, every kobold body part is driven from internal reagent containers.
  • Dicks use this same inflatable system to get hard.
  • Dicks actually source their cum from balls now (they cheat a tiny bit to at least get something out each time they pulse).
  • Balls can get bigger based on how much pineapple was consumed.
  • Balls and boobs both regenerate their reagents each night.
  • More network syncing. (fruit no longer gets stuck, all use events are cached and played back properly on first join.)
  • Added the new pawnshop, it's a full underground area with some stuff to buy! It has yet to have a progression system.
  • Debris was added to the farm plot, gotta clear it in order to make room for new plants!
  • Really big bombs can be purchased from the pawnshop.
  • Some networking fixes so certain reagent combos no longer cause infinite explosions.
  • There is now a 15% chance for it to rain each day.
  • Added a low quality cloud option (just some 2d clouds) so that they can thicken when it rains.
  • Ragdolls are actually synced now, this can cause them to slide around a bit but in general they're synced.
  • Finally actually included the ErrorScene, a blank scene that loads when you get disconnected or when you try to join/create a multiplayer game from an offline mode.
  • More props and map geometry is possible to cover in decals now. Paint the world!
  • Kobolds can now spawn with hemipenes.
  • The script that handles body proportions was optimized! Spawning 30 kobolds no longer freezes the game for 40+ seconds.
  • Dildos can grow by spraying them with eggplant juice or growth reagent.
  • Dialogue with NPCs has been disabled temporarily as it gets reworked.


[ 2021-03-01 04:48:42 CET ] [ Original post ]

KoboldKare Update 6.2.2021

Here's the patchnotes for all the changes in January:

  • Got clouds working again, they only enable if you're using DirectX, Metal, or Vulkan. Since OpenGL seems to have a race condition on the rendering causing some tearing.
  • Wrote a custom constraint for the precision grabber so that it doesn't mess up as much. Now things are less physically accurate, but things actually move and rotate consistently now.
  • Animations! A first pass of animations were added that can be initiated by pressing Use on Kobolds near a valid location. There's still lots of problems with it determining which kobold fits which animation best (or if they fit whatsoever), but in general it works and is really fun if you don't mind kobolds doing strange things.
  • Penetrator physics were adjusted to work with the animation system better. Penetratees now cheat to just be in the "right" spot. Makes characters look really gooey and flexible, but I think it's worth it to keep penetrations looking valid each frame.
  • Completely threw Unity's Animation Rigging package in the garbage. It didn't scale with character's limbs and was generally very expensive to turn on and off. Replaced it with a from-scratch IK system that knows how to deal with characters of random proportions and sizes. This is only used during Animations, and probably still needs a bit of tweaking.
  • Big optimization pass, after seeing a user with a KoboldKare executable needing 13 GB of memory; I spent a long time hunting down and squashing unnecessary memory allocations. This not only makes KoboldKare take less memory to run, but also prevents the Garbage Collector from kicking in as often. Game is much smoother and faster now! In general the game went from allocating 10kb PER FRAME to only allocating 40 bytes or so each frame. Slight framerate improvement too (less GC allocations means less ms spent on allocating).
  • Goopy strands were optimized, and in the process I found out they were deleting themselves too early, they now stretch until they snap, then properly fade out after snapping before self-destructing.
  • Kobolds now spawn with a random amount of fat.
  • Player kobolds can now adjust their ball size and chubbiness within the multiplayer options.
  • Finally, I've modularized how inflatable kobold parts work-- and made them entirely dependant on reagent containers. This comes with a variety of benefits:
  • Kobold's now have more containers: Belly, breasts, balls, subcutaneous, and penetrators.
  • Each container has a set of listeners that drive different aspects of the Kobold. For example a Kobold getting hard would require them to pump fluid into it. The listener will see this and drive the proper blendshapes and activate the correct monobehaviors with a slick animation curve. A Kobold digesting ice cream might turn it into fat and store it in the subcutaneous container, a listener will see the fat and drive some fattening blendshapes and adjust softbody physics.
  • These inflation listeners are unhooked from the metabolization timestep, so they can react instantly to changes that the player makes. This means spraying water at a kobold would instantly have an effect on their belly, rather than waiting the 1-2 seconds for the metabolization tick.
  • Kobolds are now just a set of penetrators, penetratees, and reagent containers grouped into categories. This can lead to kobolds with multiple sets of penetrators, unique reactions to certain chems, and opens the door to make it easy to add all sorts of other kinds of creatures.
There's a few things that are totally broken while I fix up interactions to work with these new modular systems. Just try to keep flasks away from breasts while I try to fix it over the next couple days!


[ 2021-02-06 23:01:33 CET ] [ Original post ]

KoboldKare 6.1.2021 Update

I was late on these patch notes again because of the holidays! Sorry about that.

  • Completely reworked the reagent system, it now supports heat, potency, and serialization for multiplayer networking. (Though right now heat and potency aren't used yet.)
  • Added a banana fruit, it has potassium. Careful!
  • Added the ability to customize your Kobold within Options.
  • Options are saved as a JSON again, this is so lower powered laptops can change the settings without launching the game.
  • Added support for integrated GPUs. Game launches with Vulkan, Metal, Direct3D11, and OpenGL options.
  • Temporarily disabled clouds, they'll come back when I figure a graphics api agnostic way to render them.
  • Temporarily disabled two of the extra camera angles, going to replace it with a more robust 3rd person camera soon when animations come around.
  • Created a new procedural skybox.
  • Added multiplayer! This was a long time coming, but I'm comfortable enough with the structure of the game to add it!
Not a big list, most of my time was spent trying to stabilize Multiplayer, and get the game running on all kinds of hardware. I've partially succeeded at both! Though there's still quite a bit that needs to be done.


[ 2021-01-06 08:10:05 CET ] [ Original post ]

KoboldKare 2.12.2020 Update

Sorry that these patch notes were a little late! Here they are:

  • Soft-body physics in the mirror work now.
  • Usable system rework, pretty much anything that's usable has icons and drag-and-drop conditions for being usable.
  • New fatten blendshape for Kobolds-- like, really really fat.
  • Added a new craftable chem: Icecream! Requires milk and ice, makes kobolds fat (see above).
  • Added subtractive blending to the decal system. Any fluid that's majorly water will actually wash decals now, rather than paint them neon blue!
  • Kobolds have much broader color expression now, almost pure white and black kobolds can exist.
  • Kobolds now express themselves as male or female a bit better-- with a blendshape that broaden/squares or softens/rounds. It's analogue so any kobold can have any combination.
  • Added working showers, faucets, bathrooms, drawers, fridges, ovens! This will be expanded upon later for some more unique interactions!
  • Fluid volume painting: You can paint kobolds by dipping them into a tub full of chems. The shower also washes them off!
  • You can precisely measure and mix chems in the tub, then store the resulting fluids into a flask.
  • Night-time no longer deals damage, it now instead accumulates monster shadow hands that drag you and anything left outside into darkness. Running inside quickly quells the monster! Stay safe!


[ 2020-12-02 11:17:01 CET ] [ Original post ]

KoboldKare 28.10.2020 Update

This month I've been trying to pave way for full blown multiplayer-- This has so far been a really good decision because it's forcing me to clean up how objects interact, and clean up the structure of things. My code is getting cleaner and easier to work with as I approach actual multiplayer readiness. With lots of new players in mind, I finally tried addressing the fact that the game has really weird controls. I watched a fair number of people play the game, and they all would try the same things at first-- So I tried to transform my controls to work with what these players tried! I also finally got Localization in the pipeline, luckily I have a lot of friendly users who helped me with the translations-- I haven't got credits ready in the game yet so I might as well post it here: TabbyCatface: Russian, Ukrainian Translation Slowboii and Kujawiaczek: Polish Translation Snaked Snake: German Translation LynxModernWitcher: French Translation Adept Lughir: Dutch Translation The rest of the languages are machine-translated, if you're interested in helping with the translation, join the KoboldKare discord! https://discord.gg/WGff3rR (and poke me) Anyway, here's the patch notes for this month:

  • Added localizations for many languages, dialogue is still in the works though.
  • UI rework, well more like suddenly there's UI. Should help with figuring out the controls!
  • Press F to ragdoll.
  • The "advanced grab" is now buried under a context button (currently shift). This button immediately detaches the mouse and lets you aim and grab stuff. It also shows some helpful UI buttons you can press so you know you can rotate, freeze, and push/pull with it.
  • Controller inputs should now work properly, they still can't drive the UI, but it's possible to play with them now (with a bit of difficulty).
  • Casino prototype is in, it's looking really good! Some places inside might look empty because I had to temporarily disable the games.
  • Ragdoll adjustments and polish, they're still prone to clipping, still look dead, and sometimes their bones seem to unhinge-- but for the most part they've improved a lot!
  • I've enabled Developer Mode for the build, this is to let players give more meaningful bug-reports. It can open an annoying debug console though, click on it to close it!
  • Mirror no longer has an incorrect oblique clipping plane.
  • Switched to indirect lighting for baked lighting for just a slight improvement in the baked lighting.
  • Added a dynamic reflection probe that updates every 3 seconds, it can cause some weird artifacts, but in general it makes nights look nicer and the environment reflections more convincing.
  • Attachables no longer apply any physics (goodbye oscillating kobold-flask abominations...)
  • Hitboxes on penetrators have been refined, though if they're extremely large they'll still "magnet" into things. Smaller ones require much more specific aim and purpose.
  • Male kobolds can make eggs now, this might not stick around once more chems are added though.
  • Kobolds ragdoll when thrown, or when their feet are grabbed.
The advanced grab change is something that I've been thinking about for a long time. It used to be bound to the primary mouse button, and permanently affixed to the center of the screen. This caused a lot of confusion though because in practice it was secondary, or even tertiary to the primary game loop. The first thing any player does as they play the game is try to water the egg, and the advanced grab isn't useful at all for that. And because it was fixed to the center of the screen, it made any sexual interaction really jarring as you had to shake your entire head with the motions. So I've decoupled it from the screen, and buried it behind a context button which switches how your mouse works. The decoupling lets you shake kobolds and penetrators without making yourself sick, and the context button allows for me to pop up a bunch of ui to help players learn how it works. Let me know what you all think about it! I'll be spending the next couple days updating the patreon, twitter, and steam page to reflect the changes. Next month I'll hopefully actually be working on some multiplayer integrations.


[ 2020-10-29 05:27:27 CET ] [ Original post ]

KoboldKare Update 30.9.2020

Last month I was discovering a lot of users were completely unable to play the game, some of them even had VR-ready modern hardware! I made the difficult decision to downgrade to Unity's URP pipeline. This means no more volumetric lights, ambient occlusion, and some other fancy effects. However, this means even integrated, and mobile hardware can suddenly play the game reasonably! It took a while but I think I'll be sticking to URP for a while.

  • Casino temporarily removed to make room for the new one (soon).
  • Replaced decal system with an "infinite" decal system. Make a huge mess! URP doesn't have a built-in decal solution. I don't actually care about the individual fidelity of each decal, so what I do is re-use the lightmap atlases to map some textures to the world. This allows you to paint the entire world with decals!
  • Remade the majority of shaders to work within URP, this required some reduction in interpolators so most shaders should be a fair bit more efficient!
  • The switch to URP allows for real-time reflection probes, I render one every 3 seconds and blend to it. Allows for much more accurate reflections (especially during night).
  • The player is now completely a Kobold, spawns with random stats just like any other Kobold. Can even get pregnant, have sex, drink potions, and do anything else a Kobold can do. This was a really big systemic change which pretty much broke EVERYTHING. I really rushed to get this patch out by the end of the month, so there's probably a lot of broken things I haven't gotten to yet. Please be patient as I clean it up!
  • Penetrators now don't couple immediately on touch if they're not in range of the nearest hole. This means there's no more tripping over them. (This was especially frustrating as a player kobold).
  • Temporarily disabled AI for the transition into online multiplayer-capable systems.
  • Fixed the math on rotating props you're holding with R, it should make sense from any direction and perspective now. Still needs a bit of smoothing to look nice, but it's very functional at the moment.
  • Disabled procedural texture generation, this tech was far too unstable, slow, and made it difficult to test multiplayer. It probably won't come back either, people nowadays don't care about downloading an extra 200mb or so anyway.
Patch notes isn't super long since majority of my time this month was spent switching to URP. Though next month I'm going to have something extremely exciting to show, might have something to do with online multiplayer but no promises!


[ 2020-10-01 02:05:03 CET ] [ Original post ]

KoboldKare Update 31.8.2020

New Features:

  • New genitalia variations (equine flared, tapered).
  • You can now freeze grabs by holding m1 then pressing m2.
  • Tails can be grabbed and pinned just like any other limb now.
  • Added various sound effects, UI prompts to help indicate which buttons can be pressed.
  • Kobolds now start flaccid, messing with them in any way will get them excited.
  • Two new soundtracks, also music fades out when you go to bed now.
  • Added a "reset all to default" button in the graphics menu.
  • Added pregnancy! It's still early in development, though you can totally start breeding kobolds finally.
  • Recreated all tree assets because the old ones had incorrect normals, also got them to properly noise blend so pop-in is less noticeable.
  • Replaced custom skybox with HDRP's new fancy procedural skybox. This includes stars, and more convincing mornings and evenings.
  • Night time actually dips the usually static ambient lighting now too. Nights are actually dark now!
  • The hand visual that appears when hovering now actually touches and moves soft-body physics (you can now touch the boobies).
  • Added a reagent scanner that can be used to analyze container's reagents. Really useful for the upcoming set of new reagents.
  • Kobolds now can vary in contrast and brightness.
  • Lots of tiny bugfixes and stability patches.


[ 2020-08-31 21:02:36 CET ] [ Original post ]

KoboldKare Update 8.6.2020

Here's the changelog of all the stuff I did in July, I tried to keep it to only interesting stuff, so I've glossed over lots of bugfixes. This month was mainly to stabilize and polish, starting August I think I'm ready to do another broad stroke of content!

  • Online Substance texture generation, this reduces build size and allows me to craft much more detailed worlds! (Though increases load times significantly.)
  • Reworked penetration physics.
  • Kobolds can now have randomized dick shapes (only has two for now).
  • Arousal mechanics for male Kobolds, gotta shake em a bit to get them excited.
  • Many graphics options were actually bugged and not changing their quality correctly (only High or Off), now all options work correctly.
  • Depth of Field, Panini Projection, and Fov options were added.
  • Grabbed objects now turn transparent (if able to) again.
  • Now there's nipple approximation for attachables, so boob attachments work better.
  • Grabbed "weapons" now aim at the cursor rather than forward. This helps a lot when multi-firing flasks.
  • Input bindings are now serialized and can be changed through a text file within the game's userdata folder.
  • Reworked softbody colliders and settings, they still need a bit of tweaking, but butts should jiggle more and bellies jiggle more consistently.
  • Pumping, plapping, and sliding sounds for penetrators.
  • Disabled dynamic resolution (should prevent some graphics cards from crashing as often).
  • Kobold hue shift! Kobolds right now spawn with a random hue, in the future their hue will be restrained to Kobold species.
  • Fixed a UI overlay that was breaking Reshade functionality, only useful to Reshade users but worth mentioning! (Thank you LuxIsBored!)


[ 2020-08-07 01:47:45 CET ] [ Original post ]

KoboldKare Update 30.6.2020 (AI Update!)

Sorry I've been so quiet about this update, most of my time was spent trying to home-grow my own behavior tree system for AI. (Technical post to be found on Patreon.) I also spent a lot of time developing a conversation system and dealing with a bunch of bugs that were slightly outside of my control. Anywho I still managed to get some stuff done and I think it's ready to show!

New Features:


  • A dialogue system! The super market sheep now has dialogue and a tiny completable quest (Press E to talk).
  • Small button prompts appear near the cursor when you're near contextual actions.
  • Kobolds now all have their own player controller, and can walk around, do actions, jump, and are still very dumb. They'll get smarter as development continues...
  • Kobolds will path home when night falls, this currently doesn't happen during the time-skip so you'll still have to gather them up if you're going to skip the day.
  • Unity update to the 2020 beta! This might fix some crashing issues for some people. (This also makes it so animation overrides work again).
  • Music is now used very sparingly, still needs work but now it doesn't just loop the 7 tracks or so over and over.
  • Some minor graphical improvements (floating dust is more dense, soft body physics are more synchronized with character movement, walking dust is now visible (again), some minor character retopology and weight painting).
  • New flamingo character for the casino, doesn't have any dialogue or AI yet, but will soon!

Optimizations:


  • Most logic that doesn't need to run every-frame now doesn't, this includes soft-body physics, penetrator/penetratees animation updates, AI, and the music manager.


[ 2020-06-30 07:40:00 CET ] [ Original post ]

KoboldKare Patch 30.5.2020

New Features:


  • House has been replaced by some brushwork, it looks a bit nicer but still isn't finished.
  • Basic brushwork for a city has been put in place, it's still a WIP but it should give some stuff to explore and an idea of how some city buildings might work.
  • Two new characters have been made and put into idle poses in their respective buildings. (NPC interactions coming soon!)
  • Audio reverb zones have been set up, different rooms and building locations should have a noticeable difference in audio reverb.
  • Many textures have been replace with procedural textures, they still aren't generating at runtime, but as soon as a bug in Substance's Unity plugin is fixed, we'll be able to have a LOT more high-res textures without taking up lots of data.
  • Fruits all now have random sizes and contain coherent amounts of juices.
  • Kwicc n' Thicc has been replaced by a generic super store, the store re-stocks each day with a certain amount of goods.
  • New main menu, it doesn't have any tessellated geometry or any complex parts. This should make it easier for lower-power hardware to at least reach the options.
  • Penetration physics are now fully physical, this means knots "pop", and more complex physics interactions can be had. Needs a bit more work still, but the physics seems to come up with reasonable solutions.
  • The day night cycle is now linear (before nights used to be about 25% of a full day) This should allow users to stay up later without being surprised at the speed increase.
  • Kobolds now have random proportions! They can be really short/stocky with a big butt, or really lanky and top-heavy. It's all random!
  • Timed the day change during the fade-out so it's harder to tell the game froze while generating kobold proportion meshes.
  • Decals can now affect the player.

Optimizations:


  • Kobold proportion generation has been threaded.
  • Reduced max world decals from 1024 to 256, should help people who had low fill-rate speeds.
  • Animations are now played on physics, this makes them a bit more jittery but it's also required for the physics to work well.
  • Replaced lots of hand-crafted materials with procedural ones, I have yet to reap the full benefits from this but instead of having around four 2k texture maps per prop (~20mb), there'll be a single 16kb file that generates the textures on runtime. This'll let me use a LOT more textures, and a lot more detailed textures without impacting hard-drive space soon.


[ 2020-05-31 01:04:53 CET ] [ Original post ]

KoboldKare Patch 13.04.2020

New Features:

  • You can now attach nozzles to fruit and use them like flasks to extract their fluids.
  • Mac support! Mac users can finally play the game on their machines. All future updates will include Mac versions, though the Mac build won't have grass until some geometry shader business is figured out.
Optimizations:
  • Resource based optimization for Kobolds. IK, softbody physics, and detailed collisions are only enabled for the 5 closest Kobolds. This allows for many many more Kobolds to be active simultaneously!
  • Nearby physics objects are now also using this resource optimization system. Only 5 of the nearest physics objects will have interpolation or continuous hit detection enabled.
  • Soft body collisions now have a limit of 5 per Kobold (25 total). Before it was unlimited and caused a cascade of calculations whenever a bunch of Kobolds got clumped up.
Tweaks:
  • Eggs only need 1.2 units of fluid instead of 2 to get to the next stage.
  • Melon juice metabolization now results in 3.7 units of milk split evenly between breasts instead of 1.
  • Player's hand is now more centered when grabbing things.
  • Strength of player's hold was softened near the center so that giant piles of Kobolds freak out less.


[ 2020-04-14 00:22:37 CET ] [ Original post ]

KoboldKare Patch Notes!

KoboldKare Build 14 Patch Notes


  • Eggplants no longer turn into melons on save/load.
  • Macro Kobolds get properly saved and loaded now.
  • Added a tiny tutorial for picking things up, you can't get outside without completing it!
  • Re-implemented goopy strands, this will be a temporary effect as I implement more systems to only make it goopy when it makes sense.
  • Fixed rebinding UI not working when playing the game.
  • Planted kobolds no longer automatically grow to their next stage without being watered. You have to water them each day!
  • Black fade-in is no longer tied to if the game is paused or not.
  • Re-organized the UI so the most important binds are at the top.
  • Linux build is now up-to-date with the Windows one!
  • Upgraded HDRP to 7.3.1, this should increase stability for some.
  • I believe I fixed the Steam Overlay bug that was causing freezes. Let me know if you still freeze with it on!


[ 2020-04-07 21:51:14 CET ] [ Original post ]

KoboldKare
Naelstrof Developer
NomadicDevelopers Publisher
2020-03-31 Release
Game News Posts: 98
🎹🖱️Keyboard + Mouse
Very Positive (1431 reviews)
Public Linux Depots:
  • KoboldKare Linux [574.02 M]
KoboldKare is a farming simulator, but instead of making produce you're making naked Kobolds! It's an FPS where there is bhopping, surfing, trimping, and also sex.

Grow your farm by hunting, making Kobolds, doing services, and selling product. Improve your house, buy lewd equipment, and interact with the town denizens.

Purchasing KoboldKare now will provide you with the following features:
  • A Quake/CS:S movement inspired movement system. Bunnyhop and trimp off of rocks for maximum height, speed-forage the forest with record time.
  • A basic chemical system that lets you mix basic chems and feed them to Kobolds.
  • You can grow only one type of Kobold, but they're capable of being either sex.
  • There's a forest that spawns melons each night, grab them each night before dawn for optimal play!
  • You can sell both Kobolds, and produce for cash!
  • Currently there is no sexual interaction, but there will be soon...
  • You can visit a single gas-station in "town" which is where you can buy supplies for your farm. Things like eggs, flasks, and upgrade your grab limit.
  • Currently only breast-growth and minor inflation are the only two represented fetishes right now.

MINIMAL SETUP
  • OS: Ubuntu 18.04.4 LTS
  • Processor: AMD 5 2500/Intel i5-7200
  • Graphics: GeForce 940MX
  • Storage: 2 GB available spaceAdditional Notes: Vulkan Only
RECOMMENDED SETUP
  • OS: Arch Linux
  • Processor: AMD Ryzen 7 2700X/Intel i7-8700K
  • Graphics: GeForce GTX 1080 Ti
  • Storage: 2 GB available spaceAdditional Notes: Vulkan Only
GAMEBILLET

[ 6108 ]

18.39$ (8%)
16.99$ (15%)
25.46$ (15%)
17.79$ (11%)
16.97$ (15%)
12.71$ (15%)
8.74$ (13%)
15.99$ (20%)
8.74$ (13%)
21.24$ (15%)
16.79$ (16%)
16.39$ (18%)
8.47$ (15%)
13.34$ (11%)
4.12$ (17%)
33.19$ (17%)
5.77$ (17%)
49.39$ (18%)
8.47$ (15%)
25.47$ (15%)
8.25$ (17%)
10.31$ (14%)
15.12$ (11%)
4.44$ (11%)
20.99$ (16%)
12.74$ (15%)
8.89$ (11%)
16.59$ (17%)
16.59$ (17%)
8.59$ (14%)
GAMERSGATE

[ 575 ]

2.25$ (89%)
0.64$ (87%)
3.0$ (85%)
24.85$ (45%)
1.58$ (77%)
12.75$ (74%)
0.75$ (92%)
0.42$ (79%)
1.7$ (91%)
3.48$ (83%)
2.69$ (91%)
5.4$ (64%)
7.5$ (70%)
5.31$ (79%)
3.19$ (87%)
1.32$ (91%)
16.19$ (46%)
11.99$ (40%)
1.2$ (85%)
14.88$ (70%)
1.8$ (77%)
1.58$ (77%)
0.68$ (83%)
0.9$ (91%)
6.38$ (57%)
9.0$ (64%)
0.85$ (83%)
33.19$ (17%)
2.7$ (91%)
4.0$ (80%)

FANATICAL BUNDLES

Time left:

5 days, 21 hours, 3 minutes


Time left:

12 days, 21 hours, 3 minutes


Time left:

1 days, 21 hours, 3 minutes


Time left:

6 days, 21 hours, 3 minutes


Time left:

8 days, 21 hours, 3 minutes


Time left:

29 days, 21 hours, 3 minutes


Time left:

356454 days, 13 hours, 3 minutes


Time left:

11 days, 21 hours, 3 minutes


Time left:

40 days, 21 hours, 3 minutes


Time left:

26 days, 21 hours, 3 minutes


Time left:

36 days, 21 hours, 3 minutes


HUMBLE BUNDLES

Time left:

0 days, 15 hours, 3 minutes


Time left:

2 days, 15 hours, 3 minutes


Time left:

7 days, 15 hours, 3 minutes

by buying games/dlcs from affiliate links you are supporting tuxDB
🔴 LIVE