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Fixed a few bugs relating to equipment changes killing frame rate due to spamming errors and warnings.
Sorry for the large patch, nothing much changed but the patch is very large.
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.
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!
Maintenance patch with many issues being addressed by the community. Thank you!
This update was focused on Modding and mod configuration improvements.
Just a hotfix for yesterdays patch.
Been hard at work for the last few months on this update. Hope it was worth the wait! I'm excited to reveal:
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:
Small hotfix to fix some major issues.
Got an update to share, it has broken lots of things. I'll try to list changes the best I can below:
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:
This is a really tiny patch log, though I wanted to get it out of the way as the next month comes around.
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:
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
This month was a big push for open-source!
Here's the patch notes for all the changes in February:
Here's the patchnotes for all the changes in January:
I was late on these patch notes again because of the holidays! Sorry about that.
Sorry that these patch notes were a little late! Here they are:
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:
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.
New Features:
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!
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:
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