I've permanently disabled payments, and deleted all patreon tiers.
My discord bot that gives exclusive access to channels broke for the last time. AGH. Maybe this is a lot of my own fault for designing a verification system out of a house of cards. Though over the years I've gained some opinions of Patreon.
There's a number of users who upgraded to dragon/kobold membership in order to get their hands on a key, but unfortunately I've already handed them out!
Patreon makes it very hard for me to be transparent as it requires me to hide adult content behind membership, I've made a mistake by making it seem like you could upgrade to get access.
2023-12-16 08:51:05 +0000 UTCView Post
Been a while since I've been able to sit down and update all my social media. Thank you all for being so patient with me! Here's a sneak peek at the game Archival, Eugene, and I have been working on.
It's a game like Hitman, but instead of eliminating targets, you CV them.
I've been seeing my friends make really cool gift art to each other, and it inspired me to make a quick game jam involving my friends!
RockHardCafe is an experimental sex game with advance penetration physics, where you control a cast of unique characters to fuck the cute red dragon boy, Benneq!
I've found out that its within the partner agreement for me to be able to give keys to anyone who's made an equivalent purchase, even if it's not on Steam.
Itch.io also officially supports this, if you own the game on itch and also want it on Steam, head to your purchase page and click the request key button!
I'm finally kicking things into gear again, I've got some big changes in the works that make me more comfortable and excited to work on the project again. Meanwhile me and Raliv have worked on a new iteration of the penetration tech found in KoboldKare, and I'm going to dump a big writeup I did on it! If you want to see an article without massiv...
I'm finally fully recovered from Covid (gosh that was months of coughing), and I've got lots of stuff to talk about the current state of things.
I realized that I absolutely do not have the resources to keep Firgof fully employed, and we don't have a producer to keep us on track. Unfortunately this means letting Firgof go, and things are g...
Sorry for the delays, and lack of communication, I took a two week break to visit family and friends.
--and caught covid... Ugh! I'm currently quarantined and recovering, and I'm doing OK. Luckily the vaccine made it not as severe as it could have been. I could talk endlessly about my opinions on all this, but I think that's not productive...
I've noticed that I'm just spinning wheels with KoboldKare, and felt like I needed to refocus myself. For the past month I've been working on a ga...
2021-11-01 06:38:24 +0000 UTCView Post
We're still hard at work on this patch, it's a pretty major one. I would post some patch notes, but I think it's a bit misleading. Hopefully we'll have it done this month. Meanwhile I do have a few things to show anyway!
The final part of the puzzle, I wanted to make sure that sufficiently large penetrators could work their way all the way through. It's still not c...
2021-07-21 07:44:45 +0000 UTCView Post
The next thing I focused on the penetration tech is that I wanted it to support multiple penetrators. I wrote a cute circle packing algorithm that...
2021-07-21 07:38:05 +0000 UTCView Post
Major penetrator rework, it's difficult to cover everything that's changed in a single post so I'll probably just split it up into a bunch of...
2021-07-20 09:07:06 +0000 UTCView Post
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...
2021-05-21 20:04:02 +0000 UTCView Post
Sorry for no updates this month! One of the outlets in my basement decided to melt, and it knocked out one of my routers. Luckily the house didn't catch fire (though the wall paint is a good shade of brown now).
No data was lost, and there was very little damage. Though my continuous integration was completely knocked offline, and needs to...
Since the map is so scarce on content right now, I've added jump pads leading to and from most major areas of the map. I've also increase the spa...
2021-04-05 08:50:20 +0000 UTCView Post
Because animations are physics based now, it helps to have them do a little ritual before they start, so that their limbs are roughly in the right po...
2021-03-23 22:17:30 +0000 UTCView Post
Finally stabilized ragdolling. Here's a demonstration that shows a good portion of the new map too! (Don't worry, she's fine!) This required a hug...
2021-03-21 23:05:30 +0000 UTCView Post
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 c...
2021-03-02 06:58:42 +0000 UTCView Post
Kobold animations! A collection of animations I've made for the game, they still need a bit of polish, but so far it's a ton of fun to create them. It's al...
2021-02-02 05:24:31 +0000 UTCView Post