FurryVNE
by FurryVNE Team
FurryVNE stands for “Furry Visual Novel Editor” and aspires to be an all-in-one toolset for creating furry avatars and stories, all in 3D. While it offers an extensive array of advanced features and options, FurryVNE is still much simpler to use than standard 3D authoring tools. With this project, we’re trying to reshape the furry fandom. Up until this point, content and story creation has been in the hands of the few who are talented enough to be artists, but with this tool, we're trying to democratize furry content creation by making it easy for regular users to create content too. yiffalicious 2 is renamed to FurryVNE
Screenshots
v2025-02-08
N/A
2024-11-09
N/A
2024-06-19
N/A
2024-06-15
Improvements
Nodes in outliner can now be dragged to drivers.
Additions
ResistanceMode has been added to Coupling.
Changes
Removed TEST category and related properties from Character object in interactions.
Bug fixes
Fixed an issue where fur could cause celestial mirror reflection to look incorrect after going into physical part editing.
Fixed an issue where physical part editing wouldn't work properly for characters with shafts.
Fixed an issue where HDRI blur wouldn't work properly for some HDRI environments.
Fixed an issue where deleting a part collider would cause a soft lock.
Fixed an issue where deleting a part collider and then undoing would not properly restore the deleted part collider.
Fixed an issue where disabling a part wouldn't remove its collision influence.
2024-06-07
Improvements
Shaft anti-clipping tech has been remade for interactions, providing more accurate hiding.
Changes
Removed "Randomness" slider from Breathing options.
Bug fixes
Fixed an issue where sculpting fluff surface offset on parts wouldn't update instances until undo/redo.
Fixed an issue where you were unable to move some windows above half screen.
Fixed an issue where curve editor window could persists when going from character creator to interactions.
Fixed an issue where adjustable groups wouldn't load unless custom offsets were referenced.
Fixed an issue where breathing properties were not possible to keyframe.
Fixed an issue where eye offsets would stop working if target was set to NONE.
Fixed bt_f_curvy shape being abscent in balls.
Fixed merge tearing in breast inflation for heads_horse.
2024-05-31
New features
Interactions screenshot handler
Interactions now has screenshot handler. (Located in "View > Screenshot handler".)
Other
You can now toggle properties/outliner in interactions.
Interaction controls now has scene/step selection and prev/next step buttons.
You can now use mouse4/5 to step between steps.
Additions
New body type "bt_f_curvy"
Maya
Updated Maya character in character builder featuring bt_f_curvy.
Maple
"Bunny" is now named "Maple" and now has clothing.
Lyra
Updated Lyra with physics and clothing.
Twist slider
Added "Twist" slider to shoulders in interactions.
New part.
Improvements
Increased eyes max allowed rotation difference.
Changes
Camera transform is now saved along with each scene.
Bug fixes
Fixed an issue where FXMaps for parts wouldn't work in interactions.
Fixed an issue where character wouldn't render properly in mirrors.
Fixed an issue where performance during body shape editing was poor.
Fixed an issue where entering bind pose during pending character changes could cause state corruption.
Fixed an issue where deleting a mask would cause app state corruption.
Fixed an issue where changing base model layer order wouldn't update layer transfer of connected parts/nipples/garments.
Fixed an issue where appendage cover buffers could still be accessed after release, causing an error.
Fixed an issue where decals on parts with bones wouldn't project properly if scale was changed.
Fixed junk part inside of heads_stylized mouth.
Fixed indent lumpy shape under heads_rabbit chin.
Fixed mesh and normal map lump and heads_rabbit.
Made head_horse fit to all body types.
Fixed mirroring facial expressions on heads_fox.
2024-05-03
New features
Spine stiffness
You can now configure how stiff the spine is in interactions.
At 0, it works like before.
At 1, it is completely stiff (no spine movement).
Anything in between is a blend of the two.
Changes
Inflation and jiggliness are no longer configurable in pose mode.
(Pose mode always initializes its inflation and jiggliness settings from character builder, so it was weird it had properties for those if they weren't saved/loaded anyway.)
(Bind poses still have these properties though, and now they're also saved/loaded properly.)
There's now a setting to retain body tessellation even when fur authoring is used.
(In Fur authring, enable "Allow Tessellation".)
(This setting was actually introduced in last patch, but forgot to mention it.)
(The reason tessellation is turned off by default is because there are places, especially with inflation, where body and fur will not align unless untessellated.)
(However, for some scenarios, like if you only use fur authoring in a very limited part of the mesh, it might work anyway to use tessellation, therefor this setting.)
Cache files are now put in version folders.
Bug fixes
Fixed an issue where shaft could end up with joints in interactions that don't align with sheath, causing shaft to have incorrect position.
Fixed an issue where shaft emergence would go further than it needs to.
Fixed an issue where intersections between shafts and static character SDFs wouldn't be considered.
Fixed an issue where intersections between physical chains and static character SDFs wouldn't be considered.
Fixed an issue where intersections with character SDFs wouldn't be considered unless SDF was attached to body.
Fixed an issue where intersection direction would be incorrect for some shapes, causing soft body physics to be pushed in the opposite direction.
Fixed an issue where breasts' properties wouldn't be saved or loaded correctly in bind pose.
Fixed an issue where organizing a chain of couplings in a different order than they're created would cause incorrect character placement.
Fixed an issue where chains of couplings could appear incorrectly on load.
Fixed an issue where deleting a coupling at the root of a coupling hierarchy would cause a crash.
Fixed an issue where characters or segments of characters' bodies could disappear if intersections between them were happening in certain ways.
Fixed an issue where orifice dynamics could get very unstable in certain circumstances (especially sheaths).
Fixed an issue where normals would look incorrect on dae-imports.
(While dae-files aren't officially supported anymore, some legacy characters still use them.)
Fixed heads_dragon relive Up_R and Up_L.
Fixed heads_scalie frown _L targets.
Fixed heads_deer scale problem where face slightly scales up on eye and brow emotes.
Fixed heads_fox Angry_R, Anger_L and OOOH deformity and lookdown eye clipping.
Fixed heads_gazelle grin_L and _R expressions nose deformation.
Fixed heads_horsefantasy EyesClosedHappy and Relive and Grin_L deformity fixed.
Fixed heads_hyena missing Relive_R and Sad_L expression.
Fixed heads_eagle Grin, Fear, Lip bite and Anger sliders disconnecting the neck from the body, Fear _L and _R sliders no longer clip beak.
Fixed heads_mink - "Brow" all _R expressions are the same as the base expression, _L are all functionless is now fixed.
Fixed heads_mouse now has folders for emotes.
Fixed heads_mouse tongue spline shortened.
Fixed heads_mouse removed old obsolete non-categorized expressions.
Fixed heads_mouse LipBite_R and _L.
Fixed heads_otter brow expressions are now fixed.
Fixed heads_panda blink eyeball clipping.
Fixed heads_rabbit broken _L emotes.
Fixed heads_shark now has folders for emotes.
Fixed heads_shark Mouth_closed now fully closes.
Fixed heads_shark Blink now fully closes.
Fixed heads_snake now has correct blink sides and brow_up_R and brow_up_L.
Fixed heads_stylizedkobold now shuts eyes.
Fixed heads_stylizedkobold Grin, Smile, Fear and Lipbite.
Fixed heads_stylized eyes closed happy now shuts.
Fixed heads_otter Mouth _R and _L sides work properly.
Fixed heads_mink Up with _L and _R is now properly categorized in Brow Emote.
Fixed heads_eagle mouth Fear disconnecting to head and Grin _R and _L beak clipping.
Fixed heads_fox "OOOH" expression that contained mesh artifacts.
Fixed heads_snake where mouth emotes disconnected the neck from the body.
Fixed heads_mouse where Anger mouth emote caused teeth mesh artifacts.
Fixed heads_mouse Brow Anger_R no longer moves the left eye.
2024-04-22
Improvements
Asset previews
There are now previews for body types, heads, hands and feet when browsing assets.
Other
Body types are now ordered by name.
Upgraded TriLib (mesh importer) to newest version.
Bug fixes
Fixed a regression where orifice dynamics would look jagged and not good.
Fixed an issue where you were not able to snap certain nodes to world SDF surfaces (beds).
Fixed an issue where coupling would always be created at location (0,0,0).
(Now created within view, just like other nodes.)
Fixed an issue where undoing steps rapidly after changing character's parts (head, hand, feet) could cause a freeze.
Fixed an issue where character editor could break if trying to enter pose mode while waiting for head/hands/feet/genital changes to commit.
Fixed an issue where pressing pose mode multiple times could cause app to enter pose mode multiple times on top of each other.
Mesh fixes
Fixed missing relive_R and grin_L on heads_canine.
Fixed regular grin so eyes don't clip through on heads_bigcanine.
Fixed blink_r and blink_L on heads_bear1.
Fixed head_bigfeline smile_R.
Fixed head_canine2 "anger", "fear" "grin" and "lip bite" vertex point sticking out.
Fixed heads_horse expressions ClosedHappy_L.
Fixed missing relive_R and grin_L on heads_canine.
Fixed regular grin so eyes don't clip through on heads_bigcanine.
Fixed blink_r and blink_L on heads_bear1.
Fixed head_bigfeline smile_R.
Fixed head_canine2 "anger", "fear" "grin" and "lip bite" vertex point sticking out.
Fixed heads_horse expressions ClosedHappy_L and faulty left expressions.
Fixed heads_caprine1 left expression problems.
Fixed heads_caprine2 eyes blink slight head upscaling problem.
Fixed heads_caprinestylized EyesclosedHappy variations, Smile_R and _L and happy_R" and "_L" problems.
Fixed missing relieve_R has no longer separate folder and relieve_R is now visible.
Fixed blink_r and blink_L on heads_bear1.
Fixed head_bigfeline smile_R that is no longer in own folder.
Fixed head_canine2 bad vertex sticking out.
Fixed heads_horse expressions closed happy eyes not shutting correctly and faulty left expressions.
Fixed heads_caprine1 Up_L, frown_L, sad_L and Happy_L mouth scale up problem.
Fixed heads_caprine2 eyes blink molar teeth not jutting backward.
Fixed heads_fennec blink_R and blink_L issue.
Fixed heads_giraffe brow and eye left side bloat issue.
RLD map
Fixed major performance regression with there being many realtime lights in the scene.
Fixed major performance regression where beds were using both SDF colliders AND insanely dense mesh colliders.
Fixed texture issues where all the tub-chars had incorrect striping.
Fixed collider issue with the desk colliders so now you can reach underneath them.
Fixed collision with sky-bridge rails.
Fixed a small hole in the wall of the starting area to the characters left.
Fixed LODS on bins and barrels.
Fixed collider issues with slim building so now that the rails can be grabbed.
Fixed collider of cheap rooms main door frame.
Fixed collider with shutter next to cheap rooms.
Fixed collision with electrical box in parking lot.
Fixed collision of phone booths.
Fixed texture issues with sinks in the cheap rooms.
Fixed missing geometry in cheap hotel hallway.
Fixed texture issues on small decorative props around map.
Fixed duplicated mesh on doors of the blue rooms causing graphic issues.
Fixed reflections of the windows and puddles of the red rooms to be more realistic.
Fixed light issues on dance poles.
Fixed lighting issues on AC units on top of buildings.
Fixed lighting issues on curb.
Added colliders to curbs.
Added collider to decorative metal at front of parking lot.
Added collision to neon signs.
Added collider to pictures in red room restrooms.
Added collider to pink neon's.
Added missing geometry outside of blue rooms building.
2024-04-16
Bug fixes
Fixed an issue where right clicking any UI element while in FPS mode would move cursor to center.
Fixed an issue where having an empty coupling would prevent you from being able to return characters to pool.
Fixed an issue where collisions for balls, shafts and physical chains would be disabled when switching scenes.
Fixed faulty weight on caninedigitigrade3.
Fixed faulty weight on heads_mink.
Fixed an issue with "Nature" map missing collision for 1 fence item.
2024-04-12
New features
Load & Replace
While it can be used to replace a character with any other, this feature is mainly intended for replacing previously exported characters with updates ones (from the same source file).
Coupling direction override
Override coupling direction to control how characters are pushed. Like any node, it can be animated in any manner you prefer.
Step transition type
Configure how timelines are applied during step transition.
PLAY = Play timelines normally.
PAUSE = Keep timelines at 0 until step is finished transitioning.
Additions
Nature environment in interactions
New body shape
"bt_m_chubby" now available.
Other
Added "Force" slider to Timeline sound events (for relevant event types).
Added status filter for suggestions in cloud.
Improvements
Presets now remember folders.
You are now able to snap to timeline events.
Moderately improved load times of characters.
Changes
Changed name of "AB/Alley" map to "RLD" in interactions.
We now use an alternative method for starting external process (used in texture compression).
(Hopefully this will make character export work for people who were experiencing problems with it.)
Bug fixes
General
Fixed an issue where you'd be unable to remove a garment object, if its referenced model asset had been deleted in the local asset browser and if the garment had masks snapped to its [now removed] surface.
Fixed an issue where using "Flip" for a part wouldn't update the bone chains, causing improper physical behaviour.
Fixed an issue where FX map wouldn't load for appendages in interactions.
Fixed an issue where collisions would stay for balls/shafts/physical chains when switching scenes.
Fixed an issue where presets would get incorrect file type.
Fixed an issue where appendage presets wouldn't load properly if applied multiple times.
Fixed an issue where presets wouldn't load properly if its original folder was missing.
Fixed an issue where tongue could display through neck.
Fixed an issue where it was not possible to snap to tongue if body was scaled.
Fixed an issue where mouse cursor could disappear when switching between camera modes.
Fixed an issue where duration for Wait timeline action would not work.
Fixed an issue where importing an armature w/o mesh would cause issues and you'd be unable to delete imported object.
Fixed an issue where appendage groups wouldn't update in time when using "Update screenshots".
Fixed an issue where exiting floppy shaft editing wouldn't restore model's normals and tangents.
Fixed an issue where snapping hand to world would cause fingers to only adapt to world SDF, if world SDF bounding box was overlapping with hand.
Fixed an issue where shafts could get clipped incorrectly for close up camera angles.
Fixed an issue where some shafts would affect orifices incorrectly (collision shape too big).
Fixed an issue where you wouldn't be able to add a new character in interactions after switching scenes.
Fixed an issue where grow-shrink mask filter would not work on tongues or shafts.
Fixed an issue where finger mirroring in pose mode wouldn't work correctly.
Fixed an issue where it would take time before characters were looking at specified target, after loading an interaction.
Fixed an issue where penetrated character and their clothing would render incorrectly if attached penetrator had their shaft hidden.
Fixed non-manifold mesh on canine2 lower incisor teeth that formed a gap when tessellated.
Fixed hybridhands thumbs to act correctly for hand place system.
Fixed an issue where shafts & physical chains would collide with fingers' bounding boxes rather than SDF shapes.
Fixed an issue where using slow speeds in coupling would make sounds nearly inaudible.
Fixed Scalie head having problems merging with body on male and female face type.
Fixed an issue where timeline events would not be updated when extending timeline duration.
Fixed an issue where timeline wouldn't refresh when changing duration and then undoing.
Fixed bad looking merge on bear1, gazelle and mink.
Fixed bad bad looking ankles on caninedigitigrades.
RLD map
Fixed an issue where the lamp in the starting area was without collision.
Fixed an issue where the entire wall to the right of the character in starting section was without collision.
Fixed an issue where the paper trash produced several graphic glitches depending on camera distance and angle towards it.
Fixed an issue where the small alley of the starting area had wrong collisions on the wall.
Fixed an issue where all assets placed to walls were without collision.
Fixed an issue where all pipes had no collision.
Fixed an issue where in the "Cheep Room" building all six doors were without collision.
Fixed an issue where in the "Cheep Room" building was a corner of the wall without collision making characters clip through it.
Fixed an issue where in the "Cheep Room" building the self checking area had wrong collision boxes.
Fixed an issue where the strings which connects the lamps of China-Town area had inconsistent collision.
Fixed an issue where the ceiling of the garage area had no complete collision.
Fixed an issue where all car wheels had incomplete collision on the lower wheels end.
Fixed an issue where the hang down height control assets on the garage had no collision.
Fixed a graphic glitch issue on the garage building.
Fixed an issue where the "To Coochie Spring" sign had no collision.
Fixed an issue where all security cameras were without collision.
Fixed an issue where all lamps inside the buildings (red and blue) were without collision.
Fixed an issue where all pictures inside the buildings (red and blue) were without collision.
Fixed an issue where the fire exit signs don't have collision.
2024-03-24
Improvements
Shafts
Vastly improved shaft SDF baking performance and refresh rate.
(Now runs 2-8 times more frequently while having a fraction of the cost.)
Tweaked shaft tunnel constraint to cause less curling of shaft during penetration.
Orifice dynamics
Reduced odd stretching that could occur for certain situations, especially for anal penetration.
Orifice weighting is now distributed more evenly, creating a smoother result.
(Moved from inverse distance weighting to Shepard's method.)
Orifices have been tweaked individually to create better results in regards to push/pull.
Orifice compute shader has been tweaked to produce better dynamics.
Changes
Timelines' weight property can no longer be keyframed in its own timeline.
Editing Timeline's Time, Weight or Speed properties will now create keyframes in default timeline rather than ignore editing.(Previously, you had to have the timeline opened in floating and then keyframed in another timeline.)
Added more description to Timelines' Time, Weight and Speed properties.
Object type is no longer displayed in the properties panel.If cookies are too large, causing server error, application will ask for restart to clear cookies.
(Cannot clear cookies using Browser lib - function doesn't work.)
(Can't delete cookie file directly, because it's locked by the Browser lib.)
(Only thing left is to restart and delete cookies before Browser lib is loaded.)
Bug fixes
Fixed an issue where eyelashes wouldn't load properly in interactions for some characters.
Fixed an issue where creating a new pose and then pressing update screenshots would cause the pose to be lost (and the screenshot thus incorrect as well).
Fixed an issue where a timeline's weight wouldn't be applied until all timelines had been processed, causing several potential issues.
(Imagine setting Timeline 2's weight to 1 in the default timeline, and then setting weight 0 in its own timeline (no longer allowed). What would happen, then, is that for the first frame (1), Timeline 2 would have weight 1 (because no weight was applied until after all timelines), causing Timeline 2 to have its keyframes applied (in this case setting weight to 0 for itself). For the next frame (2) however, since the weight is now 0 (due to it setting its own weight to 0 in frame 1), no keyframes would be applied for Timeline 2. So for the next frame (3), the weight would be 1 again since the 0 weight wasn't applied in frame 2 (since the timeline had weight 0 during that frame).
(This would cause some really strange issues, such as this.)
(This means that in order to change a Timeline's weight, you should set it prior to that timeline being processed, since timelines are processed sequentially.)
Fixed an issue where trying to load an outdated character in interactions would cause app state corruption.
(If you loaded a subsequent valid character, that character wouldn't be cleaned up when going to character builder.)
Fixed an issue where shafts could be incorrectly hidden in certain situations and for certain angles.
Fixed an issue where shaft would be hidden by orifice in a coupling, even if shaft was detached from the orifice.
Fixed an issue where breasts could get stuck in environment in pose mode (especially in RLD map).
Fixed an issue where curves could get incorrectly keyframed when using initialization commands.
(Curves, while able to change between steps, are not possible to keyframe within timelines.)
(A bug with initialization caused them to be keyframed anyway, causing all sorts of issues.)
Fixed an issue where cloud error messages wouldn't display correctly.
Fixed an issue where client could get stuck at "Verify".
Fixed an issue where you'd be unable to upload characters if you had outdated cookies.
Fixed an issue where deleting an object which had characters' nodes attached to it could cause those nodes to become corrupted, if said nodes were keyframed with multiple keys.
2024-03-12
New features
You can now double click scene objects in the outliner to move the view to them.
Improvements
Timeline events can now be time snapped (just like keyframes) by holding down Ctrl while dragging.
Time handle can now be time snapped by holding down Ctrl while dragging.
Changes
Pasting object properties no longer clears clipboard.
Bug fixes
Fixed an issue where SDF world colliders would stop working when creating a new scene.
Fixed an issue where alley map would reload when switching scenes, even if they both used the same map.
Fixed an issue where SDF boxes would get included in character mesh export.
Fixed an issue where copy-pasting physical chain data wouldn't update properties panel.
Fixed an issue where character editor would stop functioning when using the inert curve for physical parts to eliminate all physical bodies in the chain.
Fixed an issue where MouthPointIK influence would not work if mouth point was attached to character.
Fixed an issue where MouthPointIK would still have influence even at influence 0.
Fixed an issue where culling mode wouldn't be respected when using hair shader.
Fixed an issue where mirroring nodes wouldn't update the node parent properly in some circumstances.
Fixed an issue where alley map wouldn't load when updating screenshots, unless it had already been loaded.
(NOTE! Will require re-making the screenshot.)
Fixed an issue where Mouth Point IK would keep looking constraint disabled even at influence 0.
Fixed an issue where returning a character to pool while other characters' nodes were connected to them would cause app state corruption.
Fixed an issue where normal occlusion layers wouldn't affect textures around chest area when flatchested.
Fixed an issue where eyelashes wouldn't load properly in interactions for some characters.
Fixed an issue where loaded characters would retain properties from other scenes when placed in a new scene.
Fixed an issue where TimelineEvents could get erroneously fired when switching steps.
Fixed an issue where timeline time text could be displayed incorrectly for certain values of time.
2023-01-08
New content
Cartoon fox head, ears and template.
Bug fixes
Fixed an issue where appendages in a part wouldn't mirror properly unless part scaling was set to 1.
2022-11-04
N/A
2021-08-09
Additions
Fill command for vertex selection mode.
Added stylized female template.
(We had forgotten to include this.)
Added missing face shape mouth closed for stylized head.
Improvements
Local asset masks can now be extracted from sub channel objects.
AreolaNipple now has shading options.
Changes
Increased clothing limit from 8 to 9.
(Since areola/nipple now counts as cloth, we wanted to increase this limit.)
Removed mouseplantigrade because they were scrapped design that went into the release build by mistake.
(Any character using mouse feet will now load canineplantigrade instead.)
Bug fixes
Fixed an issue where adjustable shapes wouldn't affect eyelashes.
Fixed an issue where eyelashes wouldn't reset their shape when going from pose mode to edit mode.
Fixed an issue where changing inflation settings for areola/nipple wouldn't refresh the model.
Fixed an issue where opening or closing the curve editor would cause property events to be fired, even though no value was changed.
Fixed an issue where the app would freeze on start when loading a character with fur map baking enabled.
Fixed an issue where bind poses made prior to custom offsets would get messed up if adding a custom offset.
Fixed an issue where entering a bind pose and then exiting (w/o applying) could corrupt the character pose in view.
Fixed an issue where fur would not be enabled for sub objects for mirrored parts, even if non-mirrored instance had fur.
Fixed an issue where flipped mirroring mode for parts would not work properly.
Fixed an issue where fur would not be enabled for part instances for sub objects.
Fixed an issue where areola/nipple risked being projected improperly if character was using bone scaling other than 1.
Fixed an issue where flipping a model and then undoing wouldn't restore textures/appendages/fur/sub-parts properly.
Fixed an issue where resetting shapes & bones in custom offsets wouldn't reset anus settings properly.
Fixed bad skinning on Stylized Head on neck.
Fixed bad skinning on shark head neck.
Fixed bad matching heads for bt_m_muscular neck shape.
Fixed generic plantigrade feet fitting for all body types.
Fixed bad shape for genderless crotch area that spiked up, this no longer occurs.
Fixed bad shape for scalie digitigrade 1 that made the merge edges spike away terribly.
Fixed some disfigurement on the ankles scalie and canine digitigrade 2 on bunny, athletic and muscular body shape.
2021-07-31
Changelog
2020-04-18
New content
Bovine head
Bovine feet
Parts
(Bovine ear.)
(Bovine tail.)
(Bovine horn.)
(Bovine horn socket.)
Changes
Canine neck
(Canine neck for bt_m_athletic has been adjusted.)
Additions
Bovine female template.
Bovine male template.
Dragon female template.
Fixes
Generic claws missing from appendages.
Fixed eye texture not appearing properly when loading a character.
Fixed dropdown menues having options outside of window when using non 1280x720 resolutions.
Images
2020-04-18 Notes
v0.1.0b
0.1.0b Changelog
v0.1.0
0.1.0 Changelog
Demo
First Release, character creator only currently.
Read installation instructions before running the game.
After 5 years game is still in alpha stage. But it not the main issue. Main value of the game is content made by community. But to make content efficiently you need to have 12$ subscription. Because of that, game restrict huge amount of content creators. I'm unsure whether to attribute the poor quality of animations to the developers who failed to provide adequate tools or to the community that doesn't dedicate enough time to produce content for others. But it is how it is. Game in infinite "test" stage.
the game is good and all, but all the crack links get malware detection by virustotal (in case the link doesn't, the file will probably will) even though you can download the game itself, the cracks are detected as trojan virus
Best furry game there are. Creativity in all aspects. Still needs polishing (and normal monetization not current patreon bullshitery) but thanks to great people, we can all enjoy this absolute cinema.
4* cus that game was delayed A LOT. Bisides that - with recent update game vacome much smoother. Still janky sometimes, but less and less. I think not too soon it will overcome its first part with almost everuthing
THE BAD - very slow development due to small team low budget and big scope - yiffalicious (yl1) was developed for about 3 years (2015-2018) before they changed to yl2 (which is now called FurryVNE) - FurryVNE chara editor took about 2 years (2018-2020) before first release - FurryVNE interactions took about 4 years (2020-2024) before first release - FurryVNE has been in "early alpha" for 6 years - 9 if you count yl1 - FurryVNE taken twice the time as yl1 to accomplish most of the same features in a different engine - during the interactions dev period the devs often went months at a time with barely any updates and most of the updates were excuses for why they were taking so long - even now that interactions r out - still no VR or interactions cloud like yl1 - interactions cloud not coming until maybe summer (so probly actually 2025) - sharing interactions without cloud is too complicated that most ppl dont bother - cant export interactions as video or anim files so still not serious consideration for pro SFM and blender animators - screencapped video looks low quality compared to rendered exported video from SFM or blender - cant export rigged charas - only mesh and textures - only two levels in interactions - cant do custom levels - only three sounds for penetration - cant do custom sounds or music - can only toggle camera light - environmental dynamic lighting and shading is mediocre - cant change lighting settings beyond camera light or choosing a different location on the map - cant get rid of the menu in interactions - need patreon account to bypass drm - need $12 USD for access to newest build - patreon defaults to monthly subscription so u can get caught paying $12/month - patreon forces them to not mix humans and furries (on purpose) - lots of pre-alpha jank and confusing interfaces - most of the charas in the cloud need updating before they look good in interactions THE GOOD - the chara editor is legit really good and the chara cloud already has a bunch of charas that look good in interactions without needing updates - tho SFM obviously makes better animations its also a lot harder to make animations in SFM - FurryVNE interactions/animations are really easy to set up once you figure out the basics (it helps if you used yl1) - the collision system is actually pretty cool (when it works) and better than anything ive seen in any other hgame with a chara builder - its one thing to make a chara builder - its another thing to make a dynamic sex sim - to make a chara builder that work seamlessly in a dynamic sex sim is kind of insane for a dev team this small - i dont know any game or program that does everything FurryVNE can do and it plans to keep doing more in the future - once u pay for a build u own that build even if u cancel ur pledge - there patreon porn devs making 10-100x more $$ than this team and accomplishing way less imho - since the first interactions release the devs been putting out new releases with bug fixes and new features every few weeks pretty regularly - the devs respond really quick in the patreon and discord and they seem like nice enough people CONCLUSION - i went in expecting this to be a huge vaporware scam like most porn games that have been in development hell for 10 years - but having actually tried it and done my research its actually most likely just an overly ambitious passion project made by mostly one easily distractable unity dev and a couple of contract workers that just take a long time to do anything and hope that u dont mind paying them anyway - it seems they do eventually deliver on their promises just usually much much much longer than they think - this seems like a project worth supporting (with in reason) if ur patient and trusting and horny enough - but there needs to be an official way to try out interactions without paying for it up front and there needs to be more content for newbies to try out to understand how it works - the product is honestly too good even in its current state for me to give a 3/5 but its held back by its slow dev cycle and unclear dev roadmap so i think a 4/5 is fair - if they actually have the interactions cloud working by the end of the summer i'll change to a 5/5 MY RECOMMENDATION - if ur curious about this game look up interaction videos on twitter or r34 to see if u like the art/animation style - if u like what u see try out yl1 for free to see if u can figure out the ui and stuff https://www.yiffalicious.com/download - if u like yl1 but wish there were more charas then try out the cracked 2024-03-12 build of FurryVNE and see if u like it at all in current state - if you like it maybe pay $12 for one month of patreon when theres a build with new content or features u want just make sure u unsub after you activate the build so u dont get caught making payments every month
Okay, after following this project for several years I gathered my thoughts together after trying out interactions. So I was huge fan of YL1 and what it brought to the table - realistic simulation which most games lacks or pays little to no attention. FVNE or YL2 solved many issues YL1 had, but it brought additional features/changes that actually repelled me from playing this 'app'. I'll start from core points: Technical . Inventing soft body and penetration system based on SDFs is tough and brave move, it actually brought realistic interactions and no such product in real-time entertainment currently can do similar things. There also goes mesh blending which especially needed, since you can attach your own parts/meshes. Hair/fur system. It's okay-ish getting fur in one click is fine, but managing fluff is pure pain in the ass, as well as controlling fur. The same goes to painting, the whole system relies on 'masking' areas to paint/add fur, which is incredibly inconvenient and slow. Style. I think it was my biggest let down, because YL1 actually inspired me to start making games and overall 3D involvement. But style shift from semi-realistic to nearly toony and dumb-ish character styles, was not good decision imo. Character design looks more like mannequin with slight uncanny valley in it. Even with "realistic" sliders on muzzles it just makes things worse. Which is a shame, because body anatomy and accuracy is just on another level, thanks to Dogson and brilliant body morphs. Environment. There's not 'playable' environment per-say, but lighting in some scenes overly dark or way too bright, and there are no settings to turn off annoying AO or Chromatic Aberration. Default scene for interactions has horrible default Unity lighting, but that's fixed on latest version. Animation. That's juicy part, but my feelings are still 50/50. On one hand it's copy paste interactions from YL1, on the other it's more advanced with huge leaning towards creators ala 'SFM' animations. But who actually needs it? With same complexity you can rig any model yourself and animate it in Blender, the outcome will be somewhat better. Yes, timeline system is neat and all, but still, there are a lot of limitations, and you will need to find compromises. UI/UX It's horrible. Period. The whole UI is menus under menus, and of course, you will need to invest good amount of time to understand what works and what doesn't. I really hated YL1 UI I hoped they will change it in FVNE, but nah. Gizmos. I lost my counts how many times I missclicked rotation, or bone points - everything thin and tiny. It worked incredibly well in YL1, what happened? Entry threshold Let's just say, it's pretty high for average user, you need to create your own character from scratch or use wonky and derpy template ones, read manual several times, create average animation. If you are pushy enough, create several anim events with cum event (woah). Of course, cloud with characters or with upcoming cloud anims can solve this such high bar, but pretty sure 99% of it will be out of your taste. Which actually leads to last questions: Who is this game made for? At first, I thought it will fill the gap between SFM and Blender, but SFM has huge models library, advanced lighting and literally created for cinematic animations. Blender doesn't need any introduction - you can do whatever you want. But can you change the lighting in FVNE? No. Can you add your own scenes? No. Can you add your own character or change the style to match own needs? No. Can you create complicated poses, outside of most classic ones? No. So, in the end I have no idea who actually wants to create content in this 'app'. There are much more flexible options on the table. As for fap-content, literally first page on e621 with tags 'animated' and 'order:score'. P.S. Paywall drama I get that everybody wants to see food on the table, but once it shows obvious signs of greed it repels many potential buyers and long-standing fans. Bringing in new anti-piracy measures won't protect your game, it will just delay the inevitable. Because some people cracking games not because they actually want to play specific game. You just don't underestimate how pirated games increases sales, because the easier to pirate specific games, the higher chance that end user will buy this product, because it's 'cool' and 'I want to thank developers for such great game'.
The game is pretty good as for its stage of development it has a lot to offer such as tons of customization and full custom animation. Along with that there could be improvements as sometimes the animation could be a bit buggy and cause some issues when your trying to do a specific animation. But other than that stuff its really good for what it is at this stage.
Cool from a technical perspective thanks to the cool part merging mechanics, but it's just a really janky character creator with no content. You slap together a character, pick a pose, and that's it. If you're tech savvy, you can export the model then convert it to work in VRC or in Blender or whatever, but as for what's INSIDE this right now, it's nothing. Part quality also varies a bit. Just go play the first game for now.
there is actually only a CC tool, so i only rate the CC tool for the moment. and gosh the CC tool is good, the only complain i can make that's it's not easy to create something it need a lot of time to use it well, but if you have the time and the patience you do something really good with it
4/22/2020: - No interaction content yet but there were many previews on the body's capabilities before the initial release and people are already creating characters on their forums that are looking promising for the future of this game. I'd almost say this will be one of the best 3D porn animator in terms of what the people want, the overall ease of their editors, and how the previous turned out to be a nice little studio maker which isn't common. If the VR aspect is more focused on to the point where you could interact with models yourself with realtime physics/ ability to unassign a model's penis from a body without it being locked to one hole (Virt-A-Mate is an incredible example of achieving this) then that'll be the cherry on top for this. May be shunned to the side due to it being mostly based around humaonid-ish animals Edit 8/6/2023: - Edit 11/21/2024: Pretty decent. Still feels less polished than Yiffa 1 despite the number of features that're ontop of this. I'll see if they wrinkle it out later, but I'll keep it at a solid 3-4ish for me.
From the technical side , the game is very cool, this is what the demo shows, I would like of course to have human characters also optionally added. it Looks nice, I think the developer himself knows where to move, it remains to wait for the new version
Game as it's current stage is just a character creator, but at the speed it's going. it'll take around another year atleast for basic interactions. The creator itself is great though and is probably one of the most robust ones out there. Edit: Fixed the review.
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