KoboldKare is a farming game where you can buy, grow, and sell cute kobolds.
Thread Updated: 2026-04-08
Release Date:
2025-11-29
Developer:
Naelstrof
Twitter
Discord
Steam
Censored
: No
Version
: 2025-11-29 - 1741510b
OS:
Windows
Language:
English
Genre
Spoiler
3DCG, 3D game, Point of view, Furry, Sandbox, Breast expansion, Inflation, vaginal sex, anal sex, oral sex, sizeplay
Installation:
Spoiler
1. Extract and run.
Changelog:
Spoiler
Changelogs
2025-04-15 -63fc8c57
Fixed issue with text rendering sometimes not working on Linux platforms.
2025-04-06 - 822580f0
Fixed equipment changes causing log spam due to JiggleSkin array size differences.
Fixed equipment changes causing log spam due to execution order error with null references.
Fixed being kicked not properly loading the disconnect error screen. (Thanks uwu!)
2025-04-03 - 6ab04f43
Fixed JiggleSkin spamming warnings about mismatched arrays.
Fixed OnSpawnEquip for modded kobolds. May need further testing. (Thanks Jon!)
2025-03-03 - 64b05359
Modded Kobolds can now spawn with a default set of equipment. (Thanks Jon!)
2025-02-13
Fixed bug where the server list would not show all available servers.
2025-01-31
Fixed issue where being in an animation station would enable headlook during Freecam mode.
2025-01-25
Fixed bug where modded characters that had a different base size would make it difficult to use things. (Thanks gibby for the report!)
Using is now based on the player's camera, within a limited range. Making using items much more accurate.
2025-01-18
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.
2025-01-16
Fixed issue where camera mode could get stuck.
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.
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.
2025-01-15
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.
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
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)
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
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.
2025-01-07
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!
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.
2025-01-06
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)
2024-03-26
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.
2023-12-14
N/A
2023-11-18
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.
2023-11-14
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).
2023-09-24
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.
2023-09-05
Fixed issue where installing player mods one at a time would shuffle the Player Models option.
2023-09-03
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.
2023-08-28
Loading multiplayer saves should work again with ViewID syncing.
2023-08-26
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).
2023-08-19
Penetrators no longer get clip when they are scaled to be longer.
2023-08-18-v2
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
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.
2023-05-16
N/A
2023-04-27
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.
2023-04-20
Ragdoll constraints have been adjusted so they aren't as easy to violate anymore.
2023-04-16
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.
2023-04-15
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.
2023-04-10
Link
Kobold Kare 28 Mar 2023 (test build)
Should fix some errors, especially with glass containers being purple, and a lot of small bugs
Patch 16Mar
Fixes:
saving issues (mainly due to the game expecting Steam, which it shouldn't according to Naelstrof)
mod management and storing mod settings
popup bugs
defunct nipple pump (removed from game)
equipment save bug
steam deck support
EDIT: A new issue arose after the nipple pump was removed, the glass in the inflater cum storage is not clear. This will be fixed ASAP.
More stable than v629.
Patch 443
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).
Patch 452
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.
Patch 455:
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.
Patch 468:
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.
Patch 469:
Mac build should work again.
Fixed occlusion on the rock door cave entrance.
Patch 484:
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.
v440
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.
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.
v430
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).
v419
Fixed crouch bug when saving and loading.
Fixed a few bomb bugs related to saving and loading.
v417
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.
v415
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.
8.14.22_Stable
Spoiler
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 Graphicsoption 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.
v2022.05.08
Changes (from what I noticed):
- Actually implemented quest system
- Blocked off casino and quarry
Fixed fruit spawn
They spawn in the trees on day 1 and vanish after, whoops.
- Fixed bugs
- Moved the positions of the grinder, milker, etc.
- Removed the buckets that spawned near the grinder
Im also trying to learn cheat engine so I can make a table for basic stuff (infinite money and energy). Cant promise anything, but Ill upload it if I actually get it working. Lmk if there was more changes cause I didn't play too far into this build yet.
v2022.01.30
List of Changes
v2022.01.25
sex animations fixed.
v20.5.2021
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.
v31.3.2021
Spoiler
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.
v6.2.2021
v6.1.2021
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.
v8.6.2020
v0.13.5
Added basic quality settings for lower-end hardware.
Male kobolds can be jerked off now by left clicking on their dick.
Male kobolds can cum, and their cum amount depends on their dick size.
The grab system was reworked a bit to be less buggy. There's still a few known bugs that should be ironed out for the Steam release.
I accidentally reduced the max speed when bhopping, it'll be faster when I release on Steam.
Build 10
Spoiler
• Completely reworked pretty much all code to be more modular, in the future this will allow for intricate machines and pipes.
• Added Advanced Interaction, you can now intricately manipulate objects, press buttons, and not accidentally pick up a bunch of stuff (kinda).
• Multi-core IK system for all Kobolds, this is really heavy CPU stuff in order to dynamically IK every character. If you got CPU cores, the game is going to use them.
• Fluid streams are super neat looking now, and are less buggy when transferring fluids.
• Kobolds can spawn as either sex, males are pretty non-functional right now and are permanently excited.
• Atmospherics/Volumetric lighting, as well as tree/brush optimizations. Looks cool and is more optimized.
• Added a shop-keep that currently yawns and has their jaw permanently open as of now.
• Fixed a lot of character controller stuff involving crouching or walking over tiny obstacles.
• Added a much more detailed home, still is a WIP though.
• You can attach nozzles to things like boobs, not much purpose yet but it's pretty funny.
• I broke blood decals, will fix later.
• Added tons of menus and general polish.
• Almost everything uses buttons/switches to operate now. Need to figure out how to make a button the bed make sense to sleep.
• Buffed the crap out of money and starting money, there shouldn't be any reason to grind.
Build 8
Spoiler
Added saving and loading. (hit escape)
Tons of optimization from reducing tick-rate, optimizing allocations, switching from deferred to forward, to adding a jiggle budget.
Added a new stand-in for milkers instead of a bunch of unity cubes.
Added a deathbarrier below the map.
Adjusted some money formulas so that milking is more worth it.(The tupperware gives a 1.5x fluid sale bonus, while kobolds only give a 0.3x sale bonus for fluids)
Grinder now outputs it's entire contents within around 20 seconds.
Fixed player physics from being fps dependent.
Fixed kobold models deformation on large breasts from having a vertex sticking out the back.
Probably some other things I forgot about.
Build 7
Spoiler
This build has milking machines, some game juice, and bug fixes!
Build 5
Spoiler
First Release
Controls
Spoiler
WASD to move, hold left click to grab, right click to activate/throw, and E to use.
Q also kills you.
DOWNLOAD
Win
BUZZHEAVIER
DATANODES
GOFILE
PIXELDRAIN
VIKINGFILE
Extras
BUILDING THE GAME
Multiplayer Patch
*
WORKSHOP MODS
*
Wiki
Github VR Mod
*
* This unofficial port/version/mod is not released by developer, download at your own risk.
Changelogs
2025-04-15 -63fc8c57
Fixed issue with text rendering sometimes not working on Linux platforms.
2025-04-06 - 822580f0
Fixed equipment changes causing log spam due to JiggleSkin array size differences.
Fixed equipment changes causing log spam due to execution order error with null references.
Fixed being kicked not properly loading the disconnect error screen. (Thanks uwu!)
2025-04-03 - 6ab04f43
Fixed JiggleSkin spamming warnings about mismatched arrays.
Fixed OnSpawnEquip for modded kobolds. May need further testing. (Thanks Jon!)
2025-03-03 - 64b05359
Modded Kobolds can now spawn with a default set of equipment. (Thanks Jon!)
2025-02-13
Fixed bug where the server list would not show all available servers.
2025-01-31
Fixed issue where being in an animation station would enable headlook during Freecam mode.
2025-01-25
Fixed bug where modded characters that had a different base size would make it difficult to use things. (Thanks gibby for the report!)
Using is now based on the player's camera, within a limited range. Making using items much more accurate.
2025-01-18
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.
2025-01-16
Fixed issue where camera mode could get stuck.
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.
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.
2025-01-15
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.
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
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)
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
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.
2025-01-07
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!
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.
2025-01-06
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)
2024-03-26
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.
2023-12-14
N/A
2023-11-18
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.
2023-11-14
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).
2023-09-24
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.
2023-09-05
Fixed issue where installing player mods one at a time would shuffle the Player Models option.
2023-09-03
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.
2023-08-28
Loading multiplayer saves should work again with ViewID syncing.
2023-08-26
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).
2023-08-19
Penetrators no longer get clip when they are scaled to be longer.
2023-08-18-v2
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
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.
2023-05-16
N/A
2023-04-27
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.
2023-04-20
Ragdoll constraints have been adjusted so they aren't as easy to violate anymore.
2023-04-16
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.
2023-04-15
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.
2023-04-10
Link
Kobold Kare 28 Mar 2023 (test build)
Should fix some errors, especially with glass containers being purple, and a lot of small bugs
Patch 16Mar
Fixes:
saving issues (mainly due to the game expecting Steam, which it shouldn't according to Naelstrof)
mod management and storing mod settings
popup bugs
defunct nipple pump (removed from game)
equipment save bug
steam deck support
EDIT: A new issue arose after the nipple pump was removed, the glass in the inflater cum storage is not clear. This will be fixed ASAP.
More stable than v629.
Patch 443
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).
Patch 452
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.
Patch 455:
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.
Patch 468:
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.
Patch 469:
Mac build should work again.
Fixed occlusion on the rock door cave entrance.
Patch 484:
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.
v440
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.
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.
v430
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).
v419
Fixed crouch bug when saving and loading.
Fixed a few bomb bugs related to saving and loading.
v417
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.
v415
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.
8.14.22_Stable
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 Graphicsoption 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.
v2022.05.08
Changes (from what I noticed):
- Actually implemented quest system
- Blocked off casino and quarry
Fixed fruit spawn
They spawn in the trees on day 1 and vanish after, whoops.
- Fixed bugs
- Moved the positions of the grinder, milker, etc.
- Removed the buckets that spawned near the grinder
Im also trying to learn cheat engine so I can make a table for basic stuff (infinite money and energy). Cant promise anything, but Ill upload it if I actually get it working. Lmk if there was more changes cause I didn't play too far into this build yet.
v2022.01.30
List of Changes
v2022.01.25
sex animations fixed.
v20.5.2021
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.
v31.3.2021
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.
v6.2.2021
v6.1.2021
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.
v8.6.2020
v0.13.5
Added basic quality settings for lower-end hardware.
Male kobolds can be jerked off now by left clicking on their dick.
Male kobolds can cum, and their cum amount depends on their dick size.
The grab system was reworked a bit to be less buggy. There's still a few known bugs that should be ironed out for the Steam release.
I accidentally reduced the max speed when bhopping, it'll be faster when I release on Steam.
Build 10
• Completely reworked pretty much all code to be more modular, in the future this will allow for intricate machines and pipes.
• Added Advanced Interaction, you can now intricately manipulate objects, press buttons, and not accidentally pick up a bunch of stuff (kinda).
• Multi-core IK system for all Kobolds, this is really heavy CPU stuff in order to dynamically IK every character. If you got CPU cores, the game is going to use them.
• Fluid streams are super neat looking now, and are less buggy when transferring fluids.
• Kobolds can spawn as either sex, males are pretty non-functional right now and are permanently excited.
• Atmospherics/Volumetric lighting, as well as tree/brush optimizations. Looks cool and is more optimized.
• Added a shop-keep that currently yawns and has their jaw permanently open as of now.
• Fixed a lot of character controller stuff involving crouching or walking over tiny obstacles.
• Added a much more detailed home, still is a WIP though.
• You can attach nozzles to things like boobs, not much purpose yet but it's pretty funny.
• I broke blood decals, will fix later.
• Added tons of menus and general polish.
• Almost everything uses buttons/switches to operate now. Need to figure out how to make a button the bed make sense to sleep.
• Buffed the crap out of money and starting money, there shouldn't be any reason to grind.
Build 8
Added saving and loading. (hit escape)
Tons of optimization from reducing tick-rate, optimizing allocations, switching from deferred to forward, to adding a jiggle budget.
Added a new stand-in for milkers instead of a bunch of unity cubes.
Added a deathbarrier below the map.
Adjusted some money formulas so that milking is more worth it.(The tupperware gives a 1.5x fluid sale bonus, while kobolds only give a 0.3x sale bonus for fluids)
Grinder now outputs it's entire contents within around 20 seconds.
Fixed player physics from being fps dependent.
Fixed kobold models deformation on large breasts from having a vertex sticking out the back.
Probably some other things I forgot about.
Build 7
This build has milking machines, some game juice, and bug fixes!
Build 5
First Release
yruru2025-06-24★★★★★
It's a very good game, kind of like a farm (something like Farm Frenzy but in 3D) you need to take care of the kobolds, keep an eye on them, earn money and unlock new upgrades and advance in the "business", but at the same time it's all pretty horny, and playing this game personally, I'm constantly a little excited
lnomsim2025-05-28★★★★★
This game is a nightmare, how can it be so highly rated? The animations are all janky and broken. The graphics aren't good. The gameplay is extremely repetitive and tedious. If there is an inventory, it's very well hidden. Otherwise, we have to go back and forth to the city all the time to buy new eggs and seeds ONE BY ONE, same with fetching water and snow. Al that to have a giant kobold dick shoved in your face with each harvest. No Thank you.
Vadginator2025-03-08★★★★★
Aside from the "goofy" animations and care-free mechanics that may appeal to some - when your game's tutorial quests need an external guide to complete them, you've made an astoundingly shitty game. But the animations aren't goofy - they're objectively broken. Hands not lining up, limbs clipping, audio not synced, females humping males because they're in the wrong position... and that's using the game's built-in animation locations, like the couch and the bedroom floor. Even R2CK is better than this travesty, and R2CK was abandoned years ago.
VincentPugofSun2025-01-25★★★★★
When I started playing koboldkare I have a lot of fun playing and getting more upgrades and more kobolds than I started to love this game and hopefully it will have more difficult kinds of animals that you can play as and hopefully this game have a best future and a lot of updates soon
xyzaxis2024-07-05★★★★★
ngl the only downside of this game is the fucking cum cumming everywhere on the fucking kobolds. Overall the game is good tho. This dev clearly poured their heart and soul into making this unique masterpiece and the steamworkshop tops it off.
furryfan4562024-06-20★★★★★
You can find anyone in this game, the one who wants to have fun by testing the limits of the game, the one who wants to be able to make the perfect model, and for the greatest, those who want to have fun. Try it, and yes, in all this post I'm talking about the fact that the game is multiplayer. In short, to try.
PootisPenser762024-04-30★★★★★
This game is very derpy and fun. I know some people will be like "the models are awful why are you giving it 5 stars" well allow me to explain: 1-Derpy and fun, the models are actually quite funny for a derpy game like this. Of course I have to admit I would love it to be more like breeders of the nephelym kind of quality but it is different, and it has its place. 2-You can have an all Futa or all Male farm, you can even have an all female farm if you discard your 1 breeder (be it male or futa) this makes it great for people who want a different experience in their game. 3-Interesting quests that will help you stay engaged and learn the mechanics. The cons: 1- You need to use the wiki a lot to progress in your quests. 2- There is no function to sell milk/cum/milkshakes or anything that you produce, you can only sell Kobolds.
LeFisheAuChocolat2024-01-13★★★★★
very interesting game, 4.3/5. the modding (which allows for crazy things like a god damned fuckable bowlling pin) is something i really like, as you can add anything you want as long as the game supports it and your skills allows it to happen i would have liked if it had a bit more new content before naelstrof decided to focus more on his cock vore game but oh well. i do think the characters are kind of soulless (they dont really have any reaction and just stand in the same spot staring at nothing) and i also think it would be nice to see them have some basic AI someday. although its good, it could be better. maybe someday when modding gets expanded further we might see some new game modes as well.
Makarovlocust2023-10-04★★★★★
I've played long drawn out games that amount to nothing, not this game. You basically get the sexual stuff off rip. The game is beautiful and the closest thing to this game graphically in the sex game scene is Heat. Now are there things that this game could improve on. Of course, however it's easier to perceive flaws in the realm of desire. This game may have had a rough start when initially releasing that's why it has a 3 star rating but this game is easily a 4.5. With great potential and should be a definite minimum for games on here farming for a quick 5 star potentially good game that never gets updated.
lainalugia2023-10-03★★★★★
I have about 6-8 hours of playtime. some of the issues brought up in these reviews are solved by buying items from shops, and some of them are not. In particular though,I find myself fighting with the UX for a lot of the time. for example: during inflation scenes, you need to manually push the plunger with an object or your body, this is not explained when you're able to buy it, and it is also terrible if you want to watch your own character be inflated. (a pushabule button or a pump in reach would easily fix this, and provide a much more fun viewing experience.) in addition, the quest to make kobolds drink milkshakes is made bad due to A: how much of a slog and relative jump in difficulty it is and B: how little direction you have, and C: the liquid system. for some reason liquids arent exactly the best in this game, it's a cool idea to have them quantifiable on the scanner, but when making milkshakes having ice be more liquid then a milkshake and having it start to over-write the product is just bad for users. another example of fighting with the UX is dildos. not only can they clip through some floors in the cabin, but they are also stupidly hard to lock in place the way you want them to, even if you're okay at the controls. You might be thinking "why is this review so high then?" well, its quite simple, despite it's flaws, the idea and the potential for this game is actually stellar. It's really fun as long as you do what you want and find ways to play in a way that is not frustrating. which means there IS a good game here, it's just a little buried under the weight of the bad UX. (user interface experience.) Edit: i see a lot of the other reviews have played 30 minutes and left, or have not used the wiki. there is faster travel methods, and there is larger watering stuff. you do need to unlock it and this is never explained to you.
Teanakitten2023-10-03★★★★★
The moment you load in, you're in a house with no idea what the HUD mean/does. The amount of walking between farm and city and cave is really annoying without running. The story quests gets to the point where you have to use the grinder, but what the game doesn't tell you is that you need a certain amount of energy to do anything, and there's no "insufficient energy" popup for that. I also ran into the problem of trying to load multiple things into the grinder, but the physics makes it extremely hard to load anything more than 2 things into the small opening for the grinder. The farming experience is abyssmal, you have to run to and from the river bank on the left most side of the house every time. where's the sprinklers, in a farming game!? The bucket only holds about 5 left clicks, before you need to go back to the river. By this point, it was 30 minutes and the insurmountable, annoying, unexplained problems was atrocious. EDIT: Looking at these older reviews, How does this games' mechanics remain unexplained after 3 years of updates? Why does a Wiki and user guides suddenly make everything okay?
akeno1112023-10-03★★★★★
From 3 hours of playing [Version 2023-10-03] Pros: No FPS drops No crashes Sandbox Farm Simulator Breeding Mechanic Make your perfect Kobold........or try to Noclip Camera Busty Thick Dragons Cons: Tutorial is abysmal, confusing, no sense of direction No Automation No Running No Flying No Fast Travel No description on any items OR machines No How-to-get on any item No How-to use machines No stat page for Kobolds Can not see Kobolds' energy Can not see Sexual characteristics of Kobolds' No Completionist List How does player know if all sex positions/scenes have been seen No button for Recipe List HUD is confusing when there's no description of what is what A lot of model clipping issues with thick, busty female dragons during sex scenes Kobold Model does not properly align with "Using Grinder" Animation General Misalignment between Female and Male in ALL sex scenes Grabbing anything is clunky + very precise aiming Moving multiple things at once is infuriating + time consuming 3 out of 4 Sex Cameras are unusable + clunky + janky Quests become confusing after the cave quest Positioning to place Kobold on machines is very precise TAB (Inventory) is useless in single-player Can only hold 1 item Have to continuously, manually walk with bucket to river to obtain water Grinder (Machine used for Cooking/Alchemy) can not fit more than 2 ingredients Hearts can become gigantic overtime and can not easily fit Upon reading the very first review by KL-001-A , 2023 Version is no different; still is a bare bones side-project from a lone developer. 1-star after 3 years of no general game improvements other than mod support (mod support should not be priority when game is this early in development) Definitely still try the game, but set your expectations very low
Spontaneous combustion2023-06-23★★★★★
The game that was worth 2 stars, after massive improvements is now a very good sandbox full of possibilities. Yes, it lacks some optional features and has a bunch of questionable gameplay decisions, yet it's solid 4 stars.
Actual_Funky_Kong2023-05-16★★★★★
This has a lot of potential but has shown so little growth. Someone else called it a cumflatey gmod and I think that's the perfect way to describe it. Gmod on its own is empty, janky and kind of confusing. When you add onto its frame you can have a lot of fun, but we're still at a point where all you get is the frame, even if you download mods for it. What do you do in the game? Breed kobolds. What can you do with those kobolds? Breed kobolds. Why are you breeding kobolds? To Breed kobolds. The game needs to pick a direction and make the kobolds either useful in some way or to make it easier to take full advantage of their (frankly impressive) sex physics system. Until then this will continue to feel like an extended tech demo.
stubbly_pubes2023-01-14★★★★★
janky, both in fun and frustrating ways. on one hand, the physics and ragdolls are hilarious and boost replay value, plus the kobolds' ridiculous proportions are also good for a laugh. this kind of humor doesn't mesh well with sex, though, so this game unfortunately falls into the category of "hard to whack it to" for me. on the other, the minimal UI leads to some annoying moments where you just don't have the information you need to proceed. shop items aren't labeled, so buying something that doesn't have an obvious purpose can be a crapshoot. quests, too, don't always tell you exactly what you need to do to proceed -- which would be fine if the game gave you information to infer from in tooltips or menus or whatever -- leading to confusion that really isn't necessary. add to that the fact that you can only carry one item at a time AND there're no automation features, and the game can go from silly fun to tedious and obtuse quickly. you might get some extra mileage out of this if you're into hyper or inflation. otherwise, eh.
DGD Rus2023-01-12★★★★★
Perfect game with coop!) Nice 3d and sex animation, you can play with random people, building your own ranch, experiment with race of your kobolds, do funny quests and have fun. Game have a big potential, author adds tonns of features.
TheOtherDragonborn2022-12-19★★★★★
A good idea suffering from serious design flaws that make it more frustrating than fun to play. The framework is there, but it needs a lot of care and refinement before its worth more than half an hour of your time. General interaction is grabbing things (left click) and use them (right click while holding). You have no inventory, so everything you use has to be carried from one place to another. Everything (including sex) is done by putting things in stations, using items, or just mashing them together until stuff works. This means that this farming game is nearly impossible to automate, as you need to be interacting with just about everything to make it work. This makes it feel less like building a farm and more like continuous unending busywork. The objective system is absolute trash at the moment. The objectives are extremely unclear and often misleading, leaving you to wander aimlessly until you find what the dev could have communicated with a few words. For example, the first time the game asks you to breed kobolds, the objective effectively says 'store bought eggs are bad, find and breed kobolds in the barn'. Problem is you need eggs to get a kobold to breed, and the game not only doesn't tell you where to find those, it asks you to find them (implying that there are non-storebought kobolds somewhere to be found). Problem is, they can only be bought. The procedural sex and trait system look fine (very similar but less quality to breeders of the nephelym) but it needs a lot of tinkering yet to stop it from looking comically silly. Final personal gripe, the sliders on a lot of the traits need a bigger range. Even setting the ball size slider to minimum still gives you monster truck nuts.
ItsJustKaii2022-09-22★★★★★
➷ KoboldKare's a good game to play around, it's sandbox isn't very big but can be very interactive. Gameplay wise, game's fun if you're playing it's multiplayer part, singleplayer can reduce it's replayablity.
Chaiba2022-04-14★★★★★
Can't wait to see more. Game is a bit clucky at the moment but i kinda like it. Hope the animations get some more attention in the next update since they sometimes fail or are misplaced. So far the game runs very well and i hope more updates will follow. I think there is a lot of potential.
Rinter2022-03-05★★★★★
Some good potential here. It'd say it could become a 5 star game but it's losing a couple right now due to its current buggy and unpolished state. Like, there's a sex system, for example, but be prepared to be horribly confused trying to figure out how to work it exactly. To say it's janky would be putting it lightly. Still, it has some good tech behind it - procedural animations, fluid dynamics, stretchy holes, possibly some form of sex control - as opposed to the baked animations you just watch like in other games. Hopefully the dev can polish it up eventually.