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Big gameplay update! Lots of pictures!

We have a big update today with lots of restored functionality!

Let’s start a new game. I’ll be playing against myself in this example game. Both of us will be using Male starter decks.

The first thing I see makes me very happy:

Opening Hand
I can see my opening hand!

Not only can I see my opening hand, but the decks are randomized again! I get a different opening hand every time.

I begin the game, and immediately I see lots of improvements:

Bedroom Layout

In the far left of the bedroom scene, you can see a placeholder area for where Havens and Treats will go. Your personal avatar will stand in front of that area. Furres are the most important part of Furoticon, so we’ve reserved the rest of the screen for them!

The turn counter says it’s “Turn 0,” but everything below that is new: there’s a heart icon to mark whose turn it is to act, and everyone’s stamina is displayed in this box.

To the right of that box, you can see that chat is working! You can talk (I said “Toast”) -AND- it describes everything that is happening. We’ll fine-tune what the messages say once everything else is working.

The action bar in the far left shows that I can play Dicks Everywhere, Outer Moorlands, and Moorlands. Let’s play Dicks Everywhere.

Selecting a Home Haven

Wow, look at that! I’m able to pick out any Home Haven from my black book! There’s a bit of a visual error in that the cards don’t disappear when they’re outside the selection box, but I can scroll the list just by moving my mouse to the side. I can click on any Home Haven to take it, or I can click “Force Done” to choose nothing.

Hmm, what happens if I play a Carriage Horse?

Playing Carriage Horse

Whoa, I wasn’t expecting that! Hey there, Carriage Horse! His tail wags and his face animates! That’s really cool! He’s missing all his stat bars, but we’re making progress here!

I’m going to fast-forward a bit to my next turn, and swing with the Carriage Horse. The first thing you do when swinging is choose which opponent you’re swinging at. In a 2-player game, this should just be automatic, but we get this screen:

Choosing the Opponent

That’s a placeholder image for your opponent. I click on it, and the game knows I want to swing at my opponent!

In the action bar, I can click on “Swing: Carriage Horse” to swing with the Carriage Horse. The opposing side has no Furres to put out with, so we’ll skip to giving pleasure to the player!

There’s no visuals for this part, but the chat window shows what happened:

Viewing results of a swing in the chat window

The line “SeppelK swings with” is listed twice, even though I swung with only one Furre. The line that says “Carriage Horse @ ATTACKING –Herm{4}–>>” shows that the game is correctly using Carriage Horse’s highest PE (in this case, Herm is the highest with 4) to give 4 pleasure to the opponent. You can also see to the right-hand side that the opponent’s stamina has dropped to 46 of 50 stamina.
On my next turn, I’m able to refresh my Furres:

Pass or Refresh Dialogue

I don’t like that “Pass” is the first option, since you’ll almost always want to refresh. But I can confirm that both choices work correctly!

Fast forwarding, I’ve played some more Havens, and I gave my opponent a chance to get some Furres into the scene.

Let’s try an Action card now. Bury the Bone gives a Furre +5 to Male and Female PE:

Playing an Action on a Furre

Uh oh, we have a problem here. It’s only letting me target my own Furre. 99% of the time, I will only want to target my own Furre, but I should be able to make sub-optimal choices. There’s also no way to distinguish which Furre is which yet, in the case of duplicate Furres entering the scene. (If my opponent also had a Carriage Horse, I wouldn’t know which one I was targeting!)

I swing with the Carriage Horse (now that he’s got his bone going) and I let the pleasure go through to the opponent. Bury the Bone is functioning correctly:

Result of applying Bury the Bone to Carriage Horse

The opponent isn’t getting hit with 4 pleasure from the Herm PE; this time, we’re giving 8 pleasure from the Male PE!

Now I want to test if the PE bonus is going away on the next turn. I also want to test Furre-on-Furre pleasure. My opponent and I both have Carriage Horses in the scene now, so I’m swinging with mine, and my opponent puts out with his.

Effects of Bury the Bone disappear the next turn

The “defending” Carriage Horse gives 3 pleasure to the “attacking” Carriage Horse, and vice versa! Looks like everything works just fine!

…almost. I entered bed with the Carriage Horses again to see what happens when they orgasm. At first, it looked like nothing happened, but things were happening behind the scenes. Both Carriage Horses went to the couch — but the game does’t visually display that fact.

Let’s try drawing past our maximum hand, and being forced to discard.

Discarding a card
The Hetero and The Gay have their avatars, but their colors haven’t been set yet.

We have another problem, but it’s not a very obvious problem: instead of discarding at end of turn, you can discard at any time, as long as you have more cards than your maximum. This causes some subtle but exploitable effects on gameplay that are too techincal to describe here.

Here’s another oddity, this time, when I play Thrust:

Viewing valid targets for Thrust

I should be able to target any opponent or any Furre (even my own — hitting my own Furres with Thrust usually isn’t a good play, but there are some corner cases when it would be to my benefit). However, in the picture above, I’m only able to target my opponent or his Furre.

Let’s take a look at how the game has progressed!

Multiple Furres on the field
Furres everywhere! Some are still waiting on their correct colors.


Now, let’s have an epic dick-orgy!

Swinging with five Furres
I’m going to swing with all my Furres!

Let’s swing with 5 Furres! Our opponent puts out with 2 Furres. This means our opponent should be able to choose 2 of my 5 Furres to give pleasure to:

Choosing who to pleasure

Here’s where things get confusing. You click on which Furres you want to pleasure, but nothing seems to happen. However, things ARE happening! The most recent two Furres that you clicked on are the ones you’ve chosen. You have to click “Force Done” in the bottom left corner to finalize your selection.

Let’s see what happened! There’s no visual change in the bedroom scene, but we can figure out what happened thanks to the chat window:

Result of the bed step

There’s more text than that, but the bed step looks like it’s working properly!

I also played Moneymoon (gives all my Male Furres +5 Max stamina), and it worked correctly.

Let’s finish up this game and see if winning a game works correctly!

The Opponent wins

The opponent won! The game doesn’t let you know that the game is over, but you can’t click on anything any more. Even “Force Done” won’t do anything. So we just have to assume the game is over!

The developers have made a lot of progress! Aside from a few game-breaking bugs, most of the work that remains is in making the visuals behave correctly. After that, all they need to do is make the shop, so players can get their cards and customize their avatars!

So, that’s it for today! Did I forget anything regarding gameplay? Is there anything you’d like me to test next time? Respond in the comments!

Thank you all for your support!

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Functional Gameplay

Today I received a build of Furoticon Online that has functional gameplay. Let’s do our update!

We’ve taken a few steps backwards as far as functionality is concerned, but at least I can provide you with screenshots! Let’s take a look at what you first see when starting a game:

Starting a game in Furoticon Online
Card images have not been added to this screen, but you do have an opening hand.

I know what cards I have in hand because the system is forgotting to shuffle decks at the beginning of a game, which leaves me with the same opening hand every game. This means I know taking a mulligan works correctly, because choosing that option gives me a new hand of cards!

In this example game, I’m playing a 2-player game against myself. Therefore, I’ve opened two gameplay windows, one for each “player.” I click “Keep” on both gameplay windows, and the game begins.

There’s currently no visuals for any part of the game scene. Chat functionality isn’t restored either. So we’re going to depend on the action box in the bottom-left corner. It shows all the actions we can take!

Furoticon Cards Available for Play

I’ve drawn an extra card in this screenshot. This may seem a little confusing at first, but ignore the numbers to the left (they’re only for the developers to debug stuff). What’s important is that I have a hand with 2 Sweet Sues, a Field, an Inner Forests, 2 Troubled Tigers, and a Mound. The game has helpfully highlighted the cards we can play, given our current Action Points (AP) and Gender Points (GP).

In this next screenshot, I’ve played the Inner Forests and it’s my next turn. In Furoticon, you have three steps – Refill, Refresh, and Main – and when you play any sort of Haven card, that resource isn’t available to you until your following Refill step:

Available Haven after Refill Step

The system has accurately given me 2 GP to go along with my 10 AP! I can now play either of my Sweet Sue cards (notice that they’ve been highlighted). (The devs have intentionally left Inner Forests on the list for debug purposes.)

Playing Sweet Sue

I played one Sweet Sue for 4 AP and 1 GP! This was still during my turn, so you can see that my AP and GP have been used up appropriately.

Then I played another Sweet Sue with my remaining resources, and passed my turns back to myself. I decided to swing with both of my Sweet Sues, but I ran into a problem:


A box appeared on top of the background, and beneath the UI! I’m assuming this was a box where I’d choose which Furres to swing with, but it appears to have not been updated with the new graphics yet. I can’t click anything so I’m stuck on this step.

Thankfully, the developers have a debug option to save me: “Force Done” (found at the bottom of the card list on the left-hand side).

I clicked it, then passed turns back and forth to try something different, but then I got an unexpected end-of-game notification:


That’s not correct! A draw should only occur if ALL players have no activity for 3 turns. In this test game, I only had no activity on one side. Bug report!

I then tried another game, but it quickly got locked up when I was forced to discard at the end of my turn:

Locked Up!

Not that box again! Bug report!

And that’s as far as I can get in gameplay right now. I hope this illustrates why we aren’t ready to provide an “early access” version of the game. The development team is working very hard to correct these issues. Avatar, card images, and bedroom scenes are also being added!

I hope to be able to show you much more next week!

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Why isn’t an “early access” Furoticon Online released yet?

After last week’s update, we received an important question multiple times: If there’s so much done, why aren’t we doing an “early access” Furoticon Online release yet? (Note: “early access” here means “unfinished, alpha-esque version.”)

Today, I had planned to show everyone some screenshots of current gameplay and how it’s functional, but confusing and ugly. For example, when asked to react, the game doesn’t tell you what you’re reacting to. Instead you’d either need to chat with your opponent about what you are doing or open two copies of Furoticon Online in order to play against yourself. And that’s why we feel we aren’t able to release even an “early access” version.

I had planned on doing that.

Unfortunately, I can’t deliver current gameplay screenshots to you because the system won’t let me. The last time I reviewed gameplay, it was in working order, which is why last week’s update didn’t mention this. We’re in a state of constant bugfixing and completing the basic features – sometimes, you fix a bug and that fix breaks a different part of the system.

While the development team works to get gameplay back on board, I can, however, show you a short evolution of how we developed the gameplay screen!

There were a lot of ideas tossed around in regards to how to present the game, but ultimately, this was the first concept that looked good:

Furoticon Online Early Gameplay Concept
Note that the sprite graphics in this mockup are NOT Furoticon Online graphics. They were just placeholders to get a good gauge of a Furre’s size on the screen.

The gameplay is in the upper-half of the screen. When you click or mouse-over a Furre, it gives you all the current stat info of that character, and its card appears in the bottom-right corner of the screen. Stamina bars are at the bottom of each Furre, and PEs are to the upper-right.

The Owner avatars (represented by your personal avatar!) are just off to the side and down from their harems. In this example, it’s Callista on the left and Seppel on the right!

In the bottom left is the action bar, where you have a list of the cards in your hand and all other actions you can take in the game.

In the bottom center is the chat, turn counter, and timer. Above that are the AP, GP, and Black Book stats for you and your opponent.

There are a few things that don’t work in this example: The dots behind the owner’s Avatar were supposed to be cards in hand, and the triangles above the right-hand owner were for swapping opponents (in other words, you weren’t able to look at more than one opponent at a time). This raises all sorts of issues, especially when dealing with cards that can target multiple Furres or players.

It wasn’t until November of 2012 when we had a “duh, of course” breakthrough:

Furoticon Online Early Gameplay Concept Art
Thank you, Sigil, for the lovely sketch design!

With a pseudo-3D pie shape like this, we can accommodate all 8 players!

Here’s an example of a background using this setup:

Furoticon Online Arena Background

And here it is with characters and info edited in:

Furoticon Online Arena Background with Early Gameplay Elements

Using this as an outline, the art team and the development team set to work in making it look and perform professionally.

By May 2013, the art team finished their first draft for all the screens of Furoticon. Here’s what the draft looked like:

Furoticon Online Desert Background with First Draft Gameplay Elements

In June 2013, the development team was ready for a pre-alpha gameplay test, where we hammered out a ton of bugs and got all the cards working as intended:

Furoticon Online June 2013 Pre-Alpha
June 2013 Gameplay Screenshot

In March 2014, the final proofs for gameplay UI art were being finalized. Here’s a nearly-final mockup of a screen (note the new Owner, made in our avatar system!):

Furoticon Online Gameplay UI Final Proofs

And here it is with the bedroom zoomed out:

Furoticon Online Gameplay UI Final Proofs Zoomed Out

And finally, cards / skills being activated at the top:

Furoticon Online Gameplay UI Final Proofs with Active Cards

Unfortunately, I can’t say how much of the above is complete, because this is what currently appears when I attempt to start a game:

Furoticon Online Current Build

We sincerely hope that these updates are helping you understand our process up to this point. I’m so glad to be able to give you all some sneak peeks into both our development and our evolution as we work toward our first alphas and, ultimately, our OffBeatr Beta. Despite our desire that things could by moving more quickly, I’m proud of my team, and so, so thankful for our fans and supporters.

I’ve been told that I’ll have a playable build next week, so I’ll keep you all updated!

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Broad Update Overview

Hello again!

So, the last couple of updates have been about some very specific points of interest, walking you through the first few screens you’d encounter when signing into Furoticon Online.

Today we’re going to look at both the next screenshot and the bigger picture and show you exactly how far we’ve come, and our plan moving forward. We’ll get back into more detail in following updates, but it’s time we had a bird’s-eye view of where Furoticon Online is at!

We completely appreciate your desire for more information more quickly, and we hope this update satisfies your curiosity!

First, I’d like to show you “Seppel’s idea” for a home screen. This one is so embarrassing that I scribbled over it before I even saved it:
Furoticon Online Home Screen - Seppel Version

The original idea was a bunch of flavorless buttons that took you to all the different parts of the game. That was totally unacceptable, so our art development team completely reworked it – this is a screenshot from our current gameplay!:

Furoticon Online Home Screen

You probably noticed all the “Coming Soon” buttons. This is where’s we’re at:

1. The “Play Now!” button pairs you up with another player for an instant 2-player game of Furoticon. As of now, the game plays smoothly and all cards work as intended. The Furoticon Online Development team is in the process of making gameplay look good and implementing all the avatars for the different characters.

2. The “Harem” location takes you to the Harem Builder, where you can make decks and view your collection. Aside from adding character avatars to this screen and some minor improvements to making it look pretty, this section is completely done.

3. The final four “Coming Soon” locations are the Shop, Arena, Market, and Commons.

* The Shop is where you’ll buy cards and customize your avatar! The Development Team has the backend coding set up for this already and just needs to get the frontend done. This will be worked on after the avatar system is finished.

* The Market is where you’ll trade cards with other players. This will be worked on after the Offbeatr Beta is launched, and it will be the highest priority post-Beta.

* The Arena is where you’ll be able to view open game tables and organize game with 2 – 8 players. You’ll also be able to play tournament games and view replays. This will be worked on after the Offbeatr Beta is launched.

* The Commons is where you’ll chat and join Clans (social groups). There is basic chatroom functionality built into Furoticon Online as of now, and further updates will be implemented after the Offbeatr Beta is launched.

4. The three “Coming Soon” buttons on the left-hand side are for Messages, Options, and Profile. Hopefully those are self-explanatory. There’s not a lot to these, and they’ll continue to be perfected after the Offbeatr Beta is launched.

5. The “Who’s Online?” section is currently functional! The open space in the bottom-right will be for news updates.

6. The upper-right area has an overview of your stats in Furoticon Online.

* In the Arena, you’ll be able to play “Exhibition” games, which are special ranked games that earn you “Reputation” based on how well you do in the game. You can play 5 Exhibition games per day.

* “Reputation” is your daily notoriety. If you reach a certain amount of Reputation, you’ll be listed as a top player of the day, and you’ll earn a point of “Fame.”

* “Fame” is like experience points in an RPG. Once you get enough of them, you level up! Higher levels come with extra perks that we’ll describe in detail at a later time. You’ll also be able to earn Fame by playing in tournaments.

And that’s about it!


The Furoticon Online Offbeatr Beta will be up once we finish the following items:

* Avatar System
* Good-looking gameplay
* Shop (for cards and avatar items)

Everything else will worked on after the Beta is live.

If I’ve forgotten anything, or you have any questions or suggestions, please let us know in the comments! Of course, you can always also chime in on the Furoticon Online Forums!

Thank you for your patience and support over the past two years!