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202 bugs remain!

We’re making progress!

There’s still a lot of issues to fix, but we’re still working hard on Furoticon Online!

Because the list of bugs is still rather large, it’s hard to give you a bird’s-eye view of what we still have to work on. For now, though, I can describe what we’ve accomplished in the past 36 days!

Most importantly, the list of bugs has dropped from 305 bugs to 202 bugs. That’s 103 issues resolved! Here’s a breakdown of the categories of fixes:

  • 71 errors with cards fixed (for example: incorrect stats, or skills that weren’t working correctly)
  • 13 usability issues resolved (for example: the game won’t crash on startup if it can’t connect to the server, or increased text size on certain menus)
  • 9 errors with visual appearance fixed (for example: incorrect flavor text, or incorrectly listed AP cost)
  • 5 reports that were duplicates of other bugs were removed
  • 2 errors with basic gameplay mechanics fixed (how to cause a game to be a draw, and how to react to cards)
  • 2 UI suggestions implemented (updated Treat/Action/Haven icons, and updated mouse wheel functionality)
  • 1 weird bug fixed (could sometimes be unable to put out (defend))

The art team is also working on clothing sprites!

Any questions about our progress? Feel free to ask! Thank you!

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Results of the 2nd Alpha Test!

We just finished our 2nd Alpha Test! The result? Bugs, bugs galore!
We gathered approximately 300 bug reports in total. Here are some examples:

Bug Reports

300 bugs may seem like a lot, but this number also includes minor issues like “Thrust is missing its Action icon” and suggestions like “When building a deck that you haven’t saved, prompt the player to save when closing the deckbuilder tab.” Some reports are also duplicates — different testers found the same bug!

This bug list gives us a perfect gauge of how much more work needs to be done before Furoticon Online is released! Previously, we couldn’t give you a definite metric on what needs to be done before you can play Furoticon Online, but now we can.

In other words, since almost everything already exists in Furoticon Online, there’s only two steps left before we have a beta release:

1. Fix 300 bugs.

2. Implement and test the card/avatar shop, and fix any resulting bugs.

This sounds pretty simplistic, though obviously there’s going to be plenty for our developers to do and us to test! We’ll continue to keep you all updated on our progress!

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Solving problems and getting ready for testing!

Three weeks ago, we did our first live demo at Further Confusion in San Jose, CA. We demonstrated that the system was working well, and we had a lot of fun showing off gameplay. I also popped into the deck editor and showed off all the Furre avatars in the game!

Since then, the developers have been working hard to make sure every card functions correctly during the course of gameplay. Notably, I learned that there were two cards from our 2nd Vanilla expansion set that the developers had missed implementing into Furoticon Online — Redirection and Lucas and Rose, and I have assisted with making those cards work correctly.


Redirection targets a card that’s been played but hasn’t resolved yet. When you play a card, you don’t follow the rules right away — first it goes onto a “stack” where players can react to it by playing cards and skills on top of your card, then you resolve the cards and skills from top to bottom. Most skills that say “target” will target something that’s active in the scene – such as a Furre – but it’s perfectly fine for a skill to target another skill (provided that the other skill hasn’t resolved or been removed from the stack of skills being played). Denial skills do this all the time. Redirection does it as well.

The particular situation with Redirection is that it causes a change to a target or choice made by a player. When playing Furoticon in real life, this is pretty easy to do — just say what you’re choosing. But when it comes to an online game, where the system has to govern every possibility imaginable, it becomes a headache.

Cards and skills in Furoticon have a cost and an effect. The cost usually requires payment of resources. Choosing targets can also be part of a cost. The effect of a skill allows you to do something or get something for the cost you paid. Making choices can also be part of an effect.

What’s the difference between choosing targets and making choices? Choosing a target is the act of picking an object in the game (Furre, player, card, etc.). Some objects are Elusive, which means they’re immune to being targeted. On the other hand, making a choice is generally involves a decision about intangible aspects of the game (choose a gender, choose which Furres to pleasure in bed, etc.).

What we’ve learned while developing Furoticon Online is that it’s easy to get the system to change a target, but it’s hard to get it to change a choice. This is based on the timing and intangibility of the game instructions when making a choice. Weighing our options, we decided that it’s best if Redirection received a functional change in Furoticon Online.

Redirection will only allow you change targets, not choices. There’s one other point that factored into this decision: Redirection is rather overpowered for its cost. It’s considered one of the best defense cards in the game. Reducing its power helps to balance the game!

Lucas and Rose

Lucas and Rose have a skill that seems very easy in concept — when they enter bed (either swinging or putting out) you may choose to pay the cost of 4 stamina. If you do, you can make another Furre unable to give pleasure for a turn.

But wait — I just said that you select targets when a skill is played and you make choices when a skill resolves, but this card looks like it makes you do the opposite! How can you select a target if you don’t know if you’re going to pay the 4 stamina?

When do you select targets? When do you make choices?

As it turns out, I had to update the Furoticon Full Rules Document, because the rules of the game didn’t actually explain when during a skill being triggered you are to select targets or make choices! When playing in real life, selecting targets and making choices happens organically and in the rhythm of the game – but the Online system needs everything to happen in a super precise manner.

The Full Rules are for players who want to know everything about a game of Furoticon. With over 1,000 unique cards in the game, really weird things can happen if you combine specific cards. If you need a definitive answer, or you’re judging a tournament, or you just want to geek out, then by all means, read on.

Some skills in Furoticon are triggered skills – you can tell a skill is triggered because it starts with the word “when.” (“When [CONDITION], [EFFECT].”) When the condition is met, the skill goes onto the stack of skills — you can’t ignore it. If you wilfully ignore a triggered skill in Furoticon to gain an advantage, that’s cheating. (Furoticon Online won’t let you cheat!) Players may react by adding other skills on top of the triggered skill, and you resolve their effects from top to bottom.

So we’ve learned that when a trigger’s condition is met, the skill automatically goes onto the stack. But Lucas and Rose’s skill has an optional triggered skill! After thinking on this for a while, I came to a solution that required a new rule be added to the full rules, which should clarify things for both players and the Online system:

Some triggered skills have an optional trigger. (“When [Condition] happens, you may have [Effect] happen” or “When [Condition] happens, you may pay [Cost]. If you do, [Effect].”) Most triggers are mandatory to play, but ones that say “you may” give the skill’s controller the choice of playing the skill, sometimes for a cost that is paid immediately. If the effect of an optional triggered skill requires any number of targets, they are chosen immediately after deciding to use the skill. If multiple triggers would occur simultaneously, first decide whether to play any optional triggers (and pay any cost to use them). Then all played skills may be reacted to as normal.

In other words, at the time that the trigger’s condition is met, you choose whether or not you want to use it. If you do use it, you pay any cost associated with it, you select targets, and it goes on the stack of skills. If you don’t use it, it’s ignored completely — the skill never goes on the stack!

In the case of Lucas and Rose, you get the option to use their skill immediately after putting them into bed. And that’s that!

So, what’s next for us? We’ve assembled a small but dedicated playtesting team who will be helping us perform an alpha test of the current system. In just a few days, we will be spending a full week hammering out bugs on cards and offering suggestions on how to make the interface more user-friendly!

We’re still a while away from an official launch, but I’m getting so excited that we’re making steady progress! My thanks go out to everyone for sticking with us through the past years!

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Reaction chains and clean screens!

We’re going to have a live demo of Furoticon Online at Further Confusion! Because of this, we’re ramping up to get a good visual presentation of Furoticon Online!

Of note, the ability to react wasn’t working in our last update. In Furoticon Online, you can react to your opponent’s moves with certain cards and skills of your own! Your reaction resolves before your opponent’s move resolves. (You can react to your own moves, and your opponent can react to their own moves as well. You can also react to reactions! In that case, the most recently played reaction resolves first, then the next, and so on.)

Reacting is mostly working correctly now! Take a look at this screenshot:

Demonstration of reacting

What’s going on here? I entered bed and reacted by using D-snake’s skill.

How can you tell? Look at where it says “Enter Bed” at the top of the screen. That’s the bottom of the reaction chain. I’ve used D-snake’s skill, which appears on top of my choice to enter bed. Now I have to choose who to target. That’s what the list of cards is all about — I have to choose a target that’s in the scene. Each player may react after I choose my target!

In the previous update, most Furres didn’t have their correct fur colors. Now they do! Things are looking good!

The game screen is still missing a lot of vital information, like Furre names and stamina bars. There’s also a few menus where you have to blindly guess what you’re supposed to do. Alterations and skills are still invisible, but will eventually appear as icons next to a Furre. Cards that require you to target something on the couch don’t work — they lock up the game. But most of the gameplay is functional now!

I played through a whole game, testing lots of unusual plays and bringing out a lot of Furres. What I like the most is how the game screen doesn’t get cluttered. Even if you bring out an absurd number of Furres, the bedroom looks very neat:

Displaying many furres
Guys vs. Gals! Can you name them all?

If you can identify most of these characters in this small screenshot, then the art team has done their job correctly! (You might mix up The Hetero and The Gay, but in animated form, you most certainly won’t!)

When you zoom out fully, you’ll see that Havens, Treats, and couches appear as small icons behind the armies of Furres. They’re not as important as Furres, but it’s handy to know what your opponent has.

And that’s about it. Once we fix a number of visual issues and known bugs, we’ll be starting our first closed alpha test with a few hand-picked testers. We’ll probably find hundreds of bugs to fix! I’m excited to see it all finally come together!

Lastly, I’m looking forward to seeing everyone at Further Confusion next weekend!

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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!

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Signing into Furoticon Online

Hello, everyone!

We’d like to take a moment to thank our Webmaster, Mahsroh as our Webmaster so we can update it more easily. You rock!

Moving on! Today I’m going to talk about your first time signing into Furoticon Online! Getting set up is very easy! Just to be clear, the following screenshots are from actual gameplay:

Furoticon Online Login Screen

This is the login screen, where your adventure begins! If you already have a Furoticon account, you can simply log in, and start getting set up. But if you don’t, that’s no problem! Just click on “I’m a new player” and you’ll be taken to the account creation box.

Furoticon Online Account Creation

Offbeatr supporters won’t have to see this box, since they all have Furoticon accounts. I just wanted to show you how easy it is for all your friends to hop into Furoticon Online: just a username, email, and password! (And, of course, they have to be 18+ and agree to the terms of service.)

Whether you login or you create an account, you’ll be taken to the Character Creation screen!

This is what it would’ve looked like if I had designed it:

Furoticon Online Character Creation - Seppel Version

Here’s what it looks like now:

Furoticon Online Character Creation

Neat! But where are the avatar pictures?

The art development team is finishing up the player avatars at this time. The last step will be to add them to this screen.

The Character Creation screen is very easy to use: Pick an avatar, pick a starting deck, and optionally give your character a brief description. Then you can play!

At the bottom of the screen, you’ll notice a tab architecture. We want you to be able to explore Furoticon Online as easily as possible, so you can swap between chats, games, and other areas just by clicking on a tab! The gear icon on the left lets you log out, and the “Coming Soon” button on the far right will take you to the store as soon as it’s ready.

Aside from adding the avatars, the Character Creation screen is complete!

Next week, we’ll explore the main menu!

Alternative Text

Weekly Updates Starting Now!

Greetings! I’m going to start doing weekly updates about Furoticon Online progress! If you’ve been following along with our OffBeatr updates over the last few weeks, this update will look very familiar!

The Furoticon Online team is still alive and working on the project. We haven’t meant to be silent on updates over the last few months, we’ve just been waiting for some siginificant progress to take place on the project. I know it’s the same thing we’ve been saying for a while now, but the backend of the project is just not easy to update on, and it’s taking our Developers more time that we had ever originally planned on to work their way through our goals.

We’re in the process of updating our Progress Bars. I’ll be tackling each one and showing you how far we’ve come since embarking on this ambitious project.

Let’s start with the basics.

This is where we were 9 months ago:

Furoticon Online Basics  20%

I’ve completed most of my work with Furoticon Online. I’ll get into detail what I was responsible for in a future article. Currently I test new builds as they’re delivered to me, and I find out what’s working and what isn’t working.

My specialty is in making things functional. Sadly, I’m not good at graphic design, and a LOT of what goes into making Furoticon is graphical in nature! In fact, this was my suggested design for the Furoticon Online login screen:

Furoticon Online Login Screen - Seppel Version
This looks totally legit, guys…

…and that’s what Furoticon Online would’ve looked like if I were in charge of it all. Thankfully, I’m not!

We reached out and brought on a fantastic artistic team to turn the above picture into a login screen that’s worthy of Furoticon Online:

Furoticon Online Login Screen

I think it looks beautiful. And that’s just the login screen!

We want you to get into the game as fast as possible — in the “Player Login” box, you can see that all you need to do is use your Furoticon account to login! If you ever forget your password, you can click the “Forgot Password” button to reset it right away! You can even click “Remember me” so you don’t need to ever remember that silly password again!

There’s also the “I’m a new player!” button at the bottom. If you don’t have a Furoticon account, you can just click that button to create one and hop into Furoticon Online in less than a minute!
Above the “Player Login” area, there’s two gray buttons that will be removed in the final version. They’re there just for testing purposes.

In the upper-right corner, you can see the current version number (not terribly important except for us nerds), and in the bottom-left corner, you can see just how popular Furoticon Online is! One million online already! And it isn’t even in beta yet!

Just kidding. <3 With that, I'm happy to say that the Furoticon Online Basics are done! Furoticon Online Basics - Ready for Beta!

Next week, we’ll explore where all these login options take us!