This page contains the changelog for each major patch on Patreon.
|Major Version||Date Released||Patches||Description|
|0.66.X||November 1, 2023||Initial release||Custom NPCs (non player characters) either randomly generated or created with the NPC editor can now be loaded during online sessions, and will perform just as they do offline (with some limitations). You can load randomly generated NPCs by stepping on a sigil that's on the Summoning Terrace, which is a new small location created for the purpose of bringing these into the game; a bit of story content will gate you into spawning them.
You may also spawn premade .bab NPCs by using the spawnbab charname console command on any other scene. Right now, all NPCs will allow you to access their inventories and use them as convenient vaults. You can also curse them and fill them to the brim with scripts and plenty of love.
Other changes include:
This one might require some patching, so feel free to wait for day one or two recompiles...
|0.65.X||August 18, 2023||Initial release||
|0.64.X||June 30, 2023||Initial Release||I really wanted this to be a fun update dedicated to pride month, but certain things regarding player experiences online caught me off-guard and threw a monkey wrench in the moral gear box. Let's just say that certain people should NOT be playing this game, let alone going into online mode and ruining the experience for the rest of players with their BS. The response to these events (which I will not get into detail here...) was a revisit of the game's server code in order to allow player-made report tickets, blocking and permanent banning of any problematic or undesirable player from either another client or server-wide.
Given the nature of this game and it's online feature, it is extremely important for me to provide players with a sense of security while playing out on the stage this game establishes.
|0.63.X||May 2, 2023||Initial Release||
|0.61.X||March 31, 2023||Initial release||
Like usual, I will be providing a couple free patches after this (usually a day or two after the post), so you may want to wait for that if you would rather skip to a more stable version.
|0.60.X||February 28, 2023||Initial Release||This version comes with a massive update to the underlying Unity engine, which for a very long time stayed in version 5.6.7, making a huge leap to version 2022. I tried to keep from doing this for as long as I could, but the very aged framework and lacking features were leading to issues and workarounds that I could really do without.
Right now I simply moved things over and made sure everything works and looks as intended, but I won't be surprised if this new chapter of development kicks off with a bumpy ride. If not, then I'll be very surprised.
Known growing pains:
|0.55.X||January 31, 2023||Initial Release||Habemus extra round bellies.
|Major Version||Date Released||Patches||Description|
|0.54.X||December 31, 2022||Initial Release||Last one for the year dedicated to online mode, and likely awaiting some patches. Features include:
I've also been preparing the ground for the inevitable (and nightmare-inducing) move to a newer Unity version that will hopefully do away with most issues plaguing multiplatform releases (most notoriously, the mac version), along with a long-awaited reshape of the main character model focused on fixing certain anatomical mistakes, and also allowing more appealing human-like characters that look less like crooked foot.
|0.53.X||November 30, 2022||Initial Release||I've Been working some more on animated story content and wanted to do something a little different again, though this time I'm not too confident about its explicit level, so I am adding a content warning over a series of cutscenes that were in the works and might be a bit implicit in gore. I might need to modify them depending on their reception, though regardless, it still is work that I'm willing to share with you, just to keep a record of the original vision behind it.
In order to see it, continue the quest regarding the collection of fusion samples for Bolt, and go upstairs while at the Inn.
This version will stay a bit indoors while I fine tune the aforementioned details.
|0.51.X||August 31, 2022||Initial release||Back from vacation and with some content for the online players:
There is a lot of new stuff regarding NPC AI and genie drones, but right now it's very formless and needing cohesion via story elements, so I will spare you with those details for now. If you are curious, just let one of Eve's drones wander around the Outback, and specially close to other characters.
I've been generally exploring ragdoll implementation in order to combine them with traditional animation bits and achieve more dynamic interactive poses, as fully animating them for characters of extremely varying body types is a big obstacle at the moment.
|0.50.X||May 31, 2022||Initial Release||This version is primarily focused on enabling combat on non playable characters by implementing AI protocols and endurance mechanics, enabling them to face against eachother in sword fighting. The intention is to use the mechanic in key encounters, such as a pending one with Mister "Lurks in the Dark".
Items cannot be equiped-unequipped online and will appear to flash for a brief time whenever someone tries to use them.
|Major Version||Date Released||Patches||Description|
|0.49.X||December 26, 2021||Initial Release||Finally back and ready to continue. Having multiple jobs sucks.
This practical hiatus allowed me to focus on writing and boarding the culmination of the story regarding the two most important characters in this project, and pretty much its main axis. I feel it's much, much closer now, and I find it hard to resist giving you spoilers.
Have a wonderful time for the remainder of this month, and a happy new year 2022. That sci-fy-like number feels so odd to write down, but it's just around the corner.
|0.48.X||June 30, 2021||Initial Release||Features include:
|0.47.X||March 31, 2021||Initial Release||This version introduces a new and trendy tech, among many other tweaks and fixes (and inevitably, maybe some new bugs):
|0.47.2||Fixes "endsex" console commands|
|0.46.X||January 31, 2021||Initial Release||
|Major Version||Date Released||Patches||Description|
|0.45.X||November 30, 2020||Initial Release||Been a while!
I know some of you worried over my lack of updates, so I should inform that things are going well, nothing too severe other than a couple health checks (nothing related to COVID) and a much needed creative break that did wonders to my motivation and energy.
I'm back on track and focusing on writing and adding the much requested story updates. This version features, on top of many other technojargon I'll spare you with:
|0.45.1||Thought I'd give you all something a little themed to toy with for the special date before a more fleshed out update. Featuring as many fixes as I could take that were reported by the community earlier on December. Some of it includes:
Have a good one tonight, as hard and even unadviced as it is to gather with those you love, don't do anything stupid and be safe; wear a mask!
|0.44.X||July 31, 2020||Initial release||A huge attempt at optimization, addressing mostly the inner workings of the console and other highly iterating things like buffs and item management. In short, bad coding habits that piled up over time into a mess that was too hard to ignore, too hard to live with.
The list of more tangible features include:
|0.44.2||Day 1 fix featuring some improvements to issues found on 0.44.0:
|0.43.0||July 4, 2020||Initial Release||Taking some time now to fix many things that broke or were neglected along the way, as well as preparing a new public release.
|0.42.X||June 1, 2020||Initial release||Cutscene update (part 1) featuring Durian's fusion, and an encounter with certain VIPs briefly mentioned during Bo's lore exposure. Simily speak to Durian after finishing your business with Bo.
Things might look very dark on his bonfire scene: make sure to look out for flashing indicators appearing on top of the screen, once you get there.
|0.41.X||May 1, 2020||Initial release||A small update that brings multiplayer functionality to scenes beyond the Outback, allowing connected players to travel back and forth between the different scenarios. The server application now also features reloading of the last hosted session, restoring its settings and server-side data.
Certain and dangerous console commands and orccallbacks have been filtered out for online play. Similarly, commands aoe and aoecmd are now limited to 12 meter ranges.
Known issue: Some dialogues try to execute during online mode, locking up the game. A temporary solution to this is to make sure you trigger them all at least once before going in online, which will flag them as "seen" from that point and will not trigger them again during online play.
|0.40.X||April 4, 2020||Initial Release||Preview introduction to Antzira, the sixth and last key ritual character. He can be located on his respective new area, accessed through a portal much like the other satellite areas that connect to the Outback. The portal and a teleportation stone can be found on a frozen valley, uncharted south western Outback; Use Kult's waypoint in order to get there quick.
He may mention the existance of a sword, but there actually isn't one yet, so don't bother looking for it.
Certain overpowered game mechanics are now limited by a magic stat, which can be improved over time after achieving sychronized orgasms with either your offline or online orc buddies.
Remember to come by our Discord channel for immediate feedback on any issues you may have! ...Wash your hands, don't touch your face and stay home!
|0.39.X||February 28, 2020||Initial Release||This version features the foundation to a multiplayer mode that will let you hang out and roleplay with your orc buddies in the Outback.
Its functionality relies on the typical peer to server setup, in which any user may run a dedicated server for others to join in.
By default and for a limited time, a session will be available for anyone to join: head into the cave located near the start circle and approach the first fireplace located therein. A joining UI will appear on the top left corner of your screen, displaying a "dev test" button and custom joining options; click on dev test if you wish to join the default session. Other custom sessions will require an IP address and a port, both provided by the player hosting the session.
Dedicated servers other than the default one are set up using a small and secondary application contained in the game folder called NetBench, which must be ran separately from the game. Hosting a session requires basic port forwarding and NAT setup knowledge; make sure your router ports are properly open before hosting a session.
Join our discord server for more info on ongoing multiplayer sessions and for immediate tech support on any issues you may find!
Known issues regarding the above:
A proper server listing will be implemented shortly after this, with the primary goal of removing any need to write IP addresses.
|0.39.1||A couple of day 1 patches featuring the following changes:
Server will now run the newest version. Anyone attempting to connect with the previous version will likely be booted out of the session.
|0.38.X||January 31, 2020||Initial Release||What started as a patch for the previous version ended up growing into a full blown update that tripped over December's holidays. Here's the beef:
|Major Version||Date Released||Patches||Description|
|0.37.X||November 30, 2019||Initial Release||A loud and clear request that's been made too many times, and one I am now resolute to answer with topmost priority: more story content on your favorite core characters. This version features:
Also lays the foundation for an upcoming alchemy system that's so far only missing the interface. Edible items may now appear to have slightly different duration and stacking.
|0.37.1||This version adds the alchemy interface, which can be accessed through a couple of new dialogue lines added to Bolt. Alternatively, you may bring it up immediately by writing the alwin command into the F1 console.
Right now it allows for basic alchemical operations on all edible reagents found in the Outback and its satellite scenes, and mostly consists of taking buffs out of them in order to recombine them into more efficient mixes, right now generalized into Elixir items.
Reciclable By-product pastes will be generated from all the stuff you don't use after breaking those reagents down. Some of those by-products can be used to tweak the effects of your mix, later on.
This version also adds more wearable item pickup tokens around the Outback, for items that could only be equiped using the console (bdsm collar and pauldrons)
|0.36.X||October 31, 2019||Initial Release||
Some important fixes:
Many important changes in shader structure, such as the new cave-capable terrain and the item materials are untested and bound to cause errors; If you see anything unusual, report ASAP! Also, sorry about the lack of pumpkin.
|0.36.4||This patches bugs found on 0.36.0:
Mac users in OSX Catalina are reporting issues getting the game to run: Apple has recently decided to block non official Apple apps by changing some directives on Gatekeeper, OSX's security system.
In order to work around this, you will need to do a series of terminal commands explained in this article in order to enable Bonfire and any other application quarantined by this. If you still can't get it to open, I strongly suggest you set up a Windows partition on Boot Camp and use the Windows Bonfire version.
Looks like I needed to compile yet another one, fixing Lua script deletion after a character is removed from the scene.
|0.35.X||August 31, 2019||Initial Release||Landscaping changes made to high-rising areas of the Outback.
More changes and additions were also made to the console commands and the lua wrapper; more detail on the matter will be added to the wiki.
Remember you can hold down Q in order to quickly skip through dialogues!
|0.34.X||July 31, 2019||Initial Release||This version features:
A few details were left out for this version due to a wrong backup handling on my part; a proper implementation of Bolt and Durian, as well as more dialogue lines for Bolt will come in the following days.
|0.34.1||Fixes the following issues:
|0.34.4||Yes, two free updates did come out stealthily under this one, but I kept finding errors and had to recompile a couple more times! This version summarises:
|0.33.X||June 30, 2019||Initial Release||A quirky tinkerers version featuring:
|0.32.X||May 4, 2019||Initial Release||This version includes:
|0.31.X||March 31, 2019||Initial Release||This version features a vast reorganization of core elements in the game. Original lore characters are being transitioned to the "bab" format, allowing them to share the same code and functionality, and avoiding having to maintain their hardcoded mechanics and dialogues, as it used to be. On detail:
In short, many things changed and are still changing in order to have a fully working new Outback, so some things will look a little off for the time being. I recommend that any custom NPCs created for the old outback are moved over to the new one, by their respective creators.
|0.31.1||Addresses the following issues with the previous release:
|0.30.X||January 31, 2019||Initial Release||For this version, it is recommended that you start fresh with an all new character. The new features include:
The scroll editing interface basically allows you to stack different lines of scroll commands one after the other, much like you would write them using recstart and recstop. Dropdowns featuring common commands are also provided, though you may just want to write them manually by adding them as "custom commands".
|0.30.2||A patch addressing the following issues is now available:
|Major Version||Date Released||Patches||Description|
|0.24.X||December 31, 2018||Initial Release||This version features scroll and spell writing; a way to batch several console commands into one "scroll" item or spell that the characters can cast during gameplay.
In order to create your own scrolls using the command console, open it by pressing F1 and type your list of commands using the following formatting and order:
recstart and recstop are key to the process; recstart will create a new scroll item on the target's inventory (set by the command target @playername) and immediately start recording any command you input on the console. Once you're done writing your commands, recstop will end the recording and save everything to that scroll item. Scrolls are casted from the inventory using a series of effects and a casting animation.
In your scroll commands, using the new @self and @selfinterest as targets (instead of @playername) will allow you to reference the caster of that very scroll upon use, as well as their own focused target character (interest).
As an example, try the following scroll:
Right click on the item that now appears on your inventory and watch the magic!
A list of commands that you can use in these scrolls can be found here. Scrolls are meant to appear in game on their own later on through items and NPC interactions, so for now the console is the only way to generate them.
Other changes to this version:
|0.23.X||November 30, 2018||Initial Release||This version line features a preview of a much needed geographic overhaul of The Outback, where all of the events seen thus far will be gradually ported over. The old version of this zone is still active by default, and the new version can be entered via the command console line "travel Outback1", if you wish to explore it. Other changes include:
The new Outback can already be used as a scenario for custom NPCs and has "sex spots" ready for them, should they get funky.
|0.22.X||October 31, 2018||Initial Release||This version lets you see an early version (WIP) of the cutscenes that bring closure to the Chob quest line; the part where you choose not to permanently merge with him and instead search for a new host. In order to get to it, simply do the trinkets quest and after choosing not to permamerge, try speaking to any of the other orcs around. Other changes include:
Character editor's "custom data" flags can now store commands as well as normal numbers. The commands allow you to add, substract, multiply, divide and raise a number (if the flag already exists and already has a value). This will allow you to do value increments, etc. The commands are:
For example, if your data flag has "@math +3", it will add 3 to the currently existing value. If the flag doesn't exist at all, it creates a new one with the value of 3.
Another feature that goes hand in hand with all of the above is the ability to check if the value of any given flag is greater, lower or not equal to another value. Before this change, you could only check if they were equal to a very specific value. To use this in your conditionals, add the following characters to your checks:
For example, if you do a conditional check like "@>> 4.3" , the check will return true if the requested data flag has a value above 4.3.
It is very important that you keep spacing and formatting exactly as you see above!
What is all this for? Some nerds in the community want to make more dynamic NPCs featuring dice rolls and a richer memory, for everyone to enjoy.
|0.21.X||August 31, 2018||Initial Release||Summer break is over and things are back on track.
This version features an animation do-over for Oriol's merge sequence, which can be triggered as you normally would for the old sequence. For those who already unlocked him, you can use the recall ring (found in one of the rooms at the Inn) to see it. Misses a few grunt effects here and there, sadly my voice is not qualified to cover that.
A few more conditionals were added to the dialogue editor, as well as fixes to their logic flow becoming stuck when combined with actions such as "quick skip".
A ton of time was invested fixing the diehard memory optimisation problems that give some of the users a hard time on middle-end machines, mostly focused on caching and recycling of assets. The best temporary solution I can give to those still having issues to disable all third party orc mods, as their loading times appear to be the worst right now. I sense this version won't give me any rest during September.
Story wise, bits of the story regarding Chob, Celik and Bolt were established and are waiting to be laid out on scripts and storyboards. I could tell you more about it right here, but I don't really want to spoil it.
|0.21.1||This patch is free of charge
So.. the previous version. The one full of bugs and stuttering and crashes that were more abundant than usual? The imp copies of NPCs appearing randomly? Yeah, well... Throw it on a fire. Let us pretend it never existed.
...Save for the new Oriol fusion scene, of course! Changes mainly made to the garbage collector, in order to prevent most of the issues reported by the testers on the previous version.
|0.20.X||June 29, 2018||Initial Release||This new version adds conditional support to the dialogues of your custom NPCs, which combined with the also new ability to set and save data flags, will allow tinkerers to create more dynamic custom quests to the game.
Conditionals (if, else, etc) can be used to branch a dialogue into different routes, depending on what your conditional requests. Say you have an Orc with a dialogue where he asks the player to give him 10 peppers; if the player has already collected them, the dialogue continues into a specific branch where you make a spicy dinner for him, otherwise defaulting to a dialogue branch where he expresses his disappointment at your lack of diligence!
Another example would be an orc that only gets busy with you if you are of specific certain "measures".
Data flags are variables that can be added or modified through a new type of dialogue action. These data flags can be used in conditional checks (for example, saving custom quest progress for your NPC).
Conditionals are used through a new type of dialogue entry, which nests derived lines under it as the other types (Text and Choice, Simple Text...) but will take the speech to any of the offspring ones, depending on their contents.
I know this is all very technical stuff; just let the tinkerers out there work their creative magic on their NPCs, which you can later download and use in the game.
|0.19.X||May 15, 2018||Initial Release||A bit delayed, but finally here. This version includes:
|0.19.1||A fix for a nasty filesize issue affecting orc and bab files is now available. Files will still be bigger than before, but much smaller than on the previous 0.19.0
In order to see the effects, you will have to resave any character or NPC that was affected by the issue. In the case of player characters, using the dory and hobo console commands (then saving) will ensure they are wiped clean of unnecessary data, while in the case of NPCs, re-importing a profile, preferably one that was cleaned as aforementioned, will do just as well.
Additionally, new console commands were added:
|0.19.2||Really messed up on the last one. Files were getting too big, scene change took an eternity, and memory consumption went bonkers. These are the woes you get when you get used to develop on a high end setup; you become unaware of these things and later receive a kick on your face when you test development on weaker hardware.
This patch focuses on those illnesses and a few other cosmetic oddities that piled up over months of development. The list of changes includes:
There is a slight chance that the game will close itself on the main menu; if this happens, please let me know immediately.
|0.18.X||April 3, 2018||Initial Release||This new version features a small introduction to a new member of the ritual, where you get to speak through a few of the many dialogue branches that his encounter will offer in future patches. In contrast to all the previous ones, which mostly featured linear scripts and progression.
Some of the branches were disabled or left out, as I need more time to polish their structure and tone; he's not an easy one, as he requires a different, much deeper type of bonding than the other three. Other changes include the overhaul of the tattoo and body markings system, which will now work as items that you gather and apply on your character's skin. Furthermore, you can import your own! Here is how you do it:
*I am not going to explain how to use an image editing program. These instructions assume you already have a grip on those.
Your new image can be imported in-game using the console command "tattoo filename", where "filename" is the name of your newly saved tattoo/marking. Its data will be serialized and saved into your character's inventory and will carry on with the character, so that you can keep sharing your bab and orc files as individual packages.
*Upon importing or equipping different tattoos, the game will take some time to bake them onto their skin, which causes a temporary halt. This is going to be a temporary inconvenience until it's optimised.
Worthy to mention that the game will get it's own collection of tattoos in newer versions, for those who cannot create their own. Make sure to check out what the other players create!
Aside from all this, the game now features a classic lore option on the character creator, which will let you have characters that will never encounter any "modern" item nor situation during their adventure, such as the Genie, the sun glasses, flip flops and so on.
Remember that we have a Discord channel with a very active community and support.
|0.17.X||February 28, 2018||Initial Release||This version features a map interface, which will let you track your location by allowing you to place landmarks and points of interest on a dynamic 2D space. Maps are by default devoid of any information, and you fill them like a cartographer.
Empty maps are to be found on each different area of the game, as items that you collect. In the case of this version, only a map of The Outback is available and can be found near the tree where the Stiff Fruit spawns.
The feature will keep getting updates in order to display some automatic landmarks in the future.
Other additions and changes to this version include:
Initially wanted to feature an extension to the bath house and a new orc encounter in this version, but his dialogue was getting so branching and dynamic that it still requires some quality proof reading and animation work. Rest assured, it will be the next quick patch feature.
...yay can't wait to do a million recompiles after you find one or two things that I probably overlooked.
|0.17.1||The version from yesterday came with a nasty oversight that would not allow players to get beyond Celik's quest by accidentally removing the avocados from their spawn locations.
Some icons were also not displaying during interactive scenes, and many patron totems were left out of the game on accident; the patron csv reports given by the website turned out to come without patron contributions that had been successful in the past but are no longer part of the campaign.
|0.16.X||January 31, 2018||Initial Release||This modding-centered release features an all new NPC editor interface, which will allow players to create their own NPC orcs with their custom dialogue lines. Additionally, a command console was added, which will let you input some cheat codes.
Character Profile View
Character Dialogue View
Use mouse wheel or middle mouse button (pressed) to pan either of the panels into view.
Once you have created your fancy bab, saving will store the file to your local appdata, which you can easily open by clicking on the "Open File Location" voice in the main/mods menu. Feel free to share your creation with the player community!
In order to have your new NPC appearing in game, their file must be enabled under the "Mods Manager" main/mods voice.
A no-frills command console will let you do some fancy things, get your character unstuck from some situations, or provide functionality for features that currently lack of a graphical interface. The console can be opened by pressing F1, and the commands are as follows (make sure you type them in the exact case):
There were more commands, but they are .·º*·. a well preserved secret .·*º·.
Now onto other technical changes:
|Major Version||Date Released||Patches||Description|
|0.15.X||December 31, 2017||Initial Release||Closing the year with a version that received a lot of input from the Bonfire community on Discord. You guys really are an amazing bunch!
Now onto some of the fixes:
I'd like to thank all of you for sticking around. Getting to know you better on Discord only made everything a hundred times better: you are all amazingly motivating and fun to share thoughts with. I wish you all a happy new year full of good news, and orcs. Lots of orcs.
|0.14.X||November 30, 2017||Initial Release||A new version is now available, which allows you to preview an introduction cinematic for a character whose Braces you've been toying with for a while now. For now, you can watch it directly and without needing any special character progress, by exploring the Island scene, which has received a few tweaks in order to accommodate and stage the cinematics.
Things look weird without music and sound. I know.
I may have gone a bit wild with particle count for the effects on this one, so I really need you to tell me if your computer sustains the scene just fine.
I will promptly release a few patches in the next couple of days, in order to wrap up the whole Genie quest.
|0.14.1||A patch featuring the following changes is now available:
The "Hair texture" issue seen in some setups is still untouched and needs some extra research (hard to test something that isn't happening on my dev setup). Given by how this was not happening before the Unity upgrade, I will mostly blame it on them for now ;P
I've decided to create a discord server as a common ground to share thoughts, read reports and take feedback in a more reliable and direct way. Users understanding what discord is can enter the server using this link
I will not give support on problems regarding Discord, assuming you already know how to use it!
For December I really want to patch things that may have ended up looking half assed by spending a bit too much time on trying to add new features, or simply forgotten about them, so please write down anything that stands out like a sore thumb to you and I will gladly look into it.
|0.13.X||October 30, 2017||Initial Release||A new version is available! Highlights include:
Now for the fixes:
Other than the new and the fixed, other types of work have been made that do not necessarily appear in this version, such as the writing and scripting of two new quest lines: one regarding a famous white cube, and the other giving some more depth to the origin of the Genie Braces.
Crash related to out of memory issues
The 32bit version of the game has so far been creating too many issues given the limited amount of memory the bitbase is allowed to access.
Since the game is currently not optimized and is quite needy on memory resources, it tends to crash the moment it requires more than 3GB of ram.
Until an optimized version becomes a reality, I suggest avoiding the 32bit version and go directly for 64bit (and if your OS does not allow that, I also suggest you get on with the times and get a 64bit computer)
"Stuck on Patreon disclaimer screen" bug
There is a possibility that this problem is caused by an old cache file saved on your computer's Application Data directory. If you experience this problem, I suggest removing the aforementioned files located on:
These files contain all the characters the player saved so far. You may want to salvage some of those and bring them back into the folder after the deletion process.
|0.13.3||A patch featuring the following fixes is now available:
|0.12.X||September 30, 2017||Initial Release||This release introduces a big customization element to the game and a cornerstone for player generated content: Pose mode will now allow you to pose your character and save them to your inventory, as handy parchments that can be applied right away by right-clicking on their respective icons.
Click on its dock icon at the bottom of the screen at any time to bring up the posing interface. You will see a blue, wireframe skeleton on your orc, with many nodes representing the points of the character that can be manipulated.
With your left mouse button, click and drag on the nodes in order to move them around.*
With your right mouse button, click and drag will rotate the nodes. Hold down left Ctrl key while doing this, in order to constraint to a specific axis.*
Using the mouse wheel while holding onto any of the nodes will bring it back and forth.
Ctrl+Z to undo changes.
Some nodes may be locked and will not allow them to be manipulated.
If more than one orc are on display and you wish to edit their pose, simply enable pose mode and switch to the other character by hovering with your mouse button on their torso and pressing Enter on your keyboard.
A more thorough and ingame guide on this complex tool will be provided in the near future.
|0.12.1||A patch featuring the following changes is now available:
|0.11.X||July 30, 2017||Initial Release||A new version featuring the continuation of Chob's trinket quest, as well as the introduction of his race of hairy, jungle dwelling Orcs (the Iguapi tribe) is now available! Other additions include:
Changes made to elements previously implemented:
Should mention that I will go on a much needed vacation for 15 days. Have a great summer, you all!
|0.11.3||I've actually had some time after vacation to address some pressing issues affecting the previous release, most importantly the texture errors affecting copies of the game ran by AMD Radeon videocards. The summary is as follows:
This update won't charge patrons, as it is minor and contains mostly fixes.
|0.10.X||June 30, 2017||Initial Release||This version establishes staging elements that will be used in the new-coming quests: an island scene to go with the ongoing season: its location is marked by a trail of palm trees starting somewhere near Oriol's quest area.
An introduction to an often-requested feature: transformation items and buffs that will allow you to change your character's physical appearance, either permanently or temporarily. The items will slowly become the standard way of altering a character's body, and can be found by exploring the different areas of the game:
Your character will also be affected by other slight buffs, such as sun-tanning, which will slowly turn your character's skin into a darker tone. This buff only happens automatically while exploring the Island scene.
Worry not about the character editor, which will eventually become a first-time tool for the true story mode, and always available for the planned sandbox mode. You can still access it anytime and revert whatever changes the items did to your orc bab.
Permanent transformation effects can also be averted by not triggering saving events, such as entering or exiting the Inn.
Other miscellaneous additions include:
Now onto the fixes:
|0.9.X||May 31, 2017||Initial Release||Taking into consideration the feedback provided by the players after the previous release, the following issues were addressed:
As for new features:
|0.9.1||This patch version tackles the following issues:
This version also comes with a full and optimized rework of the arm and leg IK system, relieving a great deal of computing performance.
|0.9.2||Just a few tidbits before working on the new contents for the next release:
Critical performance fixes, such as framerate optimizations, will be backported to the public version, as the current 0.8.4 release is showing too many issues among testers outside of Patreon.
|0.8.X||April 30, 2017||Initial Release||This version features shy (yet internally hardcore) steps towards basic foreplay through a simple kissing mechanic that can be triggered near other orcs. To use it:
The animations for it were made almost entirely procedural and relying heavily on inverse kinematic tricks, which will allow them to work across different height setups and environments. Later on, different "kissing" targets will be made available. Boy, was this a tough one... On a side note, characters can now wear piercings on their nipples, a feature that will cover more areas of the body as I develop it. You can find the first two trinkets somewhere inside the Tavern level. Technical changes include fixes to the main menu "Esc" key, and a new shader for smooth shadow rendering. I recommend testing all of this with an all new orc, as old versions tend to send the entire game haywire.
|0.8.1||A critical patch addressing the deformation and texturing issues in 0.8.0 is now available in the downloads section. Please let me know in the comments below if this solves the aforementioned issues!|
|0.8.2||Newer version 0.8.2 now available, since the previous one didn't quite solve the problems.|
|0.8.3||0.8.3 now available. Patches the following issues:
|0.8.4||This patch version addresses critical performance and interface issues reported by the community, such as:
New or changed features:
|0.7.X||March 16, 2017||Initial Release||This new version brings closure to Bo's quest line (the third orc) and also throws some extra exposure about the events taking place around the weird realm of smex they are all trapped in. Other changes include:
|0.7.1||Patch upgrades Unity engine to version 5.5.2 and addresses the day cycle issue when using an old settings file. It also limits the texture sizes to the maximum resolution allowed by the system that is running the game.
Servers have also been restored to their usual speed, so hopefully it won't take you eight hours to download this one!
|0.7.3b1||After a hard session of work and going back and forth between my development PC and a borrowed iMac, I managed to get rid of the texturing issue that was affecting most iMac and MacBook users (at least, fixed for most of them). Your orcs should once again be properly rugged.|
|Major Version||Date Released||Patches||Description|
|0.6.X||December 31, 2016||Initial Release||I'd like to start this update by wishing you all a happy new year; 2016 was quite the weird one, misunderstood and overshadowed by tragic and bizarre news happening all over the world. Heads up, our ozone layer is finally recovering.
Bonfire quietly received it's usualy dose of development during this busy month full of celebration and family gathering; really hoped I could add some seasoning to it (a santa hat here and there...). This time I decided to focus on polishing rather than continuing the storyline, before too many bugs pile up into an uncontrollable mess. Changes include:
|0.5.X||November 30, 2016||Initial Release||A new version featuring the third quest line on the first steps of implementation is now available!
Rough around the edges and still needing dedicated animation work, but already exposing a lot about the backstory, through dialogues delivered by the new orc, Bo, who can be found right away without needing to complete the previous quests (for now).
He has actually been there on the previous two versions for the alternate missionary sex pose. This time though, he will instruct you to find a specific place on the map: if you give up on searching for it, or die too much on trying, press F6 to teleport directly to that location.
Besides this, new gameplay gimmicks include:
|0.4.X||October 27, 2016||Initial Release||This version includes a preview of the next sequence: a front variation of anal, which can be found in one of the stone circles near Oriol (right where some of you found a mysterious white cube; now it comes in the form of a sexable orc!)
Much like the oral sequence that came before it, right now it's missing its respective quest, just to allow you to taste the thing right away.
A very early implementation of an equipment and clothing system is in place, and can be tested by picking up an item near the beginning stone circle (a WIP kispet); equip it by clicking with the right mouse button on it's action bar icon, after pickup.
No changes story wise, as the animation assets to complete the 2nd quest are not quite optimal for a release, but hang in there! a free patch with the finished quest will be out shortly after this one.
I've also been trying to nail why the game likes to hang upon startup for some people; I still have no clue on what could be the cause, but some changes were made to the scene loading and management, which will hopefully alleviate the issue.
|0.4.2||This version enables fusion with Oriol, after the 2nd quest is completed and synchronized orgasm is achieved. Aftermath dialogues have also been included, which should bring closure to the little bee adventure involving the red guy (for now!)
Minor details include the ability to change the thickness of your junk and an option to limit it's size (for NPC characters) found in the game options, for those who don't really fancy very long schlongs. Graphical updates to some of the environment and item assets have also been made.
Orc profiles will now remain in your computer's respective Application Data folder, meaning that they won't be deleted each time you get a new version.
Right now there is a known crash that will most likely happen right before the fusion with Oriol is triggered, specially if you just ended Celik's and went directly for the 2nd. Restarting the game, after fully finishing Celik's fusion and returning to the main world, will avoid the issue.
|0.4.3f||Attempts to solve the following issues:
As for the new features:
As usual, report any issues in the comments below!
|0.4.4||A critical update that attempts to reduce the chance of encountering a crash that happens when trying to fuse with Oriol, as well as while closing the game. Given that it is entirely Unity's fault, it is still likely to happen even after this: just restart the game as soon as it happens, your progress will be saved and the fusion sequence can happen as normal after the fresh restart.
Other implementations in this demo:
|0.3.X||September 25, 2017||Initial Release||Implements most of the quest line elements related to the second encounter, which becomes available right after Celik's awakening and his respective fusion are completed.
Oriol, the red guy, can be found somewhere near his original location from the previous demo, and speaking with him will kickstart the new fetch quest.
Fixes include optimization of LOD landscape assets, inclusion of more graphics quality options and adjustments to character meshes and animations. There still is plenty of work to do in order to reduce the performance issues on lower end computers, but I'm getting there!
For those suffering the worst of the aforementioned issue, a new draw distance slider is available in the graphics options panel.
A merging scene and a sex minigame (or quest minigame) are still in the works, the latter likely to receive a different format and placement along the quest, given the mixed opinions the previous one received. Other missing details, like particle and sound effects, will be tackled shortly after this.
For any issues you encounter, feel free to send me a message over here, or head over to the tumblr dev blog and ask away!
Next up: missionary animations...
|0.3.1||It took some days of nasty and extensive fighting against catastrophic bugs in order to upgrade the game engine to a newer version (Unity 5.4.1), and while I'm not sure if it's perfectly stable, I can't let it grow into a bigger disaster without having you all test it. This version of Bonfire is pretty much the same as the previous, but with a few things related to quest events fixed, such as the beehive bug.
For the demo, head over to the downloads section and grab 0.3.1; version 0.3.0 will remain available until I make sure the engine upgrade is good for everybody.
Also announcing that I am dropping the use of Mediafire in change of proper webhosting, which means faster upload and download of demo versions, ad free, and maybe even a website in the future.
Additionally, a support email address is now available! feel free to contact me about technical issues at firstname.lastname@example.org
|0.2.X||August 1, 2016||Initial Release||This version was intended to be the first one featuring most of the visual and audio changes seen in 0.1.2, but given the heavy use of new shaders and sky system, I felt it was necessary to test them prior to this release.
Other than those, the elements that will form part of the 2nd orc encounter have been established, and can be found in the form of a temporary oral sex preview in a stone circle near Celik, the first orc. Keep a good track on those runes and you will find our new red guy, seeking for some hot oral action.
His quest line is still in the writing and scripting process, so for now you get to the sex sequence right away.
Other technical issues have been addressed although needing more polish, such as the flappy physics during the first minigame and weird animation glitches.
The game will default to the new sky graphics; if you find that your performance goes to the pits, have a quick check around the options (in game) and disable the necessary stuff in the Graphics section.
Like always, report about any issues, explosions and paranormal events taking place during testing.
|0.1.X||June 23, 2016||Initial Release||The long awaited major release is finally ready for some hot testing! Make sure you grab a copy in the downloads post.
Notes & Instructions
This release features a small fetch quest that will reward the player with an interactive sex sequence, as well as establishing some key plot elements into the story.
The sex action requires that you reach orgasm at around the same time as your partner. In order to do so, pay close attention to the small red pleasure gauges that will appear next to the orc's head near climax, as well as the pleasure waves that radiate from the character's respective portraits.
A temporary camera mode is available during the sex sequence , enabled by pressing C. With this mode in check, you can orbit and pan the camera around the action by using the following combinations:
Ctrl + Right Mouse Button for camera movement
Ctrl + Left Mouse Button for camera orbit
Some details and animations are still rough around the edges, and some of the projected features have been postponed to be released as critical free patches after this version. Other details like the patron credits section and totems will be incorporated after the first payout is successfully processed.
Man I need music and sound effects...
|0.1.1||A new version is now available here! Featuring ability to save multiple orc profiles, automatic quest saving and a free sex camera mode, as well as the reward of automatic sex mode (without orgasm, for your viewing pleasure!) after successfully achieving the first synchronized climax and the whole fusion scene.
Other internal changes include full OS mouse support, with the removal of virtualized mode: OSX users will see some erratic mouse behavior for now, as the wrapper needs to be developed in order to properly make use of the Quartz framework.
"Cum top" and "Cum bottom" buttons on the free mode panel are disabled.
Fusion cinematic is likely to break the game when triggered, if framerates are very low.
Make sure to report any other issues and suggestions!
|0.1.2||Mostly featuring graphics and functionality changes and overall polish on the previous version. Some of the additions are new and not optimized, which calls for proper user testing! Features include:
- A day-night cycle is now in place and can be enabled in the game options; disabled by default, as it is a bit taxing on lower end machines
- Procedural music engine
- Patron totems
- Orc shader texture baking changes in order to include a tattoo layer
- New nose facial mods
- A million programming things I much likely did but are too weird to explain.
|0.0.3||May 6, 2016||Initial Release||Another small release featuring an in-game options screen that, for now, only contains one setting that will allow players to switch mouse input to standard OS control, meaning that it will no longer be "virtualized" and mixed up with joystick input on some setups.
A new "crewcut" haircut was added as a reward to one of our patrons, and concepts and rigging for yet another styling addition are in the works.
Heavy implementation of features will follow after this patch, mostly focused on the events and questing that will take place around the first orc encounter.
|0.0.2||April 27, 2016||Initial Release||Addresses the issues related to color selection all over the character creation screen. Clicking on the buttons that used to be for navigating through different color choices now brings up a color selector.
What is a Patch Release?
The term refers to some of the demo updates that are not necessarily part of the patreon payout process and will be delivered as free updates. These will usually feature slight to critical bug fixes and previews to new implementations that need alpha testing. This type of release will be the most frequent of the three types (Patch, Major and Public).
Patrons in and above the 4$ pledge will have access to these free updates, which will be identified by the third digit on the game's version, for example X.X.1 to X.X.2 and so on.
What is a Major release?
A release with everything nicely wrapped and polished. Once these are announced, the payout is processed. Major releases come to every patron in and above the 4$ pledge, and will come out to the public a month after. The plan is to have one of these every four weeks or so, if everything goes alright!
These releases will increment the 2nd digit on the game's version number, for example X.1.X.