HTML Orcus - Bloodline's Beginning [Development Thread]

lovemenut

Newbie
Sep 23, 2019
17
24
113
You're an orc. Humans wiped out your kind. Now you survive alone in the wilderness, raiding settlements, capturing women, and breeding offspring to rebuild.
Your kids inherit your genetics. Breed smart and they'll be stronger than you. When you die, you play as your strongest child. Repeat until you've got an army.

To get stronger, breed better offspring and switch to playing them.

This game will heavily focus on: Conquest, Empire building, Slave training, Pregnancy.

Heavily inspired by the likes of strive 4 power, Lilith's throne, Rimworld

Expect FREQUENT updates.


Changelog:
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What's NOT in yet:
- No story or quests - sandbox only
- One region
- No diplomacy
- Basic camp (no building) Added!
- No tutorial

Fair warning: Balance is fucked and content is almost non-existent. This is early alpha - the systems are in place but there's not much to do with them yet. Content suggestions are most welcome, I don't mind.

Discord:
Download From itch.io:

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lovemenut

Newbie
Sep 23, 2019
17
24
113
v0.01.01:

New Features
- Processing: Long-duration crafting that continues over multiple time periods (e.g., smoking meat, making charcoal).
New recipes: smoked, meat, dried meat, charcoal.
Progress bars show time remaining; collect outputs when ready.
- Consumable food system
- Camp members can hunt independently, tracking and killing animals to bring back carcasses
- Camp members can scout the wilderness and discover dungeons, factions, and resources
- New message log drawer UI to review past notifications and events
- New encounter: Bathing Knight - Encounter a knight bathing in a stream. Sneak up and ambush her, charge in for a fight, or leave her be. Can capture or kill on victory.

Balance
- Raid targets (farms, caravans, camps) now have reduced military strength - only leadership squads defend them, with smaller squad sizes

Fixes
- Dungeons now expire and collapse after some time, preventing old discoveries from cluttering the travel UI

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lovemenut

Newbie
Sep 23, 2019
17
24
113
v0.01.02:

Building System
- New building system - Construct and upgrade buildings at your camp
- Smokehouse - Preserve meat
- Campfire - Required for cooking recipes
- Construction jobs - Assign NPCs to automatically build structures

Food & Preservation
- Item expiration - Cooked food now spoils over time. Hover over items to see time remaining

Raiding
- Population-based loot - Food from raids now scales with the target's population
- Captives rework - Raids capture 20% of the population (minimum 1) instead of random chance
- Faction list now shows population column (sortable)

UI Improvements
- Faction backgrounds change to their unique generated art when discovered

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lovemenut

Newbie
Sep 23, 2019
17
24
113
v0.01.02:

Food System Overhaul
- Food is now item-based (raw meat, wheat, wild berries) instead of an abstract resource
- Added food policy system to control who eats what


Discipline System
- New psychology-based discipline system with punishment and reward mechanics
- Actions include: punch, slap, public shame, tie up, degrade, threaten, and free time
- Visual feedback: screen shake and red flash on physical discipline and on slave resistance
- Notifications for discipline actions and slave resistance

Crafting Jobs
- New job system for crafting: leatherworking, cooking, crafting, and smithing
- Create crafting orders and assign workers

Job Management
- New job management tab with worker limits and target conditions

Presence
- Some jobs now generate presence
- Presence now uses 100-period rolling average instead of adding up

Player Interactions
- Added climax choice mechanic
- Slaves will now have different greeting dialog depending on their state

Buildings
- Category-based building costs
- Smoking rack now requires cordage to build

Status Effects
- New resolution-modifier effect type (unconscious causes auto-fail on resistance checks)

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