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Due to the way we're animating the characters, our artist wanted to go over the designs one last time. We really want to have a diverse cast of characters that join your home as it grows. We'll do a deep dive on who these characters are in a future specialised update.
So, what we’re allowing you to do is choose between two base characters and then you can choose the hairstyle, hair colour and the colour of your character's eyes. We do want to develop the character creation further, but we’re using this as a base right now and if we have the time and resources later, we might add additional options for you to choose from.
We’ve really explored how the time of day and weather impact the fantasy elements that are found in the area. The crystals, the water and the stone carvings that you’ll observe alter based on those variables. It’s not too dissimilar to how the weather impacts the forest, but it’s just more fantastical and I hope you look forward to exploring this area. It’s considerably larger and more challenging than the forest as well.


We want it to feel as though it’s got a sort of wildness about it, almost like the environment itself is alive, but also capture the archaeological history that exists within it.




The Spectrum System has now been fully designed. It’s gargantuan in size, but we’ve been playtesting and we think it should work really well. Based on our playtests, we expect a player to be able to finish one specific route by the time they’ve beaten the Swamp boss. Which should give you a bit of an idea of how much more content there is to do after you’ve beaten that boss. Every large node in-between each of the smaller nodes is a new skill to be learned. The skill nodes will unique icons inside them to make it clearer, we just haven't gotten around to that yet.







For the sideways walking animations, we’ve been breaking up different parts of the character’s anatomy in order to animate them fluidly. We then create a wireframe using our selected animation software to make animating it easier.


In this game your goal is to knock off as many of the 'coconuts' with the limited number of shots that you have. It may look easy, but the wind changes with every throw, so you have to look at the direction and strength of the wind and guesstimate where you need to aim in order to hit your target. The more you knock off, the more tickets you'll win which can be exchanged for at the prize booth. 











From Top Left: Doctor, Log Scaler, Alchemist. From Bottom Left: Postman, Tavern Owner
The journal has seen an update. We’ve implemented animations and additional sound effects. Additional tabs have also been added which include artefacts, fish and cards.
Lastly, you’ll occasionally see a treasure icon. By accurately timing your click, you can obtain all sorts of goodies from gold, items, equipment or accessories. Some can only be obtained through fishing. The location, weather, season and environment can affect what treasures can be found. So be sure to do a spot of fishing on your travels.
We’ve designed and implemented the character that teaches you how to play cards. He works for the company that produces the cards and we drew inspiration from the kind of shady salesmen that wear those long trench coats and open them up displaying their ‘wares’. He’ll arrive quite early in your home’s development and will be the first character to introduce a new minigame to your home.
This character not only teaches you how to play cards, but he also opens his own little card shop. From him you can buy ‘Trap Cards’ which we spoke about briefly during an earlier update. Trap Cards are used on enemies you encounter to turn them into cards. So, you can obtain cards through playing against other characters, but also through turning real monsters into cards themselves. This is the only way you can obtain shiny versions of the regular monsters. Shiny cards are the same as the original cards only they have a +1 on every attribute.
There are various types of cards that you can collect. Monster cards are cards of all the monsters that you can encounter randomly via walking around in the environments. Then there are Boss cards, these are obtained by beating a boss in a surrounding area. For example, when you defeat the Mightytaur who is present in the alpha demo, you’ll obtain him as a card. There are also Quest Monster cards, these are obtained by defeating a certain monster for a quest and then taking the card from whoever set the original quest. An example for this would be the Moo Moo quest that is available in the alpha demo. You defeat the monster Moo Moo, then report back to the baker, Benjamin Bunns, then when you play him at cards, there’s a chance he’ll now use the Moo Moo card. Finally, there are Character Cards, these can be obtained by defeating character’s that are linked to the specific character. An example would be your father having your Character Card and after a certain point in the game (keeping this spoiler free!) he’ll begin to use your Character Card when you play him at cards. There’s a lot of complexity to how to collect all of the different types of cards, hopefully you’ll have a lot of fun trying to collect them all.


The crafting visuals have had a revamp, it also includes sound effects and feedback on how much of each material you have. Anything you craft, you can then place down in your house.




I think that just about wraps it up. Any questions, feel free to send us them via our social media channels, Discord or comment on here. 
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