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A member registered 2 years ago · View creator page →


Recent community posts

Posted in Fix request

I can certainly try it out! Will look at adding it as an option on the Settings screen.

I haven't noticed it myself while walking around too much, but when driving the buggie, there's definitely a lot of stuttering / shaking going on. Need to figure out what's causing that.

Was there a certain part of the game that you were noticing it the most in?

Wow, thanks for this write-up. Was a big help in solving some of these bugs :)

I managed to fix some of these issues in the v0.37 update last night. Most of the others are definitely valid issues - they'll just take longer to figure out how to fix.  I'll probably write a post about power/water/air transferring between bases more at some point - since that'll require a pretty big change.


I'd like to someday, but I'm not rushing to do so. I keep thinking that I'd like the game to be slightly closer to being "done" (whatever that is) before launching it on Steam :)

I should do some more research into the state of other games on Steam Early Access, and see how MewnBase stacks up.

Hopefully this should be fixed in the new version (v0.36) :)   If it doesn't - let me know!

There'll definitely be more - it's still a work-in-progress.  Can follow my Twitter account where I occasionally mention future gameplay ideas.  Also have a public Trello board where I'm attempting to keep track of current stuff that I'm working on.

Hey there!  Interesting...

While your OS language was German - after changing the in-game language setting to English, did you happen to try going back to the main menu, and then exiting and relaunching the game? 

I'll have to try this out a bit to see if I can reproduce the issue and hopefully get it fixed.  Out of curiosity, what OS are you using? 

Thanks for the post!

Different planets could be cool.  Few different ideas I've considered with planets (that I can remember):

1) Letting the player "travel" to a new planets after achieving a certain goal/mission. Effectively treating planets like "levels".    Problem with this is that people seemed pretty attached to their base construction/builds, so there would have to be a good reason for having them abandon it and start over.

2) Starting on a visually different planets for each new game. Different biome/theme types, i.e. forest planet, ice planet, etc.  Would give some visual variety to replaying the game.

3) Keeping the game on a single planet, but adding more biomes to the current world generation so that it's not all just Mars-esque dirt.   Again, visual variety. Sometimes hard to get drastically different biomes to look good next to each other. Would allow different ways of spreading out resources that you need to search for.

(Edited 1 time)

Just a tiny way of saying "thank you" for having taking a chance and buying MewnBase - you can grab yourself a free copy of my older Android game "Pombie Zong" for the next week.  A pong-like game in which you bounce a saw blade back and forth to save the world from little square zombies.

Grab it here!

(Note: link will only work if you're logged into itch.io, and have MewnBase linked to your account)

Ugh, really sorry to hear that.  Did you manage to get any version of the game to run?  (although I understand if you didn't bother after getting the antivirus warning).  The "Win" version is the 64bit version, I should label it better...  Was it just not launching?  Instantly crashing?  

Had a couple people mentioning that their antivirus software is incorrectly flagging the Windows version of the game. Not entirely sure what I can do about it at the moment, however I'd love to know if the previous version of the game (0.34.2) also gets flagged by Avira. I'll try emailing you a direct download link to the older version of the game if you'd be be willing to try it out. (Let me know if you don't get an email from cairn4games@gmail.com) in the next 20 min or so.

You can also grab previous build versions through the Itch Desktop App (on the game's page, right click on the Version info -> Advanced -> Revert to Revision (and pick the version dated March).

Thanks for sending the information over.  Unfortunately I'm not sure if there's anything I can do about it at this point, but I'll keep looking.

The file gdx.dll is used by the game's framework (libGDX), there's definitely a handful of reports from people from that same file getting flagged incorrectly by Norton over the past few years :/

Great ideas! Thank you for sharing them :)

I would definitely like to increase the overall cat-ness of the game. Right now it's pretty weak.

Few points I'd like to comment on:

Giving the lander more purpose: Having it act as a low-tech workbench would be nice. I think the less items the game need to give the player at the beginning of the game, the better. I've also been scheming a research/science tech-tree feature. The lander might play a part in that as well. Not sure yet.

+1 for waypoint stuff without having to open up the minimap.

The player-input definitely needs an overhaul at some point. Especially for mouse clicks, which isn't consistent right now. There's lots of different styles of interactions that I'm trying to make it handle (equitable items, consumables, base modules, placing items on base modules, resource tiles etc), -- can't imagine it's very clear to new players.

Root plants I'm going to let players grow in the greenhouse, but probably not the trees (since they're an infinite source of food right now). Need to think about it some more.

Cool idea, would def see that being useful. Will give it a try! 

Thanks for the feedback! 

The repair drones are definitely still a work in progress. I'd like them to be smarter about which base to go to next when there are multiple broken bases. (And not travel all the way back to their home base). Will also continue to tweak rate at which air leaks happen. 

I'll have to checkout the movement keys stuff - I thought I had the character stop as soon as you lift your finger off the movement keys. Although I do see some momentum persist when you go from moving in a diagonal to cardinal direction (like going from walking North East to just East). Will look at fixing that.


You need to build the Repair Drone Base at the Workbench (scroll down to the bottom of the item grid).

I use the website Trello to help me keep track of my tasks and bugs for MewnBase.

I've created a new public Trello board for the game, so that you can get a peek at the things that are currently in development, what's going to be included in the next version, and a list of ideas that I'm considering implementing in the future.


I greatly appreciate and love getting feedback and ideas from everyone. And if you have some you'd like to share and discuss, this Community Forum is still the place to do that. :)


Hmmm, that's strange.  To my knowledge, the game should only be touching or creating files inside of the actual game directory (the one that the executable is in). 

At launch, the game tries to make sure you have a file "settings.json" in the main game folder, and if there isn't one, it creates it. 

Could be tricky to do, but could you send me screenshots of your antivirus report? or copies of those files that it's flagging somehow and email them over to me (cairn4games@gmail.com).   And could you send me the full path of the file that the AV is flagging?

> When I click on the "Check for Update" button, nothing happenes.

That could be a bug with the Itch app if *nothing* is happening... but I have one more idea to try: Right click on the Version number in the Itch app (right above the "Check for Updates" button...

-> Advanced -> Revert to Version -> Select the top one in the list, should read something like "#30996 - 23 May, 2017..."  (that's the latest 0.35 one).

After you click it, it'll close the popup window and you should see the game start downloading.  Then try launching again when it's done.

So the other behavior you noticed (Clicking the "Update Available" button from within the game, and being shown a browser page to buy the game again) ... is probably just because you're not logged into itch.io in that particular browser.  On one of my computers, using that button always opens Chrome for me, even though my default browser is Firefox.

Sorry this has been such a pain. Not really sure whats going on.

Where did you suddenly get the 0.32.1 version?  that's way older... 

If you've installed the game via the Itch desktop app, it automatically installs the latest version.

Click the "Check for Update" button - make sure you're launching the game through the Itch app and not from somewhere else on your machine.

What version of the game does it say it's running? and what OS is it on?

That's weird that it'd suddenly start crashing on launch on a machine that it was working on minutes before.  Could try deleting the "settings.json" file to see if that makes it work.  (Although the same crash issue could potentially return).

Have you tried re-downloading a fresh copy of 0.35?  Give your machine a reboot? (On some of my older machines, sometimes Java applications would suddenly all suffer from performance issues etc, and only rebooting would clear it up).

If those things don't work - and to really figure out what's going on, I'd need a copy of the log file. The easiest way to get that is launching the game through the Itch Desktop App.

Install and try and run it through the Itch App, let it crash... then on the game's page: 
Right click "Show local files" -> Advanced -> View logs
Send that file or copy/paste the text into an email and send over to me cairn4games@gmail.com

(Screenshot of that stuff)

If you're using Windows, and don't want to use the Itch app, then you can also follow these steps so that it outputs the debug log into a console window at launch: https://itch.io/post/125800  Just make sure to select it all (or as far back up as it'll let you) when you go to copy it into an email.

Things to check:

  • Title screen says InDev 0.35 - 5/22/2017
  • Create a new game, grab and place the crafting table. Open up the crafting UI. You should see the new foods along the top row - and the Comms Tower, Power Switch and Repair Drone Base are all down near the bottom (scroll down).
  • Options Menu should have sound and music volume sliders on it.

If you're continuing a previous saved game, you'd need to walk to a previously-unexplored area of the world for the new plant to start showing up. The rest of the new base modules and craftables should be available regardless if you start a new game or continue an old game.

Got a good chunk of work done on it this past weekend.  Going to try and get it posted this evening (May 22), barring that I don't find any last minute game-breaking bugs.  There will be some known issues (with the minimap in particular) - but it'll be nice to get this update out finally, since it's been a long time since the last update.

I've recently been working on an automated Repair Drone that will fly around and fix leaks!  Will be in the next update (once it's ready, still has bugs to work out).  Preview video: https://twitter.com/cairn4/sta...

A water supply is used to continuously provide a greenhouse with water. You place a water supply connected to a base in which you have a greenhouse, then drop ice onto the water supply (you'll see the little meter on the side go up). The greenhouse will slowly consume water stored in a water supply over time.

Posted in error msg

I'm guessing it was an itch.io-hiccup. Did you manage to get it downloaded since then?

If not, try checking out this support page: https://itch.io/docs/buying/already-bought

Created a new topic Roadmap to v0.35

It's been just about a month since the last update - so just wanted to share with everyone what I've been working on, and what's still left to do before version 0.35 of MewnBase can get released.

Done and ready for v0.35:

  • Camera zooms out a bit when entering Buggie (so you can see farther ahead when driving)
  • Base repair drones that can help auto-fix air leaks, dirty solar panels etc.
  • Nav Beacons that can show the location of distant bases on the map.
  • Map now shows 9x9 chunks instead of just 7x7.
  • Map now shows loading text, added some animation to it (so that there's less of a noticeable game-freeze when showing it).
  • Updated crafting recipes for modules you can walk around inside of (like Air Cleaner) so that they require a basic Habitat Module.
  • Light on Battery module goes out when it's out of power.
  • Fixing some tile colors on the map.
  • Subtle sound FX for placing and picking up base modules.
  • Fixed some issues where passable tiles were preventing the player from exiting the Buggie (pavement, conduits etc)
  • Slightly wider flashlight cone angle.
  • Air Cleaner drains less power when the base has full Oxygen.
  • Sound and music volume sliders on the Options menu.
  • Fixed issue where Buggie physics weren't being removed after the Buggie explodes.

Performance updates done:

  • Redid a lot of how world chunks are handled, loaded, and saved.
  • All base tiles are now kept in memory, vs before where if you walked too far away, they would get unloaded, causing some odd power supply issues etc.
  • Making it so that only tiles (and weather FX) near the player are rendered.
  • Fixed an issue where terrain tiles were being drawn multiple times on top of themselves.
  • Map popup now caches each chunk (less to re-draw each time you show/hide it).
  • Most particle fx are now pre-loaded during the loading screen instead of repeatedly on the fly.
  • Fixing memory leaks. Lots of objects are now pooled.

Still to be fixed:

  • Fixing some issues with the volume sliders for sounds that are continuously playing/looping (such as the wind noise).
  • Still more memory leaks that need to be fixed, especially for larger worlds.

For v0.36+

  • Trying to fix/minimize the black seams that can appear between terrain tiles.
  • Hopefully more biome art.
  • Fixing any user-reported bugs with the Repair Drone.

Posted in Win and Win32?
Yep, "Win" version is 64-bit. Called just "win" because for a long time, that was the only type of Windows build I was making, didn't add a 32-bit version until later.
Heh, yeahhhh - Slowly trying to shift the game more science-fictiony, with alien plants/lifeforms/landscapes. That way it doesn't feel like it's supposed to be set on The Moon (or Mars, which lots of people also associate the game with).

Ha! good catch. Yeah when trying to exit the buggie, the pavement tiles are probably currently considered "occupied", so that I'll definitely fix.

I'll have to try testing out the red particle issue - they should immediately stop once the buggie has driven (or been pushed).


Thanks for the suggestions! And the bugs :)

Already managed to fixed a couple, and made the camera zoom out a little bit when driving the buggie. Check it out! https://twitter.com/cairn4/status/848212978851868672

Ooof you know, I had worked before on fixing some issues with chunks (10x10 sections of tiles) not unloading properly, but forgot to get that merged in. It also means that the more you explore, all those tiles just stick around (along with the weather particle effects etc)... which I'm sure slows stuff down... will try and get that fixed this weekend, and hopefully it'll help with some of the slow-ness issues.


Posted in Updates

Best place to check is usually the game's itch.io page - I always post the latest build notes there, and I try to cross post the info over to my other social media accounts.

Replied to Brentnor in Known Bugs

Nope, still busy working on stuff. Just been taking a while to get it ready to publish as a build.

Replied to Haaspy in Known Bugs

Hey! Thanks for the bug report.

Are you saying if a module is leaking air, and you right click to pick it up - the airleak sound fx stops, but the visual air leak particles/fx persists? I couldn't get it that to happen in the latest version v0.33.1, is that the version you're playing? (Although I was cheating to trigger the airleak disaster, so it's totally possible it could still happen in that version somehow).

Are you talking about a different button than the one in the screenshot I posted above? The game itself has no such button in it.

(Edited 1 time)

Are you referring to this one?

If so, I'd recommend reaching out to itch.io support.

Posted in How to update


What'd I'd recommend is copy-pasting over your "world" folder and your "moonbase_settings.json" files over from your old mewnbase game folder, to the new one. Run the new app, check that your save file loads/works... then delete the old version's folder. Hopefully that's pretty straightforward, but if not, feel free to ask for clarification.

For a more hassle-free updating experience ;) ... try out the Itch desktop app - it can auto updates games automatically without the need to manually download and transfer saves etc.


Yeah, I gotta look more into it. If I can't figure out where I made a mistake or why it keeps crashing on resolution change, I might end up just removing the resolution options for a while (and just keep the fullscreen toggle), until I can get a better handle on it. We'll see.

The resolution list is all of the display modes that the game thinks your "primary" monitor supports. My guess is that if there's duplicates in the list, it might be because there are multiple color-depths or refresh rates available for the same resolution (and my list of buttons are just showing the resolution width and height). I'll add in the extra display mode info to the button list to see if that might be why.

Replied to Kargul85 in Known Bugs
Thanks for the post. I'm going to have to look through the screen-resolution code since the previous version to see if I unintentionally changed something... clearly something is messed up.