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Edengrall Dev
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The general store is Catarina's shop, it is in the pier, you can click her portrait (redhead catgirl) to get a guidance line to her
You need to click Apply to save the changes in the outfit color or it reverts back to default
You can make your farm anywhere, the tutorial guides you to a spot inside the town, but you can do it outside.
There is no pickaxe or axe for now, you have to use the placeholder gathering cart for now. We will replace this placeholder during the exploration update.
The grass takes a week to grow back, if it is not being cut in your screen it is a bug, what is your GPU?
Events and festivals will come with the NPC AI overhaul, it is planned.
To get wild seeds use the Sickle, not the Scythe, one if got harvesting, the other is clearing
We will not shrink the town, in fact it will be even larger one day, but there will be more NPCs and things to do inside it. Also the map will be expanded so you will be able to just live away from the town if you want to play a hermit.
We are working right now on better LOD for the furniture, the windows might actually by impacting it more than we thought too.
The NPCs won't change much until we finally have time to do a full overhaul on the AI, we are not happy with the current state, but the overhaul will take months.
Also you could just click on Tiana's map icon to get a guide line to her, it is explained in the tutorial when it tells you to speak to every NPC.
Right now the Fairy points out new critters, shimmering critters and plays with poofah, you can also headpat her by holding F and dragging the cursor over her head gently, the headpats and cheekpinches will influence her behavior based on her last action.
My brother was messing with the grass before we got a deluge of bug reports that needed urgent fix, maybe he left something unfinished there.
The fairy wing is easy to fix, it is probably drawing in the wrong layer I will check it.
The movement will have more use once we open up the map, after the Fairy colony feature we will start expanding the world, we will also remove the placeholder cart and mine to add real trees to cut and rocks to mine.
Thank you again for checking out our game Tomo!
The multi-tile specials are activated by holding right click, the amount of tiles you can tile/cut/irrigate depends on your skill level with the tool.
The camera issue is hard to fix, we might give it another try later.
There will be more male characters one day, but it is very low priority.
Thanks for the feedback!
My brother forgot to add the slider fix to the live build and I didn't notice it was not fixed sorry
The difference between Adam and custom character is that the steam demo blocks the custom character option as the one limitation to playing the demo instead of buying, so demo players have to play as Adam, we allow is back for the demoday demo.
As for the grass, did you cut inside the circle? Its working for us
We will look into the resolution menu bug, sorry for that
There was a technical limitation on free demolishing with the hammer I think, I have to check with my brother.
We will make the game fully open from the start, with rarer and more valuable stuff appearing more often the further away from the town you are, when we implement hunger and other dangers going on a trip will require proper preparation
Please add a tiny amount of natural mana regen, or add mana regen on hit to wands. If you play as a mage there is no reason to use wands because you either cast proper spells from distance, or you got rushed and need to use a melee weapon, making wands support spellcasting by regenerating mana would be great.
Also upgrading your spells makes them too expensive, I couldn't figure out how to go back to fireball lv1 so I wouldn't empty all my mana in a few casts.
Also the movement is a bit clunky, i think you should let the player cancel animations to move a bit earlier.
We really messed up throwing feature on top of feature and now making a complete tutorial that guides the player through the whole game without confusing them is almost impossible to do
We can add numbers back in the toolbar, it had numbers back in day, not sure why we removed.
I see how having a raw preparation table and a butchering table could confuse people, it felt logical for us while developing, but a new player surely could get confused.
There is no questlog (yet), our current quests are more of a placeholder, you don't even need to accept them, just deliver if you have the item and there is no failure for not doing them in time.
The bed problem will be fixed next update
Thanks for playing and reviewing
The tutorial was supposed to check for grass being cut beforehand, but we forgot to add the check sorry
You can see the water level by pressing E to see details on the soil tile
If you pick a max size male character the scale will look weird
Sleeping gives just a tiny amount of free stamina, you need to eat to regain most of it
We are going to add more animations one day and let the player choose which walking cycles and idle animations they want, for now it is goofyman only sorry
Town remake is underway (layout won't change much, but it will look better)
We had planned 40 NPCs, but it takes so long to make them we could only do 18 before moving on to other features
The temple will have lore significance (one day)
We didn't fill the whole town with furniture because it started to drain FPS, I had started making lower poly versions, but had to do other things
We are going to redo all the lighting when we switch to URP (not possible right now because we use too many custom shaders for optimization, and would need to redo them all)
We are probably going to move away from "comfy farm" to "recettear style debt simulator" that would be more in line with our systems I think
Thanks for playing and reviewing
If you hold the fishing rod the fish near where the bait will fall are highlighted, green/yellow are at or slightly above your fishing level, red are too strong for you
Were you playing as Adam or custom character? The game is only supposed to send you to your own bed and NPCs can't use that one.
Buy food with T (trade), if you could not access the trade option it is because the shop was closed.
The animations glitching out in first person was supposed to be fixed already... sorry I guess it bugged again
I see many improvements from the old version I played on... DD49 I think? Specially visually, the game looks and animate much better.
Bug: Cards with variant can glitch out with the card description showing one thing and the effect being another.
Exploit: discarding random cards from the opponent hand every turn is an extremely cheap effect that can win you the game easily by making sure the enemy never has cards to play
Ah I get what you mean, the inner part of the palm is supposed to be lighter on the dark skin tone, the shading still applies, but it is softer
You can invert pieces, might have to look again in the keybinds
The scythe is for clearing large areas yes, on your crops it harvests the same, but for wild grasses it generates less drops, while the sickle is less stamina efficient and has less area, but gives larger returns. Also you can physically see 4 leaf clovers in the middle of the 3 leaf ones, they are hard to spot, but if you find them use the sickle to get the drop.
We didn't test much in resolutions other than 1920x1080, thanks for pointing that out
The sliders are based on shape keys, the female model has them so we can reuse the same model on all our girls. We could add some sliders based on bone scale, but would look probably weird
The clothes also were tailored for each model and clip badly if you try to swap them, I will eventually make new clothes for males
We just added a small paralax in the background of the character creation UI, this should block the game UI showing up
All the skin uses the same material, so it does get shade, not sure what you mean. The gravity defying boobs are more aesthetic pleasant tho. Horns will be split off from the hair model later (forgot to do it)
We completely forgot about the high heel stuff, the NPCs have custom animation to deal with that, but I don't even remember how it worked, we need to check it out and apply to the player. The clothes clipping is an issue we cannot solve at least for now, as most of these were not designed to work with each other, they are recycled from the NPCs.
We fixed the demo blocking the button, sorry
The cloth/hair physics script seem to work very well when rotating, but not when moving normally, calibrating it is a nightmare.
It has been a while since we changed the animations, but we did skip DD50, so maybe?
Stamina is always regenerating as long as you have food in your belly, just does faster when sleeping
We could add options to skip parts of the daily report...
You can flip building pieces, I think it was R or shift+R
You can reap the 4 leaf Clovers (if you can find them) from the clover field outside the town (use the small sickle)
We really want to work on basically everything you suggested on the last paragraph, but this meager update took 3 months, we are so behind the schedule for everything we had planned...
Thanks for playing again!
We don't really know how and why the furniture is impacting the performance so much even when it is not being rendered, but until we manage to figure out this problem we can't add more. We are sure they are the problem because we tested with them on and off, maybe if we switch them all to use the same system the buildable parts use, which is based on Unity ECS, but this takes time.
I will switch around some priorities and redo the town texturing this month, I really wanted to leave this for later when we had more features, but this is too much of a common complaint.
The new quests give a lot of money btw, we rebalanced food prices to make it consistent with the amount you are paid for the quests, fishing quests are the most profitable.
We could tweak the interaction range, we wanted to make a system that detects rooms and let you access anything on the room from anywhere inside the same room, but it will take time.
I will check the stamina regen, maybe there is a bug, with full nutrients you are supposed to get a full restore with 8 hour sleep
When we redo the cooking we will also add an option to hide most stuff and add more Stars and simplified graphics, the cooking system was our biggest failure, but remaking the UI and all the functionality will take at least 2 months since it is linked to so many other systems.
Sasha's idle was my first attempt at animating, I could revisit it on the NPC update. Adam is almost 2 meters tall, the camera is above his head, which makes everything look even smaller, we could add an option to have a camera to the right ot left instead.
"You can jitter along the Chairrows in the Bottom if you're aligned right against them while walking." where exactly? in the INN?
We focus in trying to get everything working on lower resolutions, so we kinda neglected testing the UI in high res.
I don't see the farmplots invading a bit of the road as too much of an issue.
"I'm forced to wait until the help window pops up in the Inventory, I can't rightclick or anything to force it to come up immediately?" You mean the tooltips? The inventory still uses the old UI, we need to replace the whole thing. We are slowly changing stuff so that not everything is shown as kg, fishes and insects use units instead of weight in the inventory for example.
Catarina does open on Sundays, the AI is a bit wonky, you can reset the AI by savings and loading and she should return to the shop.
We will fill the town with funiture, plants and more NPCs when we can, right now we need to get the base features done.
I will retexture the whole town later, as well as fixing the 3 spots where there are thin lines of unconnected meshes, I already have them documented.
You can also use W to pull the fishing line, it interrupt fish specials (when they have a circle closing in) and can stun some fish if done right, you get punished hard for missing it though.
The stamina bar is a good way to measure the fish size or to give you a big scare when you pick a fight with a boss fish expecting a easier fight. Same for the life beads next to the bar.
The fish size screen show every time, but it will only say "new record" if you get one, it also changes if you get a King size (max sized) fish.
I choose to have a Rope because it is supposed to represent a tug-of-war between you and the fish
We will add a mention in the tutorial about Reiko and Yukari selling food
We will add an option to hide plant icons for NPC plants
Shop UI will be redone to make both buying and selling faster and easier (something like Rimworld's maybe)
I see your point for making screens smaller when they can be, we will change them when we can.
The cooking UI was the first one we made and need a total overhaul, we know, but we can't right now.
Adam needs 1kg of food per day, the satiation bar has a limit of 3kg, so you can eat once every 3 days if you want or eat 1kg a day.
The cannons were placed back in the day I thought I would be able to fill the town with detail without resulting in 15 FPS or lower, want me to remove it?
The female bath exits in the clinic, not a house. Bath is work in progress.
We went a bit overboard on the prop culling, they disappear a bit earlier than should, but this is needed for performance.
We allow access to cooking tools from longer distances so you can use all tools by standing in the middle of your ktichen, not realistic, sure, but convinient.
Sudden darkness during day might be a cloud blocking the sun.
The Tori on the water exists because NPCs will be able to cast spells to move around, specially waterwalking (to access the bar in the center of the town), the priestess that will live in the temple will be a siren and will cross the water frequently.
"When you walk on the Edge of the Rope-bridges, you start to float. Its seemingly just visual tho, or at least mostly." you mean on the side of the rope bridge? the collision might be a bit wonky.
"Do you really need super high harvestable Grass everywhere?" Yes
The top levels of the barn are for storing stuff.
We can fine tune boob physics when we have time.
We are going to try and make the AI less likely to sleep during the day, since we are going for a flexible priorities/needs system they are very hard to calibrate.
You lose nutrients and satiation over time no matter if you work or not.
That is the cemitery, and those tank barriers will be replaced with statues of the founders of Edengrall.
The lighthouse will be improved when we make the NPC that lives there.
We are being way too ambitious with our map size, I know, but this is dream game we want to make.
The NPC AI is made to be very flexible, the schedules are not rigid and they do what they think is the current most important thing, but for some reason they try doing so at night, skippin sleep and so need to sleep during the day or end up sleepwalking, this is another part of the game that needs a full overhaul.
Yeah the critters do not consider collision to save on peformance, we will try to improve their spawns, so they won't appear too close to walls.
The tutorials does explains that to achieve a high score you need 3 things: max the flavor, max the quality and balance the tastes (required tastes are different for each recipe), make it so the tastes land on the green bar of the recipe requirements as you are choosing ingredients and their proportions. Maxing quality is easy since all ingredients have 100% base quality, but you try to cook something above your skill level the result will lose quality based on the difference, flavor is harder to increase, use high flavor ingredients and flavor increasing ingredient effects, don't spend your cooking points in effects you don't need as the price of all other effects increase every time you trigger an effect.
The higher the food score the more nutrition you get for it, score 50 equals to eating something raw, like a raw apple, anything under lowers nutrient gains, and above boosts it, each nutrient is linked to aattribute and gives passive bonuses to the player.
Mint skin is Teal because she is a dryad. You racist.
Sprinklers will require a water tank, pipes and pumps later on, its easy mode now, enjoy while you can.
You can only have 3kg worth of food in you and always lose only a single kg per day.
Stamina regens as your saturation lowers, the stamina gain per saturation is more efficient the better your nutrition is, eating nutrient rich food will give you constant stamina gains.
If you have less than a gram of a building material then this is a bug, probably something rounded up when it should have been completely consumed.
We will have some guides and stuff in the library one day for sure, the Advanced Agriculture part of the tutorial is more to give the player a long term goal and highlight the crop trait system.
Nutrients decay over time, you are probably very low on nutrition to need 14 hours for filling the stamina bar, also sleeping 8~10 consecutive hours and doing so during the night gives a hidden stamina regen boost
High nutrition also lowers stamina use, just buy food from Reiko or Yukari as they are all 5 star instead of making burned blueberry.
"Also Daisies have no Plant Model, I don't know if I mentioned that at any Point before." What do you mean? they are the white right in front of the appartment, you mean cultivated daisies are not showing up?
Hotkey to character skills, nutrition and stats is K, to see NPCs (shows their quests too) is N
We have to figure out a way to make cooking more intuitive yes, but you no longer need to touch the system now that you can just buy finished food.
There is a special trait that makes plants automatically sow seeds when harvested, you can mouseover the traits to see what they do. The soil color changes as it is drained of nutrients, you need to use crop rotation or leave the field fallow for a while to restore it (or use fertilizer)
We want to add better inventory management with chests and autosort soon, but will need a total remake of the inventory UI.
"If you run out of Stamina while planting, your plant Animation just continues endless and consumes your Seeds without anything happening" ok this one is bad, we will fix it.
The crop icons jump around sometimes, we have no idea why, it is a known issue, yes.
Thanks for playing again!
I was thinking about a way to limit the card making without removing it to make the game more balanced.
Remove the upgrade gems, and the effects of intelligence (you should just replace the stats for a relic system) and give the player card cores and runes. Each character starts with a different relic and an affinity for a monster type (Wizard -> Elementals) and so on
The card core comes with the card type (spell or monster), the type, attack, defense and a few rune slots.
The runes contain the card effects, you can get a rune of [Draw 1] to make the draw 1 card effects, or the rune of [Pierce] that can be applied to a monster and make it deal damage through a blocker for example.
Replace the luck events for Rune shops that sell the cores and runes for crafting.
Make the hero level limit the maximum power level of his deck, each card core and rune will have a power cost just to slot in the deck, also let the player see the power level of enemy decks in the map, this way you can increase the power level of both player and enemies slowly to keep the game more balanced. If the card type is one which your hero has affinity for the power cost of the card is reduced by 20% (A Wizard can host stronger elementals)
Give each creature type a built in feature found in all card cores of that type, like Elementals all can trigger a rune at the end of your turn and Milling runes have lower power cost on them, while Accursed can trigger a rune by having you pay 1 HP or by going to the graveyard. With this you can give an identity to each creature type.
Looks really nice, specially the main menu UI, also I like how it is being made with mods in mind, modding is love, modding is life, ok now for feedback
The game is MGT without lands which makes it a better game already, I just think it is weird to have mechs in the wizard deck
-Use more Keywords, example: Mech Bruiser "When this minion enters the battlefield, deal 2 damage to any target -> Mech Bruiser: "Summon: deal 2 (icon for damage type) to any target", there are many more things that can become keywords
-On the first zone the game is very fun, but starts getting very unbalanced later on, you can get killed by burn damage very easily if the enemy has a burn deck, and you can get some very east wins if the enemy only has high cost cards and is unnable to do anything in the first 2 turns
-The idea of creating cards is very nice, but is extremely easy to exploit and I don't think it is possible to make the game balanced if this stays part of the core gameplay
-I really dislike the luck events, I think the game would be better if luck events and the luck stat were both removed
-The wizard ability is useless, In roguelite games like these you should never skip a combat, a better skill would be something like Clairvoyance: allows you to see the enemy deck before battle
Overall very good and has a lot of potential
I just finished watching the VOD, sorry I missed the stream
Next version will have a mouse sensitivity slider, UI rescale and the tutorial will flash red until you press F1, we will also change a bit how fish react to your bait so low level fish are more likely to bite
Congratz on catching a lv65 fish at lv1 skill btw, it was a nice catch
(also to fillet the fish you need to build a butchering table or use the one inside the tavern's kitchen, if you press F1 the game tells you that)