Okay! We will add this!
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Hey, thank you for the support!
I am not sure I can refund purchases on itch.io, but feel free to pledge the remaining $10 on Patreon and messaging me about it. I will give you the $20 tier benefits and the full game key at release.
I want to distribute a special, closed-beta build of my game to my Patreon supporters and others I manually give out keys to. Is this possible?
When connecting Patreon to itch.io, it seems I still need to set a price for the software, or choose to give it away for free.
Thanks in advance!
Hey guys, wiki is looking great!
You may have to remake it from scratch once the game comes out, because I changed a bunch of things around... Whoops, sorry!
Is there anything I can do to make the wiki-creation process easier? You of course have permission to use any game asset (including the logo) in the wiki for non-commercial, information sharing purposes.
Great work! I am gonna pin this.
You should do the same for the final version, I changed a lot of things, moved some things around and also added more skills too.
Maybe we can get a wiki going?
Hey, sorry to hear this!
I haven't actually tried running this through the itch.io app, so that may have something to do with it.
Try just downloading the .rar file and exporting all the files somewhere, and then executing the game's executable.
For most people, the game is super laggy because of either anti-virus options, graphic card manager options or just because they are executing the game inside the rar file.
Let me know if any of this helps!
These are all placeholders. We tend to use placeholders for jam games. When you have 2 weeks to make a game, the final product can be a bit rough!
Final version has, of course, 100% original art assets.
Hey guys! The game has been VASTLY improved optimization-wise. I rewrote the entire code base so it should work much much better now. Some more info on this:
- When there are a lot of the same item in the ground, they just "group up" to reduce lag. So instead of 100 Coins you only see one coin sprite but it's bigger and it has the number "100" at the bottom to represent the higher value.
- Buying lands is not a problem at all anymore. This is one of the first things I fixed! Not only the final release contains MORE lands but also there is always something special in each land you buy. Ruins to explore, enemies to kill, NPCs to interact with, etc. There is ALWAYS something different in each land, and you can buy them all without lagging the game.
- The only problem I still have is when I place a lot of buildings and have them all be crafting things at the same time. Say I build 1000 furnaces and they are all making different items. I still get a few hundred item drops on the floor that start to lag the game a bit (drops about 10-15 fps, so it's still very much playable). I am going to experiment some more on how to optimize this as well!
Thanks for the support, by the way! :D
Omg so sorry for the tease lol. I think that was a jerk move on my part...
But jokes aside, the game is almost done! :) After I finish working on this the folks at Humble are going to localize it to several languages, do some testing and QA and port it to Switch. We can then release during the Fall!