Hey, clicking outside the canvas to either pan or to drag marquee selections has been added in the latest version, thanks for the suggestion!
tessarium-is-version-one
Joel J Games
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Thank you, I really appreciate that. The other main tile apps never quite clicked with me either, so a lot of this has come from trying to make something that feels easier and less of a fight to use for the way I work, reducing that barrier between creating something in pixels artistically and working quickly. Really glad it’s helping you!
Great to hear!
Yes, so if you hold down CTRL or CMD when you drag an area, that's the 'tile' based mode for most tools. So with the marquee/select area it'll do it by snapping to tiles rather than pixels, and for fills like the dither, or shapes, it'll do it snapping to tiles. Hopefully that solves your problem, but I'll also add mouse clicks outside of the canvas to the list too.
The Terrain tools should be easy and quite intuitive to use, I always got a bit confused with other implementations. Similar to the Frame UI tool, but with customisable randomisation support, so you can choose to shuffle the tiles, or lock them, and also link together if they're tiles that only work when next to each other.
Hi vernSL, thanks for the interest! It's a little too early for me to tell for sure, until I have some other people run through it in the QA testing who don't know exactly where they're going, how to solve everything etc, at a guess, 5–7 hours depending on thoroughness? However it's very choice based and there are multiple endings and difficulty levels to encourage replayability.
Hi Russ, it'll be coming out as a physical release next year, but I'd expect the announcement and details to be a few months into the new year, once I have the final version it'll still need lots of testing and inevitable bug fixes, and I've got a manual, trailers etc to put together too.
Thank you for staying interested all this time!
Thanks so much for your patience and for continuing to ask about a digital version, I really do appreciate it. To be upfront: when Tales of Monsterland DX launched, I’d been told digital was on the cards and would follow, which is why I reassured you it was coming.
I’ve only very recently been told by the publisher that their plans have changed, and they no longer intend to release digital versions. I know that’s disappointing, it’s not the news I wanted to share after a year of saying ‘soon!’, I was simply passing on what I’d been told at the time.
I’m really glad the game got a physical release, but I absolutely hear how much players wanted a digital option. If that changes with the publisher or once my contract ends and I’m able to offer it myself, I’ll post an update here, or if you’d like, feel free to drop me an email and I’ll make a note to let you know directly when that time comes.
Thanks again for sticking with it and caring about the game. It really does mean a lot.
– Joel
The save game option actually has to be within the modal, as it needs to be within the same scene you want to save/resume in, rather than in a separate menu, otherwise it causes complications/doesn't work properly with some other game systems like the ship's teleport and bringing things back in the correct place on a load. So I won't be able to change that (at least not at this stage anyway).
Loading however has its own new full menu/screen now showing what the slots have in their contents, what planet you're on, your progress etc (which will make it into the next version).
As there's a single slot free on the pop up menu, I just tried out what feels like a good improvement, splitting the not quite fitting menu link 'Status' into, 'Your Status' and 'Your Items'. So you can now go directly to the Items from there.
Not at all, any feedback is useful in one way or another and always welcome so thanks! And if it’s feasible, I’ll certainly try and address.
I get what you mean here. While Select is in use (it toggles between the throwable teleport device and attack), I know it can be slow switching between the menu screens, in addition, you’re more likely to need to go back to the item screen often than the other screens.
I’ve created an issue to see if I can record the last menu screen you were on, and you go back to that one when you press start, which should mean you end up on the item screen more often than say the Character screen which updates less often.
‘Sort of’, I did spend a lot of time working on DMG/Pocket compatibility at the start as these are the systems I’m the fondest of.
Earlier versions ran better on DMG, although quite a lot of effects had to be stripped out for performance or other reasons (reflections, weather etc), some palette lighting effects and a reduction in actors and AI.
Since v4 of GB Studio there’s been a further hit to the performance on DMG, so I’m currently completing development as Color devices and upwards, with plans to go back and optimise, cut if necessary and decide if the experience can be made good enough to include DMG support, hopefully so but afraid it’s not a definite.
Hey Russ. Thank you for following and supporting ever since Tales of Monsterland! It means a lot.
I've pretty much been working on this ever since finishing that game at the end of 2021, so I hope the final thing lives up to expectations! (I just finished implementing several endings, so it's definitely getting closer!).
I do want to get a physical release of this and confident that'll happen!
Hello and thanks for sticking around and caring! Yes I've been told digital versions are happening, but there's still planning around it and I guess building out how the digital versions will be made available and maintained since it's still a new publisher, but it's definitely going to happen and digital is not forgotten about (it's just taking a while, I'd expect this year though!).





