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zieg27

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A member registered Feb 09, 2025

Recent community posts

(2 edits)

I like the new patrol system a lot. It has more depth, potential, and is more interesting than the previous system. The Dryad quest not being tied to RNG made it easier to move her in as soon as I had the greenhouse unlocked. I enjoyed researching and exploring the current points of interest, and look forward to their expansion in the future. Being able to get both food and reagents from exploration with the option of focusing more on either is a good addition. The new Lizard friend and Ole are cool and I hope there are more interactions with them soon.

This update made me feel like a new player again and I had some minor issues with the knowledge gaps in the patrol system. I thought I might as well point out some areas I had trouble, and make some suggestions, which mainly come down to signposting. In short, points of interest should be more visible. A message/event when unlocked, and viewable on the map when danger is above 50%, but greyed out. Second, more things should be POI, like the Wight battle and Ailis recruitment. 

Not being able to see POI when danger is above 50% had me guessing and patrolling randomly with Lucy to see if I unlocked anything new. It would be helpful if there was a message that you unlocked a POI, something like "when exploring, a monument is spotted in the distance. Maybe I'll check it out with Lucy another day." Having the POI greyed out, but visible during high danger would have been nice as my danger levels were high most of the time, but I didn't know the required level for unlocking points of interest.

This time, I got Ellie settled after planting the Dryad's seed because I didn't know which area to explore to unlock the next area, or where the statues to meet Cienna were. Maybe while repairing the tower you find a map, a drawing, see the clearing, or something pointing you to the area with the statues.

While searching for Cienna, I felt like my exploration was stalled by the Wight battle. I was less prepared for the fight this time and I think it was because I didn't have a level or two from night patrols not always being a battle. I just started unlocking the map with Scout before I got blocked by a fight that stopped night patrols. Would it be possible to have the Wight be a POI on the map, so night patrols aren't locked behind its defeat? Maybe there could be a downside so it isn't delayed for a long time. 

Finding the Ailis recruitment winter event was a little troublesome. I patrolled all the areas down to safe levels before day 200 thinking she might appear on the map like Scout, Cienna, or the Dryad, only to realize I just needed to explore the inn road part of the map to encounter her. Having the merchants mention increased activity on the road, or having a POI on the road would be helpful to point out she is available to encounter.

Last thing is unrelated to patrols. With merchants being gone every other week during winter, it feels like weekends are empty. This late, I have stats maxed, inn upgraded, and the only thing to do is cast a ritual and then either hang out with Lucy for fun, or just rest so I'm closer to max stamina for guests or hanging out with companions. Could fixing the inn's condition be an option once the inn is maxed, or will there be other chances to chat with companions on the weekends during the day? 

Anyways, thanks for a fantastic update, I think this exploration expansion is the most exciting yet, and I look forward to seeing what else changes in the future. 

Thanks for the update! The new events are fun. I liked seeing how Tarata was connected to the inn, and why the player character recognized him. All of the army events were great, which makes the fractured soldiers appearing in winter that much more ominous. I could see a fractured Tarata showing up as a boss later, as sad as that would be. I think my favorite interaction has to be asking Scout if she is joining the Army. The look on her face was hilarious. Ailis seems interesting and I'm excited to see where her story goes from here. I had her show up around 4 weeks or so in winter. What is the earliest she is available in winter?

Thanks for the bug list as well, it helps to know what has already been fixed.

I found one bug that softlocked my game. It only occurred when playing through choosing a cure for Ailis and then getting the reforged, Ailis cured, event the next day. The menu for daily actions disappeared after the reforged event. Reloading the day the reforged event takes causes the daily menu to not disappear. 

There was also one typo I encountered. When Tatara is talking to Lucy during the "on winter's doorstep" event, Lucy says "I don't want to accuse you to be unprepared for the ashlands..." which doesn't make much sense. Something like "I don't want to accuse you of being unprepared for the ashlands..." or "I don't want to accuse you, but you need to be prepared for the ashlands" would make more sense. 

The only other things I noticed are small inconsistencies with the events. The npcs mention how the inn is still being repaired even though I had finished all the upgrades for it already. It would be cool if they said something else if the inn was already fully repaired.

I played on a maxed army reputation file to see the events faster. I had the event of Tatara reminiscing about the player's grandfather, and the inn, before the event of Tatara talking to Ellie about Cienna. In the event with Ellie, the player can ask "Did you know my grandpa?" even though Tatara had already mentioned knowing of him previously.

I don't know if it is new event or not, but in the random patrol event with the wounded solider you don't get an option to cure him with battle heal, which would be a nice alternative to a health potion or fracturing Lucy. If it's only a self heal spell, then ignore this.

Anyways, thanks again for the update. The new patrol system looks awesome so I'm excited to see that when it becomes available here. Good luck on development and keep up the great work!

Sorry I got confused with names. I just realized that Bright is the name of the Dwarf with the mining operation. The way I read it in the change log made me think I was missing a Bright Dryad Npc and missing some part of a quest with Willow lol. I did encounter the fractured Dryad and got all the events with Willow, but I thought I was missing something beyond that because I didn't remember that guy gave his name.

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Thanks for the reply! I finally got to winter and noticed a few things, so I thought I would post again. 

The miners can make your resources go into the negatives if you are low on food or alcohol when giving them some.

Night patrols are still possible during a blizzard even though day patrols are disabled. It seems like a small inconsistency, unless Scout is just that good at navigating.

When purchasing supplies from the guest menu during winter, the prices listed and applied are the summer/fall prices and not the inflated prices.

Also, how do you encounter the bright and fractured dryad npc? I went through all fall and I don't think I encountered them. Is it just an enemy encounter or am I missing something?

Thanks again for the quick replies and great work!

Thanks for the update! I didn't expect it halfway through the week. Willow's events are great so far. It's interesting to see how every character is tackling the fracture in different ways. The skills on Willow's tree are good. I was worried that they would be too specific to one type of play style or too spread out based on the bee skill and mana skill that could be seen in previous versions, but I think you found a nice balance. It's also nice to get some more food storage since I almost always use the cellar upgrade for alcohol storage. The new weapon and armor are cool looking and I like how unique they are. 

I only ran into a few issues with this update. During the event with Willow trying to communicate with the fractured Dryad, she says "your lost" instead of "you're lost". Also, if there is foggy weather when this event triggers, it will skip the whole day after the battle with the fractured Dryad, which is a little upsetting since it's hard to plan around when the Willow event occurs. 

The new notification for completed inn projects is a nice touch, but when I loaded a save with Willow already in the inn, my greenhouse always has the ! notification. I also don't know if this is related to this particular bug, but whenever I load my save, my progress on the heart-tree fey blooms, fey blades, and fey armor is reset. 

Similar to this, reloading a save when something in the forge is ready delays the collection by a day. "Collect coal" becomes "Preparing coal" on reload even though the progress bar is full. Waiting a day allows you to collect coal as normal, but it can happens whenever the game is loaded.

Anyways, thanks for this update! It's fun to see how much the game is coming together, even though I haven't made it to winter yet. I look forward to Ailis in the next update. Good luck with everything!

Thanks for the update! It was great getting to know about Deedra. The conversations with her about fractures were interesting. I didn't realize that people or monsters could fracture into multiple personalities or fragments. I just thought it was a neat color thing, and that everything that fractured split into one other piece. Now I get why Lucy is so worried about the fracture, because if it gets worse, she will be split into 3, 4 or more pieces not just 2. It was also a cool realization to why fractured things become crazy, and I think you did a good job explaining all these things through Deedra. I look forward to seeing more of Lucy and Deedra's shared story in the upcoming updates.

During the conversations with Deedra I found 2 typos. The exact conversation might be off though. When talking about Okay with curing Lucy the second time, Deedra says "We're pretty good at keepign" instead of keeping. When talking about What's it like riding along? the fourth time, Deedra says "Lucy hasn't told you a great our adventuring party" which doesn't make much sense as is. Either she meant to say "a great deal about our adventuring party" or  "told you about our adventuring party", or something else.

The only issue I found was having Lucy's fracture high after the army moves in. When her fracture is above 50 when evening arrives, you can choose to invite the adventurers, army or close the inn early. When choosing adventurers you get the dialogue box from Lucy saying you should turn them away because her fracture is high. This leads to the inn becoming a companions night instead. The main difference is if you do this route, choosing adventurers and turning them away, Lucy's interactions are locked off for the night and she is hiding in her room.

One last thing that is more UI related. I noticed since version 1.75 that the dialogue options have been realigned. Before 1.75, when getting events with one or two dialogue choices, the choices would be centered in the empty space of the popup box under the art or text. Now, the dialogue choices are aligned to the bottom of the popup box, which to me, just leaves a weird empty space between where the text/picture ends and the choices begin. This is seen for events like weather, Runa arriving at the end of summer, and also when talking to Willow after exhausting one of her dialogue branches. It's different from what I'm used to seeing after playing a couple times before 1.75, and thought I should point it out since it seems off to me. I can post comparison pictures if this explanation of what I'm talking about doesn't make sense. 

Anyways, thanks again for the update. I look forward to 1.9 and seeing Willow's skill tree, the start of winter, and the forge. Good luck with development!

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Thanks for the update, I apologize in advance for the wall of text. First, Willow is great! It was fun to learn more about her and the fey wilds through the greenhouse conversations. Your world building is great and I'm excited to see where her story goes from here.

The Briarlord art was awesome and the fight was challenging without upgraded spells. The new direwolf and echo bear have great looking artwork as well. Quick question, does Lucy have dialogue for encountering the bear or dire wolf? I noticed she has some for the Briarlord, but not the replacement fights. Either way, it is interesting to see how the encounters will evolve over time. 

Here are some bugs and typos I found.

Bugs:

-The new calming tonic button doesn't check if Lucy has fracture to cure, or if the player has any tonics in their inventory. 

-The army guests do not give any reputation when interacting with them in their menus.

-When reaching 100 interest for Willow and choosing to flirt at night, all her scenes are unlocked.

-After unlocking dire wolves, it is still possible to run into regular wolves with Scout during night patrols.

-Blood vials are missing their description and materials needed in the potion crafting menu when hovering over them. They show the previous selected option instead.

-Monsters carry over the Wight's regeneration from its second phase until loading the save again. It shows up as a dummy skill in battle and doesn't do anything but it made me think dire wolves were tougher than they actually are.

Typos:

I found two misspellings in Willow's dialogues. When talking about fey capturing children, she says "raised as oen of our..." instead of one. When talking about what a fetch is, she says "they become everythign..." instead of everything. 

Anyways, thanks again for the update. I'm excited to see what Deedra is like when 1.8 releases publicly. Good luck with development!

As always, Thanks for the update! I enjoyed poking around at the new features. Ellie's new content was fun, and her new scene was great. The UI indicator for storage is very useful and helps with obtaining supplies on the weekends without overthinking  the numbers.

I really want to praise the addition of the nighttime writing mechanic. I found myself accumulating excess experience while trying to raise companions affinity and interest, and I like how this mechanic solves that. It is also nice to have something else to do at night with extra stamina once stats are maxed.

Ellie's skill, guided experiment, is a good upgrade. Having more than one option when doing the experiment is nice, but I wish you could also see the spell level when making the choice. That or knowing if the spell is already maxed would be appreciated, so you don't have to navigate back and forth between the gear menu. I would also like to know what the upgrades actually do. Making a choice between a +1 abundance ritual, +1 smite, and +1 spell damage is harder without knowing what the difference between all those are.  The only other thing I ran into with experiments is getting offered the same option twice, which is probably just bad luck, or just having multiple spells already maxed when getting the skill.

Thanks again for the update. I read through the free post about the Dryad and I'm excited to see her content here soon. Good luck with development and keep up the great work!

Thanks for the update! I enjoyed exploring the new content. Scouts new scene was great and it's nice to be able to finish her skill tree. The new mini boss was fun, but I think I killed him too fast and didn't see his second phase. I'll probably do another play-through of that part when all of fall gets finished. The new spells are cool and I like how they fit some niches for combat.

I only ran across two small things this update. When giving the player the recipe for blood vials, Scout's dialogue has a typo where she says fueld instead of fueled.

In combat, it is possible to get Scout to negative blood levels. You can cast hypnosis without any blood, but it then drains her blood level by 5 when the ability is cast.

Anyways, thanks again for the update! I'm looking forward to the next one. 

Thanks for the update! I enjoyed exploring the new content.

The new scene with Ellie was nice, and the subsequent events were fun too. I felt bad for Lucy though because of her fracture. The new art for Scout was a surprise when I opened the companion menu, I like color you added there. Being able to see the day when loading a save and what monster loot you are trading with the army are both helpful additions.

With the army, I noticed that when trading for alcohol, I always received 6 instead of they have listed.

Also is it possible to spy on Ellie again instead of knocking on her door after advancing her route? I tried a few times but it always said the room was dark and curtains were closed. Is there some additional step to get it to trigger?

Besides that, the roadmap on the Pateron is cool. It's nice to see where things are going and what you have planned for the future. I'm most excited to meet Deedra and the other companions in due time as well as seeing how things change in the coming seasons.

Thanks again for the update! Hope everything goes well with the development, and I look forward to the upcoming releases.

Thanks for the update! I had a fun time exploring the new features. 

I liked the new army additions. The variety  of interactions with the army guests is really nice. The unique reputation options are great, and I'm glad that there is now a reason to stockpile some teas and gifts for them. The afternoon trading with the army is a welcome addition that I used frequently this time, and I especially appreciate their willingness to sell booze throughout the week.

My favorite inclusion in the update is the option to close the inn early. I loved the new art of Scout, Lucy and Ellie sitting around the table together. Being able to gain affinity and interest with Scout and Ellie at the cost of no patrons is a cool tradeoff. I hope you expand this more and add unique dialogue or text for all the options similar to how Lucy has different random dialogue for "chat about nothing in particular." I would enjoy seeing something like Scout cheating Ellie at dice, or a drink-off between everyone.

Besides that, the new events with Scout and Ellie were fun. I'm glad the 3rd keg is available again. I didn't play around much with the new items, but being able to cure bleed and poison outside of the recovery skill is great. The calming tonics (and future blood vials) are are something that I am sure to use when I eventually start over again in the future.

 I encountered two small potential bugs this version. First is about Ellie's skill and studying late at night. Each study session with her skill purchased only takes 10 stamina. When I was trying to max out all the research notes the game wouldn't let me continue reading when I had above 10 but below 20 stamina. I don't know if this is intended to work exactly like this or if the skill in this interaction is bugged.

The other thing involves trading with the army for monster drops. I only got fractured remains when trading them. The tool-tip in game mentions random loot, and the patch notes just say monster loot. I don't know if it is bad luck, bugged, or if I am misreading something. Is getting something besides fractured remains really rare?

Anyways, thanks again for this update. I'm excited to see where things go from here.

Thanks for all the QOL and fixes. I really appreciate being able to visit Scout without patrol notes. The conversation added when having 0 notes and asking to trade them is a nice touch too. The colors returning is a great idea, and I liked how subtle that was. I only noticed some leaves changing, but it was cool when it finally registered. The new fall art is nice too. It's cool to see the army around and Lucy interacting with Runa and others.

I encountered only a few issues while playing.

Loading up a previous version save with max spell bonus shows a spell bonus of +1 for the main character in the gear menu. In battle it shows +10.

Ellie's +2 spell bonus from her skill tree was missing in battle, which showed a +10 instead of a +12 when I loaded a save with the skill purchased. Loading an earlier save and purchasing the skill showed a +12 bonus in battle, but the gear menu still showed a +1. In both these saves I had done multiple magic experiments (50+) trying to max all spell bonuses, so the +1 might be an issue with inadvertently going over the maximum. Doing more experiments and getting spell damage did not change the +1.

Last thing, and this might just be bad luck, but I can't access Scout's second flirting scene. I tried 14 days in a row to get a scene other than variations of the hand job but never saw her other scene. I didn't flirt with her until I had almost maxed out her affinity and interest so I'm wondering if this might be the cause, or if it really is just bad luck.

Thanks again for the fixes and the update. I'm excited for future releases!

Thanks for the response and clarifications. I thought I was going crazy because I would plan to do night patrol with Scout, but then not be able to due unknowingly trading the patrol note with the guests lol. Anyways, thanks for your patience as I have misreported bugs more than once. I'm looking forward to tomorrow!

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I have been playing some more here and there, and I encountered two more bugs.

First, when opening the sell kegs shop, and then switching to the bounty shop, the option to sell dog tags disappears. This is remedied if you open another shop and move back to the  bounty shop.

Second, patrol notes are consumed when you "share stories of your own hunts" with the monster extermination squad. 

I also want to ask a question concerning the patrol notes. Trading the patrol notes to Scout for monster loot is currently the only use they have. I don't trade my notes to her when I join her on night patrols, or flirt with her do I?

Edit: One last thing I noticed. Purchasing the +2 spellcasting from Ellie's skill tree will increase the player's max bonus to +12, but Lucy's bonus will remain at +10 if it was already maxed. Is there any way to see your bonus to spell damage outside of battle?

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Thanks for the response, the quick fixes, the clarification on the army guests and answering the questions! I figured one ritual could be active at a time, but thought I might ask since getting those events is so rare and I didn't want to test out if the effects stacked. 

The decay is also interesting and it leaves me wondering if buying extra supplies on Sunday is worth it for the chance at more army reputation on Monday and potentially Tuesday with the right amount of luck. Mostly this question was me trying to optimize the army reputation as a player because currently alcohol seems to be the limiting factor for most of playthroughs. Regardless, I find the army to be a fun addition and I'm excited to see where this leads.

Thanks for the update! The army arriving is interesting, and I am excited to see where this leads. The new art for all the army guests is great, and the new scene with Lucy was nice. I noticed that outside of army mages, the army guests will only take alcohol as a reputation option. I also noticed while giving the army guests drinks that some of them did not reduce the alcohol storage. Are those interactions placeholders for now?

Concerning the army, it would be nice if you could buy supplies for them on the weekend similar to how you can buy food and alcohol for the adventures on the weekends straight from the guest list.

It would also be nice if accessing the greenhouse/cellar was available when in the interface for serving the commanders dinner, or the subsequent interface when choosing to accept the army or adventures for the night.

I also totally missed the army reputation tab next to the quest list until the very end. Having a visual indicator similar to the quest log ! to make it stand out initially would be nice. 

I encountered a few bugs, and a soft lock while playing through this update.

The Army arrival event was overwritten by a foggy day event. Runa appeared the previous day, and I reloaded the arrival event to see more dialogue options but instead got a weather event, and the army did not show up. I reloaded again instead of playing to the next day.

On a foggy day, I went out for a patrol of the woods and got a new army event with an army patrol taking out a monster, but the interface for offering the commanders food and drink overlapped and covered the patrol interface. This lead to a soft lock where I couldn't choose food to give the army and couldn't resolve the patrol event because it was covered. This might be the case with any event such as the pouch or dryad and foggy weather, but I only encountered this event with the fog present. 

The reputation counter for the army goes above 1000 if you keep offering them food and drink.

Finally, quitting and reloading the game on a Sunday after previously casting a ritual on a Saturday allows you to cast a ritual again.

That's all I encountered this update, but I did have a few game play/mechanic questions if you're willing to answer. Outside of the bug with rituals mentioned above, there are cases where you can get two rituals in a week, such as rain and casting stasis, or the Dryad and abundance. Does the newer ritual overwrite the older one, or are you able to have both rituals in effect at the same time?

What determines how much food or alcohol decays when you go over the maximum? I bought way above the max I had stores for to see how long I could feed the army. After the first night I sometimes had barely over my max and other times I had maybe 20 over the max, so I'm curious if there is some soft or hard cap on purchasing above the storage limit.

Thanks again for the update. I'm looking forward to the next one. :D

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Oooo I'm looking forward to next update. 

I played through this update to get a save file ready for fall, backed that up, and continued playing a couple weeks into fall. I don't think I encountered new events, but I might be misremembering things or clicking through the text too fast.

The ability to look at spells and potions without committing is nice, and Scout's blood pool replenishing is good too. She carried my under leveled and barely geared self through the night patrols this time.

I did notice a few things this play through that could be bugs.

The bounty officer seems to play the weapon merchant and armor merchant sound effect when you first sell an item to the store after visiting either of the previous shops and upgrading or purchasing something there. 

Guests at the inn share greyed out text if you switch between them. An example would be to sell a berserk potion to barbarians, then visiting a rookie party sell a health potion, and then revisit the same barbarian party. The text box where you sold the berserk potion will now say health potion. Its only a small visual thing, but it carries over between the reputation and talk options as well and all the different guests.

In a previous play through I noticed that when you choose which meal to eat with Lucy and you are out of food, visiting the greenhouse and harvesting a crop does not refresh the options. 

Thanks for the consistent updates, bug fixes and the preview into the bigger fall update. I look forward to the next release.

Thanks for the update!

I was secretly hoping that we would be able to explore with Scout, and I'm glad to see that now we can. The new fights at night were fun, and Scouts abilities add some more depth to the combat beyond just using whatever the enemy is weaker against. The only thing I dislike about the current night interaction with Scout is needing patrol notes to enter her menu, even if you don't end up handing them over. I think I'm mostly annoyed by this because my notes kept disappearing, which I will explain later. Her new art is nice and I look forward to the expansion of night patrols and her story.

I like that weapons have passives or specialties. It adds some variety to gear that becomes something other than "choose the item with the most dice slots". It would be nice to see what those passives are in the gear menu.

The new interactions with Lucy are nice. It's always fun to have things to talk about with her, and hear her thoughts on other npcs. The conversations about Ellie were funny. I don't like being unable to visit Lucy while fractured during the fall, but I'm guessing that change will make more sense later. Otherwise, the new music is good, and the new scene with Ellie is good.

I only encountered a few issues this update.

The Katana (and though untested, I assume the dagger) 2x crit buff applies to all criticals, meaning magic crits, and dodge crits as well. I noticed both the Katana and Hardplate are not able to be enchanted, but I assume that is just something to be added rather than a bug.

Now my issue with patrol notes. I encountered a bug or two with them that I couldn't pin down exactly. Sometimes when handing over the notes to Scout, the conversation would loop back to Scout's night interaction menu, and the notes would still be in my inventory, and she also didn't offer a reward for the notes. I could click to offer the notes again, and that would make the interaction proceed as normal, the notes disappearing, and Scout offering a reward. I think this causes another issue I encountered where the notes would disappear from my inventory without me handing them over. I believe it is related to monster drops, but I couldn't easily replicate the issue. I got an open grave event one day and chose to take the essence and noticed my patrol note was missing that night. I also got a monster drop and a patrol note from exploring one day, but only the monster drop showed up in the inventory. 

Anyways, thanks for the update,I had fun experiencing the new content. I look forward to future updates.

I think I finished the current update. I thought it was great. All the quests are marked as complete and Scout has 200 on both affinity and interest, Ellie is at 100 for both, and I'm guessing the Dryad doesn't have events beyond getting her in the greenhouse. I'm guessing that is the end of their content for now.

The new events with Scout were interesting. I guessed at her identity earlier and it was nice to see confirmation for that and some more backstory to her purpose in the Ashlands. I think the trading of patrol notes for monster materials is a nice change. I had save scummed in the previous version to see how impactful the final keg upgrades would be, but this is a lot better then relying on rng for drops. It also makes enchantments feel more accessible which was something I didn't bother checking out in previous builds.

Ellie seems like she will be fun to get to know. Her intro event was great. I'm excited to see what she'll uncover in the tower, if she ever stops getting distracted.

I like the idea of the skill trees for each major inn upgrade. The event system is also nice, I kept forgetting to chat with Scout in the cellar in the previous versions, so having an event at night to visit her is easier for me to remember to do.

Buying multiple from the supply merchant is nice. I think being able to toggle how much you can buy would be nice, but it wasn't a huge issue as I had more than enough money at that point that I didn't care about going over the maximum.

This might be more of a me thing, but it would be nice to see how much of an item I have in other shops, without having to open up the inventory. At least in early game, I always open up a shop, forget how much I need, open the inventory, close the inventory, which also closes the shop, then reopen the shop. Being able to see how many gifts I currently have while at the gift merchant, or how many teas I have while at the tea merchant would be nice.  This also doesn't matter much once money becomes a non-issue, but early game it would be nice. 


I only encountered a few minor bugs after updating to 1.01.

When selling a keg, the button changes to say buy instead of sell after selling 1 keg.

When doing experiments in the tower, using a reagent or spell component for the first time won't show the number decrease in the interface. Using it again will show it decrease by 1, but the number is still tracked properly. Switching between the two updated the other one properly. If you use a reagent and leave the tower, the number remains bugged on the main interface until you visit the tower experiment tab, or do something else that will update the number. 

Last thing,  when accepting customers for the night, if you run out of food and then visit the greenhouse to harvest some crops, you are still unable to accept them despite now having enough food. 

Anyways, thanks again for the update and quick work you do. I look forward to seeing more.

Thanks for the quick reply and clarification on Scout. I just got the tower and now can see her affinity progressing normally. 

I thought the new scenes with Lucy from last version were great. I'm excited to hear that the building relationship will be expanded more. 

Thanks again for the update!

Yay, I've been looking forward to this! 

I just started a new run and I found some bugs though. 


Scout's affinity doesn't progress when I chat with her. I first chatted with her in the day after she moved in just to see the new artwork. Later at night, I tried chatting with her in the companion menu, and in the cellar menu, and neither interaction progressed her affinity bar. I did it in different orders over multiple days and still nothing. I got the event with Scout seeing Lucy Fracture and that progressed Scout's affinity, but it hasn't progressed again though chatting with her. I do not have the tower unlocked yet so I don't know if the reading interaction at night will progress her affinity.

Another bug I came across was being unable to sell full kegs. Whenever I clicked on the sell kegs button it would just open the most recent merchant I had visited. For example, I could visit the supply merchant, then sell kegs, and it would open the supply store again.


This last bug is a little more vague and hard to explain. It occurred on version .9 but idk if .92 would have fixed it. It was a soft-lock on Lucy's progression. Whenever I visited her at night when her desire was high after flirting, the screen would become blurry, but her portrait wouldn't appear, and no amount of clicking or waiting would let me back into the game.

I think it has something to do with unintentionally skipping the "wanting a relationship" conversations with her. I managed to get the hand job and touching scenes but nothing after that, and she still hadn't initiated the talk scenes. Every time I got her desire high and visited her at night after that I would encounter a blurred screen, even on different days. If I remember correctly, I already had the inn mostly upgraded when this happened. I skipped out on flirting earlier with her while trying to be efficient with stamina. I restarted the game after that and went slow to trigger the talk before the scenes and didn't encounter the soft-lock again.

I only bring this up now because in this version I triggered the hand job scene before the talk again. I reloaded the day and managed to get the talk instead of the hand job scene. I don't know if I would soft-lock again or if it is intended for the scenes to occur simultaneously with the talks, but thought I would bring it up.

Anyways, I'm going to keep playing for now, and I'm looking forward to the new events.