Found a bug?
Have something to suggest or request is included in the game?
Let me know here! I can't promise I'll get it fixed / added quickly (as I've quite a bit planned already) but it'll bring it to my attention.
An adult settlement management game with turn based battles. · By
Suggestion make a way to control the player character with wasd so you can get stuff father away I know you can use the mouse to click spot and make them walk there but I think wasd is more comfortable
Also I'm tryna do a thing where I'm a guy in a village full of woman but the slime keep changing to look like me even when I turned gay content off
Saves should be under Users/<Username>/AppData/Roaming/Dapplecap for the Windows version, and in your web cache for the HTML player.
I've checked and the code for finding resources is indeed identifying the log pile as a tree because it contains wood!
Hmm... I might have the player character have WSAD movement controls and ENTER to interact with resources as per your suggestion, it'd help set them apart from the other inhabitants.
I get what your saying about the slimes. I'll modify their mimic script to account for the filters.
Hey been a while since I checked out the game and I have to say it's coming along nicely I like that map for the combat and I haven't encountered many bugs. The only bugs I did encounter was whenever you set people to chop trees in winter they instead harvest the pine cones even when there gathering skill isn't high enough. As for suggestions on things to add I'd say more customization and hair options for humans as well as making the hair and beard separate for the men so I can use the curly beard with the straight hair. and maybe a crafting system so you can make different amours and weapons for warriors and tools for everyone else and add crafting skills kinda like RuneScape as well as buildings that generate resources so you don't constantly have to gather them.
Thank-you for the feedback!
I agree with your points regarding customisation options, they're a little limited ATM as I'm focusing on getting some more mechanics sorted (specifically a breeding and aging system so your population doesn't remain static).
I'm planning on adding in more options (for hairstyles, separate facial hair, blemishes, and scars) with an update to the character customisation and game startup (adding a main menu, gallery, and story "cutscene"). There's also plans for an in game "Hairdresser" style building where you can edit the appearance of your inhabitants too. While it will start with just hair style changes, you'll be able to unlock hair dye, tattoos, and piercings.
The addition of armour, weapons, and tools is also a great suggestion: I actually have an unfinished armoury building hidden in the game code at the moment. Here you will be able to access a crafting and equipping menu. The equip menu will also be available through the combat map (in-case you need to tweak your warriors gear last second). The planned gear types are: Weapon, Armour, Tool, and Accessory.
The resource generation over time structures I have planned still require you to assign an inhabitant to them, but will provide a more reliable income stream for each resource: Food => Kitchen, Stone => Mason, Wood => Carpenter, Metal => Forge, and Gems => Jeweller. They're all processing buildings, so my plan is to have a trickle if it's just them, but also a bonus if there is also gathering of the same resource going on (calculated base on number of X resource gathered by the end of the day). This should help gathering (and related skills) remain relevant even in late game.
I hadn't thought to add additional skills until you mentioned it, but now I'm considering adding in a set of skills for Cosmetics (hairdresser), Crafting (Armoury), and Processing (Resource generation buildings).
All that said, most of that stuff is some way off being implemented yet! Probably a couple of years work to get it all in based on my current development speed. I should really do up a roadmap...
extremely buggy so much so it's unplayable, changed name on character and saved and then it crashed and i couldn't even open the game again, then crash when changing gender, and ofcourse the online version couldn't even start a game (are all of these bugs by windows zoom? very very likely, no clue why the online version is borked tho, prob same issue)
I've been getting a lot of bugs reported for this release, though it is performing fine on my test devices (which is annoying as it make the issue tricky to find let alone fix) and browser.
With the web version, is the issue with starting a new game from the main menu, or does the game simply not load at all (and if so, does it show the black screen with grey loading bar)?
For the desktop version, I've tested it on Windows 10 and 11 without the mentioned issues, but it is still possible there's a compatibility issue.
I've uploaded a debug version of the game that should output some log files to the save directory (normally found at C:/Users/<USER>AppData/Roaming/Dapplecap).
If possible, please could you replicate the error in the debug version and post the contents of this directory (as a .zip) or the text from the logs/godot.log file under the save directory?
Godot Engine v3.6.stable.mono.official.de2f0f147 - https://godotengine.org
OpenGL ES 2.0 Renderer: AMD Radeon RX 7900 XTX
ERROR: Mono: Core API hash mismatch.
at: _init_godot_api_hashes (modules/mono/mono_gd/gd_mono.cpp:515) - Mono: Core API hash mismatch.
think that's the one you mean? as for the browser version it's stuck on the main menu clicking new game does nothing, no clue how to zip and too lazy to learn and kinda don't want to learn, if it's the mono one you want then i might have to learn cuz that's a whole lot of text
Right, that looks like the game engine or graphics renderer is playing up.
I'll see if re-writing for OpenGL ES 3.0 fixes the issue, but that might take some time if I have to re-write large chunks of my code to accommodate the switch.
Thank-you for providing the log by the way, it gives me a starting point to tackle the error from.
Thanks for catching that.
Is the crash occurring when pressing the conquest button, on the conquest (map) screen, or upon loading into a battle?
There should also be a log in the saves folder (Default "C:/Users/<USERNAME>/AppData/Roaming/Dapplecap/logs/godot.txt") that might contain some details on the crash.
Godot Engine v3.6.stable.mono.official.de2f0f147 - https://godotengine.org
OpenGL ES 3.0 Renderer: AMD Radeon(TM) Vega 8 Graphics
Async. shader compilation: OFF
ERROR: Mono: Core API hash mismatch.
at: _init_godot_api_hashes (modules/mono/mono_gd/gd_mono.cpp:515) - Mono: Core API hash mismatch.
Mono: Log file is: 'C:/Users/HP/AppData/Roaming/Dapplecap/mono/mono_logs/2025-08-11_16.37.53_1756.log'
... with tutorial.
gen = 37
ERROR: Cannot open file 'res://prefabs/fighters/.tscn'.
at: load_interactive (scene/resources/resource_format_text.cpp:1184) - Condition "err != OK" is true. Returned: Ref<ResourceInteractiveLoader>()
ERROR: Failed loading resource: res://prefabs/fighters/.tscn. Make sure resources have been imported by opening the project in the editor at least once.
at: _load (core/io/resource_loader.cpp:283) - Condition "found" is true. Returned: RES()
ERROR: Error loading resource: 'res://prefabs/fighters/.tscn'.
at: load (core/bind/core_bind.cpp:76) - Condition "err != OK" is true. Returned: ret
Huh, looks like the game is trying to load up a battle using an empty fighter with no race or gender. I've updated all the fight scenes in the last update, so I probably left one of the template fields empty somewhere.
Either that or your player character isn't loading into the fight scene properly for some reason.
*EDIT*
Looks like it's the player character causing the issue. The problem seems limited to male characters (at least in the tests I've run), so it's probably something up with the entity for player human males rather than the save data not loading correctly.