End of the year is approaching fast. Just 7 hours left when (and where) we are writing this.
We would like to wish you, and your families a happy, happy, HAPPY New Year!
And wishes being wishes, we also want to thank you for being such an incredible community!
Your feedback, bug reports, and all those shared save files help us make the game better every day. There is so many of you here on Steam, on Discord and our socials, we have never expected a crowd like this on our very first game. It's all a little surreal.
We're sure we could do better with answering your messages, game ideas posts and... all the other shortcomings. So I hope we'll do better in 2026. I hope we'll have a lot of patience in delivering fixes and updates, we'll remain open for new ideas and keep the general good vibe. You'll see that in the game sooner than later!
You are all a blessing ! đ
Cheers! Odd Qubit team
The Christmas Update!
HO-HO-Howdy Partners!
[p] [/p][p]Sorry to keep you waiting. We went quiet for a bit while figuring out what went wrong with the last patch and reworking parts of the code. Our first instinct was to hotfix and push ASAP, but since we already had a holiday patch planned, we decided to merge both into one bigger update! Thatâs why it took a little longer. [/p][p]Some of you have already been playing the updated build on the unstable branch. We use it as test ground for players who donât mind a higher bug density and want to help us test new features early. That branch is here to stay, and weâll post a proper how-to when we update it. For now, everything rolls into the default branch. [/p][p]I also want to apologize to anyone who felt like we disappeared or stopped responding in the forums. After the release, we were honestly a bit overwhelmed by the sudden workload. Community communication on Discord and Steam, fixing and testing builds, and setting up a proper update structure all hit us at once. [/p][p]To be absolutely clear: we are not quitting the game. đ [/p][p]Today we agreed on the scope of upcoming updates with our publisher, RockGame, and weâll be sharing a roadmap in the coming weeks! Yes, sprinklers are coming. Early February.[/p][p][/p][p]Weâll do our best to stay in closer contact with you, including here on the Steam forums. Thank you for your patience. This is our first game, weâre learning as we go, and yeah, weâll make mistakes. Hopefully fewer with each update.[/p][p] [/p][p]Alright, enough with the gloom. Weâve got a Christmas update for you! đđ¤ [/p][p]Have a chill holiday! [/p][p]PrzemysĹaw StaĹski Head of Studio at Odd Qubit[/p][p] [/p][p]P.S. and Iâd like to introduce this fine horse fellow:[/p][p] [img src="https://clan.akamai.steamstatic.com/images/35775841/faaa9874e44247b2a838a13510999e99794f9a52.png"] [/p][p]John Horse is here and has great news for y'all! The Christmas Update is here![/p][p]But most importantly⌠[/p]
MERRY CHRISTMAS TO ALL THE COWBOYS!Â
[p]Thank you for being with us! We hope that your Christmas will be filled with love, a great time with family and friends and after all the celebration⌠time for playing the new update! [/p][p]Soon you will be able to get some amazing stuff to decorate your farm and prepare it for Santa! Look for him in the sky, he will be there any moment! [/p][p]And as always, the list of fixes and additions for those who like to read! [/p][p] [/p][p]Yours horsefully,[/p][p]John Horse[/p][p] [/p][p]Christmas additions:[/p]
[p]During the 23th-30th of December there is a chance to spot Santa in the sky![/p]
[p]On the 24th of December you will get a letter in the mailbox with some Christmas decorations! Donât worry, it will wait for you there until you finish your celebrations, but only until the 1st of January.[/p]
[p] [/p][p]Most important fixes:[/p]
[p]Fixed crash related to a corrupted save file[/p]
[p]Fixed disappearing buildings[/p]
[p]Fixed foliage respawning after loading the game[/p]
[p]Fixed the building spawn critical bug[/p]
[p] [/p][p]Other fixes and changes:[/p]
[p]Added a combat start cooldown functionality[/p]
[p]Added an easter egg with the statue of The Greatest Sausage Eater[/p]
[p]Added a crafting recipe for a chest and mailbox[/p]
[p]Added a new quest: âGone, But Not Forgottenâ[/p]
[p]Fixed the âSign Where the "X" Isâ quest, now it properly closes[/p]
[p]Fixed Walter bank and cheque disappearing[/p]
[p]Fixed the âKill animalsâ challenge[/p]
[p]Fixed reward items from jobs[/p]
[p]Fixed missing various quest items[/p]
[p]Fixed detailed inventory regeneration (buggy, unusable tools and weapons)[/p]
[p]Fixed craftable items, no more duplication[/p]
[p]Fixed the hoe crafting recipe[/p]
[p]Fixed the water tower, forge, workshop building material costs[/p]
[p]Fixed the strange sculpture building material cost[/p]
[p]Fixed the quest markers [/p]
[p]Fixed the animals freezing after loading[/p]
[p]Fixed animal requests giving 0 hours[/p]
[p]Fixed the Big Mean Boar quest fight â no more random despawns[/p]
[p]Fixed the crafting queue - working on items in crafting queue[/p]
[p]Added Train, Hand crafting and UFO sounds[/p]
[p]Multiple localization fixes[/p]
[p]Horse calling at the Dreamersâ Falls is no longer possible[/p]
[p]Fixed the train car in the sky[/p]
[p]Added more herbs spawning points[/p]
[p]Fixed the Spooky Mine lightning issues[/p]
[p]Fixed the rocks and detonator collisions on the Dreamerâs Cliffs[/p]
[p]Fixed the glass material on the lamp[/p]
[p]Fixed the Dreamersâ Falls investigation Fancy Hat blocker[/p]
We are reverting the patch.
Weâre reverting the latest patch.
Some players started seeing disappearing buildings and a few new bugs that werenât present before. Thatâs unacceptable on our side, so weâre rolling everything back to keep your saves and experience safe.
We pushed this update because we genuinely wanted to fix several issues from launch as fast as possible. We hoped youâd get to enjoy a smoother game over the weekend - but rushing it ended up breaking things for others.
From here, weâll take a step back, fix the problems properly, test everything more thoroughly, and release a stable patch as soon as itâs ready.
Thanks for your patience and for reporting issues so quickly. Weâre on it.
- Odd Qubit
First Patch!
Howdy Partners!
As we promised, we are releasing our first patch!
The most important things are:
We added easy combat mode - for players that just want to chill! We added an anti-motion sickness mode! We fixed narrative-blocking bugs - listed below in critical fixes!
And here is the full big list of fixes and repairs!
CRITICAL FIXES:
We fixed Cesar de la Fuente dialogue - the game breaking bug is no longer here! We fixed Otto's broken items and stolen cheque - the items will show up in the mail! We fixed stolen quest items - they are no longer being stolen by bandits!
GAMEPLAY FIXES:
Fixed Ruff lowering ladder while on horse Fixed Ruff Dymond meetingFixed characters stuck half in floor Fixed death screen combat encounterFixed NPC disappearing in dialogueFixed markers during cinematics Fixed tutorial showing despite being disabled Fixed the mailbox Fixed the church NPCs Fixed the boarâs lair
INVENTORY & ITEMS:
Fixed Item condition value Fixed Diablejoâs poster Fixed Diablejoâs drag name display Increased number of item slots in various containers Hemp grows faster and is worth slightly less Fixed holes in the landscape near the chest by the swamp
QUESTS & NARRATIVE:
Blacksmith statue quest Double quest marker at pumping station fixed New dialogue for statues quest with mayor Localization fixes and narrative fixes Quest markers + location fixes
ANIMALS & FARMING:
Fixed milking animals Fixed bee hive synergy Fixed big mean boar random despawn Fixed fence navmesh Fixed moving crates Fixed animal petting achievements Animal death wrappers
AUDIO:
Fixed the music and its application in the settings Lowered the volume of birds, pickaxes and hammers Added the sound of smoking the funny cigarette Fixed the crows
UI/UX:
Added camera smoothing settings Fixed show details UI element Fix UI with character info Added dialogue skipping (not for asian languages yet) Added animated OddQubitâs logo at the start of the game
TECHNICAL:
Bravestand achievement cooldown - entering Bravestand for achievement has an in-game 8 hour cooldown
ART & LEVEL:
Fixed Diablejo in Drag Added wooden statue Fixed waterfall splash effect Added UFO ambient Harbor and master items changes Added herbs and other items Fixed landscape around river and pumping station Changed the green borders Adjusted farm bounds Fixed Viking shield Added dog cave art Reduced spread of Playerâs Medium Home to 50 units Added river and herbs around construction zone Removed horse calling locations on the dam Various art and foliage fixes
Thank you for your amazing feedback, bug reports and, of course, your patience! We promise you that more patches and fixes will be coming out.
If you want to be a part of the Cowboy Community, check out our socials: X, TikTok, Instagram, YouTube and join our Discord server!
Final Playtest Before Launch!
[p]Howdy, Cowboys! Weâre getting real close to the release of Cowboy Life Simulator â and before we let you ride off into the Wild West, weâve got one last chance for you to saddle up and test the game before launch.[/p][p]Thatâs right: Final Playtests are live![/p][p]This is your last opportunity to:[/p][p][/p]
[p]Build and manage your ranch from the ground up[/p]
[p]Experience the early chapters of your cowboy journey[/p]
[p]Share feedback â every insight helps us improve the game before release[/p][p][/p]
[p][/p][p]đŽ How to Join?[/p][p] Just hit the âRequest Accessâ button on the gameâs Steam page:[/p][p][dynamiclink href="https://store.steampowered.com/app/1151380/Cowboy_Life_Simulator/"][/p][p]Thanks for being part of the journey and sharing your thoughts. We canât wait to see how you build your frontier life.[/p][p]See you on the ranch, The Cowboy Life Simulator Team[/p][p][/p][p]DISCORD[/p][p][/p][p][/p]
DEVLOG #18 â BUGS & OTHER BLOOPERS
Howdy, partners!
[p][/p][p]After a few years of development, we are getting closer and closer to release! Therefore, we wanted to share with you our favorite bugs in Cowboy Life Simulator, and how we managed to fix them. Sometimes, bugs are annoying, but at other times they can bring a smile to your face after hours of hard work.
Here they are, in no particular order. We brought pics and we brought gifs.[/p][p][/p][p][/p]
Absolutely Enormous Crops
[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/35775841/75dee5dddc324ff2dee89b362476657c55a2cd91.png"][img src="https://clan.akamai.steamstatic.com/images/35775841/9682af8b9cce45fb1b0b8d37005ee3204bf93a28.gif"][/p][p][/p][p]We were changing the way crops update in size over time â plantsâ scale gets updated as they age. Because of the system change, the plant scale was absolutely enormous, so during spawn we were setting the mesh scale to some absurd values. After fixing the scale, crops are no longer so giant (but what a blast it was, for a time).[/p][p][/p][p][/p]
Bandit Monstrosity
[p][img src="https://clan.akamai.steamstatic.com/images/35775841/58715ecbeaff4f09be43bff11a454f1a5e270032.png"][/p][p][/p][p]This cursed God-knows-what is connected to combat. Our bandits at one point would just kind of do whatever this is whenever they got shot. Yeah.[/p][p] [/p]
You Cannot Sit Here!
[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/35775841/4afbb969c48201502ee7471f0f5e1df495f6d68f.png"][/p][p][img src="https://clan.akamai.steamstatic.com/images/35775841/520cb8fd2cf8ffae7393dc571a0c12134507f9a6.png"][TAG-60][/p][p]That was a recurring problem. Letâs be honest, anyone even remotely familiar with making games knows what a pain NPCs and their AIs are.[/p][p][/p][p][/p]
Slice of Cow
[p][img src="https://clan.akamai.steamstatic.com/images/35775841/10455f5115509f9e307a571c4c849af0f7d44512.png"][/p][p]One of us, while testing a quest, decided to see what would happen if they shot a cow not belonging to them. The effect? The cowâs body would get sliced with every shot. The cow? Unphased.[/p][p][/p][p][/p]
[p]We got the animal-buying panel and the inventory panel a little mixed up. Peak Wild West fashion though.[/p][p][/p][p][/p]
Mysterious Explosion
[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/35775841/887ec477453c93fa8b25dd1da7e5da85c0c15cae.gif"][TAG-110][/p][p] To be honest, we still do not know what happened there. Nobody has seen it either before or again, and the only person who ever was able to capture it was our Project Lead, while filming something completely unrelated. Maybe you will be the one to witness it again?[/p][p][/p][p][/p]
You Spin Me Right Round, Baby, Right RoundâŚ
[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/35775841/d9f2d291f3cd6ce127aaf9991c934053d025f68c.gif"][/p][p][/p][p]This character youâre seeing here has a very custom way of moving, as sheâs a wheelchair user. We kind of forgot about that when implementing the way NPCs are to move between different actionpoints.[/p][p][/p]
Cow Boogie
[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/35775841/90c4fa1dfa2c74d644d3f6fbaea198c3124f96a0.gif"][/p][p][/p][p]We were implementing some new animal animations. During the import a message showed up, saying that the rig bones used on the imported mesh and rig bones on the skeletal mesh linked to it are mismatched. It asked if we wanted to change it, so (obviously) we clicked âyesâ.[/p][p][/p][p]Well, that was a mistake â nearly every cow animation imploded. Thankfully, during further tweaks, we managed to reset the local rotation of the mesh. Finally, reverting the import and fixing the skeletons outside the engine helped.[/p][p][/p][p][/p]
Ruff Getting Folded Like Fresh Sheets
[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/35775841/ba6d9dec154f7b7de24c13a94841c5c613838f2a.gif"][/p][p][/p][p]This one was connected to combat, and how bandits are to fall when killed. However, we applied this mechanic to every kind of NPC by accident, not only bandits⌠Yikes. Heatstroke from the Wild West sun?[/p][p][/p][p][/p]
[p][/p][p]I mean, your head can start spinning from a sudden adrenaline rush, but this muchâŚ?[/p][p][/p][p][/p][p]So what do you think? Donât hesitate to reach out, comment, suggest, or share a laugh! Follow us and shoot us a message at our Instagram â @odd.qubit. Weâd also love to have you over on our growing Discord server â hereâs the \[[url="https://discord.gg/C8qr3S6WwX"]link]. Happy trails, friend. [/p]
Wishlist âCowboy Life Simulatorâ today!
DEVLOG #17 â OPTIMIZATION
Howdy, partners!
Every game starts rough. At first, weâre focused on gameplay and visuals, not performance. Itâs all prototypes, heavy assets, wild ideas⌠and suddenly, itâs running at 15 FPS. Yep, weâve been there too. But now weâre on a mission to hit 60.
We optimize two big areas: CPU, meaning game logic, collisions, movement, AI, and GPU, so everything visual.
Optimization means finding smarter ways to do things and cutting whatâs too heavy.
Farewell, Nanite
Early on, we were thrilled about Nanite, Unreal Engine 5âs fancy rendering tech that lets you use ultra-detailed models. But as our world filled up, problems piled on: stutters, memory spikes, performance dips... We ran a ton of tests and eventually accepted the truth: Nanite just wasnât the right fit for our game.
So we cut it. Maybe weâll get back to it in our next game? It worked wonders in Expedition 33, but our guess is that projects really need a Nanite-oriented approach from the get-go.
Nanite triangle visualisation of the main street in our town, Bravestand. Anything black is not nanite â the colorful ones are. You can see how the triangles change when you get closer.
In an open world, managing draw calls is crucial. Each one is a command to the GPU to render something. We fight the flood with mesh instancing, meaning 100 identical trees are grouped together under a single draw call, and HLODs (Hierarchical Level of Detail), which simplify faraway stuff into chunky geometry.
We also rely heavily on LODs â simpler versions of objects used at a distance. Auto-generated ones usually work, but Unreal struggles with things like trees, often dropping entire branches. Our artist is currently handcrafting tree LODs to fix that.
Visualisation of the changing LODs of the train tracks and nature around them.
Visualisation of the density of the triangles in certain spots.
We use fully dynamic lighting, which looks great but hits performance hard. Most games bake lighting (pre-render it), but we wanted a real-time sun, beautiful mornings, and picturesque sunsets.
To keep it manageable, we reduced light precision and added a graphics setting so players can choose how often the sun moves to best suit the might of their machines.
Visualisation of lighting of a scene, in this case the town of Bravestand from a different angle. The orange blobs signify overlaps of light coming from different light sources, which is more costly performance-wise.
First target? Collisions. And by collisions, we donât mean just bumping into stuff â this concept includes overlaps and big trigger volumes: checking if animals are in their homes and if NPCs are at a certain location.
We simplified them to spheres, capsules, and boxes â as little complex shapes as possible. Most moving objects either have no real collision, or we fake it. Why? Because checking for hits and overlaps constantly drains CPU.
Visualisation of the collisions of different objects at the Saloon in town. The bottles, for example, have spherical collisions.
Our world runs on big databases for animals, plants, and buildings. And in the case of buildings, every single module is a separate entry, and some buildings have dozens of modules! Pulling data was slow, but our backend dev sprinkled some magic and sped things up â though itâs still a work in progress.
Weâre also refining NPCs and animals, which are complex due to animation, AI, collisions, and skeletal meshes. For example, animals and characters have 5fps animations when youâre not looking. ;)
We keep tweaking their behavior logic to make them smarter and leaner. To track whatâs slowing us down, we use the Unreal Insights tool.
Our main investigation tool for diving deep into optimization issues â the Unreal Insights graph.
DEVLOG #16 â GAME LOOP
Howdy, partners!
Cowboy Life is a game where time matters. Days and weeks pass, and each morning brings a new mix of farming chores, crafting, exploring, and wild west trouble.
Daily Routine
Most days start on your farm. Youâll water crops, feed animals, and do all the work needed to keep things growing. Itâs not just for fun, you and your animals need food!
But farming isnât only for survival. The townsfolk will send requests and orders, and to fulfill them, youâll need to produce more advanced items. That means upgrading your farm, building new workstations, and gathering resources like wood, clay, and stone. Later on, youâll explore mines to collect metal ores, too.
Crafting takes time at first, but later on (in the full version of the game) you will be able to hire workers to help out. So donât just stand around waiting â use that time to handle other tasks. There's always something to do on the farm!
The requests come through the mailbox, so check your mail every morning!
Neighbors & Quests
The nearby town, Bravestand, is full of unique characters â each with their own story, habits, and problems. Some want help. Some want change. All of them are part of a bigger mystery involving drought, bandits, and something strange going on in the hills:
youâll take on quests, investigate, duel, deliver goods, search for legendary items, and uncover secrets.
Talking to people and learning their routines will help a lot â some NPCs only appear in certain places at certain times.
They will go about their days with or without your help and even initiate meetings on their own. Missed one? Youâll have to track them down and reschedule.
And we have even more NPC-related mechanics planned for the future, such as gifting and relationship-building!
The World
Exploration is important too. While waiting for the craft to finish or an NPC to return from whatever trip they embarked upon, you can head out into the world.
The map isnât huge, but itâs open, and packed with beautiful, distinct locations, secrets, and treasure chests. Some may be locked, and the keys are often tied to story progress, so exploration and quests go hand in hand!
Just be careful â some areas are full of bandits. Bring a weapon, and if possible, upgrade it. Weapon upgrades cost money, so maybe itâs time to fulfil another job... But wait! Youâll need bricks for that, which means upgrading your stone workshop... which means chopping wood... which meansâŚ
Back to the Axe
In the end, it always circles back to the basics:
- gathering - crafting - building - surviving
Thatâs the loop!
And hereâs always so much more waiting to be discovered.
See you out there, cowboy. Yeah, and donât forget to check that mailbox.
So what do you think? Donât hesitate to reach out, comment, suggest, or share a laugh! Follow us and shoot us a message at our Instagram â @odd.qubit. Weâd also love to have you over on our growing Discord server â hereâs the [[url=https://discord.gg/C8qr3S6WwX]link].
Happy trails, friend.
Wishlist âCowboy Life Simulatorâ today!
DEVLOG #15 â CHARACTERS
Howdy, partners!
Hello, friends! Thank you so much for appreciating our last devlog on reworked progression! Todayâs topic is⌠characters!
What makes a game like Stardew Valley so cozy and familiar? The characters! The ones we trade with, the ones we get to know and explore their world. Itâs a big deal for us while working on âCowboy Lifeâ, making our characters likeable and memorable.
1. Shaping a concept
Before adding any character, we define their traits and motivations and link them with others and the protagonist meaningfully.
Instead of simple stereotypes, our characters have conflicting traits, and hidden secrets that the player can uncover.
Some of them will go through a lot, trying to find their own role in the world, learning and proving themselves worthy, but will emerge stronger and happier because of players' actions.
Like in classic Disneyâs films, our characters have meaningful names: some of them reflect the characterâs personality, others â their occupation or behavior. Some names even reference real-life historical figures, likeour town architect, Frank Lloyd.
2. How our NPCs affect (and are affected by) gameplay
â Engaging NPC routines
Your neighbors like to have a drink or a round of cards at the Saloon in the evening, they go to church on Sundays, or visit their favorite spots in the wilderness in their free time⌠Just like real people do!
â Part of the bigger picture
In small communities, word spreads fast.
If you complete a quest for one character, their best friend will know about it, and if you do something that benefits everyone, all characters will be grateful (some discounts maybe?).
â Bringing the Wild West to life
They do more than give you quests. They let you discover hidden secrets, surprises, and personal adventures. One moment, a friendly chat might start an exciting quest. Next, a mysterious stranger might refuse to help until you prove yourself worthy of trust.
Each meeting shows you a new layer, leading you deeper into your cowboy adventure.
3. Writing realistic dialogue
âCowboy Lifeâ does of course take place in the Wild West. We all know our howdies and yeehaws, but we cannot allow dialogue to become a caricature. Keepinâ it stylized, but moderate, partner.
Charactersâ personalities affect the way they speak. A well-educated pharmacist will have a different way of expressing herself than a simpleton living out in the mountains.
The story is an important driver, but since it's not an RPG, but a mix of RPG and a simulator, and plenty of people will want to click through dialogues. And that's alright! Thatâs why we take extra time to make the dialogues as short and saturated as possible.
All our dialogue is written and programmed using a narrative design tool called Articy:Draft.
4. Implementation
Every character needs a 3D model, of course. Before that usually comes a concept sketch, but as we are quite a small studio, we do not have a Concept Artist.
Instead, visual references are gathered, usually by the Narrative Designer, and delivered to our 3D Artist with a short description of the characterâs vibe. Often these references are even pictures of real-life people: actors, historic figures, or people we, the devs, actually know!
For example, references for our charismatic and broad-shouldered carpenter, Ted, were taken from our designerâs husband. For our Mayor â of that husband's grandfather, a military physicist specializing in explosives. One of the most notorious bandits in our game is modeled after a⌠well, we will keep this one a secret a little longer.
Then, itâs just designing the callendar, giving the character stuff to sell, setting up their homes, their shops, and their routines.
The community
And how does the player character fit in all this?
The community of Bravestand is troubled by bandits, drought and distrust. Not very cozy, right? Itâs the playerâs role to make the townfolk find trust again, to stand together against the inequities of the selfish and the tyranny of evil men, to live up to the name of their little town!
Itâs you, the player, that is the agent of hope, finding inner peace through helping others.
We hope youâll find it satisfying and rewarding!
So what do you think? Donât hesitate to reach out, comment, suggest, or share a laugh! Follow us and shoot us a message at our Instagram â @odd.qubit. Weâd also love to have you over on our growing Discord server â hereâs the [[url=https://discord.gg/C8qr3S6WwX]link[TAG-103]].
Happy trails, friend.
Wishlist âCowboy Life Simulatorâ today!
DEVLOG #14 â PROGRESSION SYSTEM: REWORKED!
Howdy, partners!
Hello, friends! Big news: new progression system! đ
Weâve got super exciting news to share with you! Weâve been working very hard these past few months, and weâre quite proud of the result. And what is that? Completely reworked progression! Not to brag, but âCowboyâ feels like a whole new game nowâŚ
What was progression like before?
Honestly⌠it wasnât great. You could only unlock things by progressing the narrative. For example, you couldnât build or craft anything unless you finished a specific quest.
And, more importantly from our perspective, managing the progression was incredibly hard. The simplest change, like wanting a certain craft to be available way earlier, required tinkering with the quests and narrative, and those are a very delicate web, especially in a non-linear game like ours!
Whatâs it like now?
So, we decided to add a completely new layer: good old fashioned experience points, so you can level up! And not just one set for those, though. We added three experience pillars: Farm, Fame, and Frontier!
â Farm Points: Earned by upgrading your farm.
â Fame Points: Earned by helping and interacting with NPCs, and doing quests.
â Frontier Points: Earned by exploring and making new, more advanced things. You can see your points and levels in the âProgressionâ menu. It also shows what cool stuff youâll unlock at each level. Need points fast? Complete fun challenges under each pillar to get more!
You can see your points and levels in the âProgressionâ menu. It also shows what cool stuff youâll unlock at each level. Need points fast? Complete fun challenges under each pillar to get more!
Hereâs a sneak peek into our work-in-progress of the progression screen. Do not get too attached to it just yet, we are working on overhauling the UI too!
What can you unlock?
Thereâs a lot of freedom when it comes to that. Depending on which progression tree you want to go with, rewards may vary. They include:
â new buildings â item crafts â forage possibilities â entire game features â special dialogue lines
... and many others!
And, these new dialogue lines arenât just for chatting â they start quests, and even whole storylines.
How does it work?
Say youâre talking to an NPC, and you see a greyed-out dialogue line. It says you need Farm Level 3 to select it. You check your âProgressionâ menu â youâre at Farm Level 2 and need more points ...
... What can you do about it?
â complete a farming quest on your farm (like sowing fields) â complete some challenges: there's lots and lots of those, so thereâs always something to do!
Boom, now youâre Farm Level 3 â go back to the NPC and unlock an awesome quest!
Was that an easy rework?
Well, it wasnât â the new system has to work with all the other systems, and itself be easy enough to manage and maintain. Also, now we canât simply say âyou canât build that before that quest is completedâ. You can gain experience through many different activities, so the math has to be perfect if we want the game to be balanced.
So far though, itâs looking good! Now, if we want to give the player some craft earlier on in the game, we just change its availability level from 10 to 7. Done!
All in all, we think that âCowboy Lifeâ is now way more engaging because thereâs always something to do. On the other hand, if you donât want to do quests, and meetings, but simply explore, farm, and make a mark on the land, you should also get some experience, and level up.
So what do you think? Donât hesitate to reach out, comment, suggest, or share a laugh! Follow us and shoot us a message at our Instagram â @odd.qubit. Weâd also love to have you over on our growing Discord server â hereâs the [[url=https://discord.gg/C8qr3S6WwX]link].