Hotfix: Dormant Volcano instructions and other bugfixes v0.71.4
Update v0.71.4 is alrady on air:
The control center empty objective at the end of the content line is now fixed;
Fixed Dormant Volcano instructions which were sometimes missing;
A few text mistypes were fixed;
UI layout for some rare aspect ratios fixed;
Other minor bug fixes.
Craftomation 101 is out in Early Access!
Hey Mates!
This is not a drill: Craftomation 101 is finally in Early Access, you can buy it, play it, own it, gift it to your significant others, etc., etc.!
Honestly, we don't know what else to say, as we're overwhelmed with excitement!
Oh wait, there's a couple of things to mention. First: there's a 10% launch discount, which will last not one, but two weeks! Tell your friends, it is time:
Second: we'd like to know what you think of the game! We're a tiny studio, so we do not usually spend tons of money on marketing research. Instead, we listen to our players and improve the game with a little help from them!
No message is left unread on our Discord server, and you're officially invited to chat with us.
And if you don't feel 100% sure about buying Early Access version - that's totally understandable! In that case, don't forget to add Craftomation 101 to your wishlist, so you don't miss the day when it gets released in full glory:
Last but not least: if you enjoy our artwork and music, there's now an option to have them in your library, too:
We hope you'll enjoy playing Craftomation 101 just as much as we enjoyed making it for you! And remember: Early Access release is just the beginning! More awesome features await you in the future.
Stay tuned, and, as always - until we meet again!
Coming to Early Access: February 19!
Hey Mates,
Our hands be shaking with excitement as we're writing these lines. Our eyes are goggled from the sensation of the moment's importance. Perhaps, even our ears are moving from impatience!
More than 2 years of thoughtful prototyping, playtesting, releasing demos, gathering feedback, and doing things all over...
Craftomation 101 is coming to Early Access on February 19, 2024!
Please enjoy our brand new trailer that we made to celebrate this truly glorious day:
There is no time to explain more... because more will be explained by the end of this week, in the next edition of our developer diaries!
We'll talk about our current progress and the cool new features that you'll get to try out in less than a month. Stay tuned!
In the meantime, there's one important thing you can do, which is to add Craftomation 101 to your wishlist on Steam, if you like such games and/or consider purchasing it.
That's how you get notified once the game is out, so you don't miss the launch discount (and all discounts that come after). Just click the button below:
(There's also a separate post, explaining why wishlists are important, if you'd like to know more)
Doubt not: more details will follow! If you want to know anything specific, we're always happy to chat in the Discussions section, as well as on our Discord server
Before we go (to Early Access): Craftomation 101 retrospective
We also might've mentioned that adding the game to your wishlist will ensure you won't miss the launch (and the corresponding discount) and give our team a virtual pat on the shoulder.
So, don't hesitate to do that if you like the game - and play the demo if you're not yet sure about it! After all, Craftomation 101 is an unusual game. And going for release seems a great moment to look back and follow Craftomation's transformation from this…
…to this:
In the beginning were the nodes
Craftomation 101 has changed in many ways during the past years, but the core idea has been there since the early prototypes. Even earlier: as we were working on our previous game, while True: learn(), we got a lot of feedback about the game being about programming, but not having actual programming in it.
In a way, Craftomation 101 is here to compensate for that, effectively making it while True: learn()'s spiritual successor. Now you have the opportunity to use functions, variables, counters, experience the joy of debugging, and even program robots to handle other robots:
So, automation and programming were parts of the plan all along! As for the visual style, it took us some time to find our own. The first prototypes were quite… different:
And when Craftomates finally emerged, they did not look nearly as dandy as they do today (but still as goofy):
Developing games is more than just a job: it's a journey that takes you to surprising places, and that can make you a better, wiser person. In this case, Alex the artist was working hard on improving his drawing skills - and his progress shows on the game's screenshots from different times:
Even our key artwork changed at least three times:
Which one is your favorite, by the way? Let us know on Discord or leave a good old-fashioned comment!
Naturally, the inner structure of Craftomation 101 became comparably more complicated. An expanded list of features that were added to the game during the past year were listed in our previous post. But you will be able to check it out for yourself next Monday!
Here's a sneak peek though! We have almost completed the roadmap that we published on our page last year… So we had to expand it:
We've got lots of plans, and we'll definitely share more details in the upcoming posts!
See you in-game on Monday, won't we? Wish us luck, and consider sharing this piece with fellow automation/base-building game lovers! Until later, mates!
It is time! - Craftomation Dev Diaries, January 2024
Hey mates!
We won't waste too much time on introductions this time, as the elephant in the room needs to be addressed to: Craftomation 101 is coming to Early Access on Steam on February 19, 2024!
Save the date! Tell a friend! Plan a vacation, maybe? And by all means, check out our brand-new trailer:
Things to do before the Early Access
Play the demo, to help you spend time weating!
And if you like the game, please consider adding Craftomation 101 to your wishlist. It shows Steam that the game is interesting to potential players, making the game visible to more gamers out there.
It will come in handy for you too, as you'll get notified once the game is out and whenever there's a discount on it.
Bottom line: adding Craftomation 101 to your wishlist is an anonymous, one-click way to encourage us to continue our work. Everyone's a winner!
Demo vs. Early Access: the nitty-gritty stuff
All this time, we were doing our best to keep the demo in line with our in-house version. We updated the graphics and added all the UI/UX improvements that we made throughout the past year - and the two years through our development journey:
We were telling you about all the new things in the main version - we did that so much, that we almost forgot what we started with back in January '23, when the demo was out! But here's the time to review all those awesome things we can't wait for you to play with:
Bigger map to explore & the final goal: wake up the mighty Dormant Volcano
New Commands for Craftomates: counters, tending to organics, and more
More types of organics and more ways to interact with it: like brewing Speedy Ale, and even Wakey Ale in an automated (craftomated?) Brewery
Cargomate: the best kind of Craftomates for delivering bulks of items to distant parts of the map
All in all, the game now has 10+ hours of content, as opposed to 1-2 hours in the demo! Of course, we don't plan to stop there. That's Luden.io's development style: we release games to Early Access with about 30% of our ideas there, then listen to what our players have to say and continue developing based on that feedback.
A couple of days back, we got a comment on a Reddit post:
The honest answer would be: we don't have anything like that on our minds, but we don't know how things will turn up, once the players get to it! It's the magic of video games: there's no way to succeed if your players do not enjoy our work!
So please, share your impressions with us: write a comment, or come straight to our Discord server!
And we'll get back to the usual stuff: telling you what we've been up to in the past month and a half!
…Oh, but wait! Not that we have ‘kill, maim, destroy’ part in the game, but we did allow Craftomates to pick up each other… and more:
What's new?
Since you'll get to see all that stuff in less than a month, we'll try and keep things short this time. First, remember that ‘Gearbox’ feature, that allows you to balance the speed and energy consumption for your Craftomates? Here it is now, looking sharper than ever:
We have also added a grid to the programming editor, for your convenience! As seen in Unreal Engine (kind of). Snapping commands to the grid is something we're still experimenting with at the moment. We're not sure that they're a keeper yet - how do you like them, by the way?
While we were testing the game, some major QoL issues were detected and fixed. For example, reaching the Sulfur source also grants a shortcut to your main base.
Previously you had to melt it out yourself, risking that the sole path between the two parts of your base will freeze while you're not looking. Not anymore:
Some other small yet important changes were made around the Sulfur source and the new content that comes with it, but we wouldn't bore you with tedious details, not in this edition of our diaries! Just remember that Craftomation 101 is going through some very profound testing & polishing at the moment.
Oh, and as part of it, we also have cloud saves in the game now, yay! They're coming to the demo soon, too.
What's Next?
Lots of bug fixing, some post-release feature planning, and a handful of beautiful things for you! At this moment, we're working on redesigning the progress tree:
We're also working on adding more matching colors to the palette of Cratomates’ looks:
That big meta interface for Craftomates’ management is one of the things that didn't make it to our Early Access list of features, but we'll see how things turn out once the game is released: maybe existing ways of distinguishing Craftomates will be enough. If not, we'll get back to that issue in one of the following updates.
The big day is coming! See you in February, mates!
Coming to Early Access: February 19!
Hey Mates,
Our hands be shaking with excitement as we're writing these lines. Our eyes are goggled from the sensation of the moment's importance. Perhaps, even our ears are moving from impatience!
More than 2 years of thoughtful prototyping, playtesting, releasing demos, gathering feedback, and doing things all over...
Craftomation 101 is coming to Early Access on February 19, 2024!
Please enjoy our brand new trailer that we made to celebrate this truly glorious day:
There is no time to explain more... because more will be explained by the end of this week, in the next edition of our developer diaries!
We'll talk about our current progress and the cool new features that you'll get to try out in less than a month. Stay tuned!
In the meantime, there's one important thing you can do, which is to add Craftomation 101 to your wishlist on Steam, if you like such games and/or consider purchasing it.
That's how you get notified once the game is out, so you don't miss the launch discount (and all discounts that come after). Just click the button below:
(There's also a separate post, explaining why wishlists are important, if you'd like to know more)
Doubt not: more details will follow! If you want to know anything specific, we're always happy to chat in the Discussions section, as well as on our Discord server
Getting Warmer - Craftomation Dev Diaries, December 2023
These last days of 2023 feel like we found ourselves in a reverse situation from the “Interstellar” movie: the time seems to move at normal speed, while the number of features and tweaks we add to the game grows with each day passing.
As you probably know from our last post, there's Early Access brewing. In this version, you'll be on a quest to reach and awaken the most steady source of heat on the planet - the almighty volcano (codenamed “the Volcano”):
The land around the Volcano is now a work-in-progress thing, we're experimenting with some mechanics related to it. We're also trying to make your progress through the game more visually distinguishable, hence the flowers around our magma-nificent friend. But that's not just the Volcano, the whole grass generation system has gone through revision:
There used to be a system for emerging grass that seemed perfectly logical to us but not very intuitive to the players. So we got rid of it, and now it's blatantly simple: heat sources (such as Bonfires) generate higher temperature areas around them that decay the further they are from the source. As shown in the screenshot above, heating areas might overlap, creating more fertile ground.
Since we're talking about graphics, check out these beautiful animated objects that Alex the artist made for us. Shiny!
A bunch of new commands made its way to the game, too, including the long-awaited counters:
Now you can command your Craftomates to check whether the amount items on a cell (be it a source of Objects or a Storage) is more, less, or equal to a target number. The same check can be performed on other Craftomates’ charge levels. Most importantly, you can make your Craftomates perform an action for a selected number of times.
At the same time, we're experimenting with another concept, codenamed “Gearbox”. In the game, it comes in the form of a slider that you can use to speed up a Craftomate (increasing energy consumption) or slow it down. We've started contemplating this feature shortly after our playtest back in the Autumn, and the idea was to give the players more precise control of the processes happening around the base.
We had many doubts about whether this feature would work because that's video game development: you never know if it's fun until you play it. And played it we did! And it turned out to be quite interesting to mess around with!
The “Gearbox” also provides a new level of depth for the ale buffs, although we need to make some changes to it now. This thing (along with another feature to be mentioned below) will keep us occupied until the first week of January, after which we'll stop adding features and focus on polishing the current version of the game.
Actually, it has already begun. In December, Ivan the programmer embarked on a journey to the island of Cyprus, where Luden.io headquarters reside, to conduct a series of playtests among some friendly developers from other tech companies. The results were far beyond our expectations: perhaps, the most heartwarming insight was to see that people are sincerely enjoying our goofy little game - it seems like we're onto something here, and we can't wait to see how you like Craftomation 101 when it hits Steam shelves by the end of this winter!
Another good omen for us was a little story from our Discord, when two very enthusiastic players of ours spent a couple of days hacking the demo and making their way to the content that was not intended for their eyes (yet). We knew it was theoretically possible, but it was so awesome to actually stumble upon people doing it!
If you want to know how they did it (and maybe reenact their glorious deeds by yourself), head to our Discord server and join our friendly team of mates over there:
Back to those playtests, we brought a bunch of ideas for QoL improvements: some stuff to do with copying and pasting the code, along with creating a shortcut for accessing the tree of upgrades. Some of our players experienced trouble with finding it. Hopefully, this won't be happening as often anymore:
That's just an example though, we have some other things, big and small, that we're doing right now to make the game more comprehensive and friendly. For one, as we observed the playtests, we noticed that understanding what each Craftomate does at a given moment is one of the most desired features when it comes to identifying your robots. That's why we're gonna try and implement this into the game before starting on that big all-Craftomate interface we were talking about last time.
Other than that, the plans are: polishing, playtesting, and preparing for the big date, and absolutely no messing with new features! Seriously, we tried experimenting with a feature, and it did not end well… (Though we're still going to add it to the game)
Have a good end/beginning of the year (depending on when you're reading this)! The next couple of months are going to be pretty exciting, to say the least. See you there, mates!
In the meantime, here's another bunch of things that you can do to help Craftomation 101 see the light of release ASAP:
Add Craftomation 101 to your wishlitst on Steam, that'd be a huge help to us at this pre-release stage
You can even scribe yourself into the game's credits: most of our games’ localizations are community-made, and we now have a spreadsheet for those who are willing to help us translate the game into their native language
Buy the supporter pack to gain access to exclusive WIP stuff and full-time access to the devs’ ears and minds
And of course, play the free demo on itch.io or Steam, leave us a comment, or come to Discord and discuss your experience with us
Add to your wishlist! Why and how?
You probably saw the "Add to your wishlist" message several times here on Steam. But what are all the developers asking it for, should you click that green (or blue) button, what is it?
Or you can do it on the game's page just under the video trailer, like this:
For players
If you have a game on your wishlist you will:
Receive an email on the release day
See news about the game published by its' developer here on Steam
Get notified about the discounts by email
You can always remove the game from your wishlist.
For developers
The developer will know nothing about players who added the game to the wishlist. No email, no account name, no ability to send you a message - nothing. The only thing visible for the developers is the total number of wishlists This number is a thing that can help the developers understand how much players are interested in the game, and how many additional features and level of quality they should consider to work on.
1,000 wishlists - almost nobody knows about the game, probably players don't want it or never heard about the game
1,000,000 wishlists - players absolutely crazy about that and expecting something really really good from the developers
Now you know what to do
If you are interested - consider adding the game to your wishlist right now, it's like hitting the subscribe button on social media. If you are not sure yet (or you waiting for the discounts) and want to see how the game is being developed to decide later - adding to the wishlist is the best option to tell Steam algorithms that you want to be aware of news and updates from the developer.
P.S. If you want to talk to developers directly, suggest some features, and get more involved in the making of the game - Discord and Steam Discussions are great for that. Or let's chat down below if you have anything to discuss!
Wishlists 101
Hello everyone! I hope you are doing great and I am thrilled to see you stopping by here.
You probably saw the "Add to your wishlist" message a number of times here on Steam. But what are all the developers asking it for, should you click that green (or blue) button, what is it?
Or you can do it on the game's page just under the video trailer, like this:
For players
So the answer is relatively easy - Steam now in 2023 works in a different way than before. If you have a game on your wishlist you will:
Receive an email on the release day
See news about the game published by its' developer here on Steam
Get notified about the discounts by email
You can always remove the game from your wishlist.
For developers
The developer will know nothing (no email, no account name, no ability to send you a message) about you personally, just the total number of wishlists. This number is a thing that can help the developers understand how much players are interested in the game, and how many additional features and level of quality they should consider to work on.
1,000 wishlists - almost nobody knows about the game, probably players don't want it or never heard about the game
1,000,000 wishlists - players absolutely crazy about that and expecting something really really good from the developers
Now you know what to do
So if you are interested - consider adding the game to your wishlist, it's like hitting the subscribe button on social media. If you are not sure yet (or you waiting for the discounts) and want to see how the game is being developed to decide later - adding to the wishlist is the best option to tell Steam algorithms that you want to be aware of news and updates from the developer.
P.S. If you want to talk to developers directly, suggest some features, and get more involved in the making of the game - Discord and Steam Discussions are great for that. Or let's chat down below if you have anything to discuss!
Nailing It - Craftomation Dev Diaries, November 2023
Hey mates,
Since it's been less than a month since the previous edition of these diaries was out, we haven't introduced much content to the actual build… On the other hand, there have been a lot of discussions, drafting, and decision-making. Some exciting news is waiting for you below!
Is it Early Access Yet?
The Early Access release was looming for months now, but there was no particular date for it, as we were analyzing your feedback and considering the amount of features we want in the game by the time it heads to the shelves of Steam.
After many hours of meditating over the calendar, discussing stuff both internally and with our friends in Valve, we finally agreed on the date, which is… not to be disclosed yet, naturally: we want to be entirely sure everything's in place before we make the big announcement. But rest assured, that there is a date nailed to the wall sometime around our studio.
And it's probably safe to say that you should follow the news especially closely in the mid-winter. Wink-wink, nudge-nudge.
Getting Warmer
Lots of other stuff is nailed to our physical and metaphorical walls these days, as picking a release date also implies having a list of things to be done. And boy, do we have a list! The top item on it would be to create a proper (though temporary, reserved for the EA stage) final goal for the game.
One of the options was to have the players build a rocket to send it to other planets for further expansion… But we decided that this task would probably be too big for the current stage of development. Maybe we will return to it later, but for now we agreed to stick to the core theme of the game: terraforming.
Terraforming in general was on our minds after we studied the most recent feedback. Apparently, many players (ourselves included) are starting to get somewhat frustrated in the mid-late part of the game: new mechanics and new lands emerge, but the player still has to expand their base by placing new Bonfires along instructing Craftomates to fill them with fuel, over and over again.
Looking into how we could make the gameplay less repetitive, we've drafted a couple of ideas which we will be experimenting with over the next couple of months.
One way to make things easier would be adding one item every decent game must have: dynamite! It will temporary unfreeze surrounding areas, allowing you to harvest some vital resources without crafting additional Bonfires.
(Actually, it might not be dynamite in the end - we're discussing the visuals of this device right now: if you have your own ideas, let's discuss them on Discord, shall we?)
Another step would be to return CargoMate to its’ initial form. Some players were disappointed with the temporary nature of Craftomate that we introduced a couple of months back. Apparently, this way it is too cumbersome to include Cargomates into perpetual processes.
Now they're here to stay, and what's even more exciting: we'll allow Craftomates to take out stuff from a Cargomate's backpack on the go! If you were looking for a mobile food dispensary, this might be you chance to write a program for one:
But perhaps the biggest issue that we were looking forward to get to for a long time - is an interface to help the players better manage Craftomates. We want you to be able to tell one robot from another without having to hover your mouse over them, so we'll think on improving the coloring mechanics first.
After that, we'll start working on an interface for sorting Craftomates by various features. Also, we want to introduce a feature that would display the current path of a Craftomate upon hovering mouse on it.
What’s Next?
As of right now, Ivan the programmer is taking a little vacation, to prepare his mind for the final leap into the release. But before he went away, he rolled out a couple of important QoL features, including nested tooltips (which you can even pin to stay on the screen):
And that upgrade for ‘Find & pick’ node that allows you select a source for a Craftomate to pick items from:
Once Ivan gets back, he will start off with making counters (finally!) appear in the game, and then proceed to making that epic robot-management interface. This is going to be a fun winter!
See you again in a month with more Craftomation-related goodness!
In the meantime, here's another bunch of things that you can do to help Craftomation 101 see the light of release ASAP:
Share this post with a friend who might like Craftomation 101
You can even scribe yourself into the game's credits: most of our games’ localizations are community-made, and we now have a spreadsheet for those who are willing to help us translate the game into their native language
Buy the supporter pack to gain access to exclusive WIP stuff and full-time access to the devs’ ears and minds
And of course, play the free demo on itch.io or Steam, leave us a comment, or come to Discord and discuss your experience with us