September 13th Release 2PM CET - The Countdown Is On!
The game release is now numbered in hours instead of days (10ish or so hours).
It's been a crazy two-year journey and it's coming close to releasing the full-version of the game into the wild. Thank you all again for the feedback with the Prologue and Demo - it has been a huge help in releasing a game we think you will enjoy.
We will be holding off cracking open a celebration beer (or eight) until after this first week is over, as there will likely be changes to be made after launch and I can't code when I'm hung-over. I'm sure there will be tons more valuable feedback and ideas that we will wish to implement.
Thanks again everyone!
Deadwater Saloon - Updates (September 11)
Latest round of changes.
Staff now come with a static skill stat and no longer level up - this stat is now out of a 100 instead of 25 in order to introduce more management reasons there.
Owner firepower added to Muscle Rating. That shotgun under the counter now means something.
Fixed the nemesis spawn rate on the non-asshole town setting (more assholes spawn now).
Sheriff suspicion multiplier added once they roll into town - it now becomes harder to get away with things once the Sheriff is there.
Premade Saloon floor plans have now been added. Two for now, more to come.
As requested, edge map scroll and left-click map scroll added - player no longer has to use the keyboard to move their view around the map.
Stair fixes.
Numerous fixes to the build system. Jankiness reduction continues.
Saloon stock can no longer fall below 0.
Can no longer delete upper floor if occupied. No more floating cowboys.
Optimized late-game performance.
Events added for pig pet, theater, and sheriff.
Can no longer duel, murder, frame, or propose to sheriff.
Start date changed to 1861 to account for event text.
Kitchen animations adjusted to account for spoons in pots.
There's a bunch more that I'm not thinking of.
Thanks as always to player for the feedback and reviews - more to come.
Deadwater Saloon - Updates (September 4) (v2)
Apologies on the last update, there was a bug reported where customers were not coming to a new saloon. This is now fixed. What was happening is the town thought the saloon was already built, so it was rolling against it even though it didn't exist yet.
Thanks!
Deadwater Saloon - Updates (September 4)
Latest round of changes.
Added two more auto-save slots for three in total.
Added more items that can be added outside like lanterns, barrels, cow skulls, etc..
Added competing saloon that comes to town during middle-to-late game. This saloon will attemp to steal your customers away, resulting in you having to sabotage their ratings or file court non-compete injuctions. Your rating and townspeople opinion will factor into their deciding to frequent your saloon or the competing one.
Maximum stat setting lowered to 50 instead of 70 at game setup.
Adjusted prices a bit for better balance.
Permanent stat boosts added to businesses (Study cooking, study economics, study medicine, etc...)
Reduced size of backbars to better conform with bar counters.
Fixed raycasting issue with objects to make it easier to place objects down on the floor.
Fixed bugs with shift-deleting walls.
Fixed bug with Opium den loans.
Added countdowns to bar brawls and road events so that they do not trigger so often.
Fixed bug with stove not fitting in all corners.
Scrollbars scroll easier now.
Fixed bug with window outline showing red when able to place.
Fixed bug with people sometimes seen on second story despite having the view on first story.
Resetting Tutorials now offers a message indication.
Fixed bug with piano player sitting on bench (slightly offset before).
Fixed several bugs with the UI and price window.
Many small fixes to the build system as reported by players.
Thanks everyone for the feedback - more to come.
Deadwater Saloon - Updates (August 26)
Small update today.
Fixed bug where interior walls would intersect with exterior ones, causing an issue with wallpaper.
Fixed a bug where firing a croupier would make them go to another already-occupied croupiers spot at table.
Customers now stand properly when their chair is deleted (while telling you off still).
Fixed a few animations.
Fixed small bugs with wall-mounted items overlapping.
Onward!
Deadwater Saloon - Updates (August 24)
Another large update. Thanks all for continued feedback, most of the changes are coming from your forum posts and reviews.
New Animations - These have been added (though still work in progress) for staff tasks as well as customers. Gamblers will gamble a bit more, drinkers sitting down will visit a bit more, bouncers will look a bit more menacing, bartenders will do a bit more behind the counter, etc...
Removed the snap-to default for wall decorations. Now decorators can be more creative placing lights, pictures, animal heads, and more on their walls!
Price Screen - This has been added as a button in the Saloon Screen. From here, prices can be adjusted for Food, Drink, Opium, Coffee, and Cigars. Increase prices can cause a decrease of opinion from a townsperson consuming that item while decreasing prices can cause an increase in opinion.
Lost Customers - These are now tallied daily based on why they didn't enter your saloon and can be seen on the Saloon screen (look for a hat icon).
Fixed a bug with the second floor deleting if stairs are deleted (full game only)
Fixed bug with Sheriff model not being the cowboy default.
Fixed bugs where selling a dart board would allow you to keep the bonus
Can no longer move occupied chairs
Can no longer stack wall items such as pictures and sconces
Fixed blackmail bug tied to research
Fixed bug with staff members standing in street aimlessly if their station (a bed, or piano, or bar for example) cannot be reached
More to come!
Deadwater Saloon - Updates (August 19)
Large update now live. Thank you all for the feedback!
Note the previous saved games will experience different positions of furniture due to the new snap-to-grid system below.
Majority of furniture items now snap-to and conform to the floor grid (some items such as barrels, individual chairs, and lighting can still be placed free-form)
Grouped tables and chairs now added. This should help immensily in preventing customers becoming stuck.
Refactored saloon capacity to increase with chairs and seating
Added extra steps to zooming in - this will provide the player with more camera control
Candles and lanterns can no longer stack
Chairs will no longer be sat on if in a customer-restricted area (like a bedroom, for example)
Backbar bonuses added to Saloon Rating based on quality of backbar
Stove bonuses adjusted for Cooking Rating based on quality of stove
Pricing adjusted on barrels and other storage items
Added arrow keys as well for moving camera - players can use either WASD or arrow keys now
Added default windows to front of saloon
Fixed pillar clipping issue on exterior of saloon
Fixed bug with gambling addiction icon not showing properly
Fixed bug with placement of candles and lamps on mahogany bar counter
Fixed bug with candle flicking on light table surfaces
Fixed bug with birds flying through saloon
Fixed bug with final Gambling event causing player to pay money instead be rewarded for it
More to come.
Finalized Launch Date - September 14th, 2022
Hey all, so we've seen from reviews and comments that most people playing the demo or prologue are having fun - but that the feeling is also there that the game needs just a bit more polish and shine (primarily in the animations department).
So we decided to move the new launch date to September 14th - this provides a few more weeks to focus on the feedback (which has been amazing, thank you) and get all of it implemented in the game.
Thanks again and please keep the feedback coming! I enjoy interacting with all of you and hearing your great ideas.
Deadwater Saloon - Updates (August 7-8)
Thanks for the continued feedback everyone, really appreciate it.
Here are some additional changes made August 7 and August 8 based on people's feedback.
Option to invert middle mouse-button for camera control
Increased base action points to 4
People now lie down in brothel beds
Option for more or less challenging townspeople on game start (options for townspeople are now either pleasant or assholes)
Added a third speed option for the game
Reduced base upkeep but added upkeep to furniture
When building an item, the rotation will be stored from the last item you set down
Option exist to pay townfolk to be your friend
Trapper and first house is built sooner in town (within the first hour or so of in-game time)
Increased other business revenue significantly
Attributes cannot be assigned past 80 on the new game start screen
Lighting shaders of vultures fixed so they no longer glow at night
Wall items like pictures and animal heads now outline when building or editing them
Fixed bug where items built first and then walls built around the items would prevent items from being moved around after in edit mode
Fixed bug with person sleeping in brothel bed when first built
Reduced animal traffic slightly
Top floor can now be placed more seamlessly (full version of game)
Fixed bug with Bacon being locked despite being a tier one research item (will only work on new games)
While placing or moving furniture, the option now exists to press shift and have items snap to the grid - for all the neat-freaks out there!
A prompt comes up if a business with new items for research is built - this is to help avoid confusion of some players when they buy whiskey but cannot sell it (they need to research at least one recipe first).
As always, lots more to come.
Deadwater Saloon - Updates (August 5-6)
Thanks for the feedback all, both positive and negative.
Here's the changes made thus far over the last two days in response to reviews and forum posts:
Fixed bug with achievements not triggering anytime after a game is saved or loaded
NPCs have no chance of being a nemesis right after moving in
Can now attempt to befriend nemesis characters (this was restricted before)
Removed opinion penalties from failing in befriending a townsperson
Lowered cost of road repair from $150 to $50
Fixed a bug on character creation screen where attributes could be increased past 100
Added more labels to show that town supplies will not replenish if the road is in disrepair or blockaded
Night sky is not so black - natural lighting added during nighttime
Fixed small bug with birds sometimes freezing
Increased frequency of travelers coming into saloon
Slight increase in low-level booze prices
Increased starting attribute points for player characters
Adjusted town growth for the prologue and demo versions of the game