Feedback is essential for us to successfully add new features and improve Dorfromantik together with you. Of course, it helps us a lot if you are specifically trying to test features that we have listed up in the Beta Patch Notes for the current update.
π» Community Feedback: We highlight items that we have implemented based on community feedback or suggestions. We look forward to your feedback in our Steam Community Hub or on our Discord server.
CHANGELOG 1.0.2b
Custom Mode
New game mode in Game selection screen: the Custom Mode
Start a new game in custom mode to open the configuration screen, where you can customize element probabilities and rules
π» Deterministic seed: The first part (first 6 digits) of the configuration string displayed in the configuration screen determines the order of generated tiles. This enables you to compete with others on the exact same map.
π» Copy and paste the configuration string to share your setup with others - the seed determining the tile generation order as well as all custom defined rules and element probabilities
π» Implemented customizable rules are: tile stack height, tile limit, quest probability, quest difficulty, flag quest probability, landscape density
UI Improvements
Reworked sliders & dropdowns in some parts of the menu
Updated tutorial section in game mode selection screen
Continued improving & unifying buttons
Note: The reworked UI is not final. Also, some features (like our predefined Custom Mode presets with separate leaderboards) are not yet included in this version.
Stay safe! ππ
BETA PATCH - 1.0.1b
Feedback is essential for us to successfully add new features and improve Dorfromantik together with you. Of course, it helps us a lot if you are specifically trying to test features that we have listed up in the Beta Patch Notes for the current update.
π» Community Feedback: We highlight items that we have implemented based on community feedback or suggestions. We look forward to your feedback in our Steam Community Hub or on our Discord server.
Changelog 1.0.1b
UX Improvements
π» Added "Fast Load" button to loading screen
Added "Load At Once" option to settings menu (this makes fast loading even faster, but freezes the game and causes it to become unresponsive until loading is completed)
Challenges can be pinned / unpinned by clicking their ingame icon
Bugfixes
π» Fixed creative mode loading getting stuck in games transferred from classic mode
π» Fixed challenges getting registered multiple times and not getting unregistered when switching between savegames. This could result in challenge fulfilled effects being triggered multiple times, but also in other faulty behaviour, like tiles not being placed but counting for score
π» Fixed preplaced tile quests not triggering immediately when directly fulfilled or failed while the preplaced tile is connected
π» Fixed issue caused when undoing a turn where a new challenge was unlocked
π» Fixed #9999999999 being displayed as leaderboard rank when starting the game
Fixed "Clear Progress" button
Fixed autosave screenshot in Save Games screen not being set up correctly
π» Perfect placement ratio is no longer displayed in stats while loading the game, which had caused it to use wrong values for calculation and display percentages over 100%
π» Fully completed challenges are no longer displayed ingame (only during the session in which they were completed)
Other
Improved loading time & memory usage for maps with large tile stacks
π» Undo now also resets the tile rotation, so it no longer breaks the Heavy Weight challenge
Added experimental "Highlight Groups" toggle to Settings > Other to evaluate group highlighting performance issues
π Once again, we would love to thank you for helping us testing these changes and providing lots of feedback!
ππ Stay Safe!
BETA PATCH - 1.0b
Feedback is essential for us to successfully add new features and improve Dorfromantik together with you. Of course, it helps us a lot if you are specifically trying to test features that we have listed up in the Beta Patch Notes for the current update.
π» Community Feedback: We highlight items that we have implemented based on community feedback or suggestions. We look forward to your feedback in our Steam Community Hub or on our Discord server.
Changelog 1.0b
Creative Mode Improvements
- Added "Generate Matching Tile" tool. Use this tool and select a tile slot to generate a tile that
- perfectly fits all its surrounding edges
- Improved feedback for locking the tile stack
- Added animations to creative mode tool previews
Challenge System Rework
- All challenges are now permanently active
- Challenges are displayed ingame sorted by their completion ratio
- Click on a challenge in the reward screen to pin it, displaying it before other (unpinned) challenges regardless of its completion ratio
Tutorial Improvements
- Improved score explanation phase
- Added phase explaining perfect placements
- Improved tutorial ending
UX Improvements
- Asynchronous save game loading, watch the world being created while it's loading
- Added "Run in Background" toggle to Settings > Other
- Added "Highlight Matching edges" toggle to Settings > Other
- Improved feedback for all buttons
- Added new perfect placement feedback effect
UI Overhaul
- Reworked the game mode selection & save game screen
- New and unified button & icon graphics
- Unified and improved button behaviour
- Display current game mode in main menu, only display highscore & rank if the current gamemode has them
Other
- Added field quest tile (2A) with two field edges
- Improved visual variety of forests in the Standard biome, as well as villages in the Lavender biome
π Once again, we would love to thank you for helping us testing these changes and providing lots of feedback!
ππ Stay Safe!
Dorfromantik Full Release Date Revealed
We are happy to announce that, after a year of Early Access, Dorfromantik is going to celebrate its Full Release on April 28th!
We'd like to thank you for all the Feedback, Bug Reports, High Scores, and beautiful Landscapes you helped with and created during Early Access. This is just the start as we are already working hard on what comes after. We will not be done with Dorfromantik come Full Release and hope you will continue to accompany us on our journey!
We won't go into detail about what might lie beyond the horizon except one thing: There will not be a cooperation with Netflix for a Dorfromantik show, and Chris Pratt will definitely not be playing a mouse cursor. You know who you are! π
Thank you all for your continued support! ππ Stay safe!
Looking Forward - Upcoming Game Mode
Hey everyone!
With the Most Wanted Feature Update out now, we are now fixing our gaze on the most important update since Creative Mode! More News in that regard will come soonβ’, so please look forward to that.
The Upcoming Game Mode
Today, weβd like to invite you once again to make your ideas and voices heard, and help us shape Dorfromantik to make it the best it can be. With our upcoming, third Game Mode, βCustom Modeβ (Name subject to change) we plan to give you the keys to the castle, so to speak. In this Game Mode you will be able to play around with a lot of options and tailor the game to your wishes.
New possibilites
Want to play without trains? No problem! Less fields, but more water for more wooded islands? You know it! Start off with less tiles? More Tiles? Yup, we got that too. Only got the time for a short session and you donβt want another open game? Set a Tile Limit, just like we had in the various Demos!
This mode will also bring deterministic seeds, meaning you can share your 'seed' with someone else, and you will both play the same game! Never has it been easier to determine who's the better Dorfromantik player. You will also be able to share your custom game setup that way!
Preset Modes
We will also be creating a handful of selected custom modes ourselves, which will be available to everybody by default as presets and will likely have their own leaderboards. We have two ideas already, which we'd like to share with you as examples of what we're looking for suggestion-wise:
A quick mode which, like our various demoes, has a tile limitation that allows smaller and faster game sessions.
A hard mode that will be more difficult than the Classic Mode for everybody who wants to compete at a higher level of difficulty.
Help us shape the new Game Mode!
This brings us to the heart of todayβs call for ideas. Well, it is two-fold, really. We would love to know the following things:
Which parameters would you like to be able to tweak for custom games? These could be options such as Stack Size, Quests Rewards / Frequency, or Tile Limitations.
Which preset game modes would you like to see in the game? As already mentioned, these preset game modes can also have their own leaderboards, but this is not a requirement, for example, if you would like to have an even calmer game mode completely without a highscore, that would also be an viable option.
We will be collecting all ideas and wishes from you over the next days and then check what the most requested and/or most interesting sounding suggestions are, which we can include in the game for you. Please share your thoughts with us here in the discussion thread or talk to us directly over on our Discord.
ππ Stay safe
Balancing & Most Wanted Feature Update
Last year we presented you our roadmap with the development plans for Dorfromantik during its Early Access period. Since then we have successfully completed and published all milestones, and are approaching the upcoming 1.0 release this spring. We wanted to thank you for accompanying us through the last year. Now, what would be more appropriate than an additional update 0.5 with a little surprise?
Balancing
For this update we have the biggest balancing changes for Dorfromantik yet, with which we want to improve the game experience in many areas for the classic game mode. Since we are using a RNG system to generate the tiles, we wanted to counteract some of the possible RNG frustration that can sometimes occur, through introducing various changes, such as adjusting the spawn probability of tiles and elements. You can find the detailed list of changes in our changelog.
A big thank you to all the dedicated testers in the beta program here in the Community Hub and on our Discord server who have helped us shape the game in a direction that keeps it as exciting to play for casual players as it is for all players who take a competitive approach.
As already announced, the new balancing will come into effect with this patch and the new leaderboard will be released to match the 1.0 release.
Most Wanted Feature
It's by far the most requested feature within the community and now it's finally here. We are very happy to give you this surprise as a big thank you for your help, cooperation and constructive feedback during the past months.
It is with great pleasure that we present: [previewyoutube="6LWTg4w5u3U;full"]
Rudimentary Controller Support
We have experimented with Dorfromantik on the Steam Deck and ported the basic controls for it. With this update you can play the classic mode of Dorfromantik with most features optimized for the Steam Deck. Full menu navigation, creative mode tools, quest edge highlighting as well as tutorial instructions are not yet implemented for Steam Deck and controller. You will however be able to use most of the functions via touch input. In the future, all functionality will be fully supported for controller input, but we have decided to give you all access to the work in progress so that you can already play Dorfromantik on the Steam Deck. At the moment, we are focusing our full attention on the full release version and will dedicate ourselves to full Steam Deck and controller support after the launch this spring.
What's next?
New Gamemode We are currently working hard on the next update that we will release together with the full release 1.0. For this we will add another game mode, which will offer a wide variation of possibilities for how you can play Dorfromantik.
Price Change With the start and during the Early Access phase we stated that we would like to thank all players who already put their trust in us with the current reduced price, and that the full version would come with a slight price increase. Since we would also like to put a nice launch discount on the new full price for the upcoming release, we have to increase the price at least 30 days before the actual release date. This is an official rule from Steam that we have to follow. As a result you can expect a price increase for Dorfromantik towards the end of March. You can also read more about the discount and price change rules from Valve themselves here.
Check out our overall Update Announcement to get a quick overview of new features and content: https://store.steampowered.com/news/app/1455840/view/3105799413161195193
Patch Changelog
π» Community Feedback: We highlight items that we have implemented based on community feedback or suggestions. We look forward to your feedback in our Steam Community Hub or on our Discord server.
Balancing
Changed probabilities of many tile presets. This should result in a higher spawn probability for generally more useful tiles and a lower probability for difficult tiles
Increased frequency of all lake variants
Water Train Stations spawn frequency decreases slowly as the game progresses
Unified Quest difficulty across different quest types (e.g. it now should be just as difficult to complete a field quest as a forest quest)
π» Fixed an issue that caused "mirrored" versions of a tile to appear less frequent than the non-mirrored variant - now all variations (with the same segments on them but rotated differently) should spawn with an equal probability
Usability
π» The first 5 tiles of a game will now always have one or two empty edges so they will never be incompatible with the empty starting tile
π» Click on quests markers when highlighting offscreen quests (by pressing "H") to move camera towards them
Rudimentary Controller Support
Most ingame actions can now controlled with a gamepad (tile slot selection, tile rotation, tile placement, camera controls, offscreen quest highlighting, toggling menu)
Press left joystick to switch between two tile slot selection methods: moving through the tile slots via joystick or selecting tile slots with cross hairs by moving the camera
Gamepad menu navigation, gamepad key remapping, input-independent tutorial texts / tooltips, quest edge highlighting and creative mode controls are not yet implemented
New Content
π»π»π» Added Undo functionality to classic mode
π» Added flag quests for water and train groups
π» Added 2A lake (lake occupying two sides of a tile)
Bugfixes
π» Fixed an issue that could cause boats to get stuck in a Water Train Station
Fixed an issue that caused lake corners to flicker due to overlapping corner meshes
Other
Save game preview images are now loaded when the save game selection screen is opened instead of when the game starts, improving loading times when you have many save games
reward images are now also pre-rendered instead of being generated on start, improving loading time
improved tile stack animation behaviour
tile preset 2A-2A-2A (with 3 segments occupying two edges each) can now spawn
π» Added "Current Score" to stats screen
π» When completing a higher level of Analyst or Planner, all previous levels will be completed as well
π» Deleting a save game no longer deletes its .bac (backup) file
.bac files are no longer synced with the Steam Cloud
π» Updated the translation files for many languages
Various Fixes for Chinese texts to be displayed correctly
ππ Stay safe!
- Team Toukana
π§ͺ Beta Patch 0.5.0.2b
Feedback is essential for us to successfully add new features and improve Dorfromantik together with you. Of course, it helps us a lot if you are specifically trying to test features that we have listed up in the Beta Patch Notes for the current update.
π» Community Feedback: We highlight items that we have implemented based on community feedback or suggestions. We look forward to your feedback in our Steam Community Hub or on our Discord server.
Changelog 0.5.0.2b
Balancing
- π» Quest rewards no longer decrease when reaching certain score tresholds
- Removed indicators to display reached score milestones
Bugfixes
- π» Fixed an issue that could cause boats to get stuck in a Water Train Station
- π» Preplaced tiles with lakes & rivers on them now have the correct ground mesh instead of the regular one
- Fixed an issue that caused lake corners to flicker due to overlapping corner meshes
Other
- π» Updated the translation files for many languages
- Fixes for Chinese Fonts
π Once again, we would love to thank you for helping us testing these changes and providing lots of feedback!
π§ͺ Beta Patch 0.5.0.1b - Balancing Improvements
Feedback is essential for us to successfully add new features and improve Dorfromantik together with you. Of course, it helps us a lot if you are specifically trying to test features that we have listed up in the Beta Patch Notes for the current update.
π» Community Feedback: We highlight items that we have implemented based on community feedback or suggestions. We look forward to your feedback in our Steam Community Hub or on our Discord server.
Changelog 0.5.0.1b
Balancing
π» Removed the max quest count
π» Fixed an issue that caused "mirrored" versions of a tile to appear less frequent than the non-mirrored variant - now all variations (with the same segments on them but rotated differently) should spawn with an equal probability
Quest rewards are now reduced after reaching certain milestones - quests give 5 tiles before 50,000 points, 4 tiles before 100,000 points, 3 tiles before 250,000 points, 2 tiles before 500,000 points and 1 tile afterwards. The purpose of this is to counterbalance the growing return on perfect placements when the map gets very large.
Added UI crown markers above the current score display that indicate which milestones were already reached within this run
Tweaked probabilities of many tile presets and segments. This should result in a higher spawn probability for generally more useful tiles and a lower probability for difficult tiles
Content
π» Added flag quests for water and train groups
π» Added 2A lake (lake occupying two sides of a tile)
Rudimentary Controller Support
Tile slot selector no longer stays at the placed tile's position if it's out of camera view
Improved tile slot selection visuals
Other
π» Added "Current Score" to stats screen - not localized yet
π» When completing a higher level of Analyst or Planner, all previous levels will be completed as well
π» Deleting a save game no longer deletes its .bac (backup) file
.bac files are no longer synchronized with the Steam Cloud
0.5.0.1 Late game balancing
Testing a new approach
In this patch we are trying a different approach to late game balancing. Instead of limiting the maximum number of quests and thus reducing the fun and motivation in the late game, we are now reducing the quest rewards when certain point count thresholds are reached. This change only affects scores above 50,000 and is intended to increase the difficulty when a point is reached where the rewards for perfect placement and quests can exceed the expense of placing tiles. Based on very rough calculations, we suspect that infinite runs are still theoretically possible, but will be more difficult to achieve with the changes in 0.5.0.1. Feedback from those of you who have reached 100,000 or more points is again very important to us, as the main purpose of these changes is to maintain excitement in the very late game. If this fails, we will have to think about other alternatives. The specific thresholds we have chosen to increase the difficulty are still up for debate. If this approach works, we will also ensure that the milestones achieved are presented in a more rewarding way than is currently the case (currently, UI crowns are displayed above the score after a threshold was reached).
Incentive for infinite runs
We realize that for many of you, infinite runs where you have to create your own goals as a challenge (while the tile stack no longer offers any) are also a very enjoyable way of playing. With the upcoming Community Mode, planned for 1.0, we will include configurations that allow for such a play style. For classic mode, however, we want to make it very difficult or impossible for runs to last indefinitely.
π Thank you for helping us with your feedback and testing new features!
Creative Mode and Q&A Stream!
Hey everyone! We're happy to inform you that we will be streaming some live Gameplay this afternoon CET, as part of the