Hot fix to patch up game not loading for players who equipped a ring in their drone slots since the last version unintentionally let that happen!
Bugs
Fixed Loading issue loading into a game (bugged because the previous version allowed rings to be attached to the drone slot. Pleasure remove your ring from drone slot when you get back into game!)
Pooklet cage should no longer be attackable until after clearing room
Blobs in the dungeons not dying properly/freezing on death
Red pixies now correctly affect bee and silkworm production times
Paintings on greenhouse wall show up correctly
Time freezing in the mornings fixed
Spooklets should no longer move if you are choosing item from pooklets
Gameplay
Removed Giant lotuses and related items from anima favorite foods because they are easy to mistaken for normal pods/buds.
Balance
Water seed now increased chance to drop equally to fire seed
Version 1.1.02 patch notes
Hey all, quick patch to fix some issues that cropped up in the latest version.
Version 1.1.02 patch notes Bugs
Equipping ring to drone slot broke the game now fixed
Fixed Community Gate Keys not being unlockable
Fixed Zorpian tree from resetting to sapling on harvest
Gameplay
Master key will now also unlock all Community gates
Fruit trees now require golden axes to chop down (no more new players chopping down Totonut)
Balance
Increased critters spawn rates
Increased job quest duration by 2-3 days
Patch 1.1.0 is out now!
Hey Everyone, Thanks for your patience with the first post-release patch for Everafter Falls! I’ve been busy working on as many issues as I could, and have addressed the most pressing issues.
A note about this patch for consoles - as the submission and approval times for console are not instant like they are on Steam, it will take around 1 to 2 weeks before this patch makes it to consoles.
For Xbox - we are aware of crashing issues and are working hard to resolve it. I apologize to anyone facing them. A patch (1.0.04) was released to try and address this, but I have still been getting reports that the issue is still there. Please join Discord to and I will post an announcement to notify you when it is fixed.
For Playstation - We are aware of an issue causing saves to get corrupted. If this happens, deleting your save will allow you to start a new game, but the issue may happen again until the bug is fixed. Akupara have been working hard to address this but no luck yet. In the meantime, when the 1.1+ patch hits Playstation, there is an auto-backup and restore feature that will restore the previous days save if corruption has been detected so you lose a day at most.
For Switch - A stability patch has been released v1.0.02 which addresses crashing in the Dungeons. Please note this is not the same as the below patch, which will take a little time to go live.
Thanks so much for everyone’s patience and understanding while we get through the initial launch issues. We hope to resolve them asap.
Highlights from the patch include now full German language support and Non-binary gender selection. The ability to also re-style/re-gender you character in an existing save is also coming in a future patch!
Kind Regards, Husky
PS: The fishing mini game can be disabled in the settings if for those who aren't a fan, although there are some good incentives to playing it!
If you want to share your farms or join others in talking about Everafter Falls, then feel free to join the Everafter Falls Discord!
Added portal as a point of interest on the Map if rune quest has not been triggered by day 2
Added “Disable Fishing Minigame” toggle in settings
Fishing mini game will now reward prizes from ALL wheels IF (and only IF) you hit the center prize.
Pigeon friend in Animal Center is now hidden until day after you finish Pigeon In Need quest, so there isn’t a confusion between that one and the one Daisy gives you.
Calvin’s Fishing For a Fun guy is now a day 1 quest in the quest log, rather than waiting for you to trigger it on first dialogue (turns out a lot of people will not initiate any conversation without some prompt to)
Wooden Keys, treasure chests, organic paper fragments can now be occasionally found through fishing
German Language option now supported
Non-binary gender selection added
QOL
Can now “un do till soil” by patching up back to green grass. Hold CANCEL in front of empty tilled soil. If not empty, you will pull up what is there instead.
Button help info now accessible from the Pause menu
Mailbox flag is bigger and now animates when letter is inside
Fishing Minigame now displays a Blue Star next to fish you haven’t donated to Museum
Map zoom out fully button added
Interaction area for opening/closing wooden gates size increased
Can split stack in sell bin view now on controller (hold Cancel, hold/press to split more, Press Press Pet button to quickly sell stack). Mouse users can middle click/Hold to split stack.
Added exclamation mark next to menu pages if you haven’t opened them at least once before
Improved visual feedback when catching bees and sootpuffs
Backend
Fishing Mini game now pauses time while in it
Tobias will accept maple syrup OR sap for promise quest.
Support for Controller assignment when playing co-op mode
Demo on Steam Deck now has native linux build which will hopefully resolve save games not carrying over to full version from the Deck
Balance
Golden Rope chances increased 2x to 3x (Alpaca wool from modern machine). Sale price reduced 2000 > 1100.
Suport drone price 3000 > 2500
Health potion 500 > 250
Greater health potion 2000 > 1000
Museum books 300 >200
“PewPew” card 30,000 > 25,000
Silk worm farm Sand Dollar num item required from 5 > 3
Delicate tapping kit - removed Malachite item requirement, swapped with 2 x HoneyComb
Delicate tapping kit silk rope 4 > 3
Chance to get elf stone for Spell reversal potion increased 2x
Elf Stone can now be found via fishing (1 in 15 chance) if you have the Spell Reversal Potion Quest active
All rocks in the underground passage ways will regenerate in the new season, such as smooth stones (previously was just the big ones)
Amulet and Pew Pew cards restock each day now
Grand and Fine Treasure chest drop rates boosted by 2x.
Hard mode made a bit harder 2.5x enemy damage and attack, up from 2x.
Bugs Fixed
Save issue after a certain letter delivery late game causing unable to progress now fixed.
Planting in sacred area seeds prevent saving game, and seeds bug out now fixed
Doors to Blobu king will now reliably open when boss defeated
Treasure ducks no longer sometimes cannot be attacked
Fixed moving building press cancel now places item down before exiting
Fixed moonflower not blooming at end of season if you interacted/tried picking it anytime before.
Golden Rope now gets bonus from pixies
Achievement Tree Tapper now counting properly (You’ll have to re-get any tapped tree again after this patch, sorry!)
Right-clicking when sale deposit bin will select the correct item your mouse is on and sell that item, instead of your tools (or currently selected slot)
Corrected Daisy incorrectly stating the festival date as 15 instead of 16
Pixie Friend now shows up properly when you receive them. Anyone who was had this issue should see them now.
Fixed cafeteria not closing doors after event glitch that allowed infinite cooking ingredients to be stolen
Mixing bench no longer can be picked up during cooking mini game
Spanish - Corrected “Convierte fibras de vidrio en cuerda,” to “Convierte fibras de hierba en cuerda” for Spinning Wheel description
Removed delay between Miniboss death and items dropping
Treasure duck escaping now gets detected as a cleared enemy allowing chests to be opened in dungeon room
Exiting penguin post on rare occasion will no longer cause player to lock in a circle animation indefinitely
Dog and Ren cutscene triggering the same one twice fixed.
MissingTranslated text fixed when using incorrect color pixie on a tree
DungeonVR achievement level 100 triggers correctly now
Replica Treehouse cannot be picked up fixed
Snowfest Racing game UI button overlap fixed
Can no longer get through smaller gaps behind everberry bush and get stuck
NPCs sometimes close up early or open shop late. This is not a bug. But I have had a word with them and they will now be a little more punctual.
Fixed slowdown near print shop
Fixed a few missing FR characters
Fixed tags showing on job board
Drones no longer disappear when you unequip with a full pet and personal inventory (thanks Caidryn for figuring this out!)
2 Customers not ordering food during cooking minigame.
Potentially fixed character getting stuck in sword swing animation (could not reproduce but rewrote the logic for this so I’m saying potentially, please report if you are on this patch and still experiencing)
Co-op Mode specific bug Fixes
Fixed 2p mode exiting out of building placement mode shows black screen
Fixed 2P not being able to wake up if p1 interacts with certain UI’s
Fixed 2P mode some UI elements very tiny/small
Split screen player 2 zoom now updates with settings value.
Split screen player 2 no longer has camera sometimes not following
Known Issues:
Animals will phase through fences and water at times. If they get lost or stuck, stand in front of their nest and press/hold C to take them back no matter where they are.
Time will occasionally stay paused for the whole day (please restart the game to fix until I can find the cause)
Holding left mouse button does not continuously activate the sword at times
Mini Boss rooms respawning regular mobs instead of mini boss if you die in them initially.
Pooklets can be freed before killing all enemies in room at times
NPCs sometimes not centered in hammock (cannot reproduce)
Pet occasionally not getting into penguin post lift correctly (cannot reproduce)
Daisy and Cedric standing up in bench (cannot reproduce)
Controller mappings reset on computer restart (cannot reproduce)
Fedora 40 has issues launching native build - working on proton/wine
Fin appears when he shouldn’t at times
Pet sometimes vanishes completely, fixed by reloading the game.
Red pixies not correctly affecting hives and worm farms
In the works for next patch
Ability to restyle character in existing save
The small Workshop furnace can be used as regular furnace (confusing that it can’t right now)
Special chests that you can store machine regents in that all machines can pull from and/or take ingredients from anywhere that you can craft from anywhere.
Sell bin to show list of all items in it
Warning before selling tools
Dungeons accessible from within the sacred tree area with
Increasing critter spawn rates/rebalancing
Chest inventory size upgrades
Upcoming changes and QOL improvements
Thanks to all the players who have given feedback and reported bugs/issues since the launch.
I just want everyone to know I am reading your feedback, if you do have a suggestion, issues, or any type of feedback, please send me a message through discord or email me at squarehusky@gmail.com
I've had an overwhelming amount of people reach out and have been working hard on getting out an update that addresses the most pressing issues.
There will be some more guidance added during the early stages of the game, nothing too much, but some nudges in the right direction.
A preview of changes to come:
For example, if you have not discovered the RUNE quest/visited the Portal by day 2, a blue star will show up on your map near the portals showing a point of interest.
The Fishing Mini game can be turned off in the settings, so that simply casting the rope and pressing at the nibble will catch a fish.
Balance changes to some of the item costs and crafting requirements, a small preview of intended changes are as follows:
Silk worm farm Sand Dollar num item required from 5 > 3 Delicate tapping kit removed Malachite item requirement Delicate tapping kit silk rope 4 > 3 Delicate tapping kit 1 x Maple Syrup changed to 2 x Maple Sap Small sand dollar spawn chances increased Support drone price 3000 > 2500 “PewPew” card 30,000 > 20,000 Health potion 500 > 250 Greater health potion 2000 > 1000 Museum books 300 >200
Other changes to come include - A mirror to change your appearance/look mid game. - A non-binary option for gender selection - Being able to mark an NPC and see a direction arrow for that character
These are just some changes planned for upcoming patches, they may not make it in the very next patch, but will as soon as feasible.
----------------------
I am prioritizing issues affecting progression/gameplay first, such as controller and camera issues with co-op. My publisher is working on stability issues for console versions.
Thanks so much for playing the game, I plan to continuously work on it to make it a smooth, enjoyable experience for as many people as possible.
Husky
Everafter Falls is out now!
Hey farmers,
Everafter Falls is out now!
You don’t remember getting hit by a car? You don’t remember the simulation? You don’t remember Everafter Falls? Well, don’t worry– Dog, Fin, Daisy and all the other cuddly residents in town certainly remember you. It’s time to rediscover the simple life. Farming carrots. Playing with your pet. Fighting tooth and nail against blorbs, spiders, and wraiths in the dungeons to take out the sickness at the heart of Everafter– I mean, chopping down trees. Everafter Falls is a quiet, sleepy town. Isn’t it?
After playing Everafter Falls, please remember to leave a review! Those first few reviews really help!
- Riv Otter
Discord Server for Everafter Falls
Hello Farmers!
Everafter Falls has a new official Discord server.
Join our lovely community here: https://discord.gg/M2A2eQ4s6B
Any questions, feedback, or bug reports are welcome. Hope to see you there :) Husky
Everafter Falls is releasing on June 20th!
Hey farmers,
Everafter Falls is releasing on June 20th!
https://youtu.be/ustgi3e5lhQ
Join us on June 20th as we’ll open up Everafter Falls to you. What, you don’t remember me? Oh yeah, the slight memory loss is a normal side effect of returning after your simulation on Earth. You should recover those memories in time.
Remember when you used to relax by farming on your beautiful plot, fishing in the many rivers and lakes, mining in the dangerous dungeons, crafting the best items, and more. I have saved a couple progression cards for us to enjoy once you get back!
Come on, get up! All your friends and your PET are waiting for you! Oh you aren’t ready for the simulation to end yet? I understand. I’ll be waiting for you on June 20th to check up on you.
-riv otter
Monthly Dev log (May) - The final Dev log before release?
Hey farmers,
This will be the final dev log before launch of Everafter Falls an it has been amazing to work alongside Ou with these dev logs and just as exciting to get the game into your hands.
And with that, I leave the rest of the final Everafter Falls dev log before launch to Ou where he talks about the artistic evolution of Everafter Falls.
A Look Back: The Artistic Evolution of Everafter Falls
The launch date has been set for June for Everafter Falls! I could not have gotten here without the amazing support of the community, and the valuable contributions of the Alpha and Beta testers. I cannot thank everyone enough, I know countless hours have been spent trying to break the game and diligently reporting the results. Their efforts have undoubtedly made the game that much better. I’d also like to thank everyone who has been waiting patiently through all these years. I do hope you enjoy playing Everafter Falls as much as I had creating it.
I thought this would be a perfect opportunity to reflect on the differences between the early development and the current state of the game.
In this post, I will focus on the art and discuss its evolution throughout the development process.
To start, a bit about my background in art: I have never received formal training in art, nor had I practiced extensively before embarking on the creation of Everafter Falls. While I did enjoy sketching and doodling occasionally and was often told I had a talent for drawing, the bulk of my skills have significantly developed over the course of this project.
Nearly all the art you see in the final game went through numerous iterations. The final look and feel were not established until quite late in development, requiring a considerable amount of experimentation before settling on a particular style.
I eventually settled on a style that blended some elements of pixel art and low resolution textures, with a hand drawn, cartoony look. The final result was achieved using vector art in Adobe Illustrator, but it did take me some time to get satisfactory results.
The decision to incorporate pixel art was partly due to technical considerations. Using pixel art allowed me to load the entire sprite atlases used in the game into memory all at once,, simplifying the process. For example, in the image below, the BEFORE scene uses high-resolution textures for everything, while the AFTER scene uses pixel art for the house borders, wallpaper, and flooring. The sprite atlas size in early development was over four times larger than the final version.
The color palette also evolved over time. The final game is vibrant and colorful, which might surprise some given the restraint exercised during development. In fact, due to feedback that the colors could be overwhelming, a "toned down" color option is available in the settings. Below are some changes made to the Everberry and Yummyberry bushes, which are common throughout the game.
Later into development, once I had the style figured out, I found it useful to design and layout scenes using a graphics program (in this case Illustrator), before creating it in the game. This gave me a rough preview of how things might end up looking before committing to it.
With the artstyle decided on, it still took a fair amount of iterations before I got the result I wanted. Some iterations were due to technical challenges—such as deciding against animating characters with arms due to the added complexity—and others because I needed more practice to reach a satisfactory level of skill.
For the UI, I found this to be the most difficult and time consuming part of development, but also the most rewarding. Keeping things as simple as possible, and prioritizing functionality and legibility is something that needs to be considered from the get-go. Of course, experimenting is a great way to get a feel for what works and what doesn’t. This was another area in which I transitioned from high-resolution textured graphics to pixel art, which not only reduced the image sizes, but also allowed for scaling the UI and maintaining clarity.
Reflecting on this journey brings back many fond memories. It is amazing to see how far the game has come, and it feels surreal that the release date is just around the corner. To anyone else on a game development journey, I wish you the best. Remember, it is an iterative process, so don’t give up!
April Dev log - Last dev log before content-lock
Hey farmers,
Another month has come and gone and we’ve been keeping up with the hard work of development. We are getting closer to our internal release date and hope to get Everafter Falls in your hands soon! Everafter Falls is now entering the content-lock phase so next month will be focusing on smashing bugs!
Here is the amazingly talented developer behind Everafter Falls, Ou to talk about what he has been working on!
What’s new
Achievements
Achievements have been finalized and completed and working across all stores and platforms. The full set can be seen below.
Cooking
The Cooking system has been implemented and players can cook and show off their cooked dishes in the Bakery Cellar. Cooking requires some prep and timed mechanics. There is also a mini game where you must serve up as many dishes to hungry townsfolk!
Hersha’s Bakery ground floor
Bakery Cellar
Recipe Books
There are a total of 5 recipe books which contain all the information you need to create all the dishes to be displayed in the bakery cellar.
Meal Service mini game in the Cafeteria
This mini game will be very familiar to those who have played Overcooked. Race against the clock to serve as many dishes as you can and earn prizes for reaching set targets. The game is available to play twice per season after it is unlocked through a quest.
Pigeon Friend
To befriend this little pigeon, a total of 13 items need to be given to it. It is very picky however and will change its mind every day! Once befriended, this little pigeon will tag along wherever you go and occasionally, pull up silkworms or caterpillars for you.
New Item additions
Food and cooking related items
Bonsai Tree Set
Chef Posters
Black Alpaca
Looking ahead
We are finally in the last phases preparing for release, a content-lock is in place and I am now solely focusing on finding and squashing any remaining bugs that are found. There are Alpha and Beta testers that have still stuck with me right from the beginning and the contributions they have made to get the game to where it is today cannot be understated.
The progress on the console ports is advancing smoothly, with Akupara Games diligently working on the porting, submission, and approval of builds for all three consoles. Collaborating with Akupara has been such a blessing. Seeing the work involved in porting and securing approval for the game’s release on each console and knowing I don’t need to deal with any of it, is such a huge burden taken off me.
Some funny bugs that have cropped up during testing.
The Achievement UI may be just a little oversized
When giant crabs attack (AHHHH!)
A little help please?
Pigeon Friend imposter.
I didn’t know we could build this here?
- Riv Otter
Everafter Falls - March Dev Log
Hey Farmers,
It has been a busy few weeks. Snow has started melting around here with spring around the corner. I heard that you may have had to set your clocks forward on Sunday for Daylight Savings. That seems like a strange thing to have, we’ve never had to set our clocks forwards in Everafter Falls. Once the clock is set we just leave it.
I had so much fun talking with Ou, the developer of Everafter Falls at SquareHusky about what he has been working on in the new year.
Latest News Announcements
Physical editions
Some exciting news - Akupara Games have secured plans for the release of physical copies in Asian markets, and I believe there are also plans for a limited run for physical release for western markets too.
Xbox and Playstation
In addition to the Switch and PC releases, Akupara Games and I have decided to move forward with releasing the game for both Playstation and Xbox. Akupara’s team have been working hard on the Switch port and have also started work on these additional consoles in order to ensure it is completed in a timely manner.
Release Date
We have finally settled on the release date which will be later this year. The additional console versions have pushed back the release date another couple of months. We are planning a simultaneous launch across all platforms. I do apologize for yet again, to any backers disappointed by this further delay.
The additional time does allow me the time I need to work on some additional content for the game, namely, the Cooking System and Hersha’s Bakery. As mentioned previously, this was intended as a post patch update, but it will make it into release.
Everafter Falls will be launching this summer on all Steam platforms, Steam Deck, Nintendo Switch, Microsoft Xbox and Playstation 4 and 5!
What’s new
Alternative NPC schedules
All NPC’s now have alternative schedules every 5th day, which can be considered a weekend. No shops are closed though as they are all self-checkout anyhow, and I know nobody likes having to wait a whole day to access their favorite store. The alternative schedules also give a bit more insight into who the townsfolk like to hang out with and makes them a little more life-like.
Localization
The localization team at AllCorrect have done an amazing job with translations so far and while we’re still working on ironing out all the bugs, it is really cool to see the game actually working in another language!
Localization was rather challenging for me, and much more difficult and time consuming than I imagined before this stage. Some advice I would give to those planning to localize their game, is to make sure to have a system in place that can pull in all the strings you need from a separate CSV (or similar format that can be edited in a spreadsheet). This needs to be done from the get-go, the earlier you can address this, the less work and issues you will encounter later on. It took a fair amount of time for me to sift through all the code and find out where I’ve lazily hard-coded in strings, so doing it right from the start is highly recommended. It’s also a really good learning experience for those new to game development because it is a fairly self-contained system with a straightforward goal of intermediate difficulty. If you can tackle this, you’ll feel like you can tackle anything!
Restocking Prize Cabinets
The Prize Cabinet system where you can exchange Keys earned from spending gold now restock at the start of each year. They do so only if they are empty, and for each time they get restocked, the number of Keys required to unlock them increases by one. There are a couple of new items created just for these cabinets which you cannot craft or find elsewhere in game, so keep a lookout for those!
Your Pigeon Friend and the Replica Treehouse
At some point in the game, you’ll be able to recruit a pigeon friend who will follow you around and occasionally dig up worms (and caterpillars). For those who want a break from the myriad of creatures following you, you can complete a Replica Treehouse project. Using this item, you can leave your Pixie and Pigeon friends here to hang about while you do more important things like going fishing.
Some cool things achieved in game by beta testers
RecitedPlay’s first giant lotus!
EpicSilence has found the impossible-to-find Red Fishing Mod!
Modding Support
In the latest versions, files that control values and content for various aspects of the game, which include things like item costs, crafting recipes, crop details, monster stats, equipment, quests and more - have been made easily editable in the games install directory. I hope to make the game easily accessible for modders, and plan on exposing even more values when I get some time.
This has also allowed me to more easily fine tune numbers to balance the game, a lot of progress has been made here with help and feedback from testers so another shoutout to them :)
Looking ahead
A work-in-progress preview of the interior of Hersha’s bakery, which is being worked on and will be making it into release at launch. Her shop will also sell various appliances and recipe books you will need to stock your kitchen with in order to cook. The additional content will also include a couple of new quests, and a cutscene. These will be keeping me very busy while Akpupara work on the ports for all the consoles.
Some funny bugs that have cropped up during testing.