The survival mode is now on the beta branch, but is still being tested and it is very unbalanced, we will spend this week fixing it up and it should release in the main build by next Friday.
The current state of the game is now called Sandbox, and not only will still be accessible, but you will also start with more stuff now in Sandbox mode(enough building materials to make the sample workshop house). Survival mode starts with tools only and 100g, so spend them wisely.
If you want to jump on the beta in a day or two (after we do a bit of a rebalance) and give us some feedback it would be very helpful.
Right now in the survival mode the money will be automatically discounted from your pocket by the end of the week, in the future there will be an option to pay Reiko directly. There will also be debt discounts based on the resource we have half-implemented called "Favor", you will earn favor by watering NPC crops, doing quests for them and buying stuff from them.
If you fail to pay the weekly debt you will get a score based on your performance and will be put in Sandbox mode, so you can keep playing. To improve your score you will need to restart the playthrough.
Also I made new art for the game capsules, we are moving away from AI.
V0.65.2.0
Features Implemented breast physics for the player character Vastly reduced the clipping with clothing and skin specifically Now male characters can remove their shirts
Bugfix: Loading the game while underwater no longer makes you naked and bald Removed the Foraging 1 tutorial
V0.65.1.0
Changes: Added a screenshot, game mode and player name to the load game screen. Only new saves have the information to display
Bugfix: Fixed loading some very old saves Fixed AI pathfinding, including map markers Fixed watering can special not working on trellis Fixed sickle can special not working on trellis Fixed sickle gaining skill exp from using special on empty tiles Fixed being able to destroy trellis despite having a trellis plant on it's tile Fixed sickle not always cutting plants
Friday Progress Report 342
One of the major complaints about the game is the lack of direction/objective, so we have decided to spicy up the game a bit with a Survival mode.
The current game will still be available as Sandbox mode, All limitations and challenges will only exist in Survival mode and in the future also available on a Custom mode where you choose every aspect of the playthrough.
The Survival mode main feature will be the crippling infinite debt, the game will finally be relatable to americans who went through college! The debt must be paid every week and at first release it will be the only game over condition (until we implement death by hunger, sickness or damage). The amount required to pay increases every week until the player cannot pay it anymore. The game will give you a score based on how much you managed to pay and how much you did in the game up to the point where you lost.
We also want to add roguelite mechanics where you earn metacurrency based on your score to make the game slightly easier on the next run, but this won't be available on this first release.
We expect this update to be ready by January 7th, as we are trying to rush smaller updates with higher frequency instead of 5 month long ones like this last one.
V0.65.0.4
Bugfix: Fixed being able to buy some items despite having no money for them
V0.65.0.3
Changes: Made multiple forageables easier to select Made items sold to NPCs to disapear over time at aproximately 10% + 10/100 per day depending on item type Fixed and modified some city meshes
V0.65.0.3
Bugfix: Fixed glowcaps
Friday Progress Report 341
Graphical (and Forage) Update is here!
This update has been in the works for quite a while, but are finally ready to deliver!
For Demo users: Playing as a custom character is no longer available in the free demo.
Warning: This update requires a new game, old saves will not work.
Graphical Overhaul
The aim of this update was to make the game artsyle more consistent, and we have replaced many shaders, textures and materials to do so.
Edengrall City has been completely remade, every single building was touched, we have improved the meshes, made new textures and materials, the shading has been changed to match the characters and give the game a more consistent artstyle.
Water shading was also changed to match, we have decided to make it more opaque and it looks a lot better.
The grass now changes color with the seasons (the trees and bushes still do not, we will replace them later).
Forage System
The placeholder blueberry bushes have been removed, blueberries have a proper model and are now a crop.
As a replacement we have added many new wild plants.
Bamboo: The bamboo now grows and can be harvested, it begins as a shoot that only spawns during spring, if harvested in this stage it is edible, if left to grow it becomes an adult bamboo plant, for now the adult bamboo drops softwood as a placeholder, in the future we will add bamboo sticks and building parts that use it.
Dandelion: A small flowering weed that grows during spring and summer, almost every part of the plant is edible, you can find them growing in the borders of grassland biome.
Violet: Another flowering weed, similar to dandelion and shares the same biome, but grows on summer and autumn.
Nasturtium: An edible bush that grows in clusters, they grow on mid spring and flower during summer, the entire plant is edible, from leaves to flower buds, the flowers and the seed pods.
Cattails: A reed that grows on riverbanks, the roots are edible and can be harvested all year around, cutting the plant while it has seedpods will explode the pods into a satisfying amount of particles. These plants hold a secret.
Edenian Mushrooms: Edible mushrooms that grow on grasslands and forests.
Cave Stools: A slightly poisonous mushroom found in caves, can be eaten if cooked properly.
Glowcaps: The only non-edible forageable, can be sold as an alchemical ingredient or used as bait.
More plants will be added in future updates, including wild versions of crops.
New Fish
10 new fish have been added, most of them are rare in the current version of the game as they are intended to be spawning in the reef to the east which will be the first area we will unlock in future updates.
New Furniture
4 new Furniture pieces with models made by Grispinne, they are fancier than the usual furniture and require Hardwood.
This update took way longer than expected, it had a lot of engine work, at least it built a good base for future exploration features.
For our next update (January) we are going to work on splitting the game into two modes, Sandbox and Survival.
Sandbox: The current state of the game, you cannot die, no time limit, food doesn't spoil and season doesn't affect crops.
Survival: You have a debt to pay every week, and the quota increases exponentially, failing to do so will present the player with a choice, either delete the save and restart or switch the current game into Sandbox mode, at the end of your run you get a score, the further you go the higher the score.
V0.65.0.0 on beta
Release Candidate for the update
Friday Progress Report 340
Entities can be set to spawn not just on biomes, but border of specific biomes now, we can set the edges between grass/cliff or grass/road to spawn Dandelions for example.
My brother is now working on both making the wild version of crops as well as the harvest functions for both single harvest plants and those who can be harvested multiple times.
Meanwhile I have been working on more fishes for the reef, most based on real fish, but i have added some magical species too.
There should be a new version on the beta by next friday with harvestable forageables (and fish), and the update should release before Christmas.