Thanks to all of you who got the latest DLC for Festival Tycoon, I was able to donate 550€ to Viva con Agua today! (I added a little bit of my own money to make it a nicer sum).
Very happy with how it turned out and I am quite impressed by the donations we were able to collect! A big, sincere thank you for supporting!
All the best! Johannes
Content Update: Greece
December 2022 Content Update
If you live in a cold winter like me right now, I might have something for you! If you don't, you might enjoy that as well of course! As promised and teased before, Festival Tycoon gets a big content update today. This update brings a variety of new gameplay mechanics, deco items, 3 stage styles and more!
Ancient Greece
This entire update is themed around the architecture of Ancient Greece! I thought this would be a nice touch during the winter and will bring you a little spark of holiday and hot summer days to your christmas holidays.
New Stage Style
The newly added stage style can be applied to all 3 stages (large, medium, small) in the game! All elements are compatible and interchangeable with the existing styles. This is the perfect tool to build festivals like Platon would have had them!
Decoration Items
On top of that, I added a lot of new deco items. Use these items to not only make the stages feel like Ancient Greece but the entire festival ground! Here's a complete list of all items:
A temple ruin: This acropolis is traversable by visitors and an ideal center landmark for your festival!
A statue: Thanks to it's metal cover, this huge statue is very shiny and bright in the sun. Can be used as anything from a large landmark to gating the stage area!
Columns: A total of 6 different columns in every state you can imagine, from standing to fallen and anything in between.
Olive trees: Can't miss them in a Greek setting, right?
Last but not least, there is a completely new map biome. The "Mediterranean" map style can be selected when creating a new map in the content menu. It changes the looks of a lot of things on the festival, including the color of the sun, ground, grass, rocks, trees etc.
Don't forget that you can share your maps on the workshop for others to use!
Buildings
In addition to the decoration items, there are 3 new buildings available for your visitors:
Retsina Bar: Serves the famous Greek wine to your visitors - with all the implications of serving wine!
Fish Restaurant: The best (and probably most expensive) fish someone can order at a festival.
Gymnasium: An arena-like building where visitors can fight against each other. This makes them very happy (especially the winner) but brings a high risk of injuries.
More Things!
There's even more than that! The festival-community on my Discord server suggested adding a new band requirement, which is now in the game! Bands which have the "Headliner" requirement need to be the last band on a stage on a day to play a concert, otherwise they'll get super angry!
And in addition, I added 5 new news stations to report to the social feed while the festival is running!
That is it for this update! I hope you like it and if you have any suggestions, please let me know!
I wish all of you who celebrate it a Merry Christmas and of course a very, very happy new year! As we say in Vienna: Guten Rutsch!
Have a great holiday! Johannes
New "Water for All!"-DLC out now!
Hi everybody!
Long time no see. I hope you’re all going great <3
I’m popping in today with some exciting news - Festival Tycoon has a brand new charity DLC!
After the 1.0 launch last summer, I celebrated by going to a whole bunch of real life music festivals around Europe. That was how I discovered Via con Agua, an international water charity that often works at music festivals recycling cups and collecting donations for their lifesaving work. I was super impressed by what they were doing. I thought, hey, if it works for real life festivals, why not digital ones as well?
That idle idea has now turned into something real: “Festival Tycoon - Water for All!”
With the ‘Water for All!’ DLC you can add a Viva con Agua info-booth to your festival to keep the grounds clean and tidy by collecting cups. The booth is an upgrade to the Waste Management, offering up to 5 new janitors. On top of that, it does not negatively impact the Scenery rating at all! This makes the Viva con Agua booth perfect for tight festival layouts with little space to spare.
Every penny of profit I make from the DLC will go towards Viva con Agua, supporting their mission to provide clean water to people around the world. In addition, there’s also a free patch coming out which will provide QOL improvements to the base game. Nice!!
That’s all for now. Please check out the DLC if you want to support a great cause, it’d mean a lot to me! :)
Best, Johannes
PS: I’m also working on a new cool free update, but more on that soon!
Changelog since the last version:
New: The Stage Style window got a feature update and now shows all stages, not only the selected one!
Fixed: A bug where a few management buildings would give wrong environment values.
Fixed: A couple of UI bugs related to band and sponsor browsers.
Fixed: A bug where bands could not be edited to play on large stages in the band editor.
Fixed: A bug where workers didn't execute tasks in very specific cases.
Fixed: A bug where unscalable props were scaled wrongly after using scale on a previous prop.
Fixed: Tooltip for build settings not translated correctly.
Fixed: Spelling mistakes.
Patch 1.0.0.4
Hey!
In this seemingly tiny update, I packed some big game play fixes! This is the changelog:
New: Inaccessible worker squads and patrol route points are now highlighted.
Fixed: A bug which would prevent loading custom music.
Fixed: If a patrol route point is not accessible, the workers ignore it. This should greatly improve squad performance.
As always, please let me know about any issues! And if you want new features early, feel free to switch to the public-test branch! =)
Have a great Tuesday! Johannes
Patch 1.0.0.3
Hello lovely Festivalists! =)
This is a little bit of a bigger patch, bringing fixes/optimization (whatever you want to call it) to the AI and also a couple of new, community-suggested features!
Changelog:
New: Added a button in the content menu to open the local files directory directly.
New: Added a button to open the operating plan to the festival settings and the line up planner.
New: Bands in the operating plan can now be sorted by different parameters.
New: Worker bases don't have building qualities anymore now.
New: Worker highlighting is a lot more visible now when hovering squads and worker bases.
New: Workers from a worker base can now be joined to a squad directly from the worker base UI.
Fixed: A bug preventing the season achievements to be triggered.
Fixed: A bug where the Spanish localization would not load all texts correctly.
Fixed: Unreachable tasks are now always showing a hint in the notification UI.
Fixed: (Hopefully) fixed a lot of worker issues related to non-executed tasks. Please keep me updated, these are very hard to test!
Optimized: Improved a few texts in the tutorial to make it better understandable.
Please check it out and let me know if you find any issues or problems! =)
Thanks! Johannes
Patch 1.0.0.2
Hey all!
This is another patch, hopefully improving the game and a couple of reported bugs.
This is the full changelog:
New: Added 2 new stage styles: Electro and Vintage!
Fixed: Sponsors would provide non-existent buildings.
Fixed: A rare issue where visitors would not walk anywhere because of a rendering bug.
Fixed: A bug where requirements and needs of bands would be wrongly displayed in the festival end overview.
Fixed: The "VIP only" toggle is now hidden when placing stages.
Fixed: When using the "end now" button, the simulation is unpaused.
Fixed: Potentially fixed a bug which would lead to a memory leak and crash the game.
Fixed: A potential fix for agents on large maps standing around. This lead to workers not working anymore.
Fixed: A bug where visitors would have issues reaching roof top parties.
Optimized: Changed the looks of blocked areas slightly to not confuse with low quality buildings.
If you want to get updates even sooner, check out the public-test branch!
Let me know if you have any issues!
Thanks! Johannes
Patch 1.0.0.1
This is first little patch containing general bug fixes.
Changelog:
Fixed: A bug where the sandbox- and profile editor would not set up correctly.
Fixed: A bug which would sometimes show the save-prompt before starting a festival even if the festival was saved already.
Fixed: The operating plan timeline would not show the correct time, this is now fixed.
Optimized: Improved the entrance requirement so that live mode can only be started once all visitor types can enter the festival.
If you want to get updates even sooner, check out the public-test branch!
Let me know if you have any issues!
Thanks! Johannes
Festival Tycoon is now 1.0 🥳🎈🎶
Wow, so we finally made it! My very first video game is now ‘officially’ launched, having left Early Access.
From having an idea for a game at a muddy music festival, making the first prototypes at university, launching into Steam early access, releasing a ton of updates and finally hitting the big red button today, this entire journey has been incredible and I want to thank you all for coming along!
Today’s launch update, as we leave Early Access, is full of new features and surprises, alongside bug fixes, UI improvements and additions to the Tutorial.
To celebrate, Festival Tycoon is 40% off right now, the biggest discount we’ve ever applied. So if you’ve not yet picked up a copy, now is the time to do so.
Before I launch (see what I did there?) into what’s included in this update, check out the all-new launch trailer I made alongside my friends at Future Friends to mark the launch:
1.0 Launch Additions Here we go, here is the full list of new features and gameplay elements, starting with a biggie.
Two new map sizes! 🗺️ 176x176 and 208x208 - One of the most highly requested features is more map sizes, so I’m stoked to add two brand new sizes to the game alongside the long list below….
[List]<*>New: Large stage including 6 brand new stage setups (one for each genre)! <*>New: Modular stage system lets you customize all stages in hundreds of combinations! <*>New: A new UI shows the timeline of bands and the simultaneously required backstage RVs and Green Rooms. <*>New: Added 3 more unique locations to the game. <*>New: Added 8 brand new musician models to cover all genres. <*>New: Added another tutorial layer showing information for the worker squad UI. <*>New: Added more leaderboards! <*>New: Completely overhauled the band name generator algorithm to generate better name results. <*>New: Solid fences got a facelift and have a way nicer texture now! <*>New: Some visitors now remove their tents when leaving. <*>New: The balance in sandbox mode can now be set to unlimited. <*>New: The sponsor browser has now advanced features for auto-assigning sponsors and more. <*>New: Worker key bindings are shown when sending or selecting workers.
In addition to all of the above new features and gameplay elements, the full list of fixed bugs and optimised mechanics is below: [List]<*>Fixed: A bug in the location editor showing wrong map sizes. <*>Fixed: A bug sometimes happening when placing an entrance in location editor mode. <*>Fixed: A bug where AI sometimes wasn't selectable during some games. <*>Fixed: A bug where AI would always be unhappy about wait times at entrances. <*>Fixed: A bug where areas could be built without collision detection. <*>Fixed: A bug where stage setups would not turn on their lights correctly. <*>Fixed: A bug where the Stir Fry food booth would not get highlighted properly. <*>Fixed: A bug where the ticket sales window would become non-responsible after selling Early Bird tickets. <*>Fixed: A bug which lead to draggable content (e.g. Line Up Planner) being invisible after dragging with the right mouse button. <*>Fixed: A bug which sometimes let you select a location which the company cannot afford. <*>Fixed: A bug which would display the welcome time of bands wrong in the notification. <*>Fixed: A bug which would hide the key bindings window. <*>Fixed: A bug which would prevent the player from continuing the tutorial after unbooking bands. <*>Fixed: A bug which would show the keys in the prop key overview in wrong format. <*>Fixed: A bug which would sometimes prevent buildings from being blocked by props. <*>Fixed: A couple of issues related to stage setups. <*>Fixed: A couple of issues related to the worker squad tutorial UI. <*>Fixed: A lot of AI and worker related bugs were fixed. This should make things a lot smoother! <*>Fixed: A severe UI bug where sometimes the dialogue would close but the UI still wouldn't respond. <*>Fixed: An issue with icons in the location editor. <*>Fixed: An issue with the Ice Skate Rink where visitors would randomly go anywhere. <*>Fixed: An UI bug which would not set up some windows correctly when opened for the first time. <*>Fixed: Building access validation errors which previously happened on large maps should now be fixed. <*>Fixed: Epic version showing some Steam icons and branding. <*>Fixed: Green Rooms were required over the entire presence of a band previously, now only immediately before playing a show.
Annnnnd breath….
Fixed: Missing localization in the deco build menu.
Fixed: Path finding errors which previously happened on large maps should now be fixed.
Fixed: Removed debug items from deco menu.
Fixed: Shower container floor z-fighting issue now fixed.
Fixed: Squad overlay is now properly scaled based on the zoom level.
Fixed: Stages for Rock and Metal bands would bug out if a mosh pit was about to start.
Fixed: Text clipping in tutorial pages.
Fixed: Updated the number in the "the development took x cups of coffee" loading text to show the correct number. ;)
Optimized: After season events and choices are now better visualized.
Optimized: Greatly increased entrance throughput.
Optimized: Improved band requirements in early seasons to make onboarding a smoother experience.
Optimized: The key bindings for live mode tasks are improved.
Optimized: The required backstage RVs and green rooms are now presented in a better way in the partner overview.
Optimized: When creating patrol routes, the squad position is used as the first point.
Tutorial: Updated relevant tutorial videos to the current UI.
UI: Added a reminder to save the game if the live mode is started without ever saving.
UI: Added remaining French localization.
UI: Added remaining Spanish localization.
UI: Improved festival end screen, especially the band-popularity-change display.
UI: New icons for map details.
UI: Updated third party logos.
Not bad, hey?
To those of you that have followed me on this journey, thank you so much for your support. For those that are just about to embark on their own journey to become a Festival Tycoon global superstar, I can’t wait to hear what you think.
Festival Tycoon is leaving early access on May 4th! 🥳
Hey everyone,
I'll keep this one short!
I can’t believe it but here we are! Festival Tycoon will leave Steam Early Access on May 4th and I can't wait for you all to get your hands on it ːsteamhappyː
Festival Tycoon has been updated continuously since entering early access in September 2021, with 8 Major updates like community mod/workshop support, custom music, extreme sports, Oktoberfest, new game mechanics and features, and more minor updates and tweaks than you can shake your glow sticks at.
Festival Tycoon 1.0 will have all of this content and a few extra launch surprises to boot!
See you here, on May 4th for the big party!
As always, thank you! <3 Johannes.
Patch 0.16.1
This is a small patch fixing a couple of issues with the latest Early Access update:
New: Added another tutorial layer showing information for the worker squad UI.
New: Worker key bindings shown when sending or selecting workers.
Fixed: Stages for Rock and Metal bands would bug out if a mosh pit was about to start.
Fixed: A severe UI bug where sometimes the dialogue would close but the UI still wouldn't respond.
Fixed: An issue with icons in the location editor.
Fixed: Removed debug items from deco menu.
Fixed: A bug which would hide the key bindings window.
Fixed: A bug which would show the keys in the prop key overview in wrong format.
Fixed: Missing localization in the deco build menu.
Optimized: The key bindings for live mode tasks are improved.
Optimized: When creating patrol routes, the squad position is used as the first point.
As always, if you have feedback, please let me know!