Groven cover
Groven screenshot
Genre: Simulator, Adventure, Indie

Groven

Watch the Developer Play!

Watch the dev play Groven for the Steam Economy and Capitalism Fest!

Steam Next Fest GROVEN Stream

Hi! I welcome any and everyone to come in, chat for a bit while they see me fail at my own game. Maybe we'll all run into a bug or two together and have a great laugh too!

Steam Next Fest GROVEN Stream

Hi! I welcome any and everyone to come in, chat for a bit while they see me fail at my own game. Maybe we'll all run into a bug or two together and have a great laugh too!

New Sytems Added!

Hi all, in preparation for the Steam next fest, a few major new systems have been introduced to the game to keep it more engaging. For any of those who wish to explore the game again to discover these new systems, do not continue reading, but for those who want to know what the new systems are, here is the list:


    - Treasure maps and treasure hunting in the overworld
    - Smithing competitions (proof of concept right now, AI will be made more intricate in the final version)
    - 2 New events that happen at the forge (more planned in final version)
    - Reworked balancing of jobs so that if you get a new recipe that is much harder to make, the job bulletin will not be filled with jobs requesting this really hard item
    - Randomly spawned overworld events (so far only 2 event types, but definitely more to come)
    - Added smithing rank in addition to smithing level, which can only be increased via winning competitions
    - Added hidden fame score system. A higher fame score allows a higher chance to get important and/or urgent job requests. To increase fame, when you hand in a completed job before the deadline, the number of days left before the deadline are added to your fame score.
    - Fixed the saving system to allow progress to be saved between updates, though you will still need to sit through introductory cutscenes after new updates. (I guess you can just spam E through them, haha.)]


I hope these will help make the game a little more interesting as opposed to just having the job and spelunking system alone. I sadly did not have time to add new rooms to the randomized generator to make exploring more diverse, however, the final version will have so much of that, without a doubt. The story has still not been implemented, and frankly am still figuring out how to tell it. I'm hoping to integrate the game's core mechanics with the story, so that nothing ever feels forced. I am very passionate about this project, and even with other things going on in life, I will continue to think about the game and develop it as I go. Any suggestions and bug reports are extremely appreciated, and you can send those to solsson.olsson@gmail.com.

Thank you and hope you all enjoy a wonderful steam next fest! :)

Small User Experience and Bug fixes

Hi all! I have upgraded the save system in the game so that now when a new update is released, all the important things are saved. Right now, however, every time a new update is downloaded you will need to go through the starter dialogue from each village NPC, but already I am working on that. This is a vast improvement from having to do the tutorial over again. However, as this is a new save system, ultimately a new game will need to be started initially to get this system into place.

Sorry for the inconvenience, and thank you.

Small User Experience and Bug fixes

Hi all! Thank you so much to those who have tried out the demo. For any of you who are still playing, sadly I have to break the news that I have not found a good way to deal with save data and updating the game build on steam, i.e. whenever a new update is made, something in the old save data most likely breaks the game, and therefore a new game needs to be started for the new save data to be "up to date." This is something I very much want to figure out.

Thank you for your understanding :)