We've received several reports that Update 5 is causing some issues for some players (but not all players. Seems to be limited to HTC Vive and/or Knuckles controllers). So we've rolled back the public build to Update 4 (Build 245).
We are working to fix this issue and get update 5 to everyone out there. Unfortunately, the team has spread for the family holiday period so we're not sure how soon this will be fixed. We're pretty sure it's a small issue with a controller mapping, so hopefully we'll have it fixed soon.
In any case, enjoy the holidays and we'll be back soon.
Take care, Salmi Games
Update 5: A Growing World
Hello friends,
We're back with another massive update to GrowRilla. New islands, new interesting locations and a lot of gameplay improvement (including one major balancing change). Make sure to read the full notes below to get all the details.
So let's just jump into it.
New Islands to Discover
We've heard you. Playing on the same map with the same stuff is bound to get stale after a while. We're excited to finally introducing new islands to the game, all with unique environments, enemies, cuisine and places to discover.
A new fall themed map with plenty of farms and pumpkins.
This new winter map is just right for this time of the year.
Some content is shared across islands (e.g. the military is present on all of them), but they are still quite different from one another. We hope that you will enjoy discovering what they all have to offer.
Bigger Cities And More Places Of Interest
Additionally to the new island types, we've also added bigger cities to the higher difficulties. These will offer more city blocks to randomly spawn and will increase the number of cities you can encounter. There are also some entirely new blocks as well!
As well as a bigger city, you can now also find new places of interest. Go and wreak some havoc at the military's laboratory or a car factory. Or perhaps you'd always wanted to steal donuts from the local donut shop (which the police will certainly not appreciate). There's also new grain towers and windmills, which you can find randomly near farms.
Balancing Adjustments
We also made a fairly significant change to the health system: we dropped the auto-regen health system for the player. This will obviously seriously affect the balancing of the game.
We originally liked our Halo-esque health recharge system. It was an easy way to make the game accessible. You may get smashed in the face if you jump into a hairy situation, but you'd still have a chance to run away and catch your breath. Unfortunately, we've noticed too many players abusing this quick recovery. We don't want players to run into a heavily-armed base, smash a few things, run away and repeat. Players should not get a free pass for reckless actions.
The primary way to recover HP is by eating. It feels right. You can still recover health quickly, but it requires an intentional action, and you can't keep feeding off one small area endlessly. We also added two new potions to pickup: a health potion and a regen potion (regenerates over time).
We've of course adjusted enemy damage accordingly and we think overall the balance of the game has improved significantly. Now it's less "always being full hp and only dying when you're getting one shot" and more "managing your hp as a Resource and planning your next move strategically".
Gameplay Improvements and Bug Fixes
We've improved several aspects of the game that have been bothering us (and players too, thank you for your feedback).
Getting stuck under a tree: this was happening way too often. You'd eat an apple under a tree, grow a bit and get stuck. The "solution" was to duck down and pull yourself away but this was both unintuitive and pretty clunky. We've done two things: reduced the likelihood of food spawning under a tree and automatically push the player out from the under the tree if they get stuck. It's the least inelegant solution we found (other options considered were "automatically ejecting the tree" and "disabling collisions temporarily", but each of these introduced a slew of other problems)
Object pickup is easier: previously you could only pick up objects by aiming your palm at them or the outside of your arm (surprisingly many players hold their hands like this). We added another orientation: aiming your fingers towards an object. It's a subtle improvement but it makes a difference. Combined with our intelligent prioritization of objects, picking up objects should more often do what you expect it to do.
Slope-Based Movement: we had this in an early build but disabled it at some point because it was simpler without it. But it's been bugging us how it feels to walk on the roof of the barns and other buildings. Now when you move across the roof, you'll automatically be pushed up/down based on the slope of the surface you're on. We're really curious if other players enjoy this. We feel it's more consistent but it's also potentially less comfortable for some players. We'd really love to hear your feedback on this point. This may eventually transform into a comfort option. Currently it's enabled only for certain buildings (barn, farm, military barracks, some trees)
New Spawn Point in the City: we added a new spawning point possibility inside the city that occurs randomly if the map includes a zoo. It adds a nice little twist. We may add more of these in the future.
How did we get here?
Campaign Status and Next Update
Unfortunately, we're still not quite ready to unveil the new campaign mode. We're continuing to work on it in parallel to all the new content we've been adding. It's starting to take shape and we're kind of excited for its potential. We think it will really add depth and replayability to the game. We're having a lot of fun coming up with new maps and goals. Here's a small tease.
Another area we plan to improve in our next update is the Menu system. It hasn't gotten much love since we first implemented it. It's a bit clunky and there are clear and easy improvements we can make to it. We have just not focused on it because gameplay and content are/were higher priorities. But the menu will soon get some proper love.
We look forward to sharing these with you in our next update in February 2020.
Thank You
As always, we'd love to read your feedback on this, how you feel the game plays with these changes and what other improvements you'd like to see.
And if you're enjoying our game, we'd really appreciate if you could leave a review.
Cheers, Salmi Games
Changelist - Build 278
Improvements
You now no longer regenerate health when out of combat
Added Health max and Regen Potions
Random chance to spawn on a new autumn map on two highest difficulties
Random chance to spawn on a new winter map on the highest difficulty
Added new snow/autumn tree's / bushes / animals
Bigger cities with 2x3 and 3x3 blocks have been added to the game
Added military blocks to big cities
Added donut police city block
Added gas station city block
Added new factory block for big cities
Added new content (windmills, western houses, grain tower)
Improved Farm points of interests
Added windmill points of interests
The menu layout has been adjusted for clarity and the upcoming campaign mode
Tutorial billboard text has been adjusted according to the new menu layout
The slow-motion effect when you finish a round has been made less slow-motioney
Powerups now display their remaining duration and their effect
Improved labels and sounds for powerups
Added jumping spiders
Spiders now poison you with their attacks
The cliffs now have better looking LoDs
Nukes and grenades now display some small text on how to trigger them when you pick them up for the first time
The unlock shelf has been moved to the left in the laboratory and improved visually, showing all the content you've unlocked permanently
Military jeeps have been added to the game
Helicopter rotors spin faster now
The military base on the hardest difficulty now contains slightly less units
Added new military outpost using the vans (they are currently underrepresented in the game)
Increased the range for picking up objects when holding your hand straight
Improved healthbar (Damage/Heal Fade, half transparent after time)
Added recursive checks for multiple islands and connecting them with land bridges
(Internal) Added new visualization for random object generation
(Internal) Achieved the incredible score of 96 words per minute on a typing competition
Added healthbars to gas tanks
Added chance to start in the zoo
Added walking on slopes (only for certain buildings, should improve the rooftops of the barns, farms, some trees, the military barracks)
Fixes
You are now pushed away when you grow under a tree to prevent you from getting stuck
Nukes no longer have a health bar
Bazooka missiles now have a maximum distance they can fly
Chickens now drop a more realistic amount of eggs
Horse mass has been adjusted
Artillery shells now properly blow away nearby objects
The explosion effect for the nukes no longer uses the bombs rotation
Health bars no longer sometimes display 0
Objects no longer are visible in the victory screen
Activating a nuke for the first time and activating a grenade for the first time no longer have the same achievement name
Gas tanks now properly take damage and explode
Put measures in place that prevent the player from falling through the map
Hunters no longer shoot their own dog
Fixed Oculus SDK log error (trying to connect to steam api)
Fixed bug that lead to farms sometimes spawning partly on the water
Fixed eternal movement upwards on climbing exploit
Update 5 - Beta Preview
Hello friends,
We're in the final stages of preparing our next major update. You can try out in a preview version in our Beta branch right now! To grab the beta version, just follow these instructions here.
This next update will have quite a lot of new content, so there's tons of new stuff to discover. We don't want to spoil too much before the actual update, but here are a few things that you can expect in this beta patch:
New environments:
Bigger cities:
New places of interest:
Cheers, Salmi Games
Nominate GrowRilla for the Steam Awards!
Hello friends!
It's time for the annual Steam Awards! We'd really appreciate your votes and nominations for GrowRilla as Best VR Game. Please consider giving it your vote. You can also find the full list of categories here: https://store.steampowered.com/steamawards/nominations
We are also humbly nominating our other VR game Late For Work for the "Labor of Love" award, so please check out this link and consider giving it a vote as well.
Thank you! Salmi Games
Update 4: Spiders, Spiders Everywhere!
Dear friends,
Welcome to another wonderful content update for GrowRilla (Update 4 if you're keeping track at home). This update is partially inspired by some fun back-and-forths we've had with ProjectJamesify, the awesome YouTuber who has been putting together some really fun videos of GrowRilla the last few weeks.
It's clear to us that players want to see more content, so that's what we're focusing our efforts on. We're also introducing a brand new system of power-ups to the game. But first let's go over the new content, let's dive in.
Spiders Everywhere
We implemented a new spider den based on the first appearance of the spiders in the Halloween update. We've added 4 different variations with small spiders, larger ones and even some infected humans. Scary! Halloween is not just a one-time event, it's a state of mind.
These spider dens will also include some new rewards in the form of the aforementioned power-ups, so it will be worthwhile taking them on.
New Farms!
The farms are a fun and useful location in the early game. Players tend to encounter them often so we've worked on making them more varied and unique from map to map. We've added:
A new ranch farm
A delicious pumpkin farm
A nutritious apple tree farm
Powerups!
We've built a system of power-ups for the game! We've wanted to add this a long time ago, but it kept getting delayed to focus on the core mechanics. These powerups add a whole new dimension to the game. The game feels a lot more dynamic. For this update, we've added four power-ups (embodied as flasks that you collect and drink):
Attack up
Defense up
Speed up
Growth speed up
These flasks can be found scattered around the map in challenging locations. They give you a new incentive to explore some of the areas we've crafted or risk entering the military base.
Please let us know what you think! This is the first iteration of the system and it will definitely be improved and iterated on. Expect more power-ups in future updates. We're also planning to integrate the flasks to our XP content unlock system (or perhaps a different meta system).
New Enemies & Weapons
The military has also expanded its arsenal with this update. You can now encounter helicopters (both in the generals base, as well as a new unique helicopter base) and also new rocket launcher soldiers. They will make regular groups of soldiers more threatening with their additional firepower. If you manage to defeat one you can also pick up their rocket launcher and wreak some havoc even at a small size.
We've also added one over-the-top secret weapon, can you guess which one? We'll give you one hint: "I am become death, the destroyer of worlds". Happy hunting!
Loading Improvements
Just a quick note here, but we've also improved the loading system. The maps should now loader faster. You should also experiencen a lot less lag when you press the start button (when the final objects are being initialized).
What's Next?
We have a few other topics we're working on that we're not quite ready to roll out. One of them is a whole new campaign from scratch. This campaign is much more ambitious then the existing progression and we can't wait to share more details. We're planning a procedurally-generated campaign featuring a series of goals across multiple maps, which each map feeling more unique and different to the other ones.
We're also continuing to work on new content including new environments and biomes for the islands. We can't wait to finish these and share them with you.
A Final Note
We rely on your feedback and your support to continue developing GrowRilla. We're a small indie with limited resources, so every review, every recommendation has an out-sized impact on your game. If you enjoy GrowRilla and haven't left a review yet, we kindly ask you to leave a short note in the reviews, for us, and to help other players discover our games.
Thank you for all your support.
Cheers, Salmi Games
Changelist - Build 245
Improvements
Added nukes to the game
Created heavily guarded site for nuclear bomb
Nuclear bomb impacts kinematic objects as well
Started implementing a campaign mode
Added save system for campaign
Improved info for campaign
Improved menu layout for campaign
Fixed bugs related to saving the campaign
New powerups are now in the game
Added new Buff system (delayed effects, constant effects, Instant effects (e.g. Heal, Damage)
Added Potions, which trigger buffs/effects
Implemented visual effects for the Hands (Heal, Fire)
Added new buff visualisations for gorilla hands (fire, poison, regeneration, speed)
Added potions to PoI's / Military / City
Added HUD for buffs
GrowRilla now supports Oculus sdk
Added Bazooka solder to the game
Added helicopter unit and flight behaviour
Added helicopter military block
Added new variation system to all default military bases
Added easy military base variation
Added a dawn timezone
Added three new farm variations
Added spiders of varying sizes as well as spider dens
Added a "Quit" button to the menu
A radio now plays some tunes while close to some farm variations
Added new cheat file system
Added bear den
Added music in menu
Pass on loading performance: Terrain is activated over several frames as part of the loading process. Once pressing the button starting on the island is a lot faster
Refactored map generation system to allow more variety and detailed control
Added option to pick subset of category in map generation
Restructured map objects hierarchy, only pick subsets of available object types
New jungle types: dense jungle and lush jungle
Added translations for all potions/buffs
Improved menu
Added fps label to menu
Fixes
Fixed LoDs on the cliffs not appearing correctly
Fixed planes flying downwards / too low on rotating
Changed the laboratory music due to youtuber issues
Trees in the spawn area now appear properly
Soldiers less likely to shoot each other
Fixed tree stumps (spawned in the air)
Fixed issue on high velocities when drinking potion
Sunsetting Our Early Access Launch Price
Hey everyone!
With our next update (coming this Friday, Monday at the latest), we will be retiring our Early Access Launch price. GrowRilla will cost $15 from this Friday on. This week is your last opportunity to purchase GrowRilla at this low price (we also won't be discounting it lower than the original price). If you've considering buying the game for yourself or a friend, now is the time to strike.
Just like with Late For Work, our goal is to reward players who invest in our games early on at an earlier date, a small thank you for taking a chance on our games. Since our Early Access launch, we've released 3 major content updates and we will continue to update GrowRilla with more content and new features.
As we mentioned at the beginning, this price increase will go into effect on Friday. We don't want to reveal the content of Update 4 just yet, but here's a sneak peek:
Cheers, Salmi Games
Oculus SDK Support, Early Supporter's Bundle
Dear Friends,
We're excited to announce that GrowRilla now also supports the Oculus SDK (along with SteamVR). We implemented this support in Update 3 but only activated today after some extra testing. For all our Rift and Rift S players, you can now play GrowRilla using the native Oculus implementation. You will be prompted by a pop-up next time you launch GrowRilla. This was an oft-requested feature ever since we launched and we're happy to finally roll it out.
Early Supporter's Bundle
We will be sunsetting our Early Supporters Bundle on Friday November 8th. We introduced this bundle when we launched GrowRilla in Early Access as a means to reward early supporter's of our games and a way to help support us in developing our unique brand of indie VR games. Thank you to all of you who have supported us and our games. Make sure to grab the bundle before it's gone and get access to two awesome VR games and that warm fuzzy feeling of supporting indie development.
We'll be back soon with another update to GrowRilla!
Thanks, Salmi Games
Update 3 - The Spooky Growthriller Update
Hello Friends,
It’s time for another GrowRillious Update, just in time for the spookiest season of the year. We've added tons of new scary content to the game, so grab your silver arrows and garlic cloves and let’s jump into it.
Scary Content
New, supernatural inhabitants have invaded the GrowRilla islands and are hunting for fresh gorilla snacks. All new Halloween content and special areas will appear with high frequency during the next week or so and then less regularly afterwards.
We are not going to reveal too much, just leave you with a few teaser images and we'll let you explore all the little surprises.
A haunted mansion, guarded by the undead.
A graveyard, full of potential food and enemies.
Witches conducting their secret rituals.
Gameplay Balancing and Improvements
As per usual, this update is packed with new improvements and fixes for the game. We've tackled some previously requested bugs, such as being able to clip into the ground after getting too close to the water.
We've improved the map layout algorithm to prevent the oh too common problem where areas would spawn too close to the water. This has been an on-going effort but now you definitely shouldn't encounter any more floating tanks.
Another highly requested feature was a spawning area. Enemies would frequently attack you as soon as you spawned into the world, which was pretty unfair. We've added 3 different spawning areas for you to spawn in, which will prevent enemies from spotting you right away.
We've also generally improved the AI behaviors. NPCs can now become so scared that they run away. This is indicated by a small shield icon above their head (we're working on a better represenation of "fright" but it's a bit challenging). Usually NPCs will run away if you approach them when at a big size, or if they sustain enough damage. You can try it out with the general too.
What’s Next?
In our previous update, we teased a screenshot of our improved water edge and cliff visuals. We're continuing work on building more diverse environments and adding more verticalities to the game. These are still in the prototype stage, but we're now starting to build plateaus and mountains. Let's see how these work out.
Our aim is to add more uses of the vertical dimension of the game. You're a gorilla after all! You should be able to climb everywhere (and have a reason to). We hope that this will create new opportunities for exploration and content.
We're also continuing to work on a more coherent campaign mode for the game. This one will take a while to put together properly but we hope to share some progress with our next major update.
As always, please keep an eye on our public roadmap for more details. And let us know what you want to see!
Cheers, Salmi Games
Changelist - Build 210
Improvements
Halloween locations are now in the game. They can spawn any time of the year but have an exceptionally high chance during Halloween
There is now a moderate chance to find bananas on top of military towers
Re-designed start areas in a way that you are shielded from enemies seeing you to avoid being killed right on start
There's now a new, smaller variation of the military plane landing strip
New bazooka soldiers have been added to the game
NPCs will now run away from you if they are scared
Improved item grab order to make it easier to pick up small objects while big (generally when getting larger or to be precise, we noticed that most people point with their palm at the things. Therefore we order all objects of this raycast before objects of the raycast using the hand down direction)
You are now able to deflect tank shots with your hands if you are a giant gorilla
Added season system (to switch between seasonal events)
Added object switcher for seasons
Added Halloween event and costumes
Added Halloween decorations (Pumpkins, Black Cats) to various points of interest
Added custom moon, fog, ColorGrading
Added haunted house and witch cauldron point of interests
Added more decorations to objects (e.g. benches / tables etc.)
Added cliffs and water flowers and reed at the beach
Added option to create plateaus (not live yet)
Added test scene + menu to try out new objects in-game (internal only)
Create debug visualizations for hands (internal only)
Added Oculus SDK tutorial support, add controller model, add glow to button and add text info
Created improved hand positioning test scene
Deleted some unused assets to keep project clean, improve build performance
Improved fall down icon (fixed pixel errors, moved it a bit further down so it doesn't appear right in the middle of the screen and made it a bit smaller)
Fixes
Fixed the "falling down" check, so it's harder to fall through small cracks (Do sphere cast instead of raycast to check if you fall down. This prevents you from falling through small cracks like in between the planks of the table. Also saw a youtuber fall into a tree because of this)
Fixed a bug where soldiers were unable to walk onto the landing strip at the hangar
Fixed a bug where the same seed was generated for every playthrough
Fixed hover bug on objects with food
Fixed collider issues
Fixed "Out-Of-Range" bug in random generation script
Fixed issue on map generation that only one side could be 45 degrees
Fixed Oculus SDK hand position and other minor issues with Oculus SDK
Fixed a bug where objects were floating above the ground in the city
Update 2 - New City, Military Content
Dear Friends,
Welcome to the second major update to GrowRilla. We’ve slowed down one bit creating new content for the game and fleshing out the core experience. Our first update featured the new City Area. With Update 2, we've massively improved the city and a whole lot more:
Tons of new city content: More blocks, a huge building tower and improved AI
Military bases and outposts now have new variations
Gameplay improvements: Large objects have durability, improved particle effects and feedback
Gameplay balancing: food appears in batches, values have been tweaked
Fleshing Out The City
In the last update we introduced the city. In this update, we’re fleshing it out further, adding new areas and new opportunities. First we’ve added a couple new city blocks for you to unlock. In the 3rd and 4th map, bigger cities are generated, with a wide variety of city blocks. One is a construction area, with construction workers, a house being built and some storage containers.
The other city block is the new skyscraper, a massive new building for you to climb and explore. Wanna really feel like King Kong? Now’s your chance!
We’ve also improved the market area and the food carts. MORE FOOD VARIATIONS. The local market sellers have received a huge delivery of food and the carts are now full!
Finally, we’ve generally improved the AI and behaviors of the NPCs. Citizens flee when you cause violence. Police respond to gorilla crime reports. Sellers react when you steal their wares. Plan accordingly!
Military Outpost and Bases Revamped
The first iteration of our military outposts and bases were a bit bland and repetitive. We’re excited to release a whole bunch of variations to both the military outposts and military bases. We’ve leveraged the systems we built for the city variation to create new military base components as well as different military base layouts altogether. Each time you play a map, you’ll experience a different variation.
The hardest (4th) map also has its own unique variation extra special soldiers. Also we added some revamped military hardware, like this ridiculous artillery truck.
Gameplay Balancing and Improvements
We’ve been improving various aspects of the core game to improve the difficulty balancing. As we mentioned in the last update, we’ve now implemented a proper object durability system for the large objects. This means the barn roof, the trees and other large objects are no longer invincible shields. They get destroyed if you abuse them too much.
We’ve tweaked the amount of growth you receive from food at the smaller levels and we’ve also made food a bit more plentiful (and in batches). We’re curious to see how these changes are received.
We’ve added a few more feedback effects. For example there’s a clear particle effect when you’ve grown a full level.
We also improved how you grow when under a tree. Previously you could get permanently stuck with your head in the tree. Now your head gets pushed down so you’re no longer stuck. You still have to duck to exit from under a tree, but permanent clipping causing a need for a restart should no longer happen. We’re still experimenting with a more elegant fix for this situation. Dynamic physics in VR is HARD!
Changelist - Build 194
Improvements
New variations of military base using same system as city, building the base from components and dynamically generating the walls
Add new military blocks for new base generation (Barracks, Tents, Container, Gastanks)
Added Military watchtowers
Added bananas on top of military towers
New variations of city layout
New city blocks (construction, skyscraper)
Improve park (new benches, fountain)
The food on the food cart is now procedurally generated and can be picked up
Added more food to objects (trees, carts, trash etc.)
Added new fast-food variations
The artillery has received a new model
Large objects are now destroyed if they take too much damage
AI: The police attacks you when you attack ordinary citizens
AI: Ordinary citizens flee from you when you attack them
AI: Units recognize when their friends are being eaten
Food now spawns in batches instead of randomly throughout the map
Slightly decreased the spawn rate of apple trees
Added version number to chalkboard / menu
Added seed to menu
The general will now run for his life if a giant gorilla approaches him
Steaks from big animals give more growth value
Improved death behavior when going into the water to avoid giant gorillas not dying of water
Increased difficulty due to objects disappearing after damage (it's harder to beat the final level now)
Improve random generation for items (min/max count)
Vehicles do a raycast check slightly to the right only for vehicles to detect incoming vehicles on crossings
Trees spawn tree particles instead of generic particles on destruction
Tweaked number of occurences for city blocks
Fixes
Special locations, such as military bases, farms etc, are now not spawning on top of / too close to each other
Special locations no longer spawn too close to the water
Food stands now have proper collision
Windows no longer light up during nighttime, if their respective building is destroyed
The game is slightly less dark during nighttime
Fixed gentleman hunter attacking you from anywhere
Set delta time to low value instead of 0 when win/lose happens.
Fixed Gorilla that has grown too big for the tree
Fixed objects with food (hover bug)
Fixed collider issues
Fixed "Out-Of-Range" bug in random generation script
Fixed double spawning of military blocks in military base
Fixed pavement
Fixed shadow flickering issue on walls
Add security check for gravity, no more floaty objects
Fixed window glow on picked / damaged buildings
Fixed post processing in day / night cycle to bright up night
Fix objects sometimes spawning into military base and city or onto water, e.g. a military hangar
Fixed glitching into an object on growth
Fixed spawning right outside military base within large number of enemies
Fixed false detection of being on an isolated island
Fixed mushrooms floating in air on bushy tree variation
Fixed issue where nav mesh would not recognize path to military base due to tent nav mesh collider
For city generation, fixed min num occurences of objects and added max num occurences option
What’s Next
Thank you for your continued support and feedback. As always, we really appreciate if you would leave us a review on the game, it helps so so so much.
What’s next? Well, you can expect a decisively spookier update very soon. We’re also pretty happy with the content pipeline we’ve set up so far, so expect continued regular content updates to various parts of the game. We’re having so much fun adding new funny content. If you’ve got a funny idea, let us know!
We’re also continuing to work on improving the visual quality of the game. For example, the island edges look pretty boring right now. We’re experimenting with new ideas for future updates
Finally, we’re thinking a lot about how to make the overall maps feel more different from each other and how to leverage all the procedural generation systems to create a dynamic roguelite-ish campaign (or perhaps spelunky-like would be more accurate). We’re still in the experimental stages on this topic. Expect more details over the next couple months.
As always, please keep an eye on our public roadmap (https://trello.com/b/2C7yr6Xn/growrilla-public-roadmap) for more details. And let us know what you want to see!
Cheers, Salmi Games
Update 2 Preview - Beta Branch
Hey Friends!
We were hoping to publish Update 2 tonight. The build is _almost_ ready, so close we can taste it. It's crash-free with no breaking issues. But after a lot of QA, there are still a couple annoying (and obvious) bugs and it just doesn't feel right to not fix them before it goes to a wider public. This will happen on Monday once we're all back in the office.
Still, it's Friday evening and it's a shame not to share all the cool new things we've added. So we just rolled out our Beta branch (access details you can find here). It's easy to switch back and forth so check it out if you want to get an early peek at all the new content.
We've got a big post coming up with the proper update itself so I won't ruin it here, but if you want to get a feeling of what we've been working for Update 2, you should check out our twitter feed, we've been sharing a lot of screenshots there. Or our Discord where you can directly chat with us.
Have a Great Weekend
Please remember, if you enjoy games like GrowRilla (or Late For Work), and you want to help us keep making games like these, please leave a review. It helps so much surface the game to other players who might enjoy it and allows us to fund further development.