Minicology cover
Minicology screenshot
Genre: Simulator, Adventure, Indie

Minicology

[Demo update: 0.6.3] Helper-Bot - Minicology's tutorial system!

I know we just pushed an improved tutorial system a few days ago, but I thought we could do a little better ;)

Changes:



-In new worlds, you ship will start with a helper-bot in it's inventory! Place your helper-bot on the ground and activate it to start the tutorial. Helperbot will appear in various UI menus and guide you around Minicology's crafting mechanics
-Mousing over helperbot on the ground will give random, helpful tips
-Helperbot can be killed at any time to end the tutorial. Helperbot will be sad about this though.


Think this makes Minicology a bit easier to pick up and learn? Let me know!

Tutorials + Major Usability improvements - Demo will be live for another week!

Well, steam next fest has been a blast! Wanted to thank everyone for hopping on streams, downloading the demo, and wishlisting Minicology! I've gotten a lot of feedback on controls, movement, tutorials and UI and have put together an update that hopefully addresses a lot of these issues.

If you want to take full advantage of these tutorial improvements, I suggest you start a new world!



Changelog:



Changes to event tags



  • Event tags will now automatically highlight for 30 seconds after an event/tutorial starts. Hopefully this brings player attention towards the event tags, which often feature new and helpful information on how to play.

  • Added a motion sickness tutorial tag - some people have commented that the rotating screen is nauseating. In my experience, changing the speed of the camera rotation can help with motion sickness - so if you're unhappy with the rotation, try playing around with camera speed settings!

  • Added a generator tutorial. When Placing your first Generator, an event tag will pop up with helpful instructions on how to use generators.

  • Added an event tag tutorial. Again, event tags often feature very helpful info! Mouse over event tags often, and select them to change where your wayfinder arrow points - the wayfinder will help you locate events and points of interest on each planet!

  • Changed description of the star event. There was some confusion about whether catching '3 stars' referred to the currency 'stars' or the shooting star object, which drops 10 star currency. Description has been changed to say "collect 30 star pieces", which hopefully reduces the confusion :)

  • Locked chests event now contextually refers to the nearest locked chest. In the future, I may give each of the 3 locked chests its own event tag and description - but for now, the description refers to nearest locked chest on screen!

  • Climbing and Sprinting tutorial now requires that the player spend several seconds climbing and sprinting before it is marked as complete. Many players were jumping and climbing accidentally, and the tutorial was marked as complete without them every really learning these helpful mobility shortcuts.


UI Changes



  • Shift+clicking now properly stacks items of the same type together, and furnaces now properly auto-place fuels in the fuel slot and furnace materials in the input slot.

  • Research stations now give an indication that they can be used to print. This was always the case - many people thought that you had to memorize recipes, which would be terrible and demanding! You can craft directly from the research station by clicking the hex tiles - it's a few seconds slower than the 3d printer, which rewards some light memorization, but does not require the tedium of running back and forth. Again, this was always possible - but UI now makes it clear that you do NOT have to memorize crafting recipes.

  • Added tabs on research station that allow you to switch between printer and research functionality.

  • Pause menu now has volume sliders.

  • Gear structures now have a small tab that tells you how to spin gears. The tab also notes that any gear structure can be automated with a generator.

  • Cooking menu now only lets you drop a single food item in each slot. Hopefully this clears up some confusion and indicates to people that the cooking process can be started by placing a food item in each slot of the cooking UI

  • Repaired spaceship now starts with 25% charge, so you can start exploring the stars without hooking it up to a generator first. Spaceship UI also indicates that spaceship power can be provided with a generator.


Balance Changes




  • Ships now always crash on the ground. Landing on a floating island or other tricky location was always fun, and increased replay-ability of the tutorial. However, enough new players were confused by their spawn location that I've decided to guarantee a safe landing location .

  • Additionally, to reduce confusion, crashed ships no longer start with a 3d printer. The 3d printer has always just been a lighter-weight version of the Research Station - one that allows fast crafting without scans. I included it in the crashed ship loot pool to allow players to start crafting faster. However, many players were confused about the difference between a research station and 3d printer - so I figure it's best to start players off with the research station and let them get comfortable with that before introducing the less-powerful but cheaper 3D printer.

    To balance this, 3d Printers have been added to the loot pools of nearly every challenge chest. This will also help if you've forgotten to take a printer with you to another planet ;)

  • Tier 1 minibots are now less punishing. Instead of being activated by proximity, players now have to interact with them to awaken the boss. Tier 1 minibots now also despawn after 25 seconds with no interaction, rather than 45 seconds. Tier 1 minibots have had their health pool reduced from 250 to 200.

  • Cave-ins are now less frequent. Players must mine at least 10 crystals to trigger a cave-in, rather than 5. After 10 crystals have been mined, chances of a cave-in increase for every additional crystal.

  • Players now gain heat slightly slower.

  • Trees now drop wood, rather than logs. Refining logs into wood confused new players enough that I've decided to remove them for now. They will likely return - as well as unique logs for each tree type - once axes are implemented. Axes will function similarly to pickaxes do now, but for trees.

  • Speaking of pickaxes, pickaxes have been rebalanced. Pickaxes now guarantee the player at least one metal shard or crystal dust, as long as the strike has been timed right. If the strike is timed wrong, the pickaxe will lose durability, but the shard will not be destroyed.

  • Animals now avoid ledges more aggressively.

  • Sprinting has been rebalanced. Players sprint slightly slower, but use less stamina.

  • Groves in the main planet will now spawn with a higher ratio of crops to herbs. Hopefully this means fewer players get stuck starving, and more are able to complete the initial terraforming chest.

  • Piranha and urchin invasions now have slightly lower frequency.

    Minor Changes



  • Chests have been resprited to look a little more chest-like.

  • Buckets have been resprited to look a little more bucket-like

  • Minicology should now auto-detect whether or not you have a graphics card and enable/disable GPU mode accordingly

  • Fixed bug where targeted lunges (such as the lunge attack of tier 1 minibots) allowed enemies to lunge backwards. This should make some of these fights sliiiighlly easier, and also look a bit more 'natural'

  • Lambcats have been resprited. I actually had this change done before the demo started but forgot to push the new graphic ;)

  • Tracking rockets emit light

  • Harpoons are no longer gravity-affected projectiles

  • fixed bug where multiple bombs being thrown within 0.1 seconds of each other caused an infinite-chain-reaction-mega-explosion. Was fun while it lasted.

  • Pocket solar panel nerfed

  • Vertical gardens have been removed as a craft recipe. These had some issues with saving/loading and are best left un-craftable until they've been polished a bit.

  • Players will now automatically duck if in a 1-block-high space.

Watch the developer play!

Make sure you don't miss us! You can find out more info about Minicology on our Discord or our Youtube channel ;)

Watch the developer play!

We'll be playing for around an hour, showing off how to repair your crashed ship, then fighting some bosses and cracking open some locked chests! Don't miss it!

[Closed beta Hotfix 0.5.4.5] bag restoration, verbose crashlogs

-Bags have been restored for players who lost them in the last build
-verbose crash logs are now generated in appdata/roaming

[CLOSED BETA 0.5.4.2] Hotfix, multisave, handling improvements

Changelog:

-Fixed some handling issues related to climbing and jumping into 1-block wide spaces. Hopefully building ladders and chutes will be easier now :)

-Added a rudimentary multisave features. We're planning on redoing the title screen soon, so we didn't try to make it pretty - but you can now keep several saves at once.

[CLOSED ALPHA] v0.5.4: Graphical overhaul, Kickstarter, Future Development!

It's been a little while, but figured it was about time for Minicology to get a new devlog :)

First things first! I'm preparing to launch a Kickstarter campaign for Minicology in the next few months. Follow it here!



This is super exciting, and I've been very very busy putting together the alpha for streamers - and eventually backers - to play!

While the base of the game is here, and (in my personal, biased opinion) fun to play, I'm hoping to use funds (and beta testers!) gathered from the Kickstarter campaign quite a lot further. If you've been following Minicology's development, you know the pitch - take care of a tiny planet, cultivate plants and animals, etc etc.

I'm hoping to take this quite a bit further over the course of the next year: adding in the ability to explore a whole mini-verse of procedurally generated tiny planets, along with some other fun stuff like mini-dungeons and new weather systems enabled by space exploration. This is, of course, a pretty big change in scope - but it enables a much larger mid-and-end game and should extend Minicology's playtime into dozens or hundreds of hours :).



I've been playing around with proof-of-concepts for this over the past few months, and you can check out the results of the new planet generation over on the steam page. Stay tuned for more sneak peaks of the planetary exploration features

Now on to patch notes!

I've been putting in a lot of work to update Minicology's graphics. We've got a whole new set of background art, and most of the plants and bosses have been given a makeover.



Additionally, we have some other new features

  • New UI animations
  • Space Urchin Invasion - this serves as a nice combat warmup for new players. Urchins will eat vegetation if left undisturbed - so make sure to deal with them quick!
  • Shooting Star event overhaul - catching three shooting stars will attract a mysterious new friend. Buy replacements for your crafting stations and more from him!
  • New basic tree - just one more bit of variation between worlds! New wood varieties for each tree are on the way as well.
  • Armor now displays on players. Equip it and show off your hard work!
  • Players now take fall damage and 'wall damage' from hitting floor and walls fast enough.
  • Animal AI has been improved so they exclusively target entities near their spawn point. This should lead to significantly fewer instances of your planet's fauna committing mass suicide by jumping into pits.
  • Craft the new Firebolt weapon from fallen meteorite - this weapon is the first of several mid-game 'energy weapons' that take battery power instead of ammunition.



Bugfixes:

  • Fixed bug where bugs could devour entire trees in a few bites
  • Fixed syntax errors in cooking generation. (adding several lavender to a dish will no longer repeatedly generate descriptors)
  • Fixed misc saving and loading errors

[CLOSED BETA 0.5.3.2] QoL changes

Heyo, as I'm gearing up towards a bigger beta, figured I'd throw in some visual polish and QoL changes!



CHANGES:



  • Players now "step up" onto ledges more smoothly
  • Added menu settings to disable screen shake, change camera lerp, and change camera rotation speed
  • Optimized timer system. Many users should see improved performance and faster save/load times
  • Added animations to GUIs
  • Settings now save
  • Added small tutorial. This is WIP, but should help clear up some confusion on controls and prevent
    players from losing track of their ship (and the 3D printer inside!)
  • Re-rigged the player character. Certain animations should be much smoother now - and this will allow for different armor sets to display on-character in the near future! Get excited!
  • Added a WIP tab displaying current temperature and pollution levels on the ecosystem scanner.


[Closed Beta v 0.514] Ecology update + doors & decor



This update seeks to round out the last bits of Minicology's current ecosystem mechanics and polish things up before Minicology exits pre-beta/alpha into a more open beta (details coming on how that will be accessed within the next.. month? two months? Something like that). Starting in new worlds, you'll notice your crashed ship has a new item inside: the Foodchain Analyzer. This will let you see the animals current inhabiting your planet, and gives some info on how they interact.

Some other things have been fixed and added as well!

-Added doors
-Added vertical gardens
-Fixed music not restarting
-Fixed star rewards improperly generating in winter
-Fixed various glitches
-Improved handling in the gravitational "flip zones" on world corners, particularly when using the jetpack.
-Fixed various bugs and crashes related to null inventory items
-Fixed various issues with saving/loading
-Added endangered event tags when only two of a particular species remains

[Closed Beta v0.514] Big balance changes; new events

Hey y'all! Some big balance changes that will hopefully make the early game more entertaining and manageable! In addition, we also have some brand new items and events for you to play around with!

-Trees now drop logs, which can be broken into 4 wood. Wood has all the same uses/costs as usual, but now most objects should be significantly cheaper. This means that you won't have to spend so much time farming trees and can get straight to base-building!

-Reduced costs for ingots:
--Ferrite now only requires 2 shards
--Lithium now only requires 4 shards
--Unobtanium now only requires 6 shards

-Reduced boss damage

-Added some new early-game accessories (flippers, feather charm, shield)
-Added a cool new mid-game craftable accessory:



Additionally, we've added a cave-in event while mining, and a new biome event! Add grazers and crops to a temperate biome to create a prairie, which adds the Windstorm event to your planet's event rotation :)

Bugfixes:
-fixed screen going black on focus lost
-fixed issue with cursors displaying incorrectly after the player was clicked on
-Fixed warbow improperly displaying ammo
-Fixed various save/load issues