Sorry we kept you waiting because we needed some time to rest. Our main developer didn't get much vacation for the last months so we felt it was a good time to take a break. The team also wanted to think about the next updates carefully.
We sat down and you can now check our March Update on Red Bricks
https://redbricks.games/home/brick/march-update-agriculture-optimization-105
Here are some core things we'd like to work on:
Better UX for Agriculture
Villagers with random traits,
Specific mission with specific challenges that will unlock some of those villagers
Sound design is being reworked right now! We'll ship stuff when it's ready
Optimization, still WIP but should be much better for our 1.0 release players in a few months!
Add a bit more narrative for empathy with the villagers
The core problem we'll try to adress is PROGRESSION! What do you think? What is the ONE THING we should be working on according to you?
Kon'nichiwa & Nǐ hǎo, SOR is now in Japanese & Chinese
Hello there!
We just pushed an update with a bit of optimization and Chinese + Japanese for the Lunar New Year!
The game is also on sale at -20% so share the news with your friends if you like the game!
Robothorium is now out on Steam and Switch!!!
Robothorium, our cyberpunk dungeon crawler with turn-based fights, is now complete and ready to get out of Early Access.
https://www.youtube.com/watch?v=zepugcb30F0&t=2s
Two years ago, we have started the development of Robothorium. We had no idea where it would lead us.
6 months after starting the development, we’ve decided to change the art direction. And it was a great decision!
We’ve released the game on June 7th 2018 in Early Access, and it wasn’t that easy!
After 8 months of Early Access, tons of updates, the support of our great community on our Discord and the great work of our partner for the Chinese market, Whisper Interactive, we are more than happy about the development of Robothorium and we are ready to let it fly on its own.
Thank you all for your commitment, we are glad to have you in our community!!!
The Goblinz Team
0.13 NEW INTERFACE Update
0.13 - NEW INTERFACE Update!
It was a long work, but it was needed! UI is now smaller, easier to use, with some additions like a report panel at the end of each turn, giving you more information about the well being of your survivors.
We also reworked keyboard shortcuts, take a look if you like to use the keyboard rather than the mouse.
Shells, crabs and frogs
Finally, shells respawn! A reproduction behaviour has been implemented: once a year, every shell “breeds”: it produces another shell, giving there is space on its natural environment, and there are not too many other shells around.
The same behaviour is used for crabs and frogs, two new animals that offer new sources of food.
Removed stockpile
You no longer need to place stockpiles before harvesting resources. Items will simply stay on the map, clearly identified by a white outline. Next step is to add proper warehouses to store all those items and protect them from the storms.
Minor changes
Now, Snow only appear on higher parts of the islands on the first day of winter. On the second day, it covers more land. On the third day, ice forms on the coast. On the fourth day, ice recedes, kind of announcing spring is close.
Balanced strings and bamboo amount required for fishing buildings and floating bridge
Bugfix
LOTS of bugs fixed by the new UI!
Zucchinis are no longer immortal, ever producing top tier vegetables. They die in winter along with tomatoes and other annual plants.
Snow no longer persist in spring
Tool durability and villager time updated every time an action is performed
Added missing translations
Prevented appearance of fake buildings
Fixed storms taking way too much time to finish
Fixed static tornadoes
Building rotation is now properly restored on loading
Firecamp can now be destroyed by a tornado
Fixed new buildings appearing damaged
Fixed old skills reappearing
Prevented selected character changing when zooming
Moving map with mouse sometimes didn’t work, everything is fine now
After 10 villagers, empty rafts no longer arrive
When all villagers died at same turn a newcomer arrived, game was lost (because for a very short time, there were no alive villager on the island and the game detected it). Game is no longer lost on this occasion now.
Rationing cursor position is now properly restored on loading
We're also proud to announce we're working with Red Bricks (https://redbricks.games/) to improve our community link! You can now submit features, bugs and others directly here!
All of this was made possible because Seeds of Resilience is now published by Goblinz Studio. We're all french people trying to make good indie games. Goblinz has been putting money & efforts to bring more quality & marketing to Seeds of Resilience!
We know we've been a bit silent those last months, because of Christmas but also because of this new UI. We took some time to make a brand new user interface that will allow you to navigate more quickly in the menus.
You can test it onto the public beta test branch, like this
Feel free to give us your feeling about this new UI in the comments here :) It's not 100% perfect and we'll improve UX over and over but most of the rework is here!
The UI update, unless there are major bugs, will be pushed onto the main branch next week.
EARLY ISLANDS Update - Beginner islands + new proc generation criteria
0.12 - Early Islands
This update focuses on new players first experience, a side of the game that becomes more and more important as we reach new people. To all our long-time players: Thank you for your patience, we assure you new content will come!
A proper tutorial
There is now a new tutorial: A series of 3 small islands with objectives that progressively introduce the mechanics of the game to new players.
Better procedural generation
The map generation algorithm has been enhanced to guarantee the presence of enough resources on the island.
Difficulty selection and customization
When starting a new survival game, you can now choose between 3 difficulty modes. They offer different storm frequencies, island sizes and resource distribution.
Additionally, you can set your own settings. Optimal resource distribution always generates a great amount of every natural resource. Random distribution is nearly complete random and might lead to islands with a single bamboo or tree, which you will need to reproduce before harvesting it.
Positive side of the storms
Storms will now bring some surprises… After a hard night that might have damaged your village, crates containing seeds and other items could wash up on the shore.
Minor changes
Your first 3 villagers are now randomly picked instead of always being the same ones
Bugfix
Fixed tornadoes not moving
Remade the wind storm destruction sequence, it should never last longer than 5-10 seconds now; so this fixes the extremely long storms problem
Fixed pink alerts
Prevented fake building creation
Remade the way storm warnings are displayed, fixing bugs in the process
Our next update will be in JANUARY and features a complete rework of the UI.
Trello
Here's a teasing!
SEASONS Update! Survive against the four seasons!
0.11 - The seasons update
Seasons
This is it! It’s been a huge amount of work on our side as we had to draw an integrate lots of new graphics, so we have autumn leaves and snow everywhere in winter.
More, the growth of each and every plant has been entirely remade, to comply with the calendar. There probably still is some balancing to do, so please give us feedback!
Most trees and plants produce seeds or roots that remain in a dormant state during winter and sprout in spring. There’s also a seasons wheel, with a storm indicator attached to it:
There’s now a seasons wheel, with a storm indicator attached to it:
Soil layers
Sand, dirt and clay are now stackable layers you can harvest. Later on we plan to add the ability to put back sand and dirt on the ground so you can create terrain.
Fish population management
Until 0.10, fishing was wayyyyy too easy, because you could fish endlessly with a good yield. The amount of fish you get now depends on the fish population in the area around the fishing building. And fishes are then removed from the sea, so the population decreases. They multiply in spring.
Also, there are now 3 kinds of fishes:
Small, yellow ones that can be fished with a simple fishing rod.
Schools of small red fishes. You need a fishing building for those.
Big blue fishes which you can only get with the fishing cabin. They give a large amount of food when cooked.
Trees offering protection against strong winds
Voted by community
As you can see on the following gif, the shelter on the beach is destroyed by the storm whereas the one close to the trees is protected from the wind.
To achieve a consistent behaviour, I’ve done some reading on the subject of windbreak. Maybe I’ll detail the algorithm later.
Credits: Martin Crawford / Creating a forest garden
Wealthy islands
To improve first player experience with procedural generation, we added a beginner mode which activates the tutorial objectives and guarantees a map with enough resources (instead of generating a random seed, the game takes it in a predefined list).
Quarry giving ore
Quarries now exist in 3 different sizes and give ore when digging tiles with ore veins. There are now plenty of ore veins in the ground. Finally, the mine building has been removed.
Minor Changes
Spanish localization has been added
Trees have an intermediate form, smaller than the fully grown tree, but giving the same materials (in a smaller amount, obviously)
Crafting a string can be done with no survival skill (level 1 required before)
Floating platforms and fix fishing rods are now damaged by storms
Also next update will be EARLY ISLANDS
https://trello.com/b/VZ2LWnRS/seeds-of-resilience-public-roadmap
Vote for the community feature and get a glimpse of next month update.
PROCEDURAL Update - New game = new island!
Hello (Insert random name.... oops) and welcome to the procedural update! We didn’t choose the features by random but sure got some stuff done this month!
FYI the game will be on sale from tomorrow (Sept 12) for 2 weeks at 20%!
Procedural Map Generation: every new game, the island is procedurally generated. You can share seeds with other people on our Discord (http://discord.gg/seedsofresilience)
Storms Warning
Steam Achievements
Access hidden resources with CTRL shortcut
New localization: italian
Zoom In & Out
Ingame Shortcuts
More & More bug fixes !
Here are a few pictures from the upcoming content:
New game panel with seed display
Storm warning, voted by the community!
Shortcuts we want you to see
See behind trees with CTRL
Jump into the game and try out this slick generation! Tell us what you think in the comments or on Discord.
Next Month update: SEASONS
The planned content for next month is SEASONS.
The game will now have Summer, Winter, Autumn and Spring like in real life. Basically, in winter the crops will be more sparse and the soil will become frozen. You’ll have to plan your game more carefully!
There are 3 features to vote
Minor Changes
Added “place stockpile” as the first objective
You no longer get chestnut when cutting down a chestnut tree. As with other trees, you have to harvest the seeds that spawn around the tree
Added Credits on title screen
Window buttons now toggle the window instead of opening them
Removed some plants graphic variations that were too hard to see (spelt, flax and cotton had versions with only a couple stems)
Bugfixes
Fixed quarry no giving any stone
Fixed fishing shack repair cost being zero (in time as in materials)
Deactivated keyboard shortcuts during writing save file name
Set up the right sound when picking tree seeds up
Fixed a problem when placing several stockpiles rapidly
Fixed quarry/mine making game freeze when trying to extract past the limit
Fixed too long repair time by applying a logarithmic function on the original repair time
Fixed tree seeds spawning in water
Fixed a silent error occuring when trying to craft a tool while missing a material
Recycling a building now checks if there’s enough space in the storage
Fixed “return to main menu” button which was inactive when on the “all villagers are dead” screen
Fixed a glitch that allowed you to have infinite ore veins if you recycled and rebuilt the mine before it depleted
Fixed “villager affected to houses” count which wasn’t working, preventing from unlocking the Hamlet achievement
Fixed mine building corrupting save files
Patchnote 0.9a
Minor changes
Bugfixes
BETTER LIFE Update - UI, Objectives & much more!
(game now available in German, Russian & Portuguese!)
Bigger updates
Before the Early Access release, we pushed one update every two weeks. It was a lot of pressure for our sole developer Gan. We’ve decided to make only one update per month but it will be at least twice bigger! So 0.9 is the first of our big updates, we hope you will enjoy the improvements.
You can also now vote for new updates every month! Click here to vote for September's community feature. August's one is the "show skill evolution feature".
UI/UX improvements
The biggest work in this update was to improve user interface and user experience. Let’s be more specific.
Clever harvesting and recycling
Harvesting and recycling stuff on the map is way quicker. You don’t have to select the right tab anymore! Say you are on the crafting tab and you just lack one branch to complete an axe recipe, you can simply click on a sapling to obtain a branch, and then click on the craft button.
Intuitive building selection
Before this update, selecting a building required to close the parchment. Not intuitive at all, I know… At the time I made that, it seemed pretty logical to me, and I needed players feedback to realize it was not a good design.
Anyway, now you just have to click on a building and its description will open. From there you can repair it, recycle it, or use its special abilities like fishing.
Storage in a separate window
Storage is not in the parchment anymore, but in a separate window. Food rationing slider now shows in this window when you select the Food category.
Simple objectives
In replacement of the sorry excuse for a tutorial we had before, there are now a series of objectives that should guide new players in the first turns of their first game. We’ve studied the things new players were often missing and invited them to do it in the tutorial so they cannot miss it anymore.
Later we could add long-term objectives that will be like achievements for experienced players.
Other improvements
A loading screen with a progress bar, displayed when you start a new game or load a save file.
“In construction” and “damaged building” indicators always visible on the map.
Waiting time for actions like crafting, fishing, working on a building have been drastically reduced (for crafting we went from 2 seconds to 0.15 second). So now this is nearly immediate so you don’t have to wait, and still this tiny delay gives feedback that makes you sure that the action was made.
Skills Window
We asked players to vote for a feature (chosing between 3), and the winning one was a window showing information on skills evolution and unlocks.
Mine
This new building has to be placed next to an ore vein. It allows extracting large amounts of ore, which is essential when you start to produce metal tools. Using the mine is also quicker than breaking the boulders on the map.
Quarry
In the same idea, the quarry is an efficient and nearly endless source of stone, but requires to clear a large area to be built. As you can see in the gif, this will alter terrain.
Localizations
We’ve got translators working hard for us this month! The game is now available in three more languages: Portuguese, Russian and German. The Steam store page has also been translated.
I also worked on a tool that automatically finds missing translations, because I was always missing a few with each new update.
Minor changes
Woodcutting and woodworking skills have been merged, as were mining and stoneworking.
Cooking fish is now associated with the Survival skill. Villagers should now be able to learn Survival and Stoneworking skills (where before it was really hard to practice).
When a villager is level 1 in a skill, practicing level 0 actions will make it progress twice less than practicing level 1 actions.
Tree stumps are now removable with a pickaxe.
Pressing Escape when a raft is coming to the island will instantly end the movement (so you don't have to wait)
Some buildings were showing material lines with a required quantity of zero. Those lines are now hidden.
Removed "difficulty level" in save file previews
Bugfixes
I spent a few days on bugfixes. I wished I could have done more but we chose to focus on new features first. The interesting thing is that some of the UI/UX improvements fixed several bugs by just being implemented.
Fixed bugs that occured while loading a save
Bronze tools recipes now really produce bronze tools instead of rudimentary ones
Screen resolutions higher than 1920x1200 available
Fixed workshop requirement tooltip
Fixed skill progress bar that was showing 100% before really reaching the next level (it happened when the value was something like 99.7%, it was rounded to 100).
Several minor UI adjustments
Cheers!
Gan (I, developer), Alex (graphical artist) & Tavrox (Marketing)