First of all, let me give a huge shoutout to the incredible support this community has provided to the game. We had a lot of feedback! It was awesome to interact with the players and sometimes achieving feedback or bug reports in less than an hour felt like we were working
Wow The Excitement is massive can't believe after so long I can finish the game. I'm now a seasoned Developer and Game Developer lol. Being doing this for a while wow! I can't believe it!
GUI A lot of changes in the GUI of the game. All the reports, inventories and the Main menu is being overhauled and revised
Tweaks A few things were changed in the game based on the early access player's feedback and suggestions!
Lang French, German and Spanish are being added to the game and the final touches are in the way. I need greenlight for a few things but soon will have those in.
Time Managing time is one of the hardest things a self-employed person can do. Can believe spent so long doing this
Thank you all very much Dev
Keep the Sugarmill going
Ver 0.9 - Quest Tab, Tutorial improved
Hi Pals!
Here we are another install of the series! And almost there the main new things are this:
-The date is now (Mmm/Y) -Removed, achievements button on the main menu, fishing build -Padding on tutorial window -Tutorial arrows 3x bigger -Change Tutorial window area -Active tab on building window color changes and preselect depending on the type of building -Person window active tab like building menu -StandLamp is now Stand Lamp -Pause game on the space key -Water on fountains move more
Please keep the feedback coming!
Keep it going, guys! Thanks for the awesome support!
Cheers Dev
Final Release Date - Dec 19, 2019
Hi folks!
Is being a tough one this, but after some much testing and talking to testers, peers, colleagues and some coworkers I have decided to postpone the launch date.
Now the date will align by 4 days with the 3rd year anniversary the game was launch in Early Access. So the headline will read Sugarmill was 3 years on Early Access!
The game is in version 0.7 and it doesn't feel right rushing it to v1.0. The game is coming along and the wishlist keeps growing, also the feedback loop is getting better as the game is progressing but still is not where I wanted to be. There are a few fundamental things I want to address in the game with this new wave of feedback.
The release date for the game will be
Dec 19th, 2019, 3 years and 4 days exactly after was released in EA!
Thank you all awesome Sugarmillers and
thanks for the support!
Your help is always much appreciated and at the
heart of this colossal effort!
Cheers
Dev
Ver 0.7 - Deutsche - Construction Queue - New Assets - Simple MOD
Version 0.7 is here! - J!
Hi all!
A lot of work is being done to the game.
The hood of the game was opened and changed to the core.
Now the loading time
from initial click to gameplay was cut in a half.
Wow! I'm happy about it!
I showed the game in my local city game dev meetup and
I had a really good time and got many different insides and ideas to improve
the game! I did so and I wish you love it.
Please play the game and help by dropping
a sentence letting me know how to improve it
a bit more!
New Features:
-Current Quest Tab
One of the most asked features. The player will be
aware all the time of the current quest
-Construction queue
The most asked feature buy the community.
Now you can arrange the priority of constructions
-Simple MOD
Small experimental mod file
-German Language Beta
The game now is available on 3 languages! Woohoo
-Carry Box size and speed fixed
-3d new Assets: Sugarmill, School
-AddOrderWindow and BuildingWindow added to Languages
-GUI tabs selection
-Gridless building placement
Finally, the Sugarmill asset is here,
and a brand new school was added too!
Thanks all for the continued support through all tides.
I really wanna say thank you to for hold on to
this ship for so long!
Keep this SugarMill going! Is about to open!
Developer
Love and Peace to the World!
Arrange Orders on Dock
Hi Guys
Working towards the final release.
Which will be Sep 5th, 2019
So happy!
In this new patch a few things under the hood
All the colors and rendering pipe was changed
and improved, therefore, the performance of the
the game also gained some ground.
Now you can arrange orders in the Dock!
Now all GUI forms will have selected the 'Ok'
button by default and stroking the key 'Enter'
will trigger the button
Also in the main menu, you can hit the [C] key
to continue a game or [N] to start a new game
A wave of new assets is coming to the game
including the Sugarmill finally. We were once
again not pleased with the way things were and
we changed again. This will be the last change to it.
New houses, the Sugarmill, new farm and new storage
medium is the last brand new assets
the game will get.
Sugarmill Asset
Cheers and happy!
Dev
Always quality over quantity
Version 0.6
Hi Pals!
Excited sharing with you a new milestone in the game yet.
Today after a while I decided to keep walking towards them
final release day.
I have been focusing on the User Experience a lot, making
the game intuitive and understandable for everyone is
my biggest goal right now.
In this version, you will find subtle changes all related
to a better GUI, more intuitive system and in-game extra
help to accomplish the task and be able to enjoy the game.
I did address one bug in the work system in where workers
were sometimes fired by mistake. That was more noticeable
with the Dockers but that is being fixed. I did make
the laying down of any maritime building more intuitive
as a set warnings were added giving feedback to the user
with the positioning of the building.
Windows buttons are standard and share a common behavior.
The tutorial was slightly improved to make more obvious specific
sections of it.
In general, I have to say I'm really happy with the state
of the game. The game feels solid and has long gameplay.
The game is going to be fully released on Sept 5th, 2019!!!. That is
the final date. I will announce and bug hut bounty next year and a User Focus Group.
I have been working on adding an extremely simple MOD file
to the game. The system is working and loading the parameters
I didn't include it in the release but should be able to share it with you guys next!
Thanks for all the amazing support from all of you is being an extremely long journey! It feels good. And now I finally start seeing the finish line! J!
Make peace.
Millions of thanks for all your long
standing and awesome support!
The Sugarmill is going and steady!
Patch notes - UX!
Hi
Pals, here I will drop all the new stuff I have been adding to
the game.
Version 0.6 is coming Dec 27th!
Also that day I will announce the final release date of the game!
Really looking forward to it!
Still munching at Unity and Visual Studio with Sugarmill
but the finish line is getting closer. I'm in the last mile!
Cheers guys!
Sale: UX! - Français - French(Beta)
Hi all
This is the first sale of the year and
the reason mainly is because I have
worked really hard in this game
for almost 4 years to be a really
awesome and immersive experience.
I had to step back and take a break and
also, do to the exposition I have had to
the game is hard to get out of the tunnel
vision, so I'm trying all I can to
see things with fresh eyes
Anyways. I got some beta player playing the
game and realized how far the interaction of the game was.
So I decided to take a break because in my eyes everything was fine.
And was not.
I have said it before and will do it again
the purpose of this game more than anything
is to make people enjoy and have a good
time making their small city.
I want players to have fun and enjoyment with
the game. And that will be my focus.
Please be kind and patient as the game come along.
The game has a solid gameplay
in where many players have dumped over
100 hours, but the UX is preventing
some players to discover the full potential
of the game.
Therefore. I will fix that with your help.
All feedback is always welcome!
1 million thanks to CdriX the game has now a
French Beta mode, so I'm really excited about that!!!
Thanks, Cédric! You are awesome!
Also if you feel you like the game and want to
help with the development and know any other
languages other than English and French, please
help us translating the game to your language!
Thanks to all!!
Thanks for all the support!!
Let's keep the Sugarmill going!!!
UX Update 2
Hi SugarMillers!
Yet more UX. The UX fixes and improvements
will keep coming and will be the focus of my efforts for times to come. By all means feel free to drop any feedback at any time!
Most Important issues addressed in this release:
- All clickable Buttons have the same hover state
- Tutorials arrows are bigger
- New buttons that show a hover state:
Quest, Help, Notifications, Clean, Hide, Our inv Help
- Some hover states were yellow, fixed, all should be green
- Hover state on a person on building menu fixed
- Hovers fixed. Total/Adults/Kids. Show the ocean path
- Hovers added. Current Speed. Town Name
- Input windows centered
- Standardized all hover small text
- Standardized Building names, all decorations
- Buildings Menu image fade border left
Cheers guys and one more time!
Can't believe the amazing support from you!
Let keep this going!
The state of the game is solid. The game has a solid sandbox game in where many players had dropped over 100hours.
I have to mention that many players had pointed out that
fully understanding the game is not the easiest thing and that's what I'm fixing now.
Thank you all pals!!!
Next Sale: Coming => Thursday, Oct 11th, 2018!!!
v0.5.0.18.10.07d.15.36.19
UX Update
Hi Sugarmillers
As I promised last month:
Here it is an update of the game with a bunch of subtle but important
changes in the GUI and UX.
Most important:
- Hover bar was buggy and now is fixed
- Hover will follow mouse position
- 'Pika' mentioned the big hover bar in the middle of the screen while playing, is being moved to the left side of the screen
- All buildings that are not available were removed to avoid a clumsy feeling in the GUI
- Help button in the right top corner has the correct icon
- Few languages CamelCases were fixed
- Dark box was added in the back of warnings so the user can have contrast and actually read. In the playtest player complaints about it.
- KG now is kg
- Started creating the structure to add new languages to the game
Players are asking me if I would do ever a new
sale. Next time I will update the game and do a sale!
Also, I will like to say if you will like to contribute to the game by adding your language to the game, by all means, feel free to reach out to me. dev@aatlantis.com.