Thief Town Launches on Nintendo Switch! And we're making a new game!
Hi, everyone!
Today, Thief Town launches on Nintendo Switch. This new port feels like the final destination of a long journey we started all those years ago, when we were first working to get Thief Town through Steam Greenlight. Thank you all so much for your support over the years, for all the videos you've made, bugs you've reported, and fun you've had with our little-game-that-could.
We'll hopefully see you around for the launch of our new game—it's not another multiplayer game, but it still has the wacky humor that made Thief Town so much fun to play. It's releasing later this year!
I'm sorry it's been so long since an update! Releasing the game on the PS4 involved splitting the codebase into completely separate pieces and it's become pretty intimidating to maintain. I've been meaning to address some bug reports in the forums for quite some time, and finally this weekend I was able to set the game environment up and work on it again:
:thiefknife: CHANGELOG v1.1.8 :thiefknife:
Allow every thief to be controlled via the mobile app
Fix XBox gamepad POV not registering
Potential fix for some users being unable to use their gamepad axes
Support going fullscreen on other monitors (just drag the window)
Support controller hotplugging
Keep names the same even when players join out of order
Potential fix for "cannot start JVM" crash
Don't add first player by default at startup; instead require input to determine what controls them
Fix bug causing game to leave room code network thread running when exiting sometimes
Fix some frame rate variances
Increase window size default to 1920 x 1080
Default to windowed mode
Maximize windowed mode by default
Always show mouse cursor & allow it to go through title screen
Disable lan play by default every startup
Reduce flicker intensity
Default to spy town (I mean seriously, it's the best mode)
New tips...!?
Unfortunately, I had to drop support for Steam achievements on Linux in this update. It's a bit of a complicated problem and I'm working on a fix as we speak, but I really wanted to release this update before the end of the weekend.
So, thanks for playing! Make sure to take a gander at our other games.
:redthief:
(bread)
Have you tried out the Thief Town Controller App on iOS/Android?
Are you having trouble attaching four USB controllers to one computer? Finding that your keyboard gets awful cramped when you try and play Thief Town with just one laptop?
Well, have no fear - the Thief Town Controller app is here for you and your friends' iOS/Android devices! If you haven't tried it yet, we updated and improved our companion app to make it even easier to play Thief Town with a group of people without using lots of game controllers.
Simply download the app on iTunes or on the Google Play Store and enter the Room Code that appears in the Saloon. The game will take care of the rest!
Now you're playing with power!
One Week Left! - Pricing Change
Hi everyone!
Hope you enjoyed our 50% off sale and picked up Thief Town for super cheap. We just wanted to remind you that Thief Town will remain $3.99 until next Tuesday. From 9/29 forward, the game will be priced at $7.99 to match our release on the PlayStation Network.
Don't forget - Thief Town on PC is the only version that supports our iOS/Android companion app and LAN play across multiple devices/controllers!
- The Thief Town Team
Thief Town Goes Console...Limited Time Price Offer for PC!
Hey all,
Hope everyone has been enjoying Thief Town! We’ve received so many nice comments, tweets and reviews since the game’s release, which couldn’t make us happier.
We’ve got some news to share with you! When we launched Thief Town late last year, we wanted to provide the PC gaming community with an affordable couch multiplayer game – something you could throw on during a party alongside your other favorite multiplayer games. That's exactly what Thief Town was in the beginning: a smaller, bite-sized package.
Since release, we've added some major content to the game: the "SPOOKY TOWN" update brought new maps and items to Thief Town, and we updated the companion mobile app to make playing without controllers even easier. We did all this free of charge, just to say THANK YOU to everyone who supported us.
Now for the big news...Thief Town is headed to the PlayStation 4 on September 29th! Why would this affect you on Steam? Well, the version of Thief Town we’re releasing on PS4 is very similar to the current game on PC with all the updates and new features, which means it has DOUBLED in size since the original $3.99 release on PC. To reflect this change, we’re going to be raising the price of the game on Steam to match the price of the game on console.
Starting on September 29th, the price of Thief Town will raise to $7.99 and the 4-pack will raise to $19.99. To compensate, we’re having a one-week sale and taking 50% off the current price of Thief Town from now until 9/14. We wanted to give everyone a fair warning AND a good deal before we make this change.
This is not a decision we make lightly, but as we expand to other places where people play games, we need to offer the current version of Thief Town at a global price point. Keep in mind, the PC version of Thief Town is the only version with LAN play, multiple controller support, AND Thief Town Companion App support!
Thank you all for being so understanding as Thief Town continues to expand and grow. If you know anyone else who’d love the game, take advantage of our big sale and get to stabbin’!
Brett, Owen & James
- The Thief Town Team
v1.1.7 Is Up! Lots of Bug Fixes!
Hey everyone,
I've just published version 1.1.7, which features quite a few gameplay bug fixes. Here is the changelog:
CHANGELOG v1.1.7
Make pausing actually...pause the game
Fix bug where ghosts were unable to harm players
Fix bug where decoy would not swap TNTs over
Fix bug where decoy would not swap trap alert effects over
Fix bug where the clash effect was too big in the saloon
Fix bug where tnt sometimes spawned erratically in the wrong location
Fix bug where players spawned higher than they can actually move
Fix bug where UI for showdowns was unsorted
Add in missing sprites for drunks who have activated a trap and fall over
Replace tnt explosion effect when booze is used to instead cause all thieves to fall over
Remove flicker effect on backgrounds (too heavy on big TVs)
Activate "Please Use the Coasters" achievement when a user is utilizing the mobile app
Reduce points option to be between 1-50 instead of 1-100
As always, let me know in the forums if you have any problems.
-Brett
v1.1 "Spooky Town" Update is Live!
Thief Town v1.1 aka "Spooky Town" is now up! Tons of new things! Detailed patch notes are below:
v1.1 Changes
Content
Added new graveyard level
Includes both a daytime and nighttime version
Two new showdown types: woods battle and invisible showdown
Two new music tracks
Statues that look at nearby players
Lightning that reveals players
Ghosts.....?
Added TNT item to spy town. Can be placed on the ground or planted on other thieves
Added Booze item to spy town. Makes all thieves but the player become a drunk
A LOT of new tips in the scores screen. Some common, some...RARE
Features
Released new mobile app update that does not require a LAN connection, and simply acts as a controller interface. To use it, when prompted by the phone, enter in the room code generated in the bottom-right of the main game.
Added pause menu accessible via the ESC key. Can be used to toggle options, exit rounds, end the game, etc. Can be navigated with the mouse, arrow keys/enter, or player 1's controls
Bound controls are now saved across plays. To reset them, stab the thief at the bar or choose "Reset Controls" from the ESC menu
Add level selection option to the saloon
Add points-to-win option to the saloon
Add "Remove Thief" command to the ESC menu
Gameplay Changes
Point incrementation is now reversed. The first kill is worth 1, the second 2, etc.
Players are now awarded titles at the end of each game. These are based on player's actions
All showdowns now award exactly 1 point per kill
Desert standoff showdown now gives each player only one bullet
Nighttime tumbleweed showdown awards 2 points to any survivors
Losing player(s) are now more likely to become the sheriff in drunk town, and to receive the gun in spy town
Gun hitbox is now slightly narrower
Stab hitbox is now slightly smaller
Tumbleweed is now capable of winning the game
GHOSTS...??
Bug Fixes
Fix connectivity issues with mobile app
Fix bug where GLUG GLUG GLUG achievement is received early
Fix bug where control binding bar would appear while pressing ESC or Enter
Fix bug where control bindings would get interrupted by already bound or not relevant inputs
Fix bug where score marker effects would sometimes be 1 point off
Fix bug where dead thieves could sometimes draw on top of the tent
Fix bug where toggling fullscreen caused the game to indefinitely think player 1 is stabbing
Fix bug where player with the highest score was sometimes in showdowns they shouldn't have been in
Fix bug where scores screen would display incorrect death slashes sometimes
Fix bug where player who won was sometimes shown as the loser for a few seconds in the results screen
Fix bug where uninvolved players in the daytime desert showdown would be listed as having the smoke bomb item
Other
Saloon graphics updated
Thieves are no longer scaled based on distance to the top of the screen
Low time countdown and gadget usage UI popups are now smaller
Assets are now dynamically loaded for less memory usage
James added to credits in saloon
Option pointer effect added to saloon
Score markers now have randomized locations
Tumbleweed score now persists across rounds
Spooky Town Launch This Friday!
DON'T GET SPOOKED
Hey everyone,
I'm proud to announce that the new v1.1 update for Thief Town (titled Spooky Town) will go live this Friday (3/20). The update includes new content, features, gameplay tweaks and bug fixes. Here is a quick rundown of the major additions.
Big Mobile Update
A new version of the app will be released alongside Spooky Town, with a complete rework. Instead of acting as a separate screen, the app simply functions as a controller. To connect, the desktop version of the game will generate a room code, and all you have to do is type this code in on the mobile end. This fixes all the connectivity and control issues with the original mobile app.
Spooky Graveyard
The game now features a new level, with both daytime and nighttime versions: the graveyard. I won't give away all the secrets but I will say there are ghosts, spooky statues, invisible showdowns, and... MORE.
The graveyard features two new music tracks by ABSRDST, both of which are included in the OST folder.
Other Changes
Spy Town now includes two new items: the TNT and the Booze. It's up to you to find out what they do.
Some other highlights are new titles assigned to players at the end of each game:
The saloon has also undergone a graphical update and features some new options:
There are quite a few other changes, but I'll hold off on mentioning them for now.
I will post a full changelog when the update is live.
Future Plans
Depending on how this update is received, I may go back and work on adding even more content to the game. However, for the time being, I am working on porting the game over to consoles- specifically the PlayStation 4 and Xbox One. I expect these versions to go live mid-late summer. If you're interested in the console versions, or in any of our other projects, feel free to follow us on the social media links below.
We just returned from a long weekend at MAGFest 2015, where we ran a booth demoing the new update: v1.1 aka Spooky Town! The new content was very well received, and I am happy to tell you that it should go live within a couple weeks. Here's what Spooky Town will feature:
-A spooky graveyard level
-Two new Spy Town items
-A new gameplay mode
-New sudden death showdowns
-Ghosts
-Lightning
-An options menu for those who don't feel good stabbing the piano thief
-More sassy tips for the score screen
-NO STEALING
Wow that's a lot of stuff! Hope you guys are as excited as I am for the update!