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Gem Worlds v1.2.1 ships today (demo and full version), which a bevvy of gamepad-related improvements and bugfixes. This should significantly improve the player experience if you use a gamepad, or if you play on Deck. If you're on a gamepad and past the tutorial, you can always start a new game to see the tutorial dialog again. If not, the controls are pretty simple:
Dear gamers, At ten reviews, Steam no longer flags the game as shovelware/asset-flip, and opens the floodgates of traffic. This usually results in more sales, more happy players, and a bigger game community. Gem Worlds reached seven reviews today, which is an amazing milestone for me. We're three reviews short. If you played the game for any duration at all, please leave a review, and let others know about the game! Feel free to be honest about your likes and dislikes. If you want to reach me, I'm around on the forums, Discord, Twitter, etc. as usual. P.S. please let me know how the experience is if you play Gem Worlds on Steam Deck; I don't own a Deck, so I can't test it myself.
Gem Worlds v1.2.0 ships later today (both the full game and the demo). This version includes gamepad and keyboard support everywhere - in game, options, and menus - as well as some fixes:
I released Gem Worlds v1.1.0 today (both the full game and the demo). This patch includes a few important changes:
As announced in December last year, Gem Worlds ships on January 16, 2023 (in just three days). This version matches the corresponding v1.0.1 demo, which includes a number of bug-fixes. Unfortunately, adding gamepad (and full keyboard) support took a lot longer than anticipated. While I made major strides in updating and modernizing the main menu, I didn't fully finish the changes, and it's buggy enough that I'm going to hold off on releasing an update. The plan for the next release, v1.1.0, still includes full gamepad, keyboard, and mouse support for the entire game. I'm quite burned out from working on the game for 18 months, but I'll see how much farther I can go with it. Thanks for your support, and see you at release!
v1.0.1 of the demo ships today. This build primarily includes bug-fixes, including:
v1.0 includes a major change in how skills work. Instead of saving up gems across multiple levels and buying skills from the shop, you now learn a new skill every other level. You get to pick between upgrading two previously learned skills, or learning one new skill. You also get to change your equipped skills. I hope this will encourage more experimentation with skills. This version also includes several smaller changes;
When I prototyped Gem Worlds in August of 2021, I thought it would take me maybe another month or two (at most) to finish the game. Here we are, after 15 months of evenings and weekends, with the end in sight! I finished all the content for Gem Worlds as of a few minutes ago; all that remains is to play the game through and fix any bugs that show up. There are probably a lot. Here's what you can expect for the next few weeks (in order):
In this patch:
Today, I released Gem Worlds v0.7.0 (demo). This version includes:
Today marks the release of the v0.6.0 demo version of Gem Worlds. This version includes one major change: everything (including you) now moves at the same time. This resulted in many subtle changes, including:
Hey all, just shipped a small patched version of Gem Worlds (v0.5.1) with a minor fix. In the tenth level, you are much more likely to get a "good" generated level (with keys far from the lock and the player start position). While you may still end up appearing close to the keys, which might also be close to the exit, the prevalence of this is much, much less now in the v0.5.1 patch. Enjoy!
Hi all,
I released a new version of the Gem Worlds demo today. This includes a couple of major changes, namely, terrain. Every level includes:
- Teleporters!
- Light Stars: they eat dirt and move in a pattern)
- Receding walls that spring up once you walk over them, blocking things, and then reset after a few turns
My hope is that these few elements will add more interesting interactions between things in-game.
Also, the fifth and tenth level now include locks and keys. While the exit is immediately available without collecting any gems, you need to find 1 or 3 keys to unlock the exit.
Finally, I fixed a ton of bugs, including some nasty performance bugs that caused ~10 frames to drop every time you move.
As always, let me know if you have any feedback! I made these changes in direct response to player feedback, and I hope they are fun; let me know what you think.
Hi all, I released a new version of the Gem Worlds demo a few minutes ago. This includes a few changes:
Today marks the release of the v0.3.1 version of the demo. The previous version was 0.3.0 (incorrectly labelled as 0.1.0). Changes include lots of quality-of-life improvements, as well as a crash fix:
Today, as part of the Roguelike festival on Steam, you can try out the Gem Worlds demo. It contains an entire slice of the game: one biome with ten levels, three monsters, five skills, and mines.
If you have any feedback on the game, or if you would like to report bugs, the best way to reach me is to post something in the demo discussion forum on Steam, or to reach out on the Deen Games Discord.
I'm really excited to hear what you think!
Seems like Gem Worlds reached the interesting point where I can leverage existing systems, and quickly hammer out new stuff. Pixel art aside (since thats unique and very, very hard), I completed lots of stuff this week alhamdulillah:
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