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Name

 Tiny Glade 

 

Developer

 Pounce Light 

 

Publisher

 Pounce Light 

 

Tags

 Indie 

 

Simulation 

 

Singleplayer 

Release

 1970-01-01 

 

Steam

News

 15 

 

Controls

 Keyboard 

 

 Mouse 

 

 Full Controller Support 

 

Players online

 n/a 

 

Steam Rating

 n/a 

Steam store

 https://store.steampowered.com/app/2198150 

 


LINUX STREAMERS (0)




Dev Diary - Our windows are chameleons

Emerges from the familiar pile of TODO stickies. Oh, hello-hello! I hope youre doing well, and have already had a chance to enjoy any hints of the upcoming spring Spring *is* coming, right? Peeks outside the window to humid grayness and biting wind Ehh!

Well, at least in Tiny Glade its always sunny Tom and I have been spending a loooot of time in it - this month has been an intense whirlwind of improvements, bug fixes, and preparations for a v0.1 demo build. The list of TODOs is still formidable, but so far were on schedule, and everything is going according to plan o7

Theres a million things to wrap up, but this month one of our main efforts has been completing the code for window interactions.



Windows can now be placed on roofs, on edges between roofs and walls, and they turn into doors atop a stone floor. Corner windows are also a thing now. We saw a few folks trying to attach windows to corners in playtests, so we made that a proper feature

For now, weve wrapped up one window family: cottage windows, which well have in the demo. Its a thread thats been in development for multiple months now, so were very happy its finally coming to fruition.

Changing the roof shape will make windows re-adapt as well. You can say our windows are like chameleons : very blendable with their environment!



Speaking of roofs, weve expanded rectangular roof controls, and added a new roof type where two sides are a wall - a so-called gable. (and yes, you can place windows on both the roof and the wall parts!)



Tom and I continue to optimize the game. Since one element in Tiny Glade often affects other nearby elements, the biggest improvement is doing computations only when and *where* necessary. In the GIF below, you can see a special developer view: drawing a path/terrain affects only some regions (highlighted as white squares), and then only those cause walls (red outlines) to recompute. Its an ongoing effort to make every game system as sleepy as possible so your computer stays cool and quiet.



Having done some preliminary optimizations, were even considering expanding the glade size from what weve shown. More on that in a future update

Theres been a lot of other changes, small and large (for example, more music ), but I shall keep this update short and sweet, for I must return to gnawing on my TODO stickies

As always, thank you so much for reading :3 I wish you a wonderful week full of warm thoughts. Until next time!

With love,
Ana & Tom

PS: Tom recently shared his thoughts on what makes a game cozy in this PCGamer interview. Check it out!

PPS: If youd like to receive our dev diaries straight into your mailbox, we have a newsletter


[ 2024-03-14 13:42:09 CET ] [ Original post ]

Dev Diary - Were building up (+release window update )

Oh my, our first update of 2024. What is a rad way to greet folks in this new day and age? Hi, ahoy, salutations, sup choom! I hope you had a lovely winter break, with a belly full of deliciousness, surrounded by cozies and your loved ones. Even Tom and I broke our hermit mode for a bit, and re-emerged into society to join in on the festivities But now, back to Tiny Glade

Ever since the Autumn playtest, I wanted to add bridges (seeing as many people were trying to make them with varying degrees of pain ). It took some thinking and iteration on what kind of control scheme would work best, and the design eventually evolved into a more generic system for making buildings elevated!


(are those actually called overhangs? I dunno, but we needed some naming convention in code :D)

This opened up a whole new dimension, literally Here are some quick tests I did with the new system.



You can make way stranger things now Im sure yall come up with something even crazier and cooler looking! Oh and look, bridges work too! (welp that was the motivation after all)



In Tiny Glade, we want the elements to look cohesive with each other, so adding elevated buildings meant additionally designing a set of systems that would glue the pieces together. Thus, we automatically place brackets, supports and stone pillars, which will re-adapt if you move the elevated pieces.



There will of course always be cases we havent thought about, considering the freeform nature of the game, but we try to address anything that stands out too much. For example, tiled roofs and flat roofs used to have an unsightly seam - now they will have a row of merlons



The largest chunk of our time is now dedicated to preparing the game for release, as well as crafting a demo. Were porting prototype systems into shippable code, and doing a lot of improvements across the board. Optimization is an oddly satisfying process, as you have a clear and measurable objective - make the (CPU/GPU) time necessary for a single frame go down. Tom made an automatic system that tracks performance for each of our builds, so were now addicted to watching this little crawly critter descend



Most of our days look something like this Investigating performance, analyzing debug plots, and optimizing the data flow between subsystems. Lots of code, lots of coffee, a touch of zen.



We have a few more shiny gameplay additions, but we want to avoid the remainder of our updates looking programmery like that So we wont spoil them all, and instead, pace the new things throughout the future write-ups :3

That brings me to the topic of the release. We said wed ship in 2024, and its 2024, right? Let me just put on my Production Lead hat for a moment ok, all set We have a plan and a launch window in mind. Woo! So, heres the plan: we know we want to have a demo, so people can try the game, and see if its their cup of tea. Since well have a demo, we will want to participate in a Steam Next Fest. The February one is too soon, so were aiming for the next one, in June. We want to launch shortly afterwards. Thus, our current guesstimate for Tiny Glades release window is Summer 2024. The exact release date will depend on whether we have any major issues to patch, or whether theres a large game launching next to us, and possibly other factors: maybe we get lucky, and Steam offers to feature our launch on a specific day (anyone from Valve reading this? :D). So yeah, well see how our plan survives contact with reality, but we have a decent degree of confidence (or yoloness). Well keep you updated!

With all that said, its time to wrap up this update. I wish you a beautiful day, and thank you for reading~

Love,
Ana & Tom


[ 2024-01-30 12:26:13 CET ] [ Original post ]

Dev Diary - It's Snowtime!

Hello-hello! Hope the season is starting to look festive where you are. If not, worry not, weve got a winter treat for you



Weve been pondering for a while what the theme of our fifth glade would be. One day, while nature was still trying to make up its mind whether to shed its rusty leaf attire, a myriad of snowflakes blanketed the land, creating this delicious caff-latte collage of white on orange brown We instantly went home to try it out in Tiny Glade, and we knew that was it

We love how the colorful buildings really pop on the white canvas of snow, prompting you to build islands of warmth and coziness amidst the frosty landscape - an ambience distinct from the other glades (if you missed what those are, check out our previous A lil sneak peek tour'' update).

Long winter nights can feel dark and gloomy, but thats just an opportunity to cheer them up with some lights! In Tiny Glade, you can now plop lanterns on walls, and if you move them on the ground, they will get wooden supports, and stand on their own.



Oh, and we have one more thing to share. I (Ana) am a fan of House Flipper, which - like Tiny Glade - is hugely about enjoying the experience of making something pretty. Our friends at Frozen District have just released the highly anticipated sequel - House Flipper 2! Here's a short message from them:



Dear Tiny Glade fans!

We promised our players that House Flipper 2 would be their best holiday gift And who knows, maybe youll like it too!

If you enjoy being creative (I know you do ), and you're into interior (and exterior) design, you might enjoy some house flipping! Take a look at the release trailer and decide for yourself!

[previewyoutube=pYkLylSAyRs;full][/previewyoutube]

https://store.steampowered.com/app/1190970/House_Flipper_2/

Cheers!



Aaaand, thats all for now! We've got much more to share, but that will have to wait until 2024

Meanwhile, from the frosty land of Sweden,
we wish you God Jul! (and Gott nytt r )

Love,
Ana & Tom (and Oda & Martin pass their God Jul too )


[ 2023-12-14 14:01:37 CET ] [ Original post ]

Dev Diary - The sounds of Tiny Glade

Hello-hello! Hope youre doing well, and are settling into the snow-peppered winter moods. We (Ana & Tom) are deep in the woods of prototyping right now. We can't wait to show you all the specials weve foraged, but for this dev update, we're giving the mic to our sound designer, Martin Kvale!

*Taps microphone* Hey folks, this is Martin speaking! I always feel warm on the inside whenever I notice people enjoying the soundscape of Tiny Glade, so I thought Id share a bit of what goes into crafting the games audio!

Most of the sounds in Tiny Glade have been recorded out in the real world. Some of them come from actual bricks, doors, wood planks. But a fun little secret with audio is that things dont always need to match reality, and theres quite a lot of expression to be had from experimenting, and from finding odd sources for sound.

For example, I flip the pages of a small notebook for the flopping roof tiles as we change roof height.

[previewyoutube=RTXBt7ID5P0;full][/previewyoutube]

And I use my fingers to go tippy tappy on a table for fences.

[previewyoutube=UBsuyXGThEI;full][/previewyoutube]

Oh, and some sounds that fences make are from chess pieces from my grandfathers chessboard.


kudos to grandma for taking this illustration photo <3

Just like other aspects of Tiny Glade, designing sound is an iterative process. Initially we even had four bespoke audio themes that could be selected in the game, including an instrumental one, and one made with mouth sounds only Those were fun, but we quickly settled on the one rooted in the real world - theres just something viscerally pleasant about hearing all the bricks, rocks and paths responding to you, and it helps sell the visuals too. It sorta makes you intuitively understand the texture and weight of the building blocks. Still, Tiny Glade is not about simulating reality - its about doodling charming dioramas. Thats why we blend the real with the playful - the subtle tippy taps, chess piece clacks, and the like When in doubt, we always let vibes lead the way!

If you are interested in the more technical details of our procedural implementation, I recently did a small showcase for the Save & Sound Steam festival to highlight a few ways we work the sounds into the game. You can see it, and more importantly, hear the examples in this YouTube video.

Thank you for reading, and I hope you have a great week!

Love,


-Martin & the Tiny Glade team


[ 2023-11-29 12:36:43 CET ] [ Original post ]

Dev Update - A lil' sneak peek tour

Hello-hello! I hope your Halloween was filled with just the right blend of chills, thrills, and pumpkin spice Now as the crisp air settles in, its time to snuggle back into something cozy again... Although, wait, come to think of it, maybe there is a spooky-wholesome crossover somewhere *scribbles in the heavy notebook of wild ideas* umm, anyway, where were we? Ah, yes!..

Lets discuss whats new in the world of Tiny Glade!

Up until recently weve been prototyping and developing individual features. While those are certainly important, we really wanted to find out how the whole package might feel once finished. Thats why weve spent some time weaving it all together, improving the interface, adding menus, settings, saves, and so on. It would take too long to list it all Luckily, they say that a picture is worth a thousand words, so heres a video with 9,241 frames, worth 9,241,000 words!

[previewyoutube=lBLRkRn70NQ;full][/previewyoutube]

Hopefully that gave you a glimpse of where were at!

Right now, Tom and I are working on technical foundations to enable roof attachments, like dormers and chimneys, as well as gluing buildings together through additional architectural elements and cute clutter. Were also tinkering with the existing tools to better support some types of builds weve spotted in playtests. All the while were also continuously evaluating potential release windows, when to run a demo, planning optimizations, testing on various hardware, etc., etc. So, in short - lots to do, as usual

We will continue updating you as we go!


(The manor from the video in Autumn & Olden glades. I liked how different the moods felt, so I had to add some gifs ^^)

Thank you so much for reading, and we hope you have a great weekend!

Love,
Ana & Tom


[ 2023-11-03 16:04:20 CET ] [ Original post ]

Woop! New trailer & lighting

Hello there, my favorite traveling companion! I hope Im not interrupting your binging of Baldurs Gate 3, as I bring forth news from the lands of Tiny Glade The totally-not-rigged dialogue options are yesss, yes please, and show me naaaawww!

First and foremost, we have a shiny new trailer If youve managed to catch it during the Future Games Show, thank you so much for tuning in, and I hope you enjoyed it But if you havent seen it yet, worry not, here it is:

[previewyoutube=2-Pmal2UupI;full][/previewyoutube]

(While the trailer was a combined effort of everyone in the team, wed like to give a special shoutout to our music composer, Oda Tilset, for writing such a beautiful track )

Having finished the new trailer, we also had a quick look at our Steam page, and realized that it too needed some updates. Its now full of fresh GIFs and screenshots for you to peruse, like thes ones below :3



If you look closely, you may notice that the game feels somewhat refreshed. Thats because weve completely replaced the lighting code (haha, yes, again! ). We now have ray-traced global illumination, which is a fancy way of saying that objects bounce light between each other (dont worry, no fancy new graphics card required; our hardware requirements stay the same!)

This feature has been brewing in the background for over four months, but now that it has landed, we simply cannot go back :D Below is a comparison of old vs new lighting



(The castle above was made by one of our playtesters.
Thank you so much, Sebastian! )

Previously, we had three individual settings, which we hand-tuned to look OK: noon, sunset, and midnight. Now all times of day are consistent, and can even smoothly transition into each other! This means we can finally enable the passage of time, and let you raise buildings in the day, watch them bask in the last rays of the setting sun, and finally unwind to night ambience or whatever works for you!



This is but one of the new features wed love for you to try in our upcoming closed playtest in October! We will send out a signup form in the next newsletter, so keep your eyes peeled

Aaaand, thats all for now Thank you so much for reading, and I hope you have a wonderful rest of the week!

Love,
Tom & Ana


[ 2023-08-24 11:23:27 CET ] [ Original post ]

Dev Diary - More love for ivy & paths

Hello Hope youre enjoying a lovely summer We had a small holiday break ourselves, and took a trip to Sigtuna, one of the oldest Swedish towns with stone ruins dating back to the 11th century! We also visited a few nearby castles, and of course we took a million reference photos. Some people take pictures of beautiful sunsets or well-plated meals; our photo galleries are filled with walls


(Totally normal holiday pictures)

It was a soothing change of pace from the intensity of the past few months. As you may have read in our newsletter, wed been working hard to prepare Tiny Glade for the world, and just last month we had our very first closed playtest Wed been mega nervous, but the vibes turned out to be the wholesomest! Every screenshot of what folks made was like opening a gift on Christmas morning

We were relieved by everyones positive reactions, and floored by the mountain of great feedback. The combined creative juices swirled into spicy new ideas, a few of which weve already started cooking They will of course need to be tasted too, so were already planning the next playtest As before, we will be recruiting from our newsletter!

Meanwhile, weve also been preparing a new trailer The old one is no longer representative, and weve been itching to update it for a while. Then the perfect opportunity arose as we were invited to participate in the Future Games Show! The new trailer is almost finished, and looks incredible if I may say so myself If youd like to see it live, the show will be broadcast on Wednesday August 23, 2023 at 11am PT / 2pm ET / 7pm BST / 8pm CEST.

The past few months we were busy with mostly invisible architectural work, so its been fun to switch to improving visuals :D Paths finally got some well-deserved love



we also added a flowery variant of ivy, and made it avoid growing on windows



and finally the plaster prototype is getting into the game alongside neater cornerstones.



However, the shiniest improvement Im keeping for the trailer

Aaand, thats all Have a wonderful remainder of summer, and go get that vitamin D!

Love,
Ana & Tom


[ 2023-08-02 16:52:11 CET ] [ Original post ]

Dev Diary - Vampire manor and laundry

Hello-hello there How are you? OMG so much sun, right? Is Vitamin D overdose a thing? Weve been talking to ducks lately (maybe thats the overdose?), and watching Double Fine PsychOdyssey. Both are great!

In the last update we gave you a peek behind the curtain at our early coloring prototypes and windows. This month, we've been forging ahead on that path, turning those prototypes into a colorful reality!

Below is an in-game replay of Anas test build showing the new color tweaking. Originally, she had planned to create a hobbit cottage, but somewhere along the way, it took on a bit of a grimsical twist.

[previewyoutube=vi2U41kl2eE;full][/previewyoutube]

We still need to finish up our plaster experiments, as the walls currently only have four brick variants:



Still, even just the simple coloring is already a lot of fun Youll be able to make your dreams come true, particularly if they involve vampire manors sitting alongside cute fairytale castles

Naturally, we ensured that the windows and coloring play nicely with the rest of the building tools



We love tinkering with joyful interactions, so we couldnt stop ourselves from letting windows gossip, hang out, and exchange handshakes As it turns out, windows are peculiar little critters that communicate through clotheslines! Who would have guessed?



And that's a wrap, folks! Stay awesome, be healthy, and eat delicious edibles!

Yours truly,
The tiny Tiny Glade team

P.S. If you'd like to follow the development of Tiny Glade even closer, and get those updates straight into your inbox along with a few extra personal bits, you're most welcome to join our newsletter


[ 2023-05-30 19:46:40 CET ] [ Original post ]

Dev Diary - Colors, windows & path to release

Greetings! Has Spring already settled in with you? Our outside view is looking better and better, and even in the frosty Scandinavia, nature is awakening Finally, lush meadow references for Tiny Glade will be just a short bike ride away!

We have another update for you, and boy is it a lengthy one! Theres a lot to cover, from improvements and shiny new features to news about the release. Maybe grab some tea or coffee or any beverage of your choice, and get comfy. No rush, well wait



Tiny Glade is about to become a whole lot more colorful Our trusty beige bricks have served us well, but weve been itching to add some customization for a while. We think youll like the new possibilities



Quick disclaimer: youre looking at cherry-picked images from various prototypes. Weve been too excited not to share these, but please keep in mind that its all an early work in progress, and well be iterating on color schemes, windows, interface, code, and so on



One of the things we love about Tiny Glade is the way elements play with each other: for example, how paths and walls come together to form arches, or that stairs appear when a path climbs a steep hill. The windows were adding will have the same kind of joyful chemistry.



Here you can see just some of the interactions between windows: they fuse, adapt, bloom with plants, and become adorned with miniature clutter.

Oh, oh, and we have *two* styles of windows: cottage (gif above) and gothic (gif below).



Were also improving the existing building blocks and their robustness. Weve recently finished a big rewrite of our procedural arch generator, which allowed us to address a few edge cases.

The arch algorithm was one of the oldest pieces of code in Tiny Glade, from back when the meadow was completely flat. Once we added terrain, the poor thing couldnt handle elevation, and produced rather avant-garde results



We still have a few minor issues to solve, but the new version is looking a lot better now Weve also implemented one of your suggestions: when the wall is raised high, the wooden lintels and posts turn into stone arches and pillars to support the additional weight.



We often get questions about what magical algorithm were using, and the real answer is: a lot of them! There are entire chains of bespoke procedural algorithms feeding into one another, creating the final experience that will (hopefully) feel easy to use, and look effortlessly beautiful.



Now that the bigger pieces of the project are beginning to solidify, we could finally make a realistic attempt at planning the release of Tiny Glade.

Apart from wrapping up windows, doors, color customization, and adding some polish all around, there are still a few game features we want to prototype - continuous time of day, water, and plant brushes. There are many "invisible" things too, such as optimization, accessibility, localization, load & save & options menus, running playtests, and making it easy for you to send us bug reports.

Thats a lot of stuff, and when we arranged it on a timeline, no matter how we reshuffled the to-do stickies, the potential release ended up beyond the end of this year. We will refine the estimate as we go, but for now, we can say that Tiny Glade will ship in 2024.



We know that many of you have been eagerly awaiting the games release, and were truly humbled. Thank you for sticking with us so far, and following the development journey. Reading your messages, and seeing your posts and videos about Tiny Glade have all been tremendous motivation boosts.

Tiny Glade is a passion project for our small team, and were working our very hardest to make it into a lovable experience for you. We will continue sharing monthly updates, and keep you up to date.

With love ,
Tom, Ana, Martin & Oda

PS: last month, we revealed our plans for a closed beta this Summer. Some of you have been asking how to participate. We will be sending a signup form with our newsletter closer to the first playtest. First, you say? Yes! We are thinking of doing multiple smaller playtests. Were still figuring out the details! More info to come. Stay tuned!


[ 2023-04-27 13:49:38 CET ] [ Original post ]

Dev Update - Building Sneak Peek

*Emerges from a pile of TODO notes* Hi there! *Takes a sticky off of her forehead* What a busy month! We've been deep in focus mode with numerous UX improvements for the upcoming beta.

This is going to be a long post, so before we go into too much bla-bla, let me first show you what we have right now Keep in mind that everything is a work in progress, and still subject to change (I mean, look at that beautiful UI on the left ).

[previewyoutube=p27noSKKOBo;full][/previewyoutube]

We originally envisioned the game being mostly about tiny castles & ruins. However, during the early playtests we saw that grander castles, countryside manors, or even small villages were a fantasy that the game naturally gravitated towards.

Making those larger builds wall-by-wall was pretty cumbersome and time-consuming though. Thus, we set out to design additional tools that would make it easier to create architectural structures, while keeping the playfulness of our gridless drawing.

Five discarded prototypes later (), we now have dedicated circle and rectangle shapes!



...as well as alignment and snapping helpers for the freeform walls...



...and for the new shapes.



Those additions really expanded the variety and complexity of builds! At the same time, the game still plays like doodling It's just easier and quicker to build something larger now.

We've also been working behind the scenes to improve the game's robustness, and make sure it survives whatever you throw at it. For example, wall pasta!



Our next planned additions are doors & windows We'll keep you posted on their progress!



I mentioned a beta earlier, so let's talk about that! When is it happening? For now we'll just say "Summer" We don't yet know how big the (closed) beta will be, but our newsletter will be the main source for recruiting for help If you are interested (or simply would like to keep up-to-date), you're welcome to join our mailing list

Aaaaand, that's all for now, folks

Thank you for reading all the way here, and have a lovely rest of the week



-Ana & the Tiny Glade team


[ 2023-03-21 13:05:03 CET ] [ Original post ]

Dev Update - We gave sheep tiny umbrellas

Good day! Or evening, or afternoon. Whichever phase of our planet's rotation youre currently in

I hope you had a charming Valentine's day Tom and I made a carrot cake and had a long walk in a forest Oh, wait, that was yesterday... Ah, right, we were fixing bugs on the 14th of Feb, very romantic too

Fixing bugs, you ask? Yes! We've been hard at work preparing our codebase for the upcoming features. So, refactoring, cleanups, optimizations. All the good but invisible work

Weve ported our graphics engine from OpenGL to Vulkan, finally catching up with the times, and getting some sweet performance improvements. Grass in particular is now twice as fast, and with a screen full of it on the Steam Deck, Tiny Glade runs at around 84 FPS That still drops to 30 FPS in a complex build, but well be optimizing some more

We made walls respond to how quickly theyre being drawn, so you easily get both smooth and sharp corners (we also reduced input latency, so drawing feels good even at lower framerates).



And most importantly, we made sure sheep cannot get stuck on rocky terrain



We also had our very first super tiny playtest with close friends and family. Were learning how to run playtests in preparation for an eventual beta, and this gave us a chance to dip our toes in the water

While the game is still feature-incomplete and rough around the edges, it was fun to see the vastly different things everyone made: castles, cottages, ruins, wizard towers. The craziest and most intricate build was made by my mom. I love seeing her creative process reflected in this in-game timelapse!

[previewyoutube=-ir-2KwjrLA;full][/previewyoutube]

Aaaaand, that's all for now, folks

Have a delightful weekend, and we'll see each other again soon

Ana & the Tiny Glade team


[ 2023-02-17 15:47:50 CET ] [ Original post ]

Dev Update - Terrain & Stairs

Hello there again~ We're back with a new update. Freshly out of the oven! We've been hard at work revamping terrain systems in Tiny Glade.



If you've been following us for a while, you might remember these early prototypes.



Landscaping has always been a key feature we wanted in the game, as it adds a lot of variety and storytelling to castle designs. However, with so many other things asking for our attention, the terrain has been somewhat neglected. This month we've finally rolled up our sleeves, and gave the terrain some well-deserved love!

The terrain is drawing-based, just like paths and walls. Each stroke creates a hill with its own height...



... as well as steepness that you can edit at any time. The steeper the hill, the rockier it is.



If you lead a path through the rocks, the path will turn into stairs.



By layering a few hills, you can create more complex shapes. All hills stay editable, can be changed at any time, and the affected structures will adapt on the fly.



We don't know how we've lived without proper terrain all this time! It adds so much, and we can't wait for you to try it! There're still a few kinks to iron out, such as making sure that arches and pillars look good on steep hills, but overall it's coming together better than we hoped for! (a very welcome surprise )

Aaaaand that's all for this update.

See you later Take care of yourselves!

Best wishes.
Ana, Tom, Oda & Martin





[ 2023-01-24 16:47:40 CET ] [ Original post ]

Dev update - Time of Day & Lighting

Happy New Year, and welcome to our first post of 2023! We hope you had a wonderful holiday and plentiful cozies. We ourselves took some time to recharge, and we're now getting back into focus mode

Hopefully you are itching for more Tiny Glade news, since we have a couple remaining features to cover from the trailer (and a little something on top )

Time of day

As you've probably noticed from our screenshots, Tiny Glade has different times of day: noon, dawn, and night. Right now those are just presets, but we're planning to add smooth time passage.



This is a part of a larger theme in the game: you can directly sculpt human-made structures like walls and paths, but the glade is home to animals and plants, and nature has its own ways. We want the world to have natural cycles, to give you moments of focus and building, but also times when you can take a break and relax.

We also have some plans for making each day and night feel a bit different, but more on that another time

Lighting

If you followed our game just before its Steam announcement, you might notice that it looks smoother and more visually cohesive than before. That's because we've rewritten most of the lighting code



Previously everything had its own lighting calculations, so the planks in a fence reacted to light differently than the pillars, the bricks, and so on. They all lived in their own tiny universes with different laws of physics This gave us control in a single lighting situation, such as noon, but made it hard to achieve a pleasing look across all times of day.

We've since unified all the lighting, and moved to deferred shading. The latter also allowed us to switch from multisample anti-aliasing (MSAA) to temporal anti-aliasing (TAA). The result is a game that looks better _and_ runs faster Just the way we like it!





Of course we couldn't keep ourselves away from Tiny Glade for long, so during the Christmas break we did a bit of cleaning, refactoring, and added a few small things here and there. Not all of them are visual, but this one is pretty fun - now if you raise a tower quickly, a few roof tiles will bounce up



Aaaand that's all for now. Thank you for reading, and for the overwhelmingly positive response so far Many of your comments have put gigantic smiles on our faces We aim to return the favor once the game is in your hands :3

Until the next update
Ana, Tom, Martin & Oda


[ 2023-01-02 17:40:21 CET ] [ Original post ]

Dev update - Roofs, Sheep & Music

Hello again!

Welcome to our first developer update! In the month leading to the Steam page reveal we've been rather secretive, so as not to spoil any surprises As such, we have a few features to show that premiered in the trailer.

Roofs

We now have roofs which can be placed atop towers! What are towers, you ask? They're walls drawn in the shape of a circle: simply keep holding the mouse or controller button after drawing a loop, and the game will straighten it for you:



Once your tower is built, click its top, and a roof will pop up:



Just as walls are constructed from individual bricks, roofs are assembled from tiles, creating intricate and unique detail. Each roof can be tweaked, changing its profile and alignment.



Initially we didn't think roofs would be that big of a deal, but the moment we added them, they instantly changed the kinds of dioramas we build when playing the game. We would no longer just create ruins -- suddenly we were building cozy cottages and palaces. It seems like a promising direction, so now we really need to add doors and windows too

Sheep

We've recently added sheep to the game, and they were quick to make the meadows their own We plan to give them all slightly different looks and personalities, along with varying tones of "baaaaah". What role will they play in the game? Who knows! Will they secretly scheme to take over the world while looking all cuddly and adorable? We cannot say



Music

You can't have a cozy game without cozy music -- and we shall have the coziest music! The trailer features an original score composed by Oda Tilset, who is also making music for the game. We're only just starting, but you can already find the work-in-progress soundtrack on Bandcamp. Be sure to check it out, and let us know what you think. We'd love to hear your feedback!


...... aaaaand that's it for now, folks! We haven't covered all the new goodies yet, so pay us a visit again next month, in 2023!

Meanwhile, we'll be taking some time off to unwind and recharge during the holidays, so we can start the new year full of energy, and running full-steam ahead.

We wish you the coziest holidays and we hope you have a wonderful time with your loved ones Take care of yourselves, and we see each other again next year

XOXOXOXO,
Tom, Ana, Oda & Martin


[ 2022-12-18 16:48:08 CET ] [ Original post ]

Hey, everyone! Welcome to Tiny Glade!

Hello, world!~~

We'd like to extend our warmest welcome to everyone new, and also to those who have been following our game from its early stages. It's great to have you :3 Please take a seat, brew your favourite beverage, and enjoy our cozy corner of the interwebs.

In case you haven't seen our announcement trailer yet, we've just revealed it at Wholesome Snack: The Game Awards Edition You can watch it below

[previewyoutube=E2429O4h4Fk;full][/previewyoutube]

Wow, it's a bit surreal to be showing it here on Steam It feels like only yesterday the game was but a tiny spare-time passion project, and now it's here!

But this doesn't mean we're done. Therere a lot of features we're still planning to add before we ship. For example, it's possible to make cute towers and cottages by drawing circular walls, but those could really use some windows and doors. Terrain variation is another thing we're experimenting with, and we will want to add water too.

We are aiming to actively post developer updates here! So follow us if you're curious about the game, and how it's going. We're already preparing a post about the new features we've revealed along with the trailer.

If you wanna know how much the game might cost, which engine we're using, or whether there will be a demo, please check out our Frequently Asked Questions section -- and if we've perhaps missed something important, come over and say hi in the discussions We'd love to hear from you!

Oh, wait, how rude of us, we haven't even introduced ourselves... Hi! We are a small team of just four: two at Pounce Light, full time on the game, and two audio friends at Nok Nok:

And before you go, please consider wishlisting our game if you haven't already -- it lets us know how much interest there is, and helps the game gain visibility

Thank you for coming along for the adventure!
Ana, Tom, Martin & Oda


[ 2022-12-08 13:23:12 CET ] [ Original post ]