Hello there guys, I am streaming now, and would love to see more of you guys following me on social media and/or Twitch. https://www.twitch.tv/rikaxnipah and https://twitter.com/RikaxNipah Still nothing new on Wild Season, so figured after such a long period of no updates....I'll just shill my socials.
[ 2019-07-01 19:37:14 CET ] [ Original post ]
The game is unfinished, buggy, and an overall mess. The devs have abandoned the project and have not updated it in forever. Go play Stardew Valley instead as it is worth your money and will have multiplayer down the road. http://store.steampowered.com/app/413150/Stardew_Valley/ I also suggest http://store.steampowered.com/app/432010/Worlds_Dawn/ http://store.steampowered.com/app/786580/Gleaner_Heights/
[ 2018-02-01 17:06:36 CET ] [ Original post ]
The game is unfinished, buggy, and an overall mess. The devs have abandoned the project and have not updated it in forever. Go play Stardew Valley instead as it is worth your money and will have multiplayer down the road. http://store.steampowered.com/app/413150/Stardew_Valley/ I also suggest http://store.steampowered.com/app/432010/Worlds_Dawn/
[ 2018-02-01 17:06:36 CET ] [ Original post ]
DO NOT BUY THIS GAME any new users reading this. Game's unfinished, buggy, and broken. Devs have abandoned it. I am Rika, one of the moderators and community managers for Quickfire Games. I have been a part of staff since at least 2015 and a year or so ago the dev team just fell off the face of the earth. I am a remote volunteer staff member, so never had to report to the office or anything. I am uncertain what's going on with the game's status aside from what was said to me in Twitter DMs back in October 2017 by the CEO of the studio. The CEO of Quickfire Games, Sharan, is supposed to make an official announcement next week about the status of the game, the future, etc. So stay tuned! Rika
[ 2018-01-26 01:59:06 CET ] [ Original post ]
hi there! Rika here with some small update for you guys. Well, not an update to the game's files or anything....but... here's the news I got from the forums on here! There will be an update reportedly coming soon according to the CEO and founder of Quickfire Games. https://twitter.com/sbalani/status/903134328846114817 A user tweeted him and asked what the heck was up, and this was the response. We shall see, guys. I've been so out of the loop as everybody else has too.... Follow that Twitter account and DM him to get more information if you really want to see the game come back to life. I have zero control over anything but the forums and posting news and announcements.
[ 2017-09-20 15:39:21 CET ] [ Original post ]
hi there! Rika here with some small update for you guys. Well, not an update to the game's files or anything....but... here's the news I got from the forums on here! There will be an update reportedly coming soon according to the CEO and founder of Quickfire Games. https://twitter.com/sbalani/status/903134328846114817 A user tweeted him and asked what the heck was up, and this was the response. We shall see, guys. I've been so out of the loop as everybody else has too.... Follow that Twitter account and DM him to get more information if you really want to see the game come back to life. I have zero control over anything but the forums and posting news and announcements.
[ 2017-09-20 15:39:21 CET ] [ Original post ]
We are currently transitioning development teams, and don't want to provide any updates until things are finalized as things are currently constantly changing. But we're adjusting things to reposition ourselves appropriately to finish the game. I know it's frustrating but we'd rather give a proper "set" update rather than constantly changing back and forth. It may take til after the holiday season to post an update about the changes. Sorry again for the lack of any updates for the past 6-7 months. Expect one to hit after December. Happy Holidays & A Happy New Year!
[ 2016-12-15 02:35:06 CET ] [ Original post ]
We are currently transitioning development teams, and don't want to provide any updates until things are finalized as things are currently constantly changing. But we're adjusting things to reposition ourselves appropriately to finish the game. I know it's frustrating but we'd rather give a proper "set" update rather than constantly changing back and forth. It may take til after the holiday season to post an update about the changes. Sorry again for the lack of any updates for the past 6-7 months. Expect one to hit after December. Happy Holidays & A Happy New Year!
[ 2016-12-15 02:35:06 CET ] [ Original post ]
Were here, folks! Sorry we disappeared for a little bit; weve been busy with various things, but we will have a longer update and hopefully a stable build for you very soon! For now, we hope youll enjoy this quick post about what were working on for yall!
What youll see in the next build:
- Enhanced quest system, with a new set of quests. - New Winter dialogue arts for characters. - Winter version of available maps. - Improved game economy. (Continuously being updated!)
What were currently working on:
- Winter dialogue artworks Please feel free to leave a comment below, send us a message via the Wild Season FB page, a Tweet at the Quickfire Games Twitter, or an email at support@quickfire-games.com. We hope youve all been taking good care of yourselves, and that you have a good week!
[ 2016-06-29 09:36:20 CET ] [ Original post ]
We’re here, folks! Sorry we disappeared for a little bit; we’ve been busy with various things, but we will have a longer update and hopefully a stable build for you very soon! For now, we hope you’ll enjoy this quick post about what we’re working on for y’all!
What you’ll see in the next build:
- Enhanced quest system, with a new set of quests. - New Winter dialogue arts for characters. - Winter version of available maps. - Improved game economy. (Continuously being updated!)
What we’re currently working on:
- Winter dialogue artworks Please feel free to leave a comment below, send us a message via the Wild Season FB page, a Tweet at the Quickfire Games Twitter, or an email at support@quickfire-games.com. We hope you’ve all been taking good care of yourselves, and that you have a good week!
[ 2016-06-29 09:36:20 CET ] [ Original post ]
Hold the door, folks! Its the last week of May, and time for another community update! Its a quick one this time, but weve got some important stuff that we thought yall would like to know about! So without further ado, heres the list!
What youll see in the next build:
- The Fall and Winter Seasons! Our awesome Arts and Dev Teams are fully implementing seasonal aesthetics into this coming build.
- Crop price changes! Our Game Designer did some re-thinking and brought back some balance into the force economy of Bedford Valley.
What were currently working on:
[ 2016-05-25 09:12:00 CET ] [ Original post ]
Hold the door, folks! It’s the last week of May, and time for another community update! It’s a quick one this time, but we’ve got some important stuff that we thought y’all would like to know about! So without further ado, here’s the list!
What you’ll see in the next build:
- The Fall and Winter Seasons! Our awesome Arts and Dev Teams are fully implementing seasonal aesthetics into this coming build.
- Crop price changes! Our Game Designer did some re-thinking and brought back some balance into the force economy of Bedford Valley.
What we’re currently working on:
[ 2016-05-25 09:12:00 CET ] [ Original post ]
Howdy, folks! Our latest build update is finally live for you all to play! Thanks to everyone who sent in bug reports and suggestions to us over the past few weeks. Special shoutout to our new team of beta testers, wholl be a huge help to us from here on out! Without further ado, heres a list of everything you can see in this new version, plus the known bugs that were working on fixing!
What's new:
- You cannot access the pause menu during cutscenes
- Detailed item descriptions for seeds, saplings and produce
- Shipping bin now shows how much money the contents are worth
- Notification on the next morning about how much you earned from shipping bin
- Animated money when the amount changes
- Added visual effects when farming
- Sickled weeds now disappear instead of getting carried
- Updated controls: we now have primary and secondary actions, binded to the left and right mouse buttons respectively
- Locked 3x3 plots when seeding
- You can now interact with the bed's sleep/save menu without entering the bed
- Balanced seed, sapling and crop prices
- Replaced some tools in the General Store
- You can now eat by right clicking food in your inventory
- Added stamina penalty when you pass out
- Added tooltip in toolbar
- Added background in toolbar
- Items you mine/harvest are now automatically added to your inventory
- Tweaked lighting for Spring
- Added notification on wake up during holiday that the stores are closed
- Replaced time with "paused" to indicate when time is not running (inside buildings, etc.)
- Changed notification on quest update
Fixed bugs:
- Time still runs even in pause menu
- Weird arm animation when fishing
- Missing Bulletin Board
- Lettuce seed bag has a Lettuce icon
- Sometimes the game won't launch for Windows x64
- General Store sells Acosta Rod for 1500, looks like Old Rod
- Lettuce crop growth
- Dialogue lag
- Stuck when fishing on land
Known bugs:
- Missing NPC testimonies on Summer 1
- Doors not locked during some events
- Broken Mary Bulletin Board quest
- Quest items don't disappear from inventory
- Some Notebook entries are cut; scrollbar is broken
- Jane chibi confused in General Store cutscene on Summer 1
- Camera panning to the dark side
- Some black screen transitions take a long time
- Movement problems with NPCs, go back and forth through doors
- William missing during first scene on pancake day
- Using mouse to transfer items to shipping bin sometimes transfers multiple items per click / removes ability to transfer back
[ 2016-05-12 09:10:40 CET ] [ Original post ]
Howdy, folks! Our latest build update is finally live for you all to play! Thanks to everyone who sent in bug reports and suggestions to us over the past few weeks. Special shoutout to our new team of beta testers, who’ll be a huge help to us from here on out! Without further ado, here’s a list of everything you can see in this new version, plus the known bugs that we’re working on fixing!
What's new:
- You cannot access the pause menu during cutscenes
- Detailed item descriptions for seeds, saplings and produce
- Shipping bin now shows how much money the contents are worth
- Notification on the next morning about how much you earned from shipping bin
- Animated money when the amount changes
- Added visual effects when farming
- Sickled weeds now disappear instead of getting carried
- Updated controls: we now have primary and secondary actions, binded to the left and right mouse buttons respectively
- Locked 3x3 plots when seeding
- You can now interact with the bed's sleep/save menu without entering the bed
- Balanced seed, sapling and crop prices
- Replaced some tools in the General Store
- You can now eat by right clicking food in your inventory
- Added stamina penalty when you pass out
- Added tooltip in toolbar
- Added background in toolbar
- Items you mine/harvest are now automatically added to your inventory
- Tweaked lighting for Spring
- Added notification on wake up during holiday that the stores are closed
- Replaced time with "paused" to indicate when time is not running (inside buildings, etc.)
- Changed notification on quest update
Fixed bugs:
- Time still runs even in pause menu
- Weird arm animation when fishing
- Missing Bulletin Board
- Lettuce seed bag has a Lettuce icon
- Sometimes the game won't launch for Windows x64
- General Store sells Acosta Rod for 1500, looks like Old Rod
- Lettuce crop growth
- Dialogue lag
- Stuck when fishing on land
Known bugs:
- Missing NPC testimonies on Summer 1
- Doors not locked during some events
- Broken Mary Bulletin Board quest
- Quest items don't disappear from inventory
- Some Notebook entries are cut; scrollbar is broken
- Jane chibi confused in General Store cutscene on Summer 1
- Camera panning to the dark side
- Some black screen transitions take a long time
- Movement problems with NPCs, go back and forth through doors
- William missing during first scene on pancake day
- Using mouse to transfer items to shipping bin sometimes transfers multiple items per click / removes ability to transfer back
[ 2016-05-12 09:10:40 CET ] [ Original post ]
Hey yall! Its the merry, merry month of May--May the Fourth, to be exact! A very happy Star Wars Day to all! Weve got a couple more updates for you regarding what youll see in our next build. Sorry we cant give you a definite date for when thatll be, but we assure you that our devs are working as hard as they can in order to make the next build update as soon as possible!
What youll see in the next build update:
- NEW! Detailed item descriptions for seeds and saplings - NEW! Youll now be able to see how much money youll earn from the contents of your shipping bin in the Shipping Bin UI, and the next morning you will get a notification about how much you earned - Free Mode where you can play without the story. Still in-progress though; and yes, we have a separate set of save files for this mode! - New visual effects when farming (sickling weeds, watering crops, chopping wood, hammering stone) - Sickling weeds causes the weed to disappear instead of getting picked up - Town animals such as cats and dogs are now carryable! - Updated item descriptions to show stamina restore values - Simplified controls; still in-progress - Added mouse functionality; left and right mouse buttons as primary and secondary actions - Locked 3x3 plots when planting seeds; now you dont need to stand in the exact center of a 3x3 plot to plant! - Player can now sleep/save without having to go inside the bed; player can stand beside bed and interact with it to bring up the save menu - New farmland layout for UX improvement - Adjusted cursor visibility cooldown - Updated land hover visuals - Removed re-carry on items after they are thrown - Updated seed and crop prices for Year 1 crops and saplings - Updated seed descriptions; you can now view how long it takes a seed to grow and how much it will cost
What were currently working on:
- Trees mechanic updates - Item pick-up UX improvements (whenever the player uses a tool to break debris, etc.)
[ 2016-05-05 02:18:00 CET ] [ Original post ]
Hey y’all! It’s the merry, merry month of May--May the Fourth, to be exact! A very happy Star Wars Day to all! We’ve got a couple more updates for you regarding what you’ll see in our next build. Sorry we can’t give you a definite date for when that’ll be, but we assure you that our devs are working as hard as they can in order to make the next build update as soon as possible!
What you’ll see in the next build update:
- NEW! Detailed item descriptions for seeds and saplings - NEW! You’ll now be able to see how much money you’ll earn from the contents of your shipping bin in the Shipping Bin UI, and the next morning you will get a notification about how much you earned - “Free Mode” where you can play without the story. Still in-progress though; and yes, we have a separate set of save files for this mode! - New visual effects when farming (sickling weeds, watering crops, chopping wood, hammering stone) - Sickling weeds causes the weed to disappear instead of getting picked up - Town animals such as cats and dogs are now carryable! - Updated item descriptions to show stamina restore values - Simplified controls; still in-progress - Added mouse functionality; left and right mouse buttons as primary and secondary actions - Locked 3x3 plots when planting seeds; now you don’t need to stand in the exact center of a 3x3 plot to plant! - Player can now sleep/save without having to go inside the bed; player can stand beside bed and interact with it to bring up the save menu - New farmland layout for UX improvement - Adjusted cursor visibility cooldown - Updated land hover visuals - Removed re-carry on items after they are thrown - Updated seed and crop prices for Year 1 crops and saplings - Updated seed descriptions; you can now view how long it takes a seed to grow and how much it will cost
What we’re currently working on:
- Trees mechanic updates - Item pick-up UX improvements (whenever the player uses a tool to break debris, etc.)
[ 2016-05-05 02:18:00 CET ] [ Original post ]
Howdy folks! Its time for the community update, and we have a lot of exciting news to share with you, mainly about our forthcoming build release!
What youll see in the next build update:
- Free Mode where you can play without the story. Still in-progress though; and yes, we have a separate set of save files for this mode! - New visual effects when farming - Town animals such as cats and dogs are now carryable! - Updated item descriptions to show stamina restore values - Simplified controls; still in-progress
What were working on now:
- Major visual improvement of maps - Design of storage for wood and stone resources - Enhancing the mouse UX for interactable objects - General optimization Look out for these and more changes as we continue to make improvements to Wild Season!
Thanks for your help!
The call for beta testers is now closed. Thank you to everyone who signed up; expect an email from us soon, and get ready to get familiar with Slack and our beta testing system! If you volunteered to be a beta tester and havent heard back from us, dont worry; our marketing ninjas must still be at the front of the Ninja World War. ;) Dont be afraid to send a follow-up email to support@quickfire-games.com, and theyll get right back to you when you do!
[ 2016-04-20 09:00:43 CET ] [ Original post ]
Howdy folks! It’s time for the community update, and we have a lot of exciting news to share with you, mainly about our forthcoming build release!
What you’ll see in the next build update:
- “Free Mode” where you can play without the story. Still in-progress though; and yes, we have a separate set of save files for this mode! - New visual effects when farming - Town animals such as cats and dogs are now carryable! - Updated item descriptions to show stamina restore values - Simplified controls; still in-progress
What we’re working on now:
- Major visual improvement of maps - Design of storage for wood and stone resources - Enhancing the mouse UX for interactable objects - General optimization Look out for these and more changes as we continue to make improvements to Wild Season!
Thanks for your help!
The call for beta testers is now closed. Thank you to everyone who signed up; expect an email from us soon, and get ready to get familiar with Slack and our beta testing system! If you volunteered to be a beta tester and haven’t heard back from us, don’t worry; our marketing ninjas must still be at the front of the Ninja World War. ;) Don’t be afraid to send a follow-up email to support@quickfire-games.com, and they’ll get right back to you when you do!
[ 2016-04-20 09:00:43 CET ] [ Original post ]
Howdy, yall! April showers are here, and with them come another community update--so lets get right to it!
What Were Doing
As weve said before, our devs have been working on a ton of fixes, and were almost ready to bring them to you! Here are some of the things you can expect in the next build update: - Added mouse functionality; left and right mouse buttons as primary and secondary actions - Locked 3x3 plots when planting seeds; now you dont need to stand in the exact center of a 3x3 plot to plant! - Player can now sleep/save without having to go inside the bed; player can stand beside bed and interact with it to bring up the save menu - New farmland layout for UX improvement - Adjusted cursor visibility cooldown - Updated land hover visuals - Removed re-carry on items after they are thrown - Updated seed and crop prices for Year 1 crops and saplings - Updated seed descriptions; you can now view how long it takes a seed to grow and how much it will cost And here are some of the things were still perfecting: - Better controls introduction to eliminate "guessing" of controls at the start of the game - Default control sets for: Mouse & Keyboard, Keyboard, Controller - Shipping Bin tells how much you're going to earn with the current contents of your bin If you have any more suggestions about how we can improve gameplay, dont hesitate to send them our way in the Suggestions thread!
Whoopee, Groupees!
Were happy to announce that Quickfire Games has partnered with Groupees.com, and Wild Season will be part of their Be Mine 24 bundle until April 18! Groupees.com offers bundles of indie games, music, comics, e-books, and other digital goodies, all at an awesome price and delivered instantly to you. You can also participate in their community and connect with others in the group chat where you can be free to share your passions! Please go check out the awesome Groupees community and all the great bundles they have for sale! Well also be popping into the Be Mine group chat from time to time, so if you have any questions for us, or if you just want to say hi, look out for Quickfire Games there!
Calling All Beta Testers!
Were still looking for Dev Build Testers for Wild Season, especially for the platforms Windows 7, Windows 8, Mac, and Linux; so if YOU want to beta test Wild Season and get first look at new adjustments, events in the game, AND a free copy of Episode 2*, email us via support@quickfire-games.com! *Note: This applies only once Episode 2 is available for BETA testing.
Reminder: Fanart Contest Deadline Extended!
We want to give all you talented artists out there more time to participate in our Wild Season Fanart Contest, so were extending the deadline until April 24, 2016! Winners will receive an exclusive Wild Season artwork made especially for you by our fantastic game artists, check out the contest guidelines here! Email your entries to marketing.quickfire@gmail.com, and the winners will be announced on April 27, during our community update. Thats about it for today, so until our next update! If you have any questions, or would just like to say hi, email us at support@quickfire-games.com. Happy farming!
[ 2016-04-07 07:54:40 CET ] [ Original post ]
Howdy, y’all! April showers are here, and with them come another community update--so let’s get right to it!
What We’re Doing
As we’ve said before, our devs have been working on a ton of fixes, and we’re almost ready to bring them to you! Here are some of the things you can expect in the next build update: - Added mouse functionality; left and right mouse buttons as primary and secondary actions - Locked 3x3 plots when planting seeds; now you don’t need to stand in the exact center of a 3x3 plot to plant! - Player can now sleep/save without having to go inside the bed; player can stand beside bed and interact with it to bring up the save menu - New farmland layout for UX improvement - Adjusted cursor visibility cooldown - Updated land hover visuals - Removed re-carry on items after they are thrown - Updated seed and crop prices for Year 1 crops and saplings - Updated seed descriptions; you can now view how long it takes a seed to grow and how much it will cost And here are some of the things we’re still perfecting: - Better controls introduction to eliminate "guessing" of controls at the start of the game - Default control sets for: Mouse & Keyboard, Keyboard, Controller - Shipping Bin tells how much you're going to earn with the current contents of your bin If you have any more suggestions about how we can improve gameplay, don’t hesitate to send them our way in the Suggestions thread!
Whoopee, Groupees!
We’re happy to announce that Quickfire Games has partnered with Groupees.com, and Wild Season will be part of their Be Mine 24 bundle until April 18! Groupees.com offers bundles of indie games, music, comics, e-books, and other digital goodies, all at an awesome price and delivered instantly to you. You can also participate in their community and connect with others in the group chat where you can be free to share your passions! Please go check out the awesome Groupees community and all the great bundles they have for sale! We’ll also be popping into the Be Mine group chat from time to time, so if you have any questions for us, or if you just want to say hi, look out for Quickfire Games there!
Calling All Beta Testers!
We’re still looking for Dev Build Testers for Wild Season, especially for the platforms Windows 7, Windows 8, Mac, and Linux; so if YOU want to beta test Wild Season and get first look at new adjustments, events in the game, AND a free copy of Episode 2*, email us via support@quickfire-games.com! *Note: This applies only once Episode 2 is available for BETA testing.
Reminder: Fanart Contest Deadline Extended!
We want to give all you talented artists out there more time to participate in our Wild Season Fanart Contest, so we’re extending the deadline until April 24, 2016! Winners will receive an exclusive Wild Season artwork made especially for you by our fantastic game artists, check out the contest guidelines here! Email your entries to marketing.quickfire@gmail.com, and the winners will be announced on April 27, during our community update. That’s about it for today, so until our next update! If you have any questions, or would just like to say hi, email us at support@quickfire-games.com. Happy farming!
[ 2016-04-07 07:54:40 CET ] [ Original post ]
Howdy, folks! Were hoping you already know what time it is--community update time! Weve got lots to discuss, but before we get to our post, wed like to let you guys know that its Holy Week, so well be taking a quick break. Apologies if you send us something and we dont get back to you right away. Never fear; well be back and hard at work next week!
WHAT WERE DOING
Great news for yall: Our game designer and devs have been working on improving the farming UX and overall UX of Wild Season! These are changes that havent been implemented yet, but that we are currently testing out, with good results so far! So expect these and many more in the near future:
- Faster farming tool animations
- Sickled Weeds disappear instead of appearing in players hands
- New layout of tillable land on player farm
- Primary and secondary action key functionality for mouse
- NPC walk movements are slower
- Simplified current Dialogue tool for performance purposes
WERE LISTENING
Last week, we sent a survey out to all our Kickstarter backers, so we can get a better idea of what people like about the game and what theyd like to see more of. The answers weve been getting have been crazy helpful to us, and were taking them very seriously as we continue to make improvements to Wild Season and our game community! A huge thanks with a side of milk and cookies to everyone who answered! And if youre a backer and havent heard about this survey yet, check out our backer-exclusive March 18, 2016 Update on Kickstarter for the survey link. What about non-backers, you say? No worries! If youve played Wild Season for more than 2 hours and you want to let us know your honest impressions of the game, send us an email at support@quickfire-games.com, and well send you the survey link so we can hear from you.
BETA TESTER SEARCH STILL ON!
Were still looking for Dev Build Testers for Wild Season, especially for the platforms Windows 7, Windows 8, Mac, and Linux; so if YOU want to beta test Wild Season and get first look at new adjustments and events in the game, email Mads via support@quickfire-games.com!
FANART CONTEST DEADLINE EXTENDED!
We want to give all you talented artists out there more time to participate in our Wild Season Fanart Contest, so were extending the deadline until April 24, 2016! If you want to win Wild Season artwork made especially for you by our fantastic game artists, check out the contest guidelines here! Winners will be announced on April 27, during our community update. Thats all we got for now, folks! Till next time. If you have any questions or would just like to say hi, email us at support@quickfire-games.com.
[ 2016-03-23 10:08:20 CET ] [ Original post ]
Howdy, folks! We’re hoping you already know what time it is--community update time! We’ve got lots to discuss, but before we get to our post, we’d like to let you guys know that it’s Holy Week, so we’ll be taking a quick break. Apologies if you send us something and we don’t get back to you right away. Never fear; we’ll be back and hard at work next week!
WHAT WE’RE DOING
Great news for y’all: Our game designer and devs have been working on improving the farming UX and overall UX of Wild Season! These are changes that haven’t been implemented yet, but that we are currently testing out, with good results so far! So expect these and many more in the near future:
- Faster farming tool animations
- Sickled Weeds disappear instead of appearing in player’s hands
- New layout of tillable land on player farm
- Primary and secondary action key functionality for mouse
- NPC walk movements are slower
- Simplified current Dialogue tool for performance purposes
WE’RE LISTENING
Last week, we sent a survey out to all our Kickstarter backers, so we can get a better idea of what people like about the game and what they’d like to see more of. The answers we’ve been getting have been crazy helpful to us, and we’re taking them very seriously as we continue to make improvements to Wild Season and our game community! A huge thanks with a side of milk and cookies to everyone who answered! And if you’re a backer and haven’t heard about this survey yet, check out our backer-exclusive March 18, 2016 Update on Kickstarter for the survey link. What about non-backers, you say? No worries! If you’ve played Wild Season for more than 2 hours and you want to let us know your honest impressions of the game, send us an email at support@quickfire-games.com, and we’ll send you the survey link so we can hear from you.
BETA TESTER SEARCH STILL ON!
We’re still looking for Dev Build Testers for Wild Season, especially for the platforms Windows 7, Windows 8, Mac, and Linux; so if YOU want to beta test Wild Season and get first look at new adjustments and events in the game, email Mads via support@quickfire-games.com!
FANART CONTEST DEADLINE EXTENDED!
We want to give all you talented artists out there more time to participate in our Wild Season Fanart Contest, so we’re extending the deadline until April 24, 2016! If you want to win Wild Season artwork made especially for you by our fantastic game artists, check out the contest guidelines here! Winners will be announced on April 27, during our community update. That’s all we got for now, folks! Till next time. If you have any questions or would just like to say hi, email us at support@quickfire-games.com.
[ 2016-03-23 10:08:20 CET ] [ Original post ]
Howdy, folks! We’re hoping you already know what time it is--community update time! We’ve got lots to discuss, but before we get to our post, we’d like to let you guys know that it’s Holy Week, so we’ll be taking a quick break. Apologies if you send us something and we don’t get back to you right away. Never fear; we’ll be back and hard at work next week!
WHAT WE’RE DOING
Great news for y’all: Our game designer and devs have been working on improving the farming UX and overall UX of Wild Season! These are changes that haven’t been implemented yet, but that we are currently testing out, with good results so far! So expect these and many more in the near future:
- Faster farming tool animations
- Sickled Weeds disappear instead of appearing in player’s hands
- New layout of tillable land on player farm
- Primary and secondary action key functionality for mouse
- NPC walk movements are slower
- Simplified current Dialogue tool for performance purposes
WE’RE LISTENING
Last week, we sent a survey out to all our Kickstarter backers, so we can get a better idea of what people like about the game and what they’d like to see more of. The answers we’ve been getting have been crazy helpful to us, and we’re taking them very seriously as we continue to make improvements to Wild Season and our game community! A huge thanks with a side of milk and cookies to everyone who answered! And if you’re a backer and haven’t heard about this survey yet, check out our backer-exclusive March 18, 2016 Update on Kickstarter for the survey link. What about non-backers, you say? No worries! If you’ve played Wild Season for more than 2 hours and you want to let us know your honest impressions of the game, send us an email at support@quickfire-games.com, and we’ll send you the survey link so we can hear from you.
BETA TESTER SEARCH STILL ON!
We’re still looking for Dev Build Testers for Wild Season, especially for the platforms Windows 7, Windows 8, Mac, and Linux; so if YOU want to beta test Wild Season and get first look at new adjustments and events in the game, email Mads via support@quickfire-games.com!
FANART CONTEST DEADLINE EXTENDED!
We want to give all you talented artists out there more time to participate in our Wild Season Fanart Contest, so we’re extending the deadline until April 24, 2016! If you want to win Wild Season artwork made especially for you by our fantastic game artists, check out the contest guidelines here! Winners will be announced on April 27, during our community update. That’s all we got for now, folks! Till next time. If you have any questions or would just like to say hi, email us at support@quickfire-games.com.
[ 2016-03-23 10:07:54 CET ] [ Original post ]
HOW WE’RE DOING
Hey y’all! Apologies for the slight delay, as we had a lot of team meetings to do--but it’s time for the first of our March community updates, and boy, do we have good news! For the past couple of months, we’ve been focused on doing bug fixes for Episode 1, and while we know there are still a bunch of bugs to get rid of, we also acknowledge that we have to keep moving forward as well. So as of today, we’re announcing that we are focusing on the production of Wild Season Episode 2! Don’t worry though--bug fixing is still a major priority for us, and it’ll be going hand-in-hand with what we’re doing for Episode 2. All this means is that you can expect to hear even more about what the dev team is doing! Their first update for you is that the devs are working on implementing cozy chibi outfits for Winter, so expect to see some hot--or maybe just warm--new looks for everyone when the snowy season hits ;)
WILD SEASON DEV BUILD TESTERS!
As mentioned in yesterday’s build update, we’re now opening our doors to Dev Build Testers for Wild Season! Check out the details below: Who is eligible to join? Anyone who currently owns a copy of Wild Season. What’s in it for the testers? This is a volunteer position, and as such, players who sign up to be testers will not be paid. However, you guys will be able to test out new features of Wild Season before the general public does, and learn how professional game testers work! (Disclaimer: There is a chance that playing the dev builds as a tester will cause your current save files for Wild Season to become lost or corrupted, but it’s just part of the job!) Why become a tester? Aside from being short on machines and manpower, we’d like to show everyone that the game dev industry is not all fun and, well, games! There’s a lot of hard work to be done and a lot of factors to consider. If you’re thinking of taking a career path in the game industry, or just genuinely curious or passionate about games, this is a great chance for you to learn--and you’ll be a huge help to us as well! How do I sign up? Just email Mads at support@quickfire-games.com to get started!
THE RETURN OF THE PODCAST?
We’ve decided to shake up our usual Wild Season podcast format; rather than livestream sessions on Twitch, we’re switching over to vlog-style video content which we’ll be uploading directly to our YouTube channel! (https://www.youtube.com/user/quickfiregamesstudio) We’ll be doing features on the various characters and aspects of the game like before, and also making a new series of videos called “A Day in the Life,” about what it’s like for each of us working at Quickfire Games. Expect to see the first of our brand-spanking-new videos sometime in the near future! Is there anything you’d like to see us talk about or feature in one of our videos? Feel free to leave us a comment and let us know!
[ 2016-03-10 09:08:18 CET ] [ Original post ]
Hey there, old sports!
We know it’s been a long time since our last Build Update, and I bet ya’ll have been wondering where we’ve been, well folks, we’ve got news for you! Which we won’t be telling here, so you guys will have to read all about it in our Community Update tomorrow! (talk about building up the suspense) And while we have your attention, we’d like to give a huge thanks with a side of hugs and virtual cookies to all those who sent in their Bug reports and continuously supporting the game. It means the world to all of us, and the people of Bedford Valley. In light of this, we’re opening our doors to volunteer Dev Build Game Testers, to explain it in a nutshell, volunteers will be given access to the development branch of the game, help the team test and play the game before the General Public . We’ll talk about it more in our Community Update but if you’d like to volunteer as tribute, go ahead and email Mads via the support email so she can add you in. So back to the topic at hand, Wild Season Build Update v1.0.2.5. Thanks to the bug reports from the community, our devs noticed that most of the bug reports were old recurring bugs and has come to the conclusion that doing a General Optimization (which took forever) was the remedy to finally exterminate the pesky bugs. For less rambling, here are the listed bugs:
Fixed bugs in v1.0.2.5:
- Optimised AI Pathfinding
- Optimised UI Assets (50% done)
- Updated building schedules
- Fixed BGM in graveyard bug
- Fixed missing store item bug
- Fixed fishing and animal tool bug
- Fixed money bug.
- Fixed William shopkeeper bug
- Fixed glitching NPCs
- Other minor bug fixes
Known bugs:
- Game not pausing
- Weird Arm Animation when fishing
- Missing Bulletin Board
- Missing NPC testimonies on Summer 1
- Lettuce seed bag has a Lettuce icon
- Sometimes the game won’t launch for Windows x64
- General Store sells Acosta Rod for 1500, looks like Old Rod
- Doors not locked during some events
[ 2016-03-08 10:28:04 CET ] [ Original post ]
Hey there, old sports! We know it’s been a long time since our last Build Update, and I bet y'all have been wondering where we’ve been. Well folks, we’ve got news for you! Which we won’t be telling here, so you guys will have to read all about it in our Community Update tomorrow! (Talk about building up the suspense!) And while we have your attention, we’d like to give a huge thanks with a side of hugs and virtual cookies to all those who sent in their Bug reports and continuously supporting the game. It means the world to all of us, and the people of Bedford Valley. In light of this, we’re opening our doors to volunteer Dev Build Game Testers. To explain it in a nutshell, volunteers will be given access to the development branch of the game, help the team test and play the game before the general public does. We’ll talk about it more in our Community Update, but if you’d like to volunteer as tribute, go ahead and email Mads via the support email (support@quickfire-games.com) so she can add you in. So on to the topic at hand--Wild Season Build Update v1.0.2.4! As mentioned, thanks to the bug reports from the community, our devs have noticed that most of the bug reports were old recurring bugs, and have come to the conclusion that doing a general optimization was the remedy. Fixed in v1.0.2.4: - General optimization - Updated building schedules - Fixed glitching NPCs - Fixed BGM in graveyard bug - Fixed missing store item bug - Fixed fishing and animal tool bug - Fixed money bug - Fixed William shopkeeper bug - Other minor bug fixes Known bugs: - Game not pausing - Weird arm animation when fishing - Missing Bulletin Board - Missing NPC testimonies on Summer 1 - Lettuce seed bag has a Lettuce icon - Sometimes the game won’t launch for Windows x64 - General Store sells Acosta Rod for 1500, looks like Old Rod There are still other persistent issues, so please be patient with us as we continue to tackle the bugs. Our team can only find a handful, so if you found a bug that we haven’t mentioned, you can report them at wildseasonthegame.com/feedback . Wild Season v1.0.2.4 is now available on Steam and Greenman Gaming, then will be available on Humble Bundle, Itch.io, and Mac Game Store within the week. Huge thanks to our backers and fans, for without your support this game would never have been possible. This concludes our Build Update, so until the next time, we hope you’re enjoying Wild Season, and we'll see you again during our Community Update tomorrow. Have a swell day!
[ 2016-03-08 08:24:47 CET ] [ Original post ]
Hey there, old sports! At long last we have a build update for you; check out everything we've fixed below! Fixed in V1.0.2.2: - General optimization - Updated building schedules - Fixed BGM in graveyard bug - Minor bug fixes - Fixed missing store item bug - Fixed fishing and animal tool bug We're aware there are still other issues, but don't worry--we'll be working to have them fixed as soon as possible! Until then, thank you for your continued support of us and Wild Season, and we hope you have a great day!
[ 2016-03-04 07:23:29 CET ] [ Original post ]
Howdy, y’all! We at Quickfire Games thought it might be fun to have a little friendly competition! So we’re officially announcing a Wild Season fanart contest, and the theme of this contest is nothing other than food, glorious FOOD! Show us Sophie and Nick frying up a feast with their new frying pans! Show us Mary burning a pie in the Cat with the Fiddle Inn, or Will dressed as a giant stack of pancakes! We’d love to see what you can cook up for the cast of Wild Season with your own imaginations! Winners will receive special Wild Season artwork created especially for them by our talented arts team. So if YOU want a chance to get such an awesome prize, check out our contest guidelines below: Contest Guidelines: 1. Entries to the Wild Season Foodies Fanart Contest must contain one or more of the official Wild Season characters. The chosen theme of food should also be evident in the artwork. 2. Acceptable file formats for contest entries are JPEGs, GIFs, and PNGs. 3. Contest entries should be uploaded on the fanartist’s personal Facebook, Twitter, or Tumblr account with the tag #WSfanartcontest. A link to the fanartist’s social media post should also be emailed to marketing@quickfire-games.com, with the subject line “Wild Season Fanart Contest.” Entries should be submitted on or before March 23, 2016. 4. All entries will be uploaded to a photo album on the Wild Season Facebook page, which will be closed on the day of the deadline. If an entry has not been added to the album, it either means that the fanartist did not follow one or more of the guidelines, or that the entry was not officially received by the Quickfire Games team via email and the other approved social media channels. 5. The fanart contest will have three winners; one based on Technical Skill, another based on Creativity, and a People’s Choice winner which will be given to the artwork in the Wild Season Facebook album with the most number of likes. All three winners will receive the prize of an original digital Wild Season artwork created especially for them, and signed by the entire Quickfire Games team. 6. Contest winners will be announced on March 30, 2016 via community update on Wild Season’s Steam page, and also notified via the email addresses they used to send in their entries. 7. NSFW submissions will NOT be tolerated. The rating of Wild Season is PG-13, and entries to this and any subsequent official contests related to Wild Season should be in keeping with this rating unless otherwise specified. 8. Current and former Quickfire Games employees and interns, if they choose to enter the contest, will not be eligible to win prizes; however, we will be happy to upload their artwork to the contest entries album and share them with the rest of the community. 9. Fanartists retain the rights to their own work, while Quickfire Games retains the rights to Wild Season and all its characters and settings. We look forward to seeing all your gorgeous artwork!
[ 2016-03-02 13:26:24 CET ] [ Original post ]
Hey y’all! February is almost over, and it’s time once again for our regularly scheduled community update!
After the Podcast
Last week we held our first Q&A stream for Wild Season on our Twitch channel; thanks to everyone who tuned in to watch and ask us questions! During our podcast, we cleared up some confusion and made some very special announcements--so if you missed it, you can still check out the recording on Twitch, or catch the highlights video on our YouTube channel sometime later this week!
Coming Soon: New Build Release!
We know it’s been a long time since our last build update. However, it’s only because the devs have been working tirelessly on fixing the numerous bugs you guys reported to us, as well as ones we’ve noticed ourselves--so we’re happy to finally be able to say that you guys can expect a new build release real soon! Look out for an announcement when we do upload the latest build; and in the meantime, if you find any more bugs that you think we don’t know about yet, hop on over to http://wildseasonthegame.com/feedback.html and kindly inform us. We always appreciate your help!
Wild Season Foodies Fanart Contest!
While we all wait for the next update, we thought it might be fun to have a little competition! So today we’re officially announcing a Wild Season fanart contest, and the theme of this contest is nothing other than food, glorious FOOD! Show us Sophie and Nick frying up a feast with their new frying pans! Show us Mary burning a pie in the Cat with the Fiddle Inn, or Will dressed as a giant stack of pancakes! We’d love to see what you can cook up for the cast of Wild Season with your own imaginations! Winners will receive special Wild Season artwork created especially for them by our talented arts team. So if YOU want a chance to get such an awesome prize, check out our contest guidelines below: Contest Guidelines: 1. Entries to the Wild Season Foodies Fanart Contest must contain one or more of the official Wild Season characters. The chosen theme of food should also be evident in the artwork. 2. Acceptable file formats for contest entries are JPEGs, GIFs, and PNGs. 3. Contest entries should be uploaded on the fanartist’s personal Facebook, Twitter, or Tumblr account with the tag #WSfanartcontest. A link to the fanartist’s social media post should also be emailed to marketing@quickfire-games.com , with the subject line “Wild Season Fanart Contest.” Entries should be submitted on or before March 23, 2016. 4. All entries will be uploaded to a photo album on the Wild Season Facebook page, which will be closed on the day of the deadline. If an entry has not been added to the album, it either means that the fanartist did not follow one or more of the guidelines, or that the entry was not officially received by the Quickfire Games team via email and the other approved social media channels. 5. The fanart contest will have three winners; one based on Technical Skill, another based on Creativity, and a People’s Choice winner which will be given to the artwork in the Wild Season Facebook album with the most number of likes. All three winners will receive the prize of an original digital Wild Season artwork created especially for them, and signed by the entire Quickfire Games team. 6. Contest winners will be announced on March 30, 2016 via community update on Wild Season’s Steam page, and also notified via the email addresses they used to send in their entries. 7. NSFW submissions will NOT be tolerated. The rating of Wild Season is PG-13, and entries to this and any subsequent official contests related to Wild Season should be in keeping with this rating unless otherwise specified. 8. Current and former Quickfire Games employees and interns, if they choose to enter the contest, will not be eligible to win prizes; however, we will be happy to upload their artwork to the contest entries album and share them with the rest of the community. 9. Fanartists retain the rights to their own work, while Quickfire Games retains the rights to Wild Season and all its characters and settings. We look forward to seeing all your gorgeous artwork! Finally, in light of the discussions we had during our podcast and all the questions we’ve received from you guys about the Wild Season characters, we’ll start to reveal a little more about them, one bit of trivia at a time! We’ll be posting fun facts about your favorite Bedford Valley residents on our Twitter and Tumblr, starting real soon, so stay tuned!
[ 2016-02-24 09:20:51 CET ] [ Original post ]
Hiya, folks! We hope you’ve been enjoying the start of Spring, and that you’re looking forward to celebrating a happy Valentine’s Day with the people you love (yourself included)! Now, it’s time for our bimonthly community update, so let’s get right to it!
What We’ve Been Up To
We’re aware of the persisting bugs that exist in the current build of the game, especially: the glitching NPC sprites; the money issue, where money is either not enough to buy an item or does not get deducted after a purchase; broken NPC schedules, and broken shops and shopkeepers. Rest assured that the devs are working hard to fix them! Again, if you find any more bugs, please don’t hesitate to let us know about them at http://wildseasonthegame.com/feedback.html! Now, while some of you have said that you’re enjoying the sounds of Bedford Valley, we also know that a lot of you find the background music repetitive. We hear you loud and clear, so we’ve also been working on some new music for y’all. Look forward to listening to some fresh tunes while you’re farming and exploring the town in future updates!
Humble Bundle Update
Some of you have kindly reminded us that our build on Humble Bundle hasn’t been updated in awhile; we apologize for the inconvenience! Thankfully, Humble Bundle has finally given us access to an automated Dashboard, which will allow us to upload new builds ourselves. Expect to see more frequent build updates there, in addition to the ones we’re already putting on Steam! We’re excited to bring Wild Season to as many different online stores as possible, so we can share and make our game more accessible to you.
Live Q&A Session on Twitch
We’re officially announcing our upcoming Q&A livestream session on Twitch, which will be happening on February 16, 2016 at 7:00 PM CST. Tune in to http://www.twitch.tv/quickfiregamesstudio/ and ask us anything you want to know about Wild Season or Quickfire Games! From February 10 to 15, we’ll also be taking your questions at support@quickfire-games.com; just email them in with “Twitch Stream Q&A” in the subject line, and we might read and answer them during our stream. Looking forward to hearing from you guys!
[ 2016-02-10 06:29:04 CET ] [ Original post ]
Hey there, old sports! First things first: we are happy to announce that from now on, we’ll be giving you guys a regular community update at LEAST twice every month. We know we were quiet for a long time especially over the holidays, and we made a lot of you confused as you waited to hear from us. This is our promise to you that we are committed to not letting that happen again, and to being more transparent with you guys, our beloved community. So now, regardless of whether we have a new build release for you or not, we’ll be letting you know what we’re up to as we continue to work on Wild Season. Look out for a new community update from us every second and fourth Wednesday of the month! And now, on to our updates! Known bugs in Wild Season V1.0.1.4 We’ve received a couple more bug reports since releasing V1.0.1.4, so we’ve compiled an updated list below: - Repeating story and events dialogues - Some testimonials are not being recorded properly in the notebook - The fishing pole bug - A delay in round 2 at the dog race - Glitching / stuck NPCs As always, if you find any new bugs that aren’t on this list, please let us know at http://wildseasonthegame.com/feedback.html so our devs can get right on fixing them. Our limited number of machines limits our bug testing abilities so your help is greatly appreciated! Key distribution We’re happy to say that as of this update, we’ve replied to everyone who messaged us on Kickstarter about not getting their game keys so far. If you still haven’t gotten yours, please don’t hesitate to let us know via Kickstarter message! Please also let us know specifically whether you would like a Steam or a Humble Bundle key, and provide the email address you used to back us so that it’s easier for us to look for you in our records. Backer rewards Some of you have been asking about the higher-tier backer rewards, such as the postcards and the special limited edition artwork. Please know that we definitely have not forgotten about you; we’ve all just been lasers-focused on the game itself, our artists included. We will be getting your other rewards out to you as soon as we can, so please bear with us! For the artwork that will go on the postcards and the limited edition signed print, we will be making a poll soon and sending it out to all backers from the tiers with these rewards, so you can vote directly on what you want. We’re also open to suggestions from you guys on what art you want, since the rewards are for you after all! Community managers As part of our endeavor to be more transparent with our community, we’d like to officially introduce our five volunteer community managers to you; Madduday, Kasuga Jiyo, Rika, GilesGirl525, and our newest addition to the team, Kouiji, are here to serve you on the Steam forums! :) Expect to see them around on discussions and updates about the game! In line with this, our community managers would also like to be able to better reach our fans around the world. Just as an informal survey, what languages, aside from English, would you like our game and support/updates to be in? That’s all for now, folks; until our next update! Thanks for reading!
[ 2016-01-31 03:26:29 CET ] [ Original post ]
Howdy folks, We know we’re a little late, but Happy New Year! We know we’ve been quiet since we released Episode 1, and we’re sorry to have kept you all waiting. But we’re back and working hard as ever on improving Episode 1, as well as working on some other things that we know you’ll be happy to hear about! So onwards with the game update--
Wild Season v1.0.1.4
Unfortunately the release of Episode 1 was less stellar than we expected, with a lot more problems than we would have liked. Due to this, over the Christmas break our awesome developers did a lot of refactoring and optimising the code and structure of the game. That means the game should be considerably more stable, and most of the niggling issues are now fixed. Some of the rewritten items that should now work flawlessly (at least they do so in testing) are:
- Fixed some NPC (non-playable characters) schedules
- Fixed farming tutorial bug where user cannot progress if they decide to pick up the weeds
- Fixed animal movements
- Fixed barn and coop animal information
- Fixed storage (chest, bin, freezer) visual problem, where items suddenly disappear when being stored
- Fixed map loop in mine area
- Fixed Edward part during Summer investigations
- Repeating story and events dialogues
- Some testimonials are not being recorded properly in the notebook
- The fishing pole bug
- A delay in round 2 at the dog race
- Pesky tutorial bug
Why the refactoring?
The refactoring was also important for our plans moving forward. Although we’re eager to launch Episode 2, it was imperative for us to make sure that what we had released was stable before continuing. We also took the opportunity in the refactor to optimize the game for other platforms, including mobile. We’re not making any promises yet, but if all goes smoothly we’ll be able to begin releasing on other platforms soon. HOWEVER, in the event that anything goes wrong or requires significant attention, the releases to other platforms will be shelved in favor of completing Episode 2, as that is our present priority. Having said that, we’re hopeful that the extra time we took to improve the structural integrity of the game will pay off, allowing us to bring the game to mobile with little effort. So fingers crossed!
Calling the cavalry
Finally, with the effort to try and speed things along, we’re officially going to be opening up a call for volunteers on various fronts, including development, engine/tools development, voice acting, translation/localization, mobile porting in Unity, and story encoders. While we have enough money to finish the game, there is still a lot of work to be done. We understand that a lot of you are starting to get impatient, and scaling up at this stage is something we just can’t afford. :( We know that many of you have been here for us from the beginning, and love Wild Season as much as we do and want to see it finished, and that is why we are asking for your kind assistance so that we can make it happen. On that note, we know that beggars can’t be choosers, but in the interest of avoiding delays and giving you guys the best quality game possible, we’re only looking for volunteers who have real commitment and a solid background in the field they’re volunteering for. All volunteers should be prepared to submit a portfolio or examples of their work in their chosen field, and should be willing to sign a non-disclosure agreement. While most of the positions are self-explanatory, the story encoder position requires some basic storytelling/game design background, as the volunteers will not only be copying the script into the game, but also blocking out the character movements. As such, understanding basic storytelling and visual implementation is necessary. More complete guidelines and details on how to sign up as a volunteer to follow! For now, you can keep watching our Facebook page and our Twitter account. For any concerns, as always you can send an email anytime! That’s all for now, but we will try to update you guys again really soon. Until then, we hope you enjoy the latest build of Wild Season!
[ 2016-01-26 05:50:17 CET ] [ Original post ]
Many of you are probably wondering…what’s going on? What is episode 1? Why is this happening and where is the rest of the game? After much, much, much…and much more deliberation we’ve decided to switch over to an episodic approach, for reasons we’ll do best to explain further: As many of you have seen we’ve been doing our best to deliver what we hope is an awesome game. Unfortunately it’s also taken us much…much…much longer to do so. After almost x years, almost two complete re-designs, and a whole lot of bug bashing. We finally have something we’re happy enough to launch. BEFORE ANYTHING, LET'S BREAK DOWN THE PRICE AND STRUCTURE - All existing customers and kickstarter backers have already purchased the full game! This means you will have all 4 episodes. YOU WILL NOT NEED TO PURHCASE ANYTHING MORE! NEW EPISODES WILL BE ADDED FREE AS THEY ARE RELEASED. – The original base content will be split into 4 episodes. Each being between 3-5 seasons (based on story) – Episode 1 will include what has already been available for early access, with some extra bits thrown in, and as much polish & QA as we could throw at it. Therefore its as stable as we’re able to make it, and all the bits that were missing to complete the experience are now there. – Although we have more content it’s been held back as it wasn’t QA’d properly yet, and the cliffhanger you’ll experience at the end of episode 1 well…its pretty awesome! – Each episode will be 4.99 except the first episode which will be 16.99 (While the first episode only contains a fourth of the story, it does also contain the bulk of hte features. Each new episode will add a few new features and build on existing ones in addition to story, but the bulk of it is in episode 1) THE EPISODIC APPROACH So let us explain what’s going on with the episodic approach. As mentioned previously, working on the game has taken considerably longer than planned. Much of it has been due to our Kickstarter backer and early access program. While providing incredible amounts of insight and data, it has also acted as a double-edged sword. With valuable insight often comes the need to make adjustments. Especially if that feedback indicates that work needs to be redone. In our commitment to try to create the best experience, we were unsatisfied with our inability to please our consumers and fans, and opted to continue working on the game till we did. Which we did (we think/hope). Unfortunately this meant that everything would take longer and of course cost more, leaving us with a few issues: Having already completed and polished a good portion of the first part of our game we’ve seen a lot of fans trying to play thru this content and having issues due to our unfinished QA The extra time taking to re do & polish things is costing a lot more than we anticipated So we decided that an episodic approach (at least for PC/Mac & Linux) would work best. This allows us to: Put a stamp of completion/guarantee on the already finished & polished content and make it available to fans who are itching to play, knowing their save files will be relatively safe. Give us the promotion and sales we need from people waiting for the game to be completed to help offset the added cost of extended development. Being completely honest and transparent, getting to this point has left us in a financial pickle! We are exploring some further financing options, but there’s nothing like having good sales numbers to help things along! (And it’s particularly enticing for investors.) I know for some of you it’s going to be disappointing, but we’ve been doing our best to keep the community informed, be regular with updates and so on, and we hope we’ve built up enough good will to show you all our commitment to delivering a truly fantastic experience. But Gamedev is hard. It’s very hard, and all the more so when it’s a business. We hope you all enjoy what we have so far! And if you can afford it! Please get the full game package to get all 4 episodes (and to help us along!) SO HOW LONG WILL IT TAKE TO GET MORE CONTENT? TLDR = most of the time was spent building features & tools. Most of the story was encoded in the last few months. Game is almost feature complete, except for some testing. Only thing left is story encoding (and voice acting + localization), so unless we hit any major issues expect a couple of months between episodes. Less if we can earn enough to improve our hardware and get more encoders) LONG VERSION As part of the problems that arose in causing us to be so delayed was the need to build a content creation engine. Typically in smaller games, a lot of dialogue and other interactive/story content are often hard coded into the game by the developers. Especially when small teams or individuals are working on something. We realized early on that this would not work, and we needed to have tools for our game designers to manipulate themselves. Although the engine we use has a lot of this capacity built in, it had to be tweaked, modified and extended. Finally after almost a year of splitting the dev team between tools development & feature development it was done. From there it actually took the design team no more than 2-3 months to encode the first year of content. That includes a learning curve, re-do’s and adjustments to tools, and hardware issues. This means that all that’s left to do, is QA features that were not included in the release due to time and the fact that they are not available in the released content and just sit and encode the script using said tools (of course we also have voice acting & localization planned but those will be free updates when available) We hope you guys enjoy, looking forward to see what you think about the end of episode 1 – It’s a doozy! TO OUR BACKERS AND THOSE WHO ALREADY PURCHASED THE FULL GAME You will have all 4 episodes. YOU WILL NOT NEED TO PURHCASE ANYTHING MORE! NEW EPISODES WILL BE ADDED FREE AS THEY ARE RELEASED.
[ 2015-11-23 14:46:26 CET ] [ Original post ]
Howdy folks, It's been a while! After weeks of serious bug bashing, tweaking and fixing. We've finally have
Wild Season v 0.7.0.64
all prepped and ready for you! So here are the new additions:
- Animations
- In - Game Mini Goals
- New Side Quests
- Mining Tutorial
- Mining Experience (Props to our game designer and to our suggestion box!)
- Steam Cloud Saving (Different PCs, same account, same saved game - wohoo!)
- New SFXs
- New BGMs
- Weather Disturbances (Time to get friendly with the Weather Man!)
- Dog Betting
- Fishing Contest
- Added Interactables (You can know talk to trees - why? Cause we can)
- New Characters (Who are they? Spoilers, better play and find out!)
- Toolbar Functionality
- In - Game Notifications
- Farming Tutorial
- Updated Economy
- User Interface Fixes
- Night Light (We brighten up the night for more visibility)
- Map Fixes
- Save / Load Revamp (Prioritised by popular demand... but old save datas will not be compatible anymore, aww)
- Optimisation
- Visual Bugs
- Inventory (Carrying items in inventory again and again without keeping it in the bag makes items disappear)
[ 2015-11-19 18:22:37 CET ] [ Original post ]
Howdy! Although the sale is over, we’ll be bringing our price back down to 45% off while Wild Season is on Early Access since we've been receiving a lot of messages from y'all!! Thanks for your continuous support, enjoy Wild Season!
[ 2015-11-12 07:24:09 CET ] [ Original post ]
BOO!!! It's a sale. Trick or treat? We say treat! Wild Season is up for the Halloween Steam Sale at %45 off! Better get it while it's hot cause the sale is only till Nov. 2. Happy Hallowe'en everyone!
[ 2015-10-31 02:21:35 CET ] [ Original post ]
🎮 Full Controller Support
- Wild Season EA Content x86_64 [1.09 G]
- Wild Season EA Content x86 [1.09 G]
Except you almost immediately get caught in a bad storm, total your car, and are now stuck in a foreign town with some of the strangest people you've ever met. Even worse, the before-thought beautiful farm is in severe disrepair and, according to the townsfolk, was never for sale in the first place! You now find yourself in a seemingly hostile town where one mystery seems to just stack on another...
Only one thing's for sure: the town is hiding something.
- OS: Ubuntu 10.10
- Processor: Intel Pentium 4 2.4GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Intel GMA 950
- Storage: 800 MB available space
- OS: Ubuntu 14.0.4
- Processor: AMD Socket A Athlon XP 3000+Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVidia Geforce 6200
- Storage: 2 GB available space
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