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You get a 10.5 Hotfix!


  • Fixed a rare issue with portals not allowing people to teleport on older saves
  • Adjusted how we implement camera fades for in game cutscenes
  • Added new "juicy" VFX when unlocking new inventory slots
  • Addressed a rare crash right when starting a new game
  • Smaller more technical changes that are mostly behind the scenes
A good sized group of the Dreamlit team did multiplayer playtesting today and it was a blast hitting some of the bugs some of our Multiplayer folks have encountered. Look for some nice improvements for when Update11 lands in April. - The Dreamlit Team


[ 2025-03-26 01:13:27 CET ] [ Original post ]

Hotfix 10.4 - Preparing for April...


Hi again from the Dreamlit Team! We've got another round of hotfixes for you with 10.4, it's hopefully removing even more blocked achievements and progression issues revolving around upgrading Towns and Midhaven. Production buildings should properly offer services again. If your achievement has not been unblocked, we will probably get it solved with Update11! That said:

Hotfixes:


  • Players with Pre-Order mounts unlocked will automatically be assigned the pre-order mount after they rebuild the stable.
  • Ensured that all the required recipes from all production buildings are unlocked properly (Expect further refinement to production building recipes in future Updates)
  • Fixed issue with getting input locked when upgrading the mining tower to Tier 2.
  • Adjusted the placement checks for all foundations to be more lenient, allowing for more more flexible placement. (this was noted in 10.3, but it's so good we're including it again in 10.4)
  • On PC, using Escape while in placement mode or observation will get you out of Shimu Scope observation.
  • Fixed a rare crash that would happen when updating the inventory item details sometimes.
  • [Quest] Fix for "Gift for the Gods" not completing properly if you provided Honey Griddlecakes to WInguri and then returned to Hiluna.
  • [Quest] Fixed an issue that did not properly track that you had in fact found Winguri in the Zamku region in some instances. This will now auto-complete the objective to "Find Winguri" in Ajit's Purpose Quest, and "Get Relic Location from Sky God WInguri" in Mystery of the Jubanga Quest.
  • [Quest] Fix for the artisan decorations not being tracked properly when placed in the "Ajit Reborn" quest. This should now be completable again.
  • [Cutscene] Fixed an issue where the cutscene that plays when you meet Huldra when drunk in the Ishaya Sacred Forest did not triggering properly.
  • [Achievements] Fixed an issue where the achievement for summoning the Kubwa did not track properly. This should be auto-completed on loading your save if you have a Kubwa spawned on your game.
  • [Towers] Improved the camera pans that happen after building/ upgrading a village tower.
  • Multiplayer inventory duplication bug fixed
  • Building Posts should no longer complete with partial component turn in.
If you're a PS5 or PC user and you encounter a bug that crashes the game. SUBMIT THOSE CRASH REPORTS. They are very helpful. If you encounter an in game issue, Menu --> Send Feedback. Both of these tools help us tremendously get to the bottom of issues that not only impact your save & experience but so many other players as well. On PC, In a more direct approach, you can submit your PlayerSave_#.sav file to our report-a-bug channel on the ToA Discord. This is extremely helpful. If you can provide steps taken that produced the issue in 1-3 sentences we will do our best to follow up with any questions we may have. To locate your save files browse to the following folder: [quote]This PC --> Local Disk (usually C:) --> Users --> YOURUSERNAME --> AppData (might be hidden) --> Local --> Towers --> Saved --> SaveGames[/quote] The file we're looking at should be your PlayerSave_#.sav - if you sort your folder by date modified it will be the newest file. That will most likely be the file we need the most. Include it in a thread or DM CoraTora on Discord! --- Hotfix 10.4 might be the last hotfix to Update10, as we lay the preparation for Update11. Update11 currently planned for April. There's a lot to say and we don't want to turn this into a full on Dev Blog, but crash investigation for some PC systems and some PS5 users continues... Thank you, as always, for your support and passion for this world. Update11 will be here before we know it! - The Dreamlit Team


[ 2025-03-25 02:14:24 CET ] [ Original post ]

Quick Update10 Hotfixes powered by you!


Hello again! It is another day, and another round of hotfixes. If you're still experiencing issues, the best way to pitch in (and to speed up fixes) is to Join the Towers of Aghasba Discord and Report-A-Bug. Thank you everyone who has contributed a PC playsave_#.sav file, it really sped up a lot of these fixes. If you've provided a .sav file and your issue it did not make it in to this list of hotfixes yet, we will do our best to get to it. For the Mining Tower fix, you might have to rebuild your farm tower itself. Apologies for any lost materials in that process, but check your inventory and you should have fresh WORKING, mining tower token ready to put down. To get your Panda Chingo Bee Harelope skin, talk to the Midhaven Rancher and he should have the preorder skin waiting for you again. Hotfixes!

  • Fixed a crash happening in certain circumstances when upgrading Midhaven from Tier 2 to Tier 3
  • Missing Mining Village Marker should now be appearing.
  • Fixed Mount failing to summon after respawning.
  • Panda Chingo Bee Skin should be back - Talk to Midhaven Rancher to switch
  • "The Great Pumpkin Crash" should be fixed for injured animals and Traders
  • Transitions from morning, afternoon, evening and night should be smoother and less abrupt.
  • Withershard Boulders should now properly apply arachnophobia mode settings
  • Fixed a crash caused at the end of a ranged weapon aim ability in multiplayer
  • UI - Sacred Grove Flier health bars will no longer pop in from far away
  • Updated Icons for Item Merchants
  • Removed some leaves from the Stick
  • Updated Wolven Bones habitat to temperate in Shimudex
  • Shimudex - All Creatures and Resources now appear in the correct order
  • Foundation pieces received a collision pass. They should allow players to build them almost anywhere now.

Thank you to everyone who picked up the game on the Steam sale so far, there's only about 12 hours left if you're on the fence. For PS5, the sale over there is going through March 26th. -The Dreamlit Team


[ 2025-03-20 03:44:48 CET ] [ Original post ]

Patch Notes for 10.1 to 10.3 Hotfixes


Hello From the Dreamlit Team, Over the weekend we had quite a few spicy bugs to smash, and we did our best to catch the worst offenders right away. The following patch notes encompass 10.1 to 10.3 hotfixes. More fixes will be coming over the week. These changes are live on Steam, as usual, due to PS5 requirements PS5 users have to wait usually 2-4 hours longer, sorry PS5 users. We're aware about ongoing new bugs, and the quickest way to help address them is to post them to our Report-A-Bug section on the Towers Discord. Bonus points if you're on PC or Steamdeck and provide a playersave_#.sav file. DM CoraTora if you have a PC save with a new bug and she will do her best to assist you with instructions, plus it helps the team fix issues more quickly than normal. She does sleep on occasion so do forgive her weak human failings. If you're on PS5, always opt in to send a report from the in-game option, this also helps the Devs as well. On to the fixes!

IMPROVEMENTS


  • Reduced building torch intensity
  • Inventory - Set consumable inventory default size to 12 and adjusted unlock progression
  • Recipes - Added parachute recipe that should be unlocked when Shipwrecked Shimu quest is complete
  • Fixed the recipe text bleeding out of container in the Ruin Inspection popup
  • Updated the icons to all the new merchant stations

BUG FIXES


  • Fixed the Consumables tab so more inventory slots can be added again.
  • Fixed an issue where you could not change key bindings on PC (specifically Control)
  • Fixed collision for the farm crop merchant, no more walking into them
  • Fixed all foundations farm, mining, citadel to stop being converted back to farm.
  • Fixed ramp 1x1 and corner 1x1 for all farm, mining and citadel they were using the same mesh
  • Ensured item descriptions are properly readable in the chest reward popup
  • Fixed wrong item name and description assigned to the torch.
  • Ensured certain recipes in the crafting table and are not unlocked by default and are instead unlocked based on specific structures or ruins are built.
  • Farm and mineral merchants should have their stalls appear now
  • Fix chest loot popup notification not working on client.
  • Fixed a crash that would happen sometimes when closing the application or travelling to a different map while in middle of placement animation.
  • Fix fake items persisting outside of their intended lifetime in multiplayer sessions.
  • Major optimization to our open world system that should address a lot of performance and audio issues on PC and PS5.
  • Multiplayer - Moving storage boxes no longer prevents players from interacting with them in multiplayer.
  • Multiplayer - Moving production buildings no longer prevents players from interacting with them in multiplayer.
  • Fixed village grass to prevent it from disappearing after loading saves
  • Fixed required number of ingredients for Midhaven buildings
  • Fixed an issue with stair decorations not showing the correct model.
As always, thank you so much for playing Towers of Aghasba and helping us shape this world. - The Dreamlit Team


[ 2025-03-18 00:22:59 CET ] [ Original post ]

Everythings Evolving: Discover Major Changes in Aghasba Update 10.


It is our biggest update so far.


Were immensely proud of getting here and we appreciate all your love, patience, support and feedback so far! If you havent played Towers of Aghasba, there has never been a better time over the next few weeks. Your support makes this world possible. The Dreamlit team has ranged in size from 4-30 core developers at any given time and we really could not do any of this without you. Now is the time to leave a review if you haven't. We welcome your feedback, and we hope it's kind, or constructive!

Biggest highlights of this update:


[olist]
  • Complete rework to the inventory (MORE SPACE!)
  • Goodbye to Gold, hello to Kip- our new currency!
  • A brand new crop planting system!
  • Improved Building modes!
  • 2 NEW MOUNTS- A Juvor and Bararu!
  • Improved chest looting experience & Museum rewards!
  • 2 New NPC Side Quests- for Jabari and Patihoon!
  • MASSIVE Performance Improvements!
  • Major improvements to multiplayer!
  • New merchants and items! [/olist]

    Known Big Issues:


    [olist]
  • Museum displays may not complete properly for old saves.
  • In Multiplayer, clients may need to talk to the rancher to use mounts.
  • A number of additional issues for Guests in multiplayer. Expect Hotfixes. [/olist]

    Update 10 is the big Multiplayer Update, Mostly


    It also became so much more. This did cause the Multiplayer to be delayed longer than we would like. So, what can you do in multiplayer that you couldnt before? [olist]
  • Teleporter use for Host and Clients, use ANY regular portal to access Multiplayer functionality. Your Starting Farm Town for instance.
  • Using Mounts without major issues in Multiplayer - Talk to the Midhaven Rancher!
  • CO-OP progression through most of or all of the mainline quests (there might be a few snags along the way, report issues on Discord)
  • Overall a much greater stability and less bugs
  • Clients connecting to hosts can now interact with quest givers, ecosystems, and loot chests help your friends advance their world together
  • Some limited Cinematic Sequences are not played for both Host and Clients, this will be improving over the next week+
  • Fishing and Melee Hunting should be POSSIBLE, its not perfect but its much more doable now
  • Expect Update 10 hotfixes in a much more rapid manner specific to Multiplayer before we tackle Update 11. [/olist]

    The Inventory Rework - TWICE the space to start


    This is a massive improvement from what everyone has experienced before. Its no longer tied to the main storyline progression and starting inventory slots has increased from a TINY 20 slots to 41 slots as soon as you start a new game. Each type of category has its own tab now, with unique size and costs to unlock new slots. Your seeds stay in your seeds tab. Your swords and tools pair up together, the categories are as follow. Materials ( Think resources ) Consumables ( Potions & Food ) Seeds Placeables ( finished building pieces ) Equipment ( Armor, gliders ) Weapons & Tools
    Returning players have to visit the Amani Island Shipwreck to pick up their old loot, so do not panic, its all there. There will be a new Map Marker. Also If you have progressed the story to certain points, you will start out with BONUS Kip. Kip is the new Shimu money meant to help you unlock additional inventory slots right away. Use it wisely. As you get extra Kip in your adventuring, use it and Scrap to unlock more room in each tab as you go. Item Stack limits have changed, it is more generous than before. Up to 100 on many common items, 25 on uncommon and rare items, values might be adjusted further.

    Two New Mounts - Theyre evolving as well, expect changes


    The Community on Discord and Reddit helped name these cuties. If you havent met them yet, you will soon! Talk to the Midhaven Rancher for Quest Information.
    • Spee Ru is meant to be a semi fragile speed demon of a sort, please enjoy racing her all over Aghasba for now. Keep in mind that she might change!

    • Subba Bo is going to help you harvest and maybe something extra very soon. Old Subba is slower to get up to speed but almost as fast as Spee Ru over time.

    The Shimu Economy Powered by Kip


    Gold and Gold Dust has changed. It is now highly valuable for trade in your Mining Town. Scrap has a whole new purpose as almost everything Human-made is powered by Kip. A great way to make Kip is to trade for Scrap. Youre meant to convert excess materials into Scrap or Kip in your Towns. Find a trader accepting scrap or Kip! Decorations now all cost a little something to add a little culture to your Town or City. Restoring Shrines? You better bring Kip! Farming is a great way to make extra Kip.

    Farming - Its Freeform now around your Temperate Town


    The farm beds are gone, you can plant nearly anywhere you want around your Farming town now. All your farm goods also fetch a fancy price at the Crops Merchant. If you want to use garden beds, you can pick some up at the Farm building. As you progress through the game you will gain more and more farming recipes as you advance your Ecology knowledge by growing your Colossal Trees.
    • Lettuce: unlocked by default;
    • Carrot: having a King Tree at tier 2;
    • Corn: having a Emperor Flower at tier 1;
    • Pumpkin: having a Phoenix Candle at tier 1;
    • Strawberry: unlocked by default.

    * The museum rewards you in Kip and powerful recipes for Restoring Ruins and Uncovering History around Aghasba. * Visit Olson, restore the Museum, you will not be sorry. If you find your Alchemy Lab or Oven lacking, the museums knowledge will get you some essential recipes. * Major Performance improvements with instances and art optimization passes. This is an ongoing process, most systems should be getting slightly better performance with each major patch.
    * Two new side quests for you to discover. Talk to Jabari and Patihoon as soon as youve built your Farming Town. * Sprinting now does not drain stamina. However, dodge rolling costs a lot more stamina. Additionally, if youre in combat, sprinting will cause your stamina to pause and not regenerate. You will have to approach a fight with a little more discretion than before. Its best to prepare.

    A Loot and Treasure Overhaul


    All chests have been rebalanced and improved. You will get more loot from exploring the world. Chests hum with a pleasant sound to help you locate them as you get close. Additionally, theres a new UI experience when opening chests that shows you the contents of each chest you open (coming soon to MP!). Expect a massive boost to Blueprints for the 200+ decoration pieces and Armor recipes. Getting your Temperate, Tropical, and Arid Colossal Trees to fully grown rewards you with one complete set of recipes for each Colossal Tree.

    Shrine Chests no longer give clothing sets recipes.


    Instead, they were divided between Museum Rewards and Ecosystem progression.
    • Temperate: Wildsweeper Clothing
    • Tropical: Sproutbark Clothing
    • Arid: Boneweaver Clothing
    • Driftweave and Peakfur sets effect was increased to 50% stamina reduction, from 30%.
    • Boltcloak set effect was adjusted to reduce 50% stamina consumption from dodging instead of sprinting.

    Withered Nests sometimes spawn chests


    They reward you with less Amity but they reward you with more loot. Get rare items, very valued Kip, and sometimes a fierce weapon, or handy potion! Medium or Large Towers will spawn chests. Keep an eye out for them. Speaking of loot, Treasure chests have received new fancy models and theyre much easier to spot at a distance. The large player storage chest is huge! Withered Regions now sap less of your strength than before, and some of the pathways leading up to Portals has been thinned out of the Withered.

    Withered have had their combat prowess rebalanced


    Some elites are more deadly than before. The mighty Withered Snaglith now roams the world.

    Carnivores - Theres more of them but less Hungry!


    The aggression system for Carnivores has received its first major patch. Most carnivores are less hungry than before and take time near the player before turning aggressive. A good rule to follow with Carnivores, is the bigger they are, the hungrier they get. Beware, or bring plenty of their favorite foods. Use your Shimuscope to find out what they like. Additionally carnivores now can be seen in packs.

    Ecosystems have been slightly buffed, mass planting nerfed


    Planting ecosystem seeds has been buffed by 20%. Feeding creatures their desired foods has been massively boosted as well. The creatures of Aghasba reward you more than before for attentive love and care. Mass planting Seeds outside of Ecosystems have received a major nerf to Amity. Fungal spores are now less effective for this endeavor and the farm now competes for a lot of your seeds. Do you make Amity with them or turn them into crops to sell or feed to hungry creatures?

    Cross-Pods Are Useful Now


    Cross Pollination Pods are now very useful. Converting your spare seeds into crops seeds, or other ecosystem seeds in quantity. Bring fertilizer to help boost the cross pollination pod process. Explore new recipes in different regions as well. Arid is different that Temperate and Jungle! Explore them all.

    Resource Richer Anja Rise and Moyo Vale


    Both regions have received more resources for you to collect and more loot to scoop up than ever before.

    More Building Options


    The building process has received an extensive rework. Using the snapping feature it is now possible to align pieces in a manner more expected by players. Free Build lets players build with pieces high up in the air if the part theyre building with allows them to place it. Terrain conforming allows things like walls and fences to blend over terrain like never before. Additionally, some plants also can inherit this feature. Camera controls allow you to get a better view of what youre building as well. Do you want to be up close and personal with your construction or working at the Mega zoom level for a more birds eye view?

    Less Timers - More Changes and Balances for Towns


    No one likes to wait around for too long. Most main line production buildings had their timers reduced or broken up into smaller increments so you can get your mats out sooner. We will be following feedback from the community on this. We also will be tuning up the Mining Town to be more player useful or less Timer intensive in the near future.

    UI & Other Items


    • All Portals now only require 1 Amity Each
    • New UI element changes to smooth out progression in the upper left corner of your screen.
    • New Tutorial Sequences were added to the game. Gone are the static images, enjoy the more informative slides.
    • Added UI elements to armor and weapons to show their relative power levels more clearly.
    • Added a VFX and UI element to notify the player when they are being targeted.

    Thank you for your support


    The entire Dreamlit team wants to thank you for seeing us through this far to Update 10. We're already cooking up plans for Update 11, and we hope to share it with you sooner rather than later. Expect a quicker pace of smaller updates in the near future. The ecosystems need some love and we've left a few toys behind we need to get into your hands. Shimu Shima! - The Dreamlit Team


    [ 2025-03-13 05:44:39 CET ] [ Original post ]

  • Mounts, Multiplayer, Inventory Rework & More in Update 10

    It's been a moment since the last development blog, apologies for the delay. You see, it's been very busy behind the scenes getting Update 10 ready for everyone. Let's dive into some features you can expect when it finally lands:

    Mounts


    We collected names from Reddit and Discord, then added our own little twist to each name we picked out of over 30+ entries for each new mount! Then we voted on them. This was a very exciting process that we hope to repeat soon.
    There will be future votes! Consider joining the ToA Discord
    • Spee Ru here is so fast currently that we've started work on designing a system to keep your mounts running in tip top shape. She's like a sports car, very expensive and VERY fast. When Update 10 drops do not be shocked if the mounts get future refinements.

    • Subba Bo is almost the polar opposite of Spee Ru. Strong and tough he may help you fight or harvest in the future. We're still working out the details of what we can include or how we're going to aim for balance between these two mounts, and future ones as well.

    Multiplayer


    This is the big one. We've heard your call for a more complete experience to cooperative play. We're still hard at work on the Multiplayer revamp. We're also weighing our options internally. There's a potential we can launch Multiplayer alongside Update 10 next week, or we might have to launch Update 10 with Multiplayer briefly turned off to get everything up to speed. The work continues! We QA and Bug Test until it is done!
    James, Cora, and Marnelli testing the Bridge Cutscene

    Inventory Rework - Grabbing Your Old Loot


    The New Inventory system is significant to say the least. For returning players they will have to take a trip back to the shipwreck off the Amani coast, where this whole adventure began. Anything that isn't equipped will be showing up on the beach.

    Inventory Rework - Unlocking New Slots


    Expanding your player inventory has been decoupled from storyline progression and now is attached to scrap and coins (now called Kip!) for unlocking additional slots. What this means is both scrap and gold have become immensely valuable. The more you have, the quicker you can unlock even more player inventory. Overall, even new players have more room to work with in general. There will be less trips back to Town as you scoop up resources AND It's up to you which categories of loot you want to expand first. Depending on your play style your priorities will change.
    • Materials ( Think resources )
    • Consumables ( Potions & Food )
    • Weapons
    • Equipment ( tools, armor, gliders )
    • Seeds
    • Placeables ( finished building pieces )
    Additionally we have six slots per row now instead of four. You can see more inventory all at once.

    Say goodbye to Gold, Hello to Kip!


    Gold has been made MOSTLY obsolete, in its place is Kip. The main way players can acquire Kip is through trading resources like Farm Goods, scrapping excess items and then trading scrap at the various new traders at the Farm, Midhaven and the Mining Town. It's the beginnings of a real Shimu economy. As we're able to implement them, more and more traders will be showing up in Midhaven to compete for your hard earned Kip as well as trading for rare resources that you bring back to town. For the gold farmers out there with piles of legacy gold, make sure to visit your Mining Town. The first pass of this new economy is undergoing tuning to make it feel rewarding without adding to a feeling of excess grind. While this also might feel like a bit of a departure from the Ecosystem focused gameplay we also want to do the same added gameplay pass for Ecosystems and their Ecology as soon as we're able to.
    Farming is a great way to get Kip!

    Building Changes


    We've been upgrading our building experience, the blue glow around pieces has been reduced, the beginnings of something resembling grid snapping is becoming more of a reality day by day, and we've relaxed the build limits even more than before. If you're having issues while building high off the ground try the new Free Mode. Give all the new building options a good look, you might be surprised at what you can create now. Additionally we've included the much requested MEGA building camera, so now you can see around all but the biggest structures while placing objects. The intention is to get building right so everyone can deep dive into making their own cozy towns and locations that they really want to show off to their friends and the rest of the world.

    Optimization


    During the past few weeks there's been a breakthrough of sorts. You see, Towers of Aghasba often instances the objects that are placed into the world. What this means is the Graphics Processor has to process one model once, then every other model of the same object is copied nearly instantaneously and redrawn in a slightly different way with very little compute overhead. Unreal Engine 5 takes great use of this feature so much so that they called it Nanite for their game engine. What was discovered is that not all models were instancing correctly. So when update 10 lands everyone should have a much smoother game experience. Time between frames is more consistent as well so even how it feels when you press a button or move your joystick should feel a bit more responsive. PS5 users should, at the very least, experience less issues when they've built up their worlds as well. The same goes for PC users with less powerful GPUs. High end PC systems will enjoy less limits than ever before. Like most things, this is an ongoing process. This isn't finalized so expect a little more performance gains in the future as well.

    Treasure Chest Tuning


    Loot wasn't showing up as often as we'd like. So values have been changed, more loot locations have been added to the world and Blueprints should be making more of an appearance again with the increased loot discovery. Anja Rise and Moyo Vale have gotten their second loot pass. Treasure Chest size and appearance has gotten an upgrade, as well as Storage Boxes. This helps make spotting the loot much easier as well. We've even added in an audio clue for when you get close to an undiscovered box of loot, so we can still get pretty sneaky with some devious locations to reward the extra diligent curious loot hunters. There's a new UI loot experience as well seen below! This should help you understand what it is you've just picked up. Loot chest music is also TBD, but I hope it's half as good as Ocarina of Time. You know the one.

    Two New Side Quests


    Patihoon and Jabari both have short but impactful quests for you as soon as you've constructed your Farm. If you see them, give them a hello and learn a bit more about their troubles. With luck we will be adding a lot more side quests very soon.
    Patihoon the Cook and kind Jabari

    Carnivore Changes - Feeding Instead of Fighting


    Overall there's more carnivores in the world and they've received a behavior pass to make them less outright aggressive towards the player. Most carnivores will be well fed when you first spot them, so they won't make a mad dash to bite you at first sight. It is more worthwhile to carry carnivore treats than ever before. The Carnivores also are getting more organized. It might not be worth picking a fight with them on their home ground.

    Ecosystem & Amity Balances


    Ecosystems have undergone a tuning pass on Amity and Dung Generation. In addition to these changes, Cross Pollination pods now are more useful and not only support farming, but ecosystem development as well. If you see a Cross-Pod, stop by and check them out, their outputs change based on what region you find them in. We might return to this topic in a second blog post before Update 10 drops specifically. Lots of changes are brewing. In the future, we hope to re-visit ecosystems like we did with gold, rolling out a dramatic rework of the Ecosystem experience.

    Ruins and Nighttime Visual Pass


    Many ruins, including T0-T2 Midhaven, have undergone a visual pass as well as update to world lighting at night. You should experience a less severe change of lighting right before dawn as well.

    Midhaven Level 2 Requirements Reduced


    The requirements to get Midhaven to Level 2 have been reduced in some areas and made more expensive in other areas. Culture is a lot harder to generate than before but instead of needing to always meet a certain God, your quest is more open ended. Additionally, a new Iron Tools and weapon vendor has moved in once get get Midhaven to Tier 1, they accept coin for incredibly useful wares, helping you to combat the Withered on your terms sooner.

    Bug Smashing and Smaller QoL Changes


    We're continuing work on refining this Early Access adventure. Bugs of course are getting smashed, and small quality of life improvements like secondary quests are displayed on screen a touch longer than before are now a thing. A few details have been excluded from this blog on purpose, but keep your eyes open you may spot them in your adventures. We also might deliver one more blog ahead of Update 10! It is an honor to share the world of Aghasba with you. Thank you so much for your support so far! - The Dreamlit Team


    [ 2025-03-05 04:01:21 CET ] [ Original post ]

    Call for Multiplayer Testing & Farm Sneak Peek


    Upcoming Multiplayer Test (for PC Users)


    • Were looking for PC testers to help prepare the way for the future Multiplayer Update.
    • Why PC Only? Because Sony doesnt have a robust Beta Platform like Steam does. Also the Devs can examine PC saves but not PS5 ones.
    • The Requirements are that you feel comfortable communicating in English and have a PC above minimum requirements, and would be willing to sign an NDA limiting sharing content seen in the closed test.
    • If youre interested in testing very soon, DM CoraTora on the ToA Discord with your PC specs and maybe one sentence about yourself!

    Performance Investigation


    • Were also looking for a PC save file with performance issues! Why PC? Because Sony encrypts all your data for your safety, and that includes your PS5 Save Files.
    • What we need: A PC save file that runs really poorly on high end hardware
    • Why: were hoping to get a sample (and develop some fixes) for what really drives down performance from a range of players who approach the game from a number of different ways.
    • Who: If you have a save, please DM CoraTora on the ToA Discord a one or two sentence description of where your performance is the worst and we will investigate and gather data.
    • Where: Your PC Save Files are located under:
    • This PC --> Local Disk (usually C:) --> Users --> YOURUSERNAME --> AppData (might be hidden) --> Local --> Towers --> Saved --> SaveGames
    • Sort by Date Modified to show which saves you last played and make a copy while your game is not running, turn in that copy to CoraTora on Discord!
    • If we get even three terrible saves that will help the entire Towers of Aghasba Community. To put it simply, do you want more FPS? This is a great way to get it. Submit those saves!

    Other Fun Future Things


    • New activities like an enhanced farming experience are shaping up behind the scenes. Do you like rows and rows of yummy looking food? How about a seed converting hut where your Farm Garden Beds used to be?

    • Art Optimization are still in progress, 9.0 and 9.1 boosted FPS for most users. But we want better performance for everyone!
    • Work continues on a more flexible Inventory experience that is decoupled from main storyline progression. Its getting closer to release.
    • A new main menu graphic that will evolve as you play. It's very cozy.
    • Check out our preview gifs of Winguris Talon and Winguris Breath

    • Applying both of these inventions together has led to a little BOOST!

    Thank you, as always for your feedback and love of the game! - The Dreamlit Team


    [ 2025-02-13 22:40:44 CET ] [ Original post ]

    Update 9.1 - Just a Little More


    Hotfix additions with this 9.1 Update


    • Arachnophobia mode now works for spiders that spawn from boulders
    • Animals now poop 100% of the time after being fed
    • Large Withered Tower collision has been adjusted to be easier to climb
    • Logs that cover village board and other props have been removed from farming village tower
    • Added Sound Effects to opening and closing chests
    • Refinement to Swimming Animations
    • Mount movement refinement & you now should have added control of your mount while in the air
    Thank you for enjoying Towers of Aghasba! - The Dreamlit Team


    [ 2025-02-08 00:55:24 CET ] [ Original post ]

    Update 9 More than We Expected!


    GENERAL


    • With this patch, we are introducing a long-awaited feature: Production buildings can now be moved with 'Q', or Triangle on the PS5 controller.
    • We are aware of the bug with moving some production buildings that says too far from ___. To get around this issue (while we finalize a fix) simply save and reload your save and it should allow you place buildings as expected after you load back into your game. We figured you would rather have this small inconvenience rather than an update delayed.

    • Storage boxes can also be moved with Q on keyboard/Triangle on controller.

    • Portuguese (Brazilian) is now fully localized. We are excited to introduce the game to new Brazilian players, and appreciate your patience. Please report any language related bugs on our Discord!
    • Added new on screen Hotbar (tied to radial wheel), with option to toggle it on/off
    • There is a new Withered Tower on Amani Island, to provide more content for new players, beware!
    • Bloomstep Arrows can now be used on water surfaces and yes, its really fun. Theyve also received a duration buff so theyre in general, more useful and worthwhile.

    • Jubangas now have Fly Fly plants growing on their backs, to help with traversal between them
    • AI - Carnivores are now less aggressive when full, and more aggressive when they are hungry.
    • Faster seed planting animations
    • Updates to Stick pick up mesh
    • Updates to visuals in lakes
    • Updates to player menu tabs
    • Missing controller rumble has returned
    • Mount locomotion updates to make mount experience better
    • Crops have received a visual update! Corn, Pumpkins, lettuce, Carrot, Strawberries all look new.

    • Adjusted landscapes for cleaner/better pathing in a few areas:
    • Added a path to the south western region of Moyo Vale to western Zamku
    • Made the top of some ledges bigger in Anja Rise to allow more space for village building
    • Title menu is now animated and will change in future updates
    • Flying creatures will appear more around the map as Aghasba regrows
    • UI - Inventory menu has changed so only icons appear for tabs until highlighted

    OPTIMIZATION


    • All buildings and many decorations have been optimized to make the game more performant on all systems
    • Fog domes have been changed to now look better and be more performant
    • Many cutscenes have received a big visual polish to bring the game to a new cinematic level
    • Optimized post processing effects on lakes
    • Adjusted vegetable items scale and textures
    • Reduced culling distance on village grass (player shouldn't see a difference other than better performance!)
    • Fixed post processing on a Lake or two
    • Sky Temple ruin has been redressed and optimized
    • Mining Village Tower one has received a visual update and optimization

    BUG FIXES - AMD and More!


    • Fixed a crash at Ancient Bridge cutscene happening to people with AMD cards, please let us know if you have any additional issues, were on it!

    • Fixed a crash in multiplayer when joining a game while the Host is harvesting a resource
    • Fixed a multiplayer bug where players could interact with each-others' mounts and teleport to their own mount upon doing so
    • Fixed a bug where Jubanga was not observable
    • Stopped hit markers from appearing on creatures after death.
    • Updated the converting panel UI appropriately when starting a conversion
    • Fixed a bug where rumble was not working
    • Fixed collision on some rocks on the intro island.

    RESOURCES


    • More harvestable resources have been added to the map in general this is an ongoing process
    • Stone boulders appear more in the majority of rock formations
    • Limestone boulders appear more along rivers and various high peaks of Anja Rise
    • Iron boulders appear more at various high altitude rock formations
    • Withershard boulders appear more around permanent withered areas
    • Salt deposits appear more along coasts of Aztembo, Ishaya and Anja Rise
    • Stone, Flint, and Sticks (Wood) should appear more throughout the Main Island (Ishaya, Zamku, Anja Rise, Aztembo & Moyo Vale)
    • Optimized many statue POIs
    • Stick (ground resource) looks different now
    • Stone Boulders now drop a minimum of 2 Stone

    WITHERED AREAS


    • Permanent Withered areas are now highlighted on the map, to direct players to where resources and blobs and consistently be found.
    • Fixed a bug to make Greater Withered Elixir duration last much longer
    • Added additional Withered spawners to cover more of the regions prior to being cleared by the shrines.
    • Reduced the drain rate of withered resistance to allow more exploration in withered areas
    • Reduced the damage amount when player is taking damage from an empty withered resistance meter
    • When the player is taking damage due to an empty resistance meter, the player will no longer play a hit animation but there will play a new withered VFX to indicate the player is taking damage.

    CHESTS


    • Shrine Chest locations have been updated to all be directly in vicinity of the shrine, mostly on the foundation, which should make them much easier to find
    • Shrine Chests have a new look
    • Added a treasure chest location to an underwater ruin in Amani
    • Added treasure chests to POIs in Amani and Anja Rise

    REGIONS


    • 6 new Points of Interest can be found in the mountainous region of Anja Rise
    • 5 new Points of Interest can be found in the high desert region of Moyo Vale
    • Added additional carnivore biome spawns all around Main Island
    Phew it was a big one! Thank you so much for enjoying Aghasba! We'd love to hear from you on Discord so please drop in and help us keep building this wonderful world. -The Dreamlit Team


    [ 2025-02-06 06:46:27 CET ] [ Original post ]

    Dev Blog: The Road to Update 10


    Aghasban Airlines Introduces the Human Catapult


    Take to the skies in style! The Human Catapult (official title TBD) is here, launching you across the landscape with speed, precision and Shimu engineering. Whether you're aiming for a tactical shortcut or just want to see how far you can fly, this new addition is sure change how you get around Aghasba. Wed love to see your creations and contraptions on Discord!

    Re-Meet, Juvor, and Bararu! Two New Mounts!


    Get ready to explore Aghasba in a whole new wayJuvor and Bararuare joining the roster of rideable mounts! Each offers a unique way to traverse the land, letting you travel in style while adapting to the terrain.
    Official names to be determined!

    Resource Distribution Balancing


    More harvestable resources have been added throughout the map, ensuring fewer barren stretches and more opportunities to collect essential materials.
    • Stone bouldersare now more common in rock formations.
    • Limestone boulderscan be found along rivers and the high peaks of Anja Rise.
    • Iron bouldersnow appear more frequently in high-altitude rock formations.
    • Withershard bouldersare more abundant in permanent Withered areas.
    • Salt depositscan be found along the coasts of Aztembo, Ishaya, and Anja Rise.
    • Stone, Flint, and Sticksare now more common across the Main Island, including Ishaya, Zamku, Anja Rise, Aztembo, and Moyo Vale.
    The Withered Lands are also getting some major adjustments. The Greater Withered Elixirnow lasts much longer, making it easier to explore deeper into these harsh zones. To maintain the challenge, additional Withered enemy spawnershave been added, spreading danger more evenly across the Withered areas. ---

    New Ways to Move: Bloomstep Arrows Work on Water


    Your traversal options just expandedBloomstep Arrows can now be used on water! Dont just stand there, youll have to get to hopping. This will further aid you in catching those hard-to-reach fish as well as other creative uses around Aghasba.

    New Points of Interest


    Work continues on new points of interestscattered across Aghasba! Look for more imposing statues from the past, around Anja Rise and elsewhere in the future.

    Portuguese (Brazilian) Localization


    This is our first passon Portuguese (Brazilian) localization, and well continue improving it in future updates. We'll also be adding more languages in forthcoming updates.

    If you're looking for something more technical


    Developer Sai has published a great dev blog of his own. If you're looking for a more technical read this is it. This is just a tiny taste of what goes on behind the scenes to make your adventure smooth and fun! Stay tuned for more as we get closer to our update 10 release! -The Dreamlit team.


    [ 2025-01-31 19:50:22 CET ] [ Original post ]

    Patch #8 | Hotfix 1

    Weve released a hotfix to address several issues following Patch 8. Heres whats included:

    General


    • Patch Notes are updated on Main Menu (and localized for all languages)
    • If you have multiple decorations of a certain type, you will now stay in placement mode
    • Increased Harelope back-kick damage
    • Audio - There is new music, as well as improved levels, balancing and lots of tweaks based on community feedback
    • Balanced Tethered Bow so it can't be used as a weapon, which is not the intention of this tool
      • Durability now lasts for 25 successful catches or 5 hits of a non-catchable creature

    Bug Fixes


    • Fixed a long standing crash that would happen sometimes due to plant spawners
    • Fixed a crash when attempting to mount while the mount was despawning
    • Hid more developer text that was appearing in the game world
    • Fixed an issue where player could teleport through walls with mount
    • Fixed an issue where map icons would only become visible when you stop panning or zooming the map
    • Fixed a bug where Kubwa and Corasaur were not observable with the Shimuscope
    If you encounter any further issues, please let us know on our Discord or comment section of this post. - Dreamlit Team


    [ 2025-01-24 04:40:53 CET ] [ Original post ]

    Dev Blog: New Features and Fixes on the Horizon

    Hey everyone! Aghasba is about to get bigger and better! Weve been working hard to bring fresh features and improvements to the game, inspired by your feedback. Today, were sharing a sneak peek at whats coming next. These features and fixes are just around the corner, arriving within the next handful of weeks. Lets dive in.

    Multiplayer Progress: Getting Closer to Co-Op Adventures


    We're making steady progress on co-op multiplayer and will have a solid foundation ready very soon. This update focuses on improving stability, quality of life, and core features including co-op questing and the main storyline to ensure playing with friends is smooth and fun. While theres still work to do, co-op multiplayer is shaping up nicely.

    A New Mount is Coming


    Adventure awaits, and a new mount with its own unique attributes is on the way to help you explore Aghasba. Well have more to preview later!

    New Functional Decorations


    Why walk when you can launch? The Human Catapult (title TBD) is our latest interactive decoration, letting you fire yourself and glide across the map. Other feature-laden decorations include an updraft-creating windmill, perfect for creative traversal or as part of your settlements design, as well as a bouncing plant that does exactly that. This is the first of many decorations that will add inventive new tools to your settlements. We cant wait to see what you build.

    Move Buildings With Ease


    Reorganizing your settlement is about to get simpler. Soon, youll be able to move production facilities, storage, and other buildings without rebuilding from scratch. Rearrange your village however you likethis feature gives you the freedom to evolve your designs as you play. Heres a quick look at this WIP feature in action!
    Moving a farm building.
    Moving those pesky storage boxes.

    Quality of Life Updates and Bug Fixes


    We're also working on several key improvements to make Towers of Aghasba easier and more enjoyable to play:
    • A major inventory management revamp, including a per-item-category management feature to keep your items organized.
    • Visual ghosting fix.
    • An audio crackle fix to resolve a common sound issue. We're continually optimizing to fully fix this.
    • An improved decoration placement system for more precision and ease when designing your settlements.
    • Various cutscenes have been polished with enhanced lighting.
    • Our artists have been updating points of interest (POIs) and making tons of optimizations to improve performance across the board.
    These improvements will be rolling out quite soon, and were excited to see how they enhance your experience rolling out quite soon, and were excited to see how they enhance your experience.

    Thank You for Your Support!


    Thank you to everyone that continues to support Towers of Aghasba. Your creativity and feedback shape the game, and were excited to see how you use these new tools and features.. Until next time, - Dreamlit Team


    [ 2025-01-23 01:40:46 CET ] [ Original post ]

    Patch #8

    The Team is Back! We are excited to be back after the holidays and rolling out patches! We want to thank you all for your patience and support. This patch was slightly delayed due to the wildfires, but were happy to report everyone on the team is safe and doing well

    Chests


    • Repeatable chests found at shrines and ruins now contain more rewards, including random resources, seeds, weapons, and tools.
    • Note: These chests respawn periodically at rebuilt shrines and ruins, benefiting players at all points of progression.

    Resources


    • Pickup animations are now faster when harvesting ground resources.
    • Special fruit that grows on Colossal Trees has a new, distinct appearance.
    • All hatchet harvestables now feature improved physics for their cut tree pieces.
    • Building placement for both small and large decorations is faster, streamlining the building process.
    • Boulders received a visual polish:
      • Rocks, Stone Boulders, and Iron Boulders are now easier to spot.
      • Future updates will further enhance resource visibility.

    General Improvements


    • Biome rocks will no longer block building placement.
    • Fixed melee attacks ending prematurely without input.
    • Addressed animation artifacts near the end of some attacks (e.g., feet sliding).
    • Flying creatures:
      • Bodies no longer get separated.
      • Falling animations no longer spin excessively.
    • Production buildings can no longer be placed on Midhavens foundation, preventing interaction blocks with key NPCs.
    • Giant Eyes are now larger in the game world, matching their scale in cutscenes and enhancing their majestic presence.
    • Players can now unlock Shimudex entries for Fish and Flyers by tether-bow catching them in addition to observing them.

    Bug Fixes


    • Removed Epic Online Services login requirement for users still experiencing issues.
    • Addressed a bug where players could lose inventory and key items upon dying.
      • Note: Please report any remaining issues in Discord.
    • Fixed the "Somewhere to Store Our Past" achievement/trophy for building the Museum not unlocking.
      • This fix is retroactive for PS5 users and will unlock the Platinum trophy. If you encounter issues, please reach out via Discord.
    • Resolved spamming of recipe unlock notifications when loading a new save.
    • Further improvements to audio crackling issues:
      • Occurrences should now be significantly reduced.
      • Plans are in place to fully resolve this in Patch 1.0.9.
    • Fixed a crash that occurred when leaving the game during a dodge roll.
    • Players can now craft the Withered Barricade Tunic at the Tailor.
    • Recipes no longer display a durability meter in inventory.
    • Elixir recipe descriptions now show the correct buff duration instead of "0 minutes."

    Multiplayer


    • Multiplayer Improvements:
      • Fixed an issue where clients couldnt interact with certain decorations or buildings.
      • Fixed withered region effects not working for client players.
      • Resolved an issue where trees planted by other players wouldnt grow for clients.
      • Fixed the "Guests Removing Decorations On/Off" setting so it now works as intended.
    • Note: This is just the beginning of multiplayer improvementsa much larger update is coming soon!

    AMD-ISSUES


    Were actively working to address AMD-related crashes reported by some players. These fixes are a priority, and well share updates as we make progress on our Discord. Thank you for your understanding. Stay tuned for more updates and keep sharing your feedback. If you encounter any further issues, please let us know on our Discord or comment section of this post. - Dreamlit Team


    [ 2025-01-17 02:34:33 CET ] [ Original post ]

    Patch #7 | Hotfix #1

    Weve released a hotfix to address several issues following Patch 7. Heres whats included:

    Fixes


    • Fixed a bug where 'Upgrade' was not always in focus and selectable with X on controller.
    • Lowered the audio levels on Chingo Bee's wind wooshing SFX, so it sounds like less of a jet engine.
    • Consumable items now show the word 'Consume' instead of 'Use' (all languages).
  • Due to the change, certain items are marked with "Consume" that would not ordinarily be eaten If you encounter any further issues, please let us know on our Discord or comment section of this post. - Dreamlit Team


    [ 2024-12-20 03:30:36 CET ] [ Original post ]

  • Celebrate the Holidays with a 20% Discount on Towers of Aghasba

    Hey everyone! Were celebrating the holidays with a 20% discount on Towers of Aghasba! Whether you want to nurture ecosystems, build thriving settlements, or adventure across vast landscapes, nows the perfect time to dive in.

    Holiday Sale:


    Towers of Aghasba is 20% off on Steam until January 2nd, 2025. Dont miss this chance to experience a cozy open-world adventure!

    Notable Patch Highlights Since Launch:


    • Major Quality of Life + Bug Fixes: Addressed numerous issues for smoother gameplay.
    • Implemented Hold to Harvest: Removed the need for manual inputs, making harvesting more enjoyable!
    • Arachnophobia Setting: All spiders are now transformed into crabs instead!
    • Inventory Expansion: Significant increase to the number of storage boxes, with more inventory/storage changes coming soon.
    • Durable Weapons: Vastly improved tool and weapon durability.
    • Combat Balancing: Reworked combat mechanics for a more balanced and engaging experience.
    • Balance of Nature: Ecosystem rebalancing and improvements for better harmony between gameplay elements.
    • Unnecessary Account Requirements Removed: Eliminated the mandatory Epic Games account creation requirement.
    Were also hard at work on exciting future updates, including multiplayer co-op questing, a top-requested feature from our amazing community. Stay tuned for more news! For updates and to connect with fellow players, follow us on Facebook, X (formerly Twitter), or join the conversation on Discord. Thank you for being a part of our journey, and we hope to see you in Aghasba this holiday season! The Dreamlit Team


    [ 2024-12-19 18:29:50 CET ] [ Original post ]

    Patch #7

    Hey everyone! Patch #7 brings another round of exciting improvements and fixes! Dive into the details below to see whats new.

    Audio


    • New music system: minimal tonal music now plays in place of music silence.
    • Village ambient SFX now plays whenever in range of a village or production building.
    • Midhaven ambient SFX now plays whenever in range of Midhaven.
    • Townfolk SFX now plays when talking to townsfolk.

    General


    • Replaced the icon shown for each ecosystem type's Fill Order to more accurately represent that ecosystem's Colossal Seed.
    • Set Pawel's location in the Ishaya Forest to be more hidden.
    • Increased observation range on all fliers to make it a bit easier.
    • Improved visuals on Makaru's Statue ruin.
    • Added new filters for recipes to the Oven.
    • Space Bar must now be held in order to skip a cutscene.
    • Improved visuals on some ruins.

    Multiplayer


    Note: This is only a taste of multiplayer improvements to come with the Multiplayer Rework, which will allow players to quest together.
    • Fixed client jitter/teleporting (desyncs) during melee attacking.
    • Improved mount rotation not following controlled player's rotation.
    • Improved mount animation movement direction spazzing out (back and forth) on non-locally controlled clients during certain cases (rotation).
    • Fixed an issue where the client needed to be near the host in order to correctly damage enemies.
    • Fixed a crash in multiplayer that would occur 100% of the time when a client attempted to interact with a pollination pod's converting station UI after that pollination pod had already been destroyed.
    • Fixed client's map regions remaining unrevealed in multiplayer.

    Bugs Fixed


    • Submitted a potential fix for being unable to collect refined resources from Converting Stations.
    • Sky Shaman should no longer have blank Fill Orders.
    • Fixed a crash that could happen from player roaming around the world.
    • Fixed gamepad unresponsiveness on certain Fill Order menus.
    • Fixed collision around certain ruins and cemeteries.
    • Players will now be thrown off their mount when taking any type of damage.
    • Prerequisites list culture points are now displayed even when outside the bounds of the relevant village.
    Thank you for your continued feedback and support! We're hard at work on more exciting updates, including multiplayer co-op questing in the Multiplayer Rework. Stay tuned for more improvements, and keep sharing your thoughts with us! The Dreamlit Team


    [ 2024-12-19 07:05:04 CET ] [ Original post ]

    Patch #6 | Hotfix #1

    Weve released a hotfix to address several issues and improve performance following Patch 6. Heres whats included:

    Bug Fixes


    • Disabled collision on creature death.
    • Fixed a bug that could cause a soft lock when closing the game during a cutscene that directly follows dialogue.
    • Updated item definitions for all food to reflect that it lasts for 40 minutes.

    New Features


    • Added a new rock for the Sea God to sit on.

    Performance


    • Audio improvements and optimization to use fewer resources.
    • Reduced the number of townsfolk spawning at all locations to improve performance:
      • 5 townsfolk spawn at Tier 1.
      • 10 townsfolk spawn at Tier 2.
      • 15 townsfolk spawn at Tier 3.

    User Interface


    • Fixed the Dye Pools timer rotation.
    If you encounter any further issues, please let us know on our Discord or comment section of this post. - Dreamlit Team


    [ 2024-12-14 05:52:27 CET ] [ Original post ]

    Patch #6

    Hey everyone! Patch 6 is here, bringing a host of exciting updates including improvements to tool durability, enhanced gameplay mechanics, new accessibility features, and a massive wave of bug fixes! Dive in to explore the full details and see what's new!

    Tool Durability


    • Iron tools now last ~100% longer.
    • Steel tools now last ~35% longer.
    Weapons Buffs:
    • Iron: ~25% increased durability.
    • Steel: ~10% increased durability.

    Converting Stations


    • New Queue Limit: Some stations now limit the number of conversions that can be queued.

    New Functionalities


    • Added Patch Notes to Main Menu.
    Quick-Access Functionality:
    • Use 1~8 keys or mouse wheel (PC) and D-Pad (PS5).
    • Non-equipable items (e.g., Seeds) only usable with number keys.
    • A hotbar interface is planned for future updates.
    Damage Multipliers:
    • Customize difficulty via the Options menu under the difficulty section.
    Arachnophobia Mode:
    • Enabled inside the Options menu, under the Accessibility section.
    • Changes all spider models into crab-equivalent versions.
    • If activated while in-game, return back to the Main Menu for it to take full effect.
    • For now, inside a multiplayer session, the hosting player option will be replicated to all players.
    Harvest Ability Rework:
    • Hold input for interactions instead of repeated manual inputs.
    • This feature is still being refined, and wed love to hear your feedback to help improve it!

    Gameplay


    • Fishes and Flyers no longer get stuck in the player's body if they use the Tethered Bow while their inventory is full. Instead, their resources will now drop as a loot bag nearby.
    • Improved climbing responsiveness.
    • Added mid-air control for jumps/falls.
    • Carnivores will now prioritize eating nearby food over being aggressive, provided they're hungry.
    • Increased repeatable treasure chest spawns across all regions.
    • Adjusted the spawning points of Withered enemies to be further away from Anja Rise's main path.
    • The placement mode received increased input granularity to enhance building placement.
    • Adjusted the positioning of Flyers nearby Jabari in the Ancient Bridge.
    • The Clear Sky shrub no longer has collision.

    Combat


    • Harelopes now kick back harder.
    • Dead enemy corpses no longer have collision.
    • Hitting dead enemies no longer consumes weapon durability.
    • Increased melee aim assist threshold for smoother combat.

    Loot


    Improved drop rates and proportionality:
    • Limestone drops increased.
    • Wood yield scales with tree size.
    • Better loot from Withered enemies.

    Harvestables


    • Added additional Clear Sky shrubs to better guide players inside the Aztembo, Zamku and Anja Rise regions.
    • Added additional Stone, Limestone, Iron and Crystal boulders in the Main Island.
    • Added additional Clay Mounds around lakes, rivers and the ocean.
    • Coal Mounds are now Coal Boulders, require a pickaxe and no longer consume Amity.
    • The amount of harvestables spawned by the Sacred Forests was reduced to enhance mobility.
    • The amount of interactions (tool swings) required by Rare and Epic harvestables was greatly reduced.
    • Using an Iron tool as reference, it went from overall 6 and 10 to 4 and 6.
    • The amount of interactions required by Trees is now proportional to their sizes, decreasing with tool rarity.

    Recipes and Fill Orders


    • The following recipes/fill orders had their requirements adjusted:
      • [Fill Order] Ishaya Sacred Forest: Allei Leaf: 3 0.
      • [Fill Order] Citadel T1: Hide: 4 3.
      • [Personal Craft] Construction Table: Wood: 5 8. Tree Bark: 1 0.
      • [Alchemy] Withered Antidote: Withered Tar: 3 2.
      • [Lumbermill] Wood Plank: Wood: 10 15. Resin: 3 5.
      • [Lumbermill] Sustain Pillar: Resin: 5 6.
      • [Blacksmith] Rod: Iron: 1 3. Wood: 6 9.
      • [Blacksmith] Iron Hatchet: Iron: 2 3.
      • [Blacksmith] Steel Ingot: Iron: 3 4.
      • [Hearth] Charcoal: Wood: 5 7. Resin: 1 2.
      • [Kiln] Steel Ingot: Iron: 5 6.
    • The following affects new saves only:
    • Added a Binder recipe for the Hearth. It unlocks upon reaching Mining Village T2
    • we are working on unlocking this for everybody retroactively, in the near future.

    Art


    • Dung now oozes charisma with a brand new VFX to be visible.
    • Collision around the Shipwreck area was improved.
    • All Huts should now properly rise from the ground.
    • Amity now has a new icon when requested by Fill Orders.
    • Over (27) incorrect torch placements were fixed.
    • Desert Glass, Opal, Ruby and Diamond had their model sizes increased to enhance visibility.
    • Increased the culling distance range of Colossal Trees, Grand Trees and production buildings.
    • The foundation checker, placement preview, interaction range and secondary action input were improved for over three hundred (300) buildings.

    Audio


    • Added a new SFX to all tool attack inputs.
    • Added a new SFX to fully rebuilding shrines.
    • Added new combat and tropical biome music.
    • Balanced reverbs, conversion stations, creatures' locomotion, Withered and UI sounds.

    User Interface


    • Credits roles are now localized.
    • The Quest information in the HUD was visually improved.
    • [ESC] can now be used to close the radial wheel on mouse and keyboard.
    • Fixed misleading input prompts for climbing. Prompts now correctly display "Jump" for the jump input and "Drop" for the crouch input.
    • Several input prompts were modified for the Inventory and Storage controls.
    • Observing creatures with the Shimuscope now displays whether a creature is hungry or not.
    • A hosting player can now see their Lobby ID while inside a multiplayer session. This is visible inside the Options menu, under the Multiplayer section.

    Bug Fixes


    • Fixed an issue where harvesting could continue with an invisible tool after its durability was depleted, allowing for a durability exploit.
    • Game instances (such as foliage, buildings, and NPCs) now load correctly when players spawn nearby them.
    • Important places like Grove Sprites and Quest NPCs can no longer be covered with buildings.
    • Fixed an issue where the next quest was sometimes not properly accepted after completing the quests "Establish our first village" and "Bridge to the Mainland"
    • Pre-requisites in the Fill Order menu are no longer obscured by previous Fill Order information.
    • Emperor Vine and Phoenix Bark can now be harvested correctly from their Colossal Trees.
    • The "Original" hairstyle at the Barber no longer causes players to become hard-locked.
    • Looting Resin before planting the first ecosystem no longer locks progression.
    • The Kiln and Deli stations can no longer be accidentally removed, ensuring they remain functional.
    • The game no longer attempts to save during cinematics, preventing potential player locks.
    • Nutritious Salad is now learned properly when the first ecosystem is placed.
    • Observing injured creatures now unlocks the correct entries in the Shimudex.
    • Double stamina bars no longer appear under specific conditions.
    • Quick Craft can now be used repeatedly without requiring an inventory restart.
    • Mount stamina regenerates properly after dismounting mid-air.
    • Workers no longer float near the Garden ruin, behaving as intended.
    • Withered Blobs no longer cause game crashes due to save inconsistencies.
    • Spikejaw performs its happy and eating animations correctly.
    • Friend mounts are now visible in multiplayer sessions.
    • Villagers no longer incorrectly request Sticks.
    • Jubanga and Kubwa are now observable with the Shimuscope.
    • Fuzzyfin and Kurikama now eat Kelp as expected.
    • Foliage physics no longer cause rare game crashes.
    • Gorilumo properly poops after being fed.
    • Fixed an issue where player movement affected the dangly physics of other characters' quivers.
    • Fixed a rare crash that could occur on clients when joining a host island.
    • Fixed clients being unable to see creatures' diet and treat information during observation.
    • Fixed lingering player name tags persisting across world travel.
    Thank you for your continued feedback and support! We're committed to refining the game experience and addressing the issues you've brought to our attention. Keep sharing your thoughts, and we'll keep improving! -Dreamlit Team


    [ 2024-12-13 06:20:49 CET ] [ Original post ]

    Upcoming Multiplayer Rework

    We understand the confusion many of you experienced at launch regarding multiplayer, and we wanted to address that directly. We're shifting our focus to prioritize improving the multiplayer experience. As a result, this means we'll be making some adjustments to our roadmap timeline to ensure multiplayer becomes a cornerstone of Towers of Aghasba. [quote]While these features are still a work in progress, here's what we're currently aiming for:[/quote]

    Starting and Joining Multiplayer


    - Multiplayer becomes available once you build the Farming Tower. - MP Gates added to all village portals for added convenience. - Allow joining via Steam and PS5 from direct invites from the main menu.

    Quests


    - Hosts and guests can work together to complete quests on the host's island. - Quest progression saved only for the host, without impacting a guest's personal quest progression.

    Cutscenes and Camera Pans


    - We aim for all players to experience cutscenes or camera pans when triggered, no matter who initiates them.

    Fill Orders


    - Both hosts and guests will be able to complete fill orders.

    Dialogue


    - Hosts and guests will be able to talk to NPCs. We consider the current multiplayer experience a prototype and are working to improve it! We're working hard to make multiplayer the enjoyable experience it should be, and we truly appreciate your patience and understanding as we continue to refine it. Thank you for your continued support as we improve Towers of Aghasba!


    [ 2024-12-03 02:05:26 CET ] [ Original post ]

    Patch #5

    Patch Notes #5


    Hey everyone! Patch 5 is now live with major changes to multiplayer stability, Asset streaming, fixed hardlocks and more! Here's what you can expect:

    Improved Multiplayer Experience


    • Players should now spawn at correct locations in multiplayer sessions to avoid overlapping or spawning underground.
    • Multiplayer gates have been adjusted to prevent collision or placement issues that could block other players from joining.
    • Fixed an issue where hovering over certain icons could cause crashes for clients in multiplayer.

    Streaming and Asset Loading


    • Resolved a long-standing issue where buildings or plants occasionally failed to load under very specific conditions on some player's saves. (Special thanks to our dev team and all the players in our community for supporting us in chasing down this elusive bug!)
    • Improved loading times when loading a save or joining a multiplayer experience:
      • Before, the player was first spawned at the Beach area, then teleported either to the multiplayer gate when joining someone's island or directly to their last saved location.
      • We now ensure that only one location is streamed during loading to reduce load times significantly.

    Foliage System Improvements


    • Addressed edge cases where multiple players could harvest or remove the same foliage simultaneously, leading to a crash.
    • Improved checks for foliage removal to ensure better synchronization between client and host.
    • Increased how many foliage physics bodies are streamed in at once during loading to improve loading speed.

    Quality of Life Enhancements


    Progress Tracker


    • Players acquiring the Tower marker from Ajit will now face the open patch of land for clarity and improved gameplay flow.

    Environmental Improvements


    • Added new fish and a fish spawner to Jabari's bridge location, set to activate after the bridge is rebuilt.
    • Emperor Flower has received updated collision meshes for better interaction.

    Bug Fixes


    • Fixed a bug causing the audio to cut out after respawning.
    • Resolved issues with certain tutorial dialogue (Dada's questline) causing hard locks.
    • Fixed overlapping icons in multiplayer that caused inconsistencies.

    Additional Notes


    • Updated culling distance for Arid Trees and performed a performance optimization passnow they will be visible from greater distances.

    Upcoming Teasing


  • Hotbar.
  • Hold to harvest for resources.

    Thank you for your support!


    Thank you for your ongoing feedback and support! We're dedicated to fixing the issues that have been shared with us! -Dreamlit Team


    [ 2024-11-29 21:32:51 CET ] [ Original post ]

  • Patch #4

    Patch Notes #4


    Hey everyone! Were excited to share the details of Patch 4, focusing on fill order adjustments, combat animation improvements, UI fixes, bug fixes, and more! Here's what you can expect:

    BUGS


    • Fixed visually disappearing ecosystem plants, creatures, and village buildings.
      • Aware of issues still occurring on older saves, as well as some new players.
      • This fix should not impact your current save data.
      • We are working on a comprehensive fix.
    • Fixed a potential hardlock with the quest to craft the hatchet.
    • Fixed Catwalk Recipes to link properly to 4 individual catwalks.
    • Gold Merchant no longer scams you out of gold when crafting multiple amounts.
    • Fixed an issue where Fill Order rewards from Sky Shaman, Giant Eye, and Giant Mouth spawned in an unobtainable spot.
    • Fixed a possible crash due to ingredient item definitions.
    • Fixed several bugs where recipes were not unlocking properly in some locations.
    • Steel Ingot now unlocks in the Forge after reaching Citadel T3.
    • Withered Immunity Elixir T1 now unlocks in the Alchemy after killing 4 Withered Humanoids (Sword, Archer, Shield).
    • Wood > Hardwood now unlocks in the Lumber Mill after harvesting 10 Forest Stalks.
    • Fixed a bug where Steel Ingot was not unlocking on rebuilding Citadel T3 (It should unlock retroactively for old saves; the recipe is also available at the Kiln in Mining Village).

    UI


    • Updated some Fill Order icons to their final appearance.
    • Fixed some icons that were assigned to the wrong decoration.
    • Moved 'Build' to appear next to 'Craft' in the menus.
    • Updated the Controls page to make movement keys bindable.

    AUDIO


    • Balanced ambient audio for fullness.

    DECORATIONS


    • Adjusted foundations to make them easier to place.
    • Adjusted several decorations' interact points to make them easier to remove.
    • Fixed placement issues with some decorations.
    • Fixed placement issues with various fence types.
    • Added Culture Points to all decorations.

    FILL ORDERS


    • Stick removed from the following Fill Orders:
      • Fingernail Shovel.
    • Rope removed from the following Fill Orders:
      • Deli.
      • Quarry.
      • Clay Pit.
      • Tahi's Hut.

    COMBAT


    • Tools (Hatchet, Pickaxe, and Shovel) now feature new run attacks and animations.

    RECIPES


    • Steel Ingot unlocks in the Forge after reaching Citadel T3.
    • Withered Immunity Elixir T1 unlocks in the Alchemy after killing 4 Withered Humanoids (Sword, Archer, Shield).
    • Wood > Hardwood unlocks in the Lumber Mill after harvesting 10 Forest Stalks.

    BALANCE


    • Decreased Amity gain from Fresh Bush.
    • Adjusted Storage Chest Recipes.
    • Removed negative Amity effects from Clay Mound and Coal Mound.

    STAMINA


    • Stamina no longer degenerates too rapidly while swimming.
    • Mounting the Harelope now cancels the players sprint ability.
    • Ensured only one stamina bar is displayed at a time.

    GLIDING/MOUNTING


    • Ensured the character appropriately stops gliding when mounting the Harelope.

    MISC


    • Added FOV slider.
    • Pre-Order items can now be removed by pressing 'Q'.
    • Improved logging for debugging purposes.
    Thank you for your continued support! Thanks for all your feedback and support! This patch tackles key issues and includes improvements based on what you, the community, have shared. More patches are on the way, so stay tuned! -Dreamlit Team


    [ 2024-11-28 17:29:20 CET ] [ Original post ]

    Patch #3 Live

    Patch #3 is live!


    Hey everyone! We've been working around the clock to bring you another round of the most requested QOL and bugfix improvements! We recommend disabling HDR for the time being, as it is currently causing lighting issues.

    Multiplayer


    • Resolved an issue preventing players from joining or creating lobbies due to SSL certification failures.
    • Players are no longer required to log in with their Epic Games Account.

    INVENTORY


    • Removed two items from the game: Stick and Rope.
    • New players will no longer be able to acquire Stick and Rope. - Any recipe that used them should now require Wood and Fiber. - Rope recipe still exists for older saves, we will remove it in later patches. - For everyone who's already got them, please scrap!
    • Recipes that previously used these items now require Wood and Fiber instead.
    • Stick harvestables still exist but now yield Wood instead.
    • The number of storage boxes you can place has been significantly increased.
    • Increased the max stack amount for several categories: - Scrap: 100 999 - Seeds: 30 50 - Cooked Food: 5 15 - Common Crafting Items: 50 99 - Uncommon Crafting Items: 25 50 - Rare Crafting Items: 5 25 - Epic Crafting Items: 1 5

    UI


    • Minimap rotation has been locked.
    • Added "Store All," "Take All," "Quick Stack," and "Quick Refill" functions to the Storage Box.
    • Updated harvestable triangle UI to be positioned chest or head-high, making it bigger and more noticeable.
    • Removing Farm plots from the Farm Building will give the materials to build another one from the Build Menu.
    • Players can now hold 'E' (keyboard) or Square (PS5) to scrap items directly from their inventory.

    GAMEPLAY


    • Stone Tools durability has been increased by approximately 20%.
    • Common Seeds now have a much higher chance of spawning Bushes.
    • The Ancient Bridge fill order now requires two (2) Nutritious Salads instead of one (1) Meat Skewer.
    • Quick Tool Swap was added to the game. Pressing to harvest should immediately equip the matching tool.
    • Increased the respawn time of Withered Blobs inside Amani island.
    • The Withered Resistance effect now depletes 150% slower.
    • The damage interval from being affected with Withered Poison was increased.
    • Withered Blobs can no longer spawn inside Villages.

    RECIPES


    • Lettuce and Carrot recipes now require more Common Seeds.
    • Two new basic cooking recipes were added to the Campfire: - **Cooked Meat**: Using a placeholder icon, unlocked by default. - **Cooked Fish**: Using a placeholder icon, unlocked after acquiring two (2) Fish Meat.
    • Adjusted other recipes: - **Nutritious Salad**: Now requires Allei Leaf and Root and is unlocked upon acquiring two (2) Allei Leafs. - **Meat Skewer**: Now unlocked upon acquiring two (2) Mushroom Caps.

    HARVESTABLES


    • Harvestable foliage size has increased by 30% and now features enhanced harvesting VFX during the daytime.
    • Amani now has more Stone Boulders, Sea Grass, and Floating Trees to address the Kelp shortage.
    • Bushes received the following updates: - Fiber and Thatch now drop separately instead of together. - Fiber and Common Seeds are guaranteed drops, while Thatch has a decent drop chance. - Respawn time decreased from 30 minutes to 20 minutes.
    • Dead Trees are now harvested with two (2) hatchet swings.
    • Clay Mound and Cactus Root are now harvested with two (2) shovel uses, reducing damage received from Cactus.
    • Spindleroot and Big Cap are now harvested with three (3) shovel uses.

    LOOT


    • Increased the amount of poop gained from desired feeding.
    • Adjusted Bone and Hide drop ratios from 50/50 to 30/70, increasing Hide drops.
    • Reduced quantities of some harvestables to prevent quick accumulation of less necessary items (e.g., Allei Fern).
    • Increased the chance of Resin dropping from any ecosystem tree.

    ECOSYSTEMS & CREATURES


    • Increased the Seed plant limit across all tiers.
    • Ecosystem fruit now spawns immediately after a Tier upgrade.
    • Juvor's spawn chance slightly increased (Temperate/King Tree ecosystems).
    • Village Grass radius now matches the actual village radius.
    • Increased HP of Withered Grunt to 150.

    SHIMUDEX


    • Observation gameplay and creature behavior improvements.
    • Flying and swimming creatures now move slower, making them easier to observe.
    • Ruin Debris no longer lists Limestone as a possible drop in the Shimudex.
    • Added a new temperate ecosystem plant: Fresh Bush.

    PLAYER MOVEMENT


    • Increased player speed while wading through water.
    • Improved swimming acceleration and turning responsiveness.
    • Decreased stamina and oxygen drain while swimming to enable more underwater exploration.
    • Reduced damage from depleted stamina while swimming.

    BUG FIXES


    • Fixed a crash on boot.
    • Resolved various UI and usability issues related to the Fill Order tab.
    • Fixed a bug where "Enchanted Dung" name was displayed in-world.
    • Addressed a crash that occurred when attempting to load a game.
    • Fixed an issue where players could lock themselves while dying in water.
    • Resolved a bug where players could get stuck in a conversation with the Forest God.
    • Fixed incorrect storage interactions.

    Thank you to everyone for playing Towers of Aghasba!


    We're continuing to go over all the reviews and feedback from the community and create targeted patches addressing the major pain points and bugfixes. Thank you to the community for sticking with us. Please keep providing us feedback - there is more to come! -Dreamlit Team


    [ 2024-11-23 19:59:32 CET ] [ Original post ]

    Patch #2

    A new STEAM Patch is live!


    There is a HUGE number of fixes and improvements, as listed below:

    ECOSYSTEMS & BIOMES


    • Feeding creatures at the edges of ecosystems will now count towards Colossal Tree upgrade requirements.
    • Underwater ecosystems will gradually have more fish as the player grows Groves
    • Fixed issue that caused the foliage to not appear around ecosystems on PS5
    • All creature and plant spawns should be fixed
    • The ecosystem grass range was too large right from the beginning. Instead, we ensure the ecosystem grass starts in a smaller range and grows with every tier.

    COMBAT


    • Reduced small Withered spider HP to desired value.
    • Increased the spawn time and blob reset time on all withered blobs
    • Made fishing a little easier by setting all fish to be a bit closer to surface
    • Tools DO NOT LOSE DURABILITY when used in combat.
    • Stone and Flint tools now have a 2 attack combo now rather than 1 attack

    RECIPES


    • The Campfire & Spear now unlocks along with basic tools recipes (Hatchet, Pickaxe, Shovel), so that players can craft food to heal themselves sooner

    AUDIO


    • Several audio QOL fixes based on feedback.
    • Decreased the volume on destroying Withered Blobs, as it was much too loud

    UI


    • Replaced fill order icons for Farming Village, Mining Village, and Midhaven to make them more fancy
    • Re-enabled Input remapping settings and fixed issue that caused remapping to not work properly in PS5. Also added more remap options.
    • Amity count is now constantly shown on the HUD in the upper right

    VFX


    • Adjustments to VFX on building construction smoke

    BUG FIXES


    • Added missing collision and improved the visuals on certain rocks.
    • Fixed a bug where Storage would eat a player's deposit when full
    • Fixed the freeze you get when you die whilst swimming without stamina by falling from climb mode.
    • When Swimming, you no longer get instant death when you loose your stamina, now you get periodic damage.
    • All storage boxes transfer annoyances with using QuickTransfer now correctly stacks your items rather than using a new slot.

    CRASH FIXES


    • Replaced the video at Main Menu with a static background image that should fix the AMD gpu crash.
    • Fixed a crash when attempting to convert, if the crafting station is placed slightly outside the village radius
    • Fix a crash with the Radial Wheel that could happen often in multiplayer.
    • Fixed a crash related to loading saves on low end hardware.
    • Fixed a crash that would occur when player exits to main menu.
    • Fixed a critical crash on PS5 with the Compost Shed

    Thank you to everyone for playing Towers of Aghasba!


    We're continuing to monitor your reviews/feedback/communities, and we will be back with another update soon! -Dreamlit Team


    [ 2024-11-21 20:00:31 CET ] [ Original post ]

    Day 2 - Update Imminent!

    Hey everyone!


    We've been going through your feedback, and working around the clock to address the most immediate concerns. We're currently smoke testing an update that should include all the following changes:

    ECOSYSTEMS


    • Feeding creatures at the edges of ecosystems will now count towards Colossal Tree upgrade requirements.
    • Underwater ecosystems will gradually have more fish as the player regrows Groves

    COMBAT


    • Reduced small Withered spider HP
    • Increased the spawn time and reset time on all withered nests
    • Fishes appear closer to the surface to make fishing easier
    • Tools DO NOT LOSE DURABILITY when used in combat.
    • Made Hatchet, Pickaxe, & Shovel have a 2 hit combo

    RECIPES


    • The Campfire now unlocks along with basic tools recipes (Hatchet, Pickaxe, etc), so that players can craft food to heal sooner
    • The Spear recipe now unlocks along with basic tools, so that players can defend themselves sooner.

    AUDIO


    • Text typing audio during dialogue was turned down -4 db Decreased the volume on destroying Withered Blobs, as it was much too loud UI
    • Replaced fill order icons for Farm Village, Mining Village, &Midhaven to make them more fancy
    • Re-enabled Input remapping settings &fixed issue that caused remapping to not work properly in PS5 + more remap options.

    VFX


    • Adjustments to VFX on building construction smoke

    BUGS AND CRASHES


    • Replaced the video at Main Menu with a static background image that should fix the AMD GPU crash.
    • Fixed a bug with the Bridge quest that would result in a progression blocker
    • Fixed a crash when attempting to convert, if the crafting station is placed slightly outside the village radius
    • Fixed collisions and visuals on certain rocks.
    • Fixed a bug where Storage would eat a player's deposit when full
    • Fixed a crash with the Radial Wheel
    • Fix a crash with the Quick Link that could happen continuously in multiplayer.
    • Fixed a crash related to loading saves on low end hardware.
    • Fixed a crash that would occur when player exits to main menu.

    Following patches after this will include:


    • Hold to harvest
    • Quick-swap tools based on what you're harvesting
    • Increased limits on planting within the ecosystem.
    • More bug, stability, and crash fixes.
    • Balancing the spawn rates of Resin- MushroomCap - Flint - Fiber
    • Increased foliage amount (Bush, Clay, Kelp, etc)
    • Screen freeze after player falls down to water from climbing stamina depletion
    • Increased tool durability
    • Fixing insta dying with swimming after stamina is depleted
    • Streamlining starting island experience.
    Thank you everyone that has played ToA thus far! <3 -Dreamlit Team


    [ 2024-11-21 02:14:59 CET ] [ Original post ]

    Day 1 Hotfix

    A new steam patch should be live now, addressing some quick essential issues.

    • Fixing inverted camera input
    • Fixing the Epic Games Sign in requirement
    • Fix damage on harvesting
    • Increase player health on respawn
    More fixes will be rolling out soon!


    [ 2024-11-20 00:50:50 CET ] [ Original post ]

    Day 1 Patch Incoming!

    Hey everyone!


    Weve got a patch in the works, and our QA team is currently smoke testing it to ensure everything runs smoothly. Heres what you can expect in this update: Fixed inverted camera input Removed the Epic Games sign-in requirement Fixed issues with damage while harvesting Increased player health on respawn Added controller support for the Fill Orders UI This patch should be available in a few hours to everyone! We're continuing to monitor feedback from the community, and will be rolling out rapid patches as soon as the fixes are in.

    Thank you for your patience and support as we iron out these kinks. Your feedback and understanding mean the world to us.


    Stay tuned for more updates and fixes as we continue improving Towers of Aghasba! -The Dreamlit Games Team


    [ 2024-11-19 22:09:16 CET ] [ Original post ]

    Towers of Aghasba Early Access Roadmap!

    Early Access Roadmap


    Hello, adventurers! All of us here at Dreamlit Games are amped to debut our upcoming open-world fantasy builder, Towers of Aghasba. We cant wait for you to experience this fantastical world as you design your island with bustling settlements, and nurture thriving ecosystems, while fighting off the Withered invasion! Yes, this post reveals the first version of the Steam Early Access roadmap, but we want to discuss a few things before we get to that.

    Why Early Access?


    This project is an ambitious open-world sandbox developed by a small team, with core mechanics intended to let players shape their island however they like! By launching into early access, we can involve all of you in the development process, allowing us to better balance, refine, and iterate on these core components. Not only that, community members will be given the opportunity to propose new content and features with the possibility of seeing them added! Players can expect a fun, fantastical experience, with lots of content to explore right from the start of our early access journey. However, there is still a long way to go to the 1.0 version of the game. With your invaluable feedback, well be adding additional polish, updates, and features in the weeks and months ahead. Heres a roadmap of what to expect from Towers of Aghasba at launch and throughout early access:

    Launch Content


    The initial launch of Towers of Aghasba is already brimming with content, deep gameplay systems, a compelling narrative, and a vast world to explore. We release with:
    • 6 regions to explore
    • Exploration across vast open-world lands climbing, gliding & riding mounts!
    • Ruins & relics to discover, unlocking ancient knowledge
    • Leisure activities (eg. fishing!)
    • 3 types of settlements to build, design, & decorate
    • 3 types of ecosystems to grow
    • 50+ unique creatures
    • 150+ decorations to craft
    • Singleplayer & co-op gameplay:
    • You can invite up to 3 friends to your island to build up your settlements, tend to your ecosystems, take on challenging withered foes, and discover secrets across the world!
    • Post-launch Roadmap
    • As with any early access title, the launch is just the beginning and we have plenty in store for the foreseeable future following the release, from introducing new systems to expanding existing ones, adding new quests and narratives, new regions to explore, and more!

    Q4 2024


    • Post-launch support
    • Quality of life updates
    • Polish & fixes
    • Q1 2025
    • New regions to unlock & explore
    • New quest lines
    • A fresh cast of characters
    • Time of day related gameplay
    • Offline play mode
    • Expanded glider traversal mechanics
    • Photo Mode
    • Player Emotes
    • Q2 2025
    • New mounts & mount management system
    • Expanding multiplayer activities and experiences
    • Crossplay
    • Player character customization
    • Improved Townsfolk AI
    • Improved Shimudex functionality

    Q3 2025


    • New regions unlocked
    • New withered quest lines and characters
    • Giant withered demon combat
    • Cold environmental effects
    • New creatures
    • Creature relationship systems
    • Q4 2025
    • New biome type- shallow water
    • New ecosystem type- water ecosystem
    • New village type- fishing village
    • New creatures
    • New foliages
    • New quest lines and characters
    • Q1 2026
    • New regions unlocked
    • Hot environmental effects
    • New creatures
    • Town happiness system
    • Building customization
    • Q2 2026
    • Increased Tower levels
    • New major quest lines

    Conclusion


    So there you have it! Bear in mind that almost all of these elements of the roadmap are subject to change at any time, but we hope that this provides a comprehensive overview of what were planning moving forward. Apart from all these exciting and ambitious plans for the road ahead, we want to reiterate that one of the most important pieces of the development of Towers of Aghasba through early access is YOU. A game is only as good as its community, and we cant emphasize how important it is to have you all involved in the development of our game. Your feedback and suggestions will be integral in the decisions we make, and we hope to expand our roadmap to accommodate our player communitys requests on the way to making the game the best it can be. You can join our official Towers of Aghasba Discord Server to be a part of our early access community. Lets build an incredible, unique, ambitious, and special game together! You can wishlist the game now, and dive into the adventure with us next week on November 19th! Shimu Shima! Dreamlit Games Team


    [ 2024-11-14 18:50:05 CET ] [ Original post ]

    Early Bird Bonus "Siku Harelope"


    An adventure isn't complete without a trusty steed.


    Enjoy this extended look at the Siku Harelope skin! It's one of several perks that are exclusive to PC players who purchase Towers of Aghasba Early Access by Dec. 19, 2024! [previewyoutube=lI2sTdPbGhA;leftthumb][/previewyoutube]


    [ 2024-11-08 00:00:40 CET ] [ Original post ]

    Early Access Release Date Announcement!

    Hello, everyone! Firstly, all of us want to thank all of you for all the excitement and love that youve shown us since we reintroduced Towers of Aghasba a few weeks back in the Sony State of Play. Its been a long five years since our initial reveal and were thrilled to usher you all into the next chapter of the games development. With that, were thrilled to announce that the game will launch to Steam Early Access on November 19th, 2024, priced at $29.99 USD. Alongside the release date announcement, we also have an enchanting new trailer that showcases the gameplay mechanics behind single-player adventuring, combat, ecosystem restoration, crafting / architectural design, and co-op hangouts in the flourishing fantasy land of Aghasba. https://youtu.be/-Cm-02rxXdY

    Early Adopter Perks


    Were also thrilled to announce that PC players who join Early Access within the first month after launch will get a handful of exclusive in-game items.
    • Custom Harelope Mount Design | Ride across the lands of Aghasba in style with a unique design for your majestic harelope mount
    • 5 Unique Decorations
    • 3 Exclusive Masks

    About Towers of Aghasba


    For those who want a reminder of what Towers of Aghasba is about, the game tells the story of the Shimu people, forced to flee their homeland when a mysterious force known as the Withered ravaged the land. As junior architect, its your job to rebuild the villages of your once-mighty civilization and nurture Aghasbas ecosystems back to life. Core gameplay lets you traverse the wide world of Aghasba scaling colossal mountains, gliding across jaw-dropping vistas, and befriending majestic creatures. Craft weapons, armors, and elixirs to aid in battle against monsters afflicting the land with rot, cultivate outlandish flora and fauna as you restore ecosystems, and uncover ancient knowledge hidden among ruins. Back at homebase, flex your creativity by growing a bustling civilization and customizing your island home with decorations. Once your villages and ecosystems are in place, invite up to three friends to explore your island, trade items, hunt creatures, and battle the Withered as a team.

    Early Access Content


    As an Early Access title, the scope of Towers of Aghasba is going to be much smaller than that of a 1.0 title. Not only that, all of the gameplay mechanics, items, characters, creatures, and story elements are subject to change throughout continued development. With the aid of your invaluable feedback, the game will grow and blossom just like the fictional world of Aghasba itself. That being said, the Early Access build does feature a robust breadth of content that we cant wait for you to enjoy. Featuring: 3 types of unique ecosystems to restore and grow 3 types of towns to construct 40+ creatures to unlock 120+ plants to grow and harvest 150+ decoration recipes Exploration across vast open-world lands Ruins and relics to discover, unlocking ancient knowledge Variety Activities (eg. fishing)

    Conclusion


    Thats all for now! This is just the beginning of the adventure well all be embarking on together. The game is available to wishlist now and we would love it if you told your friends and spread the good word about Towers of Aghasba. A healthy community for an Early Access title starts at the grassroots level, and the more people we can get involved, the better the game will become. For further details on Early Access development and upcoming news, follow us on Facebook, X (formerly Twitter), visit the website, or join the conversation on Discord.


    [ 2024-10-23 12:00:03 CET ] [ Original post ]

    Towers of Aghasba
    Dreamlit inc. Developer
    Dreamlit inc. Publisher
    Coming soon Release
    Game News Posts: 29
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
    🎮 Full Controller Support
    Mixed (1507 reviews)

    Towers of Aghasba is an open-world fantasy experience where players must balance between constructing bustling villages for their growing tribe and nurturing exotic ecosystems of otherworldly plant life. Express your creativity by developing your island however you’d like, explore the whimsical land of Aghasba, and connect with friends to show off your unique world!

    EXPLORE

    Climb to jaw-dropping vistas, befriend bizarre creatures, and uncover the rich history of the sacred island Aghasba.

    BUILD

    Plan sprawling villages, customize your buildings and watch your settlements come to life as they’re inhabited by members of the Shimu tribe.

    GROW

    Bring life back to a devastated land. Nurture the growth of living, breathing ecosystems composed of fantastical flora and fauna.

    TOGETHER

    Visit your friends’ unique islands to get ideas for how to develop your own. Or invite everyone to your island to explore, harvest, or just hang out together!



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    24.99$ (17%)
    1.99$ (90%)
    1.19$ (94%)
    11.49$ (71%)
    63.99$ (9%)
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    21.99$ (12%)
    14.99$ (63%)
    4.99$ (50%)
    11.99$ (80%)
    0.99$ (80%)
    9.09$ (9%)
    3.99$ (73%)
    14.99$ (50%)
    45.99$ (8%)
    18.19$ (9%)
    73.99$ (8%)
    17.99$ (10%)
    17.49$ (65%)
    1.19$ (88%)
    78.99$ (12%)
    49.99$ (17%)

    FANATICAL BUNDLES

    Time left:

    356383 days, 11 hours, 2 minutes


    Time left:

    7 days, 18 hours, 2 minutes


    Time left:

    10 days, 18 hours, 2 minutes


    Time left:

    14 days, 18 hours, 2 minutes


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    39 days, 18 hours, 2 minutes


    Time left:

    10 days, 18 hours, 2 minutes


    Time left:

    49 days, 18 hours, 2 minutes


    Time left:

    54 days, 18 hours, 2 minutes


    HUMBLE BUNDLES

    Time left:

    1 days, 12 hours, 2 minutes


    Time left:

    5 days, 12 hours, 2 minutes


    Time left:

    6 days, 12 hours, 2 minutes


    Time left:

    8 days, 12 hours, 2 minutes


    Time left:

    13 days, 12 hours, 2 minutes


    Time left:

    13 days, 12 hours, 2 minutes


    Time left:

    15 days, 12 hours, 2 minutes


    Time left:

    15 days, 12 hours, 2 minutes


    Time left:

    20 days, 12 hours, 2 minutes

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