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BUG FIXES - Fixed crash with some spore cultivators - Fixed quantum dye monograph having no tooltip - Fixed some overlapping on a couple mushroom entries in some languages - Fixed decor in flooding rooms not showing their flooded sprites sometimes - Fixed magic mud not sorting alphabetically based on the primary mushrooms inside - Fixed pinned pocket items not keeping their relative menu position - Possible fix for farmers sometimes going over 100%, but have no steps to reliably replicate
This is now all the features/QoL stuff I had on my list to add based on all the feedback I've gathered since release! Thank you to all of you who submitted suggestions and talked about issues you had, it's all been so helpful in being able to polish up all the edges of the game. Although this is it for new stuff, I'll still be doing bug fixes as and when they're reported, so if you do find anything breaking please do still report it! Thanks again to all of you for playing <3 CHANGES - Added a new 'Mud Analyser' machine, which lets you view mushrooms inside magic mud, and recycle the powders (You can find this new mud analysing machine in the Mud Analysis building - shocker I know) - Added a new chapter to 'Breaking The Seal' to specifically teach you about Holding R to Respawn back to your last pool/bed BUG FIXES - Fixed a couple sprites with Frogham text being incorrect - Fixed FF frogs not counting for a few 7X checks - Fixed one of the climate control pool positions covering a bridge on the map - Fixed tooltip of frogs working with filters not showing correct gen - Fixed being able to highlight rooms on gamepad - Fixed respawning to a pool immedietely making you use that pool - Fixed some solid tiles not staying solid when loading a second save in the same session
CHANGES - Hotbar lilypad icons now have a different color when you have unlocked all variants for a species BUG FIXES - Fixed quantum-painted frog furniture applying the quantum pink to the frogs themselves - Fixed alchemist hybrid selections showing combined effects in tooltips rather than all listed (like hybrid powders/mushrooms do) - Fixed not being able to place carpet sometimes on gamepad - Fixed flute marker tooltip names not recaching on gamepad - Fixed X to clear for alchemist picks not clearing the hybrid set on gamepad - Fixed being able to double-tap stone chests on gamepad to get multiple chests when removing them
MUDBORNE, IT IS TIME TO WIKI UP
Some lovely news today - the Official Mudborne Wiki, (aka GameFROQS) is now live, and anyone who wants to contribute to it can sign up and get started!! screamyfrog
https://mudborne.wiki.gg/
You can all thank @Sonia_k for getting us our own wiki.gg, along with @Crabaret, @mothic, and @LovableMeadow. These 4 players them have spent the last couple weeks setting up templates and example pages for every part of the game - and got it all looking very nice and shiny in the process! fancyfrog
Now it's up to the rest of you to add your knowledge of frog game and get it finished off. If you want to start making new pages be sure to read the Contributing page, and join the new mudborne-wiki discord channel to chat with other contributors <3
~ Ell
BUG FIXES - Fixed game/modules/md_ui.lua:2178 attempt to concatenate field 'mushroom2' (a nil value) - Fixed regressor not always setting the correct ancestor traits to the reverted frog - Fixed regressor not using a fallback species if it can't find a species that matches the specific ancestor traits - Possible fix for steamdeck sometime having weird interactions due to the touchscreen 'mouse' position
CHANGES - Added color-coding buttons to crates and storage boxes, which add small coloured icons to the overworld (Open a crate menu to see the options on the RHS) - Added tooltip to Matriarch Jellies that have had their fragment retrieved to make it clearer you have already got the fragment - Added hover-preview icon to nurseries to show magic mud inside (if any) - Added ability to hold backspace for clearing text in signs/post-it notes - Increased the amount of time that an eaten bug gives you for the well-fed speed bonus (x3) - Reduced no. of background flora in the Kindergarten region - Made the broken lift in climate control not-selectable and more clearly just part of the scenery BUG FIXES - Fixed frozen chests in climate control loading as a bugged frozen version if you previously melted them in a previous session without looting - Fixed frozen chests in climate control that you already melted AND looted, showing as a closed chest sprite - Fixed quick-target menu not resetting quick-target if you left the menu open and walked away from it to close it - Fixed item pickup sound not playing - Fixed harvester placed in 1 world showing harvested items in other world - Fixed pet frog getting in the way when using hammer on floors/icepick on ice on a gamepad - Fixed gamepad not being able to select ice with an icepick - Fixed loading between several saves causing some tiles like algae to render incorrectly - Fixed shadows for some items showing in the wrong world - Fixed filters still running when the game is paused
- Fixed unpinned backpacks not appearing when opened - Undo for pinned backpack position fix, will try again next time!
CHANGES - Added numbers to mushroom's environment section in book to match the ones shown on the book art - Mushrooms will now sort alphabetically when sorted agaisnt other mushrooms - Tweaked Farmer sprite to be a bit clearer to Spore Cultivator sprite BUG FIXES - Fixed game/modules/md_world.lua:1446 attempt to index field 'player' (a nil value) - Fixed game/mobjs/mo_conduit.lua:75 attempt to index local 'placement' (a nil value) - Fixed backpack chest in climate control not having shallow water underneath it - Fixed backpack pinned position not saving between games - Fixed plushies not recaching tooltips when looking at different ones - Fixed beds outright lying saying sleep until 7am when it sleeps you until 5am - Fixed overlap of !!! with totals in encyclopedia - Fixed not being able to eat while on stepping stones, for important mid-jump snacks - Fixed map chapters not scrolling on Steam Deck - Fixed bug traps sometimes not working if placed in a world you're no longer in - Fixed quantum-painted bug traps not attracting bugs from either dimension - Fixed map stickers carrying over to a new game within the same session - Fixed books reopening if you pressed another key while the book shortcut was just held - Fixed Pondmother's Pool chapter having no tooltip name - Fixed accessibility pool hints for Pondmother's Pool showing some wrong hints - Fixed some decor and objects in the opposite world preventing floor placement - Fixed a certain NPC not completely disappearing under some conditions (maybe?) - Fixed blueprints spelling Hopert's name wrong
CHANGES - Added NPC icons to the maps next to the NPC locations - Added extra gateway icon to restricted research/memory works to make it clear how you get to that small area - Added new 'goal' markers for the 3 lifts / 3 pumps / 3 sensors, that tick off green when each is done - Added some extra contrast to all markers on maps - Added region names to the main gateway tooltips in the gateway nexus (not 'bonus' areas) - Added flooded visual to quarries not yet pumped on the map - Added a specific 'sort' button to backpacks, like crates/boxes have - Cleaned up some excess scribbles on the maps not needed now the goal markers exist BUG FIXES - Fixed the pillar + gateway inside a certain room being interactable, as they should just be decor - Fixed Hibernators not correctly sleeping you until rain - Fixed open pools/gateways showing as the wrong 'color' for some waking/dream maps - Fixed being able to shift-click backpacks into themselves or other backpacks - Fixed respawn position carrying over from last loaded save when making a new save in the same session - Fixed Icy Gale not being attracted by bug traps - Fixed precipitators not always stopping rain - Fixed weather icon showing 'rain' on clear days in the snowy region - Fixed demo converter not syncing all of the crates in the spawning pools demo
- Fixed precipitators not always starting weather with the 1.0.15 forecast changes - Fixed link crate + regressor monographs being wrong way round - Fixed menus not keeping their initial pinned position if you moved them THEN pinned them - Fixed frogs in quantum zen objects not being pettable in both worlds (literally unplayable) - Fixed being able to open the flute menu while already flying - Fixed predictor prediction outcome looking at the 4th trait column not the 5th
BUG FIXES - Fixed breeders not keeping their frogspawn/tadpole counts on a reload - Fixed weather than runs past midnight into early morning not raining the full duration - Fixed 'use a cultivator' prompt showing on critter pages - Fixed snap-to-grid placement being affected by objects in the opposite world - Fixed Sealmaker not showing the placed frogs on the object itself, like gateways/pools
- Fixed cultivators not showing the compost sprite sometimes
CHANGES - Added prompt to use cultivators to undiscovered mushroom entries BUG FIXES - Fixed game/modules/md_progress.lua:291 table index is nil - Fixed tngine/modules/tn_draw.lua:32 bad argument #2 to 'draw' (Quad expected, got nil) from sorting cultivators with empty buckets - Fixed a stack overflow that can happen with spore cultivators - Fixed Filling Oyster showing 'EDACITY' all caps in some tooltips - Fixed Deep Storage marker covering the lock icon on the map - Fixed pinned menus not saving as being pinned - Fixed order of the two variant icons not being consistent in the frog book entries - Fixed magic mud tooltips not updating correctly when switching between multiple if the first mushroom matched - Fixed Towering Prince missing a sprite in the dream - Fixed random invalid mod showing in mod list
- Fixed game/modules/md_ui.lua:2032 attempt to perform arithmetic on field 'mhp' (a nil value)
CHANGES - Steam Trading cards are now live! - Flute map markers now say the name of the region rather than just saying 'Marker' BUG FIXES - Fixed game/mobjs/mo_revertor.lua:135 attempt to index field 'ancestors' (a nil value) - Fixed other compost recipe hints being missing from overworld - Fixed quick-store not working on other types of storage boxes or link crates - Fixed spore cultivator blooms resetting if you added/removed an item from it's open menu - Fixed steamdeck trading still not using up items sometimes - Fixed quantum-painted feeders/breeders not drawing their tadpoles/frogspawn in overworld - Fixed quantum-painted cultivators getting confused what world they're in - Fixed a post-credit NPC not being selectable at night - Fixed flooring/algae/ice/void not loading correctly when switching between multiple saves - Fixed a few typos
Hey froggy friends!!!
Well it's been almost a week since release now - and what a crazy week it has been!
As of writing there has been OVER 15,000 FROGS playing Mudborne!!! wtf!!
Hearing all your feedback and messages I'm so relieved and happy that you have been loving the game, I am truly overwhelmed with the response <3
Some of you might already know from the old devlogs, but there was definitely a period of time when I was doubting the game and so many of the core mechanics, or agonizing over the story. When you spend too much time working on something creative it's very easy to get in your head about it.
So THANK YOU ALL so so much, to all of you, from those that played the first janky gamejam version, to the beekeepers who have been buzzing for the next game, to those who bought the game on day 1 with no idea what to expect.
Please bear with me on any outstanding bugs you might have reported! 15,000 of you vs 1 of me was extremely rough for a bit, so I appreciate all of your patience while I worked through fixes and caught up on everything. Thanks to everyone who's been reporting the issues! You are the real MVFs.
I still have a couple v. minor bugs on my list, along with some small bits I'm waiting on locale for, so expect a couple more patches soon. As you also might have seen, Mudborne is now Steam Deck verified, and I've also been invited to setup Steam Trading Cards - so those will be live soon once they are approved!
If you enjoyed your time playing Mudborne (I know some of you had 100% it in the first few days!!! so incredible), or are still enjoying playing, be sure to give the game a review on Steam so that I can keep making these silly weird maths games!!!
Once again, thank you all - so much.
Now I think it's time I go and hibernate for several cycles...
~ Ell
CHANGES - Increased contrast of stepping stone 'number' icons - Modified player position on maps in a few sections of Residential, Climate Control, and Central Junction BUG FIXES - Fixed game/mobjs/mo_barrel.lua:87 attempt to index a nil value - Fixed game/events/ev_mouse.lua:811 attempt to index a nil value - Fixed 'Archive Pool' show incorrect hints for the mushroom hints accessibility option - Fixed 'Dream Pool' and 'Defragmentation Pool' having their hints swapped - Fixed picker menus staying open if closing the alchemist via the X button - Fixed not being able to place drainer's inside for rooms that still had flooded elements - Fixed trait column UIs not resetting properly if you'd used That Specific Frog in them before - Fixed not being able to write on postit notes if you closed another postit first - Fixed precipitator usage on gamepad, and arrow keys not working on MKB - Fixed being able to use an equipped backpack while on stepping stones on gamepad - Fixed objects placed on nat. spawn positions not being priotised over the spores - Fixed map not opening to correct region if you opened it as soon as you left a room
CHANGES - Added a new control remapping for RESPAWN in Settings > Controls for MKB - You can now click on gateways to use them, like you can with pools - Reverted Weeny Sponge variant back to Hungry Sponge, as that WAS correct in the first place, just broken in the species checking code (sorry Calcium you'll have to update the guide AGAIN my bad) - Tweaked Kindergarten map to make the 3 broken lifts clearer - Changed 'Infinite Possibilities' so it accepts Stout Funnel x Flat Stinkhorn OR Flat Stinkhorn / Stout Funnel, as both are the same mechanically BUG FIXES - Fixed game/ui/ui_cultivator_tank.lua:49 attempt to concatenate a nil value - Fixed game/modules/md_world.lua:1028 attempt to index field 'props' (a nil value) - Fixed game/classes/cl_book.lua:95 attempt to index field 'book' (a nil value) - Fixed pets not following through gateways immedietely - Fixed Pondmother's Pool entry not unlocking if you just opened the pool menu rather than magnifying it - Fixed some red carpet tiles sometimes showing a weird blue square with a pink dot on it - Fixed some of the carpets not having a tooltip - Fixed alchemist missing it's button text and help overlay text - Fixed alchemist hybrid submenu staying open if you select another input picker - Fixed gamepad not being able to select alchemist 'mix' button or preview easily - Fixed frogs in quantum painted furniture not having an outline - Fixed bugtraps not updating if they loaded in offscreen initially - Fixed NPCs seeing double when it came to trading on steamdeck - Fixed opening a backpack with a backpack open resetting the inventory on steamdeck, allowing for dupes - Fixed opening multiple backpacks on steamdeck stacking them on top of each other - Fixed using a bed from a stepping stone putting you in a weird control state - Fixed missing bridge collision on a broken bridge in memory works
CHANGES - Reduced frog boundaries on furniture a little bit BUG FIXES - Fixed game/modules/md_ui.lua:2049 attempt to concatenate field 'blend' (a nil value) - Fixed game/mobjs/mo_revertor.lua:137 attempt to index a nil value - Fixed game/mobjs/mo_dauber.lua:100 attempt to index a nil value - Fixed game/mobjs/mo_harvester.lua:35 attempt to compare nil with number - Fixed some missing stairs + incorrect door on climate control maps - Fixed magic mud that was made using glitched powders from old alchemy bugs breaking the dauber - Fixed icepick not using up durability - Fixed hybrid magic mud not always caching correctly in tooltips - Fixed being able to place carpet outside, or outside room boundaries - Fixed not being able to place carpet somtimes if decor was nearby - Fixed calculateSpecies not looking at modded frogs for predictor/projector/feeder/revertor functionality - Fixed some weirdness with dreamcrates - try hammering them and replacing them all if you still get it - Potential fix for resyncing the local achievements menu with steam - Potential fix for some dualsense controllers not being seen as playstation controllers
- Fixed final quest of 'Breaking The Seal' having the wrong text
BUG FIXES - Fixed game/mobjs/mo_dreamcrate.lua:45 attempt to compare number with nil - Fixed game/modules/md_ui.lua:212 attempt to compare nil with number - Fixed game/mobjs/mo_dauber.lua:99 attempt to index a nil value - Fixed game/events/ev_gamepad.lua:454 attempt to index field 'highlighted_ui' (a nil value) - Fixed 'Breaking The Seal' not marked as complete inside the book - Fixed 'The Completionist' not marking correctly - Fixed gateway quest in breaking the seal having the wrong text - Fixed questbook showing X/15 instead of X/14 - Fixed 'The Long Road Ahead' showing 11/11 instead of 11/12 for final chapter - Fixed not being able to use the rain precipitator in memory works / gateway nexus - Fixed textinput handler not reactivating when save+quitting back to main menu - Fixed two pillars not showing on the map in residential district - Fixed quantum painted environment machines not applying changes in either world - Fixed some overlapping on mushroom entries in BP - Fixed being able to place flooring outside of room boundaries - Fixed being able to drop 1 of singular items on gamepad to get a 2nd one - Fixed Pondmother's font not having "-" and "'" - Fixed random screenshaking inside nexus gateway lodge after raising the central pad - Fixed Pondmother pool sequence not completing if it was night-time - Fixed walking on bridges not playing the wood walking sound - Fixed cultivators by stagnator not detecting stagnant water if it was activated after placing them - Fixed dream/defragmentation pool names on map being flipped - Fixed some bugs having missing icons in the bug trap - Fixed being able to click on boats through a menu - Fixed sorting link crates from moving the link frog
BUG FIXES - Fixed 'Breaking The Seal' achievement not unlocking when the quest is complete - Fixed one of the sets of trait changes in pool entries being overlapped oddly
If you used a lift key on the broken lift in climate control, you can now go and get it back by clicking on the lift. There are only 3 lift keys, all found in Kindergarten and intended to all be used there! CHANGES - Hybrid powder/mushroom tooltips will now correctly list all seperate effects from the two mushrooms rather than a combined calculation. (This is to prevent confusion about how all the mushrooms will react together inside the magic mud) - Dauber can no longer be used with plain mud to clear your colors - you will have to use a new magic mud if you want to change your changed colors. - "Frog On A Hot Tin Roof" achievement will retrigger if you up the workshop ladder - All NPC 'meeting' achievements will retrigger if you speak to that NPC - Added indicators to alchemist pickers to show which mushrooms have a hybrid submenu BUG FIXES - Fixed game/modules/md_ui.lua:2212 attempt to compare nil with number - Fixed game/modules/md_ui.lua:334 attempt to index local 'def' (a nil value) - Fixed game/modules/md_genetics.lua:93 attempt to index local 'def' (a nil value) - Fixed game/ui/ui_pick.lua:26 attempt to index a nil value - Fixed game/ui/ui_picker.lua:38 attempt to index a nil value - Fixed game/ui/ui_buff.lua:44 attempt to index a nil value - Fixed game/classes/cl_book.lua:546 attempt to index field 'chapter_def' (a nil value) - Fixed tngine/tn_core.lua:303 attempt to index local 'menu' (a nil value) - Fixed game/ui/ui_mudpreview.lua:25 attempt to index a nil value - Fixed game/mobjs/mo_dauber.lua:102 attempt to index a nil value - Fixed alchemist sometimes having 'empty' options - Fixed alchemist pickers not resetting the 'hybrid' selection when right-clicking to clear the pick - Fixed picking a hybrid and then a normal mushroom of the same base species not clearing the 'hybrid' selection in alchemists - Fixed alchemist still using mushrooms you cleared - Fixed alchemist preview not respecting hybrid mushroom effects (even tho the mud made would) - Fixed pool entry trait 'leaps' overlapping in Simplified Chinese - Fixed gateway menu help overlay not matching up - Fixed achievement checks for "Reinvent The Wheel" and "Swotting Up" - Fixed some of Annura's stock not having a count and being infinite - Fixed Annura's third dialogue option remaining on a key story option - Fixed a copy of Annura appearing in the bed asleep if you wake her from the hibernator at night - Fixed 'common' bugs not spawning in the nexus - Fixed a later NPC giving multiple keys in dialogue - Fixed game crashing when using the scrapbook icon button on the residential sealmaker - Fixed textinput not registering when opening blank signs - Fixed being able to use lift buckets on the broken lift in climate control (intended always broken) - Fixed bug traps not picking up some common nexus plants - Fixed bug traps not picking up some nature objects, like flowers - Fixed bug traps not showing potential bugs until you added frogs/fuel - Fixed a couple incorrect stepping stones showing on the residential dream map - Fixed cleared fragments still prevent access on some objects behind it - Fixed some typos
BUG FIXES - Fixed game/mobjs/mo_alchemist.lua:280 attempt to perform arithmetic on a nil value - Fixed game/mobjs/mo_nursery.lua:55 attempt to index a nil value - Fixed game/ui/ui_alchemist_tank.lua:23 attempt to index a nil value - Fixed game/modules/md_ui.lua:1940 attempt to concatenate field 'species' (a nil value) - Fixed a later NPCs dialogue being in the wrong order if you went and uncovered some secrets first - Fixed 'Find Progenitor' req not letting you use a freshly made progenitor from hopert - Fixed Frosted Weevil / Icy Gale not spawning - Fixed Dream Weaver spawning but being hidden behind the doors lol - Fixed Grubby Parachute spawning in the rain, that is not intended (if you're trying to use them to open Northern Pool you should instead look at INVERSE N along with the earlier mushrooms)
CHANGES - Expanded the area behind the Empty Lodge in the Nexus Gateway for a bit more build room - Turned off autoscrolling for the map book when clicking map entries as was annoying - You can now 'use' the magnifying glass on frogs + critters to open their respective book entries, like mushrooms - Added magic mud preview slot to alchemist, same as cauldrons BUG FIXES - Fixed game/classes/cl_book.lua:168 attempt to perform arithmetic on field 'scroll' (a nil value) - Fixed game/modules/md_ui.lua:559 attempt to concatenate field 'species' (a nil value) - Fixed game/modules/md_ui.lua:669 attempt to index a nil value - Fixed game/mobjs/mo_farmer.lua:92 attempt to index local 'targets' (a nil value) - Fixed game/mobjs/mo_farmer.lua:87 attempt to index a nil value - Fixed game/ui/ui_buff.lua:20 attempt to index a nil value - Fixed game/mobjs/mo_harvester.lua:91 attempt to get length of local 'items' (a nil value) - Fixed game/mobjs/mo_alchemist.lua:276 attempt to perform arithmetic on a nil value - Fixed game/classes/cl_book.lua:256 attempt to index field 'current_chapter' (a nil value) - Fixed variant repopulation frogs not having any different traits to the standard variant (only applies to new frogs from this patch) - Fixed variants in frog furniture not showing correct trait values in the tooltip - Fixed visual issue near the central pondmother's pool - Fixed pocket predictors / pocket projectors items not re-opening correctly after the first open - Fixed 4-slot furniture items not removing the 4th placed frog when hammered - Fixed menus staying open when you walk far away - Fixed keyboard input prompts showing for macos when not needed - Fixed single mushroom tooltips not showing correct +/-/x symbols in chinese/japanese - Fixed Annura's dream stock having some missing recipes for quantum items - Fixed being able to skip over Dendro's first meeting if you ignored him and just barrelled straight into central junction (If you were rude and did this, it should get marked correctly when you start the game, and he'll drop the ancestry lab key near himself)
CHANGES - Updated scaling logic for more boxy resolutions like 2880x1800 or 3000x2000, should feel more correct and less eye-strainy now let me know BUG FIXES - Fixed an issue with some MacOS/Linux users seeing two instances of the game (?!? wtf) when starting the game fullscreened - Fixed game/ui/ui_ficon.lua:33 attempt to index local 'targets' (a nil value) - Fixed seedling sprites going empty/pinkcube when frozen - Fixed frogs in frog furniture not showing correct generation in their tooltip - Fixed menus staying open / targeted when entering/leaving rooms - Fixed well-fed buff ticking down when game is paused - Fixed bucket quick-use on farmers putting compost in wrong slot - Fixed being able to click on seats through menus - Fixed farmer help menu having incorrect labels - Fixed printer help menu having incorrect highlights - Fixed an issue with mod mounting for workshop items
Had a couple people see a weird issue with Steam launching two versions of the game in the same window! Seems to be a caching issue, if you see this, quit the game (don't save), restart Steam, and reverify your game files! Please DM me on Discord @ellraiser if you're still seeing this on 1.0.4! BUG FIXES - Fixed game/modules/md_ui.lua:552 attempt to concatenate field 'species' (a nil value) - Fixed predictor help overlay not matching up with the menu - Fixed algae not visually clearing in the first session - Fixed convert demo file button being visible after converting or makine a new world in that empty slot
- Fix for Apple Silicon devices getting a framerate issue
CHANGES - Tweaked bothersome fungus spore sprite - Made auto-mechanism speed for cauldron a bit slower (you can also use arrow keys!) - Auto-mechanism for cauldron will only run when you're not hovering over a slot BUG FIXES - Fixed game/modules/md_ui.lua:2025 attempt to index a nil value - Fixed game/modules/md_ui.lua:953 attempt to get length of a nil value - Fixed tngine/classes/tn_particlesystem.lua:45 wrong number of arguments to 'insert' - Fixed being able to interact with nat. spawns through menus - Fixed farmer showing wrong error message - Fixed 'Critter Connoisseur' achievement trigger - Fixed bucket quick-use putting mud in the wrong slot for cauldrons - Fixed nat. spawn spores not showing the 'Not In Bloom' tooltip warning - Fixed a missing boundary in residential district - Fixed Kroaka's barrels not having a trade recipe - Fixed coolers/heaters selling as non-stackable items - Fixed variant achievements counting standard variants - Fixed cauldron mechanism progress not resetting when all powders are removed - Fixed quick-store using up empty slots before matching slots - Fixed communing with Pondmother on gamepad leaving the bed menu selected but invisible
- Fixed game/modules/md_ui.lua:953 crash - Fixed game/modules/md_ui.lua:550 crash
- Fixed game/ui/ui_composter_tank.lua crash - Fixed achievements not triggering in the overlay - Fixed clear skies sometimes showing a forecast of 00:00 - 00:00
- Fixed 'ev_key' crash if pressing keys before splashscreen - Fixed demo convertor not setting correct slot for future saves
Hey friends! It's World Frog Day, which means Mudborne is now officially released!!! :D It's been a long time in the works since the original gamejam entry, and I'm really happy with how it's all ended up! I can't wait for you to all get your slimy green hands on it <3 https://store.steampowered.com/app/2355150/Mudborne_Frog_Management_Sim/ There's a 10% release discount for the next two weeks - plus APICO players who own the game on Steam can use this bundle to get 10% off, as a thank you for all your support over the years: If you find any nasty tasting bugs, please report them! You can use the Steam forums here, or the feedback form (link is also in the settings menu!) My number 1, 2, and 3 priorities now are making sure you all have the best possible experience, but there's only one of me - so let me know ASAP if you run into any issues and I can start fixing them immediately! If you're enjoying the game, pls leave a review! I need 10 reviews before the Steam algorithm will see this is a Cool GameTM and start showing it to other players <3 If you'd like to chat with other players at the same time to experience the game together, I've setup some new channels in the Discord specifically for Mudborne. Be sure to also check the FAQs for anything else I might have missed here! Finally - a big THANK YOU to everyone who's been so hyped throughout development, I truly appreciate every single one of you. Now, off to the ponds with you! ~ Ell <3
Hey friends - it's been a hot minute since the last devlog, 4 months to be exact! Let me catch you up on the everything that's been going on. [hr][/hr]
Hey all!
Some exciting news today! First off, I can officially announce that Mudborne will be releasing on March 20th, aka World Frog Day!
In just over a month you'll be able to experience the world of Mudborne and uncover it's secrets - however if that's still too far away, I've also released a new demo for Mudborne that you can play right now!
This demo takes you through the first area of the game - the Spawning Pools, and contains all the lovely feedback and QoL changes that came from the playtest (thanks again for everyone who got involved in that!)
Whether you played the old demo or not, there's plenty of fresh content for you to experience. (Playtesters - this is just the first region of what you already played so you're not missing anything!)
Be sure to wishlist the game if you haven't already to be notified of release - and I'll see you all at the pond in just under 5 weeks! :D
~ Ell
Mudborne works natively with Steamdeck! Just run the game as normal, and enjoy :)
The device's own gamepad will be selected by default, but you can change the controller used in the settings.
Once the game has enough traction, Valve will let me submit the game for an 'official' rating, until then you'll just have to take my word for it!
~ Ell
Hey friends!
I will shortly be granting access to the Mudborne Playtest for all of those waiting in the queue! I'll keep granting access to any other signups each morning. You have until 2nd February to enjoy it! <3
You can signup from the store page here:
https://store.steampowered.com/app/2355150/Mudborne/
While/after playing if you have any feedback, or you came across any gross bugs that didnt taste nice, you can report both in this form (also linked in-game when you pause)
https://forms.gle/VwecUhTgKqpGK6c46
If you want to chat with other players, the "-mudborne-playtest" in Discord is there for discussions while you play so other players who are waiting for the full release do not get any spoilers - do also still use spoilers for any puzzle solutions so others can work things out themselves! :D
If you're a well-travelled beekeeper coming from a foreign land, it's worth noting that while you'll recognise the UI system and feel at home, the genetics mechanics do not work like you'd expect from your experience with bees! New frog species in Mudborne are trait driven rather than condition driven - froget everything you know
See you soon!
- Ell
Hey friends!
Excited to say that the playtest for Mudborne is launching now on Steam! You can request access over on the the store page here, just scroll down a bit to the "Join the Mudborne Playtest" section and click the big button!
https://store.steampowered.com/app/2355150/Mudborne/
The playtest will unlock starting this weekend <3
This will be a playtest of the full game, limited to the first 3 regions - Spawning Pools, Central Junction, and Kindergarten. If you've played the demo this will still be quite different, as the demo has it's own map.
If you can't wait to play Mudborne this is the time to get a froggy fix!
Hey friends, and happy new year <3 I hope you all had a lovely break and are ready for the 2025! Here's a little recap of what I've been up to this past year: [hr][/hr]
Hey friends! Another month whizzing by, but I managed to get a lot done for Mudborne - here's what I've been up to. [hr][/hr]
Hey friends! The last month I was able to work on Mudborne pretty much full-time, so I got a whole lot designed and implemented - let's get into it all. [hr][/hr]
Changes - Increased stack size from 99 to 999 - Updated some sprites (mainly overworld grass) to keep in line with the full game's style changes Bug Fixes - Fixed genetics tooltip not refreshing with correct data on same-species frogs - Fixed water wading sound fx missing - Fixed particles initial position being wrong (more noticeable on jelly pfx)
Mudborne's new demo is finally out, and it's been lovely to see how much you've all been enjoying it <3 Now that the dust has settled and the demo is stable enough for the time being, I can get started on actually building the full game - no pressure me! [hr][/hr]
Bug Fixes - Fixed crash with some fx being created OOB - Fixed name entry crashing when using backspace while empty
Changes - Added a respawn button for emergencies (hold R for 5s) - Added pin buttons for menus, toggling these on will keep the menu pinned to it's last position when re-opening - Turned off auto-pausing when window loses focus as mostly complaints about this (i thought it'd be nice soz) Bug Fixes - Fixed cultivators in the opposite world making PFX visible in your current one - Fixed frogs spawning from a feeder not being in the same world as the feeder - Fixed absorbant compost given by quest book being infinite - Fixed Saltgrove acorns being placeable in the dream world - Fixed incorrect bounding boxes on tree saplings
Changes - Updated natural spore quest+tooltip to make things clearer Fixes - Fixed issue with some dream frogs/flowers bleeding into the waking world + vice-versa - Fixed issue with jellyfish duplication when swapping world a bunch - Fixed composter giving 2 compost per cycle, no free buckets for you this isnt a charity - Fixed progress bars growing wider than the sprite size - Fixed hotbar slot sort putting items in the first hand slot - Fixed spawner/nursery pfx showing in the opposite world
Changes - Increased book text contrast Fixes - Fixed crafted Progenitor items being infinitely placeable - Fixed z-index of highlight arrow for frogs in decor - Fixed bbox of smaller spas making it hard to highlight frogs inside - Fixed gate progress persisting from an old save to a new save - Fixed some special characters causing a crash in name entry
Bug Fixes - Fixed chapter icons having no tooltip title - Fixed not being able to bind controls properly on non-QWERTY keyboards - Fixed not being able to bind arrow keys to movement - Fixed trashing empty slot counting for quest progress - Fixed pillars disappearing near camera boundary - Fixed backpack menu showing ontop of the pause menu - Fixed issue with opening book after multiple notifications
Hello Mud Born! I'm excited to announce that new demo for Mudborne is out now and live on Steam!!! I'm also excited to announce I'm teaming up with Future Friends on this one to help me publish it. Whether you played the original gamejam version or not youre in for a treat, as this is a completely new game, new art, new mechanics, new music, new engine - the whole works. Im really looking forward to you all getting your slimy green hands on it <3 Check the trailer out below for a sneak peak: https://www.youtube.com/watch?v=jJq7u9hcAUg&ab_channel=TNgineersOfficial I've also updated the roadmap for the game so you can see what stuff is planned for the full-game! https://steamcommunity.com/app/2355150/discussions/0/4429939323286608245/ Hop you enjoy!! ~ Ell
Hey friends - IT'S NEW GAME TIME!
Im excited to announce that Mudbornes new demo is out RIGHT NOW on Steam:
https://store.steampowered.com/app/2355150/Mudborne/
Im also excited to announce that the lovely folks at Future Friends will be helping to publish your new fav froggy game with me. Check out the trailer below for a sneak peak of what you're in for:
https://www.youtube.com/watch?v=jJq7u9hcAUg&ab_channel=TNgineersOfficial
A spiritual successor of sorts to APICO, Mudborne instead focuses on genetic manipulation and generational puzzles to create and discover all sorts of frog species, that act as keys to let you travel between the waking and dreaming worlds - the demo takes you through the main mechanics and creating 8 different species. If you love APICO I think youll love this, theres a lot of stuff Im doing differently but you should still feel right at home.
Whether you played the original gamejam version or not youre in for a treat, as this is a completely new game, new art, new mechanics, new music, new engine - the whole works. Im really looking forward to you all getting your slimy green hands on it, I hop you enjoy!! <3
Dampest regards,
Ell
Hey friends! I've been busy working away at the demo this month, and basically got the whole thing finished up >:D All that remains is to do some more QA and bug hunting, so let's get into what I've been doing. [hr][/hr]
Hey everyone! Been a little while! APICO kept me very busy over May with the new update and bug fixes that came with it but I think I'm nearly finished with it all now (sorry beekeepers!) I kept doing Mudborne stuff on and off throughout though, and then June has been a lot of build on top of the prototype I had to start to form the demo - lots of stuff to cover! [hr][/hr]
Hey everyone! Been awhile since I opened up Steam to write something - I've been trying not to add the pressure to make myself post every single month, as half the time I don't have much to say and the other half making it something I HAVE to do prevents it from being something I WANT to do But it's been a little while of working on Mudborne stuff in between all the final APICO update stuff, and I wanted to share where I've got to so far with your new fav frog game [hr][/hr]
Hi friends, hope youre doing well!
Its already the beginning of a new month, and you know the drill: its time for a new recap!
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Hi friends!
A new year is upon us, and its been a bit of a manic start with Ell moving house but were back on track now!
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2023 is almost at an end, and its been a busy ol year looking back! Heres a lil ellraiser/TNgineer wrapped
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Started the year off strong dropping a demo for Rift Breach, an experimental lil dungeon crawler.
This was super fun to make, and helped me get better at scoping small as well as got my out of my usual pixel art comfort zone!
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Then FletchMakes hosted a 7 day gamejam + I couldnt resist making the APICO but frogs Id always joked about
Mudborne was born(e) + I was overwhelmed with how much people loved it. It also showed me just how much I can get done with a super strict scope and detailed plan!
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APICO had its 1st birthday! From a silly concept made in HTML to now published on all platforms with over 50,000 beekeepers playing - truly never thought it would go anywhere
Im forever grateful to everyone whos played and shared this funky bee game
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At this point trying to keep up with socials for 3 different games was getting far too much and I needed help - enter @mibyledraws who joined as the first official TNgineer!
Thank you for all your hard work, wonderful videos, and helping me keep on top of everything <3
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I got round to releasing the 2nd free content update for APICO, "What Lies Beeneath, with all sorts of weird and wonderful ocean friends
Its been tough to keep working on this mess of a game, but its worth it to see how much people have been enjoying all the new content
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Decided that I wanted to take the Mudborne concept into a full-game, and started planning out everything along with a new art style and vibe for it (theres only so far a sprite-rip of APICO can go lmao)
Its wild to see how far Ive started to come from tiny rectangle trees!
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Towards the end of the year I left my freelance contract + went full-time gamedev, not quite by choice but it was something I wanted to do for a while
Ill now be able to spend all my time on the games, as well as all the other little concepts Ive had bubbling away...
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I moved from GameMaker to LVE, built a small framework for future games like Snacktorio + Mudborne, and contributed to the engine itself
Was the first time actually helping making a substantial contribution to an open-source project and I learnt a lot!
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After a couple years in + out of development and a last minute engine change to LVE, I finally finished + released the demo for Snacktorio
Weve had some amazing feedback and its been so gratifying to finally get it out and see people enjoy it
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Looking ahead to 2024, itll be my first year as a full-time gamedev (as well as reaching lvl 30!)
Im planning to release the final update for APICO, as well as releasing either Mudborne or Snacktorio - might even have to drop some new demos too, as a treat
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Thanks for everyone who has supported me and TNgineers throughout the year.
Whether that was playing the demos, buying the games, sharing your progress, joining the discord, posting wholesome reviews, sending me cute bee pics - Im truly grateful to you all <3
Hi friends!
Its almost December, which means its time to recap what happened last month!
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Hi friends!
A month passed by since our last newsletter, heres whats been going on!
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Hi friends!
September is already gone and oh boy, what a month! APICOs second major update came out - What Lies Beeneath :D
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Hey friends!
August came and went, my first month technically doing gamedev full-time! Both exciting and terrifying :'D
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Hey friends!
Another month flies by, it feels like I was only just writing the June recap! Here's whats been going on.
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Hey friends!
We're now halfway through the year, which is a scary thought given all the things I still want to get done in 2023... better get to it!
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Hey friends!
May has flown by, and it's an important anniversary month for both APICO and myself personally, marking the start of me making games 3 years ago. Here's whats been going on:
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Hey friends!
April has been and gone, finally bringing some sunshine and bumblebees to the garden! Here's what we've been up to:
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Hey friends!
March has flown by, and with it the weather has slowly turned from wet and rainy to... well still wet and rainy cos it's the UK baby!!!! Here's what's been going on
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Hey friends!
As some of you might know, Mudborne was the result of me taking part in #FletchFest, a 1 week creative jam hosted by @FletchMakes!
I've always joked about making "APICO but frogs", but it's never been much more than that. With the jam having a theme of "pond" I felt like it'd be a great opportunity to imagine what that concept could be like, and the sort of things I could do differently within a similar menu-heavy crafting sim world.
And so, Mudborne was borne!
(NB: This is a summary blog of the development, but if you're interested in more details I live tweeted during the entire week in this thread here! You can try the demo right now here on Steam or over on itch.io)
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