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I sincerely apologize for all the delays. I expected to have the 1.0 update out before the end of 2024, but there were some real life things that got in the way and I underestimated the amount of work the townspeople relationship quests would be. The good news is that the relationships are turning out really nicely! It's been a lot of fun developing all of the characters and adding the new quests and cutscenes. I still don't know exactly when things will be done, but I will be sharing a release date very soon. Things are in a "it'll be done when it's done" kind of stage. Until then, here are some GIFs of the upcoming events you'll be able to do.
Hey Craftsmen and Craftsladies, It has been a few months since the last update, so I thought I'd post a little dev log about upcoming features and things that are currently being worked on. A lot of people have expressed frustration with Electric and Alloy tags being too much of a grind, so two new areas are being added to the game to help out with that.
A small patch update has been deployed that fixes a few small issues and adds new promotional items. Follow The Last Craftsman on Twitter for more news about getting codes for those items! Patch Notes:
I've added a few QoL features, fixed a few issues, and added more tutorials to help out new players.
Streamer and friend BootStill2Big graciously streamed The Last Craftsman to celebrate the new update and sale!
The mini-update is now live! This updates much of the graphics in The Last Craftsman, adds Cooking, and Pets. (Pets are currently obtained from the Mystery Shop next to the General Store on Mondays!) Patch Notes:
It's been 2 months since the launch of the Livestock Update and things are moving along quickly on the next mini-update. In the next update, there will be many visual improvements made to the player and various areas of Gear Springs.
The last LAST batch of hotfixes:
Should hopefully be the last batch of quick updates before I can take a break.
Another batch of daily hotfixes (Shout out to Zorboni and SpookyBadger for finding these issues!)
A few more bugs have been fixed:
A few minor bugs found during the launch of the Livestock Update have been squashed.
[previewyoutube=5NmN11uFBIo;full][/previewyoutube] After months of frantic work, the Livestock Update is finally ready! This is just the first of two MASSIVE updates to The Last Craftsman. The two major additions are the new farm animals that can be acquired to help collect daily resources and the new Mods for Theseus that will dramatically change the way you combat enemies in the ruins. Along with those major features, there's also housing upgrades, more clothing, more items, full controller support, new mods, new everything! This update just about doubles the size of the game! Coming up in the future, there will be one small update to add Cooking so players can more easily obtain food items as well as some minor improvements to the game generally. After that small update, the work will begin on the second major update to finish all of the townspeople relationships and improve the story aspects of the game. I deeply appreciate the time everyone has spent with the game and hope you'll have lots of fun with the new update! Patch Notes:
Due to some personal issues (I have to move across the country), I've had to delay the next update for The Last Craftsman. Originally I wanted to release it towards the end of July, but a lot of things got in the way and I decided to slow down development a little bit and focus on increasing the overall quality of the game. That said, the new update will certainly be out before the end of the year (Winter is PEAK cozy game season.)
The good news is, this has given me a little bit of extra time to add even more new stuff to the game!
The past few weeks have been spent adding a ton of new mods for Theseus to use in the ruins. These mods will change the way cards work, modify dungeon layouts, and add unique bonus effects to the game.
Here are just a few of the many MANY mods that Theseus can equip
Theseus will be able to equip 1 Weapon mod and 1-2 Trinket mods based on their energy cost. I'm really looking forward to seeing the kinds of powerful combinations people create with decks catered to their mod choices!
In other news, I was interviewed by Jesse's Indie View to talk about the development of the game and he is currently holding a contest to win a free copy of the game. So you should definitely give it a watch and subscribe to his channel if you want to learn more about The Last Craftsman and get a chance to play the game yourself (or give a copy to a friend!)
[previewyoutube=4ogY_W16roI;full][/previewyoutube]
This month has been kind of a quiet one for me. Most of the changes have been bug fixes or balancing tweaks. A ton of progress has also been made for controller support and button remapping, but those changes will have to wait until the next big content update.
Today though, I want to focus on the upcoming Livestock addition to the game!
In the next update, you'll stumble upon James in the Forest pondering over a mysterious egglike object...
These eggs are known as "Ambrios" and they hatch into all kinds of different animals! Capturing, hatching, and breeding new Ambrios will be incredibly useful as each animal has many different variants that will yield all kinds of unique materials.
In order to catch new Ambrios, you'll have to build a Capture Crate. Placing one of these down on your property will attract different animals who will leave their Ambrios for you to collect. The type of Ambrio you catch will depend on the item you use as bait.
Once you have some Ambrios, you can begin hatching them. Simply build a Barn, then put the Ambrios into one of the hatching slots. After a few days, your new furry/feathery friend will appear! These animals will immediately start producing new materials for you to utilize however you see fit. Animals can also be freely returned to their Ambrios if you want to switch out new ones for different seasons.
The work's not done yet though, because every animal also has a "Pedigree". If an animal has a high Pedigree, it will produce better materials and more of them!
The Pedigree that an animal is born with depends on the quality of the Ambrio used to hatch it.
Capture Crates will always return a "Wild" Ambrio, which is the lowest quality. If you want animals with a higher Pedigree, you'll have to keep multiples of the same species together in a Barn. When there are enough in the Barn, they have a chance of breeding and offering you a new Ambrio of a higher quality! You can also increase the chance of getting a higher quality Ambrio by giving them lots of pets and feeding them nice food to increase their Happiness!
I'm sure everyone will be happy to hear, the entire thing is being built with the same QoL improvements as the other parts of the game. Animals will not need to be fed every day to produce materials, you won't need to enter a separate building just to feed them, and you don't need to be near them to interact with them.
This is the first of many update previews to come. If you'd like to receive chaotic spur of the moment updates, I'm going to start posting those to the Discord server as they are developed!
This is a teensy tiny little beta update to balance a few headaches at the start of the game and fix some bugs.
Another round of fixes for small bugs:
Just knocked out a few quick bugs that I noticed after testing. Nothing major.
Another small update just to patch a few game breaking bugs. This build will exist on the beta branch to be tested for a few days and then will be moved to the main branch afterwards. Patch Notes:
Another small update has come to the town of Gear Springs! This is part of a series of small post-launch updates to make minor improvements to visuals and add quality of life features.
I've opened up a new Beta branch for people who want to help test Controller input and Steamdeck issues. Right away on the new branch you can find an improved layout for Item Stores on smaller resolutions. There's also an experimental option in the Settings to disable UI scaling and opt for higher res windows. The UI scaling does cause some visual glitches here and there, but nothing major has popped up yet. Hopefully these additions help some people out while the Steamdeck and Controller implementation is finished fully.
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