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Hey, gang! Been a super-quiet year with a ton of things going on in the background and a lot of radio silence on our end. However, this fancy end-of-year post should give you an idea of what was happening and what is coming. Feast your eyes...
Most of the time was taken up by life things and non-game projects with a lot of planning and setup for the final updates for each of the current games. Reviving our old Tenth&Hess Games studio to handle these last updates and start work on a new project too. Since we're here for the games (right?) let's get on with it!
Hey there! The new year has come and we have an update for where things are and what is going on! Since some of them are still a little ways off, we'll try to keep this short. These final updates will be listed in the order they will be released.
The Dope Game
We kind of blew the Xmas window, obviously. But that is OK because there was a lot more getting packed into this final update than expected; which is also being broken into two updates.
The first one is coming this month, most likely. It will contain a ton of fixes, new features, a new area, new character, and the framework for multiplayer.
The second half will contain, probably, bug fixes for the first patch but, more importantly, the multiplayer version of the game. More of a competition really than player-vs-player in Starkham. The original plan failed terribly but would have been cool; so this is a good test and compromise on that. Hopefully you folks will enjoy it.
Haulin' Oats
Finally bringing this baby out of Early Access after a very long delay. Most of the future plans for the game have been scrapped but couch co-op, controller support, and some rules changes will be included with version 1.0. The game will also appear on GameNite sometime after April too!
One Way To Die
The overhaul is almost upon us! This free and over ten-year-old game will finally get a last update. It is a somewhat nod to the masses who never read text and those who want multiplayer to be less of a pain.
Raise Your Own Clone
A game we can all hate is getting a complete rebuild from the ground up. Instead of creating a whole new game ID for it, I figured it was best to reward those who had purchased the game with some much better. The old version can obviously still be played but, let's be real, no one is doing that.
Into Oblivion
Last but not least by any means, Into Oblivion already got its final update. However, there will be one more patch to provide controller support and Steam Deck support.
Developer Change
All games listed will be moving to the old but new again Tenth&Hess Games for their final releases; not that you'd really notice. The original studio that actually started these projects long before they ever came to Steam will be taking back over. Granted there is no real personnel change, it just seemed fitting that everything ends where it began..
The Future?
Most of this year will be spent designing some new, possible projects. Two of which will need character models but we'll deal with that when and if the time comes!
Stay tuned!
Hey, gang! Long time, no see! We have been tracking issues in our user forums, working on assets, busy with non-game projects, and prepping a slew of updates in the space of time since the last post. Now we will get into what to expect in the near future!
Haulin' Oats
There were no expectations for Haulin' Oats but it still underperformed. That being said, there will be one large patch to bring it out of Early Access and then smaller QoL update after that. The plans to expand the game with some additional features have been scrapped, sadly. However, all the updates we had planned like Steam Deck support, controller support, score mode, extra animations, etc. are all in this massive, upcoming patch which is almost done. I really loved how this game looked and played but it was pretty niche and drowned in the tidal wave of indie games.
The Dope Game
The beloved Dope Game will be getting a final patch soon. It contains all the fixes from bugs we've received since the remaster update. It will also put the nail in the coffin for some features we planned like multiplayer and character customization. Multiplayer... just didn't work and that's OK. Resources will be moved to a new game project instead but we'll give this beast the ending it deserves.
Into Oblivion
Well, this game received its last patch with The Last Drop update and has been laid to rest. I do miss those characters and hope to bring them back at some point somewhere else. Some vague representation of the ideas for the canceled Brewmaster expansion were worked into a recent game jam game called TasteMaker. Good times!
One Way To Die
The final update for One Way To Die is almost, almost ready. We've talked about it before so I won't go into lots of details here. However, for a free game that wasn't super popular, it has received a lot of love over the years. I'm really looking forward to this final update, I think it's neat.
Raise Your Own Clone
For a game I hated worked on and it seems other people hated to, it is getting a full revamp with something I wanted to try. It will be the last to get updated but it is a really big overhaul. More on that when it gets closer but maybe the people of Turkey will stop buying so many copies.
The Great Beyond!
For the future, CoaguCo will probably release two more games then call it quits. Game development can be fun but making commercial games sucks: both time and money. It has been fun seeing folks enjoying these games and hilarious seeing people hate them. We will keep you posted as we go but at least there is light at the end of this tunnel!
Have a safe and, hopefully, not too hot rest of your summer!
Hey there! So last year around this time we did a Fall Update to give news on every project we are working on and where everything currently is. This year we're gonna do the same. Instead, however, we will talk about each project in alphabetical order. TL:DR; Been doing real-life stuff and other non-game projects, but things are still moving along! Just slower. Wanting to provide higher-quality updates. [hr][/hr]
Hey there, happy fall! And with the change of the seasons we are back from a lengthy vacation to update you on where and when various games will see the light of day. For fun, this will be in chronological order. [hr][/hr]
Hey, junior scientists! Today we are push a super small update for Raise Your Own Clone. These changes do not affect anything noticeable in-game and are more under-the-hood. The only thing you may or may not notice is that the holiday gift interface has been stripped out. If you don't know what that is, it was a system where every holiday season our server may randomly give you a key to one of our other games on Steam. Since it is now removed, we will do something different this upcoming holiday season! Here is the tiny change log, as is tradition:
Hey, anonymous alcoholics! Today we are putting out the first version of the multiplayer for beta. That being said, a few things aren't working just yet... like spectating and any other multiplayer mode -besides- One On One. Trying to start any other ones will result in a hard crash. However, you should be able to start servers, join servers, and all that. If you find any bugs, please report them on the community page or to bugs@coaguco.com, as per usual. We expect there may be many. Now we are focusing on getting spectator mode finished up and added in, then off to add the rest of the multiplayer modes. Then, of course, polish and release. For those who are curious, here is the change log for this update:
Hey, clones! We are updating Raise Your Own Clone to version 1.3.5 today with a small fix. Very small. Here is the change log:
Hey, clones! We are updating Raise Your Own Clone to version 1.3.5 today with a small fix. Very small. Here is the change log:
Hey there! Today we are putting out a maintenance update for the game. Most of these are engine upgrades. But, nonetheless, here is the change log to show you the light:
Hey there! Today we are putting out a maintenance update for the game. Most of these are engine upgrades. But, nonetheless, here is the change log to show you the light:
Hey there. Today we are releasing a small patch to fix an issue in Story 3. More about that in the tiny change log that follows:
Hey there. Today we are releasing a small patch to fix an issue in Story 3. More about that in the tiny change log that follows:
Hey there. We issued another small patch today that is mostly text corrections (spelling and grammar) along with some stat stuff. Here is the change log in case you're curious:
Hey there. We issued another small patch today that is mostly text corrections (spelling and grammar) along with some stat stuff. Here is the change log in case you're curious:
Hey there! Pushing out a small update to fix a few issues. Mostly with Story 4 and some animation corrections. Here is the change log for those interested:
Hey there! Pushing out a small update to fix a few issues. Mostly with Story 4 and some animation corrections. Here is the change log for those interested:
Finally. Story 4 has been released and the clones saga has come to an end. You can now follow Aloysius' adventures which start at the tail end of Marsch's, carry through the middle of Madelyn's, and hopefully end up finding out what happened to your uncle. We also released Story 1 for free as a "demo" on Linux and Windows. If you haven't played the game, you can now go through the whole first episode. There were also a list of bug fixes and changes made in this update. Here is the change log for the curious:
Finally. Story 4 has been released and the clones saga has come to an end. You can now follow Aloysius' adventures which start at the tail end of Marsch's, carry through the middle of Madelyn's, and hopefully end up finding out what happened to your uncle. We also released Story 1 for free as a "demo" on Linux and Windows. If you haven't played the game, you can now go through the whole first episode. There were also a list of bug fixes and changes made in this update. Here is the change log for the curious:
Hey there. We just updated the game with various spelling and grammar fixes as well as restored the last chance to get candy in story three. And a few other little missing things. Here is the change log:
Hey there. We just updated the game with various spelling and grammar fixes as well as restored the last chance to get candy in story three. And a few other little missing things. Here is the change log:
We issued a ninja hotfix to correct a few small issues in the new update. What was the problem? Check out the change log:
We issued a ninja hotfix to correct a few small issues in the new update. What was the problem? Check out the change log:
Holy crap, story three is finally out! That took a lot longer than anticipated and for good(ish) reason. We have been working on some new games as well as getting our first localization for The Dope Game ready and basically rebuilding segments of Raise Your Own Clone. However, the update is out and all the changes are coming online. You will notice first and foremost the whole art style has been changed out to match our other games. We also changed out the animations and the way story flow is handled, though this is only different in story three. Then there were bug fixes, etc. Oh, and the game will be 25% off later today to celebrate the third story's release! Here's the change log, in case you're interested:
Holy crap, story three is finally out! That took a lot longer than anticipated and for good(ish) reason. We have been working on some new games as well as getting our first localization for The Dope Game ready and basically rebuilding segments of Raise Your Own Clone. However, the update is out and all the changes are coming online. You will notice first and foremost the whole art style has been changed out to match our other games. We also changed out the animations and the way story flow is handled, though this is only different in story three. Then there were bug fixes, etc. Oh, and the game will be 25% off later today to celebrate the third story's release! Here's the change log, in case you're interested:
Hey, folks. Just an update about story three and moving forward with the game. So we are busy restructuring parts of story three to fit a new layout we'll be using from this point on. It should break up the really long chunks of text and also provide more options for players. This being said, we will be going back and restructuring stories one and two, as well as adding new text and choices. This does include a new layout as well and some new graphics. Basically a whole bunch of new shit. Also we will be most likely dropping the story editor for custom stories. Considering our work load and integration of Steam Workshop, this option will probably be removed. The decision will definitely be finalized by the time story four rolls out. We'll have more information soon as well as the story three update!
In less than six hours we are starting our 12 Days of CoaguCo Christmas event, inspired in part by the wondrous game Pony Island. We are gifting copies of our games through our games! Three copies per day for twelve days. The event starts at midnight, tonight, CST. And the gift pile updates every night at midnight for the next twelve days, ending on Chrismas day. There are a total of 36 key gifts available! How Does It Work? Basically any time you play either One Way To Die, Raise Your Own Clone, or The Dope Game, our system will decide whether you get a gift key or not. If you do indeed win, you'll see something like this... http://imgur.com/Oe2o37Z You can copy the key using the ball and close the screen with the other one. Make sure to paste that key somewhere or use it as the gift won't appear again! Our system does keep track of what keys go to whom, so we know what is going on in case something goes awry. Some Gifts Weren't Opened In Time! If any of the gifts aren't opened before the time expires, then we will give those keys away on SteamGifts.com but will make sure to link and notify the community so there is an additional chance to get it. We will be checking on the event each day and tweaking things if necessary. Good luck to all the gift recipients and have a happy holiday!
Usually for the holidays we like to do a giveaway for all the folks in the community, and those lurking the the peripheral waiting for keys. This year we decided to do something much different and, if it works out, something we'll do moving forward. This year starts the Twelve Days of Shizmas! How's It Work? Inspired by the lovely game, Pony Island, each of day of Shizmas, each of our games will release a new serial key for every game we have out. The keys will be embedded randomly somewhere in the games. The locations and keys should vary day by day, depending on how the RNG gods feel. The process should be automated, for the most part, so new keys should release around the same time each day. I Aleady Have This Game If you get a key for a game you already have, we suggest giving it to a friend or donate it back to the community. Don't be a cunt and sell it. We'll drop another announcement the day before Shizmas begins!
Hey there! We just issued another small bug-fix for Raise Your Own Clone, this time addressing issues with randomized events (yes, there are in there). Here is the very tiny change log:
Hey there, we just pushed out a super tiny update to Raise Your Own Clone that addresses some small issues found. Feast your eyes on the modest change log:
Yeah, after being about three to four weeks behind schedule with it, story two has finally been released. It is the prequel to the first story, which follows what happens to Dr. Stansfield, Marsch’s uncle, and how he ended up leaving the lab. Well, depending on what path you take. The sale for the game is still on at Steam and Itch.io if you want to pick it up at 20% off. The release also addresses some issues with the functionality of the game as well as updates the engine. Here is the usual changelog:
Hey there! Things happened faster than we expected and we will be experiencing server downtime for about an hour tonight. We apologize for any crashes that may occur or lost data on our servers! It should be back in action around midnight (CST). API systems will be the first thing
Well, birthdays are over for another year and a new nephew is born so it’s time to get back to work! One of our first points of order is changing our server hosts. This will possibly cause a small hiccup in our API system in all of our games which may result in some stats not being backed up correctly. However, this does not affect Steam’s copy of the stats and those should sync sometime afterward. If any horrendous issues arise, please let us know! We expect the server swap to happen sometime around Thursday or Friday. Raise Your Own Clone story two has been a bit delayed due to some real life stuff and we apologize but that comes first! However, we should be putting out story two very soon (like this week soon), though we’d prefer to stay away from hard dates so we don’t miss them. But be ready!
Yep, thanks to ol' thisismike we are now releasing Raise Your Own Clone's first story on Mac today. Mac users can now follow the path of Marsch as he (possibly) ruins his inheritance of his uncle's cloning lab. If anyone finds any issues with the Mac build, please let us know! Also, story two should be out in the second half of October which follows the rise and fall of Dr. Stansfield himself. It offers the same madlib-ability as story one and carries over some information from your playthrough. More to come in early October!
Hey there. So story 1 has received an update to address some issues people found with the release version of the game. And, since we had to push back the release date we decided to throw in a little surprise as well. More about that later, here is the change log:
Our episodic text adventure, Raise Your Own Clone, is now available on Steam! The game launches with the original story one and the madlib features added back in from the desktop original version, as well as discounted by 15% for the first week. You can check it out here. As you slog your way through Marsch's choices on what to do with his uncle's lab, we continue to tweak and polish story two for release sometime in late October. That's it for now!
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