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Hey Villagers Village Monsters v1.05 is now available, and it fixes exactly one bug. It's a terrible one, so I wanted to provide a longer explanation. The bug occurs during the Cool Stuff event in the Summer. It's bugged, and it loads a cutscene with no dialogue. To avoid crashing, the game attempts to pull dialogue from another source - in this case, debug dialogue. The dialogue it randomly chose is extremely inappropriate and contains offensive language. v1.05 disables the event entirely and removes all offending text from the game outright.
Three patches in three days! ...I suppose that's not something I should be super proud of... I believe I've cracked the majority of the urgent bugs that crop up in the first few days of the game, so I'll now turn my attention to other matters. I anticipate releasing a new patch every 1-2 days as fixes roll in.
This is a small bugfix release for Village Monsters v0.90 and makes the following changes.
This is a small bugfix release for Village Monsters v0.90 and makes the following changes:
This is another small patch update fixing some of the more urgent bugs found in v0.80. As always, thank you to everyone who reported bugs via email, Twitter and Discord!
This is a small patch update fixing some of the more urgent bugs found in v0.80. As always, thank you to everyone who reported bugs via email, Twitter and Discord!
This is a small update - so tiny I thought about skipping notes entirely - but I suppose that's to be expected with the holidays sapping so much of my time. I ended up spending most of my time hunting down a crash bug people had been reporting since launch. Turns out it was related to toggling full screen for certain situations and resolutions (like 1366768 using integrated video cards) I'll be back at it sometime after Christmas. I may try to squeeze in one more release before the end of the year, but if not then I'll package up everything with a release in 2020. Have a good holiday break!
Hello villagers! Today marks the release of the first major update to Village Monsters. You'll notice the version number is now set to 0.5 - is this officially the halfway mark?! This update was guided by players like you! Last week I asked what I should work on next and you weren't shy in giving me an answer: bug fixes, quality of life improvements, and improvements to Odd Jobs. Part of these changes were already released last week, so this week's patch is meant to cap that one off! The next planned major update is for Friday, December 6th. I've yet to send out a poll on what that should include, but I should have that out later this week. Happy Thanksgiving to my fellow US villagers! NEW
I was originally slating for an update this Friday, but I've seen quite a few bug reports that would be fixed by the version I'm currently working on. I figured there was no reason to wait - being in Early Access means I can be flexible! Starting with this version your game will now automatically backup your saves. Here's how it works: - Upon selecting "Continue" the game will load the data in your save - At the end of the day your old saves are moved to the "bak" subfolder. Only the previous day is kept as a backup - The game then saves the new data and the next day begins This won't impact many users, but if an update breaks your saves then this is one way to get them back. It's still a good practice to manually backup your saves if you want to be extra super sure they aren't lost NEW
Today's patch brings a whole host of fixes and improvements. My focus was mostly on Goals and Patchlings (aka how you progress through the game), but also I changed plenty of other things based on player feedback. The next patch is planned for November 22nd. You can vote on what you want to see included in this patch right here! NEW
Another quick patch tonight. Mac and Linux versions are now properly uploaded and supported - though let me know if you have any trouble with those versions specifically. It's not as easy to test for me. Also fixed a number of bugs + improved a few things based on feedback.
I know I shouldn't be excited about a patch (especially for one that's mostly bug fixes), but it's pretty cool to push out an update that actual players will benefit from! Having a released game feels pretty cool. Here are the patch notes for version Early Access 0.48.8.
After three years of hard work (and hundreds of energy drinks) I am so dang happy to announce the release date for Village Monsters:
NOVEMBER 12TH, 2019!
It was back in January 2017 when I decided I reboot my life and make a major career change into indie development. An impossible amount of things have happened since then ranging from a successful Kickstarter for Village Monsters to the birth of my son (aka my first playtester).
Now I'm getting ready to release my dream game into the world. It's an overplayed expression but yeah, life really does come at your fast.
Humans? Where we're going, we don't need humans
Theres no way to actually prove this, but Im pretty sure more people have played fishing mini-games than have actually gone fishing.
You can fish in Zelda, in Nier, in Red Dead Redemption 2, in Pokemon, in Deadly Premonition, in Torchlight, in Yakuza. You can hardly walk into a Gamestop without tripping over a pile of rods and tackle boxes.
And of course fishing is especially prominent in life sim games like Animal Crossing, Harvest Moon, and Stardew Valley. Village Monsters is no different fishing was one of the first hobbies I added to the game.
Theres a lot to draw inspiration from, and if it seems the tone of this post is overly negative it isnt because I dont like fishing mini-games its because of how intimidating they are! With so many different standards and expectations there are almost too many options, and this left me feeling paralyzed when designing the system for my game.
The good news is Ive finally settled on a system, and Im super excited to talk about it.
But first lets talk about how bad of a designer I am.
This is a big month for ol' Village Monsters. A new and gigantic demo, rebanding including a better (actual) logo and new trailer. etc. etc.
But today? Today we're talking shrooms.
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About a year ago I revealed what was then a new in-game hobby Gardening. As I worked on the design I realized that while I knew what I didnt want I didnt want it to be like Harvest Moon, and I didnt want it to be just a mini-game I couldnt nail down what I did want.
With no clear vision the work on Gardening unsurprisingly stalled. Later this year it fizzled out completely and I considered just cutting it altogether.
Then one day I happened to be working on the village currency. I figured that monsters would be unlikely to use gold that has way too much human baggage, right? so I went with silver. Seems appropriately monster-y.
It was then that it hit me. Monsters wouldnt grow turnips or flowers as hobby. Ridiculous! Theyd grow mushrooms!
In this weeks dev diary Im going to talk about this newly overhauled hobby.
Happy Summer, villagers!
The days are getting longer and hotter here at Village Monsters HQ, and that makes it easy to tell I’m a game developer: all I want to do is spend my days inside working on a computer.
As with previous weeks this is a very dialogue focused update, but I also managed to sneak in some new furniture and decorations, so let’s get to it!
Hello Villagers! Did you know Village Monsters is on Kickstarter? It's true! And it needs your help! https://www.kickstarter.com/projects/389391560/village-monsters-a-monstrous-life-sim-game The campaign will end on October 12th, which is just around the corner. There are still rewards left that let you create your own furniture, put your name or phrase in the game, or create a unique monster that will be added to the game. If you like the idea of Village Monsters and haven't backed yet, please consider doing so! As a reminder, all backers at $25 and above will receive access to future Alpha and Beta demos leading up to release. All backers will also have the option to receive a Steam key for their copy of the game.
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