Background
My name is Kyle Postlewait (35) and I got into game development years ago because I can't find the game that I want to play. I am not a veteran game developer. I do not have any published AAA titles. I am self-taught and I make mistakes. Having said that, I'm tired of survival crafting games being abandoned, focusing only on PvP and guns, or turning into major time sinks. I quit my day job in February of 2018 to focus on Solace Crafting full-time, and am doing everything I can to make a great fantasy survival RPG despite the tremendous challenge that is game development. Please don't buy into early access expecting a fully polished AAA game and then give it a bad review. In return, I promise to make sure that this game is NEVER ABANDONED. If sales are more than enough for me to survive, then I can hire more help. First and foremost I will always work to secure financial longevity and legal stability, and maintain all intellectual rights, never selling power to sponsors, publishers, or anything that could endanger continued development.Early access ends when there is enough content to constitute selling the game without the above warning. Even after we leave early access the game will continue to be improved and expanded on, and has a long list of planned features post early access including other dimensions and multiplayer.
All features listed on this page are undergoing constant improvement and are subject to change.
Short description
Solace Crafting is a crafting and building heavy survival RPG focused around player crafting, building towns, and summoning NPC townspeople. With an open class system, open-recipe crafting, customizable enchanting, modular building, defensive structures, town management, distance-based difficulty, and an infinite game world, players are free to move and level at their own pace. With an uncapped leveling system you can try to push further than anyone ever has. You can try and make the ultimate sword, staff, or anything, thanks to complete control over all recipe settings. Build massive towns full of NPCs not limited by physics-based construction. Seek out rare enchants and exotic resources.About the game
SurvivalSolace Crafting starts out much like similar survival games: you need to make clothes to avoid freezing to death, you need to find food to keep from starving to death, and you should build shelter from the dangers of nightfall.
Crafting
Once you are surviving it's time to evolve. Build resource processing and crafting facilities to create improved weapons and armor. Leveling up your professions levels up your recipes and allows you to unlock new recipes and crafting abilities. Our crafting system is quite unique, allowing even the creation of custom sets. I definitely recommend you watch the getting started video available above.
Role-Playing Game
Once you're armed and ready it's time to push back against evil and it's minions. Level-up and develop your character using an open-class system of evolving skill trees. Mix melee, ranged, magic, and heals however you like. Skills are being designed with fun and visual uniqueness in mind, not minimalism and strict balance.
Solace Crafting
Crafting and placing a solace will allow you to instantly return to it from any other solace in the world, letting you create your own points of interest. Be careful though as the further you travel in any direction, the more difficult everything becomes. In order to level up a solace you'll have to defend it from waves of attackers that will try and stop the procedure. Build static defenses to help protect your solaces during upgrades.
Town Management
An upgraded solace allows you to summon townspeople. In order to summon higher level NPCs you'll need to push deeper into the wild, setting up towns of various sizes as you go.
Astral Travel (not yet under development)
When the time is right you will find your way to the Elemental Planes. Most heavily affected by the infectious anger and hatred, these have becomes dimensions of extreme danger, both environmental and sentient. You must find out where the hatred stems from and find a way to put an end to it once and for all. The Elemental Planes are also the birthplace of all resources mundane and exotic alike. Only here will you find the purest, most powerful resources for crafting and enchanting equipment worthy of a hero.
Developed by a gamer
I started learning how to make games years ago because the design decisions of so many of the games I played often made so little sense to me. Here are some of the design decisions I refined over the years that I do my best to uphold:- No pay-to-win, no pay-to-play, no paid DLC, no gacha or gamble mechanics
- No metered progression
- Level any and all professions freely, no arbitrary caps
- Minimal sub-ingredients, minimal crafting and refining timers
- Completely open, point and level based branching skill trees
- Multiple, incremental skill points every level
- Classic roles, not forced balance. Some classes may be harder than others.
- Unlimited player levels
- Completely open physics-based world, no off-limits
- No "realistic" building physics that destroy everything
- Unlimited access to parallel realities (alternate seeds)
- Shape and color your avatars freely instead of using preset races
- Allow alternate characters in the same world
I know a lot of fans of the survival genre are pretty jaded, myself included, after so many titles have lost their leadership, changed projects, or plain given up. I'm here every day hoping to heal that sore and would very much appreciate your $15 support if any of this interests you. There are months of frequent patch notes and forum discussions between me and players here on Steam as proof that I'm capable of more than a couple new items after weeks of silence, something far too common in game development!
Multiplayer, and all of its many features will absolutely be implemented when a much more content rich single player experience has been achieved. Multiplayer like single-player will be PvE oriented and grief prevention/anti-cheat will always take top priority. Turning single-player towns into multiplayer guildhalls complete with defense quests and special achievements is something I very much look forward to, and have quite a few plans for.
Unix and Mac support will be tested and released soon.
The best is yet to come!
[p align=\"justify\"]Hello everyone, and welcome to the seventh Producers Letter for Solace Crafting.[/p][p align=\"justify\"]Im Fab. Today marks a return to this tradition after a brief pause managing real life and its complexities, such as grief, particularly at the passing of pets. I would personally like to extend my gratitude for your support and kind words as both Kyle and I had to go through such sad affairs, with cats passing.[/p][p align=\"justify\"]Thank you again for being such a wholesome and warm community.[/p][p align=\"justify\"]We will primarily focus todays letter on Solace Builder and also talk about what comes after the current stretch.[/p][p align=\"justify\"]Lets get into it.[/p][p align=\"justify\"][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/29537945/187100a1e889be23ef1f809599489668d2858c45.png\"][/img][/p]
A Quick Recap
[p align=\"justify\"]In the recent months, Solace Builder has been the primary focus behind the scenes. Now, just to reiterate for clarity, the Builder work is crucial in 4 ways:[/p]Strategically, it allows us to rejuvenate BKG a bit without committing to a whole new game, which would mean really leaving SC behind for God knows how long, and we are not doing that.
[list]For Solace Crafting, the builder will find its way into the game as a building tool, complementing the current system, not replacing it, to give you more freedom and options.
[/*]For Solace Keeper, the builder will be the main purveyor of content, both user created and not, as well as a framework for a core exploration & discovery-centric gameplay system (more on this later).
[/*]
Economically, it should ultimately become a revenue driver that will help make our work viable again, which means we can stop working at a loss and therefore work more, better, hire more people and push through our ambitious plans for SC and SK more reliably and faster.
[/*]We want to have these 3 products as a little gaming ecosystem based on playing, making and sharing. The goal would be a co-creative space where the Solace Verse can thrive in unexpected directions, through your direct input, and we can keep providing you not just content and patches, but tools and assets to deepen your imprint into that universe and its experiences.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/29537945/b545734dd21b2e3f6bab8d4e7585e0e3ff76f4e9.png\"][/img]
Right now
[p align=\"justify\"]Kyle has been at work on some key builder features so we can begin to catch up with our release schedule. He, will then go back to a round of bug fixes and QoL improvements to both SC and SK. To be more specific about the current sprint, these are structural updates: importing assets (furniture etc) and having the UI auto-update (which seems to be done), there\'s doors & windows interactions, further flora manipulation, grass painting, and 3rd person mode so you can build and decorate and then walk around inside what you just built. And also implementing the core deco content: a whole bunch of furniture and other such decoratives so that even with the basic builder and no extra content, you can build cozy and well-furnished homes.[/p][p align=\"center\"]Mood setting with lighting control. Plenty of options for you!\n[/p]Solace Builder Approaching v2 Demo
[p align=\"justify\"]Solace Builder is approaching its v2 demo release. A lot of work has gone into it, to improve it from its timid beginnings as a buildings assembler into the tool we want for you to build scenes to live in and share. Whether you want to build a cozy home, a thriving farm, a dark dungeon, a little fort or a small village heart bustling with NPC activity, thats what the builder must enable.[/p][p align=\"justify\"]The goal with this is environmental storytelling. Not just building functional little shacks or whatnot, but building pretty, colorful and meaningful scenes, with tools that give you latitude to tell a story just through screenshots, visuals and immersion. Then, if you want, you should be able to export this little corner of adventure or fantasy into the vast open world of Solace Keeper as your home base for your wide-ranging explorations, or for others to adopt as their own, through the Steam Workshop.\n[/p][p align=\"justify\"][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/29537945/828b3d0d6aae542cce1bfe4e80e52a7a31483e54.png\"][/img][/p][p align=\"center\"]As you can see from the cyan light (right) and pinkish light (left), lighting control is not confined to actual visible light sources.[/p]\nBuilding Points of Interest for the game, whether lore-based, enemy hideouts or simply landscape features is also part of the possibilities Solace Builder is meant to achieve. As you might remember, we tested PoIs last year as a standard for environment population and monster spawn. Instead of spawning the same obelisk or prefab for the nth time, we can use these as variants, vary also what spawns in them. All things the builder gives YOU control of to build your own worlds or world-bits ultimately.
[p align=\"justify\"][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/29537945/458267ac72306adeec907ebf69cc3b172df5b911.png\"][/img][/p][p align=\"justify\"]So in this upcoming v2, this set of goal is being approached through expanded building functionality and ease of use, as well as interface improvements and content additions. While I am always looking ahead and measuring current progress against a distant horizon, lets say that I find reasons to be satisfied by where weve been heading and the progress weve finally locked in after a year riddled with ordeals and delays.\n[/p][p align=\"center\"][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/29537945/4112124977850752fa0b0729335f8533cc2e7ddf.gif\"][/img][/p][p align=\"justify\"]I, however, measure the work not in terms of how it feels but in terms of the value it offers. So in that sense, all the new stuff you can do or place in the builder makes it a lot more satisfying. Theres still a good amount to do but were getting there steadily now. Were hoping access to that demo wont be much longer.[/p]Special Content & Our Backers
[p align=\"justify\"]A number of you have supported Kyles undertaking over the year not only by buying the game, playing the game, getting involved on the Discord but also pledging through Patreon , and more recently, through ko-fi or [u]itch.io[/u] . We are making sure this support is recognized by working on a reward system. Its first incarnation will be through the Builder: we have divided all the available furniture into themed furniture/deco packs. Three of these packs will be available by default, to enable SB users to furnish their creations abundantly and for free. This core content will also expand, for free, over time.[/p]\n
[p align=\"center\"][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/29537945/35d45495d3e7ab3caaca2ff3ceacd4dbe10b6c7c.png\"][/img][/p][p align=\"center\"]When scaling control goes a little (too) far[/p][p align=\"justify\"][/p][p align=\"justify\"]For our backers, we will implement special themed packs. These packs will also contain themed furniture and decoratives. Thats a start to this reward system we want to build. We understand very well that our supporters arent in for a transactional relationship and support us because they like or respect what we do. But this doesnt exonerate us from giving back in more ways than simply patches and updates, especially as, as shown by this whole year, patches and updates can sometimes lag when circumstances dont align. So having more ways to give you stuff for your experience can only help.\n[/p][p align=\"justify\"][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/29537945/8780694e6eea53b2af5a5e224dd805ca874f9ffb.png\"][/img][/p]In Closing
[p align=\"justify\"]The chaos and uncertainty you guys have been dragged through over the past 12 months (at least the chaos I was a part of) should begin to subside when we finally get that Solace Builder Steam page out, which should hopefully be before year\'s end![/p][p align=\"justify\"]We also want to update you on the fact that our former developer Newbery has managed his relocation. Thank you to all of those who offered support and kind words. Newbery and I go back some years, hes been my favorite developer and an all-around great person to work with. I have had the opportunity to plug him onto another game development gig, which should begin very shortly, so its another nice note to end the year on. Looking forward to getting him fully back with us![/p][p align=\"justify\"]From what I both gathered and experienced, 2025 was a very challenging year for many of us. Hopefully we can step into a more serene 2026 and despite all challenges, delays and disappointments, we carry our commitment for this little burgeoning ecosystem, and its players past present and future, as a beacon of hope.\n[/p][p align=\"justify\"][img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/29537945/b2245ac01c521a9cffc3ca302a717000cc700ccd.png\"][/img][/p][p align=\"center\"]Doors and window feel a lot better when we can open and close them![/p][p align=\"justify\"] Discord [/p][p align=\"justify\"]Thank you, truly, for being here.[/p]What You Can Do To Help
[p align=\"justify\"]If you wanna push us up, either one of these will support us more than you know[/p]- [p align=\"justify\"]Keep up the kind words on our Steam posts and the Likes[/p][/*]
- [p align=\"justify\"]You can get and support the builder here: https://bigkittygames.itch.io/solace-builder [/p][/*]
- [p align=\"justify\"]Drop by our IndieDB page to help make it visible[/p][/*]
- [p align=\"justify\"]And of course, support us on our Ko-fi page[/p][/*]
Minimum Setup
- OS: Ubuntu 12.04+
- Processor: Dual Core 3 ghzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GTX 680
- Storage: 8 GB available space
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