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We've fixed some minor bugs and the final cutscene and credits should now be working for all users. Thank you to everyone who took the time to join our discord and report those pesky bugs!
YOU ASKED FOR IT AND HERE IT IS! The new version 1.0.7 has finally been officially released as stable version, so just updating the game will allow you to play the latest update!
And whats new? First of all weve fixed most of the critical and infamous bugs that ruined your gaming experience, like meeples getting stuck, doctors goint on strike or lazy janitors, but weve also added some new features we hope youll like.
There are some minor bugs we are working on and will fix in the next 1.0.8... we go ahead! Most of them can be easily solved just by reloading your savegame or reloading the game.
And finally, youll be able to go for the so long wanted Steam Achievements to try and complete them! Theres a total of 22 achievements avaible you can check in this link:
https://steamcommunity.com/stats/900010/achievements
https://steamcommunity.com/sharedfiles/filedetails/?id=2717694844
The largest feature in this patch is the 'zones' menu where you can setup areas by selecting different rooms and assigning specific meeple/crew to restrict where they can and can't go , a handy way to cut down on pathfinding costs because the pathfinder will ignore restricted areas.
https://steamcommunity.com/sharedfiles/filedetails/?id=2678420124
Please feel free to leave a comment, a positive review if we deserve it and you are welcome to join our Discord Community Server and hang out! We are awating for your opinions and feedback! https://discord.gg/gameclaw
CHANGELOG 1.0.7 STABLE VERSION OFFICIAL RELEASE
connected achievements to steam (22 steam achievements now active)
fixed achievement "The Water Belongs To The Tribe" from not completing
janitors now look for the closest waste bin to dump rubbish
added the Zones feature to designate restricted areas and assign specific meeple to them
added indicators over meeple when they are asphyxiating or starving
made meeple slightly more tolerant when they're hungry
several pathfinding bugs fixed
another large pathfinding overhaul and optomization to help large stations
made stench clouds less rampant but spawn more frequently
made hazmeep faster at cleaning unwanted gasses
added new poop sprites
wounded meeple will now tire twice as fast and be more motivated to rest
fixed a bug causing certain meeple to contemplate their existence too often and starve to death
fixed a bug where doctors under house arrest protest by refusing to treat patients
fixed a bug where changing a hull tile next to a door merged the two rooms
fixed a bug when meeple get shot at they fritz out
added mega crates for more storage
added utility doors (to match utility tiles)
added mega crate research tech to unlock mega crates
fixed a graphical glitch where built furniture clipped through walls
fixed meeple from sliding along the floor when they're knocked unconscious
stench clouds can now spawn from enormous piles of... rubbish
slowed down meeple metabolisms so they eat/sleep/clean/breath 80% slower
fixed genius scientist meeple to actually be genius
increased the work rate difference between high and low skill meeple
added some camera smoothing for low frame rate drops
made job finding improvements, unreachable jobs will no longer lock up meeple
removed mystery gas from spawning and murdering meeple
GREAT NEWS YOUVE BEEN WAITING MONTHS FOR! steamthumbsup
It's been quite a while but thankfully Stephen managed to bring a plethora of bug fixes and some new features before the holiday! You can take a look at the changelog from the title screen or here, down below. Notably, the most infamous bugs have been addressed. Meeple getting stuck, doctors going on strike, and lazy janitors.
https://steamcommunity.com/sharedfiles/filedetails/?id=2678419712
The largest feature in this patch is the 'zones' menu where you can setup areas by selecting different rooms and assigning specific meeple/crew to restrict where they can and can't go , a handy way to cut down on pathfinding costs because the pathfinder will ignore restricted areas.
https://steamcommunity.com/sharedfiles/filedetails/?id=2678420124
The new version is available NOW in 'Experimental - pre-patch version' (will be officially released in the next few days after Testing), just select it by right clicking the game in your Steam Library.
https://steamcommunity.com/sharedfiles/filedetails/?id=2678413591
https://steamcommunity.com/sharedfiles/filedetails/?id=2678414045
Please feel free to leave a comment and you are welcome to join our Discord Community Server and hang out! https://discord.gg/gameclaw
CHANGELOG 1.0.7 (Experimental - pre-patch version)
janitors now look for the closest waste bin to dump rubbish
added the Zones feature to designate restricted areas and assign specific meeple to them
added indicators over meeple when they are asphyxiating or starving
made meeple slightly more tolerant when they're hungry
several pathfinding bugs fixed
another large pathfinding overhaul and optomization to help large stations
made stench clouds less rampant but spawn more frequently
made hazmeep faster at cleaning unwanted gasses
added new poop sprites
wounded meeple will now tire twice as fast and be more motivated to rest
fixed a bug causing certain meeple to contemplate their existence too often and starve to death
fixed a bug where doctors under house arrest protest by refusing to treat patients
fixed a bug where changing a hull tile next to a door merged the two rooms
fixed a bug when meeple get shot at they fritz out
added mega crates for more storage
added utility doors (to match utility tiles)
added mega crate research tech to unlock mega crates
fixed a graphical glitch where built furniture clipped through walls
fixed meeple from sliding along the floor when they're knocked unconscious
stench clouds can now spawn from enormous piles of... rubbish
slowed down meeple metabolisms so they eat/sleep/clean/breath 80% slower
fixed genius scientist meeple to actually be genius
increased the work rate difference between high and low skill meeple
It's been awhile since I've had time to come back to Meeple Station but thankfully the last month permitted enough to knuckle down on some of the most prolific reports we've had.
I believe we've finally fixed our lazy doctor bug where Doctors refused to heal injured Meeple. We've also added a recall option to mining ships so you can force them to stop mining and return much sooner. Not to mention some pathfinding and odd behaviour bug fixes.
Some of you who have come across the Squientist (spoiler!) will find he no longer spawns via mitosis. (We'll let you figure that one out).
There is also a new module called the Compressor. This new state of the art device will allow your Hazmeep to produce wood! From what you ask? Uh... Biomass... yep, It's poop wood. Finally a means of producing that rare and fantastic trade resource!
As always, thanks to those of you who join us on Discord (https://discord.gg/gameclaw) and give us feedback and bug reports.
And here is a little summary of the changes:
added some more optomisation for pathfinding
added clearer 'paused' state to UI overlay
stopped doctors from breaking their hippocratic oath
added the biomass compressor furniture
added biomass compression technology
changed hazmeeps to continue biomass production even if water supply is full
waste processing into biomass uses half waste and operates quicker
can now produce wood with compressors
added auto assign option for beds
added recall option for mining ships
added more types of debris in asteroids
fixed an oxygen bug when building a ladder with no matching ladder above/below it
janitors will now check for the closest possible job
fix layering display issues when tracking meeple
doubled the natural richness of Carbon
fixed the squintiest from spawning via mitosis
fixed airlocks from bugging out meeps when on the lowest/highest layer
other minor fixes
added some more optomisation for pathfinding added clearer 'paused' state to UI overlay stopped doctors from breaking their hippocratic oath added the biomass compressor furniture added biomass compression technology changed hazmeeps to continue biomass production even if water supply is full waste processing into biomass uses half waste and operates quicker can now produce wood with compressors added auto assign option for beds added recall option for mining ships added more types of debris in asteroids fixed an oxygen bug when building a ladder with no matching ladder above/below it janitors will now check for the closest possible job fix layering display issues when tracking meeple doubled the natural richness of Carbon fixed the squintiest from spawning via mitosis fixed airlocks from bugging out meeps when on the lowest/highest layer other minor fixes
Hey there everyone! I wanted to get in touch with you all to let you know that our games are in the demo festival! Justice.exe Justice.exe is a dialogue-heavy dystopian legal drama in which you defend sentient AI in court. Discover key story elements in dialogue, build your case by studying arguments, and engage the opposing counsel in wits, charisma and skullduggery. Small choices might alter the fate of your clients. Obsidian PrinceObsidian Prince Fight through endless dungeons in a tactical, turn-based roguelike where choices have real consequences. Recruit diverse heroes and steer them to their death... *ahem*... glory. Explore and rebuild the overworld to boost your heroes and discover hidden quests and new dungeons to master. Both titles will be available on the Steam Demo Festival which goes live at 10 am PST (in 10 minutes as of this update!) Please, feel free to try the titles and wishlist them if interested! We are hard at work on the games and are happy to hear your feedback! -The Gameclaw Team
Today we're patching our first language to Meeple Station. ~Chinese! Previously all language support has been done entirely by volunteers. Anyone who wants to contribute their language to Meeple Station can do so, simply visit us on Discord and we'll show you how easy it is. However, thanks to Whisper Publishing we now have a complete translation of Meeple Station in Chinese. Our first complete language addition! Hooray! This also comes with the 1.0.5 patch, we've addressed a few oddities. Notably the Campaign still getting stuck for some remaining people, and the top and bottom most layers not allowing utility constructions. These issues should now be fixed! Happy Station building!
Hey Meeps! We're back from our break and have addressed quite a few of the bug reports that have come in over the past month. We're now moving the experimental branch onto the main branch to include fixes for everyone who hasn't been participating in the experimental version. The more prominent ones include:
added Teleporters
fixed a weird bug that made meeple ghost around
can now skip cutscenes
beds are now walkable so meeple dont get stuck in corners
fixed some trade ship shenanigans
fixed some achievements from not being unlockable
fixed engineers going outdoors to change existing indoor tiles
re-added the copy/paste feature in blueprint mode
fixed the magical disapearing fluids and electricity act
added translation support for testing (Refer to the BETAS on steam)
fixed some save files from blocking progression of the campaign
We've also added a frequently requested feature, 'Teleporters'.
These handy constructions will help get your meeple around the station quicker, helping them complete jobs faster as well (Just take a look at that botanist!). As always, feel free to contact us through discord for bug reports and/or feedback.
Happy Station building!
[previewyoutube=_zyzRYks9VY;full][/previewyoutube] The big day is finally here! Weve battled space bugs, asteroids and even COVID-19, to bring you version 1.0 of Meeple Station, which is now available! https://store.steampowered.com/app/900010/Meeple_Station/ For players who already own our first title Regions of Ruin, youll get a 25% discount off of Meeple Station for the next two weeks! We hope both titles can bring you plenty of joy and distractions while so many of you are stuck at home due to the current global pandemic. You can learn more about whats new in version 1.0 here, but to give you a quick recap:
Its a rough time right now for many people across the world. We unfortunately have to report that among those affected by all this madness is our friend, partner, and producer, Alex, along with his family who reside in the current temporary hell-scape that is Spain right now and who have very unfortunately all been confirmed positive for coronavirus since we announced Meeple Stations 1.0 release at the end of last month. Thankfully, just in the past few days now, Alex and his family seem to be getting through the very worst of it and finally back on the mend, but it hasnt been a pretty month for them. Luckily, they were not critical cases and were able to get proper medical attention despite the current chaotic state Spain is suffering through right now. We dont want Alex to worry about the stress of releasing a game right now. We want Alex to simply focus on getting well again. Despite the fact that this absolute legend of a mad lad still actually wants to keep working from quarantine through all this, weve decided thats kinda bonkers and to push back our original Meeple Station 1.0 release date from March 30 to April 10th. This way, at the very least, they can take a couple extra weeks to fully recover, and Stephen and Mike can fill the time by continuing to make use of our wonderful group of testers. We were very excited for the release on the 30th, but the world just doesnt have it in the cards- as seems to be the case for so many people right now. We know everyone will understand with all the madness that has been going around with this terrible pandemic across the world. Thank you for that understanding. Well be back in a few weeks to release our little two-year labor of love to you all.
We know that weve been very hush-hush for a few months now, but its been for a good reason that we can now reveal to you all. Steve and Mike have been secreted away in their hidey-holes, furiously laboring away on the full campaign mode for Meeple Station!
Thats right! Weve been sitting on this for quite some time now, but were jiggling with anticipation to finally be releasing our complete story mode for Meeple Station.
Along with the campaign, 1.0 will include loads of other fixes and features. Weve revamped the combat and conflict in game, added a whole system for custom events, and more meaningful interactions with the surrounding star systems.
We dont want to give too much away about the campaign, so were not going to be dropping any story spoilers in this announcement! ;P
We're back from the holiday break with a small catch bug fixing patch! Thanks to everyone who gave us time to report any issues. This week we're just fixing the bugs that came out of the woodwork over the past month. Next we will have some new features coming in! And here are the main ones! fixed trade ships from not showing up transit trade ships now save and load properly fixed default blueprint layouts breaking pathfinding fixed large vents from being too amazing that your engineers die from wonderment fixed fuel processors from tricking you into giving it the wrong utility fixed pirates flying and walking backwards guards now go outside to attack pirates fixed being able to toggle out of the starting scene by pressing Y fixed cross dimensional player ships arriving from other save files fixed negative refinery requests lowered injury risk when mining fixed a bug trying to restart the setup scene fixed 4K and similar resolutions from crashing on startup Always feel free to drop by our discord community if you'd like to dialogue with us a bit more. We're back in full force, working off our holiday layer of blubber.
First up we've completely revised the Research Menu with a fresh coat of paint. You'll now find roughly 30 new techs to research and a much simpler UI to navigate it.
As part of the research you'll notice a new tech for comms relays. This enables you to communicate with your neighbouring factions. This includes pirates! (And if you can get on their good side they will even begin trading with you).
Along with many other fixes and features we've added, you'll now be able to send raiding parties to steal resources from other factions, but they can also do the same to you! So try not to punch above your weight!
Not only that, you can now send out mining ships fitted with a crew of miners and a pilot to remotely mine and gather resources from other locations in your 'Star System' (Yeah I learned my lesson, I know they're not called solar systems). This will especially come in handy for those of you who have strip mined your local asteroids to dust.
Not to mention we've brought back the infamous pirate incursions and bombers. After months of re-balancing and new features we've finally implemented them back in their full force, watch out! Anti-ship turrets and shield generators will have a very serious role now in the later game.
As always, we're super appreciative of everyone helping out and giving us feedback through our discord community, and welcome everyone to stop by and say hi!
for those of you who are curious here are the patch notes on the title screen :)
the tutorial actually tutorialises again
can now send scout ships to salvage and explore nearby bodies
can now send mining ships to gather resources from other places
can now send raiding parties to steal resources and murder
pirates are now an actual faction and can be appeased and traded with
faction colors are now more random
fixed a loading issue when saving a game with crew aboard a ship
re-introduced pirate raids/incursions/bombers
factions can now raid you if you upset them
pirates will also lose morale and run away when losing a fight
can now dismantle unwanted ships
meeple sleep cycle is slightly longer
completely revised and changed the research menu
added comms relays to communicate with factions
fixed lime, purple and tinted glass tiles from not allowing turrets and ejectors to be built
fixed lagging issues when using the trade menu
outside asteroids will no longer block docking lane ways
removed the hierarchy (Officers are now gone! Oh noes!)
greatly improved loading times
performance improvements (especially for larger stations)
autosaves are now written asynchronously and wont hang gameplay
fuel utility lines now cost steel
fuel processor no longer requires advanced power
changed multiple recipes
changed spritesheet for fuel processors
hull tiles now add to room value
every system now spawns with at least one source of monazite and ilmenite
can now manually autosave with CTRL + S (even with autosaving disabled in options)
mining is now more hazardous for meeple (muahahaha!)
meeple can now run when it's urgent (like when they really really need to use the bathroom or get shot at)
We're back with another large patch. This time around we've added in factions and reigned in the entire trading system. We've added some new ship models to construct and even made them color customisable.
This patch is quite large and you'll be able to see a long list of changes on the title screen. We've addressed dozens of large bugs and possibly a hundred or more smaller ones, added some new items and balanced some gameplay. But on top of that we've been gearing up for some more lore and story based content to liven things up.
You'll notice a few new stations floating around your solar system, these are faction stations. They'll grow, accumulate resources, renown and population. As you grow, so will they.
Previously trade ships would just magically appear out of nowhere with bountiful cargo. However, now traders will be coming from specific factions and supply and demand will have a real effect on the market. An interesting feature with trading now is that if you continually supply one faction with more resources you'll see them growing faster and producing higher end products. On the other side, if you continually buy them out of stock and only sell one item, they'll increase their demand for other resources and lower their demand of what you keep selling.
This is just the first aspect of how factions will be working. In the next patch we will be introducing a comms antenna and a means to dialog with factions. We're also aiming to revamp pirates and add in a lot more unique events in the near future!
But that's not all! We're working now on adding in new solar systems and expanding the function of ships. Some of the planned features include sending out scouting vessels, mining convoys, raiding parties and possibly trade ships of your own. You can build the ships, might as well use em!
Want a hot pink trade vessel? Be our guest!
But we're also aiming to add more unique events and dialogs. Pirates making demands, strange anomalies, disgruntled faction traders, whatever our imaginations can come up with. But most importantly a means to deliver our final and main campaign that we've been holding off on.
Lastly, quite a few people have been asking why this patch has taken roughly two months to come out? Why the delay? Well if you take a little look at the last item on the change log you'll see one of the developers (myself) had a baby! Basically the last 6 weeks have had more challenges than debugging code! believe me!
But thank you all for patiently waiting for this patch! You'll be seeing more patches more frequently from here on. As always, feel free to stop by our discord and chat with us, we're very active on our community server! :)
Today's Deal: Save 25% on Meeple Station!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Wednesday at 10AM Pacific Time
This week we've introduced a set of hydroponic bays, changed how airflow and ventilation works and also added medicine production.
First thing you'll notice is that oxygen wont be working quite the same as it was before. Life support now creates and stores oxygen in tanks then vents disperse oxygen into different areas in your station.
That means a new utility system for ventilation, oxygen tanks, vents, and a few new door types. There are now two types of doors, ones that block airflow and ones that don't. This can help you setup rooms and quarters, for example, that don't all need their own vent.
Up next we have hydroponics. You can now grow vegetables AND fruit, as well as medicinal plants that can be manufactured into medical supplies, to treat wounded meeple (Sorry, they ain't free anymore).
Save files are NOT broken this patch, however, you will need to make it a top priority to setup vents and probably replace some of your bulkhead doors with regular doors when you first load your station. Oxygen does last a little while, so you should have enough time (hopefully) good luck!
As always, feel free to join our discord community, we're always happy to answer questions and hear feedback!
This week we've worked on and fixed some existing issues with doctors. We've introduced medical beds and you can now setup medical wards to house your injured meeple, making it easier for your doctors to treat patients (instead of chasing them around the station)
You'll also notice meeple who are injured will seek out medical beds. But so long as you don't have a homicidal guard on the loose, hopefully your wards will stay relatively empty.
We've also done a fair bit of balancing to the meeple creation process, especially considering the difficulty. We're planning on putting in more traits and expanding on the health system shortly.
Amongst other bug fixes and such, we're laying down sound groundwork for another large patch. We'll be expanding on the ship management system and factions soon.
This will bring about a fair bit of change to the balance of the game and growing your station!
As always feel free to drop by our discord community!
Hey everyone! Thanks for all the bug reports and saying Hi on our discord community! This week we're just rolling in some light content and bug fixes in preparation for our next major patch.
So whats coming up next in our big patch?
We'll tell you later.. ;)
This week we've added a feature to be able to customise your starting crew when creating a new station. You can now balance advantageous traits or disadvantageous ones in order to add or sacrifice skills and attributes elsewhere.
Customising your Meeple has been a highly requested feature and we're glad to bring it into the game. It adds a lot of depth and a good amount of experimentation with your crew.
As we were testing we frequently got carried away trying out different skills and attributes and mixing them up with unique traits. For example, we found being able to add both the Chatterbox and Influential trait to an officer turned them into an abundant source of happiness as they flittered about the station talking everyone's ears off, much to their liking. But making sure they weren't extreme in any given attribute, so every crew member could find common ground and get along with them.
We're curious to see what other trait combinations might have strong benefits, or perhaps extreme pitfalls. Ever see an astrophobic Miner? Or a violent Guard? well if you haven't... now you can! (Even though you may not want to).
Along with this feature we've been flushing out as many bugs as we can and trying to focus on the overall polish of the game, after many large patches in the past few months we felt it was due, and will be focusing on bug fixes more intently the next week, before getting to work on our next major patch.
As always, feel free to stop by our discord community and say Hi! We love taking feedback and actively respond to any bugs or issues you might find!
Our long awaited UI overhaul patch is here! This one took a bit longer to wrap up, however we're glad we did. Things are beginning to feel a lot cleaner than they were before.
But this isn't JUST a UI update, we've been taking a lot of feedback and re-designing a lot of older menus and panels to make the game more ergonomic and intuitive in general, to improve the overall quality and ease of playing, as well as preparing for our next batch of planned features.
Here's a little screenshot of our new dynamic title screen, mmmmmm.
This patch brings in some enormous changes, I'm not even sure where to begin!
We've been working hard to bring some of the core aspects too some of our major features.
Hey there everyone! Would you like a free copy of Meeple Station? We are having a giveaway right here!
We've added some new bits of content this week, but heavily focused on cleaning up as many bugs as we can, especially after all of the recent large changes.
This week you may notice a new odour feature - if you're not diligent enough in keeping a hygienic bathroom, that is -
(Odours may not be as deadly as the GIF implies)
We also have a few changes to the research tree.
But most of the bug fixes you can view on the title screen's change log.
After Friday's large patch we're trying to stay on top of bug reports. Keep them coming! Here is a quick summary of today's patch notes: fixed Chef descriptions adjusted various tutorial tips re-added plant bins so botanists can collect vegetables fixed thorium 232 and diamonds from not being able to be refined changed thorium reactor recipe and production rate fixed food dispensers not showing power requirement fixed another rare pathing bug added an improved pathfinding algorithm for outdoors added log warning when meeple are asphyxiating fixed a manufacturing bug where some unachievable orders would prohibit other manufacturing orders that were achievable added some new tooltips and UI adjustments removed edge scrolling inside of full screen menus added particles to the waste ejector added some optomisation when viewing utilities and moving between layers also added a fix for lag spikes when clicking and dragging to create long lines of utility jobs fixed a bug where utilities showed too many nodes added date and difficulty to save files officers can no longer demand airlock constructions
Our enormous overhaul to the resource system is finally here! And with it, an entourage of new furniture and features. (You can checkout a taste of the patch notes at the bottom of this announcement).
Our major patch will be coming in 7 more days! We've wrangled a lot of extra changes in with this huge patch, and we'll need to completely re-make the tutorial to compensate. We should also warn previous saves will no longer work after 0.6.04. We're awfully sorry about this, but this patch will not only add loads of content, but also changes the way you will need to setup your station. So even if your save files could still be loaded, you might not last very long because there are new requirements for life support and food. (Sorry Meeple :P) We will however leave the current version (as well as previous versions) accessible through steam if you want to revert your game and finish playing an older save file.
Hey folks! We have some huge changes to resources and various vital systems to the game. As you can see from this screenshot, we're adding in water and waste lines to the station. As well as various new modules, and tweaks to existing items.
For example, life support and fish tanks will now require water. We're also adding in kitchens, chefs, and more comprehensive refining. But that's not all, we're also adding in hygiene, bathrooms, waste disposal and filtration systems and more.
Unfortunately, with such large changes, we're going to need a little more than one week to get everything done. The next major update will take another week, if not two, to get everything ready. But we may have an experimental version if you're interested in testing a few days ahead of the patch.
I should also mention because of these drastic changes, save files will become obsolete. If you wish to continue with an older save, we will leave a branch open for the last compatible version.
I hope you're as excited as we are for these upcoming changes!
Don't forget to jump onto our discord channel and say Hi!
We've finally caught up over Easter to bring you another huge rework! This time utilities (cables, pipes, etc) have been removed and replaced with a whole new overlay to more easily setup and organise all of your networks. Take a look!
(Don't worry, your save files will still work, we've made sure of that :)
We've also fixed quite a few pesky bugs and introduced cut away sprites for bulkhead doors. Hopefully making it easier to view what's going on.
This week's change has come with a lot of sweat, bugs, and tears, but has set us up for our next and dare I say much larger rework planned for the coming weeks.
We are now starting work on changing the entire resource system. We'll be creating a variety of new asteroids, new minerals, sprites, and every recipe and resource in game will be changed in some shape or form.
We've decided to scrap the comical and alien idea of 'fantasy minerals' and replacing them with real life names and types, things that are more memorable. such as Cobalt, Aluminium, Steel, Titanium, Silicon, etc etc.
This also means a large change to the core logic of how resources will be functioning in game, which will once again open up for a lot of modding opportunities. This will also drastically change how trade works, the map, mining, and almost every aspect of the game thus far. So bare with us, this next major update may take two or three weeks, but we will keep our eyes peeled for any bugs in the meantime.
Don't forget, everyone is welcome on our discord channel! And we're happy to take feedback and bug reports. :)
We're all taking the easter weekend with our families. That means our friday patch will be pushed back a few days. However, if you're keen to see the new changes, here's a sneak peek! :D
We have a large overhaul to utilities, power, fuel lines, etc, giving you far more freedom to rig things up around the station. Thanks for being patient!
Hey guys! I was able to get a hold of Stephen in the early morning and he fixed the bugs you've mentioned ASAP. Thanks for being patient and trusting us! Enjoy the game!
Hey everyone! Just a quick note to let you all know we are aware of the AIRLOCK bug that's pestering some of you, as well as the bug report button not working. We're working on it and will have it patched up as soon as possible, keep in mind it's saturday (sunday for the Developer Stephen who lives in Australia) so I don't have an exact ETA but "SOON", I'll try and ping him as soon as he wakes up! I'd like to take the opportunity to invite any of you who've got any bugs they can reproduce to report them in the comments below or in the discussions tab of the forum, thanks! Also, remember we're hard at work in the game, but very approachable! Feel free to join our discord! https://discord.gg/cE2uX6A
Hey everyone! Just a quick note to let you all know we are aware of the AIRLOCK bug that's pestering some of you, as well as the bug report button not working. We're working on it and will have it patched up as soon as possible, keep in mind it's saturday (sunday for the Developer Stephen who lives in Australia) so I don't have an exact ETA but "SOON", I'll try and ping him as soon as he wakes up! I'd like to take the opportunity to invite any of you who've got any bugs they can reproduce to report them in the comments below or in the discussions tab of the forum, thanks! Also, remember we're hard at work in the game, but very approachable! Feel free to join our discord! https://discord.gg/cE2uX6A
Hey everyone! Just a quick note to let you all know we are aware of the AIRLOCK bug that's pestering some of you, as well as the bug report button not working. We're working on it and will have it patched up as soon as possible, keep in mind it's saturday (sunday for the Developer Stephen who lives in Australia) so I don't have an exact ETA but "SOON", I'll try and ping him as soon as he wakes up! I'd like to take the opportunity to invite any of you who've got any bugs they can reproduce to report them in the comments below or in the discussions tab of the forum, thanks! Also, remember we're hard at work in the game, but very approachable! Feel free to join our discord! https://discord.gg/cE2uX6A
Since our previous patch extended into this week, we've just focused on adding some new tile sets and content, along with the some bug fixing, due to the shorter timeframe.
Take a look at some of the new thing in today's patch:
Now you can spruce up and customise your station just that little bit more! We also have another large patch coming next week, stay tuned! And keep sending in bug reports! they've been very helpful! :)
(Don't forget to join us on Discord)
We've now jumped to version 0.6 as we've made some enormous internal changes. This patch you'll find the new feature where you can build and place walls along tile edges, as interior walls.
What does that mean exactly? Well, just take a look at the following:
In this screenshot you can see what you've all currently been use to managing. If you wanted to build 4 small bedrooms you'd be hard pressed to fit them in any tighter than this. However, now with the interior walls you can make much better use of space:
In the same amount of space you can get almost twice as many rooms crammed in.
We've also added a bunch of new tile sets, and with our new template are eagerly adding more this week.
For this Friday's patch we will be focusing on polishing and bug fixing, potentially adding in a few more tilesets. Please keep the bug reports coming in :)
And don't forget to say hi on our discord server!
This week we tackled significant core changes, and some highly requested features. We've had to go over a lot of the game's current core engine, from pathfinding, AI, oxygen flow, and more. These large changes will bring us to v0.6, but has also introduced an entourage of new bugs which we are combating over the weekend. Unfortunately this Friday's patch will be delayed temporarily while we clean it up. Thanks for your patience everyone! :) (We have some teasers on our discord channel)
Over the weekend a few bugs showed up stopping the tutorial and traveling around the map. Thanks to those diligently pointing those out to us, they're now fixed and patched as of right now! Amongst a few other minor bug reports and fixes thrown in, enjoy your week :)
Hey all, here's a little teaser for some upcoming content!
So what's it all about? glad you asked!
Meeple Station is about being open world, sandbox, simulation, but we also love to have little eggs of story and depth, which can be a very difficult thing to achieve inside of a simulation game. Campaigns aside, we wanted to add a little bit of mystery to the game, such as factions, conflicts and more in-depth exploration features. Including minerals and resources that can only be obtained through exploration.
Here are some little snapshot teasers of the micro-dungeon structures we're implementing.
This week you'll notice some drastic changes to layer rendering. We're very excited about these changes as it sharpens up a lot of your experience building a space station.
This week's patch comes a little bit late. The previous week I was moving house and I'm still struggling to setup a new internet service. However, we've decided to bring both last week and this week's efforts into one single patch, and we're quite proud of it!
Here is a screenshot of how the old rendering looked:
And here is a screenshot of how it looks now:
You can immediately notice the difference, but wait! There's more!
We've also made some significant changes in the way you can move between layers (and we have even more quality of life additions coming later on). As you swap betweens layers the camera will now follow the movement of the layer, and the lighting will transition with the layers, making it very easy on the eyes and more intuitive in general.
We've also added occlusion to tiles that block your view, so you never have another tile or item sitting in front of your current layer. The lighting on it's own adds a lot of depth, see for yourself:
How asteroids use to look:
And this is how they look now!
These are just some of the changes we've been working on this week. There are quite a few other adjustments in game, but they're a little bit difficult to explain, such how camera movement has changed as well.
These are fresh changes, and despite how excited we are to show them off we do expect people to find a niggle here or there, so please don't hesitate to let us know! we're still working around the clock :)
Come join our discord! (I'll be around more often when my internet is setup, promise!) https://discord.gg/ADRrmbv
Hey everyone, dev here! This week's patch we focused on getting a much more comprehensive tutorial finished. We know for a lot of our veteran payers this isn't a noteworthy feature, but we've noticed an unnecessarily high learning curve for most new players and we're trying our best to break things down quicker for our new meeps. We are listening daily to requests and bug reports on discord and we've also been hammering quite a few out this week. Please feel free to jump on our server and say hi! A lot of large things (personal things) are keeping the dev (me) wrapped up this week and next week, which means next week's patch will mostly be aimed at maintenance and minor additions to content. Thanks to everyone whose stuck by us so far! We're still working hard and Meeple Station has a lot of development planned for 2019!
Hey everyone, Dev here!
Thanks for sticking around to watch development! Once again it's our weekly Friday patch, and this week, amongst the new content, we've been analysing and trying to find ways to improve the user experience early on.
One feature this week is the click and drag to place tiles and create salvage orders. This means building corridors and large rooms can be done in one quick motion.
We're also hard at work setting up for other large content, namely getting the galactic side of things setup for more explorative fun. Here's a little WIP teaser of the new and simpler engine model we're creating. We want to introduce an earlier research for engines to help get players moving around and exploring much sooner.
We're also working on a much needed tutorial to help break in the new players. We sorely regret not having this in sooner, unfortunately our long and comprehensive tutorial that we included with our demo last year was no longer relevant to the current game with all of the changes. Next week we hope to have this introduced once again.
Don't forget we're on our discord daily and happily respond to requests and queries! And remember you can read more detailed changes on the title screen changeLog :)
Hey everyone! dev here! Yet again, our promised weekly patch. This one is coming much later in the day as I got a little held up on some elusive bugs. This week was a bit less productive than I'd have hoped due to a nasty flu, regardless we still have some large changes to the game. You'll notice we've changed the game's UI completely. We've removed the bubbly and colourful arrangement that many people complained about looking too much like a 'mobile game', and created a more subtle grey scheme. We're still interested in people's feedback, since this seems to be a fairly ambiguous topic, when asked, typically half of people want the bubbly UI and the other half are either indifferent or completely hate it. We're trying to find something everyone can be ok with. the other large change we've made this week is to the research menu. Internally we've adjusted things to allow for easier implementation of new technologies for research and modding. We hope to introduce quite a few more next week!
Hey meeps! Dev here!
Once again it's our Friday patch! And this week we've been cooking up quite a lot of internal changes. The following changes are based mostly on some significant tweaks to the main engine.
First up, most of you will notice two new tile sets, Glass and Reinforced hulls. The glass hulls are decorative, whereas the reinforced hull provides a greater resistance to meteors and bombers.
The reason we added these new tiles is because we've changed how the game can read and use sprite sheets for indoor tiles, with walls. This means you'll also notice walls are collapsable and will disappear when you hover on a room.
Many people have asked for internal walls as a main feature, and this is the first step towards that. (The current walls hog an entire cell, but we'd like them to line the outside of the cells instead)
One tile use to have around 280 sprites just to cover all of the possible angles, including the roof sprites, but now it's been reduced down to about 15, which also makes it much easier for anyone wanting to make new tile mods for the game.
The other major addition is something you wont see much of just yet, but again opens up a lot of possibilities for modding. we've added an example mod to show exactly what that is.
You can now setup your own type of logic networks, such as the already familiar circuits and fuel lines. This means you can create a new and custom network (or several) such as steam power, radiation or conveyor belts, and pivot the gameplay around these networks. You can get a glimpse of what is possible with the new example mod, where we introduce a new network (liquid form brothium) and introduce a new furniture item that compresses it to create the Globomite resource, which is normally a long refinery process.
With these few alterations to the game's engine we hope to speed up the process of bringing more content.
We still have many more plans coming, and love hearing all of the feedback and suggestions from the community. Don't forget we're very active on our discord channel, if you have questions and queries, feel free to stop by, we're all friendly! ;)
Hey Meeps! Dev here! Once again it's our promised weekly patch with new additions to the game. Amongst many bug fixes and such, we've added three new and noticeable features which will be paving the way for some more complexity later on.
Hey everyone! Dev here,
As promised, we are doing updates every week, adding new content. And will continue to do so through Early Access. This week, amongst a bunch of smaller things you'll notice a couple of new content additions.
First up, we've added a Dilithium reactor to the research tree, this beauty will consume your dilithium fuel in exchange for large amounts of advanced power. Very handy for keeping your turrets active.
Hey, Dev here! A lot of you have been asking "Is there more?" yes! In fact, we do have a mountain of content underway and in the pipeline (And should have been more open about it sooner). Generally speaking the game currently has around 20% of the content we have lined up for it, I'll be going over some of our planned features and those that will be coming in soon. It is hard to estimate these kinds of features, and some will take priority over others depending on what people are voicing to us. For example, we planned to have Cooperative done by launch, and Modding introduced afterwards, however we've done the exact opposite, because of our very ambitious modders (Seriously, we already have a dozen mods)
Hello all Meeple! The time has come for Meeple Station, a highly moddable space station building simulator to launch on Steam as an Early Access title for PC, Mac and Linux. We are also proud to add that the game has mod support and is the first game published by ModDB.com and IndieDB.com under the label Modularity, which we have also announced today.
We cannot thank our wishlisting indie loving fans on Steam enough. Your anticipation the past month once we started building our presence has been overwhelming. We look forward to continue to provide updates for you all to enjoy!
Inspired by deep and creative simulations like RimWorld and Dwarf Fortress, Meeple Station lets you build and manage a habitat for your meeples, all while surviving the dangers of deep space like meteors, pirates, and deadly alien encounters.
https://store.steampowered.com/app/900010/Meeple_Station/
Players can expect to take the reins of a small but humble space station, and build it into something epic as they explore distant galaxies, mine precious minerals, take on daring missions and trade with other space inhabitants. Live a never ending adventure whilst trying to make the best of your ramshackle station, and remember your busy meeple are anything but intelligent, so good luck trying to keep them alive!
Hey there everyone! Alex from Vox games here! I just wanted to let you all know that in the past few months we've been very hard at work on the game, adding a slew of new additions, including:
-A perk system
-A talent system
-Overworld map
-Friendships
-Heirarchy system
-Revamped research
-Revamped ship managment
-Millions of other things!
The kicker is that even though we plan on brining the game to STEAM EARLY ACCESS in JANUARY 2019...
YOU CAN BUY IT AND PLAY IT RIGHT NOW ON OUR WEBSITE
BUY MEEPLE STATION HERE
A huge thanks to everyone who supported us during the kickstarter campaign! We hope to see you all in our discord soon!
https://discord.gg/MyFVGxN
Hey there everyone! Vox games here with a quick article about how we've crafted a fully functional social system, with hierarchies, friendships, skills, buffs, and perks in a little under two weeks! The game's name is Meeple Station and you can follow it on some of the links I'll post in the last paragraph if you like!
We've created a social system wherein different Meeple Jobs are favorable to certain traits. Not all traits are positive, some, like filthy or antisocial are actually quite negative in social environments.
A filthy Meeple will not be liked because he's always creating a big mess for example, meaning janitors with this trait will probably be much less successful at their job. The entire system is built for emergent gameplay.
There is a new hierarchy system as well, wherein you have to unlock different jobs by posting different people to their new ranks. This makes it so that people better suited to leadership roles with better leadership and charisma perks will do better than people with say, craven perks. Miners for example, will benefit from anti social and filthy traits, while they will have detracting buffs from "afraid of space" traits!
Here are two refiners cursing at each other constantly for reference. Good stuff! Remember everyyone if you enjoy what you see, and want to be kept up to date with the latest in Meeple Station news. Please wishlist the game here Store.steampowered.com and our discord server
https://discord.gg/eGhaPva
and remember, there is a DEMO here Voxgames.itch.io
Hey there everyone! Vox games here. We'd like to show you just a few of the MANY ways to die in our upcoming Cooperative Rimworld Like Meeple Station. The above is a bombing run by space pirates or enemy factions that just don't like your stupid face.
Space depression is something you need to be VERY wary of in Meeple Station!
Next up (but certainly not LAST!) are meteor strikes. You'll be able to create shield generators to counteract most strikes on your station and help your meeple with their suicidal tendencies, but we're keeping a lid on all the other (many, many, MANY) ways your meeple could die spectacularly.
Hunger, oxygen depravation, toxic fumes, heck, even radioactive face eating space squids are a danger! Keep in mind, however, that there's always a way to combat these types of deaths so they are never silly or mindless, you'll be able to protect yourself with hazmat suits, shield generators, and a myriad of different helpful meeple that'll keep your little guys going longer and stronger!
http://www.meeplestation.com/demo.html Grab the Demo here!
https://store.steampowered.com/app/900010/Meeple_Station/ Wishlist here
https://discord.gg/eGhaPva Join our discord here!
Hey there everyone! We'll be trying to update the steam page more often from here on out in preparation for our upcoming early access beta release. You heard us right! We'll be launching the game sooner than later!
Today we want to talk about Quantum Engines and moving around the overworld map.
You will be able to hook up Quantum Engines to an array of different and complex bits of machinery (cables, tubes, igniters and injctors) and generate combustible fuel that will let you travel the overworld map well be showing off in a future update!
Power and engines arent without their risks. Make sure to properly service your engines regularly or youll start to see toxic fumes spreading around your station, this is NOT ideal!
If you enjoy what you see, and want to be kept up to date with the latest in Meeple Station news. Please wishlist the game here https://store.steampowered.com/app/900010/Meeple_Station/
Hey Meeple!
First, we want to thank everyone for the tremendous support on Kickstarter! It has certainly been a long 2 weeks since we began the campaign! While we still have a way to go, we want to confirm that we will be releasing Meeple Station on Steam Early Access and itch.io even if the campaign does not fund. The numbers of gamers trying out the demo and visiting us on itch.io definitely reflect that there are plenty of aspiring station managers ready to rise to Meeple greatness.
With that said, there is a lot of work in progress for the game. This week’s work focus is on space travel. Stephen is hard a work designing the galactic map and the quantum engines that will allow your station to travel through space and explore. Physicists are also in training, preparing to lend their expertise to the Meepleverse in the near future. However, not everything on it’s way is quite so nice! Toxic fumes and other internal dangers are in the works, and will soon be present to challenge station managers. After all, we wouldn’t want anyone to grow complacent with their little Meeple empires!
As we continue through the Kickstarter, we hope everyone will share and help spread the word. Our community has grown so much, and we are very excited to keep meeting more of you. Please stop by our Discord server and say hi, we’re always around for questions or just to hang out!
Hey Meeple!
Things have been nothing short of crazy here at Vox games since kicking off the Kickstarter campaign! We can’t thank the community enough for all of the support and love you guys have shown, it’s truly humbling. Even though a lot of focus goes into marketing during the campaign, Stephen has been working harder than ever squashing bugs, and pouring more improvements and features into the game. It is a tremendous help having our community sharing so much feedback and so many bug reports with us. Every message sent to us has led to new ways to better Meeple Station, and has helped to polish the experience of the game.
This week, the focus has been on improvements to research, making it more intuitive and less restrictive. Achievements are also in the works, rewarding hard working meeple with permanent boosts to starting resources, and blueprints for saving and loading your favorite station designs. Following that, work will begin on a codex that will compile loads of helpful information and tips to aid any meeple that find themselves in a bind. The ability to track stats such as oxygen production and usage is also coming in as time allows.
We encourage everyone to please help share the Kickstarter and spread the word, so that we are in the best possible position to finish the game and focus on pouring more and more content into the project. You can visit our Kickstarter campaign page to check out all the tiers and to learn more about our goals. As always, we love meeting everyone and talking about all things Meeple, or even just hanging out. Please come say hi on Discord and meet the team!
Hey Meeple!
Today is the day! Yes, really! Our Kickstarter campaign is now live! It’s been an incredible amount of work to get here, and we are so excited to start welcoming our community into the full version of the game on Steam and itch.io. We’ve got loads of different tiers across a wide range of price points, so there is something for every-meeple! Additionally, we will be including copies of our flagship title, Regions of Ruin, to backers of our Kickstarter campaign. If you are on the fence about backing Meeple Station, don’t forget to download and play our free demo. You can find the download on our itch.io page.
Among our goals with the campaign is to build our growing community, and to ensure that we have plenty of feedback and suggestions for the game. To this end, everyone that backs the game will get immediate access to the full version of Meeple Station. Keys will be distributed at the close of the campaign as long as the project is funded. We find that gating alpha and beta access behind high price points is counterintuitive, and we want to welcome as many Meeple as possible! This will apply to all copies of the game through Kickstarter, including the multipacks. If you get access for your friends, you can all jump in right away.
The next 34 days will be jam packed with work for the team, but we want to take the time to thank each and every one of you for your support and for getting us this far. The opportunity to build the game and make it the best it can be is something we take seriously, and are grateful for. If you want to get to know us, we would love to meet everyone on our Discord server. We’re always available to chat, answer questions, and just hang out with our community!
Hey Meeple!
With only a week to go until Kickstarter kicks off, things are full speed ahead for the team as we finalize preparations. We are so excited to get the campaign underway, and to be able to get our community in game and playing! We will be offering immediate access to anyone that backs at a high enough tier to get the game. This means that if we fund, even our early birds will be able to join us in building the game and making it the best it can be. We will also be offering plenty of multipack tiers for those wanting to get copies for friends or family. If you back at a tier for more than one copy, everyone gets in, no trying to decide who gets the lone early testing key!
If anyone has not yet signed up for our mailing list to be able to be notified when the campaign page goes up, please do so here:
Kickstarter Mailing List
Thanks to everyone’s help and bug reports, we’ve been able to squash loads of bugs, and are continuing to do so in the lead-up to the campaign. Work on the game is proceeding at Stephen’s usual breakneck speed. Pathfinding and optimization have both seen some attention, and as we head into Kickstarter, quantum engines will be getting finished up, so that stations are moveable in game. Co-op will be underway throughout the campaign as well, and we can’t wait to test that with the community! We will also be doing dev streams to keep everyone in the loop, and let you all see the game as it progresses. Be sure to watch for announcements for those times and dates, as we’ll be posting them on all of our social accounts.
If you’re as excited as we are to get your hands on Meeple Station, and want to be part of the growing community, please join us on our https://discord.gg/xfWHSyP]Discord server, Reddit, Twitter, Steam, [url=https://voxgames.itch.io/meeple-stationitch.io, or all of the above. We’re in for an exciting September, and we thank everyone for supporting this journey and helping bring Meeple Station to life!
Hey, Meeple!
This morning we’ve got some fun news to share! The demo build has been updated (along with the internal build, for our press and media!) with plenty of fixes and some new features. The tutorial has been reworked and extended to introduce the new features in the game. There are also a number of quality of life fixes:
Hey Meeple!
This week we have a few updates from the studio side of things, and then we’ll take a look at exploration in Meeple Station and how it benefits you. On the dev side, preparations for Kickstarter are in full swing. We will be kicking off our campaign in just a few short weeks, and we’re so excited to get it rolling! Leading up to Kickstarter, we’ll be bringing out an updated demo with a ton of bug fixes and improvements. Thanks so much to everyone who has played and given feedback and bug reports so far. Keep them coming!
In addition to continuing to make improvements to the game, we’re also hard at work making some revisions to the UI, and a slightly longer and more informative tutorial. Work on our exploration features, including traveling with your station, is also underway. How will exploration work, and what can it do for you?
As one might imagine, life on a space station is not easy. What happens when you’ve exhausted the resources in your current location? Fortunately, your trusty Meeple can master some very advanced technologies, and have just the thing to help! Exploration will involve being able to move your station to new locations via quantum jumps. This will allow you to make new discoveries, find valuable resources, and bring back valuable information about dangers in the area. Building scout ships will further advance these objectives, and will help you continue to progress.
New dangers, alien technologies and plenty of wealth for your Meeple await you throughout the universe. Ready to give it a try? Be sure to download the demo from our itch.io page and check it out! As always, we’re available on our Discord server for questions, feedback, and tasty bug reports. We’ll see you next week with more Meeple Peeple News!
Hey, Meeple!
This week, we’re taking a look at progression in Meeple Station, and how you will be able to build your blossoming Meeple empire. We can practically see you all out there, rubbing your hands together in anticipation of your new overlord status! So how do you and your station rise to the top?
In Meeple Station you'll have the freedom to specialise your station the way you want. The more you grow your station, the more renown you will gain, and thus gain ranks. Ranks will saddle you with the unfortunate baggage of another officer, useless bureaucrats who want nothing more than to run amok running your station their way. They’re more than happy to issue random orders to your Meeple, if they’re not kept sufficiently happy to keep them from meddling. On the bright side, these troublesome fellows bring with them the ability to research new expertise, and unlock new content. Officers lend nothing to the day-to-day operation of your station, but are all too happy to eat your food, breathe your oxygen, and let you know how important they are. They could order your helpless Meeple to build a core reactor in the dormitories if you let them have their way!
The ill-tempered officers, though difficult, will expand your research to new fields of expertise, including botany, advanced electronics, shield generators, combat turrets, exploration vessels, and even quantum fuel processors. You can advance your station in the fields that best suit you. Some branches of research will require prerequisites. For example, quantum engines and dilithium fuel processing will require knowledge of advanced circuitry. Building shield generators will require laboratories, so that you can refine the advanced materials you need.
Not only will you have the know-it-all officers distracting you with their snobbery, you will also have to contend with other dangers as you expand your station and your renown. In addition to attracting positive attention, you will also catch the attention of nasty things like pirates, who want to plunder your station. Lurking space beetles will hungrily eye your power sources. Worst of all, the Giant Electric Man Eating Space Squids, or GEMESS for short, will seek to wreak havoc on your poor little meeple.
Still ready to take over the universe by way of your Meeple Station? Good! We knew you would be! Join us next week for more Meeple Peeple News, and if you haven’t yet tried the demo, it’s available now on our itch.io page! Give it a go, and let us know your thoughts on our Discord server!
Hey Meeple!
First, we’d like to thank everyone so much for the incredible response to the demo on itch.io! If you haven’t tried it yet, please snag it from our itch page! The feedback we are getting is so helpful, and we want to see even more of it. We want Meeple Station to be a great game, not just a good game!
For this week’s look at the game, we are exploring more of how building and customizing your station work, and how to ensure your Meeple are safe and sound on your station.
The moment you delve into your new Station, you'll be able to begin extending corridors, expanding rooms, building airlocks, bulkheads, dining rooms and more. You’re the boss, you can design your station any way you'd like. Each station and player experience is entirely unique to them and how they foresee their little Meeple Empire.
The life of a Meeple overlord is not easy, however. There are many facets to your station, and a lot of essential needs. Where does life support go? How will you wire it to your power cells? How will you rig your solar panels to your station? However you want. You might want to create an independent circuit for life support, and another for your refineries. You’ll also want pipes to bring fuel from your dilithium processors to your quantum engine. Maybe you don't want to run those toxic fluids through the main dining hall... or maybe you do! Extra toppings with lunch anyone?
One of the great things about your station is that it's yours! Its shortcomings and advantages will be unique to your style. Every decision you make will affect the outcome for your station. Small decisions, like whether to place suit racks inside the airlock room, or outside. Your miners might be so exhausted, the moment they take off their suit they fall asleep on the floor... in the airlock. With some careful planning and a good dose of imagination, your station will continue to expand and grow, allowing you to put more and more Meeple to work.
Speaking of Meeple, we love meeting each and every one of you! If you’d like to meet the team and hang out with us, we’re always around on our Discord server. We’ll see you next week with more Meeple Peeple News!
Hey there Meeple Peeple! We wanted to give you a chance to try the game out a bit prior to our Kickstarter campaign in September just so you could see what the game is about. Here's a link to the demo! Demo
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