Name | Latte Stand Tycoon | ||
Developer | Inner Realm Studios | ||
Publisher | Angels And Demons | ||
Tags | |||
Release | 2019-01-26 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse Partial Controller Support | ||
Players online |  n/a  | ||
Steam Rating | Mixed | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  0 .. 20,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 0 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 0 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | Latte Stand Tycoon Linux [139.68 M] |
[h2]Great things are coming![/h2] |
Latte Stand Tycoon + is getting close for the full release! |
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Hi everyone, we're back with another major update!
Rebalancing:
Other:
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Were on the road to the next big update for Latte Stand Tycoon! v2.2
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Hi everyone!! |
Its been a great first couple days, and its only getting better!
Changes:
Bug Fixes:
We have more announcements coming this week, stay tuned! |
Hi all! |
There have been multiple large and minor changes, as well as bug fixes:
Updates:
Breakdown: UI: One of the biggest flaws in the game, I felt, was its UI. It was over-simplified and cluttered. To overcome this, a new menu system was designed - in part thanks to the needed restrictions for controller support - which gives the a more solid, understandable structure to the game. Visuals: I was always happy with the pixel art-style, but with other effects and movements in the environment, it never felt proper. To remedy this, I applied a Pixel Perfect solution, which restricts whats drawn to a uniform resolution, resulting in even diagonally draw sprites to be pixel perfect when drawn to the screen. As well, with this release being targeted for desktop platforms I was given the freedom to expand on the post effects, allowing for the use of bloom to lights, and the sun and moon in the game. Day/Night: Day and night in the game has been revamped. The colors of the sky as the cycle progresses has been tightened up, and I added fake ambient lighting to the world via the post shader which is also used to create the fog and the fake Depth of Field. Weather: Rain and snow are now completely particle based. Thanks to the pixel perfection of the post shader, they are both drawn in a way that looks incredibly classic, and since they are a part of Unitys particle system, they interact with the environment and installed gear (such as rain hitting the canopy, and snow melting around the heaters). NPCs: The customers also got a few makeovers. As they walk, they now kick up a small cloud of dust, and they make subtle footstep sounds. When they purchase a cup of coffee from you, there is also a new particle and sound effect that plays to give a more rewarding feeling. As well, the cups of coffee they hold now have steam and heat distortion particles, and their umbrellas generate with randomly colored patterns. Gear: Gear mostly got some visual changes. The decorations now have animated balloons and streamers. The heaters now glow thanks to the new bloom, and they give off heat distortion. And the canopy has a new subtle animation, and its height has increased so that it no longer blocks the player and customers. |