Hello Merchants!
The day is today! Merchant of the Skies is launching on Nintendo Switch and Microsoft Xbox. You can get the game on eShop and Microsoft Store now. To celebrate this, we are publishing the promised content update which involves a small, but relevant bit of lore that we wanted to include into the game.
Please welcome the musical battle with Octo MC!
During your time in Fieri archipelago campaign, you will be able to encounter the statues of Griette. Issue a challenge and see what happens next!

Apart from being a part of the world lore, this minigame will help you progress in the early/mid-game if you are stuck.
Detailed patch notes:
Gameplay:
Added an octopus minigame! Challenge the ancient octopus to a musical battle and get rewarded if you win or pay the price if you lose. To summon Octo MC, go to any statue of Griette in campaign and issue a challenge there. You don't need to make a new game for that.
UI, UX
- Navigation map can be scrolled further to the right / left
- Autosaving will happen once per 5 minutes now, should reduce the wait times
Gamepad adjustments
- Toast panel cancelled on any button press
- When you are using right joystick to hover across the map, you can see the info about visited islands if you center camera on them
Bugfixes
- Item purchase tooltip @ wisemen fixed
- Fixed the possible negative balance if you had weekly summary display turned off
- Fixed another small memory leak, game should be more stable now
- Fish tooltip fixed (mentions water rather than apples now)
- Unowned mansion island won't recharge you anymore (need to buy it to use it)
- Removed dark bar glitch from some UI tooltips (occured on some resolutions before)
Unfortunately, we are partially dropping support for Linux 32. The fully released version is still going to be available on Linux 32 (so if youve played it on Linux 32 everything stays the same way it was before), but we can't handle the updates for it because Unity has dropped its support.
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What's next?
While working on the patch and playtesting for consoles, I had a chance to take a deeper look into game mechanics. To all people who were saying that it's hard to arrange caravan system for reliable production on forums: you are totally right, but I could not figure out a good way to adjust it without rewriting the game.
It's clear to me that we'll need to add production limits to the buildings. I want you to be able to set how much (max) building can produce. For example: set the lumberjack production so that it won't cut more than 60 lumber, and sawmill would not produce more than 20 wood. That would allow for better caravan scheduling, I'm sure. I'm planning to add that feature before Christmas. If you have any other feedback / ideas - let me know on Steam forums. Not sure how much I can add, but I write everything down.
As usual, thanks for your support and let me know if there is anything else.
Best,
Vladimir
[ 2020-07-30 16:00:26 CET ] [ Original post ]