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Wildflower is being worked on by the team that made Tenderfoot. It builds on Tenderfoot's combat systems and takes them in new directions, focusing on scale (some units many times the size of others), visibility and stealth, and emotional manipulation. Additionally we've gone from a 12x12 grid to a 64x64 one. It's gonna be wild and excellent and we think you'll love it! Wildflower situates these combat systems in a broader, story-based RPG that includes gardening, cooking, and foraging, but is highly player-directed (like Tenderfoot) and so lets players focus on what they find interesting.
I expect we'll have a public demo / prologue (and maybe even early access) period so please do follow the project if you find it interesting!
https://store.steampowered.com/app/1764340/Wildflower_From_the_Embers/
6953036 Fixed a bug where Sony controllers did not have a default keybind for "Action 2". If you play with a Sony controller please go to your keybind menu (in the Settings menu) and assign Square to "Action 2", or reset it to the default preset. This input is useful for leaving caretakers in towns and, most importantly, for focusing on hovered goblins in combat and viewing their skill tooltips.
Localization! Plus a variety of UI tweaks, some new music, quality of life for streamers, etc.
Hi all!
Just a quick announcement to say that Tenderfoot Tactics is now available in a handful of new languages.
Thanks for taking a look! Enjoy!
- Badru
twitter.com/tenderfoot_tact
facebook.com/TenderfootTactics
instagram.com/icewatergames/
discord.gg/B82BDEv
Hi goblins!
We're real excited to announce that, coming very soon, you'll be able to play Tenderfoot Tactics in any of the following languages:
Quick fix for a variety of small bugs.
Quite a few notable changes in this still-smallish patch. Wave fights will be a bit less frustrating, as incoming wave direction is now telegraphed. Fog goblins will include a variety of playable classes now as you level up. Frost giants got a nerf. A handful of tweaks to old abilities, and some new upgrade options to abilities I thought were a bit underused on average.
A lot has changed since launch! I think the game is much stronger because of early player feedback. Thanks so much to everyone who helped out!
AI should be dramatically less stupid, especially ranged AI. This might make the game harder across the board, but it will also make it less annoying as ranged AI wont turtle so often. Enemy classes will have some skill variety as you get higher level than them, and encounters will be more varied between hordes-of-low-level and fewer-high-level types.
Look for the difficulty settings menu in the pause menu after loading a save file. I don't recommend messing with them much unless you're looking to change the gameplay up to make a second playthrough fresh. Maybe if the base game is a little too hard or easy, try adjusting the 'difficulty modifier' slider slightly. Also, if tutorials are annoying you, there's now a tickbox to disable them in the tutorials section of the pause menu.
Biggest thing is the key mapping menu has finally made it in. (Look for it in the settings menu.) Also important is that fire, instead of dealing 1 damage directly every tick, now applies a short term debuff 'burning' which deals 1 damage per two ticks but takes time to expire and can be refreshed by new fire. Burning goblins can also spread fire if they walk into dry grass.
Bugs bugs bugs, plus some love for ranged cone attacks.
Just bugs and QoL.
First off, thank you so much for playing!!
It's been SUCH a great few days since release. Reviews are still 100% positive (????!!!), press reception so far has been overwhelming (did you hear the Waypoint Radio snippet? So good!) and sales have been good enough that I'm confident about continuing to support this game. Thank you all so much for supporting us in this! It's been a long long (6 year) road to get here, and we're just feeling so proud of having pulled it off.
Okay so what I actually want to talk about in this update though, is where we're headed with our post-release support plans for Tenderfoot. I'm breaking this into a couple sections, and mostly I don't want to make any promises just yet! Making this game has turned me into a chaotic goblin creature and I simply cannot be expected to plan that far in the future. But here's where our heads are at:
Significant changes (good ones!) to Battlemage and Lich. Also, continued bugfixes and quality of life stuff. BATTLEMAGE:
Continued bugfixes and quality of life stuff in response to early feedback.
Mostly small quality-of-life requests from new players. Won't change your experience too much.
Just cleaning up the things that were bothering me while I streamed! Hello new players!
Good morning!! It's time for a dev stream!! I'm planning on starting a new game and playing from the beginning. I'll try to be attentive to chat and answer questions if you have them. Thanks for sticking with us through development! We're so proud of this game, and we hope you have a great time with it. - Badru
Hi everyone, Zoe here! Badru is a little busy putting some finishing touches on Tenderfoot so I thought Id update you on how things are going and tell you how excited we are for release this week! On release well be setting you up a sweet 10% off Tenderfoot, so be sure to get it while its on sale! Like I said, Badru has been glued to his desk trying to complete the miles and miles long task list, sending harried emails, trying to fix water flowing uphill (why), and various other things that I dont even want to know about. If you havent already, wishlist Tenderfoot Tactics so you can be the first to play it on Wednesday. Tell your mom, tell your cousins, tell your boss over Zoom! If you wanna hang out with the team, join us for a virtual release party around 6pm PST where well be streaming, chatting, and telling each other what were having for dinner. Check for a link in our socials. Again, were extremely excited for release and I will be very pumped to see all the nice things you have to say in your reviews ;) Well see you on Wednesday! https://store.steampowered.com/app/1061610/Tenderfoot_Tactics/ twitter.com/tenderfoot_tact facebook.com/TenderfootTactics instagram.com/icewatergames/ discord.gg/B82BDEv (Badru poking my head in at the end here to say that water was only flowing uphill for like an hour between patches!! Also! I've been playing a lot and the game is great and I'm really hyped for you to play it!)
Join Isa as he plays the new prologue! Rescheduled from 10/7 --> Sunday 10/11 at 10 am PDT. Steam servers were having some issues. Wish us luck! Also, of course, wishlist our game! https://store.steampowered.com/app/1061610/Tenderfoot_Tactics/ twitter.com/tenderfoot_tact facebook.com/TenderfootTactics instagram.com/icewatergames/ discord.gg/B82BDEv
It's fall in the archipelago and the fog has come calling.
Experience a single endless combat with some early to mid-tier goblin mages from Tenderfoot Tactics.
Tenderfoot Tactics: The Fall will be playable during the Autumn Steam Game Festival, starting October 7th.
This demo showcases the terrain manipulation and dynamic natural systems that make Tenderfoot so unique. Since it skips past the first section of the game to show more advanced breeds, expect it to be a little overwhelming. Tactics fans, don't miss this one.
Fight as long as you want. The enemy only grows stronger.
Tenderfoot Tactics is coming out October 21st. Wishlist and follow!
https://store.steampowered.com/app/1061610/Tenderfoot_Tactics/
twitter.com/tenderfoot_tact
facebook.com/TenderfootTactics
instagram.com/icewatergames/
discord.gg/B82BDEv
A new prologue is on the horizon! Prepare yourselves! Join us for a dev stream just TWO WEEKS from our release day! 5-6pm PST on Wednesday October 7th. Be there! Also, wishlist our game. https://store.steampowered.com/app/1061610/Tenderfoot_Tactics/ twitter.com/tenderfoot_tact facebook.com/TenderfootTactics instagram.com/icewatergames/ discord.gg/B82BDEv
Hi! This week I thought I'd talk a little about the overworld exploration half of Tenderfoot. Here's an unnarrated, unedited gameplay video showing a good little snippet of it: [previewyoutube=ZtKo0XljaoA;full][/previewyoutube] A rapidfire overview of some of the overworld systems, in the order they come up in the video:
Big hype!! New trailer on the store page with a bunch of previously not seen stuff in it! Tenderfoot Tactics is coming out on Steam on October 21st! - Badru https://store.steampowered.com/app/1061610/Tenderfoot_Tactics/
Hi Steam! Been a minute. We've just announced that we're going to be showing something new and big in GamesRadar's Future Games Show this Friday () so you should probably be excited about that!! Inevitably we'll update you over here too, but it might be fun to watch it live. Also, enjoy this freshly minted gameplay deep dive, in which Isa plays an early game combat, talking through some of the different basic systems in the game and how they impact strategy. We hope to do more videos of this kind, so let us know what you like about it, and what you'd like to know more about! [previewyoutube=HyY2YETVDsc;full][/previewyoutube] And finally, we've also recently announced that we're now running a private beta on the Ice Water Games discord. We'll be letting just a few people in per week from now until release. If you'd like to help out, head over to the discord, assign yourself the tenderfoot role, and look in the pins of the #dev chat to find our volunteer-soliciting post. https://discord.gg/vGZtZW3 Okay that's all for now! The game's getting *real* good. Can't wait to show you more. - Badru
Come chill with us while we play through our demo and answer questions!
Isa (Systems Design, Writing) will be playing, and Badru (Code, Art, Writing, Design, Project Direction) will be hanging out on voice chat. Other team members may or may not attend. A mystery!!!
Ok see you soon!
- Badru
Festival of the Spirit is a short (maybe a couple hours) demo of some of Tenderfoot's core systems, themed as a short prequel story that takes place long before the events of the main game.
Join Isa and Badru for a livestream on 6/16 at 4pm PDT!
We'll be streaming straight to the game's Steam page, but feel free to join us on Discord to discuss before and after the event!
It's the yearly Festival of the Spirit and this time, the grand prize is yours, you just know it! A small prequel story to Tenderfoot Tactics, an open world tactics RPG. [previewyoutube=QW7FQIIA1sE;full][/previewyoutube] Festival of the Spirit is a short (maybe a couple hours) demo of some of Tenderfoot's core systems, themed as a short prequel story that takes place long before the events of the main game.
Hello!!
We've just announced today that we'll be self-publishing Tenderfoot Tactics through Ice Water Games. This might not seem like a big deal, idk. It's a big deal for us though!
Ice Water Games is a label that most of the Tenderfoot team has been a part of since it was first founded to publish Eidolon. It's a collectively owned and democratically run project, and publishing through it rather than signing with someone else means betting on ourselves and investing in a communally owned resource. IWG's history has been artier and less dorky than Tenderfoot, and by doing this I hope we're both saying: Tenderfoot is arty, actually, in the ways that matter and also, arts outlets should be treating 'lowbrow' fantastical genre work as serious and worth playing.
Probably more exciting, our Steam page has all new screenshots and a fresh gameplay recording with the new UI. Check it out!
https://store.steampowered.com/app/1061610/Tenderfoot_Tactics/
In the prologue, there's some difficult memory game required to keep straight which of your goblins is which. You can tell who's what evolution obviously, but then how to remember which of your scouts is a strangler vs a grenadier vs a singer? Obviously real important, just for basic gameplay purposes!
I also missed a feeling from early on in development, of playing dress-up with your little dolls. Back then, in the elden days of 2018, you used to be able to put different clothes on your little mans (not yet canonically little gobs), and there's something thematically really appropriate with that feeling.
(If you're one of those people that sees early dev screenshots and gets too many ideas DON'T look below!! This image is from mid 2018!!)
Here's a quote from early design documents about your relationship as a player/spirit to your gobilns:
Goblins are your soft, strange body. You think of them as a toy you can play with, and they are in some ways beneath you and your level of understanding the world, but simple and chaotic things have a sort of intelligence of their own.
Wild goblins might wear whatever they like, but claimed goblins wear just what you want them to. The clothing is an expression of dominance over them.
We cut the dress-up functionality in order to instead have clear and descriptive silhouettes, which makes gameplay significantly more readable, and lets us do more interesting things with body shapes (complex body shapes * dress up with 3D meshes = a big mess). There's also a sense in which this highly descriptive fixed-look direction is appropriate for our narrative goals. Here's the end of that above snippet, from our current production document:
The clothing is an expression of dominance over them, and its important that the clothing simplifies them to functional archetypes.
For the game - claimed goblins should have clear outfits with clear origins that exemplify the functionality of the evolution to the spirit.
A wizard is a tool that serves a purpose, and as both the maker and user of that tool it makes sense you would shape it in a way descriptive of that purpose.
But still, it was kind of a regret to not get to try on different hats and skirts and swords and such. So when we talked about customizing your unit's look with color at least, it felt worth doing the work to make that viable.
In the prologue, there's a 'rename' menu already. We've now expanded that to a broader 'groom' menu and added a variety of skin/fur colors to swap between freely. Goblins start with a random skin color but that can be reassigned. It makes it quite intuitive to remember - Pascal is my teal scout, the singer, my red scout Willow is the strangler, etc.
In addition, the herbs I've talked about before a bit (you can collect fae weed to forget skills) - well, when those plants grow in safe areas outside of the fog, they can become a variety of different herbs, fungi, and other foliage, depending on the region of the archipelago they grow in. Some of the plants in the game now: blueberry, juniper, madder root, dyer's mazegill, mint, horseradish root... there are about 20 of these so far. Many of them have properties that would be useful in natural dyeing. And while that's not the only way you can use them - they're also equipable, and some NPGs (non-player goblins) will trade you for them - it's certainly the most glamorous thing to do with a plant.
One of the features of goblin towns that makes them worth going out of your way to visit is their dyers. Dyeing is a complex process that benefits from skill and the proper setup, not something to be done willy-nilly on the road. But bring dyers some pigmentation and some binding mordant and they'll happily help you out. Some towns may even have some regional pigmentation or mordants in their town hoard, if they like you enough to let you use some, and some dyers may specialize in certain colors as a result of local fashion.
On the development end, dying was really fun to delve into. My background, before game programming, is in painting, with a special focus and interest in color. The granular details of color mixing with physical pigments is something you never really have to understand when working digitally. I'm going to explain it badly, but still probably more accurately than your high school art teacher did.
WARNING: Badly over-explaining light and pigment interactions for the rest of this post.
Materials take in light, let it bounce around within them, absorb some parts of the color spectrum better than others, and then the light bounces back out of them and into your eye, and the remaining light, having changed in weight of spectrum, is assembled in the viewer to become a specific color. Shine a white light (a light with a high amount of a broad spectrum of colors represented equally appears white) on a red material and it'll absorb much of the non-red light, and reflect the remaining (red) light back into your eye. Your eye and brain together interpret the light and understand the color as red.
Imagine pigment like a liquid filled with little flecks of different colors. A red-fleck-filled pigment will absorb non-red parts of the light spectrum and reflect red parts. Mix that with a blue-fleck-filled pigment, and what you have isn't purple flecks, but actually a liquid with both blue and red flecks. The blue absorbs some non-blue light, and the red absorbs some non-red light, and the light that escapes, which has some weight in the blue part of the spectrum and some in the red, is understood by us as purple.
If it was the case that the blue flecks actually absorbed _all_ non-blue light, and the red flecks absorbed all non-red light, you can imagine that no light at all would remain to escape, and the object would appear black. But that's obviously not our experience! And the reason why is that these pigments aren't pure in their absorption, but are instead best understood as having a sort of 'reflectance curve' - maybe this blue pigment reflects only 15% of orange-yellow light, absorbing the other 85%, but reflects more like 50% of red light.
One way to simulate the mix of two pigments to rough out these reflectance curves for each pigment and then average them. The result is a good approximation of what a mixed pigment's reflectance curve would be, which then, when mixed with whatever light you're shining into the pigment, can be used to decode a local color: the thing we actually need to represent the object digitally.
In digital space, we just have red, green, and blue lights and we mix them to get a final color. The saved color has no information built in about how, were it real, its reflectance curve would function against light.
So I really hoped, at first, that I could fudge this. That I could somehow average colors hues and saturations and in so doing get an okay rough estimate. But it just doesn't work out that way. Everything I tried would end up with bizarre resultant hues that were just intuitively, obviously wrong, until I had such a dumb quilt of 'sorta' approximations that it just made no sense to continue that way.
My current implementation is still a hack, but it mimics reality enough to have satisfying results.
I have hand-authored reflectance curves for imaginary pure red, green, and blue pigments. When I add a dye to a mixture, I build an approximate reflectance curve for it by averaging these R, G, and B reflectance curves in the amounts indicated by that dye's RGB color. I then average these curves for all the dyes present (weighted per dye, as some natural dyes are more persistent than others, and also by amount added, as you can add say 7 blueberries and 1 acorn, for a different color than 3 blueberries and 6 acorns). Then I sample that averaged reflectance curve at a bunch of points along the light spectrum, essentially simulating shining a white light into it, summing up and averaging out those samples to get a final local color.
The results feel naturalistic and a bit chaotic, which is perfect for a gameplay simulation of natural dye mixing as performed by goblins. I'm quite happy with how special it feels to mix a unique color for a particular gob.
Okay well that's enough of that. Sorry for letting myself get into it so far, haha. Next time I think I'll talk more about towns and the reputation system? We'll see.
And soon enough, look for us to announce a release window, and... some other stuff.
Ok bye! Tell all your friends to wishlist our game! Thanks!
https://store.steampowered.com/app/1061610/Tenderfoot_Tactics/
In the Foreverlands prologue, experience works like this: at the end of a battle, if you won, the game calculates how difficult that battle was for you, by comparing your 'total party level' with the fight's 'challenge rating.' It then takes whatever experience value that fight was worth, and grants it in full to each of the goblins who were still conscious at the end of the fight.
The biggest piece of feedback we got about this was that it felt overly punishing to fragile breeds, like Spellsword, who are more likely to die before the end of a fight. Actually, Spellsword is an especially good example, because that breed is very powerful when used as a sort of bomb - using Breaker to jump behind enemy lines and then self-immolating with Nightmare. But doing so gives it no experience whatsoever. This system encourages really defensive play, which personally I love the more high risk, high reward style of play, and I want it to be viable.
As I've been working on the overworld and getting a sense of the broader design for Tenderfoot, I've been thinking a lot about pacing, and this is another issue with the Foreverlands system. For skillful players who play defensively, the above described system results in large numbers of your units levelling up completely in sync with each other. So after one fight you'll have no new skill points to play with, and then after another you'll suddenly have 4 level-ups to slowly shuffle through menus and attribute. It sucks!
The Foreverlands has an accelerated levelling system, too, and in the main game, where levels are further between, having all of your units synced up in exp means long periods of play where there's no change in your playstyle. It's alright, honestly, but it's obviously not ideal!
My go-to for solving design problems, stealing solutions from FFT, was a non-option this time, unfortunately. FFT's experience system, which grants exp per action successfully taken, encourages incredibly boring cheesing, spamming haste, punching yourself to heal yourself next round, etc. We talked through quite a few other games' implementations, trying to find something that felt rock solid.
My favorite discovery from these conversations was brought up by an old friend and collaborator (worked with us on Eidolon), Jacob Leach, who explained Chrono Cross's experience system. That game essentially does away with grinding entirely, instead granting level ups after boss fights. So at any point in the game, you're exactly the level they designed the content for. This seems so smart and cool and I wonder why more games don't try it. Tying narrative moments to system progression.
However, that's not the direction we're heading with Tenderfoot. I like the sloppy openness that we get from having grindable fog like we do. The whole map is designed around giving paths for players who prefer to grind easy fights _and_ paths for players who prefer to rush the hard fights early. I don't want to ditch that design ethos.
So, long story aside, sorry, here's where we've ended up.
When you knock out a fog-goblin in a battle, their bones clatter to the ground, and left behind is a lingering cloud of spirit. That cloud lives on that grid space until you move a friendly unit on or through it, at which point the cloud's held experience (calculated based on the killed unit's challenge rating) is immediately granted to that unit. Spirit clouds also heal a small amount, and if the unit levels up in combat from the experience, they're healed to full. Any leftover experience clouds at the end of a battle are distributed among living goblins, with goblins nearer the clouds getting proportionally more of the experience.
I LOVE the way this plays out. Players have a lot of control over which of their units gets experience when, but there are a ton of complicating factors. The units closest to danger, most unlikely to get experience at the end of a battle (due to having been knocked out), are nearest to the clouds. And if they're actively taking damage, you're encouraged to use the clouds' healing to try to keep them alive. Aggressive play is rewarded by the healing bit especially. The clouds being tied to grid spaces, and being granted to units moving through them and not just onto them, really dramatically changes the meaning of specific move actions taken in battle.
Important to note I'm not the only combat designer (thank you Isa), but my personal ethos when it comes to Tenderfoot's combat has been to design actions that both alter and are altered by the board state, so that every system interacts with and complicates every other system, and decisions have cascading side-effects you always need to consider against their primary effect. Experience clouds obviously fit so nicely into this framework, creating new cascading side effects that make you care where enemies die, how you can control the areas of the map where clouds live, how you can safely move the right units through those clouds to either heal or distribute experience where you want it.
Feeling
Tenderfoot Tactics has a huge open world. Like irresponsibly huge, for the size of our team. There will be a lot of open, undesigned wilderness. This is good, not accidental, not regrettable - Tenderfoot is very much about naturalness, and undesigned spaces are an important piece of how we're embracing that. They're quiet bits, important for pacing.
But still, we don't want that natural space to be empty of anything interesting. Within the fog, this isn't a problem - the world will be full of horrible things to sneak by or fight through. But we want people to love spending time in the areas they've cleared fog out of. We want those places to feel alive, happy, and worth visiting. Have it be a triumph to have returned the world to a wild state, have that place feel like a place that you're glad exists.
Hi all! Up until last month, the team for Tenderfoot Tactics had been:
Tenderfoot Tactics: The Foreverlands is live now: https://sonofbadru.itch.io/foreverlands
The Foreverlands is an ancillary tale told in the world of Tenderfoot Tactics. It also serves as a demo of the first handful of classes and the combat systems in their current state (still in development).
Thanks for looking!
https://store.steampowered.com/app/1061610/Tenderfoot_Tactics/
The Foreverlands - a prologue to Tenderfoot Tactics meant to introduce the world and showcase a slice of the still-in-development gameplay - will be releasing for free on itch.io this Monday, the 23rd of September. Keep your eyes peeled!
You last heard from me when we put out the World Teaser a couple months ago. Making that involved a lot of work on the story and overworld systems, but since finishing it I've been back focusing in on combat again. There's a huge number of quality-of-life improvements we've been making to the UI/controls/etc, from feedback we got with our first round of streamer demos back in late spring, but that's not very fun to talk about, so instead let's talk about the most fun I've had in a while: implementing the whole next tier of evolutions!
https://store.steampowered.com/app/1061610 I haven't been very loud about Tenderfoot until now because I've been waiting to get this teaser together to show off the open world, which is part of what makes it stand out among TRPGs. (I mean, also the combat is super deep and interesting and fun.) Anyway I'm really excited about it! It's a small team but all of us also worked on Eidolon and Viridi. Wishlist it! It really makes a huge difference! https://www.youtube.com/watch?v=SYRQDGzXjZY
Hi folks! First of all - I've started (slowly and individually) distributing access to our pre-alpha combat demo to streamers who play other games like it, or seem interested in the genre. If you know of anyone who might like Tenderfoot, let me know in the comments or at hey@badru.graphics. Now, I'd like to talk a little about the state of the combat systems as they live in that demo. I'll try not to go overly specific, but it'll be hard for me because I'm neck deep in it!
Hi y'all! As a very first update over here, I thought it'd be appropriate to give an outline of where the game is currently, and where I think it's heading. Let me know in the comments whether, for future updates, you'd rather see more raw development notes, world/story teaser features, design deep-dives, etc. But for now ~
Hi! I'm Badru!
I started Ice Water Games, lead the Eidolon team, did a bunch of colors and design and code on Viridi, and uhh did some other stuff too!!
I just made a Steam Creator page for myself here, if you want to follow my work:
And hey also! I'm working on a new thing with some past collaborators (which may or may not end up coming out under the IWG label) - Michael Bell's doing the music and Isa Hutchinson's helping a bunch with design. It's a big open-world TRPG about wizardly goblins and fae spirits and elemental magics. Wishlist it if you're into the stuff we've worked on in the past?
https://store.steampowered.com/app/1061610/Tenderfoot_Tactics/?curator_clanid=35059002
And also give it a follow! I think I'll be posting development updates over there very soon :)
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