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🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Hello everyone. Last month, I announced my intention to release the game for free. I've since discussed with Steam's support, and they explained that, since my company will cease to exist, I would need to create another partner account but also repay the publishing fee. I'm happy to give the game and soundtrack for free, but paying 100$ USD to keep them on Steam doesn't make sense to me. So I decided to retire the game from Steam, and offer it free on itch.io instead. It won't affect anyone who already has the game. The game will stay in your library, you will still be able to download, install and play it. The community and guides will remain accessible too. I apologize for the inconvenience. I know that some of you felt that I let you down, and I want to apologize for that too. Please understand that it was not a deliberate choice. In early 2021, I started to have serious health issues, and that is the reason I had to slow down and finally abandon the game's development.
Howdy Scientists! Good news, WoMen in Science will soon be free. I haven't updated it for a while now and I think it's time to stop charging money for it. If you bought it recently. feel free to ask for a refund. I'm not exactly sure how much time Valve will require before making the change, some sources say a week after the announcement, others say a month, but either way it will be soon. I wanted to thank you all, you've been almost 5000 to support my work and it means more than you can imagine. I will continue to produce free science-related content, such as the print & play card game I made before. I'm currently working on a cartoon project, it's still a work in progress but here are two "pilot" episodes: Sophie Germain - Queen of Primes [previewyoutube=RuKp2Ra_LCQ;full][/previewyoutube] Pancakology : the science of making pancakes [previewyoutube=cnIpoFIQdGo;full][/previewyoutube] If you enjoyed the science and humor of Women In Science, consider subscribing to the channel. Ben
Howdy Scientists,
I wanted to let you know about my new project named "Kittens in Space". It's inspired from card-battlers like Stacklands and Card Hog, with emphasis on humor and sci-fi references. Manage your space colony, explore the galaxy, conquer other civilizations or make powerful allies.
Most actions happen by stacking cards, i.e. you craft something by stacking a Kitten on the right resources, you explore by dropping a Kitten on a planet, you fight by dropping it on an enemy, etc.
There will be roguelite elements. When you win, you'll be invited to unlock new civilizations that you will encouter, and when you lose you will receive some salvaged resources when you start a new game.
If that sounds interesting, please consider wishlisting/following the Steam page to be alerted when a demo will be available.
I expect to start the private beta tests in december, have a public demo ready before Steam's NextFest (February), and release the game in early March 2023.
Ben
Howdy Scientists!
Howdy Scientists, I fixed a few bugs and made minor improvements: - The quest objectives shown on the main screen are now sorted so that the uncompleted ones appear first. - Fixed : sometimes when moving an item in the inventory using a GamePad, the item icon would disappear. - Fixed : Money was not received during Jonas Salk friendship event - Fixed : "PlayerName" placeholder was not replaced by the player's name in Montessori's friendship dialogue - Fixed : Plant effects animations sometimes did not show or got stuck for a second - Fixed : Points will now stay on top when viewing the skill tree - I made the FPS and version number less visible, those are useful for me debugging when someone sends me a screen capture, but have little interest for players and were often confusing.
Howdy Scientists! Here is the second part of improvements for gamepad users:
Howdy Scientists, I added right joystick support for gamepad users. It makes selecting the tile while using the hoe much easier, placing furniture too. There are still a few things I want to improve with the gamepad (UI navigation, tooltips, ...), so there will be another update next week. I also updated the game's guide (Troubleshooting, friendship, minigames) Ben
- Shift-click on an item in the toolbar will send the stack of items in the inventory, and vice-versa - Dialogue animation and sound can now be disabled from options menu - The position of the player on the map is now animated for better clarity - Added a new cheat code to add an amount of money - fixed a bug that could prevent exiting a dialog - key mapping options now have more space to show the text (especially useful for German language) - fixed some typos and a few UI bugs
Howdy Scientists, I just published an official guide for the game, with content for new players but also more experienced ones (easter eggs, cheat codes). Let me know if there is something I can improve. Ben
Howdy Scientists! I just made an update to fix some issues : - better support of various resolutions : the game should now be playable even if your screen doesn't support 1920x1080 resolution or similar screen ratio. That includes low res like 800x600 and 1024x768 but also extra-large screens (i.e. 2560x1080). These are things that I can only simulate on my setup, so please let me know if there is anything that doesn't work as it should. - There were issues with walking speed on some configurations, this should be fixed now. - The "too far" cursor is now red to show that you can't interact with something. The previous one was not different enough, which led to confusion about click sometimes not working. - Random seeds with genetic mutations will drop less often when you cut grass, but you will receive more of them. This should help with inventory management. - There were some issues with fences not connecting properly. - Manure dropped by animals will not spontaneously reappear after being cleaned - The crafting recipes scroll box has been slowed down so it doesn't skip recipes when you use the mouse wheel - The sound volume of the waterfall and the fountain is now changed properly
Howdy Scientists, This one is a mix between Wordle and the Fallout hacking mini-game. The hackathon festival will also unlock new levels in Bot Arena and a special Quiz game. You may notice some references to Kali Linux, the 1994 game System Shock, the 1983 "Wargames" movie, the hunter2 IRC password meme, the blue MS-DOS editor, hex editors in general, and the easy to remember 0xBADCAFE hexadecimal address. [previewyoutube=KWP3j5OyPY0;full][/previewyoutube]
Howdy Scientists! Here's a little preview of the mini-game I'm currently working on. It will be part of the seasonal drone festival that you will be able to unlock from the city screen in the next update. [previewyoutube=-h42YN-yTwY;full][/previewyoutube] Currently there are 2 bonuses (flags that give you more time, geysers that give a speed boost) and in the mine level there are obstacles that stop you. I plan for two more levels with also some wind zones that will push you in the wrong direction. What makes the game challenging is that you need to look at both the whole map and the mini-map at the same time. I'm going for something relatively easy to win but hard to master. The more time left at the end, the more points you get.
Howdy Scientists, There were two major bugs making the game very slow at times, one occurred outside during the night especially when there was some light nearby, and the other one happened randomly but was more frequent when you had lots of crops. The game should now run at 60 FPS most of the time. steamthumbsup Many thanks to those who sent bug reports about these issues, it helped a lot!
Howdy Scientists! What's new in Alpha0.7 ?
Howdy Scientists! This week, I worked on all the bugs that were submitted for the new Alpha 0.6 version, don't forget to download the new version manually if you disabled automatic updates. There was also a recurring issue of the artifacts being too difficult to find, so I introduced an artifact detector that you can build. I think this is an interesting game mechanic that I could build on. I'm considering adding an "Augmented Reality" skill that would permit to use more than one detector at once, and you could for example visualize soil conditions, plants diseases, pollinator status, ... Let me know if you have other ideas! [previewyoutube=l8eEmzLbRtQ;full][/previewyoutube]
Howdy Scientists! Just a quick preview of what I am currently working on :
Howdy Scientists! My deepest apologies for the long wait, this is a big update and this year has been a difficult one for me. Future updates will be smaller and more frequent. What's new ?
Howdy Scientists! I've been having some health issues for the past 4 months, thus the development has been a bit slower than anticipated. But I'm still aiming for a spring release for the world and dialogue update (probably just before summer, but that still counts as spring, right !?) Here's a little preview where you can see two of the three new zones that are added to the map. [previewyoutube=TZDnhHV-SdM;full][/previewyoutube] There is still a lot to do (as you can see some areas are still a bit "empty"), and all you see in the video is subject to changes, but it should give you an idea.
Howdy Scientists!
Just a quick word about the game soundtrack : next week I will add 8 new tracks composed by Irene, for a total of 17 tracks in the album. I will also double its price to $3.99. Of course, if you already bought the DLC, you will get all the new tracks for free.
Currently there is a -35% discount on the price, that is +/- $1.30 for almost one hour of music. You probably won't see such a great deal once the price is raised, so if you are interested, now is the best time to buy!
Other than that, I'm still working on the game update planned for Spring. I don't have much to show because it's mostly dialogues, refactoring, and rebuilding the world from scratch, but I'm making good progress!
Howdy scientists!
Just a quick message to let you know that I'm still working full time on the game. The next update will be major, with a complete world redesign and expansion, new dialogues and a friendship system. There will also be 8 new music tracks that Irene is currently working on (for a total of +/- 1h of original music!). Daniel already started working on the endgame (zones on the map that will evolve according to your choices).
This is a big update and it will take time. I'm expecting to publish it in March, but at this point there are still a lot of unknowns and it could change.
Ben
Howdy Scientists! The latest update fixes a few bugs that were reported after the alpha 0.4 update. Many thanks to all the players who sent me bug reports, it helps a lot!
Howdy Scientists,
I just published the latest update that brings buildings, two new animals and the possibility to grow crops inside.
[previewyoutube=j62_GnxjkX4;full][/previewyoutube]
Warning: This update is not compatible with the previous savegames. I try to avoid this as much as possible, but sometimes the changes on the game are so important that it would require too much work to keep backward compatibility. If you have an unfinished game that you want to continue, you can either configure Steam to not install the update automatically, or go to the steam game properties/beta window and select the alpha 0.3 branch.
The plan now is to work on the new dialogues and give more depth to all the NPCs. In November, Daniel will work on new graphics to extend the map to its final version. It is probable that the next major update will take place at the beginning of 2021, but if I have the time I may do a smaller update before that because I'm not satisfied with the current crafting system. I will also do minor updates to fix any bug that I might have missed.
Howdy Scientists!
I realize Im really bad at estimating when an update will be ready. When I said 3 weeks, that was because I thought I would finish in 2, and here we are 4 weeks later and Ill need a few more. My apologies for that, I will work on making better estimates in the future.
The thing is, even when I finish something in time, I often see ways that it could be improved and polished. And as a player, I think its better to take more time but deliver something good, than deliver a lot of small underwhelming updates.
Here are some of the changes Ive been working on:
Planting inside will be possible, here with light, heating and air conditioning.
Plants do not depend directly on seasons anymore, but on their cold/heat tolerance. Some do grow in fresh conditions, some do grow in warm conditions. That means that you can add a heater or an A/C system in a building or greenhouse to grow plants that are not adapted to the current season.
You will have 5 buildings that you can build anywhere : the coop, the deluxe coop (hosts 6 animals instead of 4), the greenhouse, the barn and the shed. You can grow plants in all buildings if you wish to, but you will have to provide some artificial light (except in the greenhouse, of course).
The deluxe coop and the barn.
Like before you can plant in hydroponics, aeroponics and aquaponics systems, but there are also simple planting pots if you want to keep it simple (and dont mind watering them).
Two new animals can be adopted : cows and goats. For each you have a young, an adult male and an adult female model. Females provide milk, but only after having a baby.
New animals!
There are still bugs to fix, and a few things Id like to add like a centrifuge to make butter from the milk or separate honey and wax from honeycombs. I also want to improve the animals pathfinding and provide a fence door so you can prevent them from invading your crops. Finally, it would be nice if you could name your buildings and move animals from one building to another.
Im a bit reluctant to give another estimate, but lets say that I will be satisfied if I finish before the end of September.
Ben
Howdy Scientists! Just a quick report to let you know all is going well with the buildings update. I worked on the building construction system (you buy the plan for a type of building, then you can build as many as you want as long as you have materials). At first I wanted to make the greenhouse work like all buildings by teleporting the player on another map, but once I saw Daniel's model, I realized it can work directly in the world map and it feels much more natural that way. [previewyoutube=rbkIfPgPigc;full][/previewyoutube] I still have to work on the system that will manage unlimited buildings (big & small coop, barn, shed), giving each one his own little map where you can put furniture and where animals can walk and sleep. Since we have hydroponics, it will be possible to grow plants in any building, if you provide artificial light and eventually heat in winter. Then I'll work on the new animals, and I'll make a lot of tests to be sure I didn't introduce bugs. All in all, I expect to finish in 3 weeks.
Howdy Scientists!
Finally, the gamepad support has arrived! Let me know if there is something I can improve.
I will now focus on the buildings update, with 2 new animals.
Howdy Scientists!
My sincere apologies for the lack of updates. Im almost done with the gamepad support, but there are still a few bugs that I need to fix. In modern games, we expect a gamepad to be plugged in and just work, and we also want to be able to go back to using the mouse without having to jump through hoops, and the pointer to know exactly where to go at all times.
Turns out there are a few magic tricks involved to make these things happen, and many opportunities for bugs. For example, if I plug my gamepad in the middle of a drag & drop operation, it should be cancelled, and so on. These are things Im still learning as I progress, hence the difficulty in predicting when I will finish. In retrospect, my in two weeks estimation at the end of March was extremely naive.
To my defense, the strangely apocalyptic beginnings of 2020 did not help either. I hope that you are all doing well in these trying times.
This delay should not affect the planned updates I discussed a few weeks ago. I hired videogame artist Daniel Thomas for another 10 weeks and he started working on the new buildings. Heres a preview of the barn and the greenhouse:
Once again, no weekly update while Im focused on the full-gamepad support, but a little post about some of my sources of inspiration.
Howdy Scientists! A small update this week : you may have noticed that rabbits and chickens don't go outside when it rains or during the winter. That means they can't find anything to eat by themselves. From now on you can put green material in their feeder inside the coop, and they will take some at the end of the day if they can't go outside. If the feeder is empty when they need food, their hearts will decrease a little bit (which means less egg production from hens). The full gamepad support should be ready early next month. It's the first time I program an interface to respond to a gamepad - truth to be told, I didn't even own a gamepad until two month ago! - so I had quite a lot to learn. Once that is out of the way, I will be back to full speed updates. We will have our very first "Weeklong Deal" starting Monday, if you haven't bought the game yet (or our nice soundtrack composed by Irene Chan), there will be a 20% discount. If you bought the game recently and are still eligible for a refund (played less than 2 hours and purchased less than 14 days ago), know that Steam considers than asking a refund to buy the discounted version is totally acceptable. Take care, Ben
No update this week, instead I will discuss my plans for the major updates that will arrive later this year.
I thought that it could be fun to discuss how some characters and other parts of the game came to be. Let me know if you want me to write more about some aspects of the game or the work I do.
I love Stardew Valley, and the way ConcernedApe captured the very essence of Harvest Moon and other classics of the genre in his masterpiece, with great attention to details, is really inspiring. In 2017, having just finished a card game about female scientists (free print & play pdf), the idea to create a game like Stardew Valley but with Science and Robots came to me quite naturally.
At first, I wanted robots to help with farming. They would need to be recharged frequently, you could customize them with extra batteries or extra backpack space to transport items, and so on, so they could plant, harvest and water the crops. But in a game where you can plant and build anywhere, it can quickly become a pathfinding nightmare, and I decided to put that idea aside for a while and use flying drones instead.
The first version of the robot was a bit ... scary!
Another problem came from the choice of NPCs. Using real life scientists make it easy to add personality and fun facts in the dialogues, but it makes it much harder to have comic relief. I wanted humor to be an important part of the game, to balance the scientific content.
I could make fun of the scientists, but I could not make them completely ridiculous. But a robot was fair game. And that is how Anne Droyd was born.
Her humanoid look with a rotating hand and a clamp is in part inspired by Ada, from Fallout 4! I made no secret that Im a big fan of Bethesda, as you probably guessed during the first encounter with Alexa. Plus it totally makes sense, since the name of Fallouts robot is inspired by Ada Lovelace, a famous Woman in Science.
Anne Droyds personality was inspired by reddits group r/totallynotrobots, a community of humans pretending to be robots pretending to be humans (are you still following ?). The group is hilarious, and that was exactly the kind of robot I wanted. Later in game, Annes strange logic develops further in a quest inspired by the Antivax movement.
The current dialogues are far from complete, and Im particularly impatient to further flesh out Annes personality. She will most probably join Albert Totally not Einstein - the lovable and surprisingly naive genius - , and Melon Husk (or is it Elon Musk ?) - a billionaire whose ambitious plans tend to fail spectacularly - in a comic trio.
Howdy Scientists! This week I updated the museum and fixed a few bugs :
Howdy Scientists!
We passed the mark of 10 reviews on Steam and earned a rating of Positive (80%). I want to thank all of those who took the time to write a review, it means a lot! If you havent yet, please consider adding yours. Steams algorithm uses reviews to decide if a game is worth showing to other potential players, for small indies its a lifeline.
Heres the list of changes for this week:
Howdy Scientists!
This week's feature is being able to pet animals to make them happy (Happy hens will lay eggs more often.), name them, and remove them by killing (producing meat) or selling. I put a list of 20 random funny names for the rabbits and the chicken, but only in English for now. If you have suggestions for other languages, I'll be happy to add them!
I also adjusted the growth time and productivity of each plant. The growth time now appears on the seed's tooltip.
Howdy Scientists! There have been a few demands for faster movement, so I increased the character speed by 25%. Also, you might have noticed that items sold in the cart gave twice as much money than those you sold directly to Albert, that is now fixed. When I'm not fixing bugs, I'm still working on the full gamepad support. There is much more to do than what I expected, but I'll get there. This week's changes :
Howdy Scientists!
The most noticeable change this week is the map. This should make questing much easier.
There are a few of bugs I havent fixed yet. In some cases, the difficulty is that I need to be able to reproduce the bug on my computer to know what is wrong and to check if the changes I make have fixed the problem. And sometimes, the problem just doesnt happen on my configuration, and it takes much more time to analyze whats going on and fix the issue. Please know that a delay in fixing a bug you submitted doesnt mean Im not working on it, I intend to track and fix all of them!
Howdy Scientists!
I continued to work on full gamepad support, but it will take a bit longer than expected to make it right. Im hoping to finish in two weeks. The map is advancing as well, here is a preview of what it could look like:
I would like to show the NPCs positions and movement on the map in real time.
This weeks minor changes:
Howdy Scientists,
This week I mostly worked on the customization of controls, you can now configure the keyboard in game (from the options screen) which was a feature that was requested a lot. Gamepads are supported, but for now you still need to use a mouse on the side. I'll work on full gamepad support next week.
I also began to plan how the map will work. It won't be ready next week yet, but maybe the week after.
Here is the list of changes for today's update:
Another small update:
Here are the bugs that were fixed today:
On this release day, I concentrated on the most annoying bugs that were reported.
Howdy Scientists! It's official, WoMen in Science will be released on March 16th! The feedback I received is very positive, despite a few very annoying bugs that I still have to correct before the release. A big thank you to the testers and youtubers who gave me their comments, it is a precious help for me. Deciding on the price of a game is far from simple. You want the game to be played by as many people as possible, but the economic model must also be viable to ensure that you can continue to develop it. You need to take into account that Valve will take a 30% cut, another 30% in taxes, then you have to pay for the software you use, contractors, advertising if you can afford it, ... I chose to set the price 30% lower than my goal during the Early Access period, to reflect the fact that the game still needs many updates to be complete. That puts the price at $13.99 for the US and Europe markets. The advantage is that it is a price that seems reasonable to me, the flaw is that it will limit my ability to make significant discounts. However, there will be an additional 10% reduction during launch week as a thank you to all my day 1 supporters =)
Howdy Scientists! Just a quick update to tell you that I'm still on track to release the game in early access next month, probably around March 16th. From now on I will mainly do tests and fix bugs, and hopefully do some marketing. Here are a few stats about the game: - 140 items, most of them craftable - 18 plants, and 8 genetic variations (each plant can have up to 3) - 7 trees - 20 quests - 17 artifacts that you can bring to the museum - 1420 strings of text that need to be translated in 4 languages - 633 of these are part of dialogues And that is just the beginning!
Howdy Scientists!
We wish you all the best for 2020!
In December I worked mainly on cutscenes, quests and dialogues. I use Articy Draft to manage all the dialogues, here you can see the main dialogue tree for Carl Linnaeus. All characters have at least one, but sometimes a few more for quests, cutscenes and special events. Linneaus is one of the big ones, since he is our museum curator and there is a little bit of dialogue for every item you might bring him.
We are also working on a few more crops like potatoes, crocus, lavender and strawberries, and polishing the looks of trees and rocks during winter.
This month we will wrap everything up in order to be able to use all of February to make tests and hunt bugs, and be ready for launch in March.
Howdy Scientists!
For the last month I mostly fixed bugs and worked on the new dialogue system. I also completely changed the way I process mouse events. This was a lot of work since I had to modify pretty much every clickable game object, but it will ensure that the game responds much better when the mouse is over a sprite or a click is received.
Irene finished the music, with different tracks for each season. Daniel is still working on the portraits for our 21 characters.
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