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Its a big day for robot chocolatiers around the world. The whole of Captain Contraptions factory is now available to explore, as you experiment with fresh ingredients and automate ever more complex machines. With 40+ levels to unlock, as well as brand new achievements and fiendish modifiers, we cant wait for players to show off their creative solutions to all these puzzles. PCGamesN describe it as "bizarrely cheap" Captain Contraption's Chocolate Factory is our latest game. It is a contraption building game. Design and build your own machines to combine ingredients to make chocolates. Automate production using simple components to create ingenious contraptions, which are as satisfying to watch as they are to optimise. https://store.steampowered.com/app/2166920/Captain_Contraptions_Chocolate_Factory/
You can now play the demo for our next game Captain Contraption's Chocolate Factory by visiting the store page using the link below. Its an open ended factory, automation style puzzle game. https://store.steampowered.com/app/2166920/Captain_Contraptions_Chocolate_Factory/ Using a simple set of tools youll need to automate production of a variety of sweet treats like chocolate covered toasted almonds. The game plays sort of like a mix between a programming game like Opus Magnum, a factory game like factorio and a contraption maker game like The Incredible Machine. Check it out and let us know what you think!
The forth major update to Making it Home is out now! There are lots of changes which were are really excited to see you get your teeth stuck into...
Making it Home will be taking part in this year's Remote Play Together event on Steam. As part of this we will be streaming the game on 4th March at 7PM GMT. You can set a reminder by clicking the button on the side bar to the right of this announcement. Also, we will be launching the next big update when the Remote Play Together event starts on 28th Feb. This update will include improvements to the blue print editor, new vehicle components and a new "cozy" mode without hazards or objectives.
Happy February everybody! Making it Home version 1.3.0 is out now.
The list of changes is small, but they are significant. We noticed that you were not really playing the challenge modes much, other than the $10,000 sandbox, so the focus of this update is to try and improve the challenge mode.
We have made a few key changes. Firstly, we have reduced the number of challenge modes so there are now three challenges and one sandbox. Before there was just so much choice I think it was overwhelming.
Secondly, we have enabled more of the modifiers from the story campaign. Expect to see motherships, carrots and bridges in all the challenge modes (but not the sandbox).
Thirdly, we have removed the complete randomness from before. Instead we have hand crafted 69 sets of vehicle components which are picked at random. Each set has a sort of theme and tries to make you think about vehicle design differently. We wanted to give those of you who love optimising a vehicle design a new mini challenge just waiting for you each day if you fancy it.
Now this is rather experimental, we'll be keeping an eye on the leader boards, but do let us know what you think! Either here on Steam or on our Discord. Happy building!
Happy Holidays everybody! Wherever you are I hope you are able to have a little bit of a break over the coming weeks. To help you relax and get into the holiday spirit here is a plump content update for Making it Home! With this update our philosophy was to just make stuff for you to play with. We have introduced a bunch of new panels which we don't know how you're going to use - and we can't wait to see what you do with them!
It is steam award time!
Look, we know we are a small team with a small game on Steam - but we're proud of what we've made and lots of people keep telling us they haven't quite played a game like this before. So please consider helping us spread the word about Making it Home by nominating us for an award!
In other news Dave and I have sat down to decide the next set of panels we'll be making. Our aim is to get the next update released in December or January - we will keep you updated as we go!
In other other news I (Sean) am doing a charity stream this weekend to raise money for the MS Society. I've already been blown away by the support from you our community - at the time of writing this we have raised 1,000!!!
My wife has MS which is a rubbish progressive disease. The MS Society supports people with MS and funds medical research. My wife actually used to be a medical scientist and was funded by the MS Society to research diagnostic techniques. They are a super good charity.
If you are able to, and want to donate you can do with the link bellow... The streamathon will be on 27th/28th November but by donating early you can use your donation to vote for what games I'll play!
Donate here.
A small patch to reduce the par speeds for the first two legs. In the last patch the reduction in leg length meant that the speed you can reach in those legs is less.
This a small patch with a few things which we forgot to add to the Halloween Update. These changes are based on player feedback that the initial pacing of the game was a little slow.
Happy Halloween everybody! The latest free content update for Making it Home is out now! We started it out as a Halloween focused update but before we knew it we had 10 new vehicle components to add to the game! We are starting to realise that the number of components in the game means we need to start thinking about some UI improvements in blueprint mode - we didn't have time to get that done for this patch but it is something we want to address. The other big change is the addition of seasonal cosmetics and themes. At the moment we have just added stuff for Halloween, you'll see spooky Jack-O-Lanterns, scary spiderwebs and curious candy explosions! Right now these automatically appear based on the date, but eventually we want to add customisation for this stuff. Scroll to the bottom for the full patch notes, but before that here is a sneak peak at four of the new components.
Last month in the hustle and bustle of release week I wrote a quick announcement to say "Yes, expect us to keep working on Making it Home and add new stuff" - today Dave and I had a chat about how we wanted to approach that so I've got a few more details to share about our plans moving forward! In short we are going to continue to keep adding new panels and components to the game for as long as it makes sense to. We really enjoy coming up with ideas and then seeing you lot use them in ways we couldn't possibly imagine. Our plan will be to come up with ideas for a load of panels, work on them and release patches when we feel enough has been added to the game to make it noticeable to current players. Perhaps that might just be one or two new components that introduce a new system (like the Lasers did) or a collection of simple ideas. Since Dave and I are both university lecturers full time we can't promise when and how often these things will happen, but we will just be honest with you about what we are working on and when we are aiming to get it done by. If you have been with us since early access expect a similar frequency of updates - if anything slightly more frequent. For example, the first update will be Halloween themed with around 3 new panels and will hopefully be released at the end of October. Now if you want to keep up with exactly what we are working on, and/or want to suggest ideas of your own there are three places you can come find us... 1. Join our discord at https://discord.gg/PillBugInt 2. Follow us on TikTok at https://www.tiktok.com/@pillbugint 3. Follow us on Twitch at https://www.twitch.tv/pillbugint/ and join us every Tuesday where we play games and chat about all sorts!
Fixed a bug which would occasionally stop the player progressing from Primm and Kingman truckstops.
Launch weekend has come and gone. It was rather intense (I released like three patches in two days!) but we have been blown away from the response to Making it Home. Thanks so much to everyone who has left a review and reached out to us to with feedback. Knowing people are playing and enjoying our bizarre little vehicle builder means a lot to us. The question a lot of people ask after a game leaves early access is "Are you going to keep working on the game?" and I wanted to take the time to answer that. The answer is yes. Over the next few weeks Dave and I will be keeping an eye on our forum, discord and twitch to see how new players respond to the game. We have already got a list of things we want to add, but we want to be driven by you our community. So please let us know what you think and what you'd love to see the game become. I'll leave you with some links to the launch weekend dev streams just in case you missed them. Thanks Sean https://www.youtube.com/watch?v=-YnR1ATsuSw https://www.youtube.com/watch?v=RwgMP1uhTvY https://www.youtube.com/watch?v=NizarRaXuNw
Making it Home launches today! You can now test your creativity, engineering and vehicle building skills against the full range of routes, obstacles, and boss encounters. In doing so, youll unlock brand new achievements and challenge modes. With the full branching narrative available, will you uncover the truth behind whats happening to this ladybug and her animal family? And what relationships will you make or break along the way? Here at Pill Bug were pinching ourselves. Its been three amazing but challenging years developing this game. We couldnt be prouder of what the whole team has achieved. And we couldnt have done it without the help and support of our community of gamers here on Steam. Thank you all. And as a reward, here are all those juicy day 1 patch notes we know you folks love:
Making it Home is launching 3rd September, after three years of development, and well be celebrating the big day with a live developer stream! We cant wait for players to see all the new content, and the stream will show off some of the features and experiences available in the full game. So, come by the Making it Home Launch Day Steam Stream (try saying that quickly three times) at 3pm BST 3rd September, right here on Steam. We will also be dropping the version 1.0 patch at the same time! Your support means the world to us and we would love it if you joined us to celebrate, chat and hang out! Hit the set a reminder button on this page!
Hi everyone - hope you are enjoying the Steam Summer Sale. I can hear my wishlist calling me but I have yet to really dive in. Over the past few weeks I took a bit of a break from coding, while Dave finishes off the final bits of the Making it Home story, to work on a new trailer. Check out the results below on YouTube, be sure to let us know what you think in the comments and help us out by sharing the trailer with people you know! [previewyoutube=sc9MWCGlFyI;full][/previewyoutube]
Just before Dave and I start our summer of getting the version 1.0 patch ready for release join us for a super chill and fun developer live stream. We will be kicking things off at 7PM UK-Time on 25th June. Come along to ask questions and find out what we've been up to!
Happy May everybody,
It has been a busy one here at Pill Bug but I thought it was time to give an update on what we are currently working on and where we are going with Making it Home.
Our current plan is to release version 1.0 in September 2021. We came to this decision for a bunch of reasons. Both Dave and I are university lecturers full time and right now are going through the busiest time of the year in one of the busiest years either of us can remember. The up shot is that we do not have the mental capacity to get the game finished prior to the summer and if we can't do that it makes sense to launch after everyone gets back from their summer hols ready to play games!
It means we have a lot more time and space to look at the game from a distance, which we have already started doing, and it is incredibly useful. As of today we have got a first draft of the entire story plus a prototype of the final boss encounter. That final encounter has really pushed me and the game code base to our limits, it's highlighted a few little bugs which I've been able to fix and pointed out a few areas where we can add a bit of polish.
Being able to take our time and playtest the game has led to lots of little changes, for example you will now see exactly how far ahead or behind schedule you are on the same screen that you decide how long to work in the diner. It's changes like that which seem small but make a massive difference. Those changes will come along with all the new content when we release version 1.0 this September - and I can't wait for you all to get your hands on it!
In other exciting news earlier this month Making it Home was selected to be part of the GDWC 2020 Official Selection. We are super chuffed we got selected, lots and lots of games entered.
Before I go I just wanted to point out that every Tuesday Dave and I do a Twitch Stream where we play and talk about games and their design. It's a great place to come hang out and chat with us about anything really.
Best wishes
Sean
Our collective minds here at Pill Bug are constantly blown away by the vehicles you are all making. Just in time for our remote play together stream community member VeryLukely posted an interesting vehicle design to the steam workshop.... https://steamcommunity.com/sharedfiles/filedetails/?id=2435198970 If you missed the stream check out the epic battle below as the unstoppable force met the immovable object! [previewyoutube=nV8oAbIoqjQ;full][/previewyoutube]
Making it Home is going to be part of Valve's Steam Remote Play Together event running from March 25th - 29th! As part of this we will be running a live stream of Making it Home Friday 26th March @ 7PM Local time here in the UK. In our most recent update we added local co-op as well as remote play together support... ...come watch as Dave and I try to work together on our vehicle!
Hi everyone, I'm super excited (as I always am) about this update - lets dive straight into the patch notes!
Happy New Year Everyone! I'm super excited about todays update - update number 6 which we anticipate to be the last major update before we release version 1.0! Thanks for everyone who continues to support us through early access. If you haven't picked the game up yet now is a great time to join us by buying the game, or if you prefer to wait until release make sure to add the game to your wishlist now.
Merry Christmas everybody! We are currently hard at work on the final act in Making it Home. Things are coming along really well, check out our previous dev log to see what we are up to. While we are working on that we thought, in the spirt of giving, we would drop some new achievements. 22 in total ranging from milestones related to the challenge modes, sizes of vehicles and a series of achievements based on how far you've travelled in the game. Since you play an adventurous lady bug trying to get home for her daughter's birthday we thought we would use our achievements as a way to celebrate famous women adventurers! Check them out below...
We've been hard at work on the next big update for Making it Home. Check out what we've been working on in this short developer diary! [previewyoutube=Lfk4igEN3jE;full][/previewyoutube]
As we start to design and work on the third and final act of the game (which is going to be pretty involved and take longer than any update we've worked on thus far) I wanted to push out a small patch with a few bug fixes and balance changes we've been working on. ...plus a bonus new Act 3 panel :D
A few weeks ago we were kindly invited onto the Vox Ludio podcast to talk all things indie games. They asked some really interesting questions that made us reflect and think. Be sure to listen below to learn more about our development process! [previewyoutube=nGvx2mcnMOs;full][/previewyoutube]
For this update we focussed on adding act 3 panels. Our general idea is that act 1 panels are all about player movement, act 2 panels about automation and act 3 panels are wild sci-fi techy stuff! Most of these panels you'll have to check out in the challenge modes since act 3 is not in the game yet. As well as adding more panels we've rebalanced the existing panels based on how we've been seeing people play with them. Our aim was to make the panels more powerful from act to act, but relatively balanced within a single act. ...but when you figure out how to get panels to work well together it deliberately throws that out the window and rewards you for discovering that stuff. We've also removed the requirement to unlock a set number of stars before you transition to the second act. Looking at our data we found that people often stopped at the end of act 1, we also saw a few streamers feel a little bummed when they found out they would need to start again. So now you can just move on as soon as you want to. There are still lots of reasons to loop round again, to try new challenges, unlock more panels, stars and story.
Version 0.4.0 is now available to download. It is the first update since we launched in early access and is a chance to explain our approach to updates. We have talked to a lot of you about this and found that most of you would rather we released fewer, more significant, updates during early access. We want to try and balance our development time between adding new content and responding to player feedback. Our approach is going to be releasing patches when we have three new chunks of content ready for you to play with. A chunk of content might be a new panel, or it might be a new objective, or perhaps something else. The patch will also include all of the fixes, balance changes and quality of life improvements we've managed to cross off our list while adding new content. Our aim is to release an update like this around once a month. Like always with game development plans change, but we wanted to be open with you and let you know our current thinking. If this changes at all we will of course let you know. So lets get into the patch notes...
We have just about recovered from the launch of Making it Home a few weeks ago. Launches are always intense, and as much as you try you always ending up working on things right up to the wire. It has been positive so far. We are already hard at work on the first update which we are aiming to push out in the next few weeks. Our aim with each update is to include enough new content for you to really sink your teeth into along side balance changes and bug fixes. Earlier this week we were invited onto the Tanked Up podcast to talk Making it Home and other things. They do some great work over there so please check them out. You can watch the episode we were on below or download the audio podcast on their website. [previewyoutube=4AML3wtDNEY;full][/previewyoutube]
Every Tuesday at 8PM BST Dave and I stream over on twitch. We play a mix of games and talk a lot about design and what we can learn from them. This week we will be streaming Making it Home (and will also push the feed to steam). We'll be talking about what is next for our little vehicle building game.
Be sure to join us and ask questions!
Hi everyone, First thanks to everyone who has either wishlisted or bought the game in Early Access. We're a small team and all your support has been touching and makes all the hard work worth it. Usually when Dave and I come up with ideas for games the first thing on our mind is how we can make lets players say silly things on camera... With Making it Home I think we've nailed it, so I wanted to share a few videos from some great content creators you should head over and give some love! We have been trying to keep track of all the videos in this playlist. If I have missed any let me know in the comments! [previewyoutube=asYwPxidbvg;full][/previewyoutube] [previewyoutube=d9Sv_WkqSaY;full][/previewyoutube] [previewyoutube=Qf2DTptb3uY;full][/previewyoutube]
We're beyond excited to be announcing the launch of Making it Home in Early Access! The game's in great shape already, with 2 of the 3 Acts playable in Story Mode and 7 different Challenge Modes to unlock! There's tons of panels to discover, animal friends (and foes) to meet, and loads of objectives to challenge even the best ladybugs out there. It's been a wild ride so far. Over a year and a half of development, four(ish) months of closed beta, and we're finally ready to share our vehicle building ladybug game with everyone. We'd like to thank everyone who has helped us get this far. There's too many people to mention individually, but they know who they are. We're hoping Early Access and the feedback from our players will help grow the game, and give the best experience possible. So let us know what you think, right here on Steam, or find us on Twitter, Discord, Twitch and many more.
Its been a long road, getting from there to here.... its been a long time, but my time is finally near... This Thursday (6th August) we will be launching Making it Home into Early Access and I just pushed the build you'll download on Thursday to Steam. Many of you helped out as part of the closed beta which ended at the end of May (which feels like 10 years ago). I wanted to put together some patch notes to let you know what has been added and what has changed. If you didn't take part in the beta then this is to help give you an idea of what to expect if you decide to join our community for Early Access. There is quite a lot so rather than explain everything in detail I'll drop in the odd gif or screenshot to wet your appetite for Thursday! ...I also want to let you discover the new objectives and panels on your own in the game.
We'll be streaming Making it Home on Tuesday 4th August 8PM UK time, just two days before the game launches in Early Access!
There will be all the usual banter, game dev "insights", and plenty of new content from your favourite ladybug. So, if you want to avoid spoilers maybe check back on the VODs after launch day. Otherwise, come by the stream and tell us what you're most looking forward to in the game!
Hi everyone, Hope you are keeping safe and well! The eagle eyed among you will have noticed that Making it Home has an early access release date of 6th August 2020 ! For more info on what we will be adding to the game before and during early access check out the 'What the developers have to say' box on the store page. We are both excited and nervous as you can imagine. Thank you so much to everyone who tested the game during the beta, we got lots of great feedback which really shaped the direction of the game. Once I have finished posting this announcement I'll be ending the steam closed beta so I can upload the first early access build for Valve to approve. Many of you ask us how you can support the game, we really appreciate that and feel lucky to have such a supportive community. At this stage what is important for us is getting the word out about Making it Home. There are two ways you can help us with that (1) Add the game to your wishlist (2) Tell any of your friends who like this sort of game to do the same. This can help us appear in the popular upcoming games list on Steam. Many thanks Sean
Here, take Act 1 of our cute vehicle building game out for a spin! Plan and design a vehicle in a blueprint mode - get really creative about what you put where. Then, you're a ladybug that's jumping around the vehicle you just made, trying to keep it going. As you hit the road, you'll face loads of different challenges that will test your vehicle design skills to the max. Oh, and there's plenty of friends to meet along the way!
Sean, Dave, and special guest Jordan get together to play Making it Home, answer your questions, and talk all things development in our cute vehicle building game.
Join us at 8pm (UK time) on 16th June!
Sean, Dave, and special guest Jordan get together to play Making it Home, answer your questions, and talk all things development in our cute vehicle building game.
Join us at 8pm (UK time) on 16th June!
We'll be chatting all things Making it Home in Discord. We know our way round a good office hour, so expect all kinds of pro tips and excitement!
Join us on Discord from 6pm (UK time) on Friday 19th: https://discord.gg/PillBugInt
Made a few small changes to help new players understand the wall editing system.
We'll be chatting all things Making it Home in Discord. We know our way round a good office hour, so expect all kinds of pro tips and excitement!
Join us on Discord from 6pm (UK time) on Friday 12th: https://discord.gg/PillBugInt
Sean, Dave, and special guest Jordan get together to play Making it Home, answer your questions, and talk all things development in our cute vehicle building game.
Join us at 8pm (UK time) on 9th June!
Hi everyone. As always thanks for everyone who is taking part in the closed beta and giving us great feedback. If you aren't in the beta but want to join you can sign up here. Going to dive right into it today...
Hi everyone. As always if you aren't in the beta you can sign up here. This patch is a pretty big milestone for us and is the culmination of responding to beta testers feedback over the past few months. Along with the past several big patches this is all about making the game more about building and designing vehicles.
Hi everyone. As always if you aren't in the beta you can sign up here. Usually I make a bunch of gifs and screenshots for patch notes, but today I just wanted to get the patch done and uploaded. It is quite a big one with some love to the story mode and challenge modes.
Hi everyone. As always thanks for everyone who is taking part in the closed beta and giving us great feedback. If you aren't in the beta but want to join you can sign up here. Today's patch has taken us a while to get done because there is a big change. One thing we keep hearing is how people really like building, which is great because we do as well. With that in mind we've done a bit of a pivot with our design to really bring the building side of things to the foreground. This patch is our first step in that direction.
Balloons, automatic sails, steam engines oh my! Hey everyone - hope you are all keeping safe out there! Thanks so much for all the feedback from our beta testers, it has been really useful. If you aren't in the beta but want to join you can sign up here. Today I've pushed out the first update which contains some new panels. These panels will all appear in the second act which is not currently in the beta so we've also included a new challenge mode to let you try them out...
Hi everyone, We have started sending out keys for our closed beta. Our aim is to run the beta up to a month or so before we launch into Early Access. Over the coming weeks we will be slowly releasing keys in batches and there are a few places you can sign up/join/follow us in order to get hold of one.... Our mailing list - everyone on our list will get a key during the next phase in a week or so. Our discord - we will be randomly dropping keys into our discord as we move through beta testing. Best wishes Sean
Dialogue is a going to be a big part of Making it Home. Early in design discussions, we wanted to make sure the player could actively interact with their journey. We liked the idea that the player would make decisions that mattered on a gameplay-level, but also decisions that altered how they viewed those characters around them and, ultimately, their own situation as the "hero" of this story. Not groundbreaking stuff, of course - games have been doing that for quite some time now. But unlike the hidden stories of Intelligent Design and Cycle 28, we wanted narrative to be front-and-centre this time. Dialogue seems an obvious way to achieve that. And why else have a writer on the team? [previewyoutube=xzzOtzQ6cok;full][/previewyoutube] Firstly, we knew we'd have branching dialogue. The truckstop screens immediately worked as an initial site for these conversations. The player has stopped for a rest, a chance to pop to the loo, grab a snack. They also pick up new blueprint for their vehicle and can earn some cash by taking a shift in the diner... you know, all the usual pit-stops on a long journey. So, they bump into a recurring cast of characters along the journey. One such character is Ellen, our hero's sister. They have a ... difficult relationship. There's a lot of history there that the player gradually learns about as they talk more. As branching dialogue has been around for a good while now, it's easily recognisable as a device. That device has developed as any gaming or narrative element does - from its early, blunt forms, to more sophisticated iterations, and then on to the self-aware or self-referential. One good example of this development is the ubiquitous "being a jerk" option. In many branching dialogue conversations the player would meet a brand new NPC, who says a thing - maybe asks a question - and of the three possible responses one is clearly a nice guy option, one is non-committal, and the last is being a jerk, possibly even outright hostile. The last is often such a huge overreaction it slips into the ridiculous. It becomes the comedy option. "Who would ever say that?" a player utters, as they press that option, just to see what happens. But if players are aware of this, you can be sure developers are too. So why keep doing it? Well, it's something players have come to know and expect. It also makes decisions easier. Taking a supermarket analogy: do you want players choosing between three varieties of apple, or an apple/banana/pineapple? One of those takes actual thought, the other can be done more reflexively or intuitively. But being us, we wanted to take the apple x3 route. No one would deny a Golden Delicious is different to a Pink Lady. But maybe you actually have to think before you decide which one you want today. So, the player needs to think through their interaction with Ellen. They struggle to get along, sure, but is *this* particular response going to cause more problems? Or is it going to make things easier? That felt more active to us. And then there's non-branching tutorial dialogue... But that's a whole other post... [previewyoutube=DObr5Jp2DyU;full][/previewyoutube]
Just in case you missed it, here is the archive of the developer stream we did the other night. Be sure to wish list and follow Making it Home on Steam to keep up to date with our latest development! [previewyoutube=58HaMyUTsfs;full][/previewyoutube]
Good news everybody!
Tomorrow night Dave and I will be streaming the latest build of Making it Home. This will be a great chance for you to see how the game is coming along and ask those burning questions.
We will be kicking things off at 8PM GMT. Be sure to follow us on twitch and/or subscribe to our YouTube channel to get notified when we go live.
Recently, we've been all about the cannons. Big, badboy cannons; the kind you'd normally see firing balls off the side of a tall ship. Except for us, the cannons are firing our player. Why? Well, who doesn't want to be fired out of a cannon...? But really, it's all about player movement. We've realised that a big part of the fun of this game is how the player moves about their vehicle. Why they move is important (doing tasks, getting coins, building stuff, etc) but that doesn't necessarily generate the fun. Enter the cannon: [previewyoutube=7jE0diALhkc;full][/previewyoutube] The cannon offers the player a faster, but more restrictive horizontal movement option. It won't be for everyone's vehicle. And just like any other panel, it has certain synergies that work really well, and some anti-synergies too. Early on it was clear the cannon's best friend was the vertical bellows, seen in the above clip. Ultimately, the cannon was an obvious iteration on from the catapult, which offers a fast vertical movement option. [previewyoutube=hwrzp7OoxnA;full][/previewyoutube] Both take up space, money, and make demands of any vehicles design. Cannons and catapults don't come cheap, after all... We're just waiting for Dave to finish his "fired out of a cannon" animation, and we'll be all set!
Hi everyone, Thanks for those of you who joined us last week on stream. For those of you who couldn't make it here is the archive of Dave and I showing off the latest development build. As always let us know what you think! Sean [previewyoutube=KIiVKZz13xQ;full][/previewyoutube]
Hi everyone, Those of you who are new to Pill Bug won't know that we do a developer stream every Tuesday at 8PM UK time on twitch. Usually we play other games, but regularly take a look at our own games. This Tuesday we will be playing our latest development build of Making it Home and answering your questions. Be sure to follow us on twitch to get notified when we go live. Best wishes Sean
We are super excited to finally share all the details about our next game Making it Home. Its a concept we have been working on for a couple of years now, and having the game built enough that we can make a trailer feels like a big achievement. We are now working towards getting a build complete for a public test.
The first round of testing will be closed and the only way to get into that is to join our patreon community. Following that we will expand to public testing, and if you want to be involved in that be sure to sign up to our mailing list.
Thanks for stopping by and be sure to add Making it Home to your wishlist!
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