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Hey, long-haul truckers! It has been rather quiet for a while but we're cranking out the 1.0 release today and finally pulling the game out of early access! There are still some updates to come such as rebuilding the networking code and more bug hunts.
Other than engine upgrades, some quality-of-life changes, and some bug fixes; most importantly the addition of the driver roster so you can dismiss bots (or players) that happen to get stuck on a turn. At least until the causes of those glitches is figured out; and possibly kept long after that. Leaderboards have also been moved over to Steam instead of the custom API.
Some of the expanded features have been scaled back though, such as racing/betting, so they won't be added later on. Controller support and Steam Deck support should be rolling out later this year though. Couch co-op may still make the cut too.
Here is an almost complete list of changes for your viewing pleasure:
Hey, gang! Been a super-quiet year with a ton of things going on in the background and a lot of radio silence on our end. However, this fancy end-of-year post should give you an idea of what was happening and what is coming. Feast your eyes...
Most of the time was taken up by life things and non-game projects with a lot of planning and setup for the final updates for each of the current games. Reviving our old Tenth&Hess Games studio to handle these last updates and start work on a new project too. Since we're here for the games (right?) let's get on with it!
Hey there! The new year has come and we have an update for where things are and what is going on! Since some of them are still a little ways off, we'll try to keep this short. These final updates will be listed in the order they will be released.
The Dope Game
We kind of blew the Xmas window, obviously. But that is OK because there was a lot more getting packed into this final update than expected; which is also being broken into two updates.
The first one is coming this month, most likely. It will contain a ton of fixes, new features, a new area, new character, and the framework for multiplayer.
The second half will contain, probably, bug fixes for the first patch but, more importantly, the multiplayer version of the game. More of a competition really than player-vs-player in Starkham. The original plan failed terribly but would have been cool; so this is a good test and compromise on that. Hopefully you folks will enjoy it.
Haulin' Oats
Finally bringing this baby out of Early Access after a very long delay. Most of the future plans for the game have been scrapped but couch co-op, controller support, and some rules changes will be included with version 1.0. The game will also appear on GameNite sometime after April too!
One Way To Die
The overhaul is almost upon us! This free and over ten-year-old game will finally get a last update. It is a somewhat nod to the masses who never read text and those who want multiplayer to be less of a pain.
Raise Your Own Clone
A game we can all hate is getting a complete rebuild from the ground up. Instead of creating a whole new game ID for it, I figured it was best to reward those who had purchased the game with some much better. The old version can obviously still be played but, let's be real, no one is doing that.
Into Oblivion
Last but not least by any means, Into Oblivion already got its final update. However, there will be one more patch to provide controller support and Steam Deck support.
Developer Change
All games listed will be moving to the old but new again Tenth&Hess Games for their final releases; not that you'd really notice. The original studio that actually started these projects long before they ever came to Steam will be taking back over. Granted there is no real personnel change, it just seemed fitting that everything ends where it began..
The Future?
Most of this year will be spent designing some new, possible projects. Two of which will need character models but we'll deal with that when and if the time comes!
Stay tuned!
Hey, gang! Long time, no see! We have been tracking issues in our user forums, working on assets, busy with non-game projects, and prepping a slew of updates in the space of time since the last post. Now we will get into what to expect in the near future!
Haulin' Oats
There were no expectations for Haulin' Oats but it still underperformed. That being said, there will be one large patch to bring it out of Early Access and then smaller QoL update after that. The plans to expand the game with some additional features have been scrapped, sadly. However, all the updates we had planned like Steam Deck support, controller support, score mode, extra animations, etc. are all in this massive, upcoming patch which is almost done. I really loved how this game looked and played but it was pretty niche and drowned in the tidal wave of indie games.
The Dope Game
The beloved Dope Game will be getting a final patch soon. It contains all the fixes from bugs we've received since the remaster update. It will also put the nail in the coffin for some features we planned like multiplayer and character customization. Multiplayer... just didn't work and that's OK. Resources will be moved to a new game project instead but we'll give this beast the ending it deserves.
Into Oblivion
Well, this game received its last patch with The Last Drop update and has been laid to rest. I do miss those characters and hope to bring them back at some point somewhere else. Some vague representation of the ideas for the canceled Brewmaster expansion were worked into a recent game jam game called TasteMaker. Good times!
One Way To Die
The final update for One Way To Die is almost, almost ready. We've talked about it before so I won't go into lots of details here. However, for a free game that wasn't super popular, it has received a lot of love over the years. I'm really looking forward to this final update, I think it's neat.
Raise Your Own Clone
For a game I hated worked on and it seems other people hated to, it is getting a full revamp with something I wanted to try. It will be the last to get updated but it is a really big overhaul. More on that when it gets closer but maybe the people of Turkey will stop buying so many copies.
The Great Beyond!
For the future, CoaguCo will probably release two more games then call it quits. Game development can be fun but making commercial games sucks: both time and money. It has been fun seeing folks enjoying these games and hilarious seeing people hate them. We will keep you posted as we go but at least there is light at the end of this tunnel!
Have a safe and, hopefully, not too hot rest of your summer!
Hey, long-haul truckers! Today we are pushing out a patch that makes some prep work for controller / Steam Deck support but also finally brings OSX into the fold!
First up, welcome OSX users! You can now play the game on your chosen platform. Please let us know if you have any issues. While Ventura was not tested it may play well on that too.
Second, there has been some groundwork laid for controllers and Steam Deck. You may notice that the menu stuff is now controller friendly but the actual game is not. These are merely tests for the upcoming v0.4 patch that will bring the game full controller support as well as local couch co-op.
There were also a few small fixes and changes tossed in; mostly because they were present when this patch was created.
Here is the small change-log for those curious:
Hey, long-haul truckers! A day or two later than expected but we're wheeling out a big patch for version 0.3.2 that fixes a bunch of bugs and adds in a few new features too. A big thanks to everyone submitting bug reports through the various channels and also a big thanks to those of you submitting improvement ideas. Our issues list is shrinking pretty rapidly as is our to-do list; chugging right along towards release v1.0. In case you were a wee bit curious, here is the change-log:
Howdy, long-haul truckers! So today we are issuing a quick hot-fix for soft-locks in the way of the Roster/Kill-switch. Powerful and dangerous, the kill-switch will let you bypass any player's turn if they get stuck. Well, even if they don't. While this does not actually fix any soft-locks, which we strongly urge you to still report, it will prevent your game from completely locking and stopping any progress. The kill-switch will be removed once we hit release v1.0, by the way. We are also pushing out some other small fixes and a few tiny additions. For those curious, here is the change-log:
Hey, long-haul truckers! The time has finally come and we cautiously are releasing Haulin' Oats into Early Access on Steam. So far we've had great feedback and bug reports from the community; thank you so much to all who have chipped in thus far. Hopefully the wider net of the general public will go the same way.
If you are curious about purchasing the game in the Early Access state, we highly suggest you check out our Known Issues thread before hitting that buy button. This game is still a work-in-progress and it has some quirks yet.
That being said, most of everything is in the game now: singleplayer, multiplayer, horn honking, all cards, all the music, and more. We have a healthy list of features to add yet and those will be rapidly built then shipped along with bug patches.
We hope folks new to the game will make some more great suggestions to improve the game!
For those with the hunger and curiosity, here is the change-log:
Howdy, long-haul truckers! So after a few delays and much gnashing of teeth, we are finally releasing Haulin' Oats into Early Access on Itch.io in the form of version 0.2.3!
Itch.io purchasers will get access to the full game but are limited to singleplayer as all the multiplayer features rely on Steamworks. However, Itch.io folks also get Steam keys which can be activated but won't unlock the game on Steam until March 9th.
Speaking of, the game will finally release into Early Access on Steam on March 9th. If that wasn't clear already.
Users on each platform can keep up to date on what we are fixing and adding as we go. We are also taking lots of user submissions for ideas on improvement through this Early Access period. You can see a list of all the cool stuff that will be added in through our community forums.
The change-log for those of you curious enough:
Hey, long-haul truckers! So originally we had planned to release the game into Early Access today but it seems Valve is pretty behind on approving the build or giving us instructions on what needs fixed to approve the build. Partially our fault for turning that in on the 16th! Nonetheless, we are pushing the Early Access release on Steam back until March 9th which will hopefully give enough time to get through this process. However, for folks who love Itch.io, we will be releasing the Early Access version over there on March 2nd instead. You will still get a Steam key along with a non-Steam version, naturally. Though the Itch version will be missing some key features due to Steamworks integration; most importantly, no multiplayer. We are also updating the game to version 0.2.2 today. This will being our updates to the default/release branch on Steam with the beta branch being used for bleeding edge tests. Here are a list of the changes made for this version:
Howdy, long-haul truckers! Today we will be moving the game into Early Access ahead of the upcoming public release. We are still fixing bugs and adding things in preparation for release, but a lot of our core features still need more time in the oven. Multiplayer being a big one as well as the racing / betting. So instead of pushing the release date back another few months, we'd rather get the game out to more players so we can get more feedback and community direction. Speaking of community direction, other than the ton of super helpful bug reports, folks have been providing lots of cool features to add as well as some UI tweaks and usability ideas. Since the players are the ones playing the game, your input is really important to getting this all right. There are also a fair amount of extras we had planned like accessibility features, OSX, controller / Steam Deck support, and a few others. These take time and some may be after the version 1.0 release too. What changes, you say? Here is the change-log for the current beta branch version:
Howdy, long-haul truckers! Today we are updating the game to beta v0.2.0 which also serves as the release candidate for the game. Folks with access to the game can try out the release candidate build in the normal, default branch. You can also try out our multiplayer tests in the beta branch which will be added in later. All that being said, we are feverishly squashing bugs and applying polish for release. There will probably be one more update pushed prior to release for testers to check out; more if needed. Curious as to what was changed? We got ya covered:
Hey, long-haul truckers! We are pushing an update to both the Steam Next Fest demo and the beta tester version. It contains a bunch of fixes from bug reports by you terrific folks. Curious as to what? Here's the change-log:
Hey long-haul truckers! Just ahead of Steam Next Fest, we will be rolling out a beta update for the game which will include a ton of new stuff to play with, if you are one of the people with beta access that is.
Folks without beta access will be able to play a shorter version by way of a Steam Next Fest demo, which runs from February 6th to 13th. It will definitely be buggy since we are still working out the kinks in single-player. The card decks were a bit more complicated than expected.
That being said, expect the next update to have multiplayer and the final release candidate for singleplayer. This specific beta update will be available tomorrow for the start of Next Fest!
Change-log for the curious at heart:
In exactly one month, Haulin' Oats will finally be released on Steam!
In exactly one month, Haulin' Oats will finally be released on Steam! This weekend we will be updating the screenshots and trailers with the final versions of the graphics. We will also be rolling out a limited beta for folks to test too! If you're keen, hit us up at betas@coaguco.com for more information.
You can also check the game out during this upcoming Steam Next Fest in early February with a demo for all to try.
Lots more coming very, very soon!
https://store.steampowered.com/app/1254770/Haulin_Oats/
Hey there! So last year around this time we did a Fall Update to give news on every project we are working on and where everything currently is. This year we're gonna do the same. Instead, however, we will talk about each project in alphabetical order. TL:DR; Been doing real-life stuff and other non-game projects, but things are still moving along! Just slower. Wanting to provide higher-quality updates. [hr][/hr]
Hey there, happy fall! And with the change of the seasons we are back from a lengthy vacation to update you on where and when various games will see the light of day. For fun, this will be in chronological order. [hr][/hr]
Hey long-haul trucks, dope fiends, and death seekers! There has been some silence as things are being worked on so here is a post to address all three games and their update statuses for the summer; including vague release windows. As it is the year of delays in games, films, and what-not, these three are no different. We will start at the top of the list and work our way down. [hr][/hr]
Hey long-haul truckers! As the title says, the game is being delayed again. Due to power outages related to the last winter storm a few weeks ago and time needed to deal with the aftermath of that, thanks to Texas' really shitty electric grid, it has been been decided to delay the game again until summer.
As of right now, I am targeting June 1st as the likely release date. However, this is only a tentative date and nothing solid just yet. At this phase I am mostly polishing up system, art assets, and finalizing some minor additions. Multiplayer is still pretty untested, so that needs to be rigorously done. Nothing worse than rushing all this to meet an arbitrary release date.
All that being said, I want to thank everyone for their patience and assistance in getting things closer to done. I am planning on a little extra something when the game finally hits release to offset the delays the game has hit.
More to come!
Hey there, long-haul truckers! So last time this was discussed, there was a tentative release date of January 21 which (at the time) seemed like a big enough window to get the last few pieces in place and polished. Well, after examining things it seems just a tiny bit more time is needed. Nothing like holidays and pandemics to really through your development schedule off.
That being said, there is now an official release date set of March 19, 2021. The game's OST will also be released on the same day, in case you were curious about that. And while I will say it now, I plan on having at least one more pre-release up before March; definitely one or two multiplayer tests with subsequent patches.
Hey, long-haul truckers! Today is the day that version 0.0.3 of the game finally rolls out. There was a lot of stuff that changed since the last alpha update like fonts, graphics, layouts, etc.
Hey, long-haul truckers! As of yesterday, I decided to pull Hauiln' Oats out of the Steam Autumn Game Festival since the time would be better used getting alpha v0.3 finished up. That being said, the demo that was available during the Summer Game Festival is now live again.
And despite pulling the game from the festival last night, it appears it is still active in Steam's system! If you see the little button for the planned live-stream, clicking it will just bring up this post. I did indeed plan a live-stream but my working dev build is not show-ready currently.
However, I'm in the home-stretch of getting alpha v0.3 ready. All of the new features and designs are in place, with the exception of the tons of card assets that need updated. Hopefully the alpha will be pushed to Steam next week.
Cheers and good luck to all the devs showing their games for the festival!
Hey there! Welcome back to this week's development diary for Haulin' Oats. The last one was a solo-update about The Dope Game Remaster and this one, obviously, all about Haulin' Oats over the last few weeks.
Hey! Hey. Hey? That's right, time for another development diary for Haulin' Oats and The Dope Game remaster. I must say I am enjoying this bi-monthly update more than the weekly one; and I'll enjoy it more once I stop writing these altogether! Anyhow, let's get down to it, folks.
Oh, hello there, stranger! The time-off has come to and end and here we are... time for another development diary for Haulin Oats and The Dope Game Remaster. As I mentioned in the previous post, these diaries are being cut down to every other week. And, of course, never again once each project launches. That being said...
Why hello, sweetlings. It is time for another week of development diary entries for Haulin Oats and The Dope Game. Also I will be taking the following week off of development to do some real-life stuff instead and will be changing the dev diary schedule to twice a month (every other week). Yes, the applause is deafening but please remain calm here are this weeks updates.
Hello, friends! We are gathered here today for yet another development diary for Haulin Oats and The Dope Game remaster. No time to dally, lets get into it.
Hey, my dearest reader. The Steam Game Festival is now over and the Steam summer sale is upon us. With a week off from dev diaries there is a bit to talk about, but itll be short and sweet.
Hey, long-haul truckers. This Friday, at 5 PM (CST), I will be hanging out in chat to talk about Haulin' Oats, oatmeal, truck driving, or other related / unrelated things for the Steam Game Festival. I'll also be drawing art assets for the game and possibly handing out a gift or two along the way. The chat will take place in the game's Steam community chat here: https://s.team/chat/CyVPLSJG If my internet connection is feeling frisky, there may even be a bit of demo streaming / broadcasting. Until then, you can try out a demo of the game (based on the current alpha build) over on the game's Steam store page. https://store.steampowered.com/app/1254770/Haulin_Oats/ See you then!
Why hello. I see you are here for yet another development diary for Haulin Oats and The Dope Game remaster. Well, no reason to waste any time, please sit down.
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