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Hello there! After months of feedback collecting, ux improving and feature implementing we are finished with the comprehensive Malmyr - Runemagic 2.0 update. Thank you for sticking with us and welcome to the new players! Don't hesitate to contact us on Discord (https://discord.com/invite/7MYwmxp) or Steam's Malmyr discussion forums. Let's dive into the Changes: Runemagic
On Saturday, 30.10 the Malmyr - Runemagic 2.0 update is ready and will be published. Over the last year we have invested many hours in collecting feedback from the forums, the Discord and from content creators. All the improvements you see in Malmyr 2.0 have only been possible because of you: Thank you! Runemagic We wanted to make the update even more interesting and provide you with new content. Since the rune system was neglected by many, we decided to expand it and to increase the general power level of the runes. For this purpose, we have implemented 18 strong and unique rune words (combinations of three runes each). In addition, it is now possible to easily create resources in stockpiles with runes. We hope that the rune words are not too powerful you tell us. Localization Another big point for many was that they would like to play Malmyr in their own language. After we first wanted to implement this with AI translations, it turned out relatively quickly that this translation does not meet our quality standards. So, we decided to spend money and have the game professionally translated into French and Russian - and of course we did the German translation ourselves. We decided on these languages because we believe that they at least give us a chance to reach the break-even point in a timely manner. Gameplay and UX improvements In the past, there was always questioning feedback about the basic gameplay and difficulties in understanding it. We were able to solve many of these by improving the UI and providing more detailed explanations, but not everything. For this patch we have now approached the problem from the other side. For example: We questioned whether the current solution of stockpiling resources really adds value. Until now, a smelter could "run full" of wood and the player had to manually dispose of the wood so that ore could be delivered to the building again. In Rune Magic 2.0, the capacity of the buildings applies per resource, so that the course of the game should be disrupted much less frequently. In the end, this means that we went back to the drawing board for some mechanics that were not clear even after explanations, to improve the mechanics themselves. A detailed changelog will be published with the patch. Giveaway To celebrate the release day, we decided to start a giveaway for a total of 10 keys on twitter. We would be very happy if you participate. Even if you already have Malmyr, you are welcome to give the key away! https://twitter.com/zieglergamedev/status/1451952058068779017 Thank you very much for supporting us for almost a whole year now. We have put a lot of time and energy into Malmyr since its release to make sure it meets your and our quality standards. Stay healthy and as always: Don't forget to review Malmyr ! Ren [previewyoutube=_g4sUs6WwuA;full][/previewyoutube]
Hey there!
Beta 5 is the latest (and most likely last) beta before the full release of the Runemagic 2.0 update. You can access it now on the experimental branch. We finally finished the localization for French and Russian. In addition to that we further improved the game in general.
Beta Testers wanted!
As we approach the release, we will need more testers. Please consider to switch your game over to the experimental branch (found in the game options of Malmyr) and give the beta a ride!
We will have news on the release date and a new trailer ready very soon!
Thank you for staying with us and please stay healthy!
Hello, the newest beta for Malmyr can now be accessed via the experimental branch. With this beta we are mostly feature complete for the upcoming 2.0 patch. Before we get into the changes, we wanted to show our gratitude for the feedback given to us by some of the new players! Thank you so much for your valuable insights and the great discussions resulting from that. You make Malmyr a better game! Some of the new players also already reviewed Malmyr in the store: Thank you too! Every review counts and makes Malmyr more visible. Keep the reviews coming! Changelog - Router Road revamp - Building stockpile revamp - New runewords Router Roard revamp For quite some time we felt, that the router road is a feature a lot of players could make good use of, if it wasn't as cumbersome to use. This revamp should improve the situation. Router roads now no longer only allow one resource per cardinal direction: It is now possible to select on a per resource basis, if it is allowed to go to / come from a direction. So you can actually make one resource bridge a road or split off a resource from an ongoing stream. Building stockpile revamp A recurring problem faced by new and experienced players alike was buildings clogging up with a resource, essentially sooner or later stopping production. The only way to mitigate this, was to either perfectly balance out every production chain (making the use of runes VERY hard) or going through all the buildings, clearing out stockpiles manually. We did not like how this turned out so we took a step back and revamped how capacity in stockpiles is handled. A building with a capacity of 512 now can store up to 512 units of each type of resource needed at that building. With this solution we want to accomodate the usage of runes (especially the new rune words) and take the edge off that somewhat annoying micromanagement. New runewords There is a plethora of new runewords ready for playing. Some of them surely can be abused in some way, let's see what happens. There is a total of 19 Runewords in the game now. You can look them up in the ingame wiki. Have fun playing with them! What is still missing for 2.0? As it stands right now, we should be able to release Malmyr 2.0 in a couple of weeks, but we will see, if we have to jump more hoops before that. There are some things that still need to be done first: - Localizations to French and Russian - An update for the ingame wiki - General touch ups - Beta testing and polishing of the new features, runewords and revamps We are very excited for the feedback regaring all the changes we introduced in this beta! Don't hesitate to reach out to us with any request or feedback you might have! Thank you for your time and stay healthy! Yours Ren
Hey there, we just uploaded the second beta for the next Malmyr patch to the experimental beta branch. You can access it via Malmyr's properties in your library under "Betas". Changelog - New mechanic: Rune rolling - Three new runewords Rune rolling This Patch introduces a new mechanic that allows you to use your coin to convert it to random new runes. Rolling for a new rune will cost more everytime you do it, but will be reset after finishing the mission. New runewords We introduced three new runewords. The theme of their effects is improving the clicking aspect of Malmyr. There will be more runewords in future patches targeting different concepts. That means the current accessible runewords are: Ur, Ur, Ur - Terraforms free tiles in a range of 2 periodically to Forests. (Old effect, but new runes) Ur, Ur, Nyd - Clicking on an unfinished building, provides one random needed building resource. (New) Nyd, Nyd, Ur - Clicks on buildings are repeated two additional times. (New) Cen, Feoh, Daeg - Resources gained by clicking are doubled. (New) Mann, Mann, Mann - Buildings in a radius of 2 are supplied with food. (Old) Known issues - The description text of the Mann, Mann, Mann runeword is missing in this build. Have fun testing the new runewords and see what you can do with them. A developer hint: The "Workshop" building in many cases also counts as clicking. Yours Ren
Hello there! Wow, already one month went by since I wrote one of these the last time. For today, I have two points I want to talk about. Let's dive right into it!
Hey there! We hope that you are well and managed to stay sane facing the current challenges! After over two months we wanted to give you a sign of life and tell you about the things happening for Malmyr behind the scenes. As mentioned a couple of months ago, we both have a "normal" day job to be able to continue work on Malmyr and upcoming games. Even though we would love to put more time into gamedev, all in all, the plan is going fine.
Hello there! As you can see in the subtitle of this post, we want to give you an overview regarding our Steam reviews, what the progress of Malmyr's localization is and that we will launch a Patreon page soon.
Hello there!
The Chinese New Year festivities are approaching and we would like to have a small celebration with you. There will be an event update next week on Thursday (11.02.2021) adding a new mission and three new achievements to the game.
To make it available to even more people we also decided to have a small 15% sale (the same as on launch) for a couple of days. We hope that you will enjoy this little something.
May you and your families stay healthy, safe and successful in your lifes!
Hello there! We have great news: The second UX-Improvement-Patch already is available, eventhough it initially was planned for later this month. Since we will have a small Chinese New Year event in the game next week, we wanted potential new players to already have access to the new UX-Improvements and bugfixes. So let's get started:
Hello there! Until UX-Improvement-Patch-2 is released, we are trying to give you regular updates on its development. Let's dive right into it.
Hello there! I hope you all had a great start into 2021! First things first: We are on track with our plans detailed late last year (The future of Malmyr) and will continue following that path.
Hello there! We collected all that valuable feedback we received since we launched Malmyr and came up with this patch fancily called The "UX-Improvement-Patch-1". Read the changelog carefully. We tried to sort it well and put the most important stuff to the top. Tell us what you think! There are still two bigger bugs hitting Linux users in the game. We think it might be some issue related to our rune display at the right of the screen. The display will be revamped in Patch UX2 and hopefully this solves these bugs. Wave 2020 a goodbye and welcome the new year =). Stay healthy and take care of your families AND yourselves. <3 Yours, Ren
Hello there! I hope you all had lovely christmas <3. We wanted to take the time to inform you about our future plans. Malmyr wasn't sold thousands of times, but it sold better than we expected our first game ever to do. After all it is a niche game, that also is very complex and challenges the players to think out of the regular building games patterns. Thank you again for that. You made our holidays in these troubled times very special! Onwards to the informational part of this announcement! General information on our Team Both of us would love to do games full-time, but we simply cannot sustain that for now. So from January on we both will have to work our 9 to 5 jobs. Philip already was during the last half of 2020 and I will start doing so. This means that we will have to slow down on game development. It just would not be fair to our employers, if we would pour all our energy into Malmyr and underperform at work. So sorry for the lower cadence of news, patches and so forth from our side. That being said: We do have plans for Malmyr that I want to outline. Bugfixes and UX-Improvements The most important message is, that we will work on Malmyr as long as neccessary to get it to run bugfree and smoothly on as many systems as possible! In addition to that we are observing your feedback on multiple channels very closely to be able to get the balance of accessibility and difficulty for Malmyr to a point where we want it to be. We hear you! Language support We decided that we will go for localization on Malmyr. This means, that we will need to do some changes to the way ingame text is handled. Combined with the actual translation work, we will have a lot of tasks to do. It is sure not yet what languages will be delivered in the first localization patch, but it will at least be in english and german. Very rough schedule
Hey there, we were told, that there were players losing their campaign progress with the last patch. This patch should prevent that from happening. If your progress was already lost and it was too much for you to do again, contact us via the forums. We will help you unlock your progress again. Happy Holidays! Ren
Hello there! Let's start with a big thank you! Thank you for buying and playing Malmyr. Thank you for bringing issues to our attention so that we can make the game better. Thank you for being awesome! We got two gifts this year. The first one is the by far bigger amount of people who bought, played and also are enjoying Malmyr. We know, that Malmyr is very hard, but it also is fair. We crafted everything with great love, much thought and care! Our second gift came to us by the hands of Santarthur. Arthur Vyncke is the creator of the beautiful music you are hearing in the background of Malmyr. He wrote to us yesterday and told us that he got inspired by playing Malmyr. Long story short: The version we just uploaded now has a total of 10 songs by Arthur. Give him some love on his Soundcloud. While the new version that is available now is not yet an improvement patch, it adds a little something to your Town Center that you should see right away! You even can click it! We will post another announcement in 2 or 3 days detailing our plans for Malmyr and the plans for us as gamedevelopers. Happy Holidays!
Thank you all for being there with us on this journey! Have fun playing Malmyr and don't forget to leave us a review. Don't hesitate to come to us, if you think there is something we could improve. We want to work on Malmyr as long as needed, to make it as good as it can be. We will collect feedback and bugreports brought to us and if hotfixes are needed we will patch them in as soon as they are ready. An announcement on the future of Malmyr will be posted after the holidays. Happy holidays and stay healthy! making dreams come true
Hello there, this is the changelog for the final Version of Malmyr before the release. Let's see if it was the right decision putting it on the default branch :D. Changelog v1.0 General: - Increased resource spawn density for freeplay from 0.2 to 0.3. - Increased resource spawn density for sandbox from 0.2 to 0.4. - Increased rune drop rates for freeplay and sandbox game modes. Bugfixes: - Fixed an error where mission 11 would not load correctly. - Fixed an error where socketed runes would not load correctly. - Fixed tooltips not being updated correctly in the router road panel. - Fixed the video of the help entry "Wiki Clicking" being black and white in the first frames. Making dreams come true
Hello there! Let's start with the most important information: As most of you already know, we will be releasing Malmyr on Monday the 21.12.2020 at 21:00 CET. The regular prices for Malmyr will be: USD$14.99 EUR12.49 GBP11.39 And for the first week after the release we decided to have a 15% discount, as a small token of gratitude to all those who already decided to put Malmyr on their wishlists and are following the release closly. It is very important to us to be truthful and open about Malmyr. That is why (in addition to the way we handle our Steam store page), we will make a Demo available as soon as Malmyr is released. Post-release Some people asked us what our plans for the future of Malmyr are and we would like to give you some information on that. Malmyr was (and still is) planned as a project with a clear start and end, even though this goes against the Games-As-A-Service "standard" nowadays. We want to give the player a well-rounded experience. Part of that is, that we are dedicated to tend to Malmyr as long as there are problems known to us. The only thing we MIGHT add to the game at a later point is support for other languages. This highly depends on how the game is recieved and if we feel like there is a community that would benefit from it. That means in bulletpoints:
Hello there! With this patch we improved the performance further and made the loading process more responsive. In addition to that there are two new decoration buildings and we improved the ruin information window UX. If all goes well, this will be our last version before v1.0, which will be released next week. There will be another event post detailing the launch and post-launch plans. Changelog v0.12 General: - Added two new deco buildings: T- and X-Crossings. - Further improved performance. UI/UX: - Smoothed out loading processes. - The runeword lock button now only is visible, if there is a runeword socketed into a ruin. making dreams come true
Good day! Awesome having you around and seeing you all play Malmyr! With this version we are closing in to the final build for release. We fixed some minor bugs and finally made the missing game modes available. Freeplay can be played as an alternative to the campaign. It has no story, but should also be a challenge! Upon completion of the campaign or the freeplay mode, you gain access to the sandbox. We got some feedback concerning the last mission of the campaign. Until now it was way too hard and some of the difficulty of the mission went against what we wanted to player do. This patch moves the difficulty more towards the way we intended it to be. As always: Have fun playing and tell us about issues you find in this build, so that we can move it to the default branch ASAP. Changelog v0.11 Bugfixes: - Fixed multiple typos across the game. - Fixed some floating objects. - Fixed ruin building costs still displayed with old "building cost display" style. General: - The amount of a resource needed or produced in the production tab is now colored red if it does not run at 100% efficiency. - Made Freeplay available - Made Sandbox unlockable (You either need to finish the Campaign of Freeplay) Mission 8: - Increased time until lava reaches the Town Center by 25%. Mission 11: - Improved dialogue. Mission 12: - Increased the protection radius of the Protecting Monolith from 3 to 4. - Reduced the upkeep for Monoliths from 750 to 50 coin. - Reduced the coin building cost for Monoliths from 7500 to 1500 coin. - Reduced the coin building cost for Essence Collectors from 5000 to 2500 coin. - Increased the Rune Essence production of Essence Collectors from 2 to 4. Making dreams come true
Hello, nice having you here! First off: We had some people ask us if we considered Linux support. Yes we do and this patch makes a Linux build of Malmyr available. We will have to improve that version step by step, based on feedback of the community. So if you encounter problems: Tell us, we won't be able to do deep tests for Linux and need you! With this version we also introduce some changes for mission 11 and 12. They were simply to hard to solve. In addition to that it was possible to save and reload mission 12 and the countdown timer would stop. We understand that this was very convenient, but it was a bit too far off the path we had in mind for mission 12 ;). Balancing: Mission 11 - Decreased the maximum amount of strikes at a time from 4 to 3. - Increased the time between lightning strikes from 120 to 180 seconds. - The player now starts with 400 workers. Mission 12 - The final task now no longer requires you to build Timepieces. You now need to supply Mythril Ingots instead. Bugfixes: - The timer of mission 12 now works again after saving and loading (Sorry :D)
Changelog v0.6 This version will break your campaign progress, if you have not played the experimental branch. If you really need to unlock the missions: Contact me, I will be able to help you. With the last few patches we again fixed some minor errors and Missions 10 and 12 underwent some changes. This version will be made available to press, youtubers and streamers. General: - Improved quality of the building state icons - Disabled the MotD in the main menu - Added our company logo to the credits - Added pigs to the pig pen - Rethemed the last mission to have less "mature" content. We want the game to be safe for all ages from any point of view. Balancing: - Removed the last mission step of mission 10. - Increased the time available in mission 12 from 25 minutes to 60 minutes. Bugfixes: - Fixed a bug that broke campaign savegames. - Fixed a bug were the selection box would not disappear if nothing was selected. - Fixed more typos. - Fixed a visual bug with road connections. - Fixed a bug where the selection box would not disappear if nothing is selected. - Fixed ore sign icons being rendered behind other effects.
Changelog v0.1 (Experimental branch) This patch fixes a couple of bugs, makes some gameplay improvements and changes the denotation for versions. This version also will break save games, but your campaign progress should be fine. Please contact me, if your campaign progress was deleted, I might be able to help you out. General: - Added a small delay before the first dialogue of a mission pops up, so that the starting building spawn animations can play properly before being paused. Runes: - Runes now can also terraform forests, clay soil, rock soil and ore hills. - Added additional spawnable ruins to missions 6, 8, 9, 10. Fixes: - Fixed a display bug where unused visual effects were still displayed. - Fixed lighting settings to hopefully produce less artifacts in mission "Into the Darkness". - Fixed character idle animations being paused with the game. - Fixed multiple typos. - Fixed a tooltip display bug in the rune crafting panel. - Fixed a bug where ruins could potentially spawn in water. - Fixed two bugs with achievements not being able to be fulfilled.
Changelog for version b6.8 on the experimental branch General: - Pynn now terraforms to Iron Hill - Daeg now terraforms to Rock Soil - Nyd now terraforms to Forest - Ur now terraforms to Fertile Soil - Halved the droprate of runes - Added missing sound for Vegetable Farm interaction. - Added missing sound for Hops Farm interaction. - The game now pauses if a story dialogue opens and unpauses as the dialogue is finished. Mission 11: - Increased the burning duration of buildings from 60 seconds to 120 seconds. Bugs: - Some visual effects were not restarted correctly after being returned to the effect pool Making dreams come true
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