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We're back at it again making some little changes so the game is all up to date just in time for our biggest sale yet! In between working on our next projects we've been roped in for one last job to settle the score once and for all, for now... We humbly present to you a curated selection of artisanally sourced fixes that have been keeping us awake for the past two years:
After releasing our biggest content update yet, we've had a few priority fixes and improvements we wanted to get out before we get started on our next adventures.
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All done with a huge week down in Melbourne for PAX Aus, forcing our hand in getting a new patch out and into the world! This patch update adds a number of QoL features and a bunch of great bugs:
So as it turns out, FTRM was nominated for The Australian Game Developer Awards' Excellence in Emerging Games category this year (yes, that feels super cool and weird to type out).
If you're at the event, please come grab us and give us a good shake to bring us back down to reality, but if you're comfy at home, please tune in and show your support for all these amazing Australian games and developers (plus we're also a little nervous about how weirdly legit this feels and could use a good 'attaboy or equivalent show of encouragement).
You can watch the awards online here: https://www.twitch.tv/igea_au
And definitely go check out the other finalists here: https://agdas.com.au/2022-finalists-announced/
Cheers,
The Caps Collective Team
After a disappointing cancellation in 2021, PAXAUS returns this year along with, for the first time, exclusively, Fantasy Town Regional Manager... IN-PERSON!
If you're at PAX that weekend, make sure to swing by and check out our booth in the Indie Rising section and play the game. The devs will also be there to chat about the game, dev, art, open-source, D&D... life and stuff?
PAXAUS will also be featuring an online stream with content about or from indie devs in some nondescript manner that will presumably be revealed to us at a later stage?
We may or may not also be running a secret competition to tell us about something dumb that happened in your TTRPG campaigns to put in the game in exchange for trinkets and game keys, but we'll see.
Cheers,
The Caps Collective Team
For all our fellow game devs, the Caps Collective team will be headed to GCAP22 in Melbourne!
Whether you're a student, looking for a fun side-project, or interested in open-source dev, come chat with us about what we do and how you can involved with the team on our upcoming projects.
If you want to book a meeting, just go ahead and book a meeting with us in the conference application and we'll sort something out.
Otherwise we're around all week until PAX and we'll be going to as many MIGW events as we can fit in!
Cheers,
The Caps Collective Team
Aaaand... we're back! What have we been up to lately? Aside from a lot of boring internal upgrades and bug fixes, we bring controller support, a new in-game stats page, and Steam trading cards! We've added a few other things along with a whole bunch of bug fixes, optimisation and QoL improvements so let's get into it:
New year, new patch update! This patch update resolves some minor bugs, improves some visuals, and addresses some QoL issues:
In our latest instalment of patch update season, we bring you yet more bug fixes and a few little updates to sound effects and audio issues. This patch update resolves a number of bugs and addresses some balance and QoL issues:
Part two of yesterday's patch as promised! This one brings with it fixes to a couple more of those critical (but non-game-breaking) bugs we've seen. This patch update resolves a number of bugs and addresses some balance and QoL issues:
Almost a week in and we have another hit of bug fixes coming through. This is part one of two, which we'll hopefully have out in the next day but this one covers some input-related issues we've seen. This patch update resolves a number of bugs and addresses some balance and QoL issues:
Ok, so we've been live for two days and here's our first update for all the little bugs and usability issues flagged by our amazing community so far! This patch update resolves a number of bugs and addresses a few QoL issues:
We're only a few weeks away from release, so hear from the developers in the last days of polish and writing.
With the days counting down to release and a pinboard full of uncharted, free-wheeling ideas, we've reached that sad part of development where we finally have to tell each other "no" more often than we can say "yes, and..." That being said, during these last few months we've packed in so many new features that even our team has trouble keeping up with them all (looking at you Olly)! So before I deliver any more exposition...
We've released a fix to our demo that was preventing loading for operating systems with certain languages. If you had a very bare town last time you played (or it didn't work at all) you might see something new! Thanks for the patience while we've been fixing this!
Come join us play a bit of FTRM, a turn-based city builder about managing the chaos that comes from running a town for adventurers. We'll be having a developer commentary, and answering any questions you send our way!
Come join us play a bit of FTRM, a turn-based city builder about managing the chaos that comes from running a town for adventurers. We'll be having a developer commentary, and answering any questions you send our way!
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