Village Monsters - Josh Bossie
Hello Villagers!

I hope everyone is enjoying v1.1 so far!

If you've stumbled upon a bug or two or twenty then you aren't alone, though there do seem to be fewer bugs than I feared after unleashing such a complicated release into the wild. I am very sorry to those experiencing especially frustrating bugs, and I really thank you for your patience while I sort them all out.

I am hard at work on v1.11. The original plan accounted for two patches between v1.1 and Thanksgiving, but I've decided to combine them into one large update. This will come out in the next 2-3 days.

On Apple
Speaking of changing plans, I need to talk about the Apple version. A big reason I haven't released a patch yet is that I've been trying to get the Apple version. It's been a major challenge and a huge, unexpected time sink.

The setup I've used since 2018 is no longer working due to a combination of hardware issues, new GameMaker's poor compatibility with Mac, and my own ignorance. The Macbook I use is already very old, so every attempt I've made at a fix requires multiple hours of testing to see if it worked (and it hasn't worked yet).

I know there are a lot of Apple players and I don't want to leave you hanging. However, I am only one dev, and I can't keep focusing all my efforts on something that just isn't working. I am not abandoning Apple support, but I need to push it until after v1.1 is cleaned up. Thank you for your understanding on this.

tl;dr
v1.11 will be a large patch update and will release next week. The Apple version of v1.1+ is on pause until further notice.

Current Known Bugs Fixed for Upcoming v1.11
  • (MAJOR) Fixed crash issue when attempting to skip cutscenes
  • (MAJOR) Fixed issue preventing some story cutscenes from triggering
  • (MAJOR) Fixed various issues related to displaying (and viewing) your lovely historical society donations
  • (MAJOR) Fixed perk costs using temporary / debug values instead of their intended costs
  • (MAJOR) Fixed issue related to mending glitches immediately after a story cutscene or trigger
  • (MAJOR) Fixed issue where quitting during a season change could result in some flags not triggering properly
  • (MAJOR) Fixed issue where changing the time and date via methods outside of sleeping cause errors
  • Fixed issue with villager schedules
  • Fixed issue with overlapping SFX when Advanced Fishtincts was enabled
  • Fixed issue relating to some story perks not properly flipping to Enabled after a cutscene
  • Fixed issue with Pishky not properly stocking his shelves with all available items
  • Fixed issue with visitors not leaving the inn
  • Fixed cliff tile issues in Autumn and Winter
  • Fixed various graphical issues in journal, particularly related to various subpage backgrounds not displaying correctly
  • Fixed overcast filter not covering the full screen in some areas during some seasons
  • Fixed village plaza not displaying correctly in some seasons
  • (This will be ongoing, as it appears to be related to a change in the way GameMaker handles surfaces, and only seems to be an issue with some GPU setups)
  • Fixed various strange vegetation placement in Summer
  • Fixed exploit that let you fish in non-fishing zones
  • Fixed various strange collision boxes for some vegetation
  • Fixed various layering issues for all player sprites
  • Fixed issue where music sometimes was too quiet or too loud during cutscenes
  • Fixed unusual footsteps SFX in some situations
  • Various typos / etc. / usual stuff cleaned up
Village Monsters - Josh Bossie
Hello Villagers!



Welcome to Village Monsters v1.1. It's been awhile!

I'm eschewing from sharing traditional patch notes because they'd be too long and, frankly, not that useful. Instead, I've broken things out into three sections: what this patch contains (generally), what this patch does *not* contain, and a brief FAQ.

To celebrate the release of v1.1 I've also put Village Monsters on a weeklong sale for the low-low price of like $5. It's the lowest price ever! So tell your friends and tell your enemies twice.

Enjoy!



What this Update Is
In a sentence, v1.1 is what v1.0 should have been. No more, no less.

After exiting Early Access last year I created a number of patches in quick succession, but soon realized I needed to take a slower, more comprehensive approach. Unfortunately for me, life immediately got in the way and kicked me right in the nads, so things haven't gone as quickly or as smoothly as I planned.

Thankfully I'm back on track - well, mostly. Many bugs have been fixed, including a large number of blockers and crash-inducing bugs. Some features have been simplified, merged, or even cut altogether if they just weren't working right. Text, art and music have been touched up or corrected here and there.

To put a number on it, I have added, modified or deleted approximately 10,000 lines of codes and have done the same for ~425 assets (art, music, etc.) I switched from Trello to Jira and then back again, so I don't know how many tasks and specific bugs I fixed, but it's a lot.

What this Update Is Not
I have historically done a poor job managing expectations (including my own lol), so I want to properly set them this time around: v1.1 is a major new patch, but it is not a major new content update. On a scale from "General improvements to enhance the user's experience." to "Epic 30 minute video showcasing all the new features and content", v1.1 is firmly in the middle.

While there are indeed some new features / content, v1.1 was always meant to be a comprehensive bugfix effort to clean up the pitiable v1.0. My go-to mantra has been "Would this have fit the scope for v1.0 if things were done properly?", and if the answer was "No" then I've tossed it into the future v2.0 pile.

It may have taken way, way too long to get here, but the reasons for that have been well documented.

Finally, v1.1 is not a panacea for either the game or my slapdash development style. There will surely be things I need to fix or work on more, and I have already carved out time for at least two Feedback Releases to address new bugs and complaints from v1.1. As much as I tried to test things myself, there's just no predicting what players will find on their machines.

What's the Future?
Here's my (tentative) calendar for the next few months:



As you can see, I'm expecting anywhere from 1-3 feedback releases as a result of v1.1. Then it's onto v2.0, and then sometime after that is the release anniversary.



FAQ

Do I need to start a new game?
Short Answer: Yes, please do.

Long Answer: It should be technically possible to load your save and continue, but a lot has changed in the backend. It may be the game tries to load data that is no longer relevant and causes bugs or crashes. And if your save file missed an important 'flag' that didn't trigger earlier than you might miss story content.

Will there be another update / more content?
Yes. After ensuring v1.1 is stable I will move onto v2.0, which is my catchall version for anything that's new. I am aiming to have that out by early 2024, likely January or February.

v2.0 will likely be the final update to Village Monsters beyond patches and fixes.

Can I still access v1.06?
Yes. Subscribe to the Beta channel of Village Monsters by using the password "previousversion".

Village Monsters - Josh Bossie
Hello Villagers!



tl;dr
A progression-blocking bug was discovered in the final stages of QA. To prevent a repeat of v1.0's troubled release, and to ensure v1.1 is the proper relaunch Village Monsters deserves, I am giving myself a - *ahem* - bonus week to fix and re-test.

The new release date is November 6th. That is unfortunately outside the Spooky Window, but I'm hoping it's close enough to be considered Spooky Adjacent.

Previous Restoring a Villages: Week 0, Week 1, Week 2, Weeks 3 & 4



Scorpion's Frog

Here's the full situation.

A few weeks back I discovered a progression-blocking bug in the late game. It was one of those bugs that I couldn't quite replicate, but I fixed what I thought was the cause.

However, I ran into the same problem again on Saturday during my final wrap up, and this time I could reproduce it reliably. The good news is that I can fix it more easily now.

It is my upmost priority for v1.1 to be as polished as possible. Finding a major bug like this so close to release has made me exceptionally concerned that there are others I've yet to squash, including bugs that may crop up as a result of the fix (which is more common than you'd think).

I am delaying the release of v1.1 by exactly one week. This'll give me time to fix the blocker bug (among other smaller bugs discovered during QA), thoroughly test the fix, and then repeat my typical before-release testing.

I'm trying to focus on the silver lining, which is that I get another week of more thorough testing and polish. That is why I am choosing to call this a Bonus Week.



Haha, isn't this the --

I know. I know.

There's no sugarcoating it: this really sucks. I guess I should have seen it coming given what this release is and my own history, but I still hate that it came to this. I said last week that I was finally confident, only to find my foot squarely in my mouth yet again.

One consistent bit of feedback I received after my hiatus was that people much preferred frequent (and well communicated) delays rather than waiting on patches. Obviously it shouldn't have come to this in the first place, but given the situation a delay seems like the best and only way forward.

Thank you for your understanding, and I'll see you all again next week.

Village Monsters - Josh Bossie
Hello Villagers!



You'll likely notice that I missed last week. But can you guess why? I don't think you can, because it is one of the most unlikeliest, most stupid, and most cursed thing to happen.



Yeah. My entire house got COVID... again. Again! It hadn't even been a full month yet! Is that even possible? Well, I suppose it literally is given that it happened.

Well, as much as I hate to do this, I am forced to once again make the hard decision to...

...announce a release date!!

Did I get you? That's right, baby! No more delays, no more tales of woe, no more excuses.

I am beyond thrilled to announce that the oft-discussed but much delayed v1.1 finally has a release date: Monday, October 30th!



So yes, COVID sucks, but this time around I was able to huddle in my blanket and mug of TheraFlu and just cranked through my todo list day by day. It was like one of those perks from Fallout where your stats increase if you're sick with radiation poisoning.

Now the Big Board sitting around 90% complete, so I'm giving myself a 10(ish) day buffer to finish that last 10% and test the hell out of it. No launch disasters this time!



I didn't want to announce anything until I was absolutely, positively confident. And, well, I am confident. Finally.

Look for a trailer next weekend and a weeklong sale to celebrate. I'm planning on one last weekly update prior to the 30th to outline what additions and changes you can expect.

And I'll try my best not to go for the COVID hat trick. But no promises.

Village Monsters - Josh Bossie
tl;dr
Not even COVID can stop this train, though it gave a good run for it.

The best part of this week – beyond being able to implement missing Kickstarter backer rewards – was the creation of The Big Board, which will track our progress towards v1.1. We are still on schedule for an October release.

Previous Restoring a Village: Week 0, Week 1

The Good

Creation of The Big Board

By far the biggest accomplishment was creating The Big Board.



Every single task I have left to do on v1.1 is listed, categorized, and now tracked via The Big Board. When the bottom bar reaches the right side we’re ready for release.

Not all tasks are weighted equally (for example, art and writing issues are generally much easier than code / testing tasks, etc.), but it’s good as a rough guide.

Code Refactor refers to slower and more measured manual code migration from the corrupted source. Features include testing / implementing / reimplementing features of the game.

Feedback and Bugs are similar to each other. Both have been reported by players and testers in the last year, but the latter are defects, while the former represent suggestions or ideas to improve the game.

Finally we have Art / Graphics / UI and Dialogue / Writing. They are probably self explanatory.


Kickstarter Rewards Implemented

All the missing Kickstarter rewards have been implemented into the game. About 30% in total were missing, which is too many though thankfully less than I feared.



There are a number of backers who never got back to me, or perhaps their responses were eaten up by KS’s survey tool or email. In any case, as far as I’m concerned there’s no time limit. If you never sent me anything, or if you did but it’s still not in the game as of v1.1, then please reach out and I’ll get you sorted.


The Bad

First Day Blues
I discovered a number of crashes that could arise on your first and second day in the village. The reason has to do with the scheduler: villager schedules are purposefully simplified so nothing goofy happens while you’re trying to meet everyone.

But the scheduler wasn’t playing nice with everyone, especially visitors, which could result in a seemingly random crash depending on the time of day and the visitor who was trying to barge in. Thankfully it’s fixed now, but what a mess that was.




Technical Slog 2: Electric Slogaloo

The technical slog continued through this week and I’m ready for it to end lol


The Weird

Terrible Night for a Curse
Sometime last year I was joking with some friends and family that Village Monsters was cursed. Seemed like whenever I began to work on the game in earnest, something bad would happen in the real world to yank me away from it.

Last week I made the formal announcement on Kickstarter and Steam that development has resumed, and what happens? Myself and nearly everyone I know gets COVID. The curse is nothing if not consistent!

Thankfully everyone is fine. For the two kids it was just a bad cold, and for me it was an issue of extreme joint paint, a sore throat, and a killer headache.

The weirdest part is that getting COVID in 2023 feels very… othering. Absolutely nobody wants to deal with COVID anymore, and that includes doctors and nurses who seemed generally annoyed about answering questions.

But I suppose that’s a subject for another time.

Village Monsters - Josh Bossie


Hello... Villagers!!

I’ve been putting off writing this post for far too long. That... probably goes without saying, eh?

So let’s jump right to the good news: active development has resumed on Village Monsters! The fabled v1.1 will release this October.

If you want to know more of the details of my hiatus then please take a look at the following post on my website.

I am so sorry to have abandoned the game without explanation. You deserved so much better than that, especially after the buggy mess that was v1.0. To be frank, the last year has be awful. Every plan I made blew up in my face, every decision I made was the wrong one.

The last thing I want to do is wallow even more, so instead I want to focus on what I can for you and the game right now. From here until release I plan to release weekly (or more frequent) updates on my progress.

Here's Week 1!

tl;dr
Everything is still on schedule for an October release for v1.1, aka the reboot, the restoration, the redo. Still gotta nail that name.

This past week has been mostly a technical slog as I get back in the saddle. It’s necessary but slow going work.

Previous Restoring a Village: Week 0

The Good

Flyswatting, aka fixing the small (but annoying) things
First thing I did was update GameMaker and look at all the errors, warnings and “suggestions” it made to me. There were… a lot.



Most of these are false positives or can be ignored, but going through them and fixing them was a really useful way to get back in the swing of things. The code base is now much more robust and should be less prone to breaking as I continue to bring it up to release condition.

Music and sound compression
One of the “small” bugs ended up turning into a bigger but worthwhile fix: many sound files (including music) were being incorrectly converted into a different format and then back again. This resulted in both crunchier sounds and audio bugs. It’s fixed now!

The Bad

Slow Going
I had hoped this part would go faster. I know that it’s all so necessary and important to dig my way out of my self-inflicted hole. But I had hoped to be able to show off more things, while 80% of the screenshots I took this week are all of code or bugs. Blech.

Missing Kickstarter Rewards
While auditing something unrelated, I noticed that one of the Kickstarter backer messages wasn’t where I knew it should be. I went and checked and found that many of them are in fact missing.

I added almost all the KS backer rewards during a two week stretch in early 2022. Most were just text appends and I hadn’t noticed their absence among all the other missing or corrupted files.

This is a huge oversight and was not intentional. I’ll need to re-add these items by hand and it is a priority to fix in this next week.

The Weird

When bad weather crashes the title screen.
Depending on the (in-game) season the weather on the title screen changes. However, some update or other changed how particle systems work when destroyed, and the punchline is this: bad weather could crash the game before it even started. That’s fixed now.

Village Monsters - Josh Bossie
Hello Villagers!



I'm not dead yet!

Work continues on v1.1. I'll spare you the litany of excuses as to why every little thing is taking longer than promised. I'm sure you're as tired of hearing them as I am typing them.

In summary, life has continued to be unkind, and I've needed to prioritize my family and health over everything else. The good news is that the septic tank hasn't exploded again. So, you know, I've got that going for me!

In truth, the past couple weeks have been the best, most productive, and most tragedy-free I've had since last February. I'm a little nervous to admit it for fear of it going sour again, but I'm in a much better place than I've been in for a long time, and Village Monsters has benefited greatly from it.

What's New?
This post will not be a deep dive into what I've accomplished - I just wanted to get something out to assure you that I haven't forgotten or abandoned the game. Here are the quick notes:

  • All milestones for v1.1 have been finished
  • In total for this release, I've completed 100+ new feature tasks, 350+ improvement tasks, and 200+ bugfix tasks. The update notes are very long!
  • The past week has been focusing on new and existing tutorialization, both in written form and via Odd Jobs in-game
  • v1.1 is now in the hands of playtesters. Feedback and testing is expected to last a while

When is it Coming Out?
Clearly, I cannot be trusted to give an ETA anymore. Even whispering a date to myself in a darkened room feels like it'd be tempting fate to come along and teach me a lesson.

I'm bending all my efforts and energy into getting it out before the end of the year. I can say this: it'll release soon, and with almost no warning.

---

I hope everyone had a good week! For me, I had a very nice, if somewhat muted Thanksgiving, and now I'm working in my office enjoying the sounds of a November rainstorm.

Until next time, villagers!

Village Monsters - Josh Bossie
Hello Villagers!

I have mentioned before my terrible luck this past year, especially when it has coincided with Village Monsters stuff.

So it wasn't surprising to me when my entire family came down with the flu the literal day I published the last dev log. 2+ weeks of sickness, including an incredibly grumpy 3 month old? No surprises there!

"Ha! This time I knew it was coming, so it doesn't bother me at all. Now it's out of the way and I'll have a funny anecdote for the next dev log!"

Then our septic system failed, with everything that entails.

Then, thanks to school starting, we all got sick again. I am unsure which god I angered or what my offense was, but I am very ready for this curse to be lifted.

Still, the journey continues. Work has resumed on Village Monsters, and I have plenty of news to share, so let's get to it.



What's The Latest?
  • The tools have been updated, the source code recompiled, and the debugger is chugging away once again. We're back up and running, baby!
  • All feedback and bug reports reported since May (post-baby) have been logged, prioritized, and in many cases fixed
  • All reported crashes and blocker bugs have been confirmed fixed
  • Village Monsters v1.1 will launch this October. For real. No redos this time.

It has taken me a great deal of effort to get back up to speed, especially with all the gross distractions in the real world, but I am pleased with where I'm at now.



One idea I toyed with was splitting the work into two releases: one with priority bugfixes (crashes) I could get out soon, and then another, larger update that focuses on the more content-heavy things sometime later.

However, I decided against it. Village Monsters is not a live service game, and it didn't seem like there would be much of a benefit to that. I also worry about the confusion of saying "it's fixed!" while also promising that more fixes are coming.

The plan is to treat October as a relaunch of sorts and making v1.1 what v1.0 should have been. It's somewhat riskier (as all big launches are), and it requires more waiting, but I think it's the right move given the choices.

I can't go back in time and redo the disastrous launch, but I can try to at least make up for it. It's like when you burn dinner while entertaining guests; it sucks, it's embarrassing, but people still need to eat, so climb out the window and go grab some burgers.

Until next time!

Village Monsters - Josh Bossie
Hello Villagers!

Hello again. It's been a while!

If it's seemed like I dropped off the face of the earth for the last few months... that's because I did. In fact, I've barely left my own living room since May.

Long story short, my 2nd son, Arlo, was born on May 17th. In fact, I was in the middle of writing a dev diary the exact moment my wife's water broke.


Note the timestamp. I never did get to sleep that night... nor have I slept since.

Arlo is our 2nd kid, so we had a plan for what 'paternity leave' looked like. Or so we thought. I never imagined I'd be gone for months, and I certainly never wanted to disappear altogether.

In truth, this has been a very hard time for my family. I don't feel comfortable sharing everything, but Arlo has had a heartbreakingly difficult start to his short life. We've were in survival mode, and there was no room left for anything else.

I am so incredibly sorry to have been gone for so long. To release Village Monsters in such a sorry state - only to seemingly leave before I finished fixing things - is unacceptable.

However, I had to prioritize my family over everything else.

The good news is that things have finally calmed down, Arlo is happy and healthy, and I'm finally ready to get back to work in earnest.



Thank you so much for bearing with me during these difficult times.

State of v1.1

Work has resumed on v1.1, but it's going to take some time to ramp back up to full speed and knock off the rust.

I've created a new public Trello board after the previous one was eaten by Atlassian. I'll update this board daily so you can keep track of my progress.

In addition, I'll be resuming live streams over at my Twitch channel starting next week. Keep an eye out on Twitter for the schedule.

---

I wish I could provide a more concrete schedule given how long it's been, but history has shown that's not wise. I'm bad enough at making plans, but I also have supremely bad luck whenever I commit to something.

If nothing else, I can promise that - barring any unforeseen circumstances - this should be the last son I sire while developing Village Monsters.

Until next time, villagers!

Village Monsters - Josh Bossie
Hello Villagers!

Welcome to the 2nd State of the Village update, where I talk about how things are going with Village Monsters, as well as what's coming next.



To summarize the past month: the launch of Village Monsters was a supreme mess, and I've been trying to make things right ever since.

However, I soon realized that releasing hotfixes every few days wasn't working - there were simply too many big problems to fix things in piecemeal way.

I needed to change my approach. So I took a step back, regrouped, and began work on a larger, more comprehensive patch.

Village Monsters v1.1, which I've been affectionately referring to as the Let's Try This Again Update, is the result of these efforts.



What's Coming in v1.1?

First and foremost, v1.1 will fix the multitude of bugs that have been reported since launch. Some of these bugs were preventing entire features from working, so it's been a real big effort.

Next, I've gathered up all your feedback and have incorporated as many suggestions as I could. Expect many new quality of life changes, such as improved gamepad support, more sensible energy and time management, and more.

Finally, a number of last-minute things cut before launch have been re-added back to the game.

In short, Village Monsters v1.1 represents a complete do-over of the previous embarrassing launch.



When is v1.1 Coming?

News regarding Village Monsters v1.1's launch date will be revealed within the next two weeks. Look for an announcement as I get closer to the actual date.

---

it's been a messy year. A combination of technical issues, naivety, supremely bad luck, and good ol' fashion developer incompetence has lead me here.

I can't redo the terrible first impression I made, but I can make sure to do things the right way going forward.

I hope the results speak for themselves when you play v1.1.
...

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