Forager - HopFrog


It's time, fellow Foragers!

This free update is a thank you to all of you! It is an ambitious amount to add in only a month, but we wanted to show our gratitude to all of you for the incredible level of support you have all shown since our release. We hope you enjoy!

As an additional thank you, Forager is for the first time on sale! New players can now get it at 15% off until Monday 10th! Tell your friends!

Special thanks to our awesome beta-testers that made sure the update was stable for all PC players alike! ːsteamhappyː



Features / Quality of Life

  • New Game Modes (Single Island Challenge in which you need to get all Tools to win and Speedrun Mode in which you need to get all Feats to win, with more to come in future updates!)

  • New Carpentry Station building with 10 new decorative items!

  • New Weather system with new visual effects. In the near future this will also contain gameplay modifiers! (There will soon be an option to turn this off for people having issues with old PCs)

  • Improved Sunrise/Sunsets

  • A TON of new ingame options!

  • Some new secret options...

  • Improves crash-proof saving. Losing savefiles to random crashes or computer shutdowns should be much rarer now!

  • Removes buffs from shrines if they cannot be used / assist the player

  • Disables cosmetic items being automatically equipped visually

  • Nerfs Fairy Aura healing effects

  • Increases enemy and boss max HP

  • Adds a button to auto-sort the inventory

  • Updates in-game roadmap



Bug Fixes / Stability
  • Fixes an issue where the “Tool Collector” feat would misfire
  • Removes a crash related to using a controller on upgraded vaults
  • Prevents an issue where opening a treasure chest before skill requirements are met can prevent players from 100% completing the game
  • Stops the bow from firing if a different tool is selected
  • Allows for enemy’s coin drops to be influenced by amulets and lighthouses
  • Ensures that steam achievements are unlocked when feats are completed
  • Fixes various localization issues / typos
  • Optimizes placing buildings late game (fixing an issue where building new structures late game would temporarily freeze the game)
  • Fixes an issue where sorting your inventory made items vanish (try sorting your inventory again now, the items should reappear)
  • Old saves now have carpentry station unlocked
  • Fixes a crash when opening vaults
  • Fixes a bug where starting in Classic mode unlocks the Addicted feat
  • Removes the rain sound from stacking multiple times
  • Stops beds and other new items from being used in the inventory
  • Resolves an issue where destroying a gate doesn't return the item
  • Ensures that roads are removed from the inventory when using them
  • Restores the 3rd row for vaults
  • Fixes issues with new items in the market
  • Stops torchbugs from instantly despawning
  • Shrinks the hitbox on the Carpentry Station to better represent its size
  • Prevents the mouse from falling behind certain menus
  • Stops you from placing roads on tiles that already have roads
  • Roads can no longer be placed on bridges
  • Fixes an issue where placing a fence on top of yourself messes up neighbor fences
  • New items can no longer be placed on water
  • Fixes an issue where the flower pot is invisible when dropped on the ground
  • Untoggles single click attacks when swapping items
  • Adds audio to hitting beds
  • Makes lights glow properly during the sunrise
  • Corrects the timing of music
  • You can't destroy tiles that are occupied by a familiar / drone
  • Changing some settings with a controller can crash the game
  • Controller does not work on the gamemode selection menu
  • Destroying land underneath roads does not destroy the road
  • You can get yourself stuck by buying an island on top of you
  • Using excavator on shrines can put digging spots on top of roads
  • Placing a fence can crash the game when you have too many fences
  • Having structure costs split between vault and inventory will only consume items from the inventory
  • Placing the mouse between two buttons in the rebind screen generates noise
  • The new artifact screen is slightly rotated
  • You can get stuck sleeping
  • Skeletons and demons don't spawn in the single island challenge
  • Drinking the mandragora potion can make structures disappear
  • Carpentry table isn't listed in skill description
  • Opening the skills menu while in bed will bug the player position
  • Single Island Challenge can't be completed
  • Secret rooms feat won't trigger
  • Camera does not zoom out in buy / build mode
  • You can exploit death to replenish energy
  • You can revert a sacrifice by re-entering your save
  • Inconsistencies while saving / reverting altar usage in skull maze (after exiting the game)
  • Can't save the options of a save file while in dungeons



We hope you enjoy all the new stuff! It was a ton of fun to make, and we have plans to keep working on this game for as long as you want us to!

Thank you for your support and happy foraging!
Forager - HopFrog
1.9.0 marks the public beta testing period for the Appreciation Update! This is our first major update for Forager, bringing tons of new exciting content. This beta period is intended to let us find any bugs that may exist in this new version.

For the time being, the beta is only available on Steam and Windows, and only has new localized text for English.

Please note that playing on beta versions of Forager may be unstable, and could permanently corrupt your save data/crash at any time!

And lastly, before we dive into it, this update is a thank you to all of you! It is an ambitious amount to add in only a month, but we wanted to show our gratitude to all of you for the incredible level of support you have all shown since our release. We hope you enjoy!



How to Play the Open Beta

  • Right-click on Forager in your Steam library
  • Go to properties
  • Click on the “BETAS” tab
  • Select “beta” from the dropdown



And here is the changelog!





Features / Quality of Life

  • New Game Modes (Single Island Challenge in which you need to get all Tools to win and Speedrun Mode in which you need to get all Feats to win, with more to come in future updates!)

  • New Carpentry Station building with 10 new decorative items!

  • New Weather system with new visual effects. In the near future this will also contain gameplay modifiers!

  • Improved Sunrise/Sunsets

  • A TON of new ingame options!

  • Some new secret options...

  • Improves crash-proof saving. Losing savefiles to random crashes or computer shutdowns should be much rarer now!

  • Removes buffs from shrines if they cannot be used / assist the player

  • Disables cosmetic items being automatically equipped visually

  • Nerfs Fairy Aura healing effects

  • Increases enemy and boss max HP

  • Adds a button to auto-sort the inventory

  • Updates in-game roadmap





Bug Fixes / Stability
  • Fixes an issue where the “Tool Collector” feat would misfire
  • Removes a crash related to using a controller on upgraded vaults
  • Prevents an issue where opening a treasure chest before skill requirements are met can prevent players from 100% completing the game
  • Stops the bow from firing if a different tool is selected
  • Allows for enemy’s coin drops to be influenced by amulets and lighthouses
  • Ensures that steam achievements are unlocked when feats are completed
  • Fixes various localization issues / typos
  • Optimizes placing buildings late game (fixing an issue where building new structures late game would temporarily freeze the game)





The idea is to have this open beta for adventurous players to help us playtest, and once it's stable enough, officially release it to everyone!

Please let us know what you think! ːsteamhappyː

Beta Updates

1.9.1
  • Fixes an issue where sorting your inventory made items vanish (try sorting your inventory again now, the items should reappear)
  • Old saves now have carpentry station unlocked
  • Fixes a crash when opening vaults
  • Fixes a bug where starting in Classic mode unlocks the Addicted feat
  • Removes the rain sound from stacking multiple times
  • Stops beds and other new items from being used in the inventory
  • Resolves an issue where destroying a gate doesn't return the item
  • Ensures that roads are removed from the inventory when using them

1.9.2
  • Restores the 3rd row for vaults
  • Fixes issues with new items in the market
  • Stops torchbugs from instantly despawning
  • Shrinks the hitbox on the Carpentry Station to better represent its size
  • Prevents the mouse from falling behind certain menus
  • Stops you from placing roads on tiles that already have roads
  • Roads can no longer be placed on bridges
  • Fixes an issue where placing a fence on top of yourself messes up neighbor fences
  • New items can no longer be placed on water
  • Fixes an issue where the flower pot is invisible when dropped on the ground
  • Untoggles single click attacks when swapping items
  • Adds audio to hitting beds
  • Makes lights glow properly during the sunrise
  • Corrects the timing of music

Bugs fixed in 1.9.3
  • You can't destroy tiles that are occupied by a familiar / drone
  • Changing some settings with a controller can crash the game
  • Controller does not work on the gamemode selection menu
  • Destroying land underneath roads does not destroy the road
  • You can get yourself stuck by buying an island on top of you
  • Using excavator on shrines can put digging spots on top of roads
  • Placing a fence can crash the game when you have too many fences
  • Having structure costs split between vault and inventory will only consume items from the inventory
  • Placing the mouse between two buttons in the rebind screen generates noise
  • The new artifact screen is slightly rotated
  • You can get stuck sleeping
  • Skeletons and demons don't spawn in the single island challenge
  • Drinking the mandragora potion can make structures dissapear
  • Carpentry table isn't listed in skill description
  • Opening the skills menu while in bed will bug the player position
  • Single Island Challenge can't be completed
  • Secret rooms feat won't trigger
  • Camera does not zoom out in buy / build mode
  • You can exploit death to replenish energy
  • You can revert a sacrifice by re-entering your save
  • Inconsistencies while saving / reverting altar usage in skull maze (after exiting the game)
  • Can't save the options of a save file while in dungeons
Forager

What I like about Forager is that it has survival and crafting but the hunger meter's not an annoyance. There are always berry bushes nearby, and you only get hungry when you're actively mining or digging or whatever. I can alt-tab out, leaving my forge and banks running, without worrying I'll come back to find I've wasted away. It's not so much Don't Starve as Don't Worry About Starving, It's Fine Actually.

In Forager you're a little wisp of a character who hits trees and rocks and slime monsters with a pick to gather ingredients, then combines those ingredients into new stuff (buildings, wallets, a better pick that is covered in slime for some reason). If that stuff is money you can use it to buy new islands, though it's not explained who is selling them or why they only appear in the middle of the blank ocean if you hand over some coins. It's not worth thinking too hard about the backstory of Forager—the explanation for everything is "because it's a videogame".

It's like if you took the village and most of the farming out of Stardew Valley. I'm usually either on a quest—maybe collecting demon horns to help a ghost look more scary or trying to craft enough potions to fill a display in the museum—or just gathering whatever I need to buy the next upgrade or island. I run a loop of the land digging up sand and coal while keeping an eye out for rare flowers before checking my fish traps again.

When you die in Forager, maybe to a surprise slime or a spike trap, you can reload an autosave from seconds before that moment. There's no cost to death, which makes it easy to play without paying much attention. There's also no cost to waiting around for things to respawn or finish being manufactured in one of your buildings, which means the easiest way to gather the rare ingredients which become vital as you work your way up the skill tree is to just kick back for a while.

Forager is the kind of game I play without focusing on it. I don't often listen to podcasts while I play games because I like to keep my attention on one thing at a time, but Forager isn't engaging enough on its own. I've made it through a bunch of episodes of a podcast about old-school RPG modules thanks to Forager giving me something to do with my hands but not much to do with my brain.

Occasionally there's a puzzle or a dungeon with a boss in it, but the combat's very superficial. Now that I've got a bow that freezes enemies and 100 cooked meat in my inventory I'm unstoppable, and even if I die that just means a reload. The biggest challenge in Forager is conquering the feeling that I'm wasting my time playing it, that I've become hooked on another game that spits out rewards and achievements and makes numbers go up, and that I'll regretfully uninstall in another day or two.

On the other hand, I really have made a serious dent in my podcast backlog.

Forager - HopFrog
Hey Foragers!

Wow! I have been so incredibly overwhelmed with the support! Thank you so much for playing Forager and for providing feedback, thanks to your great ideas and suggestions I managed to rework the update roadmap for future Forager content.

The main points raised are as follows:

  • Accessibility options are nice but we need to do more/better and secret options should be moved to the ingame config menus

  • Core gameplay is addictive but it ends too soon (~20 hours and then nothing to do anymore)

  • The game's pacing feels wrong (Automation and Droids can make things TOO easy, some Gear items are too cheap while others are too expensive, there is idle downtime way too often while you wait for things to craft or spawn, etc)

  • Combat is not challenging/rewarding

  • Some quality of life changes are needed (inventory sorting, better save backups, removal of sound stacking for Mining Rods, etc)

Our updates from now on will focus on increasing gameplay length and adding replayability! Check it out:





I would like to clarify some extra things that are often asked:
  • The Mac version of the game should be coming soon. I don't have a time estimate for this!

  • The console versions of the game (PS4 and Nintendo Switch) still have no date announcements. I will let you know as soon as I know more!


Join the community on Discord if you want to help me make this game awesome!

Or subscribe to our newsletter if you just want to be notified when these updates go live!


Thank you so much for your support and Happy Foraging!
Forager - contact@rockpapershotgun.com (Jeremy Peel)

This is a public service announcement: if you find yourself on the western edge of the Ll n Peninsula in Wales anytime soon on the hunt for blackberries, don t bother – I ve picked them all. Turns out there s a twofold satisfaction to foraging that makes it difficult to stop. First there s the search: looking high and low for collectibles, pushing your body further into the thicket, gently squeezing the fruit to test whether it s ready. Then there s the count: two foragers competing to fill their tupperware boxes to the top with ripe goods. Does the berry belong to the spotter, or the forager who could reach it? The debate ends only when there are no berries left to argue over.

Forager, the game, knows the lure of both the search and the count, and is built to exploit both. It blends together idle game mechanics with active exploration, farming, crafting and combat, and has a dangerous advantage over the Welsh coast: everything in Forager grows back fast. Not just the plants, but the cows, the gold deposits, and the gravestones that house the living dead – all renewed within a matter of minutes.

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Forager - HopFrog
Hey Foragers!

We are working on hard on 1.1.0, but in the meantime, we have made a quick patch for anyone who is blocked from playing due to a corrupt save file.

1.1.0 will introduce a new system for writing files that will hopefully mitigate save file corruption, even in the event of a PC shutdown. Thank you so much to those who suggested the various system to address this issue!


Bug Fixes/ Stability
  • If a save file is corrupted, the game will now automatically load in a backup, allowing you to play on that file if it is not also corrupted!

  • Corrupted save files will now only display an error if you click on them (which means you can still start the game and play different save files)

  • Corrupted save files will no longer end the game, but will instead take you back to the main menu



More gameplay content is coming soon!


Thank you for your patience and support, and Happy Foraging! ːsteamhappyː
Forager - HopFrog


General Notes / Reminders
  • If you have a bug to report, please report it on our Steam subforum or via the !bugreport command in our Discord server. We are currently receiving too many DM's and emails to possibly answer, and we want to make sure all your issues are addressed! Additionally, please be sure to look on our Trello board before reporting a bug -- many issues that are reported are already logged there!


  • For players who are getting stuck in water/objects, we are now testing a new feature which will attempt to free you when loading a save. If you get stuck, simply exit to menu and reload the save!


  • Our last patch's fix for the rainbow puzzle only pertains to save files that have not already lost mushrooms. There are a few issues with the rainbow puzzle (most notably how it is inaccessible to colorblind players), and we are currently discussing how we wish to address this. We hope to update you on this soon!


  • If your computer shuts down while playing Forager, and your save files no longer open, there is nothing we can do to fix this! A computer shutdown, while the game is saving, will forever corrupt the savefiles (this is why games ask you not to turn off the machine while the game saves, by the way!). If you are having trouble deleting your save data, open the game, delete the saves, then press the "PLAY" button on the main menu.


  • The Waterproof feat is obtainable right now, but due to a bug, the feat only checks for completion when you place a landfill, not a bridge. To get around this, just make sure that your final block placed is landfill. We will look into fixing this in the future, and also making it easier to find your last missing water tiles!


  • Some users have reported that they are not getting Steam achievements. Most of these users have had the issue resolved by enabling their Steam overlay. We will try to see if there are ways we can work around this! Currently, an achievement will only unlock if Steam gets the request when you first get the achievement, but we will look into having Steam check them all when you load your saves in the future!


Features / Quality of Life
  • Lowers the maximum resource spawn number slightly more (to prevent resource overcrowding).

  • Allows the coin counter to distinguish between quadrillions and quintillions (because apparently you guys actually need this, yes, we're impressed!)


Bug Fixes / Stability
  • Fixes various crashes
  • Fixes a bug where standing by the Jester makes your UI disappear
  • Stops bridges from popping into the view too late if you're running too fast
  • Updates corrupt save error messages to be clearer
  • Adds an anti-softlock system when loading saves
  • Fixes an issue where chests would spawn in unobtainable places in the museum
  • Allows bridges to be built on the left side of the map
  • Fixes most occurrences of collisions not working when the player is off the camera



That's it for now!


I will write a post soon gathering some of my thoughts about Forager's reception and what the future of the game looks like. Stay tuned!


Thank you so much for your support and Happy Foraging!
Forager - HopFrog
Hey Foragers!

Super happy about the game's release! It's been a lot of fun to interact with you and learn what you like and don't like about the game!


My idea is to keep working on it and improving it for as long as you want me to! ːsteamhappyː





We have some very exciting content updates coming in the next few months, but meanwhile here is a quick patch that will fix most of the issues encountered yesterday during with the launch version.


Thanks a bunch to lazyeye for taking care of these issues so quickly!


Features / Quality of LIfe
  • Adds support for Steam screenshots (F12)
  • Adds a maximum amount of resources that can be spawned at a time to help players with too many resources to deal with mid-game


Bug Fixes / Stability
  • Fixes an error where many save files would fail to load
  • Provides a potential fix for Ubuntu frame speed issues*
  • Fixes a bug where rainbow mushrooms could be despawned by building on top of them
  • Fixes an issue where Spirit Orb HP benefits would not be saved
  • Fixes a bug where spamming the "Craft" button could lead to too many resources being used
  • Improves broken configuration file detection

* The Ubuntu version of the game has had a few issues reported that are all engine bugs. Some of these include frame speed issues, crashes, and input issues. We have provided a solution that will help some with the framerate issues, however, the rest of these issues are up to the developers behind our engine to solve. We will work with them to get a solution as soon as possible!



I am listening to all your feedback and suggestions, so please keep them coming and let's make this game even more awesome and fun!


Thanks for your support and Happy Foraging!
Forager - HopFrog





Thank you so so much for all your support and happy foraging!
Forager - contact@rockpapershotgun.com (Dominic Tarason)

After half an hour with Forager, I can already feel its compulsion loops getting their hooks into my brain. Developed by HopFrog and released today, it’s a cute single-player game about a little pixel-person mining and crafting and looting in perpetuity, continually escalating spirals of numbers, equipment and levels. There’s land to buy (full of resources), dungeons to delve (full of gold to buy land) and monsters to blat (full of components to craft into other things to make things faster). If the launch trailer (and free demo) below is any indication, those loops stretch on a long way.

(more…)

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