v1.0.17 - Fixed track override setting for plugin items - Fixed issue where plugin view dropdown could be filled with wrong data if multiple different plugins were used - Fix path points rendering to wrong places when render view is scaled down - Add example project download - Fix issue of text path affecting lyric lines below it - Fix issue of audio file path wrong after copying items to sub folder - Added example project download
v1.0.17 - Fixed track override setting for plugin items - Fixed issue where plugin view dropdown could be filled with wrong data if multiple different plugins were used - Fix path points rendering to wrong places when render view is scaled down - Add example project download - Fix issue of text path affecting lyric lines below it - Fix issue of audio file path wrong after copying items to sub folder - Added example project download
- awarded event cosmetics - added 12 new primitive blocks: Beams and connectors with conveniently placed pivots - added parking block as gatetype to blocks 2285 and 2286
We opened the gates of The Stone of Madness a few days ago, after long years of development. Behind these walls, we weren’t sure of what to expect and there was no small amount of uncertainty, as we knew we were trying something different: something risky, a game that could put off a lot of players. But we were wrong. The response of both critics and players has been absolutely incredible, so let me begin with a huge THANK YOU from all of us. Reading your words of support, your comments about our dear characters and the story we built, and finally being able to watch you playing through the game… It’s a reward I find difficult to address in words. We are really grateful to all of you.
As an indie studio, building the Stone of Madness was no small challenge. The game’s complexity meant that some aspects ended up a bit rougher than we intended, and a few bugs sneaked through our fences, like Amelia does in the name of mischief.
That said, we want to make the Stone of Madness a better game, with your help. We have been reading and listening to everything we could find. Steam forums, reddit, discord, social media, gameplays… we note everything down. The team has been working non-stop on the first batch of changes, and I wanted to tackle a few of the issues here.
On the first patch you can expect:
Lots of bug fixes.
A few balance changes.
Mouse controls improvements.
Several ‘Quality of life’ changes, to improve feedback and player navigation.
And quite a few updates to existing animations and VFX, to improve overall experience.
Now, let’s talk about key binding.
A lot of you (and with good reason) asked for a key binding menu. We know how important this feature is, and unfortunately had to cut that out of the release version. It was not an easy choice to make, but one we had to take at the time.
But rest assured: the team is working on a key binding menu, and will include that in an upcoming patch. While it won't make it into the first patch, we're actively working on it and we will share any updates as soon as we can. We are also working on performance optimizations across all platforms.
Let me thank you again for your support. You will hear from us very soon. In the meantime, enjoy your stay. And don’t forget poor Eduardo in the shadows, we are quite fond of him.
We hope your first month of 2025 has been great!🩷 With January almost over, we would love to fill you in on everything new with the development of Cat Cafe Manager 2: Big City Bliss!
💚Kickstarter Updates
This month, we officially closed late pledges for Kickstarter after collecting a total of €93,370 from 2,151 backers. Thank you so much everyone!💜
🧡Our producer Joni has been busy setting up an organized distribution system to prepare all physical rewards for shipment for Kickstarter backers. Both he and I (writer-social media manager Claire) put together and sent out cute sticker packages to last year’s giveaway winners! Additionally, we have some new sticker designs in the works for our Long Cat tier backers and up…👀 We’ll keep you in the loop!
😻Game development progress
🚂Next Station… Game Development! Joni has also been making sure that the team's efforts for every department have successfully transitioned from working on the Kickstarter campaign to fully concentrating on game development. We’re happy to tell you that we’re all on track and are keeping up with the quality we want to achieve for CCM2!🔥
💛We have also asked our programmer Ernst to share what he's been working on the last couple of months. Take it away, Ernst!
"I mainly work with Unity, the engine we use to build the game. In the last couple of months, I have created the tools necessary to help the engine decide how non-playable characters and/or the world around them will come alive in different contexts within the CCM2 world.
These tools will, for example, decide when customers enter the café, which empty chair they will pick, what they want to order, how they spend their time waiting while the food is being prepared, how they enjoy their meal, which cats they want to cuddle with, and finally, when they want to leave (after paying you, of course!).
Additionally, I have also built a tool in the engine that allows players to leave the café and explore the town and its surroundings. Oh, and I developed speech bubbles that pop up above interactable items and characters when necessary! Fun stuff!”
(Quick example of how the speech bubble system works. Keep in mind that we still need to design the speech bubbles, the final result will look different!)
💜Kickstarters we love!
Our friends at Foggy Studio are launching a Kickstarter project for their upcoming game ‘Broken Shell’!
The campaign for this cute and cozy hand-drawn puzzle adventure game will go live on February 13, so please go check them out here and give them a follow if you want to stay up-to-date!
Thank you all so much for your ongoing support in creating Cat Cafe Manager 2: Big City Bliss! 😽 We truly appreciate you and will keep you updated on the process!💜
- Claire & Irene from Roost Games 🪺
Don’t forget to wishlist and don't hesitate to reach out to us on Discord, Reddit, BlueSky, TikTok or Instagram if you have any questions! Thank you so much!
✨ Features • Barbarians now attack in waves • New Hex Level: Barbarians attack more often • New Relic: Molasses • New Gift: Codex • New Trait: Networker • New Trait: Trailblazer • New Achievement: Resistance is Feudal
⚖️ Changes • Added an auto cast button for Collect • Increased Collect animation speed by 5x • Worker class units now have Pave innately • Pave now takes one turn to cast • Lowered Bunsen Burner science value from 12 > 8 • Moved Preloaded trait from Tier 1 > 2 🙇 Kanavoy • Moved Cornucopia from Rare to Common 🙇 ElliotS • Increased Trader base movement from 1 > 2 • Increased EXP reward by +10 when Delivering to target cities • Incomes from Charms don't draw on turn 1 • Encampments are alerted when cities expand onto a tile next to them 🙇 Kanavoy
🐛 Bug Fixes • Fixed an issue that caused gaps to appear in the hex map • Fixed a bug that caused tiles to become Ocean when they should be Coast 🙇 Qay • Relic icons now wrap to a second row instead of overflowing 🙇 Ebschperte • Tool can no longer target unrevealed resources 🙇 Crazy Lou • Capacitor now increases Attack charge rate by +1 🙇 OneEye81 • Phoenix Feather revives units with full movement points • Localization fixes