Significantly reduced memory consumption in the method used to load ambient sound fx
This should also fix a crash in Sieger's Royal Matchmaker date scene
Fixes
Thaumaturgical Absorption Book & Collar of the Companion will now correctly reduce Magical Saturation in monster offspring instead of increasing it
Corrected all Magical Saturation values (converted from old Domesticity value) for all eggs held by pregnant monsters, all merchants & all eggs stored in the incubator or hot house
Monsters that had a safe level of Domesticity should no longer immediately go feral upon hatching
Fixed an error when using Kaleida's Karmic Intervention in the Poachers boss fight
Restored missing chest & loot interactables in Savannah 1-3 that would cause an error if the player tried to interact with them
NPCs should no longer disappear when Kaleida is reading their fortune while on Market Day
Jerikan will no longer sell contracts for monsters below 100 korona value
Camera should no longer become stuck after opening the barricade to the Union Camp in Savannah F6
Interaction bubbles should no longer become detached from characters when repeatedly talking to an NPC
Fixed error when trying to rename a monster through the Job Board & then deselecting the monster
We hope you're enjoying the first Summer Update! This update adds 8 new enemy units, new dungeon travel features, new visuals and a wealth of improvements.
We are happy to announce our commitment to another four (4) HD sex scenes
We can now confirm that work has begun on HDs for Orchid - with Sieger to follow!
Both characters will have a scene with Evan & Eve each
What can I expect in Summer Update part 2?
All Ability Skill Ranks for playable combat units
You can finally spend those skill points from levelling to improve your combat abilities
Monster Migration system replaces the Dungeon Reset system
This will become the framework that changes dungeon mobs & possibly more in the future
This first iteration add the new Holstaur & Wolf units throughout the dungeon based on migration schedules
When can we play the Summer Update part 2?
We hope to get this ready in a few weeks - with test builds appearing sooner
Ability ranks are in their final stages of internal review
Migration system development is > 50% complete
Was anything dropped from the roadmap? Not at this stage!
An overhaul of Tro's Lab and some early Savannah floors have been pushed back until after the Monster Migration feature update
We believe this is important to fix older dungeon content - especially visual & functional issues - and also provide a framework for using Katarina Station as a quest hub within the dungeons
Part one of this Summer's Update is a preliminary update laying the foundation for the furture monster migration system, where new monsters and mobs will spawn into the dungeon every week within the game! To help test out the new mobs, we've added them as a preliminary thing to the arena which can be found under the Union Marine Barracks in Cloverton, the same building you find Goldra and Brontide in.
In addition to this, we've added a fast travel system! On Floors 2, 4, 6, and 8 there are broken flags that you must track down and mend, upon doing so, you will be able to summon the RESCUE PUFFER who will transport you from that point to any other fast travel points in the dungeon that you have unlocked!
In the coming weeks we hope to have the monster migration update handled, and Ursa's state of the game will go into more details about our future plans! Have a wonderful summer everyone, and as always, thank you for your support!
Additions
8 New Enemy Units have been added to the game!
4 new enemy Wolf units: The Pygmy, the Wild Wolf, the Bone Singer, and the Alpha
4 new enemy Holstaur: The Neophyte, the Wild Holstaur, the Matron, and the Herd Mistress
Currently these units are only accessible in the Training Hall pending a future update that will include them in dungeon mobs
Sky backgrounds have been replaced with an overhauled dynamic skybox system, which should also consume less texture memory in most scenes
Dungeon Fast Travel system
Player can repair travel points to travel between Katarina and some dungeon floors
Dungeon entrance now grants the player option to return to last floor visited or re-enter from F1
Changes
Reduced memory usage for all Royal Matchmaker date sequences, which was potentially causing crashes
Widened the gap between two static camera trigger zones by Cloverton docks to prevent player moving off-screen
Revised ambiguous language in daily log crop harvesting description
Prevented switching menu tabs or closing the menu while modifying a key binding
Monster 'domesticity' stat is now 'magical saturation' with almost the same function
Breeding two monsters of the same species increases magical saturation, which improves the traits passed on, but risks the monster becoming unruly if the saturation reaches maximum
Holding the ‘skip dialogue’ keybind will no longer move to the next page until the key is pressed again
Intro splash screen will now default to dark mode
Added option menu to change between dark & light modes for splash screens
Added option menu to reset all keybinds to default
Reduced colour saturation at low-light times of the day - this effect can be reduced or turned off in the Options menu at any time
CPU & GPU performance improvements for new Skybox
Minor CPU performance improvements for Fairegrounds & new Katarina Station scenes
Reduced texture memory usage in all scenes with clouds - Farm, Cloverton & several Savannah floors
Added visible overworld units for the Miner quest cutscene in Katarina Station
Fixes
Fixed a crash when moving monsters between barn & pastures
Revised Kaleida’s Karmic Intervention ability which causes an error during Sting’s boss fight
Monster UI portraits should no longer appear distorted
Fertiliser now correctly protects against weather on the last day before it’s expiration
Fixed in-season fertiliser appearing as if it were the incorrect season
Fixed lower-middle farm plots on Lucia’s construction UI being linked to the wrong plots
Fixed jobs board showing the incorrect work amount for Shipping
Merchants visiting Cloverton should no longer arrive a day early
Centaur’s Quick Draw ability is now considered a ranged attack
Sealed walkable space around hole in Savannah F8 poacher island
Bireli’s sex scene is now correctly categorised as male
Guidebook UI should no longer be able to open two pages on top of each other
Adjusted layering of bushes in Cloverton that were overlapping certain merchants
Building a dock on top of an existing dock should no longer throw an error, nor withdraw the construction cost again
Restored Kreyton's sleep combat status visuals
Kaleida's frog interaction radius should no longer be overlapping the incubator while on the farm
Fixed some seasonal visuals in Cloverton
Fixed player loading out of dungeon boundaries
Fixed two farm plots that behaved as if they were merged
Fixed skybox overlapping several Matchmaking scenes
Fixed converted monster magic saturation values, which were meant to be inverted
Fixed magic saturation infographic in guidebook
Starting the game in Windowed mode should now apply the correct screen scale
Monster's magical saturation level should now be properly applying to the quality of traits & byproducts
Prevented dungeon loot objects from granting loot twice, if the loot animation was interrupted by combat
Combat units that are summoned over the place of defeated units will not have their unit portrait greyed-out
Hey everyone! It's been a LONG road to get here, but this is a pretty significant update for us! The Brownie Caravan is a small side event, but the effort of hundreds of hours of coding, writing, animation, and artistic labor along with the introduction of a new area of Cloverton and several new activities and shops! We encourage you to explore and have fun with them as you experience everything the wandering, fortune telling Brownies have to offer the charming folks of Cloverton!
Additions
The Brownie Caravan - access to the Faire Grounds will open, and the Caravan will visit for two days of every season!
8 new unlockable sprite sex scenes with full narration are obtainable as part of this event
New high-tier consumable items will be available only from a Caravan merchant
Added Kaleida, a recruitable NPC that can serve as a ‘utility spellcaster’ in the player’s dungeon party
Kaleida can be recruited during the Brownie Caravan event
After recruitment, Kaleida will move around between the Farm and Cloverton on a basic daily schedule
Kaleida’s passive ability - Card Reading - where each turn Kaleida will be able to select a tarot card from a random draw in order to enhance her spellcasting abilities
Characters shown in dialogue can now show various expressions or emotes - currently this is limited to the new Brownie Caravan dialogue content
Changes
Replaced placeholder visuals for Kaleida’s combat abilities & UI
Calendar window will highlight the selected day with greater visibility
Reduced memory usage for all Royal Matchmaker date sequences, which was potentially causing crashes
Widened the gap between two static camera trigger zones by Cloverton docks to prevent player moving off-screen
Revised ambiguous language in daily log crop harvesting description
Prevented switching menu tabs or closing the menu while modifying a key binding
Fixes
Updated Popondopolous’ dialogue portrait
Corrected colours on Morgan x Thrund sprite scene
Corrected incorrectly filled colour in Cat F Wild dialogue sprite
Some Cloverton NPCs has distorted outlines on mouse-over
Interaction bubbles should no longer be distorting on mouse-over
Fixed a crash when moving monsters between barn & pastures
Revised Kaleida’s Karmic Intervention ability which causes an error during Sting’s boss fight
Monster UI portraits should no longer appear distorted
Fertiliser now correctly protects against weather on the last day before it’s expiration
Fixed in-season fertiliser appearing as if it were the incorrect season
Fixed lower-middle farm plots on Lucia’s construction UI being linked to the wrong plots
Fixed jobs board showing the incorrect work amount for Shipping
Merchants visiting Cloverton should no longer arrive a day early
Centaur’s Quick Draw ability is now considered a ranged attack
Sealed walkable space around hole in Savannah F8 poacher island
Bireli’s sex scene is now correctly categorised as male
Guidebook UI should no longer be able to open two pages on top of each other
Adjusted layering of bushes in Cloverton that were overlapping certain merchants
Welcome back again farmers, for another round of news coming-up in Cloud Meadow's world
We've expanded our team - two more developers!
The last couple of months have honestly been hectic, and hopefully this will be remembered as the darkest point in the project's development
Between core staff leaving unexpectedly, illness & overwork, we have persevered to bring you the next major update - in full - albeit later than expected
However the silver lining to lapsing on our short-term goals is that we've achieved the best outcome for mid- and long-term goals!
We welcome two new full-time developers to Team Nimbus; Norimoo & Neuropa!
Both developers are experienced professional Unity3D/C# game programmers with a solid history and real commercial experience bringing Unity games through to completion
We hope you can welcome them on their journey with Team Nimbus and bringing Cloud Meadow to full release by our early 2025 launch target
If you missed the launch date memo, please revisit our previous announcement for details
So where's the update?
The Brownie Caravan update is staged & ready to go - it's just around the corner for the Steam public to enjoy
We're just waiting to coincide the update launch with some other events between ourselves & our publisher
Steam Beta branch
Thank you all who joined the early development branch AND assisted with bug reporting!
The popularity of Steam users on this branch is at it's peak - 1.3% of all players - which means potentially thousands have played the latest 0140a build
This has allowed us to receive better-quality and earlier bug reports from players who are on-the-ball, allowing a faster turnaround in producing qualitative updates to keep the game stable - especially after a significant update
Soon the normal branch will catch up with the beta branch and all Steam players will receive the same update version
If you're interested in switching to beta, check the steam forums
What else are you working on? How about... Here's what you can expect in the upcoming Monster Migration update:
New enemy combat units
8 new wild enemy monsters will roam the wild lands outside of town
The next major update after Brownie Caravan new enemy Wolf & Holstaur units
Monster migration system
Introducing a bit more variation & replayability to the Savannah - instead of the dungeon 'resetting' unexpectedly, wild enemy monsters will migrate in and out based on a calendar cycle
This will allow the new enemy types to be found in the existing dungeons from time to time, also offering different loot drops and a way to gather different essences & eggs
Will be used to introduce new enemy monsters when those are integrated later
Enables us to extend this system in the future, with more ways to change the dungeon between migration cycles
Combat ability ranks
One of the benefits to leveling-up characters is not just the permanent stats gain, but also the option to rank-up the unit's skills
This content will allow the player to max out each ability at 15 ranks for combat NPCs and party Monsters
Each rank permanently adds extra power, duration or special extra effects to an ability's behavior
Dungeon Fast travel
No more need to painfully revisit every floor en route to a specific part of the Savannah - we will be adding curios to some dungeon floors that thorough explorers can use as a quick-travel point
Overhaul for dungeon visuals
Most players have definitely noticed some issues with sprite layering in the dungeons
We know - this is something we've known about basically since they were created, but has been a pretty low priority to revise until now
Tro's Lab, Savannah F1, F2 & F3 will receive some visual updates to bring them up to standard for our newer dungeon floors
These floors and others may revise the level flow to improve navigation
More work behind-the-scenes:
Integrating HD sex scenes & their questlines
Town NPCs Minerva & Kellam have new HD sex scenes, with the animations for these are in various stages of near-completion
We're in the process of designing a series of quest objectives leading to matchmaker-style date sequences
The goal of these is to enable the player to get to know these characters more, gain their trust, take them out on a date, romance and bed them!
Way more town NPC dialogue
You ever noticed how one of the first things you can do after arriving in Cloverton is talk to almost everyone - once and only once?
It's been our biggest shame that the Cloverton area is filled with NPCs who offer almost nothing - so we're going to bring the town to life
Town NPCs will have a wealth of dialogue, commenting on everything from the player's storyline progress, seasonal events, weather and more
This plus more plans are slated for Katarina station; we aim to turn this walk-through town into a bustling quest hub for dungeoneers in the future. Stay tuned
Way more emotive dialogue
One of the dialogue improvements showcased in the Brownie Caravan update is the addition of player & NPC expressions
Characters in dialogue will show joy, fear, sadness, arousal and more
Since this is a new feature, we will be adding it to newer dialogue sequences going forward
Revising existing dialogue to include these expressions will take a lot longer and is lower-priority task for now
We hope this makes reading dialogue more enjoyable for casual players & loremasters alike
If you have any questions we are always readily available in the following places:
Welcome back again farmers, for my first (albeit late) post of 2023 - we have some announcements to make
We're opening a Steam Beta branch
We want to keep the game as stable as possible - meaning no crashes, bugs, quirks or unexpected behaviour - by fixing reported issues as fast as possible
We've been getting a lot of feedback and vital bug report info primarily from Steam players - thank you!
We'd like to get that info earlier, so we can put out important bug fixes faster and keep the game stable
Players can opt-in to get 'Beta' branch updates instead of regular updates:
✅ The Pros:
Steam Beta updates will be delivered more frequently than non-Beta updates
🔻 The Cons:
Steam Beta updates will consist mostly of mechanical changes & small updates
Almost guaranteed to include more bugs
You will also not be able to switch back to the non-Beta branch easily
I repeat - this is for hardcore players who are engaged and actively contribute bug reports & feedback!
If this interests you, we'll put Beta branch access - and more vital info - in the forums
After a lot of discussion, argument, planning, plans falling through, team members joining and leaving, we've finally put our heads together to produce this game plan
This is our content roadmap* from now until the full release we want to see - we aim to launch Cloud Meadow v1.0 in early 2025
*⁽ᵃⁿ ᵃᶜᵗᵘᵃˡ ʳᵒᵃᵈᵐᵃᵖ ᵗʰᶦˢ ᵗᶦᵐᵉ⁾
❓ What happens if we're behind schedule?
To put it simply; no matter how carefully a project is planned, something may still go wrong with it
The roadmap features we've listed later in the timeline will be scaled-down, pushed back to post-launch, or dropped entirely in order to pursue our deadline
❓ What about after v1.0? What does the future hold?
We can guarantee we'll keep maintaining Cloud Meadow after v1.0 to polish it to be a stable game for the future and fill out some of the features that were long-since set into motion but never fully realised
After that - we don't know!
We have an abundance of ideas for everything from romance partners, to lore, new zones, plenty of scrapped monster species and more
However what we don't have is infinite time, nor infinite revenue nor the will to continue working on Cloud Meadow forever. Only time will tell, as things unfold post-launch
❓You're wrong about everything!
I hope not! What we really want is to deliver on what we promised
Cloud Meadow is our flagship game - it would be pretty difficult for Team Nimbus to continue to exist without the ongoing goodwill of our fans and followers
Ultimately we have aspirations to produce more new & different, high-quality adult games with a strong balance of gameplay and erotic content - this cannot begin without a satisfying delivery of a fully completed Cloud Meadow.
Hence, actualizing the completion of the game remains our singular goal at this point in time
What else are you working on? How about...
Within the month we aim to push another major content update 0.1.3.2.
As a quick recap of contents from previous announcements, this includes;
Kaleida Companion as a playable combat character
Brownie Caravan event - a seasonal event taking place in the Faire Grounds
Updated skies & weather, putting the 'cloud' in Cloud Meadow
And after that:
New high-definition sex scene content; Minerva's sex scenes are nearing completion, while Kellam's scenes are progressing through planning phases
Monster & NPC skill ranks; leveling skills will soon have an effect
More quality-of-life improvements such as dungeon fast travel
More work behind-the-scenes:
Forest Dungeon designing is in full swing
This dungeon is going to have a radically different layout to the previous dungeon, neutral NPCs, merchants and at least one tavern!
Home to wild enemy Holstaur & Wolf varieties, as well as several key story bosses
A more sprawling, interconnected layout spanning multiple sub-regions - including connection to the Savannah - that gradually expands in access as you progress
Multiple paths to encourage exploration and repeated visits - hello, sidequests!
Necessary design and documentation for the next big update - if you want to peek ahead - just look at our development roadmap!
If you have any questions we are always readily available in the following places:
Significantly reduced memory usage for combat FX - offering better performance for low-end PC hardware
Updated the look & feel of Farming & Monster interaction UI:
Player can now preselect a food item for fast manual feeding of farm monsters
While planting seeds, the selected seed item quality is now shown
Attacking an invulnerable enemy will now display IMMUNE status text
Numerous improvements for Essence Market UI
Added ‘World’ volume slider for adjustment of all player & environment action sounds
Improved Farming & Monster interaction icons
Slight improvement to interaction targeting after concluding dialogue with an NPC
Some players encountered an exception when moving monsters between groups, or when adding items to an empty Storehouse - some extra information has been added to help in reporting & identifying these issues
Fixes
Using the correct seasonal fertilizer should protect crops from extreme weather, including universal fertilizer
Fixed crash when any combat unit with “Targeted” debuff causes their Evasion to become negative
Fixed crash when equipping Worn Items and Held Items while using a combination of mouse and touch screen
Preview sounds should be audible again when adjusting volume sliders in options
First character to appear in a dialogue interaction could slide in too quickly; max speed has been smoothed
Previously the player had to walk in & out of an NPC’s interaction zone to target them in some situations
Prevented repeat-interaction with Mason on Savannah F5 during fade into his sex scene
Players who have already cleared Savannah F8 will have Sieger’s optional quest removed from their logs, and the quest should no longer reappear when defeating pirate mobs from F8 recurring
Player can repeatedly feed the giant Shettle in Savannah F5, but it will no longer attempt to complete the Mason’s quest
Djinn Merchant colliders modified to remove an area where player could get stuck
Monster farm actions nameplate now updates if monster was renamed while viewing stats
Fixed monster traits occasionally appearing in duplicate
Cooking ingredients with long names should now be displayed in full
Removed additional redundant Game Difficulty slider when starting a new game
Correctly layered shrubbery that was obscuring Dire during his date sequence
Corrected some spelling mistakes in dialogue
Fixed an issue caused by 0-quality crops when opening the Job Board
No longer able to feed a monster with equipped food item if it has 0 quantity remaining
Upon starting dialogue, the first character to appear would often move too quickly
Font text was blurry on some UI
Revised collider on Savannah F6 that players could cause players to become stuck
What's been happening since the previous major update? With 0.1.3.1b as our last update for the year, we've slipped in a fully revised dialogue system - though you may only notice some UI changes or different behaviors - as well as a better, more expansive Jobs Board system on the farm. Some of our staff are winding down for few days off to stay energized for the next year of pushing Cloud Meadow towards completion.
So, what was actually accomplished in 2022? Summarizing a year's worth of effort and patch notes comprehensively is no simple task! However, I would like to draw attention to some of the features I feel we're most proud of:
Savannah dungeon floor 8, our single largest & most complex area yet
Concluding the first story act of Cloud Meadow's multi-act story arc
Greatly expanded the spring Royal Matchmaker Event
UI overhauls & improvements across the board, including; combat, loot rewards, farm jobs management, monster traits & family, farm buildings, cooking & more
Way better resolution scaling, UI readability & reduced memory usage for players on older systems
Combat mechanics overhaul; significant changes to combat stats, scaling, status effects, fundamental mechanics and a full difficulty balance adjustment
Introduced Plankton to the farming ecosystem
Total number of sex scenes up to 332 (40 HD scenes + sprite scenes) with more to come...
What else are you working on? How about... Here's a reminder for what the next major content update will entail, while more expansive detail can be found in my previous monthly update posts
Adding a new recurring monthly event that takes place in a tiny new side-area called the Faire Grounds
At this fairground event, and a traveling troupe of Brownies arrive for you to meet & 'greet', learn their lore & browse their merchandise
You'll be able to recruit Kaleida as a major party NPC at this event
This will include an overhaul to Kaleida's combat, too
More work behind-the-scenes:
New HD sex scenes are moving steadily towards completion - Eve/Evan x Minerva & Eve/Evan x Kellam
Revamped quest system, which will enable us to use produce way more quest content & town interactions easily - currently something that's quite lacking)
This quest refactoring is currently the last planned system to be rewritten - once this feature is stable, we will be able to fully focus on content-driven updates for the remainder of development
The Forest dungeon is progressing through the design & planning phase, with early concepts completed
Other calendar events that take place in the new Faire Grounds are being concepted for future updates further along
Tutorial and farm mechanic introduction sequences are planned for rewrite - formalized as a series of farm-based & town-based questlines that can be pursued as the player's choice
If you have any questions we are always readily available in the following places: