Stardew Valley

I recently spent an hour clicking on pictures of rocks and logs to make them disappear. I was cleaning up my farm in Stardew Valley, but that friendly little narrative aside, I was really just clicking on things to delete them. And I was happy to do it. Toiling in the fields with my click-axe, pulverizing rocks, cutting down trees, and slicing up weeds is weirdly pleasant in the mindless way picking pills off a sweater can be. I wondered why, so I asked a psychologist.

Jamie Madigan, who holds a Ph.D in psychology and writes about the science s intersection with games, tells me that the pleasantness of tidying may be related to the broader joy of finishing what we start. There's a phenomenon called the Zeigarnik effect, Madigan wrote, where incomplete tasks create a mental tension that is released when we finish.

Madigan also pointed out that studies—including Zeigarnik s—have shown that we remember more about tasks which have been interrupted than those we ve completed, presumably because we need to recall where we left off if we re to return to the project. And that sense of incompleteness weighs on us.

Leaving things unfinishe-

time warp

Incomplete tasks are also shown to have a lengthening effect on perceived time duration. In a 1992 study by Noah Schiffman and Suzanne Greist-Bousquet, participants were either given 10 or 20 anagrams to descramble. Those who were given 10 were allowed to complete the entire set, while those who were given 20 were interrupted after solving the first 10 (which were the same problems the other group was given). Both groups were then asked how long they d spent solving the anagrams. The group that was interrupted felt more time had past.

Zeigarnik found that participants who were interrupted in the middle of a task could be very unhappy about it. It s easy to empathize. The experimenters timed interruptions to break the subjects concentration when they were most engrossed in the task, and I m frustrated just by reading the example: The subject is moulding the clay figure of a dog; he has reached the point where something four-legged and dog-like is appearing, but there is still grave danger that his dog will become a cat before he is through.

Horrifying. It s like the teacher saying pencils down while you re halfway through writing a sentence. In 1953, Samuel Beckett's famous play Waiting for- . Just awful.

I surmise from all this that one of the reasons I clean is simply to get the clutter off my mind. To complete a task like tidying my farm, or some sub-goal in that effort, is to allow myself to forget about it—a relief even if the task itself is simple and repetitive. 

The feeling applies broadly to games. For instance, I suffered the one more turn effect of Civilization acutely last Sunday afternoon as I attempted to conquer Japan. I was forced to leave my conquest in an unfinished state, with only two of three cities captured, to take my puppy to training class. When I got home, even after an hour of failing to make a bark monster look at me, I could still recall my troop formations and thought about the scenario a few times until I got back to my desk to take care of Osaka. Likewise, visualizing a plan for my Stardew Valley farm and not being able to complete it is bothersome. Be it chopping down trees or forcefully annexing cities, what is started must be finished.

How can I stop now?

Cleaning up

But what about cleaning itself? Why, specifically, does clicking on rocks to make them disappear feel satisfying? That s what I set out to discover, but my research on the subject of tidying was frustrating, turning up pop psychology stories about how to unburden your refrigerator door for a healthier life and 10 ways to find your Zen by reorganizing your closet. I can t wait to create a bottle opener hierarchy to determine which deserves to stay in my kitchen drawer.

But maybe all the life hackers are onto something. Article after article says that clutter increases stress, and though I've had trouble finding a lot of hard evidence, it is accepted that we can only process so much visual information at a time. And yet many of us hold onto clutter despite the disarray impeding our focus. We tend to value things we own more just because we own them, making it hard to toss even trivial things. But what if I need it later?

A game, however, can lay that disarray into a grid—some squares pristine, others clearly marked as unsightly junk (which you've never really owned)—and all you have to do to restore order is click. Perhaps deleting virtual clutter is pleasant because it lets us enjoy tidying and organizing in a space cordoned off from our real belongings. We get to remove stressful visual noise without the stress of actually throwing out our decaying t-shirts or those bad oil paintings we did in college (using examples from my own life, here).

The Gestalt Principles

looking for group

The composition on top is in disarray. Its elements can be grouped by similarity and proximity, but not in a very meaningful way. It's ugly. The figure on the bottom, while not rigidly gridded or spaced, is a more pleasing abstract composition, even though it uses the same elements. I suspect that if the clutter in a game is arranged in a pretty way, it won't be as effective as it can be at motivating 'cleaning.'

From a visual design perspective, Gestalt psychology can also help explain our negative feelings toward clutter. The Gestalt laws of grouping are set of principles (observations, really, but useful ones) regarding how we perceive images and scenes, and are commonly applied to graphic design and fine arts.

According to the Gestalt school of thought, the 'whole' we perceive when looking at a scene is not just the sum of everything in the scene. We simplify. A cross is not four lines meeting at the center, for instance, but two lines intersecting each other. And when we look at a pile of potatoes, we don t think about each individual potato s relationship to all the other objects in the scene. We see the potatoes as a group, because they re similar to each other and they re next to each other, and then think about how that pile relates to other groups in the scene.

If all those potatoes are scattered around with intentional discord, we'll still group them, but the scene becomes unsightly and difficult to process. It's just bad composition. A still life painting in which all of the objects are roughly equidistant from each other would be a terrible still life painting by most accounts. Painters divide small objects into masses, creating pleasing designs through the relationships of large shapes, just as music composers don't treat notes as independent from each other, wildly banging on pianos (unless that composer is H. Jon Benjamin).

Ugly compositions like the Stardew Valley screen below stress me out. I want to rearrange it, to create some order—just a bit of decent landscaping. And I ll happily do it if a game gives me the tools. I may even want to fix the scene despite not being all that interested in the rest of the game—just by running Stardew Valley to take a screenshot of my cluttered farm I risked becoming absorbed by cleaning.

These rocks and bushes are scattered fairly evenly, so the eye is drawn all over the scene with few large, distinct groupings rest on.

It all stacks up

The visual discomfort caused by chaotic scenes combined with the Zeigarnik effect, which prods us to complete tasks we start, may be what turns a quick Stardew session into an hours long rock smashing marathon. We re attacking stressful disorder while observing clear progress toward a goal, motivation and reward neatly coiled together.

The act of removing junk and restoring order is present throughout videogames of all types. Tetris doles out satisfaction with the deletion of lines, open world Ubisoft games have us wipe the markers off maps, and Viscera Cleanup Detail takes it literally, having you clean up the gory mess left by other games. It s not even that big of a conceptual leap to see how ticking down the number of Zeds in Killing Floor 2 is a more complex method for deleting rocks. Take a nice scene and fill it with turmoil, and we're compelled to clean it up. Apparently, we actually like cleaning quite a bit.

Apparently, we actually like cleaning quite a bit.

And yet there are three empty coffee mugs on my desk I haven t touched in days—dang. Madigan suggests my lack of motivation in real life may be because the rewards of tidying aren t as neatly packaged out here. You get concise, specific feedback about what you do in games and you can usually see progress towards a goal and get larger tasks broken out into quickly achievable sub-goals, he wrote. Cleaning your house, getting a promotion, or getting fit don't offer that kind of feedback.

So while there may be three coffee mugs on my desk, along with a twist tie, a piece of pizzle (which I recently discovered is the nice word for bull penis, something puppies love to chew), three USB drives, a crumpled plastic wrapper, a plate and fork, six pennies, two dimes, a quarter, sixteen small nails that got stuck to my speakers when I shipped them, and a Cammy Heroclix, my Stardew Valley farm is starting to look awfully tidy.

Stardew Valley - contact@rockpapershotgun.com (Adam Smith)

Death is not the end, croaked Bob Dylan on 1988’s Down in the Groove. I’m not even sure that death is a possibility on the bright, friendly farms of Stardew Valley [official site] but there was an end-point of sorts. Marriage, rather than being the beginning of something wonderful, marked the end of independence, the full stop at the close of your spouse’s individuality.

No longer! A patch earlier this week improves the behaviour of spouses, allowing them to leave the house independently to go for a walk or visit town, and providing each with a set of unique dialogue. There are other tweaks as well, including a fix to “the farm rampage”. Boo! I don’t know what that is but it did really need to be fixed?

… [visit site to read more]

Stardew Valley

Stardew Valley has taken steps toward improving marriage in the game with the recent launch of the 1.06 update, which aims to ensure that spouses retain a lot more of their unique 'personality' after they get hitched. Each spouse now has his or her own unique dialogue, and will leave the house at least once a week to go to town, or maybe to just take a walk.

The full list of changes, as posted on Steam:

  • Added unique dialogues for all spouses.
  • Spouses now leave the house on Mondays.
  • Value of most animal products increased.
  • Holly is now poisonous.
  • Missing events problem shouldn't happen anymore.
  • Minor bug/grammar/graphics fixes.

The changes will only impact items created after the patch is installed, so anything made prior to the match will retain its old price and/or edibility. There will be more marriage improvements to come, developer Eric Barone, he of the most epic "Show Us Your Rig" ever, wrote. Hope you're having a nice weekend.

You too, Eric—thanks for the patch. And since we're talking about ways to make Stardew Valley even better, be sure not to miss our list of the best Stardew Valley mods, which includes pet replacements, anime portraits, and the annoying dog from Undertale, right here.

Mar 20, 2016
Stardew Valley - ConcernedApe
With version 1.06, the first steps are taken to improving marriage in Stardew Valley! Each spouse now has a unique dialogue sheet, and leaves the house at least once a week to visit town or take a walk. In short, they retain a lot more of their unique "personality" after marriage.

Changelog:
  • Added unique dialogues for all spouses.
  • Spouses now leave the house on mondays.
  • Value of most animal products increased.
  • Holly is now poisonous.
  • Missing events problem shouldn't happen anymore.
  • Minor bug/grammar/graphics fixes.

Note: animal product prices and edibility of Holly will only take effect on items generated after the update. items that already existed before updating will still have the old prices/edilbility.

There will be more marriage improvements to come. Hope you're having a nice weekend.

Edit: uploaded another quick patch that should fix the problem where spouses had a speech bubble but no speech, and also the farm rampage.

-ConcernedApe
Mar 20, 2016
Stardew Valley - ConcernedApe
With version 1.06, the first steps are taken to improving marriage in Stardew Valley! Each spouse now has a unique dialogue sheet, and leaves the house at least once a week to visit town or take a walk. In short, they retain a lot more of their unique "personality" after marriage.

Changelog:
  • Added unique dialogues for all spouses.
  • Spouses now leave the house on mondays.
  • Value of most animal products increased.
  • Holly is now poisonous.
  • Missing events problem shouldn't happen anymore.
  • Minor bug/grammar/graphics fixes.

Note: animal product prices and edibility of Holly will only take effect on items generated after the update. items that already existed before updating will still have the old prices/edilbility.

There will be more marriage improvements to come. Hope you're having a nice weekend.

Edit: uploaded another quick patch that should fix the problem where spouses had a speech bubble but no speech, and also the farm rampage.

-ConcernedApe
Stardew Valley

This week on the Mod Roundup, Stardew Valley gets a Pokemon-themed infusion thanks to a number of texture replacements. Also, you can add new sights and encounters to your randomly generated Advent maps in XCOM 2. Finally, a mod lets you play through Doom 2 as Duke Nukem along with his signature weapons.

Here are the most promising mods we've seen this week.

Pokedew Valley, for Stardew Valley

Download link

This isn't a single mod but a collection of of links to Stardew Valley texture replacements that turn your various farm animals into Pokemon. You cat becomes Meowth and your horse becomes Ponyta, and you can transform cave monsters into Zubats and Digletts. Just to be up front with you, I know exactly jack about Pokemon, but if you're a fan of both it and Stardew this seems like a great way to combine them.

Looking for more mods for the smash-hit farming game? Tom's got you covered with his picks for the best Stardew Valley mods.

Duke it Out in Doom

Download link

I love mods that mash two different games together, and it's hard to imagine a better match than Duke Nukem and Doom 2. Now you can play through Doom 2's levels as Duke, along with his weapons like the Shrink Ray and Freezethrower plus plenty of classic Duke one-liners. It works with tons of custom Doom levels as well.

World Expansion Project, for XCOM 2

Download link

If you're still enjoying XCOM 2, and maybe thinking about taking a new run through it, you can enhance your experience with a mod that adds a bunch of new parcels and PCP's to the game's map generation pool. Currently focusing on Advent maps, you'll be treated to a new Advent landing pad, checkpoints, traffic stops, new house raids that will make your maps more varied and interesting.

Find more of our favorite XCOM 2 mods here.

Stardew Valley
Stardew Valley

So far, Stardew Valley is the surprise hit of 2016. It's been one of the most-played games on Steam since it launched on February 26, on the top sellers list just as long, and has recently found itself as one of the most watched games on Twitch. That's impressive for any game, but the story of its creator, Eric "ConcernedApe" Barone, makes that success even more incredible. 

Barone is the sole developer of Stardew Valley, singlehandedly authoring the game over a period of four years. And now, in a mere 12 days, Barone has sold over 400,000 copies of his game. In less than two weeks, he's gone from being a part-time theater usher (who's making a game on the side) to what we can only assume is a multimillionaire—and the only name behind one of the most exciting indie games of 2016.

I spoke with Barone about the unexpected success of a game he says basically started out as a Harvest Moon clone to teach himself how to code in C#. We also talked about what the money means to him, what's coming next to Stardew Valley, and a Stardew secret that no one has found yet. 


Eric "ConcernedApe" BArone

PC Gamer: You made the whole game—absolutely everything in it—by yourself, right?

Eric ConcernedApe Barone: That's correct.

PCG: So that's art, sound, music, coding, everything?

EB: Yes.

PCG: How how long did that take?

EB: I think I've been working on the game for about four years. I mean, part of that was me redoing pretty much everything in the game multiple times, because when I first started I had no pretty much no experience. I had never done pixel art before, I had just very little coding experience, and the earliest versions of the game were, in my opinion, pretty horrible. So as my skills improved over time, I kept wanting to redo everything and improve on it, so that's part of the reason why it took four years. And I worked really hard the last four years, so I mean I can't even begin to estimate how many thousands of hours that I've worked on the game, but it's a lot.

PCG: If you weren't very experienced with coding and hadn t done pixel art and that sort of stuff, why tackle this huge project to teach yourself everything like that?

EB: You know, there's many reasons. For one, I just graduated from college with a computer science degree and I didn't really know what I wanted to do. I had applied at a few places and had interviews and I didn't get those jobs. So I was thinking what am I going to do, you know? I've always been into games. I've always been into doodling and making music, writing and all the various aspects of making a game, but I d never really thought about the fact that I could combine all those things and actually be a game developer. But I was looking for jobs, and I was thinking I would need some way to get better at programming, so I decided to start fooling around with making a game in C#. 

I just thought it would be a small little thing. It would take me a couple months [...] But then—I don't know, for some reason I just kept deciding I wanted to go bigger and bigger...

As someone who had always grown up spending countless hours playing Harvest Moon and a huge Harvest Moon fan, and then always looking on PC to try to find like a fan-made or an indie Harvest Moon clone—I was never able to do that. I looked like all over the internet for it and I never found anything satisfying. So here I was deciding I would make a quick little game to try to learn how to code in C#, I decided I would make a Harvest Moon clone. Four years later that eventually evolved into Stardew Valley. At first it was just going to be a way to practice and get better at programming.

PCG: At what point in the process did the scope shift? When did you say wow, this is actually really fun and I want to keep going?

EB: It was actually pretty early on—but my ambitions for the game grew over time. At first I thought it was just going to be something I would release on Xbox Live Indie Games, which is kind of a free-for-all. Anyone can publish a game on there, I just thought it would be a small little thing. It would take me a couple months, I would post it to Xbox Live, and that would be it. But then—I don't know, for some reason I just kept deciding I wanted to go bigger and bigger with it.

PCG: How how does it feel after four years of work to see the game become so immediately popular?

EB: It feels great. It really feels great.

PCG: Were you expecting this sort of reception?

EB: I wasn't, no. I mean, I thought it would be popular with people who were fans of Harvest Moon or Rune Factory, and I thought that would pretty much be it. I never expected it to have such wide appeal. I mean, I'm super happy about it and I'm blown away by the reaction, but I'm surprised too.

PCG: What do you attribute that appeal to? Because it's obviously struck a chord with a large portion of PC gamers.

EB: I've spent a lot of time thinking about that, and I'm not exactly quite sure, but I have some theories. I think maybe it has to do with just indie in general. Like what are indie games? What should indie games be about? I think that one of the things that's special about indie is that it's kind of a personal connection between the creator of something and the audience. And it's kind of rare, I think, that someone made a big game entirely by themself, and I think that makes it a lot more personal, and that's kind of what people are looking for in an indie game. Maybe they didn't even realize that s what they're looking for, but it's kind of what makes 'indie' special, you know? It's not some faceless corporation that is giving you a focus tested message or focus tested experience. It s this raw connection between the creator and the audience. I think maybe people are ready for that sort of thing.

PCG: The last game I can think of where a lone developer made a game that has seen this much excitement and this much success so rapidly was with Minecraft and Notch—which is a huge bar to be compared to. 

I definitely thought about Notch. [...] If you have a vision and the drive to turn that vision into reality, there's basically no limits to what you can achieve, and that was really inspirational.

EB: Oh, I definitely thought about Notch. It was definitely an inspiration. I mean, of course, I never thought I would achieve that kind of success—and I still haven't even come close to his kind of success. But when I started working on Stardew Valley, it was around when I had started playing Minecraft as well and I was thinking this proves that an indie game—there's no limits, basically. If you have a vision and you have the drive to turn that vision into reality, there's basically no limits to what you can achieve, and that was really inspirational.

PCG: So how many copies of Stardew Valley have you sold so far?

EB: Um, let me see. Let me refresh my little Steam back-end here.

PCG: You just have that open all the time?

EB: [laughs] Yeah, I've just been refreshing it all day. It's pretty exciting. I think it's at around 380,000 units.

[Note: This interview took place on 3/8, so I asked Barone for a more current figure. As of 3/9, he said there have been roughly 425,000 sales across Steam and GOG.]

On the next page: What the money means to Barone, and what he still wants to add...

PCG: How do you think your life is going to change?

EB: Yeah I mean, I don't want it to affect my life in any way. My lifestyle isn't going to change. My career plans haven't changed. I love making games and I want to continue to make games. If anything, this just makes it so that I can relax and create games without there being a huge amount of pressure, you know? Not only from myself and from life events, but also people that I know, family and everything. They know now that this isn't just some crazy pipe dream that I had. It's actually a real thing. That feels good.

PCG: Did you get a lot of pushback from your family developing a game for four years like this?

EB: I think they mostly believed in me, and I really appreciate that. I'm fortunate that I had friends and family who believed in me. But I wouldn't be surprised, and I wouldn't blame them, if they had a little bit of doubt that maybe I was just kind of insane.

 I pretty much have ideas with regard to every single area of the game that I could expand on.

PCG: Were you working as well?

EB: I had a part time job at the local theater—I was an usher. So I was doing that, but also me and my girlfriend were living together—well, we still are—and kind of living off of her grad school stipend. Kind of scraping by, I guess.

PCG: Will the success of Stardew change the scope of the project? Do you plan on hiring people maybe to help you with it?

EB: I haven't really decided on that yet. In terms of the content of the game, I don't think I want to hire anyone. Like I was telling you before, I think part of what people like about Stardew Valley is that it s kind of like a personal thing. And I think the fact that it's been a success with me just working on it by myself—I don t really want to change that. However when it comes to things like porting the game or adding multiplayer or more technical aspects of the game, I'm open to possibly bringing more people into it. But I just have to assess that first and see if it's something I need help with or not. I like working alone, I like working by myself in many ways, so if I can get away with it I'll probably continue to just do it like that.

PCG: What do you plan to add?

EB: I pretty much have ideas with regard to every single area of the game that I could expand on. I want to release a pretty substantial free content update. That's my plan right now. When that'll actually happen—like, in what order I do things—I'm not quite sure yet. People, for example, have expressed a lot of interest in me adding more marriage candidates, especially Shane for some reason. And I'm definitely open to that. I like all the characters and so I'd be fine with adding pretty much anyone as a marriage candidate. Of course I only have a limited amount of time that I can spend on working on things but I'm going to try to basically expand every area I can.

I have a lot of ideas for end game content, to make it so that you can keep playing the game after two or three years in-game and there's more stuff to do, you know? These huge long term goals to keep you engaged with the game for a long time. Also the mines are an area that I think could use some more variety. I used to have dungeons in the game and stuff—that was back when the mines were procedurally generated, which didn't end up working out, but I would be interested in adding something like that again. Not necessarily procedurally generated dungeons, but just more varied areas to explore in the mines with some different gameplay mechanics.

[SPOILERS]

PCG: Is there anything in the game that you're unhappy with?

EB: Well, there's nothing that I really dislike. There's a couple things that maybe I regret a little bit, but I'm still actively releasing updates to the game and things might change a bit. For example Grandpa's evaluation at the end of two years I feel like is a little bit harsh. It s kind of something I added at the last minute to tie together the story with your grandfather, and I feel like it's a little bit too harsh and it kind of breaks the relaxed feel of the game. And many people who ve played it have expressed that same idea. So I'm actually working on that right now, even this morning I was finishing it up. I'm going to change that a little bit, make it softer. Make it more open ended, so you don't feel like there's some score that the game is evaluating you on and judging you for. I want Stardew Valley to be a really relaxed and joyous experience. I don't want it to be stressful at all or for you to feel bad that you didn't please Grandpa.

[SPOILERS ARE OVER]

PCG: What about co-op? Will that be part of the big content update you mentioned?

EB: I was thinking it would be separate from the content update, so that's why I was saying I'm not exactly sure what order I'm going to do the stuff in.

If there's one thing I ve learned from the development process of Stardew Valley it's do not make estimates. Because I thought that [the game] was going to be done two years ago.

PCG: When I was first hearing about Stardew Valley a year or two ago, co-op was almost the selling point of the game. Did you see Stardew as a co-op game first?

EB: You know, not really. I kind of felt like I needed to add co-op because that was something that would make it substantially different than Harvest Moon, and would kind of justify its existence at all. It kind of makes sense for PC. As the game evolved and gained a lot more character of its own, I felt like its existence was justified regardless of co-op. So I got to a point where the single player was pretty much done and I didn't really want to... a lot of people wanted to play the game, and I felt bad just holding off because I wanted to finish multiplayer which I didn't even know exactly how long that would take. So I just decided to release the single-player version. And I'm still going to add multiplayer. I mean, I've been saying that for a long time and that's a promise I've made, and I'm going to do my absolute best to follow through on that promise.

PCG: Do you have a sense of how long that might take?

EB: No. [Laughs] If there's one thing I ve learned from the development process of Stardew Valley it's do not make estimates. If you can help it, never make estimates. Because I thought that Stardew Valley was going to be done two years ago, three years ago, right? I was saying oh, it'll be done in a few months, and then three years later it finally is done. So I just don't want to make a promise that I can't keep, or even a suggestion that I won't be able to live up to.

On the next page: Stardew Valley's content update plans, the possibility of DLC, and a big secret...

PCG: Is DLC or paid updates a possibility for Stardew Valley?

EB: It's possible. I mean, the game has been such a success that I don't necessarily need to do that. I won't say that I won't do that, I don't know, it's possible. It depends on how substantial of an update it is, I guess. If I added like a whole new thing that took a long time to develop, I might consider doing some kind of DLC or something like that. But at this point, I don't have any official plans to do anything like that and any ideas that I have right now would probably just be free updates.

I want everyone to have a perfect experience with Stardew Valley. It's super important to me.

PCG: Lastly on updates, you patched Stardew several times within the first three days of its launch. Why not take a break?

EB: I was talking before about a one-man indie project and why that's a little bit different, and I think this is the same thing. It's like all of that pressure is on me. If anything goes wrong, if anyone has a crash or a bug, I basically feel personally responsible for it and it weighs heavily on me. I want everyone to have a perfect experience with Stardew Valley—It's super important to me. So that's pretty much it. I mean, I was just really stressed out at launch hearing people say that this and this doesn't work, the game's crashing—I mean, it's not like it was super buggy or anything. I don t want to say that, but there were some problems and I felt really personally responsible for it. So I just had to fix it as fast as possible, and there's still bugs I'm aware of and I'm working on another patch right now, which will hopefully be out either today or tomorrow.

PCG: But you were fixing people's corrupt save files manually. I think that goes above and beyond the call at that point

EB: Well, you know, it's like I said; I feel personally responsible for everything that goes wrong with the game, and I want to have a personal connection with the people who play my game. That's important to me, and so if that means fixing a random corrupt save file, well that's part of the whole thing.

PCG: The first Stardew Valley mods have already been created. Do you have any plans for official mod support, an API, Steam Workshop support, or anything like that?

EB: I'm definitely going to look into Steam Workshop support, it seems like a pretty good system for managing mods. I haven't really looked into it that much yet because I've just been so busy with fixing bugs and everything, but it's something I definitely am going to look into. I think that modding is really fun and can add a lot of life to the game. And personally I'm just excited to see what happens and to play these mods myself, because I've been playing the same game for four years now. I'm ready for some new content that I didn't develop myself, so I definitely will look into Steam Workshop support. I don t know about an official modding API. It's possible, it kind of just depends on how much demand there is for it. The game seems already pretty moddable in its current state, so I'm not sure if that would be necessary.

PCG: What did you think of the easier fishing mod, and the general outcry towards fishing in the game?

EB: I personally really love the fishing mechanic. In fact, it's one of the things I'm most proud of in the entire game, so I'm not going to change it. I understand that it's difficult for some people, and I think that even if you find it difficult at first, if you keep trying I think anyone can master it eventually. So my suggestion is just keep practicing at it. It's kind of like with any sort of skill in real life. It's tough at first, but eventually you get better at it and I think that's kind of what is cool about the fishing mechanic in Stardew Valley. But if people want to mod it and make it easier, I'm fine with that too.

Stardew Valley is the kind of game where there's not much challenge. It's not easy to make challenge in the game—it's a very laid back relaxed game.

PCG: Personally I agree. The fact that it's not just an easy click a button, catch a fish minigame means you can make fish more valuable.

EB: Yeah, exactly. And Stardew Valley is the kind of game where there's not much challenge. It's not easy to make challenge in the game—it's a very laid back relaxed game, so it's like this is one area where there's a little bit of skill and challenge involved, and I think that's fun. There's definitely people who enjoy that sort of thing, I know I do. I wanted the game to have something for everyone and be open ended so you can do what you like in the game.

PCG: At what point did publisher Chucklefish come into the process, and did you approach them or did they approach you?

EB: They approached me, it was maybe two years ago. I had put it on Steam Greenlight, and I don't know how they heard about me but Finn, the director of Chucklefish, approached me and he asked me if I wanted to be published by them—And I was like a nobody at the time. No one knew about Stardew Valley. They were working on Starbound at the time, it hadn't come out yet. So it was a huge opportunity for someone like me. I wanted to be a success but I didn't really know how to get any exposure, to get people to know about my game. So I signed on with them and they've really helped me a lot in not only helping me promote the game, but also just a lot of behind the scenes kind of stuff. Hosting my website, helping me set up the official Stardew Valley wiki, just people that I can talk to and ask for advice because they've been through this sort of stuff in the past. It's just nice to have some people that are on your team that you can confide in and get support from.

PCG: And they didn't have any direct influence on the actual development, right?

EB: Yeah, they had none. None at all. They didn't interfere or try to interfere at all with any of the development of the game, and they pretty much left everything up to me. It's all what do I want to do and then they help me achieve that, and that's mostly not actually development stuff but more all the other stuff that's involved with developing a game. Business side and PR and all that stuff.

PCG: Finally, are there any secrets in the game that you haven't seen anyone find yet?

EB: Yes.

PCG: Yes?

EB: Yes.

PCG: And you're not going to tell me what that is, probably?

EB: No, I won t tell you. [Laughs] I haven't told anyone.

PCG: Is it significant?

EB: It's not super significant, but it's kind of just so weird and obscure that I don't know if anyone will ever do it.

Thanks to Eric for chatting with us. For more on Stardew, check out our getting started tips and list of the best mods

Stardew Valley

Yesterday I got a chance to speak with the lone developer of Stardew Valley, Eric Barone, about the sky-rocketing popularity of a game he says started out as a way to learn how to program. While it's clear to see from Steam's best seller list, the front page of Twitch, and all over the internet that Stardew Valley has been well-received, Barone revealed just how popular it really was. According to him, roughly 425,000 copies of the game have been sold across Steam and GOG as of March 9—only 12 days after launch.

For comparison, only a handful of games seemed to sell more than a million copies on Steam last year. Barone told me he never expected the game to be this popular. "I thought it would be popular with people who were fans of Harvest Moon or Rune Factory, and I thought that would pretty much be it," Barone said, "I never expected it to have such wide appeal. I mean, I'm super happy about it and I'm blown away by the reaction, but I'm surprised too."

Even with Steam being known to take about one-third of the cost, and publisher Chucklefish most likely taking a share as well, it's not inconceivable to assume that Barone has suddenly seen himself become a multimillionaire. But Barone made it clear he doesn't want Stardew's success going to his head, saying "I don't want it to affect my life in any way. My lifestyle isn't going to change." He also intends to keep the scale of development at a similar level, saying he'd consider hiring help for "more technical aspects of the game," but that he generally prefers to work alone. 

You can read our full interview with Barone here, where he reflects more on the success of the game, what's coming to Stardew Valley next, and a secret he says no one has found yet. And if you're one of the many people playing Stardew Valley, we're currently looking for screenshots of your farm!

Mar 4, 2016
Stardew Valley - ConcernedApe
Let me try this again... :-P

  • Restored a "Lost" Shane event.
  • Changed earthquake to Summer 3rd... to make it clear that it's the season change that kills crops.
  • Increased opportunities for iridium. The chance to find iridium in the skull caves increases significantly every ten levels.
  • Added a zoom in/out feature to the options tab.
  • Added volume sliders for ambient sounds and footstep sounds.
  • Added snow transparency slider.
  • Added option to turn off flash effects.
  • Added lighting quality option.
  • Leah's schedule has been fixed.
  • Spouses who have jobs won't get stuck in the bus area anymore.
  • Upgrading a house with crafted flooring should no longer cause a mess.
  • Added quest (Rat Problem) to make it clearer that you have to investigate the Community Center.
  • Only read if you've gotten to year 3: Grandpa's had a change of heart... he feels he's been a little too harsh with his judgements. He no longer mentions "great honors", and his dialogue is a lot softer. If he's already visited you, check his shrine for a new opportunity...
  • Restored more advanced NPC end-point behavior.
  • "Secret" NPC's should no longer show up on calendar until you meet them.
  • Escargot, chowder, etc. should now properly give fishing buff.
  • You now truly cannot pass the bouncer.
  • You can no longer get stuck trying to board the bus.
  • Fixed issue with invisible trees preventing interaction with tiles.
  • Dead flowers no longer affect honey.
  • You can now dance with your spouse at the Flower Dance.
  • Game should now properly pause when steam overlay is active.
  • Fixed issue where inactive window was still responding to input.
  • Fixed fertilizer prices in Pierre's shop.
  • Fixed Fector's Challenge
  • You can now press the toolbar shortcut keys (1,2,3, etc. by default) to change the active slot while the inventory menu is up.
  • Iron ore nodes can no longer be removed, only destroyed.
  • Dog should no longer sit on chests...
  • Spouses less likely to run away into the dark abyss.
  • Naming your child after an NPC should no longer cause issues.
  • Fixed issue where recipes would sometimes consume more ingredients than they should.
  • Fixed crashes in certain cutscenes, when certain dialogue options were chosen.
  • Many small bug and typo fixes.

Edit: Version 1.051 uploaded at 4:16pm PST March 12.
changes/fixes:
  • Fixed weird rectangle lighting problem.
  • Flooring can now be removed by bombs.
  • You can press a "menu" button (Esc. or 'E' by default) to close out of yes/no dialogues
  • If no other function is mapped to it, the 'Y' key will choose "yes" in a yes/no dialogue
  • You can use the trigger buttons on a gamepad to navigate through the Community Center menu.
  • Minor fixes.
  • More secrets.

Edit: Version 1.051b uploaded on March 17th
changes/fixes:
  • Fixed disappearing item problem. (items can still be destroyed by farm debris)
  • Kegs now require oak resin to craft.
  • Bee houses now require maple syrup to craft.
  • Tortilla price changed from 75g to 50g.
  • Nautilus shell (artifact) renamed to Nautilus fossil.
-ConcernedApe
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