We have developed a hotfix for Beta 8 that should solve most of the weird new issues you have been finding lately.
First of all, thank you so much for sending in those bug reports! It's been ridiculously useful, seriously! Let's keep them coming!
IMPORTANT THINGS:
All savefiles older than Beta 7 are not officially supported anymore. They may or may not work when you try to load them! If you played Beta 7 or Beta 8 with those savefiles, however, you have nothing to worry about!
Also, we are looking into the bug that causes stuff to just disappear. For now, you can fix this by exiting to the main menu and reloading your savefile.
And finally, the game's folder in %LOCALAPPDATA% has been renamed from "Forager_Steam_" to "Forager". If you want to load your old savefiles make sure you go there and rename that folder!
Here is a quick way to do it:
Press Windows + R
Type %LOCALAPPDATA% and hit Enter
Find the folder named Forager_Steam_ and rename it to Forager
CHANGELOG:
Added Mac OS support (Beta).
The entire game's file sizes have been drastically reduced.
Some new Extra Content has been added to the main menu. (Extras button).
Controller selection changed from collision boxes to raycasting to improve accuracy.
Several balance changes (Banks work faster, Animals drop more Hide, Most buildings are cheaper).
The game's folder in %LOCALAPPDATA% has been renamed from "Forager_Steam_" to "Forager". This means that if you wish to load your old savefiles into Beta 8.1 you NEED TO GO AND RENAME THAT FOLDER!
Added automatic savefile backups in case of emergencies. (They will be in the same folder as the normal savefiles).
BUGFIXES:
Capturing critters with bottles may crash the game or spawn spikes.
Loading incompatible savefiles would crash the game without displaying a warning message.
Resources may spawn on top of each other.
Entities may occasionally walk through collisions and buildings.
The puzzle in the Ancient Galaxy was not working (receptors were not being electrified by the cubes).
Sprinklers were not working.
Rainbow puzzle may be solved multiple times.
Game credit's had a weird text gap.
Fixed Inscription Table icon on the build menu.
Venom bolts from Mandragora potion could poison and destroy spikes.
Pressing E fast enough on animals would cause them to drop several resources at once.
Main menu could randomly crash.
Gem puzzle in the Graveyard wasn't working correctly.
Bridges wouldn't auto-heal like the rest of the buildings.
Markets were not being restocked correctly.
Chests may randomly decided they didn't need to obey the laws of physics.
Collecting Gear items could occasionally crash the game.
Resources could spawn outside of the world bounds.
Skeletons would play their spawn sounds every time the main screen was loaded.
This is a first round of merch to gauge demand and interest. If you guys like these items we will start moving into making cooler things like the physical coloring book, those sweeeet beet plushies and more!
As for people that are not interested in merch, I have some biiiiiig news coming soon regarding Forager's development! Stay tuned!
As I have been saying before, Beta 8 has reworked most of the game's codebase, which means the game will run faster than ever. BUT! This also means there may be new bugs, crashes and glitches we haven't encountered yet.
The new programmer that I hired thanks to the support of our hundreds of patrons, lazyeye, has been working on a new error report system. Whenever the game crashes, you will have the choice to send us the crash report from inside the game itself:
Please make sure to send us all the reports! This is now much quicker and easier than having to take a screenshot and sending me the report through email or Discord.
Reworked entire codebase, making the game run at constant 60 fps even in the late game.
Added support for Ubuntu (In Beta).
New Main Menu System with FREE unlockable extra content.
Rods may now be upgraded at the Spirit Crystal structure into super strong end-game versions. (Ex: Fire Rod --> Meteor Rod).
Several items and buildings have their price increased. This will hopefully re-balance the mid to late game to make it last a little longer, and make it so getting new Gear upgrades and droids feels more rewarding. (Sage Scrolls, Lighthouses and Droids in particular should be much more expensive now).
New music tracks have been added.
Discord rich presence added.
Rebindable key support added.
New error reporting system added.
Vaults now display mini-icons of the items they contain.
Architecture skill now also increases the inventory slots for Vaults.
Humble Bundle's logo when the game starts is now animated!
Fox character may now dab. This is objectively the best update of the game, ever.
The camera system has been reworked to be less nausea-inducing and to stick to the game world's limits.
Bugfixes:
144hz monitors play the game at higher frame rates.
When hitting a bridge more than a tile away with the Obliterator, instead of damaging the bridge it drops infinite landfills.
The Obliterator doesn't instantly destroy Bridges.
You can get infinite Landfill by using the Obliterator to "destroy" empty water tiles outside the map.
Spirit Orb menus can be abused by clicking a bunch of times to get the same reward multiple times.
While using a controller and selecting stats to upgrade from a Spirit Orb, the cursor seems always stuck on Max Energy.
Shovel upgrades seem to dig half of the AoE at a time instead of all at once.
It's impossible to place stuff on the tile adjacent to Factories.
Necro Rod can summon skeletons outside the map limits.
Obliterating terrain tiles with the number clues for that one volcano puzzle doesn't get rid of the clues.
Water Shovel stops you from making progress towards the Irrigator Feat.
Getting a new Gear item while the Spirit Orb menu is open may cancel and consume the Spirit Orb without providing a bonus.
Using landfills on a biome border tile will consume the landfill item even though there is already a tile there.
When assigning all droids on buildings, the cost to craft a new one goes back down to 1.
Froststrike skill description doesn't display unlocking of the Spirit Crystal.
Resizing the window to anything but 16:9 could potentially bug the UI.
Savefile images are sometimes bigger than the saveslot frame.
If you move the cursor quickly after clicking to place a building, the building will be placed where the cursor is, not where you initially clicked, even if that space is blocked by something else.
Beta 8 is almost ready to be play-tested and will go live this Friday (February 15th).
There have been a lot of changes to the game's code, which will maximize performance even in the late game for all computers and devices. I am talking constant 60-fps! Time to get some mega-bases going!
This of course means there probably will be new bugs we haven't caught, so please let me know if you see or find anything weird. Lazyeye has implemented a fancy new system that lets you send me bug reports from inside the game itself! I will go on more detail about this on Friday.
Anyway! I wanted to show you a sneak peek of what's coming this weekend. Mainly the new and improved Menu System!
What I love about this new design are all the exciting new things we can do with it. You will notice we have a few new buttons: Extras, Roadmap and Community.
I will also be featuring a fan art from the community every week in the main menu. I have been doing this on my social media channels for a bit, but now the incredible artists of the Forager community will be featured inside the game itself too!
The Extras submenu is my personal favorite! We have added hours of new content to the game, that will be unlocked directly from the main menu by completing Feats during your playthroughs (achievements). Some of them will be ingame content, some will be outside the game, and some will be stuff like the official Forager Comic Book, that will now be viewable directly from this menu!
More secret extras will be coming in the future, even after release!
The Roadmap submenu will show what content updates are coming to the game after release!
That's pretty much it for now! I know I have been quiet lately as we were getting ready to add the final details to the game.
During my birthday last week, I promised myself this year of my life I am going to be much more active with the community. Forager has turned into such an awesome project thanks to all of you giving me feedback and telling me what works and what doesn't. Thousands of gamers are WAY smarter than just one dev, so we need to keep this going and make the best game that we can together!
Today I want to address the current situation with Forager and the constant lack of release date announcements.
As I have said in the past, the reason Forager was delayed back from it's November 2018 release date was that the console versions of the game weren't done yet, and for contractual reasons, I needed to release all of the game's versions at the same time. (PC, PS4 and Nintendo Switch).
We are now in the middle of January and I am honestly still not sure how long this process will take. I have several estimates on when could be the earliest release date, but all of them are just speculation at this point.
Forager is my first ever "real" game, and there are lot of things I am learning how to do on the job. One of them is communicating with this amazing community and trying to keep expectations managed. I made a mistake putting dates and numbers to when I thought the game would be ready, and because of that the team and I are under a lot of stress trying to get this done so everyone has a chance to play the finished game at the same time. This is all my fault.
The console versions are almost done, but I don't want to announce possible release date windows anymore in case I am wrong again. From now on, I will not announce any type of release date window until I am 100% sure we can actually release that day/month. I know for sure Forager is releasing soon, but I am not exactly sure when.
Now let me give you some good news!
Since the console ports are still under work, I took the last couple of months as an opportunity to improve the game and add more free content. Everyone that played Beta 7 knows of the new features, which are conveniently listed here!
Additionally, I have added some new things, fixed some annoying bugs and hired a very talented programmer that has actually improved the performance of the game GREATLY. I am talking about constant 60 fps, even in the super late game!
Due to the recent reworks in code systems to improve performance, I think it's a good idea to do some massive testing before we officially release. This is why there will be a Beta 8 in the near future. My goal is to get this done by the end of January or the first week of February.
We have now entered the final stretch and this is a very stressful time for us, so I would like to thank you all for your patience and continued support and once again apologize for all the dumb mistakes I have made while trying to finish this amazing passion project of mine.
I would also like to note that thanks to the supporters on Patreon, Forager will get FREE DLC updates for EVERYONE on ALL PLATFORMS! There will be plenty of new content added to the game even after it releases!
Forager WILL be great and I promise I won't let you down!
Win a bunch of Steam games (including Forager!) in our Advent Calendar Event!
Merry Christmas, everyone!
We've decided to run an Advent Calendar this holiday season as a way to give out to the community! It will be going for 15 days starting from the 11th through to the 25th!
Each day will be a selected game which has been generously donated by me or one of our community members!
Alongside the games of the day, there will also be a key for the Forager beta for each winner! So that's a FREE game and also access to the beta! Yay!
In the very last week, we will also be giving away Steam keys for the full Forager game!
To participate, you will need to be level 10 or higher on our Discord server. This can be achieved simply by chatting and you also get other rewards as you level up! You have the entire month to take part in this!
Today I will be talking through some of the features I got to implement for Beta 7 as a result of the recent delay in Forager's release date.
Beta 7 will be released next week, on Thursday 13th of December. If you do not have a closed beta key, please read this!
Here are a few of the things I have added:
LANDFILL:
This is a new item crafted at the Flower Press that lets you put blocks of land anywhere you want! This is functionally the same as building a Bridge, but it allows for some prettier base building and customization. Additionally, you may even plant and harvest crops in these land tiles!
ASSIGN DROIDS TO BUILDINGS:
You may now assign Droids to most buildings by pressing right click when selection them:
This will solve the problem of having too many droids as they will just stay there "powering" the building (which grants it an increased bonus in efficiency!)
Once you need the Droid again for mining or enemy slaying, just come back to pick him up and continue your adventure!
NECRO ROD:
Another new item! This one is a Gear piece found in the Skull Maze. It works like any other Rod in the sense that it has a charge but a very powerful effect. In this case, it summons skeletons!
Why would you want to summon skeletons? The big ones now drop a new item called the Great Skull:
It will be used for a very important crafting recipe. With the Necro Rod + Holy Relic + Magic Scepter, you can get some pretty crazy Great Skull farming!
SPIRIT ORBS:
These are new consumable items that replace Heart Containers and Energy Vessels found in treasure chests. Once you get a Spirit Orb, you can intermediately consume it from your inventory to gain a permanent bonus:
+1 permanent Max HP
+36 permanent Max Energy
+1 permanent Damage
+1 instant and permanent Level Up
Spirit Orbs can be found in big treasure chests, small skull chests and they can also be crafted in a new structure on the Magic skill branch:
Crafting Spirit Orbs requires a LOT of Great Skulls, so go find that Necro Rod if you want to speed things up!
And finally...
SHOVEL UPGRADES!
Yup, we finally did it! Upgrades for the Shovel item!
Each one of those provides new fun effects besides increasing the dig area:
Water Shovel: 2x2 dig area, digging irrigates the dirt