Kynseed - Matt Allen πŸ¦‡
Welcome to Issue #50 of The PixelCount Post, a periodically released update from Kynseed's team. In today's special issue: Gary talks character art, Caz chats icons, Charlie discusses issues, Neal notices boards, Tice gets effective, and Matt makes a scene.
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 






Goodness, it seems our humble PixelCount Post has reached issue #50! We've been writing these so routinely that it very nearly snuck up on us. To help celebrate, we've included a few extra things for this week's issue. In addition to the usual crew that writes for The Post, we also brought along a couple of our other teammates to pop in and say hello. This includes Gary, character artist extraordinaire, as well as Caz, creator of lovely icons.

Another fun extra for this week's issue is that we thought it'd be fun to include some images from the earliest of early Kynseed builds that were ever made. We're talking extremely early here - ugly placeholder art and all. We've scattered these images throughout the issue and have included a small descriptive blurb under each one.

You can check all that out further down, but as for our game progress: last week we began our initial work on getting our first optimisation update underway. As mentioned in our trusty roadmap, this update will focus on refining some background systems and paving the way for future systems to come. For our first week of that update, we've taken some time for a bit of polish and clean-up of the game's Prologue.

Neal typically has to do the heavy lifting for these sorts of updates, but the plus side is this gives the rest of the team time to catch up on other areas of content creation in the meantime - such as making all the adult player animations. Those are especially time consuming to create, because it requires recreating every player animation over again but at a different age - and for both twins no less! So all in all, these optimisation updates are providing the team a nice change of pace while simultaneously allowing us to catch up on a fair bit of back end work.

Okay, so maybe this week's 'short report' is not so short. In fact, this entire issue is pretty hefty! Though we figure a 50th issue is reason enough to do a bit more than we usually do. Thank you to all of you who've been reading along since the very beginning as well as those of you who've just joined us. There's still a ways left to go on our journey and we're happy and grateful to have each of you with us.




This is one of the earliest screenshots of Kynseed's prototype that we were able to find. (The art is all generic placeholder, of course.) Even at this early stage we already had a few basics in, like finding dig spots, pets that follow, throwing items, and even playing catch with the pets.







When I joined the Kynseed team as character designer/animator, they already had a small demo up and running showing the first section of the game. My challenge was to take the established characters, along with concept art, and put my own twist on things.

The first thing that struck me when playing the game was how beautiful and rustic the environmental art was; lush fields, colourful flowers, tall imposing trees, and cosy cottages made up the world of Kynseed. To contrast, I wanted to make the characters a bit more iconic/cartoony and try to make them stand out on the rich detailed backgrounds.

The design process for these characters begins with a rough outline document from Charlie. We are very much on the same page when it comes to reference material and influences on our designs - in fact, our book collections and movie watching habits as kids are strangely similar.

When I was designing the monsters, I would think back to creepy sketches in old English folklore books or the Usborne Guide to the Supernatural World books from my childhood, crossed with an unhealthy dose of the Deadites from the Evil Dead movies.

A year and a half later, with around a hundred villagers, animals, monsters, Fae folk, and of course Mr Fairweather under my belt...all designed and animated. (The amount of animation frames created is scary!) I think we’ve done a pretty good job and it’s been a real pleasure working on the game.

I had an absolute blast designing the monsters of Kynseed and they are next on my animation list once I finish the grown up twin animations. I really hope you enjoy meeting/being stalked by these creatures and get a little creeped out by some of them!







Happy 50th issue, and it's such a pleasure to speak to you all! I'm Caz, and I'm a pixel artist from South Wales who's currently responsible for slowly replacing Kynseed's item icons with fancy new ones. With Fable being one of my favourite game franchises as a kid, you can imagine what an absolute honour it is to work with these guys and see all the hard work and love that gets poured into Kynseed.

Besides pixel art and games, my other biggest passion is food and baking, so naturally there's a lot of room for crossover between that and my art. Nothing makes me happier than being able to churn out all the different icons for the game, from Apple Pie to Bacon Surprise.

It's always a great joy to find creative and funny ways to express the same brand of unique humour that Kynseed possesses when it comes to drawing the icons, and I hope some of you eagle-eyed players out there will spot some of the references!

Thanks for letting me blab, and I look forward to seeing more of you enjoying the game's progress!




As prototype engine work continued, we began slowly adding our own art into the game. A few other features began to show up as well, ranging from lamp post lighting to shadows under sprites. The basic outline of the farmhouse began to also tentatively take shape.







Amazing to think that we have hit 50 editions of The Post. If we had stuck to our schedules we might have had 3,000 editions by now. Some weeks can be a challenge to think of what to write...while others just flow easily, like the results of Sipp & Winter's Go Easy Potion.

It is great to see that our readers really enjoy our periodical. We were thinking of having some more titillating content to add some sensation, but the thought of Tice wearing just a cloak as he cosplays Herbert Lemon was too ridiculous to consider. We thank everyone for sticking with us through 50 editions and look forward to creating the next 50 over the next 50 years. See you again next week, same time, same batty channel.







With the "Gnome Pun Intended" update out, I've been busy fixing bugs as they popped up. It feels like they are slowly shrinking in numbers but still lurking around just out of view. I've been trying to take it strategically in reducing them because they can be rather time consuming, as mentioned last time, when it takes a while to even get them to happen consistently enough to figure out.

Now that we're in our optimisation update we've been talking over potential candidates for work. For last week, those include some tweaks to the Prologue, introducing a few new items, setup of a noticeboard, and even a first pass of a mailbox. I can see the benefits to these but do find myself wondering if they are the best thing to be doing. My plan is to get them done quickly to move on to other items in subsequent weeks.




Eventually the engine was able to handle more layers and complexity, so we began adding in additional art like foliage and paths (and even insects, like the little bee on the far left). This still used our old player asset, although pet art did receive another update at this point. (And of course, there were a ton of new engine features not pictured in this simple screenshot.)







I can't believe we're at issue 50 already! It's been such a wild ride to get where we are today. Before writing this I decided to go back to the first issue and see where I was at back then. I remember how at the beginning I thought I was only going to be doing music, which is my 'comfort zone' as a composer. The first issue doesn't even mention sound effects, which I've had to learn to do since then.

I was very nervous about it, and felt mostly lost. Nowadays, I feel so much more confident about doing sound effects. With it I've gained new skills, new insights, and new familiarity. Lately I've been working exclusively on sound effects and ambient (environment) sounds. The fear is gone. When I'm asked to make a new one, I no longer automatically think "I don't know if I can pull this off...", and it feels very liberating to have that confidence.

That said, I'm still no SFX expert. Even in music I have a bazillion things to learn, but in sound effects I'm even further away from knowing everything. That first issue I spent talking about how I wanted the music for the game to be diverse, yet consistently 'Kynseed-ish'. So far, I'm quite happy with how much I've been able to reach that goal. Not that there's no room for improvement, but it's good to look back at goals you've set and see that you're on track to completing them.

I reckon my focus will remain on sound effects for a little while longer before work on new region music is required. It's a good learning opportunity. We're coming up against prioritization choices where we know certain adjustments are needed, but when to implement them isn't straight forward. Do we fix that ambient sound not being optimal but requires code to get the solution we want, or is that coding time better spent elsewhere right now?

So for now, I'm writing a list of changes for sound and music I'd like to see that'll require Neal to implement. Then I'll need to wait for the right time to get them implemented. 50 issues from now, I'm hoping to see a lot of "i's" dotted and "t's" crossed in the music and sound effects. It'll be interesting to find out 50 issues from now if that goal has been met!







When not waxing poetic about hitting issue #50, we've been otherwise busy with initial prep work for our optimisation update. The tricky thing with these updates is that they're a bit more free form than our usual updates, the latter of which typically have fairly clear cut goals pre-established as per our roadmap. However, for optimisation updates, we've intentionally left those blank ahead of time so that we can stay reactive and agile during development. So the very first thing we have to do for these updates is agree on some ad hoc development areas and then order them by priority.

One of the first areas of priority, which we began work on this week, was to polish up a bit of the game's Prologue experience. Though for the subsequent weeks, we'll probably switch over to improving and streamlining some of our developer tools. There's many areas of the game's development which require hands on the code - which essentially means only Neal is able to do them. However, whenever we're able to create game engine tools that the entire team can use, this democratizes the game's development in such a way that it frees Neal up to work on other areas of the code.

A good example of this is our cutscene tool. In earlier versions of our game engine, cutscenes were handled exclusively code side. So if we wanted to make even a minor change to a cutscene, such as repositioning a character, Neal would have to go in and make that change manually in the code. This proved to be extremely cumbersome, so to solve the problem Neal created a cutscene tool within the game engine that the entire team could use.

The other great thing about this method is it lets the more cinematic minded team members have hands-on access to creating and modifying cutscenes. Different areas of development require different creative instincts, so the creative strengths of one team member are often different than the creative strengths of the other. Thus, opening up access to the game's tools allows the team to accentuate its individual strengths.

This is surely one of the chief benefits of having a programmer on the team who has experience in creating tools. In fact, creating developer tools is one of the many areas that Neal worked on over the course of his 12 or so years on the Fable franchise. It's certainly coming in handy for us.

That's also why these optimisation updates will prove so important for our development. Working on back end things like our developer tools won't be immediately visible to players, but they end up significantly improving development speed and workflow long-term. In particular, I'm looking forward to putting on my director's cap in the next few weeks as I dive into our cutscene tools and start crafting a handful of cinematic moments for future game updates.

Lastly, I know we've already prattled on a fair bit about this being our 50th issue, but I do just want to take a quick minute to personally thank all of you who've been enjoying these little glimpses into our team. We've found that they're just as helpful for us as well. In some ways, it's akin to keeping a journal. Though to provide a bit of context and backstory:

Long ago, there was a chap at Bungie named Frank O'Conner who began writing weekly development updates for some little game they were working on called Halo 2. (Shout out to Mister Chief.) Up to that point in my life I'd only ever just played games once released, but this was the first time I found myself following a game's development before it was released - years before, even. O'Conner wrote those weekly updates in such a laid back accessible sort of way and he'd sometimes even include snippets written by other team members. I found the whole thing fascinating and, I suppose, it's what later inspired me to do something similar here with Kynseed. So the fact that there's so many of you regularly following and reading these is not only exciting and humbling, but it also means a lot to us. A big and hearty thanks to all of you who have enjoyed our silly rambling issue after issue. No doubt there's lots more rambling still to come.




This is a look at where the engine is currently. Player art is updated, there's now two twins to play as, all pets received a final round of new art (plus new breeds/colours), foliage was cranked to 11, there's bees and butterflies, and the father is there with his watchful eye. This little screenshot barely scratches the surface of everything that's in the game these days, but it is interesting to see how far Kynseed has come from that earliest of early prototype.



Kynseed - Matt Allen πŸ¦‡
Welcome to Issue #49 of The PixelCount Post, a periodically released update from Kynseed's team. In today's issue: Charlie wakes up without pants, Neal solves a puzzle, Tice has a birthday (happy birthday Tice!), and Matt writes about writing.
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 










A new large update has been released (which you can read all about here), and so it's been a busy and exciting week for our little ragtag team. We ended up squeezing quite a bit more into this update than we originally set out to, but we kept getting the urge to add 'just one more thing' as we worked. Though even with all those small bits and bobs, Tir Na Nog is certainly the main highlight of this update and so we hope you're all enjoying a visit to that magically relaxing place.

Yet even though it was released less than 24 hours ago, there's still nary an idle hand on the team at the moment. Typically whenever we release a big update, we've found that it gives us a bit of an energy boost. No doubt it's in part the excitement of releasing a new chunk of the game paired with wanting to get straight to work on the feedback. In fact, Neal is already coding away at this very moment, looking into a few minor reported issues. Chances are another small update will be getting pushed out soon, if indeed it's not already out by the time you're reading this.

For anyone who's been following along with our roadmap, our updates take turns between three categories: Features, Content, and Optimization. "Gnome Pun Intended" was a content update, so our next stop on the road will be an optimization update. There's a hefty list of background work and polish that we've been accruing, so it'll be a nice productive change of pace to spend these next few weeks whittling that list down.

We'll still push out an update afterwards like normal, but it'll more than likely contain less obvious changes on the surface. Though for those of you keen to see what we're getting up to under the surface, we'll be all too happy to ramble on about them here in these regularly released issues. So see you all again very soon!











This week has been mostly playing the update when not enjoying some of the spring weather and erm...new games like Steamworld Quest. I find that when playing Kynseed I often end up going to the same places, just to listen to the amazing music and ambient sound. Poppyhill, Rivermoor, Homesteads, Druida's Cross, Willowdown, and now Tir Na Nog.

I could happily lay back and listen to those Fae wind chimes all day, but I would fall asleep and wake in some strange glade, surrounded by chittering little folk, all wondering why I have no pants on. After I have snapped awake and scared off the faeries, I wipe my drool up and get back to fixing things...a layer here, a collision there. As I run around I think of how we can really add content and secrets to these places. They may seem empty now, but eventually we hope to have mystery upon mystery to ponder over.

We are building up the base of this world, but once we start exposing more loops and more of the sandbox, we can look at the little details. We want a tactile world with no silly progress bars or pointless grinding. We want a world of surprises, discovery, and a Guinness world record for most references in a game.







This week a flurry of last minute build activity took hold trying to get the next update finished. Perhaps due to not having an exact end date in mind there was this constant 'just a little bit more' feeling to getting things right. I think the payoff should hopefully be good in doing so.

Amidst those late additions and improvements, I also worked on some bugs that took a little puzzling out. One with the festival green minigame meant time of day got stuck which had me stumped for a while 'til I noticed an NPC present at some times and not others. Even then it took a bit of stepping through to figure out exactly where it goes wrong because I made some assumptions that turned out not to be true.

There's a nice cumulative effect to these flurries of work which can get a bit overwhelming when you want to just-get-this-one-thing-done, but with a calm perspective on it a lot of good can come out of it because it keeps things fresh. I've already started piling up a list of improvements to work on, on top of already known items, and then there's sure to be new issues to come with the new update - it's all leading to iteratively and cumulatively to making the game the best we can!







This week I'm away from home, which means I'm working on my laptop instead of my studio computer. While I'm here, we're working on the ambient sounds within mines. We had an ambient track for it that isn't working for us and we want more elaborate mechanics to govern how sound is changed underground. But the programming for that isn't in yet.

We've also been adding more sound to Fairweather's world. It's a tricky place to get right; there's an eerie silence to a snowy land, easily destroyed by wind. But there needs to be a distant wind as well. And chimes. While working on these things, I've also just celebrated my birthday! So it's been generally busy. I'm also learning to use a new virtual guitar I recently acquired, because even virtual instruments must be mastered over time...







Always an exciting week when we release a new update! During weeks like these, my work tends to comprise almost exclusively of writing and making GIF's. Mainly that's due to large game updates all needing written updates (like this one) to coincide with their release.

Though in addition to the writing, there's always a surprising amount of media assets to make as well. For example, this last written update had 7 GIF's in total (8 if you count the little lost chicken at the bottom) and each one had to be made from scratch. I suppose I could always stick to text only updates and not include as many pretty images...but as they say.

Then there's also other things like The PixelCount Post, which in addition to writing my little bit here (as well as "The Short Report" at the top), I also edit and format it. Not to mention I have to make different versions for all of these things, as each community platform has different neurotic formatting requirements (our forums, Steam, Kickstarter, etc.).

For example, on our forums I can center images easily and typically aim for 640x280 resolution for most images there. However, Steam's maximum width for news articles is 610, so I have to make a custom batch of cropped images when posting there. Kickstarter is even stranger and has a maximum width of 639, which requires yet another custom batch of cropped images. Plus, Steam doesn't allow for centering, so to center things like the article titles above I have to add equal distance of transparent pixels to the left and right of each article title (for a total of 610) to 'simulate' centering. All that to say, update days tend to end up being pretty busy days!

Earlier today I also happened to notice that this is issue #49 of The Post, meaning next week's will be #50! Hard to imagine we've done that many of these little dev updates already. According to our own forums, there's also an additional 20 larger written updates on top of that. Plus any other miscellany threads out there as well as just general community chit chat. I shudder to think how many novel's worth of rambling I've done in our Discord alone...

Still, despite the workload that comes with releasing a big update, it's always a great feeling to be able to mark it all down as 'done'. Though of course, the best part is seeing everyone playing it for the first time and reading all the feedback. So I hope you're all getting on well with this latest update and, as always, don't hesitate to give a shout if you have any questions or feedback. If anything's clear it's that we're certainly a chatty bunch.



Kynseed - Matt Allen πŸ¦‡
α… 


It seems we meet again here on the dusty development road. Since your last visit, we've been building a brand new region for your delectation. It's called Tir Na Nog and we've just opened its magical doors for the first time in today's "Gnome Pun Intended" update.

In addition to this new region, we've also been keeping busy cramming in a few extra bits and bobs. World Builder Charlie has been roaming all over Quill placing brand new lights by using an updated lighting system that Master Linguist Neal conjured up into existence. Meanwhile, Musician Magician Matthijs has been locked away in his chamber of instruments creating all manner of auditory delights - some of which include the sounds of a singing plant. Most curious. There's also a new minigame, a new shop, a new dog breed, plus a handful of other lovely things you can read about below.





NO PLACE LIKE GNOME

We've been looking forward to opening up Tir Na Nog for quite a while, as it's the very first time you'll be able to visit and explore a Fae realm. Though like the rest of the land of Quill, this new region is very much under construction. There's still a good deal left that we want to do with it, ranging from basic polish to adding more activities over time. Tir Na Nog's inhabitants will also need further fleshing out as well.

That said, there's still a number of new things to play with and explore in the meantime. Just don't be surprised if you encounter a few layering issues or perhaps even find yourself breaking free of your earthly shackles and slipping outside region bounds.

You can find some highlights from today's update below, followed by a more detailed changelog at the bottom. We welcome you to report any bug sightings in the usual places, such as on our Discord, our forums, or straight to Bugs@Kynseed.com. As we tell all our bug visitors, "You don't have to go home, but you can't stay here."





NEW REGION: TIR NA NOG
  • A new Fae region now accessible after the Prologue, including:
  • A new minigame to discover
  • A new shop selling fine wares
  • New music and audio effects
  • New items and collectibles
  • New mines containing rare ore





NEW MINIGAME: SQUEAL OR NO SQUEAL
  • Hosted by Tir Na Nog local celebrity, Gnome Edmunds
  • Strategically pop pig balloons and try to strike a deal
  • A number of potential prizes up for grabs





PIXIE LOTTERY'S GOODS STORE
  • Sells a few local Tir Na Nog goods, among other things
  • Also sells H. Pepper's Naming Nut, a new item for renaming pets





NEW HAIR DYES
  • Hair dyes are now an in-game item
  • This allows for changing hair colour at any time
  • Can be purchased at various stores across the land
  • Plus, a few new colours added!





PUGS
  • Pugs!
  • Pugs.
  • Pugs...





OTHER ADDITIONS
  • Pets can now be renamed when purchasing them
  • Added 'the naming nut', which allows for renaming already owned pets
  • Players can now return to Fairweather (similar to how players travel to Tir Na Nog)
  • Fairweather items can now be bought at the cost of years off your life
  • At the end of the year, Fairweather claims his tax of years owed
  • Ambience added for mines
  • Plus a big ol' buncha fixes, improvements, and background work (see below)
  • For a complete look at all changes, check out the full changelog




Today's update marks yet another spot we can cheerfully check off our trusty Kynseed roadmap. Now that the update is out, we'll spend the remainder of this week looking into and fixing any bugs you report. Then, starting Monday, we chart a course for our next destination: an optimization/flexible update. These are updates in which the PixelCount team will work on a number of less visible but otherwise important background areas.

Such areas will typically include systems for larger features to come as well as traditional optimization to help keep our engine well oiled and running smooth. We certainly don't want our faithful ol' engine to start slowing down in the middle of our journey.

As always we'll keep you updated on progress with things like our periodically periodical, The PixelCount Post, as well as on other cozy corners of the internet such as our Discord. There's many stops still ahead on this dusty development road, but with good folks like you at our side we're rather enjoying the journey. See you at the next rest stop for tea time and bathroom breaks.

Love,
PixelCount



Kynseed - Matt Allen πŸ¦‡
Welcome to Issue #48 of The PixelCount Post, a periodically released update from Kynseed's team. In today's issue: Charlie lights the way, Neal adds little big things, Tice grows a singing plant, and Matt posts a much nicer screenshot than last issue's.
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 










Game development is like going to a buffet. You arrive hungry, with a cornucopia of delicious food laid out for the taking, but you realize all too soon there's no way you're making room for everything you want to eat.*

As we continue down our roadmap journey, we've found we have to be mindful of that very thing. For the upcoming "Gnome Pun Intended" update, we kept going to Neal (Kynseed's sole programmer) with small little ideas we wanted to squeeze into the update. But the thing with small little ideas is that if you string enough of them together you'll find yourself with a large collection of ideas.

So originally we planned to push the update out a few days ago, but all those little ideas take time to implement and test, so instead we'll be pushing this new update out in the middle of this upcoming week. Though we do have an early version up on the 'latestupdate' branch for anyone interested in taking an early spin.

Overall, progress is going along nicely though. All major parts are working as intended and a few of those unplanned ideas are pretty much complete as well. One such example are new lighting system changes which now gives us the ability to hand place light sources rather than relying exclusively on in-world sources (such as candles and lamp posts). In fact, Charlie has recently done a pass over the entire game's regions placing new light sources around. He chats a bit about this in his update below. We'll have much more to share on all that next week when we push the update out, so be sure to pop back in soon.

* Games are also like metaphors. There's too many of them and most aren't that good.







As mentioned in his post below, Neal kindly provided me with placeable lights.

This seems like a small thing, but to someone with a history of lighting fetishism on Fable II and Fable III, I was very happy to get back to placing them down after years in the darkness.

Lighting a level is definitely trickier in a 2d game, but no less rewarding. I found the best effect comes from placing a subtle blueish light in patches to look like midnight moonlight in Cuckoo Wood and Tir Na Nog. During the day you can’t see them, but come night and they add a bit of visual aid and also a chunk of atmosphere.

Lighting is best used to highlight things like cave entrances/doorways/paths, but it can also be used to add some nice ambient colour, such as from colourful strange plants and pools. The brief for Tir Na Nog was basically β€˜Avatar the movie but with Faeries’. This gives ripe opportunity for glowing foliage and strange colours.

I'm not a lighting artist (nowhere near), but there is something satisfying about bringing a bit of light and colour to the world. It was the same in Albion, and now it is the same in Quill. You can make a home feel cosy from a warm glowing fire. Make a henge stone seem cold and mysterious. Tempt a player lost in darkness, or be their guide.

Now, back to a little light work.







Since last time, I've sorted out the lighting to allow light placement. So far I've kept it very basic without even going in for different shaped lights (though the source rectangle area can be stretched which helps achieve reasonable results for now).

It did take a few days to hook up everything correctly as it meant recreating the systems that game objects use for lights. In the end I went for the path of least resistance by recreating instead of rewriting/refactoring to accommodate for both. It's a choice which could mean later pain but felt like the safer option in the circumstances than finding out I've broken something!

Thinking back on it now, I do wonder on the wisdom in that or if it's even possible to have a 'best' solution except in retrospect. In some programming books I've read they talk about skill or mastery as being a process where experts instinctively know which way to go from having the experience to know the best approach that avoids pitfalls. I feel like my instinct mostly leads to muddling through still, because I don't have enough experience of the specific situations to know the right one. I probably just need to not get hung up on it too much (and practice more)!

I've been working on revisiting Fairweather along with more polish to the minigame and setting up the extra details that come with a new level/items/fish/audio. It feels like a good next step to be iterating through these things and making improvements along the way. It has taken a bit longer than intended though, where we were hoping to have the update done this week but it'll likely be middle of next week instead.

Once that is done, we'll be working on the first optimisation update since Early Access which I'm looking forward to. It won't necessarily be easy to show what has changed from it but it will really help to get into some of the deeper issues of an ever-evolving design and codebase of 3 years.

It's funny writing my update this time, as the last few weeks have been honestly a bit hard work without feeling like there's much to show but talking about it I'm starting to feel excited about it all again so I best head off and use that energy!







This week a lot more sound effects were made. I went back to the Fairweather meetup and added in a magical sound for when he presents you with the items he wishes to trade. Then there's the sound for selecting which item you want.

I also adjusted some existing effects, such as a little less volume on some water here, a gentler start to a minigame tune there, little touches that make something turn from gradually annoying to a detail you won't even consciously notice. Then there's a celebratory sound I had to make for a minigame where you hear confetti pop and party blowers, and also the sound of bubbles coming up from thick gloopy water.

I also noticed that crickets still sound when you enter Fairweather's domain. Now I'm fairly certain that crickets don't stand a chance in a realm of ice and snow...so gotta fix that. There's also some incorrect ambient noise in some places that I still need to tend to - or Neal does, as he codes what sound goes where after all.

But my personal favourite thing I've worked on this week must have been the sound of a singing plant. Yes, I kid you not.

The tricky part: I don't want to use human vocal sounds in the game, so I had to look for other sources of a biologically produced tone. After some searching I found some dog howling sounds that I then heavily processed. The end result hopefully sounds nothing like a dog, but everything like a magical singing plant. (I mean, everyone knows what those sound like of course...).

It doesn't stop there though. This plant can be plucked. And if you do, it screeches! The screech I ended up using came from a baby owl - it was just perfect! I really hope you'll love these sounds when you encounter them. Time will tell...







One of the side effects of working on a game, especially within a small team where a myriad of responsibilities are shared, is that it's easy for one's thoughts to consist only of the game. Now that we're past the early backer builds and the initial Early Access launch, we're now in the part of the project where it's a long stretch of sustained content development - all the way to game completion.

Because of that I've found that my mental bandwidth has had room for very little else. I wake up thinking about the game, I spend my entire day working on the game, and then I go to bed thinking about the game. I generally try to give myself at least one day off a week, but even on a day off I've found my mind keeps wandering back to the game and all the things I need to get done and want to get done.

After a few weeks (or months) of this, it's easy to see how the mind could use a refresh of sorts. I suppose I talk a little about that in last week's Post, in regards to how it's always nice having new fresh content to work on. That can certainly help to a degree, but even still it doesn't solve the problem of mental bandwidth being maxed out by thoughts of the project.

For times such as that, we've found that relying on each other as teammates and as friends can be the best thing. Whenever we find ourselves dragging our feet during the long hauls of development, we're always quick to pump each other back up and recalibrate our mentality. Sometimes all it takes is a team call. Other times all it takes is a team member saying "turn off your bloody phone and take a day off". Not that I'd ever be guilty of needing such advice...



In completely unrelated news, I somehow managed to get my hands on a working Steam key for Fable III. To provide a bit of context: in 2011 Fable III was ported to PC (a year after its release on Xbox 360) on Games for Windows Live and simultaneously for Steam. However, a couple of years later Microsoft closed the Games for Windows Live store and with it the Steam version was pulled as well. All that to say, Steam keys for Fable III are hard to come by and for some reason I never managed to get myself a copy (despite already owning a half dozen copies for Xbox).

So I was rather excited when I found a working key and now my Steam library can proudly include Fable III among its ranks. There's even a community hub for it still lurking in the shadows of Steam's website. I also managed to do a bit of fiddling with my graphics card and the game's files to increase texture quality, to smooth transparent items (like grass), and to run at a perfectly smooth 4k 60fps. This may well be the first time anyone has ever seen the game running at these graphics settings, and it looks pretty good.

Now if only somebody could get to work on a Fable II PC port.



Kynseed - Matt Allen πŸ¦‡
Welcome to Issue #47 of The PixelCount Post, a periodically released update from Kynseed's team. In today's issue: Charlie writes new items, Neal sheds light, Tice gets ready to rumble, and Matt apologizes in advance for the article he wrote.
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 










We've been thinking with portals this last week and have been adding in the initial system to allow for travel to various Fae realms. In fact, so distracted have we been by all our portal pondering that it was hard to wrangle the team together to put together this issue of The Post 'til now. That said, the portal's visuals are looking rather fantastic and, what's more, are running entirely in code without the need for any external art assets. We've also begun adding a few other basic particle effects here and there as well which, combined with the portal effects, is really helping give the game world a whole new layer of visual depth.

For now, these portals will let players travel to two Fae realms in particular: one is to return to Mr Fairweather and the other is to visit a brand new region called Tir Na Nog. However, the citizens of Tir Na Nog have a strict height limit enforced which means the player will have to shrink themselves down to gain admittance. This new region also uses an entirely new set of environment assets and has a colour palette not seen anywhere else in the game world.

Additionally, the initial framework of a new minigame is coming along nicely. It's called "Squeal or No Squeal" and involves strategically popping inflated pig balloons to see what their contents are. This game is run by a chap named Gnome Edmunds, whom players will get to meet in the next update.

So it's been a very productive and successful first two weeks of work for the "Gnome Pun Intended" update. We'll spend another week or so on it and then dispatch it your way to download and check out. Though for now, it's back to work for us. These pig balloons aren't gonna inflate themselves.









Items! That's been my main thing over the last few days. Creating, naming, giving stats and effects, and adding 'funny' descriptions. It's great fun, but slow work - especially when redistributing everything.

I tried to ensure each Haven has at east 3 unique fish types, a couple of herbs, an ore type, a few flowers, and their own fruit and veg. The Smithy in each has 2 mould types they specialise in and the Apothecaries have shared cures, but their own brand perfume and speciality item. Each tavern has 3 local drinks of differing strengths and each store biases towards certain types of items.

When designing such things as part of world building, I consider the environment, the people, and the potential uses for each. Then I hit the biggest hurdle...the descriptions (as often my references are very obscure, if clever). Plus some items are invented, so that makes descriptions even harder.

What is my method for inventing, I don't hear you ask? With things like fish or Fae, I say letters out loud and you get a feel for which letters work and 'feel' right to start with. I start to combine letters and make sounds and your instinct tells you if a word fits and rolls smoothly. It also helps to look up Celtic folklore names, or at actual fish species lists, and those are great starting points for names.

If a wordplay can be used, or a pun, then all the better, but it is best to mix and match. And that leads me to now, looking at my Excel sheet, trying to think of a description for the Shalewyrm, a type of eel found in Pinehaven, our most northerly region. We have an eel already in another region, and that description simply reads....'Ongated'.

That's pretty much the level we roll at around these parts.







These last two weeks I got stuck into work on the next update. It's been a nice change of pace with a minigame to sort out along with setting up a method of teleporting to other realms. The latter isn't too complicated for those who have played the game already but it's allowed some improving on the presentation side of things. We had a review of the WIP work on Friday which had things moving along nicely.

Though one aspect which did come up is lighting, which is an extra bit of work I hadn't considered. Outside a few interactable objects that have a light component, there's a basic ambient light setting for everything else right now. So what's needed is to put together a way to add in extra lights to highlight particular bits and work in a more bespoke way per level. I've started work on this and it shouldn't be too long to start testing it out. The tricky bit is defining a good set of shapes for different circumstances.

I'm sort of torn between just providing a few different shapes and seeing how to handle overlap or going a bit further in allowing more of a tile based area of effect. First things first though: getting a system in place to test!







This week I got to figure out what portals sound like. From the low rumble as the ground shakes when opening a portal to the eerie hum as it stays open, to an otherworldly wailing as you go through one...

It all sounds a bit ominous - and that's intentional. These are magic phenomenon, so how could you possibly have the slightest idea of what to expect? There's been some internal discussion about the technical side of how to do it. Sometimes the ideal of how we want sound to work in the game isn't exactly the least resource intensive way, and Neal tends to have to come in to say something just can't be done right now, that maybe further down the line we can do something more elaborate. So sometimes I have to figure out what still sounds good within all the restrictions that reality imposes.

Then when you get to that other world, everything should sound different there, including the ambient track. Previous ambient tracks were made from recordings in nature, but with nature itself being so different in these other worlds I can't do that here. Thus, I'll have to construct my own soundscapes. That'll be a lot of work I reckon, as even water sounds differently in other realms. So I've certainly got my work cut out for me!







It's good to be working on a new region with the team. We'd been working so long on the blacksmith and pre-existing regions that I think we've all been happy for the change of scenery.

To provide a (much) more extreme example of this feeling, I remember once reading a Gamasutra article about the mental weight of working on graphic games and one bit of it that always stuck with me was Bungie Halo artist Vic DeLeon talking about making the flood-infested level "Cortana" in Halo 3. For a few weeks he absorbed himself in researching things like colonoscopy videos as well as medical images of tumors and lesions. As DeLeon says in the article:

"I started associating that level with feeling disgusting. Once it was built it took months and months of polishing, and in those months I couldn’t wait to work on something else. The level was so disgusting, and what I thought was neat at first really came to bear down on me."

He spent a total of eight months on that level.

Though it goes without saying that this is a much more severe example of what I'm talking about. Thankfully our team isn't dealing with gruesome levels day in and day out. In fact, I suppose it's quite the opposite - running through wheat fields on warm summer days as the bees buzz and melancholy music plays. Not walking through automatic anus doors.

Side Tangent: I gave pause when writing the above sentence, wondering if perhaps it was 'too much'. However, upon browsing the Halo wiki in search of a reference image, I've learned that their official description is "a sphincter-like orifice embedded into the floors and walls". So alright then.

All that to say, it's interesting to me how working on the same game environment for months at a time can lead to a sort of overexposure to it - even for the most pleasant of environments. Don't get me wrong, I still absolutely love running through these regions and exploring our game world. But there is something incredibly refreshing about having a brand new (and fundamentally different) environment to suddenly explore. A bit like that moment in the first Red Dead Redemption when you travel to Mexico for the first time and suddenly realize that there's a lot more scope to the world than it first let on. Granted, Tir Na Nog is just one region of many, but as we continue developing this game our hope is that you'll be constantly surprised and excited by every new place you discover in Quill's vast open world.

Did I just spend my entire update talking about colonoscopy videos and Halo 3? Yes. Yes I did.



Kynseed - Matt Allen πŸ¦‡
Welcome to Issue #46 of The PixelCount Post, a periodically released update from Kynseed's team. In today's issue: Charlie updates Ledger UI, Neal talks of updating code framework, Tice kicks brass, and Matt makes video cuts and cut-scenes.
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 










The "Down to Business" update was pushed out last week and with it our first forray into business ownership mechanics. There was also a hotfix released a few days after that, which you can check out in the changelog. Of course, longterm there'll be much more added to the game's business ownership mechanics.

Though for now, we're switching gears from a feature-dominant update to a more content-dominant one in the upcoming "Gnome Pun Intended" update. Surely the star of this update is that we'll be adding a new Fae region to travel to and explore. This'll be the first time players will get to visit a Fae location and it's got a very different look as a result - complete with a color palette unlike anything else in the game. We're also adding in a few other things like a return trip to Fairweather, some new ingredients and effects, and even a new tongue-in-cheek gameshow called "Squeal or No Squeal", hosted by Gnome Edmunds. We're all rather looking forward to working on this for the next three weeks and we'll be sure to keep you all posted here as we go.











This past week I got into looking at the UI with our environment artist Weekes and Neal. A lot of screens are basic boxes and we want to improve the visuals. So the Ledger and things like the Selling table really needed sorting out.

We didn't look to Stardew Valley for inspiration but rather a game called Pathway. For our Ledger, it is about making it look more like a book with tables and notes and bookmarks. This should give a nice feel that you are accounting and taking stock from a big dusty old book.

We also need to keep in mind both gamepad and KB&M controls, but feel we have a nice layout and look with all the necessary info clearly visible. I can just imagine players getting really in-depth with their business management, hunched over their Ledgers, by candlelight...







Last week saw the next major update of Early Access go live. I had a busy following weekend with the test branch going out and having to fix several problems found on that. Fortunately, it was pretty quick to turnaround and get reasonably stable. I used the remainder of that week as an opportunity to dive into bugs mostly related with the update but also some lurking ones from a while back. It's been quite satisfying to solve these problems and I think it'll likely be a practice to take up after each update to try and reduce the buildup of issues.

There are a few reports of some crashes on startup that need addressing too. The dilemma with these problems is that they seem to be very PC config specific, so it's not easy to prove a fix has worked without having a PC with the problem (and the problem can temporarily or permanently go away even just by restarting the game too). In addition, the potential solution (which is unproven to be 100% guaranteed given the aforementioned limited testing and the way the problem can go away) involves upgrading the version of MonoGame (the code framework for Kynseed's engine) that I'm using...

This comes with a new set of problems with the possibility of new unknown issues which could affect more people worse than the current version! The current version has had a sufficient quantity of players over this last year to be reasonably confident that the majority of problems have been found and fixed where possible. It's a tricky balance in indie development I'm finding; to try resolving these issues once and for all when it could take weeks or more to fix the problems and then there's the bottleneck of my time being needed on updates as well. What I'm aiming to do is split off a chunk of time each week to making progress on it. Hopefully that should make inroads on the solution while still allowing update work to continue and maybe it might turn out my estimate on time taken to fix them is on the high side (fingers and toes most definitely crossed for that).







Since nothing new came up recently, my main focus has been this piece of music I'm not sure I can be very specific about. It's in-world music that takes place outside. This means it has to come from instruments that can be used outside. Brass, for the most part.

British culture has a long tradition in brass bands, especially in miner towns. These are instruments that can withstand bad weather and can be played easily with big hands full of calluses. It'd actually make a lot of sense if the world of Kynseed had a brass band or two in it. Especially if there's a dedicated mining town in the game at some point.

So for creating the sound of this special event, I've been thinking ahead to possibly link it to the sound of a future town. I'm hoping Charlie will agree with this line of thinking. Beyond that, with the recent update out the door (and I hope you're all enjoying it!), I get to focus on the next one. There'll be some interesting tasks ahead...







It's always an interesting transition when concluding one major update while simultaneously starting another. Part of the mind wants to exhale and enjoy the satisfaction of completing a large task. Yet take it in too much and suddenly it gets near impossible to rebuild energy for the next large task.

So keeping a brisk pace in the project is something I've found invaluable. In a way, it's more a matter of taking the satisfaction of completing one update and converting that into a fuel source to help motivate work on the next. That's why we've gone from our last update straight into the next without skipping a beat. Already we've conducted a playthrough of the next update's initial ideas and work is well underway as we speak.

For myself, there's a wide range of things I'm needing to get done in these next three weeks, including a fair bit of video work even. There's also some game-specific work that I'm looking forward to diving into, ranging from doing a full pass over refreshing UI placement in addition to working within our cutscene editor tool to slowly start assembling various scenes, story points, and maybe even some small vignettes as I find the time.

All in all, I'm finding the brisk pace effective in keeping my momentum going from update to update. There's a long ways left to go with the game, as our roadmap has no doubt made obvious, and while being indie does allow us the freedom to not have higher-up deadlines breathing down our necks, we also don't want the project to dawdle unnecessarily. Unless we randomly pivot the entire game over to a multiplayer 2D RPG Battle Royale, in which case we'll see you at release in a decade.



Kynseed - Matt Allen πŸ¦‡
α… 


Hello there traveler, welcome back. Your timing is impeccable as always, for we have a lovely new update made fresh just today!

We've certainly been keeping busy here at our magically metaphorical home of Castle PixelCount, with nary an idle hand in sight. One can even detect a bit of energy in the air, perhaps in anticipation for the first day of spring which, as it happens, is tomorrow: March 20th. It was nice having a bit of winter hibernation to focus on some background work and preparations, but we're rather looking forward to getting back to our usual pace of things.

For anyone who hasn't already heard via carrier pig, one such preparation we recently took time for was the Kynseed Roadmap. This handy map gives a detailed view of the short-term as well as a broader view of what to expect long-term. We'll be updating and adding to the map as we go and, as it happens, we've just marked a major update as complete mere minutes ago.





LET'S GET DOWN TO BUSINESS

Which brings us to today's news! The "Down to Business" update is out and ready for perusal.

This update includes our first batch of basic shop ownership mechanics and essentially lays a good deal of code foundation for shop related gameplay to come. We've focused specifically on the blacksmith shop for now, but a few updates from now we'll begin fleshing things out further. Things like staff management, business rep impact, customer variety/personality, constant balancing, and of course other ownable shop types. (In fact, if you check out the roadmap, you'll see that running the Goods Store is just a few updates away!)

Though for now, we'll be spending the next few days sorting through all the feedback and sending out any piping hotfixes that might be needed, fresh from the oven. Then starting next week we'll begin work on the "Gnome Pun Intended" update. This'll be more of a content focused update, including a brand new Fae region called Tir Na Nog, a new minigame called "Squeal or No Squeal", a Tinker shop, and even a return trip to Mr Fairweather - among other things.

For each of these updates (and especially for today's), we'll rely on your feedback and reactions. You've probably heard us mention incessantly that we're a small team, and that means we absolutely depend on hearing how you get on with these updates. So don't hesitate to report any bugs or general thoughts, ranging from the urgent to the trivial. We want it all.

For casual no-fuss bug reporting, you can drop them into the PixelCount Discord bug channel. For traditional bug reporting, or for bugs requiring a bit of explanation or screenshots, there's our bug report forum and Bugs@Kynseed.com. Dealer's choice.

Though for now, let's dive into the highlights from today's update! Give that scrollbar a tickle and read on below.





OWN THE BLACKSMITH SHOP
  • Purchase the blacksmith shop by interacting with its ledger
  • Interact with the sign to open and close the shop
  • Use the ledger to manage the shop, check on profits, rename your shop, and so on
  • This update is for our initial batch of shop owning mechanics, with more to come in future updates
  • (The shop running tutorial is fairly basic for this first pass, so don't hesitate to let us know if you have any questions or need help)





FULFILL CUSTOMER ORDERS
  • Create, sell, and recycle blacksmith goods
  • Store crafted items in a shop cabinet
  • Greet customers at the counter before they get tired of waiting
  • Choose to either accept or refuse their order
  • If busy blacksmithing in the other room, you can tell customers to hang on to get a bit of extra time before they get impatient
  • All balancing (prices, rep, etc.) is first pass and will undergo numerous tweaks over development





HIRE STAFF TO RUN THE COUNTER
  • Locals can be hired to run the counter for you
  • Use the ledger to see available locals, hire them, set wages, or fire them
  • Some staff will have better traits than others
  • More in-depth staff management to come just a few updates from now





NEW FAIRWEATHER ITEMS
  • Trough (to assist with pig-related chores)
  • Rootways (a magical way to get around)
  • Home Sweet Home (keeps your farm close)





OTHER ADDITIONS
  • Updated art for growables
  • NPC chat/favour improvements based on feedback
  • Some new books
  • Put new common fish in
  • Snow in winter
  • Dandelions can now be picked up for later uses
  • Highlight effect added around majority of gatherables
  • Plus some fixes, optimizations, and background work (see below)
  • For a complete look at all changes, check out the full changelog




At its heart, Kynseed is a sandbox world. That's why we're pretty excited about this update, as it represents the first major set of mechanics to flesh out the variety of activities you can undertake. It won't be long before you'll be owning a handful of shops all across the land of Quill. Run a successful enough business and you'll surely become well known in your field (other than the ones you farm, of course).

Lastly, for those of you keen to follow the minutia of our game development journey, we do regularly released progress reports called The PixelCount Post - such as this recent example. Each issue contains personally written entries from the team where we talk about progress made that week and other interesting tales of development. You can look for these to get posted regularly in all our usual spots (many of which are linked below).

Thank you all for keeping us company during our winter hibernations and we look forward to seeing you again soon in Tir Na Nog!

Love,
PixelCount



Kynseed - Matt Allen πŸ¦‡
Welcome to Issue #45 of The PixelCount Post, a periodically released update from Kynseed's team. In today's issue: Matt gives a date for the update, Neal gets meta with game grinding, Charlie keeps busy, and Tice's audio goes down the tubes.
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 










This last week was spent on a few extra bit of fixes and preparations for the "Down to Business" update, which will get pushed out in just a few days this Tuesday, March 19th! We'll spend the next few days after that knocking out any hotfixes needed and then the following week work begins on the "Gnome Pun Intended" update.

We look forward to seeing how you get on with these initial business ownership mechanics. There are more code systems and mechanics (and balancing!) still to go before running a business is a fully realized experience across the whole game, but this next update lays much of the foundation for which we'll build that experience atop. In fact, many of the blacksmith ownership systems are going to be the same underlying systems used for all other ownable businesses added in the future (such as the Apothecary, Goods Store, and Tavern).

We'll also put out a proper written update in tandem with the build's update this Tuesday, including a changelog and any other bits of useful info. That'll likely all drop sometime around midday to afternoon on Tuesday, so keep an eye out at the usual places. See you then!







With the Kynseed Roadmap now up, I switched most of my focus back over to preparing for the next updates release on March 19th. Generally this means team playtests and solo playtests, with the goal being to write out feedback and critical issues. There's also a bit of a balancing act to strike with that, because some of the feedback items listed may not necessarily fall within the scope of the update we're working on at that time.

In addition to playtests and feedback, I've also begun capturing screenshots and video of the new update. These will come in useful for next week's update announcement but will also be used to update a few old screenshots on places like our store page and elsewhere. That's the tricky thing about a game like ours, because it doesn't take long for screenshots to get outdated. Going back and looking at our earliest of screenshots, it's always a bit crazy to see how different some parts of the game once looked.

It'll certainly be nice to have this next update out in a few days, as it does really help flesh the blacksmith's role so much more. Then after this week, we begin work on a new content update. I'm particularly looking forward to that one, as it'll include some new places and faces which I think the artists have done an absolutely stellar job on. Though for now, we'll see you again on Tuesday with the "Down to Business" update!







Another week flies by! I did have a very slow start to the week where I just couldn't seem to get going. I kind of realised it was due in part to just getting really tired with working on the blacksmith.

It's probably not a very positive thing to say like that but sometimes in games dev it really gets to points where the work feels like grinding through an unending list of items on an area that comes back again and again. Combined with some of the items feeling 'weighty' by virtue of being tricky connected tasks, it made it a struggle to get going.

Funnily enough though, as soon as I told Charlie about it, that provided some relief and I could just get on with what needed doing and then time went very fast indeed. So fast that it has extended estimates on the game update by a few days, with the 'latestupdate' test branch going live yesterday and then the default branch will be Tuesday. The build has come on a lot in the last few days but as always there's more to be done...







A new update's on the way,
With Charlie busy all day.
He had no time,
So I made this rhyme,
But next Post he'll have more to say.







Most of this week has been focused on adding more sound effects to the game. From mouse click selection sounds, to the sound of a pneumatic tube, or the sound of returning home by unorthodox means...

I noticed I feel a lot more confident doing sound effects now than I used to. While I still often use samples collected from various places, which I then piece together in new ways to create unique sounds, I now also feel confident enough with sound synthesis to create my own sounds from scratch.

For instance, I used this technique to create new mouse click sounds to be used in the various new menus and interfaces being added to the game. To make such a sound, you start with a standard wave form, like a sine wave. It sounds like a pretty boring tone, really. To turn that tone into a click, you need to make it really short. Then you remove all the tone's decay and sustain. Following that, you add a white noise sound to it that you give higher priority than the sine wave (if you even still need the sine wave at all). So you actually end up with a really short tick sound.

To turn it into a recognizable mouse click you can try adding a second click shortly after, at a different pitch. This will make it sound like the pressing of a mouse button (one click for pressing it down, and the second click for the button coming back up). This general principle has been used so often to emphasize that you've clicked something that it's pretty universally recognized now.

But there was much more to be done than just clicks. For instance, I had to create a sound inspired by The Wizard of Oz - 'something with a harp', Charlie's instructions said. So I looked up that part of the movie and quickly found what he was referring to. Of course I can't copy it directly so I had to make my own thing within the same vibe.

Then there was a sound that's going to be used for deliveries in running the smithy. Charlie described this one as a delivery type swoosh, which I interpreted to mean the sound of a pneumatic tube - an old technology still in use today in some places where air pressure is used to propel a capsule through a tube. I knew my sound synthesis skills weren't good enough yet to make this from scratch, so I looked through our sound library for the sounds of a pneumatic tube. I found none. So I had to make it out of other sounds.

The tube portion of the sound I ended up getting from the sound of an airplane toilet sucking out its content. The swoosh was much easier, just a random object being flicked through air really fast.

Then there were a few more sounds that were much more straight forward to create. Having completed the list of sound effects I was tasked with, I've now moved on to a track for a special event inspired by a scene from the 1973 movie The Wicker Man. That movie is pretty much required viewing for working on this project, as the game draws from it so much!

I hope I get this track done asap. I really had wanted it to be completed sooner already, but I've been keeping too many plates spinning. So I better get back to it!



Kynseed - Matt Allen πŸ¦‡
Welcome to Issue #44 of The PixelCount Post, a periodically released update from Kynseed's team. In today's issue: Charlie basks in books, Neal hires some NPC's, Tice gets in a fight with his muscles, and Matt posts the big Kynseed roadmap.
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 
α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 










If you've not noticed yet, the Kynseed Roadmap is now up! We just posted it mere moments ago, so go give it a gander if you've not already. It's a pretty hefty bit of reading though, so we'll be keeping this week's issue of The Post short and sweet.

In addition to the roadmap, we also had a very productive week working on the next update. Many of the basic blacksmith ownership systems are starting to feel cohesive and tied together. To get it ready for players we still have a few little things we want to do though. Most of them are just minor bits of presentation, such as replacing the 'code art' of customer's patience timers with some UI element art. We also need to write up a bit of tutorial text to let players know how to do some of the basic shop tasks. Long-term we'll go back and put in a more robust tutorial for such things, but the current one should still do the trick for now.

We've also found a bit of extra time to start adding in some of the initial staff hiring mechanics. We originally thought we'd not have time for this until a future update, but it ended up timing out pretty conveniently for this week. A bit of other smaller things have been recently added in as well, such as a few new Fairweather items. All in all, the next update is coming together rather nicely. Be sure to check back again soon for when this update gets released later this upcoming week!











I have had to interrupt my book writing to write this update, as I have schedule-heavies beating at my door. So, I have been writing some more books this week and editing old ones. This means those who enjoy awful writing can go seek out the new wads of literature scattered around.

I also took the chance to fix up a few things around the levels, including hiding proverbs in cuttable long grass. Am not going to tell you which though...

Coming up with lore and 'funny' stuff in-game is the most enjoyable part, although most will need to be rewritten for other countries. Am sure our friends in Russia, China, Japan, Brazil etc are not familiar with obscure British TV shows and some of the word plays are even more puzzling.

However! All is not lost. I plan to create a Wiki of sorts that will explain every single joke and reference. However! I am going to hide it inside a dragon. Get sifting.







This week after more blacksmith work, I've been looking into the 3 Fairweather items from the initial player choice. This was a nice change of pace and was reasonably self-contained new code to add. With the blacksmith I got the 50 points down to maybe 20 but another 30+ have sprung up in its place after the playthrough today and more rough edges showing in need of work to get on with. It should all add up to a better experience and gives some lessons learned to handle when it comes to other businesses.

I've also started on the hiring of some staff for the blacksmith counter. This wasn't originally planned for this update but it felt like it would be worthwhile to get closer to a complete experience with shop ownership. That should be seen in-game pretty soon with the update going live in the "latestupdate" test branch next week and then hopefully the default branch by the end of the week!







"Don't settle for less", I said last time. And this week I'm still working on that. Sometimes you hit a bit of a roadblock, which is what happened this week. I found that while working on the town music of the region I've been writing music for in the last month or so that it just wasn't 'inspired'. I could write, and it wasn't outright bad, but it wasn't of the same quality of what came before it. So I took the drastic step of removing some of what I had done and redoing it again.

This happened a few times over on this track, which is why it's been taking so long. I feel I'm getting closer to a full-length track now, and in hindsight I'm glad I didn't settle for less, even if it was a lot more work this way. I find that any work is often judged by its weakest element. I'm not going to let that be this track!

On a more personal note, I've finally managed to get a work-out routine going. My muscles are hating me for it right now, but overall my productivity benefits from it. Your body and your mind form a symbiosis. If you don't respect that, both will suffer for it. The routine I'm following uses a lot of muscles that I otherwise never use at all, so they're all "What the hell is happening!? It's the apocalypse!" At some point it'll sink in that it's just the new normal. Though for now, time to get back to work and finish this track!







As mentioned in "The Short Report" from up above, the Kynseed Roadmap is posted! It's good to finally have this out for everyone to see, as it'll help give players a nice look at all that's yet to come.

Something that we wanted to make sure we did for our roadmap was strike a balance between having a solid executable plan while also ensuring we retained a bit of flexibility. Kynseed, like most sandbox games, requires a slightly organic approach in how it's developed. There's a lot of iterative design to things and sometimes that means you discover changes to make that you hadn't planned on. So a little wiggle room typically has to be afforded to be able to dynamically develop like that - this is especially true for a feedback driven Early Access game.

We're pretty happy with how that balance turned out in the roadmap, and it'll hopefully be interesting for everyone to see how it all comes together in the next handful of months (and beyond). Though now that it's posted, I'll be turning my full attention to helping the team get the next update ready for posting later this upcoming week!



Mar 10, 2019
Kynseed - Matt Allen
α… α… 





HOW WE USE THIS ROADMAP
Making a game is a notoriously unpredictable path filled with all manner of random encounters. To traverse this development landscape, we'll need a map. Preferably one with a road. Thus enters the Kynseed Roadmap! Within this map you'll find a look at what updates we've already completed, an overview of what updates to expect in the near future, and lastly a long-term view of the entire game.

Having a clear outlined plan is a necessary component for any game, but one of the benefits of being a small indie team is the freedom to approach development more organically. So as we devised our roadmap, it was important to us that we balanced structure with flexibility. We want to remain agile so that we can react to things that a roadmap can't possibly predict.

To do this, we'll map out upcoming updates one batch at a time. Each batch of major updates will include a small sentence or two describing that update's primary focus, but updates further out will be a bit more mysterious. Once we finish an update, we'll mark it as complete and include a bullet list of highlights (in addition to a larger community announcement and changelog.) Each update may take around a month, sometimes more depending. As always, we'll keep you updated every step of the way in our community and with our weekly devlog, The PixelCount Post.

Check out the map legend below for more details, plus instructions on how to access other development branches. We're easy to find around the community, so don't hesitate to give us a shout if you have any burning questions we can extinguish. Thank you all for joining us on this road trip and for being our travel companions. We've packed plenty of snacks and our Spotify playlists are primed and ready.



ACCESSING OTHER BRANCHES
Each update on this roadmap will get rolled out to all players on all platforms once ready. While we can't guarantee there won't be bugs or other issues from time to time, these major updates will be as stable as we can manage for an in-development game such as ours. However, we know some of you are hungry for more frequent updates, even if it means things might be less stable as a result. That's where update branches come in!

So what is a 'branch'? In development terms, a branch is a sort of update channel you can subscribe to and change at any time. Whatever branch you subscribe to will automatically download whenever we push an update to it. Below is an overview of the different branches we'll be using during development, as well as information on how to access them.

Main Branch
This is the default branch all players are put in at the start. In general, this branch will receive an update whenever we complete one of the major roadmap updates listed on this roadmap. As such, this will be the most stable branch and is what we recommend to the average player who wants no-fuss straightforward game updates. (We make every effort to keep saves as stable as possible on this branch.)

Preview Branch
Before we send out an update to the main branch above, we push the update out a week early for players who like to help us test things first. This assists in squashing out any bugs or feedback that we didn't catch ourselves in our own playtesting. (Saves can sometimes be backed up, but may occasionally break.)

Experimental Branch
Some players love getting their hands dirty by helping us playtest the more frequent incremental changes to the game. While it's by no means a requirement that you send us feedback if using this branch, we do encourage such players to work closely with us by giving feedback and bug reports for this branch in the usual places (forums and Discord preferably). This branch is perfect for players who want to work more closely with us and have a more hands-on impact on development. (Save stability cannot be guaranteed!)

How To Select Branches
α… α… 1. Within the Steam application, right click Kynseed in your library
α… α… 2. Select "Properties" from the menu
α… α… 3. Click the "Betas" tab
α… α… 4. Choose either the 'latest' or 'experimental' branch as outline above



MAP LEGEND
Upcoming Updates
This is the current batch of updates being worked on, organized in the order we'll do them. Once a batch of updates is complete, we'll then map out the next batch. An update's main focus will typically represent first implementation, not full implementation.

The Entire Journey
This is the overview of all game content still to come. This overview covers only new content at the time this roadmap was first written and doesn't necessarily represent all content already in-game.

Update Types
To cover ground at an even pace, updates will fall under one of three categories: Features, Content, and Future.

Release Timing
The further out a roadmap goes, the more difficult it is to predict its timing. So to ensure we don't promise inaccurate far-off release dates, we're instead focusing on a release rhythm. Each update will take around a month or so, with smaller in-between patches released as needed.

The Entire Journey Symbols
α… α… πŸŒ° - Initial first pass implementation
α… α… πŸŒ± - Progressively more polished and refined
α… α… πŸŒ³ - Generally implemented as intended



























































WORLD MAP
α… α… β€’ Havens
α… α… α… α… β€’ 🌱 The Vale
α… α… α… α… α… α… β€’ 🌱 Candlewych Village
α… α… α… α… α… α… β€’ 🌱 Surrounding Regions
α… α… α… α… β€’ 🌱 Summerdown
α… α… α… α… α… α… β€’ 🌱 Poppyhill Village
α… α… α… α… α… α… β€’ 🌱 Surrounding Regions
α… α… α… α… β€’ 🌰 Mellowfields
α… α… α… α… α… α… β€’ 🌰 Mellowbrook Village
α… α… α… α… α… α… β€’ 🌰 Surrounding Regions
α… α… α… α… β€’ Deepstone
α… α… α… α… α… α… β€’ Sagtyt Village
α… α… α… α… α… α… β€’ Surrounding Regions
α… α… α… α… β€’ Woemarsh
α… α… α… α… α… α… β€’ Gaslight Village
α… α… α… α… α… α… β€’ Surrounding Regions
α… α… α… α… β€’ Pinehaven
α… α… α… α… α… α… β€’ Tunt Village
α… α… α… α… α… α… β€’ Surrounding Regions
α… α… β€’ Hubs
α… α… α… α… β€’ The Circle
α… α… α… α… β€’ Stonecrown
α… α… α… α… β€’ The Shingles
α… α… β€’ Combat Regions
α… α… α… α… β€’ 🌰 Simplewood
α… α… α… α… β€’ Softwood
α… α… α… α… β€’ Midwood
α… α… α… α… β€’ Toughwood
α… α… α… α… β€’ Nightmare Hallow
α… α… β€’ Fae Realms
α… α… α… α… β€’ 🌰 Tir Na Nog
α… α… α… α… β€’ E’ergreen
α… α… α… α… β€’ Briar
α… α… α… α… β€’ Voide

WORLDLY ADVENTURES
α… α… β€’ Quill Hoarders
α… α… α… α… β€’ Regional Collectables (Food, Recipes, Books, Etc.)
α… α… α… α… β€’ More Insects to Collect
α… α… α… α… β€’ Scattered Ancient Relics to Find
α… α… α… α… β€’ Special Fae Shops
α… α… α… α… β€’ Gems & Runes to Imbue Items
α… α… α… α… β€’ 🌰 Home Delivery Box
α… α… α… α… β€’ 🌰 Noticeboard
α… α… α… α… β€’ 🌰 Mailbox
α… α… α… α… β€’ 🌰 Home Larder
α… α… α… α… β€’ Seasonal Temples with Goddess Challenges
α… α… β€’ Getting Around
α… α… α… α… β€’ 🌰 Rootways
α… α… α… α… β€’ World Shortcuts
α… α… α… α… β€’ 🌰 Glowing Trail
α… α… α… α… β€’ 🌰 'Wottyzit' Interactable Highlighting
α… α… α… α… β€’ 🌰 Additional Map Icons/Elements
α… α… α… α… β€’ Campfires When Travelling
α… α… α… α… β€’ 🌰 Goddess Interactions
α… α… α… α… α… α… β€’ 🌰 Statue Travel
α… α… α… α… α… α… β€’ 🌰 Statue Offering
α… α… α… α… α… α… β€’ 🌰 Goddess Curses
α… α… α… α… α… α… β€’ 🌰 Goddess Boons
α… α… β€’ Attending Events
α… α… α… α… β€’ Village Festivals
α… α… α… α… β€’ Seasonal Events
α… α… α… α… β€’ 🌰 Pig Racing
α… α… α… α… β€’ 🌰 Sheep Racing
α… α… α… α… β€’ 🌰 Chicken Racing
α… α… α… α… β€’ 🌱 Pig Auctions
α… α… α… α… β€’ 🌰 Sheep Auctions
α… α… α… α… β€’ 🌱 Chicken Auctions
α… α… α… α… β€’ 🌰 Marble Minigame
α… α… α… α… β€’ 🌱 Squeal or No Squeal Minigame
α… α… α… α… β€’ (Other Minigames Likely to Come)




NPC'S
α… α… β€’ Generations
α… α… α… α… β€’ First Generation NPC’s for Each Village
α… α… α… α… β€’ Generic NPC Components for Future Generations
α… α… α… α… β€’ 🌰 Visual Aging for Life Stages
α… α… α… α… β€’ NPC Funerals
α… α… α… α… β€’ Generational Family Feuds
α… α… β€’ NPC Systems
α… α… α… α… β€’ 🌰 Schedules & Routines
α… α… α… α… β€’ Reactions & Emotes
α… α… α… α… β€’ 🌰 Chat System
α… α… α… α… β€’ 🌰 Asking Favours
α… α… α… α… β€’ 🌰 Family Secret Boxes
α… α… α… α… β€’ 🌰 Birthdays & Favorite Items
α… α… β€’ Pets
α… α… α… α… β€’ 🌰 Buying Pets
α… α… α… α… β€’ 🌰 Interacting with Pets
α… α… α… α… β€’ 🌰 Riding Pets
α… α… α… α… β€’ 🌰 Pet Whistle
α… α… α… α… β€’ Pet Aging

MASTERS
α… α… β€’ The Role of Masters
α… α… α… α… β€’ Each Master Gives a List of Tasks
α… α… α… α… β€’ Players Learn a New Ability for Each Completed Task
α… α… β€’ Master Skills
α… α… α… α… β€’ Melee Combat
α… α… α… α… β€’ Ranged Combat
α… α… α… α… β€’ Exploring
α… α… α… α… β€’ Nature
α… α… α… α… β€’ 🌰 Gardening
α… α… α… α… β€’ Fishing
α… α… α… α… α… α… β€’ 🌰 Hook
α… α… α… α… α… α… β€’ 🌰 Drag
α… α… α… α… β€’ Cooking
α… α… α… α… β€’ Bard

MONSTERS
α… α… β€’ Combat Zone Denizens
α… α… α… α… β€’ 🌰 Hobs
α… α… α… α… β€’ Nobs
α… α… α… α… β€’ 🌰 Lobs
α… α… α… α… β€’ Nymphs
α… α… α… α… β€’ Forest Hag
α… α… α… α… β€’ Remnants
α… α… α… α… β€’ Jabberwock
α… α… α… α… β€’ Fachen
α… α… α… α… β€’ Barghest
α… α… α… α… β€’ Dragon
α… α… α… α… β€’ Banshee
α… α… α… α… β€’ Buggane
α… α… α… α… β€’ Plus some nasty surprises!

FAE
α… α… β€’ 🌰 Tir Na Nog
α… α… α… α… β€’ 🌰 Gnomes
α… α… α… α… β€’ 🌰 Fairies
α… α… β€’ E’ergreen
α… α… α… α… β€’ Mossmen
α… α… α… α… β€’ Dryad
α… α… α… α… β€’ Puck
α… α… α… α… β€’ Green Children
α… α… β€’ Briar
α… α… α… α… β€’ Fel
α… α… β€’ Voide
α… α… α… α… β€’ Shimmerkyn




GENERATIONS
α… α… β€’ Player’s Life
α… α… α… α… β€’ Player Appearance Customisation
α… α… α… α… β€’ 🌳 Kid Age Player Sprites
α… α… α… α… β€’ 🌰 Adult Age Player Sprites
α… α… α… α… β€’ Elder Age Player Sprites
α… α… α… α… β€’ 🌰 Life Mirror
α… α… α… α… β€’ Selecting Kynseed Inheritor
α… α… β€’ Passing On Legacies
α… α… α… α… β€’ Physical Possessions
α… α… α… α… β€’ Genetics
α… α… α… α… β€’ Training
CHARACTER PROGRESSION
α… α… β€’ 🌰 Relationships
α… α… α… α… β€’ 🌰 Friendship
α… α… α… α… β€’ 🌰 Dating
α… α… α… α… β€’ 🌰 Marriage
α… α… α… α… β€’ 🌰 Copulation
α… α… α… α… β€’ Children
α… α… α… α… β€’ Orphanage Adoption
α… α… β€’ Family
α… α… α… α… β€’ Kynseed Tree
α… α… α… α… α… α… β€’ All Tree Growth Stages
α… α… α… α… α… α… β€’ Branching Upgrade Tree (Literally)
α… α… α… α… β€’ Nurture Children to Teach Skills
α… α… α… α… β€’ Gain Positive/Negative Perks from Activities
α… α… α… α… β€’ Choose Family Traits & Perks

ACTIVITIES
α… α… β€’ Combat
α… α… α… α… β€’ Additional Melee Weapons
α… α… α… α… β€’ Range Weapons
α… α… α… α… β€’ 🌰 Combat Death & Fairweather Revival Cost
α… α… α… α… β€’ Unlock Combat Abilities
α… α… β€’ Farming
α… α… α… α… β€’ 🌰 Buy or Find Seeds
α… α… α… α… β€’ 🌰 Plant Seeds in Farming Areas
α… α… α… α… β€’ 🌰 Water Crops
α… α… α… α… β€’ 🌰 Fertilise Crops
α… α… α… α… β€’ Upgrade Farming Tools
α… α… α… α… β€’ 🌰 Unlock Farming Abilities
α… α… β€’ Fishing
α… α… α… α… β€’ 🌰 Seasonal & Weather Dependent Fish
α… α… α… α… β€’ Find Rare Fish
α… α… α… α… β€’ 🌰 Unlock Fishing Abilities
α… α… β€’ Mining
α… α… α… α… β€’ Mine for Ore in Dungeons or Caves
α… α… α… α… β€’ Upgrade Tools for Better Materials
α… α… α… α… β€’ Knockers!
α… α… β€’ 🌰 Digging
α… α… α… α… β€’ 🌰 Digging Minigame with Rewards
α… α… α… α… β€’ 🌰 Upgradeable Tools for Better Rewards

STORY DEVELOPMENT
α… α… β€’ Sequences
α… α… α… α… β€’ Scripted Cutscenes
α… α… α… α… β€’ Mystery Events/Appearances
α… α… α… α… β€’ Vignettes
α… α… α… α… β€’ Among Other Surprises
α… α… β€’ 🌰 Mr Fairweather
α… α… α… α… β€’ 🌰 Returning to Fairweather
α… α… α… α… β€’ 🌰 Fairweather Items
α… α… α… α… β€’ 🌰 Yearly Tax




SHOPS
α… α… β€’ 🌰 Blacksmith
α… α… α… α… β€’ 🌱 Craft Weapons, Tools, & Other Items
α… α… α… α… β€’ 🌰 Use Different Ore Materials & Moulds
α… α… α… α… β€’ 🌰 Cabinet for Storing Crafted Items
α… α… α… α… β€’ Add Augment Gems and Runes
α… α… β€’ 🌰 Goods Store
α… α… α… α… β€’ 🌰 Sell Various Goods & Animals
α… α… α… α… β€’ 🌱 Barter with Customers
α… α… α… α… β€’ 🌰 Display Items
α… α… α… α… β€’ 🌰 Feed & Care for Animals
α… α… α… α… β€’ Simple Customisation of Store Decor
α… α… β€’ 🌰 Apothecary
α… α… α… α… πŸŒ° Mix Powders, Potions, & Creams
α… α… α… α… πŸŒ° Use Ingredients with Different Effects/Traits
α… α… α… α… β€’ Herb Garden for Growing Ingredients
α… α… α… α… πŸŒ° Cabinet for Storing Mixed Goods
α… α… α… α… πŸŒ° Crafting Room
α… α… β€’ Tavern
α… α… α… α… β€’ Craft Beers to Sell
α… α… α… α… β€’ Assign Beers to Kegs
α… α… α… α… β€’ Serve Local NPC’s
α… α… α… α… β€’ Hire Entertainers
α… α… α… α… β€’ Beer Crafting Process
α… α… α… α… α… α… β€’ Malt Roasting
α… α… α… α… α… α… β€’ Mashing
α… α… α… α… α… α… β€’ Boiling

BUSINESS MANAGEMENT
α… α… β€’ General Operation
α… α… α… α… β€’ 🌱 Open & Close Shop
α… α… α… α… β€’ 🌱 Customers Order at Counter
α… α… α… α… β€’ Common & Rare Customer Types
α… α… β€’ 🌰 Ledger
α… α… α… α… β€’ 🌰 Manage Orders & Stock
α… α… α… α… β€’ 🌰 Set Employee Hours & Wages
α… α… α… α… β€’ 🌰 View Profit/Loss Info
α… α… α… α… β€’ 🌰 View Shop Status Info
α… α… α… α… β€’ 🌰 Rename Shop
α… α… β€’ 🌰 Hiring Staff
α… α… α… α… β€’ 🌰 Hire Staff to Run the Store
α… α… α… α… β€’ 🌰 Local NPC’s Can Be Employed
α… α… α… α… β€’ 🌱 NPC’s Have Different Job-Related Skills
α… α… α… α… β€’ 🌰 Staff Will Impact Business Reputation
α… α… β€’ Reputation
α… α… α… α… β€’ 🌰 Businesses Can Gain or Lose Reputation
α… α… α… α… α… α… β€’ 🌰 Local Rep - The Village Level
α… α… α… α… α… α… β€’ 🌰 World Rep - Word Travels at Higher Rep
α… α… α… α… α… α… β€’ 🌰 Personal Rep - Combined Total of Local/World Rep
α… α… α… α… β€’ Business Gets Known for Highest Quality Item
α… α… α… α… β€’ Can Earn Business Awards
α… α… α… α… β€’ Unlock Shop Upgrades from Special Fae




INTERFACE
α… α… β€’ New UI
α… α… α… α… β€’ Kynseed Tree Interface
α… α… α… α… β€’ 🌰 Wheel of Delight
α… α… α… α… β€’ 🌰 Family Skills/Status
α… α… α… α… β€’ Job Crafting Stations
α… α… α… α… β€’ 🌰 Font System Refinements
α… α… β€’ Icons
α… α… α… α… β€’ 🌱 Pop-Up Bubbles for Interactables
α… α… α… α… β€’ NPC Emotes/Reactions
α… α… α… α… β€’ Inventory Items
α… α… α… α… β€’ Control Icons (Keyboard, Mouse, & Gamepad)

CONTROLS
α… α… β€’ Mouse, Keyboard, & Gamepad
α… α… α… α… β€’ 🌰 Keyboard Remapping
α… α… α… α… β€’ Gamepad Vibration Feedback
α… α… α… α… β€’ Ongoing Improvements to Existing Controls




GENERAL ADDITIONS
α… α… β€’ Writing
α… α… α… α… β€’ Flavour Text
α… α… α… α… β€’ Books
α… α… α… α… β€’ Proverbs
α… α… α… α… β€’ 🌰 More Dialogue Variety for NPC’s
α… α… β€’ Other Systems
α… α… α… α… β€’ Balancing (Economy, Combat, Etc.)
α… α… α… α… β€’ Localisation Preparations
α… α… α… α… β€’ Game Speed & File Size Optimizations
α… α… β€’ Backer Rewards
α… α… α… α… β€’ Backer Names in the Credits
α… α… α… α… β€’ Digital Art Pack (Wallpapers, Posters, GIF’s)
α… α… α… α… β€’ Digital Uncompressed Soundtrack
α… α… α… α… β€’ Digital Lore Bible & Art Book
α… α… α… α… β€’ ComboSprite Editor
α… α… α… α… β€’ Backer Named Wandering Fae
α… α… α… α… β€’ Personalised Gravestone Epitaphs
α… α… α… α… β€’ Custom Backer Statues
α… α… α… α… β€’ Custom Backer Legendary Items

AMBIANCE
α… α… β€’ Audio
α… α… α… α… β€’ Music for All New Content
α… α… α… α… β€’ Additional SFX for New Content
α… α… α… α… β€’ Refine Volume Mixing for All Music/SFX
α… α… β€’ Scenery
α… α… α… α… β€’ Wildlife Creatures
α… α… α… α… α… α… β€’ Squirrels
α… α… α… α… α… α… β€’ Hares
α… α… α… α… α… α… β€’ Different Birds
α… α… α… α… α… α… β€’ Possibly Others
α… α… α… α… β€’ Additional Weather Systems
α… α… α… α… β€’ Particle Effects (Chimney Smoke, Etc.)
α… α… α… α… β€’ Rooftops for Buildings


α… α… α… α… α… α… α… α… α… α… α… α… α… α… α… 
...