Remember that you can get the content packs with an additional discount if you purchase the Farm Together Complete Bundle (items you already own are deducted from the price, so it's always the best possible deal!):
You can now self-publish your books. You don't need an agent to self-publish and you get to keep all the profits, but you have to spend money on marketing and book printing. Self-publishing is unlocked by a book sometime after year 12.
The book design dialog has been moved to the self-publishing flow. When publishing your books traditionally, you will receive a random book design.
[Community suggestion] You can now query agents in the Character dialog. Hiring an agent costs 50XP. Better agents become available as the quality of your published works improves.
Apartment: Your initial monthly expenses have been reduced to $600, but your rent will increase every year until you buy your own house.
House: The fans limit has been increased to 500K.
There's a new button on the book sales chart to withdraw your book from circulation early (in case it's not well received).
New EP book: Plot
Gameplay rebalancing: Your income will increase more gradually as the game progresses.
Fixed an issue where old publisher offers would accumulate in the Mail dialog causing the game to crash.
Fixed several issues with autosave.
You should be able to continue playing by loading a previous save. If you run into issues, it is recommended to start a new game.
Greetings We are bringing Mutagen Extinction to a new and improved graphics engine, which greatly improves game performance as well as overall graphics quality. We have improved the map of the game, as well as all the elements that compose it, giving more realism to the image and immersion. We have added a tutorial for new players, which teaches the basics of the game. We have added various quests offering different difficulties which can be of great help to advance in the game.
Visual: 1. Michael finally began to feel better. More it does not swing so much at the beginning of the game, in the forest. We read reviews about too much camera wobbling at the beginning of the game. Now it is reduced by 2 times and become more pleasant.
Technical: 1. The configuration of the launch of the game has been changed, it will have almost no effect on the graphics level, but it will increase the frame rate by +50%. In previous versions, the game was launched by default with an too high Resolution Scale (This is not the same as the screen resolution). If you have already started the game, then you just need to go to the graphics settings and change any parameter, and then apply the settings. Then the changes will take effect.
Please join us while we celebrate the 4th of July with Fireworks and new cosmetic items! For the next few days, chest rewards from quests will have a high probability of giving you our new Independence Cosmetic Items. All players will also have a new flag unlocked: The Independence Flag. Sporting the design from the original American flag used during the revolutionary war, you can now fire off an amazing display of fireworks. Enjoy the celebration for a limited time.
Patch Notes:
UI Usability Improvements: Menus are smoother to navigate and should no longer become stuck with your mouse hidden. All menus and dialogues can be closed by hitting the escape key. This makes the navigation of the UI much smoother and more intuitive.
Performance Increases: There should be better stability for longer play sessions.
New Cosmetics: Added Independence clothing and ship cosmetics.
New Skill: Independence Flag has been added, allowing you the ability to fire off fireworks at will.
First of all, we’ve just released a patch that fixes some outstanding issues:
Patch notes: July 4th
• Money balance issue showing it as zero from time to time. • An error that could cause loading to freeze at 63%, 75% or 100%. • The memory leak issue of Mission 6. • Updated localisation.
Secondly, we want to thank you for your support and feedback that’s been sent in so far. We really appreciate your ideas and suggestions, so keep them coming! Many of you have been asking about an Early Access Roadmap in the past few weeks, and today we are happy to finally be able to share our plans with you!
July Update - Sandbox
New sandbox maps (small/medium sized) with extra settings • Random city location with random production buildings (The game generates seeds so you can share the same locations among friends!) • Either start with just the Best Friend locomotive or start with everything researched. • Enable/disable: Contracts generation, buy/construct production buildings, lawn spawning on/off, staff etc.
Free Play campaign mission • Enable mission objectives, only disable time limits or disabled objectives completely. • Research and Portfolio progress made in the actual campaign is ignored in Free Play.
A small update to multiplayer • A separate scenario of the current multiplayer map will be added with an extended goal, larger initial capital and starting with two researched trains. Even though these changes are related to the same map. We think this will make multiplayer sessions more dynamic and will provide you with a new experience while new maps for multiplayer are coming.
August Update - Challenges
Adds the challenges category: unique separate one-map scenarios for true hardcore players • The point of challenges is to make it not easy but possible to pass. With deadlines, money limits etc. This is for players who would like to try a more challenging mode rather than the one in campaign or if Chapter One is completed.
September Update - Multiplayer
• Adds three multiplayer maps with different size and preset conditions. One of the maps will be a mirrored one to try out a similar conditions scenario for each team. Another map will be suitable for random settings, making it similar to the sandbox settings (including initial conditions and cities/production shuffling) • Additional multiplayer options similar to the sandbox settings, including cities and production shuffling.
Fall Update - Chapter Two
• Chapter Two added: six new campaign missions. • AI competitor • Stock market feature • Steam Workshop integration
Please note that more information will be given about each individual update, the closer we are to its completion.
We invite the community to take part in our Discord Q&A to discuss the roadmap!
We are here to answer your questions. The Q&A is starting now (5PM CET) and running for 2 hours (until 7PM CET). Click here to gain access to our server and join the conversation!
How UBERMOSH would be if it was made today? That's a question I am always answering with each new volume, inserting new stuff, testing players ideas, checking for feedback... The first "Trip to Vinelands" was one of my most experimental takes on game developing (...was it as experimental as Warpzone Drifter?), it was launched in 2016, having a sequel one year later, TTV2. Today I am not working on TTV3, because my hands are on another project... and TTV3 development is complete. 2 years since the previous volume, TTV3 presents new pieces, faster pace, and new "Maze Seeds". Every time you beat a level, one seed will generate a level... and two levels generated by the same seed can be similar, but with changed parts to create a weird Déjà vu, where you kinda know how to beat that maze, but something is a bit different now... and that memory can improve your chances to score further... if you keep focused.
How UBERMOSH would be if it was made today? That's a question I am always answering with each new volume, inserting new stuff, testing players ideas, checking for feedback... The first "Trip to Vinelands" was one of my most experimental takes on game developing (...was it as experimental as Warpzone Drifter?), it was launched in 2016, having a sequel one year later, TTV2. Today I am not working on TTV3, because my hands are on another project... and TTV3 development is complete. 2 years since the previous volume, TTV3 presents new pieces, faster pace, and new "Maze Seeds". Every time you beat a level, one seed will generate a level... and two levels generated by the same seed can be similar, but with changed parts to create a weird Déjà vu, where you kinda know how to beat that maze, but something is a bit different now... and that memory can improve your chances to score further... if you keep focused.
How UBERMOSH would be if it was made today? That's a question I am always answering with each new volume, inserting new stuff, testing players ideas, checking for feedback... The first "Trip to Vinelands" was one of my most experimental takes on game developing (...was it as experimental as Warpzone Drifter?), it was launched in 2016, having a sequel one year later, TTV2. Today I am not working on TTV3, because my hands are on another project... and TTV3 development is complete. 2 years since the previous volume, TTV3 presents new pieces, faster pace, and new "Maze Seeds". Every time you beat a level, one seed will generate a level... and two levels generated by the same seed can be similar, but with changed parts to create a weird Déjà vu, where you kinda know how to beat that maze, but something is a bit different now... and that memory can improve your chances to score further... if you keep focused.
How UBERMOSH would be if it was made today? That's a question I am always answering with each new volume, inserting new stuff, testing players ideas, checking for feedback... The first "Trip to Vinelands" was one of my most experimental takes on game developing (...was it as experimental as Warpzone Drifter?), it was launched in 2016, having a sequel one year later, TTV2. Today I am not working on TTV3, because my hands are on another project... and TTV3 development is complete. 2 years since the previous volume, TTV3 presents new pieces, faster pace, and new "Maze Seeds". Every time you beat a level, one seed will generate a level... and two levels generated by the same seed can be similar, but with changed parts to create a weird Déjà vu, where you kinda know how to beat that maze, but something is a bit different now... and that memory can improve your chances to score further... if you keep focused.