Crazy how fast a year seems to go by. Even crazier to think that for the past 2 years, we've been watching this silly little party game grow from an idea, to an extremely janky prototype, and today, to an actual playable game that we can be proud of. And all it took was nonstop hard work every day riddled with blood and tears. But, I digress - we're finally releasing next year!!
MicroWorks is currently 70% content complete. We are sticking to our promise of 50 microgames (+ many variations), as well as 15 boss stages, so that when you get your hands on the game, you won't have to worry over your game becoming dull or repetitive. ːsteamboredː
So, before we share our plans for next year, let's get some of the bad news out of the way first:
Controller support will not be available at launch.
I know, I know. A lot of people have asked and anticipated controller support, and as much as we were dead set on having it implemented, careful consideration proved it might not be a good idea to delay the game to have it implemented.
You might be surprised, but MicroWorks uses a lot of custom in-house systems that would make controller interaction a bit of a hassle to implement - not to mention all the KB+M microgames that would have to be reworked or possibly entirely redesigned for controllers. Comfort features like auto-aim and view snapping? Yeah.. the list keeps on going.
Whether controller support will be considered for post-release is yet to be determined.
System requirements updated.
We've updated the store page with more up-to-date system requirements with the current build and in accordance with playtesting data.
Although updated, those requirements are still not final, as we have yet to go through an optimization pass and squeezing out game performance. Basically, until MicroWorks goes gold, take everything with a grain of salt. :)
So bummers out of the way, when can we finally expect to play this game you won't stop talking about?!
Our primary objective at the moment remains the same - complete that 30% of content left for the game before we can start dedicating fully to polishing and marketing this bad boy. Our target release date remains the same - late Q2, or early Q3 at worst. Still a roads to go, but after all we've been through - I am super excited to reach that destination.
So while we go back to our cave to tirelessly develop this game, please do look forward to upcoming trailers, gameplay showcases, livestreams? Maybe even a few other surprises that may or may not have been promised before. No promises though. :D
Bro STILL no new gameplay or screenshots ??? worst devs ever + unwishlisted
We wish you good health and many new interesting games in 2022! We also remind you that you can still buy some of the interesting games with discount until January 5. E.g., the Big pack from Phoenix bundle It will allow you to add 5 games to your New Year's collection at once.
Dear fishermen, I congratulate you on the New Year, I wish you happiness and joy in the coming year!
And while Santa Claus is walking around the planet, we are starting the second part of the New Year's event. A New Year's sale of unique products for snowflakes began in the New Year's store, and your completely decorated Christmas tree has begun to give daily gifts.
For those who wish to purchase unique sets of gear, they are available for a donation in the package store:
Herabun Gold Kit The kit contains a light stick rod of 2.9 kg herabun +100% experience and accessories for it
GoldStick Kit The kit contains a stick rod GoldStick 8m-19 kg +15% to experience and accessories to it
[[b]MasterFly Gold Kit[/b] The kit contains a fly fishing rod GoldStick 3.5m-20 kg +15% to experience and accessories to it
New information about Space Mechanic Simulator development progress from the last weeks is here!
The last few weeks have been very intense, with a complete overhaul of the weather system for missions to the surface of planets, including Mars. In this particular case, sandstorms have occurred which drastically reduce visibility.
In addition, we have improved the animations of the rover itself once again. They are smoother and look much better than the previous ones. We are strongly considering a name for our rover. On occasion, we polish the prologue, fix bugs, add interactions, improve translations and dialogues.
Furthermore, we’d like to thank everyone once more for supporting us and sharing your feedback on our forums, social networks. Remember that all the videos, screenshots shown above are from a WIP build, they don’t reflect the final version of the game.
We are back with some new information, about Truck Mechanic: Dangerous Paths in our next Dev Diary #53. Time to recap what has happened in recent weeks and what will happen in 2022.
As you may have noticed, we have made quite a few changes to the bodywork of our truck, all in order to give it more character and to better reflect the original on which it was based.
In addition to the truck, we are making quite a few changes to the map of our Prologue. After a few tests in the team, we came to the conclusion that a few elements stand out and need to be rebuilt. All this to make the gameplay more enjoyable for you. Work is progressing quite smoothly, the result at the moment has exceeded our expectations.
Plans for 2022
We want to start by thanking you for actively commenting, sharing your opinions and ideas in 2021, and we are sure that 2022 will bring plenty of challenges and even more hard work. Our current priority is to launch Steam Playtests and releasing the Prologue itself.
So once again, we strongly encourage you to sign up for our upcoming Playtests and help us create the best truck mechanics and driving in a difficult terrain experience. At the beginning of the year, we should start a Discord where we can all discuss the project together and share behind-the-scenes material with you.
As always, we encourage you to actively comment and share your ideas with us. Remember that all the screenshots shown above are from a WIP build, they don’t reflect the final version of the game.
Hi everyone. Welcome to the last developer's diary of 2021.
The week of Christmas is kinda chaotic. We got police officers turned into zombies, wearing vests that can reduce ballistic damages. (A headshot is still quite efficient.) We got a sinister mirror reflecting something ugly if you stare into it for too long.
We also got... Yes, China is trying to block Steam. Let's hope this part stays in the game story instead of coming true in real life one day.
Despite the grim situation in China, it's still a fruitful week. With the help of 89444640's feedback, tons of localization bugs have been fixed. With the new "merciful" prefix, capturing pets shall be easier now. Weapons and equipment can now be equipped onto characters directly from the item menu. The containment breach story keeps developing into something...even more bizarre. What if that was not an accident? The Christmas trees shall remain there till Jan. 6th local time as that's what I learned from some tomes.
That basically covers the major parts of this week's update while there are more little changes and improvements here and there.
But, as it's the end of the year 2021, it may be a good time to provide some data about the game. I don't think anyone here cares about the sales. Thus, let's skip that part. Instead, we shall focus more on the development.
Start date: ?????? End date: Dec.31th, 2021 The game has been updated for 258 versions with an update log that contains 75954 words in 4845 lines occupying 332KB space in the hard drive. (That's in the "An Incomplete Chronicle" folder.) 50 developer's diaries have been released across 47 weeks. (The development started much earlier than the Steam Store page was up.) 21 different types of pets are in the game that can be captured. 66 locations can be explored. With endless procedurally generated equipment and quests from the mission board. The current average playtime is 2 hours 27 minutes
As I respect everyone's privacy and do not collect any data during gameplay, the following information is based on feedback: The most hated boss: The infinite machine. The most loved weapon: AK-47. The most favorite pet: Cats.
We also have a 100% positive review on Steam. :D Well, to be fair, that's because we only have one review. I'd be glad to see more reviews to know what you like and dislike so that I can develop the game accordingly. But, that's totally up to you. The story shall go on. See you next year! (That's just a few hours away.)
Today's changelog: #########Content############### New item: Monk's Robe. (It may have prefixes. It's the only non-weapon item that may have the merciful prefix for now.) Added the monk's item drop list. (It's short. But, better than nothing.) New item: Dirty Water. (It functions like clean water, but has a slight chance to cause poison. ) Toilets now produce dirty water instead of clean water. Dr. Wang's computer can now interact after you have talked to him for the first time. There are five patients' files. Some of them shall be remembered. Thus, they are in this game.
Dear friends! One of the most awaited nights of the year is coming very soon. On this magical night, we all strive to leave the bad in the past and enter the new year, full of plans and hopes for the best. We wish you a Happy New Year, let the joy from the fulfillment of your most cherished dreams come to you all, as well as strength and perseverance to achieve your goals! RF4 team.
May the New Year bring you happiness and more cool games! We are working hard on Knights of Braveland this year and want to introduce you a closed alpha soon. Stay tuned! We are wishing you best in 2022.
SAD RPG: A Social Anxiety Role Playing Game - Evil Indie Games
Added and changed: - some graphical updates in the basement, better visibility of Van Dalia Stickers - added happy new year message on TV when player sings Christmas song - various minor bug fixes and optimisations