2023 is almost at an end, and itās been a busy olā year looking back! Hereās a lil ellraiser/TNgineer wrappedā¦
Started the year off strong dropping a demo for Rift Breach, an experimental lil dungeon crawler.
This was super fun to make, and helped me get better at scoping small as well as got my out of my usual pixel art comfort zone!
Then FletchMakes hosted a 7 day gamejam + I couldnāt resist making the āAPICO but frogsā Iād always joked about
Mudborne was born(e) + I was overwhelmed with how much people loved it. It also showed me just how much I can get done with a super strict scope and detailed plan!
APICO had itās 1st birthday! From a silly concept made in HTML to now published on all platforms with over 50,000 beekeepers playing - truly never thought it would go anywhere
Iām forever grateful to everyone whoās played and shared this funky bee game
At this point trying to keep up with socials for 3 different games was getting far too much and I needed help - enter @mibyledraws who joined as the first official TNgineer!
Thank you for all your hard work, wonderful videos, and helping me keep on top of everything <3
I got round to releasing the 2nd free content update for APICO, "What Lies Beeneathā, with all sorts of weird and wonderful ocean friends
Itās been tough to keep working on this mess of a game, but itās worth it to see how much people have been enjoying all the new content
Decided that I wanted to take the Mudborne concept into a full-game, and started planning out everything along with a new art style and vibe for it (thereās only so far a sprite-rip of APICO can go lmao)
Itās wild to see how far Iāve started to come from tiny rectangle trees!
Towards the end of the year I left my freelance contract + went full-time gamedev, not quite by choice but it was something I wanted to do for a while
Iāll now be able to spend all my time on the games, as well as all the other little concepts Iāve had bubbling away...
I moved from GameMaker to LĆVE, built a small framework for future games like Snacktorio + Mudborne, and contributed to the engine itself
Was the first time actually helping making a substantial contribution to an open-source project and I learnt a lot!
After a couple years in + out of development and a last minute engine change to LĆVE, I finally finished + released the demo for Snacktorio
Weāve had some amazing feedback and itās been so gratifying to finally get it out and see people enjoy it
Looking ahead to 2024, itāll be my first year as a full-time gamedev (as well as reaching lvl 30!)
Iām planning to release the final update for APICO, as well as releasing either Mudborne or Snacktorio - might even have to drop some new demos too, as a treatā¦
Thanks for everyone who has supported me and TNgineers throughout the year.
Whether that was playing the demos, buying the games, sharing your progress, joining the discord, posting wholesome reviews, sending me cute bee pics - Iām truly grateful to you all <3
2023 is almost at an end, and itās been a busy olā year looking back! Hereās a lil ellraiser/TNgineer wrappedā¦
Started the year off strong dropping a demo for Rift Breach, an experimental lil dungeon crawler.
This was super fun to make, and helped me get better at scoping small as well as got my out of my usual pixel art comfort zone!
Then FletchMakes hosted a 7 day gamejam + I couldnāt resist making the āAPICO but frogsā Iād always joked about
Mudborne was born(e) + I was overwhelmed with how much people loved it. It also showed me just how much I can get done with a super strict scope and detailed plan!
APICO had itās 1st birthday! From a silly concept made in HTML to now published on all platforms with over 50,000 beekeepers playing - truly never thought it would go anywhere
Iām forever grateful to everyone whoās played and shared this funky bee game
At this point trying to keep up with socials for 3 different games was getting far too much and I needed help - enter @mibyledraws who joined as the first official TNgineer!
Thank you for all your hard work, wonderful videos, and helping me keep on top of everything <3
I got round to releasing the 2nd free content update for APICO, "What Lies Beeneathā, with all sorts of weird and wonderful ocean friends
Itās been tough to keep working on this mess of a game, but itās worth it to see how much people have been enjoying all the new content
Decided that I wanted to take the Mudborne concept into a full-game, and started planning out everything along with a new art style and vibe for it (thereās only so far a sprite-rip of APICO can go lmao)
Itās wild to see how far Iāve started to come from tiny rectangle trees!
Towards the end of the year I left my freelance contract + went full-time gamedev, not quite by choice but it was something I wanted to do for a while
Iāll now be able to spend all my time on the games, as well as all the other little concepts Iāve had bubbling away...
I moved from GameMaker to LĆVE, built a small framework for future games like Snacktorio + Mudborne, and contributed to the engine itself
Was the first time actually helping making a substantial contribution to an open-source project and I learnt a lot!
After a couple years in + out of development and a last minute engine change to LĆVE, I finally finished + released the demo for Snacktorio
Weāve had some amazing feedback and itās been so gratifying to finally get it out and see people enjoy it
Looking ahead to 2024, itāll be my first year as a full-time gamedev (as well as reaching lvl 30!)
Iām planning to release the final update for APICO, as well as releasing either Mudborne or Snacktorio - might even have to drop some new demos too, as a treatā¦
Thanks for everyone who has supported me and TNgineers throughout the year.
Whether that was playing the demos, buying the games, sharing your progress, joining the discord, posting wholesome reviews, sending me cute bee pics - Iām truly grateful to you all <3
2023 is almost at an end, and itās been a busy olā year looking back! Hereās a lil ellraiser/TNgineer wrappedā¦
Started the year off strong dropping a demo for Rift Breach, an experimental lil dungeon crawler.
This was super fun to make, and helped me get better at scoping small as well as got my out of my usual pixel art comfort zone!
Then FletchMakes hosted a 7 day gamejam + I couldnāt resist making the āAPICO but frogsā Iād always joked about
Mudborne was born(e) + I was overwhelmed with how much people loved it. It also showed me just how much I can get done with a super strict scope and detailed plan!
APICO had itās 1st birthday! From a silly concept made in HTML to now published on all platforms with over 50,000 beekeepers playing - truly never thought it would go anywhere
Iām forever grateful to everyone whoās played and shared this funky bee game
At this point trying to keep up with socials for 3 different games was getting far too much and I needed help - enter @mibyledraws who joined as the first official TNgineer!
Thank you for all your hard work, wonderful videos, and helping me keep on top of everything <3
I got round to releasing the 2nd free content update for APICO, "What Lies Beeneathā, with all sorts of weird and wonderful ocean friends
Itās been tough to keep working on this mess of a game, but itās worth it to see how much people have been enjoying all the new content
Decided that I wanted to take the Mudborne concept into a full-game, and started planning out everything along with a new art style and vibe for it (thereās only so far a sprite-rip of APICO can go lmao)
Itās wild to see how far Iāve started to come from tiny rectangle trees!
Towards the end of the year I left my freelance contract + went full-time gamedev, not quite by choice but it was something I wanted to do for a while
Iāll now be able to spend all my time on the games, as well as all the other little concepts Iāve had bubbling away...
I moved from GameMaker to LĆVE, built a small framework for future games like Snacktorio + Mudborne, and contributed to the engine itself
Was the first time actually helping making a substantial contribution to an open-source project and I learnt a lot!
After a couple years in + out of development and a last minute engine change to LĆVE, I finally finished + released the demo for Snacktorio
Weāve had some amazing feedback and itās been so gratifying to finally get it out and see people enjoy it
Looking ahead to 2024, itāll be my first year as a full-time gamedev (as well as reaching lvl 30!)
Iām planning to release the final update for APICO, as well as releasing either Mudborne or Snacktorio - might even have to drop some new demos too, as a treatā¦
Thanks for everyone who has supported me and TNgineers throughout the year.
Whether that was playing the demos, buying the games, sharing your progress, joining the discord, posting wholesome reviews, sending me cute bee pics - Iām truly grateful to you all <3
2023 is almost at an end, and itās been a busy olā year looking back! Hereās a lil ellraiser/TNgineer wrappedā¦
Started the year off strong dropping a demo for Rift Breach, an experimental lil dungeon crawler.
This was super fun to make, and helped me get better at scoping small as well as got my out of my usual pixel art comfort zone!
Then FletchMakes hosted a 7 day gamejam + I couldnāt resist making the āAPICO but frogsā Iād always joked about
Mudborne was born(e) + I was overwhelmed with how much people loved it. It also showed me just how much I can get done with a super strict scope and detailed plan!
APICO had itās 1st birthday! From a silly concept made in HTML to now published on all platforms with over 50,000 beekeepers playing - truly never thought it would go anywhere
Iām forever grateful to everyone whoās played and shared this funky bee game
At this point trying to keep up with socials for 3 different games was getting far too much and I needed help - enter @mibyledraws who joined as the first official TNgineer!
Thank you for all your hard work, wonderful videos, and helping me keep on top of everything <3
I got round to releasing the 2nd free content update for APICO, "What Lies Beeneathā, with all sorts of weird and wonderful ocean friends
Itās been tough to keep working on this mess of a game, but itās worth it to see how much people have been enjoying all the new content
Decided that I wanted to take the Mudborne concept into a full-game, and started planning out everything along with a new art style and vibe for it (thereās only so far a sprite-rip of APICO can go lmao)
Itās wild to see how far Iāve started to come from tiny rectangle trees!
Towards the end of the year I left my freelance contract + went full-time gamedev, not quite by choice but it was something I wanted to do for a while
Iāll now be able to spend all my time on the games, as well as all the other little concepts Iāve had bubbling away...
I moved from GameMaker to LĆVE, built a small framework for future games like Snacktorio + Mudborne, and contributed to the engine itself
Was the first time actually helping making a substantial contribution to an open-source project and I learnt a lot!
After a couple years in + out of development and a last minute engine change to LĆVE, I finally finished + released the demo for Snacktorio
Weāve had some amazing feedback and itās been so gratifying to finally get it out and see people enjoy it
Looking ahead to 2024, itāll be my first year as a full-time gamedev (as well as reaching lvl 30!)
Iām planning to release the final update for APICO, as well as releasing either Mudborne or Snacktorio - might even have to drop some new demos too, as a treatā¦
Thanks for everyone who has supported me and TNgineers throughout the year.
Whether that was playing the demos, buying the games, sharing your progress, joining the discord, posting wholesome reviews, sending me cute bee pics - Iām truly grateful to you all <3
First of all: Thank you so much for the amazing response to this demo so far. I'm overwhelmed by how many of you have shared their amazing creations with me and have taken time to write feedback and suggestions. Honestly: Thank you so much, you make this whole process worth all the effort!
I'm excited to share with you the first major update for the SUMMERHOUSE demo! This update is a blend of your suggestions and some bug fixes, that will hopefully make your time with SUMMERHOUSE even more enjoyable.
New Features:
Eye-dropper tool: Press "i" or hold "alt" or "shift" on your keyboard to quickly pick a building block that you've placed before.
Reworked Placement Gridl: Many of you have asked for the ability to place smaller objects in finer increments. I've reworked the placement system to allow for exactly that: the smaller an object is, that finer the grid you place it on. Those annoying mailboxes should be a lot more fun to place now <3
Quality of Life Improvements:
Flip Shortcut: Press "F" to flip blocks horizontally.
Resolution Confirm Check: Added a safety check when resolution is changed in the settings to ensure the game doesn't get stuck in a non-supported resolution.
Error Log Button: Added button to the settings menu that opens the local directory of the game's error log which is very useful when reporting bugs.
Toggle for Draggable Camera: A lot of you have reported that the draggable camera gets in your way more than it helps. So it's now toggled off by default and you can only move the camera with WASD or the arrow keys. For those who enjoyed it, there's a toggle in the settings to turn it back on.
Bug Fixes:
Resolution Fixes: There are some problems with the game's resolution picking dialog. I've fixed an issue where the dialog was displaying unsupported resolutions and ordering them in the wrong way. Still working on other issues that have been reported.
Reset Settings: Pressing the "Reset Settings" button in the settings menu would in some cases not reset them properly, that should be fixed.
Scroll Wheel Speed: Fixed slow scroll wheel speed on Windows.
Keep building and sharing those dreamy summer retreats, it's been so exciting to see them! And please keep the suggestions, feedback and bug reports coming, I'm working hard to make the game the best it can be for the full release and every bit of feedback is very valuable to me.
Have fun and merry Christmas to those of you who celebrate <3
Fixes: - Don't show 'Specified Amount'/'Up to Amount Item' option on Pick Up/Drop Off instruction nodes unless extra options (Item / Amount) have been made visible - Fix Deployer component moving closer than needed when acquiring an entity - Behavior Instruction Dropoff - Allow dropping of items onto the floor - Improved readability of orders list - Adjusted ambient light curve to make dusk and dawn brighter - Fix behavior parameter register not removing the shown coordinate text when clearing the value - Make control center button glow while its open - Moved storage type to stats area of tooltip - Text fixes - Fix for bobbing advanced turret - Changed boost for engineer - Allow scanning for flowers with alien filter - Fix for Blight extracter/container goal not progressing
Additions: - Add function to BackSpace key to switch to previous selection - Added virus and blight wall variations - Added health bars to multi select
Gatekeeper: Infinity prologue has been released and we are happy to unveil some of the teamās plans for the first months of 2024!
A new game mode
this particular mode revolves around holding your ground in the hostile arena of Aridune, facing hordes of foes and striving to survive even more rounds. Notably, the only friendly elements on Aridune are you, your teammates, and a sandwatch (okay, the sandwatch is rather neutral).
New items & item reworks
Items are crucial to gameplay, and their variety significantly shapes the game. Imagine an item that creates a vacuum hole, instantly eliminating everyone? It might sound unbalanced, but thatās precisely what we're aiming for! It's not just about the items themselves, the ways you acquire them will be reworked too. No more shops that disguise as obelisks.
New gatekeepers
We are focusing on introducing 3 new characters, each with their distinctive and unique traits, pros, and cons. We'll share more visuals and details as they take shape!
New planets, locations, and enemies
Currently, we have two planets - Aurora and Celestium, each with its unique set of enemies and locations. We're expanding to include two new worlds - Aridune and Purgatory-17, each with at least 3 different locations, 8 types of new enemies and a Siren.
Points of interest
Thanks for noticing the Witness' eye, indeed, we plan to leverage that and introduce other interaction points to make locations feel more meaningful and detailed.
Other improvements are on the horizon, including a lobby browser and the ability to ping items/enemies. While these quality-of-life improvements didn't warrant their own section, they're still worth mentioning.
We hope you enjoyed reading this update and, more importantly, that you'll appreciate the new content in the game! Share your thoughts in the comments here or in our Discord server.
Wishing you a merry Christmas and an amazing 2024 š