Mark your calendars, Wicked Inside is this Friday!
Join us on March 1st at 9am PT | 12pm ET | 5pm GMT | 6pm CET on Moon Studios’ Twitch and YouTube channels as we delve into all things No Rest for the Wicked. We’ll explore the game’s complex story, brutal combat, deep mechanics, and hand-crafted world. We’re very excited to share our passion and hard work with all of you!
Planning to watch Wicked Inside on Twitch? Make sure you’re logged in to receive in-game gear that’ll help turn the tide on the shores of Isola Sacra.
After the showcase, tune in to hands-on impressions from your favorite ARPG and RPG content creators and media:
The clock is ticking down to Wicked Inside, see you there!
Introduction: Welcome to the first devlog for the production of our game, the "Medieval Farmer Simulator" with insights into the production process, the switch to Unreal Engine 5, the game design and the detailed building system.
1. Switch to Unreal Engine 5: The switch to Unreal Engine 5 was one of the biggest decisions in the development of our game. The impressive graphics quality, improved lighting and realistic material rendering provide a solid foundation for the immersive world of Medieval Peasant Simulator. However, the transition also brought challenges, as many systems had to be adapted. Fortunately, the powerful engine allowed us to integrate smoothly and opened up new possibilities for creative implementations.
2. Game design and detailed building system: The heart of our game is the detailed building system that allows players to customize their medieval farm to their liking. We attach great importance to ensuring that the buildings are not only functional, but also aesthetically pleasing. Through game design, we aim to provide a realistic yet entertaining farming experience.
3. Manage resources: A key element in Medieval Farmer Simulator is the efficient management of raw materials. Players must acquire resources such as wood, stone and food to expand their farm. Cutting down trees becomes an important skill to obtain building materials for the construction of buildings. The addition of workbenches as central elements for the processing of raw materials helps to ensure that players are actively involved in the production process. Every step, from logging to the production of building materials, has a direct impact on the progress and development of the farm.
4. Beautiful, aesthetic and fun: The beauty of the game world is important to us. Our artists work hard to create an authentic medieval environment that transports players to a bygone era. The aesthetic design of the buildings and environments not only contributes to the atmosphere, but also ensures that playing the game is a visual pleasure. The fun factor is at the heart of our game. By combining challenging resource management, creative building systems and the ability to create a thriving city, we want to ensure that every player has a fun and fulfilling gaming experience.
5. Experience ressources visibly in the world: Another important feature is the visibility of ressources in the game world. Every item crafted or found by players is visibly placed in the world. This visual representation creates a direct link between the player's actions and the world, which enhances the feeling of immersion.
Thank you very much for your attention. Don't forget to wishlist Medieval Farmer Simulator, so you don't miss out on any updates and news! And join us on Discord, if you want to ask questions and just talk about the game!
We are now two days away from release and still hard at work on the game! These last updates on the road to 1.0 will focus on visual polish, balancing and bug fixes.
Balancing
You now start mission 2 with a bit more money.
Villagers talk a bit more about prices (lowered too much in the last update)
Visual improvements
End credits are looking better than ever with cute animations.
Added animations to Karaoke and Ramen Shop lanterns, fixed animation on Konbini flag.
Buildings now have shadows.
Vilagers shadows don't go out of the pavement anymore.
Ramen and Boba recipe visual assets adjusted slightly.
Better cloud colors.
Villagers have a bit less Z-Fighting.
Bugs and fixes
Fix Mission 3 optional objectives counting trash as cats.
Fix Mission 2 first objective progress bar not filling properly.
Fix sorting of villagers thought bubble (no more stuff in front that messes with the text).
Fix HUD animations getting stuck when coming back from Photo Mode.
Fix hidden objects sometimes entirely hidden (could happen if you build an upgrade 1 Modern house just after a boba café).
Fix text of cat satisfaction in daily report of Mission 1 and 2.
Fix wrong text on bottom left corner at mission start.
- Currency you collect or spend is now visible in the HUD - Waves of enemies attack you during the Extraction mission - Loot is now sent from the Mech Bay to the Cargo Bay in the player Home Ship after returning from a mission. - Added a bunch of new Science/Armory/Bridge specific Filler Objects - New "Swarmling" Enemy! Don't let them get too close...or BOOM! - Added the "Flame Lock" Ability - Laying the foundation for SFX and Music with FMOD Integration - Glass is now beautiful
Two new little things: * You can now wishlist Early Days, the Inspector Waffles' prequel, in game * Game should adapt better to uncommon resolution
And a couple of bugs fixed: * Pepper was a dog in one dialog, a cat in another. Thanks Broomcolate for that, he is now fully a dog. * Just a couple of little changes in dialogs that nobody will notice, but will help better to link to Early Days story ;) * A couple of typos in french, as usual.