Alien Hominid Invasion Update Part 2 (JUICY VARIETY!) is almost here! Join the team at 2pm PDT tomorrow, March 14th, for a sneak peek at what's coming to the game soon.
What exactly can aliens expect in the variety update?
New hazards
New enemies
New areas and art
New loot modifiers
One new mini-boss
One new mutation
More balance updates
We can't wait to share the new features we've been working on this year! You can catch us live on the Alien Hominid Invasion store page, YouTube, or Twitch. See you soon, invaders!
Today, we're diving into the world of agriculture in Farm Folks, surrounded by breathtaking nature and a serene environment that makes it hard not to dream of settling down for good. So, farmers, get ready to roll up your sleeves and dive in.
A Diverse Crop Paradise
In Farm Folks, we plan to introduce over 100 types of vegetables, fruits, berries, and grains, from peppers to tomatoes, eggplants to apples, and wheat to strawberries - offering an array of choices for every green thumb.
The Magic of the Botanical Station
While venturing through the world, watch for those hidden gems of nature. Occasionally, you'll discover plants ripe for collection. Take these treasures back to the Botanical Station, where the real magic happens. Here, you can blend species to birth something novel or gently persuade seeds to reveal themselves.
Concept of the Botanical Station in the Farm Folks Concept of the Botanical Station The Botanical Station is much more than a garden-variety lab; it's a place where green dreams come to life through breeding and seed extraction. Sometimes, it takes a little bit of mystery ingredients and a healthy dose of experimentation to unearth plants that are anything but ordinary.
Note on Discovery: Some rare animals, fish, and crops can only be found during specific seasons or times of day. For instance, a Twilight Feathered Fox appears in a misty swamp during spring mornings, while the elusive Glowing Jellyhorn Deer might be spotted high in the mountains.
Consider the Botanical Station your specialized crafting table for plants and crops on the farm. It’s a unique hub where the rarest of plants, those unseen in the wild or unavailable from NPCs, can be brought to life through your gardening skills. These special plants and crops await your discovery, promising to enrich your farm with diversity and intrigue. Are you ready to delve into the art of plant cultivation and uncover the secrets of the Botanical Station?
Growing Smarts: Water, Light, Temperature, and Timing
Did you know that you can build and create plots almost anywhere in the massive open world of Farm Folks? You only need to craft a fancy hoe for plotting, pick a spot, and start tilling the soil.
We might be biased, but doesn't it all look super satisfying?
To ensure your farm thrives, it's crucial to master watering, lighting, temperature, and timing.
Proper watering is foundational, while the right balance of light and temperature, especially through the use of greenhouses, enhances plant growth. Greenhouses not only regulate temperature but can also accommodate artificial lighting, ensuring optimal photosynthesis conditions regardless of natural light levels.
Additionally, planting your crops at the correct season is vital for maximum growth and yield.
Let's first dive into watering your crops effectively. We will also briefly cover managing light and temperature in greenhouses and the importance of seasonal planting, with deeper insights to follow in future blogs.
Watering Made Fun
Watering gun is a tool that you carry with you around the Farm Folks. It designed to give you flexibility and efficiency in a treatment of your green friends crops. How it works you might ask?
Water gun itself attaches to a water containers which can be crafted out of glass. Glass can be produced by smelting mined quarts in a smelter. You can carry multiple water bottles in inventory at the same time and even share them with your friends by request, cool ha?
You can fill water containers only with fresh water; ocean water won't suffice. But worry not—there are plenty of freshwater bodies around the world for you to use. And if that still sounds like a hassle, well, you can always build a water well close to where you need it, which extracts water from the ground and can be powered by the wind or electricity.
The watering process in our game is super satisfying; just whip out your water gun and start drenching your crops. If you've been paying attention, you'll notice we're all about the details. As you water, you'll actually see the soil getting wet—a subtle yet immersive touch.
After giving your plants a thorough soaking, they'll need some time to grow. You might find yourself watering them multiple times throughout their growth cycle to ensure they flourish. Some plants must be watered daily, and some can go longer without water.
While your crops are sprouting, there's no shortage of activities to keep you busy. Whether it's optimizing your farm by enhancing animal habitats, fine-tuning the logistics for your automated productions, or exploring the vast open world to meet new characters and uncover their stories, there's always something to do, making every moment on the farm filled with potential discoveries.
As we've hinted, Farm Folks will overflow with familiar crops, but what's the fun without a dash of whimsy? We're planning to introduce quite a few exotic ones to spice things up. Imagine cultivating burger plants, nurturing a bacon tree, harvesting devil's lettuce, or picking curious eyeball fruit.
Help us Name these Crops, join our Discord:
By mixing plants at breeding stations, you can sometimes obtain pretty unique specimens, such as purple corn or yellow eggplants. Mixed crops will inherit their colors and produce truly unique variations. Since it's procedural, you can expect hundreds of variations driven by your imagination. We will talk about this more soon.
So much bounty, yet who's it all for? There's only so much one can feast on. As many of you might have already discovered, your principal mission in the game is to support the towns of Farm Folks with their varied production needs.
From modest to colossal requests, you'll craft and wield tools to meet these demands. Take, for instance, aiding Ricardo by delivering 500 bags of flour and 2000 sesame seeds to satisfy his bakery's insatiable appetite.
Or secure a steady stream of supplies for Micha's seed shop to truly capture her heart. This isn't just farming; it's about weaving yourself into the fabric of community life, one fulfilled order at a time.
Before we dive deeper, let's take a moment to appreciate our latest addition to your crop options - the sunflower. Yes, this stunning bloom adds a bright touch to any farm. Imagine a whole field filled with these radiant flowers. Well, you don't have to imagine – we've made it a reality, and you can check it out below.
In Farm Folks, every crop is more than just a pretty sight; they're valuable contributors to your farm's economy. With a strong focus on automation, we aim to create a seamless connection between all aspects of farming. This interconnectedness means that products from your crops, like sunflower seeds, can be processed further. Take these seeds to a Mixer to extract oil, which can then be used in producing smaller products in an Oven or in more complex recipes with our grandest machine, the Cooker.
Inspired by games like Factorio and Satisfactory, we wanted to bring the automation concept into Farm Folks to add something new to the farming and life simulation genre. But we also wanted to go in a different direction with the look and feel of the game. Our game is set in a near future where clean energy is the norm, featuring Solar Punk aesthetics that are all about being eco-friendly and visually stunning. We're avoiding the industrial, grey, and smoky environment typical of heavy machinery games. Instead, we're focusing on integrating green-energy-powered machines into the beautiful world of Farm Folks in a way that feels natural and enhances the environment, giving you the freedom to make your farm both high-tech and harmonious with nature.
Work in progress: conveyor railing prototype.
We're also introducing natural and organic product production into the automation and factory-building game genre, a feature we believe is unique and not found in similar games.
Some product examples:
Small-Scale Serenity
Although our machines are designed to be a great addition to your farm and offer a unique experience, we're also thinking about our Cozy Farm lovers.
Don't worry, you'll have the option to manage smaller scale farming fields where you can avoid using big machines.
WEATHER AND SEASONS
Farm Folks features real-time seasons and a dynamic weather system, meaning that you'll see in real time how trees change color or lose leaves, how snow accumulates on the ground and structures, and how foggy mornings turn into sunny days or rainy storms with strong winds.
Your crops will be affected by the real-time weather system in the Farm Folks. Of course, crops will receive water from the rain or fog. Our crops understand how much light they're getting, whether it's because of cloudy weather or because you decided to plant something that is under the shade all the time. Insufficient light can delay ripening or cause plants to wither.
Seasons (Work in Progress)
Temperatures will affect not only your character but also your crops. Just as you can wear warmer clothes, plants will need substantial solutions to survive harsh winters. It will be crucial to plant and harvest your crops at the right time to avoid damage to your yield.
Another thing that sets us apart is the freedom to plant our crops wherever we choose, whether outside in the open or inside our structures. For outdoor planting, all you need to do is till the soil and scatter the seeds. For indoor cultivation, you can utilize our dynamic planter system, which offers a variety of shapes, colors, and materials.
ANYTHING CAN BE A GREENHOUSE
Plants grown indoors are shielded from weather elements but have other growth requirements. Each plant needs light to thrive, and you can address this dilemma in a few ways. You could construct a greenhouse using glass construction blocks or add large glass windows to your walls—if you can see the sun through the glass, so can the plants.
If glass windows or blocks don't fit your creative vision, you can always opt for grow lights. These specialized lights mimic sunlight and provide the necessary light spectrum to support photosynthesis, enabling indoor plant growth regardless of natural light availability. However, these lights require a stable source of electricity, which you can generate from wind, solar, or geothermal springs. The choice is yours.
FLOWERS
Before you head off, let's talk blooms and decor:
Our game celebrates the beauty of decorative flowers. Beyond the usual crop beds, why not add some color with pots or whimsical flower beds around your virtual home? They promise a vibrant display and even let you share bouquets with friends.
WORK IN PROGRESS
Dive into designing your spaces with endless decor possibilities. Capture and share your creations with friends or on social media, and maybe even snag a prize in one of our contests.
Fancy our flora? We'd love to hear what you'd enjoy growing. Your feedback might just inspire our next in-game addition. Share your thoughts below!
We’re thrilled to share some exciting news with our Farm Folks community!
After much anticipation and numerous requests, we confirm that Combat is making its way to our world! . Get ready for an extraordinary feature where you can join forces with friends to face off against the ethereal Ghosts in our PVE mode.
And for those seeking a competitive edge, we're introducing the 'Finite' PVP mode—a unique twist in the Farm Folks universe that we're not fully ready to unveil just yet. Stay tuned!
And don't worry, our cozy farmers can continue to cultivate tranquility on their farms, undisturbed. There's room for every style of play in the diverse world of Farm Folks. Exciting details are on the horizon!
Share your thoughts and comments with us—we'd love to hear from you! And while you're at it, don't forget to add Farm Folks to your Steam wishlist and follow our upcoming Kickstarter campaign:
Please be aware that we will be conducting scheduled maintenance on Steam Knight Online Servers and service will be temporarily unavailable.
Maintenance time will be as follows: Knight Online Server Time (EST): 20:00 South America (PET): 20:00 Turkey: 4:00
Duration: Approx. 4 hours
During this server maintenance;
* Ramadan NPC has been added to the game. [Mystic] Ibn NPC is located at Moradon 815 554 coordinates. (The emblem can be obtained every day between 20:00 and 04:59 Server hours.)
* Ultima's Dungeon! activity has started. (4 Weeks)
* You can have the chance to win the "7-Day Hellfire Wing Item" by killing the "Soul of the Dark Dragon" creature that will appear on the Eslant map. (The creature respawns every 9 hours.) - Players around you will receive 3 Polluted Holy Water items.
* Coin event has started.
* Battlefield Hero's Wing and Lunar Tattoo sales event has started via NPC Aset. (4 Weeks) War Hero Wing (30 Days)+Lunar Tattoo (30 Days) 190.000.000 Coins War Hero Wing (30 Days) 90.000.000 Coins Lunar Tattoo (30 Days) 120.000.000 Coins
- CZ 50 Kill mission (100m Exp.) has been extended by 4 weeks.
* Akara's Altar "I love Knight Online" event has started. - Accounts that received the "I love Knight Online" emblem 20 or more times between March 14, 2024 and April 11, 2024 will receive the untradeable "Character Delete Scroll" item on April 11, 2024. (The sent e-mail will be deleted via Letter on May 9, 2024.)
* Character Delete Scroll item has been added to the game.
- To use the item, you need to go to [Fortune Teller] Mekin NPC. - To use the item, you need to open the "Character Delete" menu. - After you approve, you can enter the menu with your VIP key password. - In the window that appears, you need to select the character you want to delete.
- After adding the item, you can accept the last menu section and delete the character.
* UTC event reward update; - When the Trophy of Flame award is won, the winning player will be rewarded with the "Trophy of High Class Flame" item if they are Rebirth 11 or above. - The item is broken by [Twilight Knight Guard] Martin, who appears in the last room of UTC.
* BDW event reward update; - Players with 83/3 and above will receive "Blue Treasure Chest" instead of "Green Treasure Chest" if they win the BDW event.
* Inventory interface design renewal and update;
- Magic bag icon visuals have been changed.
- The slots where Fairy and Emblem are placed are reserved.
* Abnormal animation problems in Groom and Wedding Dress TS have been fixed.
* The UI images of the Altars in the Lunar War have been changed.
* The Oreads Fairy's collection distance has been increased when the Genie is not being used. - The distance, which was previously 5m, has been updated to 10m.
* Within line of sight, the "Genie opening and closing" notification will appear in the chat window.
* Changes have been made so that Trade features cannot be used when using Genie.
* If there is a cheaper version of the item you are looking at in the market you are looking at, you will be informed via message.
* The countdown feature during purchase has been updated so that it can be turned off via the menu.
* The "I will continue playing Knight Online" event has ended and the tasks of those who qualified have been reset.
* The weekend login event has ended and the rewards have been sent. (Rewards not received from mailboxes will be deleted on March 21.)
* The ranking event has ended and the rewards have been sent. (Rewards not collected from mailboxes will be deleted on March 21.)
* Valentine's Day event and PUS sale has ended.
* Puzzle event has ended.
* Knight Royale event has ended.
* Aset Ibex, Resurrection and Buff Pet SC sales have ended.
Reentry - A Space Flight Simulator - wilhelmsenstudios
First of all I wanted to thank you for the patience since the previous update. My build pipeline and uploading to Steam has been failing. After a long debugging round with Steam support, we identified the root cause being the ISP blocking parts of the required uploading paths, making it impossible to upload new patches to Steam. This issue is now being handled by Steam directly with the ISP. This patch has therefore been delayed for a while and does not contain issues reported during February and March. I will start to work on those next.
This update will roll out fixes for various Mercury systems, updates to the Mercury manual and fixes to the career nodes.
Note: If you are experiencing issues with this build you can roll back to the previous using the Steam Betas Tab accessible from the Steam client (games properties).
Mercury Updates The main aspects of this update covers Mercury systems. It fixes some issues related to the Environmental Control Systems heat exchanger logic, and improves the logic of it.
It also adds some features related to the EXCESS CABIN/SUIT H2O warning light logic, and ties it to the improved Heat Exchangers.
The Mercury manual has also been updated (ECS).
Mercury Academy videos I have created six new videos covering many of the Mercury systems, you can find them all in this playlist on YouTube:
You can use this video together with the Mercury Academy to get a deeper understanding of how the Mercury spacecraft works.
Career Tree I have improved some of the Career Tree logic and corrected reported issues related to some of the nodes, especially in the Apollo CSM tree.
Hello everyone, It’s been a while since the last big update and there’s a lot of cool stuff on the horizon. Over the last few months, I’ve been focused heavily on tackling the last remaining hurdles for pinning down a proper early access release date, and while we’re not there just yet, the upcoming patch will feature a few key pieces to solving that puzzle. So let's take a minute to talk about what's coming in the next update.
Discoveries
The upcoming Discovery mechanic requires players to first investigate new objects before they can be otherwise manipulated or used. This system will also ultimately help drive several upcoming mechanics, including player progression, and is designed to both encourage exploration and to foster a more tactile relationship between the player and the world. Now players will first need to take a hard look at new objects before simply stuffing it in their mouths.
Shelters
This one has been on the docket for a long time, and I’m really excited to have a first version ready to show off. Shelters represent hiding spaces in game which can be used to avoid predators, or as a safe place to rest. For the moment, this system is in its simplest state, and allows for animals of any size to hide in any shelter object. But I’ll be building on this system in a number of exciting ways, implementing new shelter types, restricting access based on animal size, and adding some fun utility around identifying hidden animals, avoiding ‘overnight’ risk, and seasonal behaviors such as caching food, hibernating, etc.
Tutorial (Questing)
A HUGE part of this update’s development time has been committed to the development of the upcoming Questing system, which will heavily drive both gameplay and player progression. While the full Questing system isn’t ready quite yet, many of the core components are functional and have been implemented in the form of a new tutorial system!
This new tutorial will hopefully help to better communicate complex gameplay mechanics, and I’ll really be looking to all of you for feedback on how accessible and functional this new content is.
Rebinding
The addition of Key rebinding may be a relatively uninteresting change for some of you, but an absolutely critical tool for others; and something I’ve long been wanting to get into the game. I’m happy to say that the next update will include this important accessibility feature. While this first release of rebinding supports all major mouse-keyboard inputs there is still more work to be done for controller rebindings, as this requires a completely separate interface than mouse-keyboard; mostly for analog inputs, which are all treated as a single grouped input type.
Font Scaling: A new setting in the main menu allows you to adjust the font-scaling of quest, dialog, item descriptions, and other HUD related text.
Overall font-size consistency has been improved across all of the UI. As a result, there may be some differences to how text size was displayed before.
Standardized UI prompt layouts across the game, bringing a more consistent UI experience when navigating throughout the game.
The item received popups have been moved to the left side of the screen to accommodate for the font-scaling changes.
An auto-scrolling logic has been added to the active quest HUD display if all the tasks can not fit on on the screen. This is to assist rare occurrences when using a combination of high font-scale settings and lower screen resolutions.
The input buttons on the crafting menus have been moved to a more consistent location than the rest of the UIs.
The initial UI prompt on the map screen has been redesigned.
Input glyph sizes for shoulder button and triggers have been slightly updated to improve readability.
The scrolling areas for conversation dialogs now scroll smoothly when using the mouse wheel.
If you notice anything out of the ordinary related to these updates, please report it via a bug report on the Discord or the forums. :)
Bugfixes
Typo fixes on Myrill.
Typo fixes on Beetroot items.
Fixed an issue where the player inventory tab would not show your latest items when using a controller to show the menu.
Demo
The demo has been updated with all the latest fixes and features of the Early Access, allowing better accessibility for new players who want to try out the fist Act of the game for free!
Okay, so I know I said the game was finished, but I received a report for a progression-stopping bug, so I spent a couple of days fixing that. Here are the details:
Fixed a number of issues with ultra-widescreen aspect ratios (wider than 16:9). There were two points in the game where you couldn't progress because the camera didn't frame your character correctly, and a number of others where it wasn't clear what you needed to do because things were offscreen.
Also fixed a potential soft-lock at standard aspect ratios in the second playthrough, where you could teleport to a block and then not be able to teleport back to it.
That's basically it! Nice and straightforward this time. Now, back to work on finalising the soundtrack.
Starting this week and lasting until March 23rd, Nova Drift is discounted at an all-time-low of 65% off. Also, full release is coming up in later 2024, so the price won't be this low again for a very long time. Now is a great time to buy a copy for your friend, mom, or very talented parrot.
Work on the game's FINAL BOSS is well on its way. It's kind of crazy for me, actually. I've been thinking about the inevitability of this work, and project's conclusion, for so long that facing it kind of feels like the final boss of my mid-life.
I don't want to reveal anything about the game's finale, but I'm pretty excited about it. If you haven't been following the announcements, 1.0 will contain nice improvements including:
"ENDFULL" mode (Endless mode turned off), for those who wish to savor victory (and not the void).
Custom Skins! Including 3 new skins, and the ability to create & add your body own skins.
Kickstarter backer deliverables.
Enhanced visibility mode.
Several other new quality of life settings.
The usual round of balance changes to spice up the metagame.
With 1.0 coming up, we're ramping up marketing efforts. I will be real with you, I'm trying, but I am not great at it, can you help? I will be posting on a new TikTok page & my Twitter all throughout the sale. Follows, likes, and retweets can help Nova Drift catch fire again. If we can do that, I can keep putting quality first and foremost, no matter what, and keep making games you love. I really appreciate it:
People keep asking me about the future of Nova Drift post-launch. It's hard to say, a lot of it rides on how well launch goes, but there are a few things I'm pretty confident about:
I really want to bring the game to major consoles.
I really want to do mobile ports (it already runs!)
I'm pretty confident that we'll add Daily Challenge Mode.
Potentially some DLC with new gear?
We will keep fixing bugs, adjusting balance, and adding QoL.
I will continue to prototype games, and share the results with you, as I figure out what my next major project will be. And that includes experiments with other potential Nova Drift games.
Thanks for listening and I hope you'll love what I've been cooking. ~ Jeffrey / Chimeric