Wowzer, it's been a heck of a fortnight over here at Spilt Milk! Hope you're all keeping happy, healthy and chill - we're trying, but the UK summer is doing its best impression of winter so ☔☔☔
MORE GOBLINS
First up, we've expanded the team!
Lesleyann White has joined as our Producer, and Philippa Warr has started work with us as Narrative Designer!
Lesleyann is a multi-award-winning developer, and comes to us from the brilliant team over at Failbetter Games (Mask of the Rose, Sunless Skies, Sunless Sea, Fallen London anyone?! OMG!) so we're over the moon to bring her expertise to our adventures with a certain little Goblin! Also shoutout to UK indies! 🥰
Philippa is someone we've known for some years now, and finally getting to work with her is just so exciting - recently she worked on Little Kitty Big City which is um, too cute thank you, and has a real sense of humour and twinkle in the eye which we think is going to make Trash Goblins's quests and customers 🎵sing🎵.
GOBLIN GABBER
(This title only works as a joke when you get to the next section, my apologies)
So then there's this talk that I gave at Oxford Indies last month, which one of our brillo coders Simon kindly recorded and edited together!
It's about the journey of Trash Goblin and Spilt Milk Studios so far, features an awful lot about you lovely Kickstarter Goblins, and we think it is full of insight and advice (and some jokes) that will be pretty interesting to ya'll.
I hope it comes across as intended - a really honest look at the business side of making games, and the very real and human challenges of it all, especially in the year(s) we're having - worker layoffs, studio closures, game cancellations and the like.
We'll be pushing it all over the internet before long, but you all get to watch it before anyone else, and I'd love to know what you think in the comments, replies and over on our discord too.
SUCCESS SASS
(nope, not yet, this joke is building on the previous one but also needs the last section header to work - when will I learn?)
We've hit a few milestones recently, helped out by the Access-Ability Showcase featuring, and the Cozy & Family Friendly Celebration too - plus another few videos from some amazing content creators like Blitz, Wanderbots and Imcade.
"But what are those milestones? Stop yammering and tell us!" I hear you cry. well we're now sat at a very healthy 56,000 wishlists and that places us in the top 500 of ALL GAMES on Steam for wishlists... which has left the team feeling giddy and excited for sure. Thanks so much for all your support! We can't wait to smash 100k soon enough!
TAVERN TALK
(hey, we got there!)
TAVERN TALK IS OUT TOMORROW OMG! Go wishlist and follow it, and maybe even buy it! The devs are delightful, they've helped us so much, and the game is excellent too.
Dear all, This is our patch of June 2024, and the last official one planned for the Early Access stage.
FIXES
We have fixed a bug on the Winter Island's boss that prevented the player to see the Medic Ship. We have increased its size and added green particles to make it easier to locate and identify.
We have fixed a bug that let the player build walls over the cannons. Now the cannons count as blocked terrain as well.
NEW CONTENT
New boss in the volcano island: The Dragon! Kill that terrible flying beast as quick as possible. Its fireballs will destroy your walls, and burn the ground, and you won´t be able to build any walls during one turn if the floor is burning.
SO... NOW WHAT?
Siege Island is complete and ready for its official release, so now it is only a matter of when will be strategically the best time to do it. We still need to create awareness, we will invest as much as we can in marketing to let the people know about the game, and as soon as we have a decent amount of wishlists, we will announce the official release.
We want to thank you all that participated and supported us during the Early Access. If you have purchased the game, consider that you have already the full version in your hands, and our eternal gratitude for trusting us.
Viking Survivors officially launches on Steam today, June 19. Embark on an epic journey through the realms of Viking Survivors, a heart-pounding action roguelite that pits you against relentless hordes of monstrous foes. Unleash the true power of a Viking warrior as you slay enemies, learn potent skills, and forge your own path to victory.
Today marks the culmination of several months of dedicated development and unwavering passion. We are thrilled to present our video game to you. We've poured our hearts into creating an experience we hope you'll enjoy as much as we do. Your feedback is invaluable to us, and we eagerly anticipate hearing your thoughts. Thank you for joining us on this journey, and may you find joy in the world we've crafted.
Hello everyone, you may have noticed that the Steam page for Object Ward says July 12th instead of June 30th. Due to some release conflicts, Steam has moved my game to a later date. I apologize for the confusion, but if you wish to play it exactly on June 30th, there is my itch: https://thugzilla.itch.io/object-ward ;)
In celebration and preparation for Object Ward's release, I'll be holding a FAQ session on my discord server at Friday 6/28/24 6pm EST, where you can ask me anything, though I won't spoil ALL the fun XD
Spread the word! Share the link! Play the demo if you haven't already, because this game is absolutely unforgettable! ːsteamhappyː
Hope your clans are doing well, I'll tell you about this week's announcements.
Big Update Coming Next Week:
Pathfinding: We are increasing the control of your armies so that you as a Khan can better control the battle. You can now decide where your army will go. We are currently working on the path drawing algorithm and plan to finish it by next week. You can see an example of it below.
Bug Fix
Fixed the camera moving while giving orders to armies in the battle section.
Fixed the issue of two clan names being shiny when starting a new league after the league ends.
Chinese localization continues to be improved.
The text indicating how many unread messages are left in the menu bar could get mixed up, the problem has been fixed.
Rolling Hills: Make Sushi, Make Friends - Catch & Release
Hello, chefs! We're back to commemorate the two-week anniversary of Rolling Hills with our latest batch of bug fixes and improvements. As always, a big THANK YOU to everyone who has played, reviewed, reported a bug, or given feedback on the game. Your support means the world to us, and we hope our continuing work to make Rolling Hills the best it can be shows our gratitude. Please enjoy! ❤️
Added a "Tutorials" screen to the pause menu
Added scrollbars to several menus
Tables no longer count toward the restaurant's furniture limit
Increased honk radius
Updated the honking visual effects to show the effective honk distance
Increased Lil Bot's movement speed by 100%
Lil Bot now runs toward messes when he's going to clean something
Increased the time before sleeping customers leave the restaurant by 40%
Relaxing furniture now also affects the time before sleeping customers leave the restaurant
Updated the icon and color of the "Hearty" flavor to make it easier to distinguish from "Sweet"
When all friendships are maxed, Maia's "Caffeinated" perk is automatically activated every day
When using the L00K-1T, hidden objects are now automatically revealed when you're close to them
Increased the size of the hidden object VFX in the "Al Nonymous" quest
Empty mystery boxes are now removed from the town after entering any building
Made it easier to interact with a particular Imitation Crab disguise
Check for some missing items when the game is loaded and restore them to the player's inventory
Fixed an issue that prevented the Arcade Game furniture from appearing in the shop
Fixed an issue that prevented the player's wallpaper/flooring from being returned after Chaos takes it
Fixed an issue that caused the "Decor" menu to only show the first 100 items
Fixed an issue that caused Two Tone Tile Wallpaper from being removed from your inventory every time the game is loaded
Fixed an issue that caused the "Interior Design" quest to not be completed by placing any furniture besides your first piece
Fixed an issue that caused the player to earn duplicate rewards when raising friendship levels
Fixed an issue that caused friendship reward items to appear in your inventory 1 level early
Fixed an issue that allowed you to exceed the furniture limit by 1
Fixed an issue that prevented guests from counting toward the "Chat with 3 different people" challenge
Fixed an issue that sometimes caused the "Chat with 3 different people" challenge to be completed prematurely
Fixed an issue that sometimes prevented inventories from scrolling down all the way
Fixed a problem with the French localization for the #PhotoBomb review
Fixed a rare issue that prevented unowned floorings and wallpapers from being sold in the workshop
Fixed a rare issue that caused customers to quickly fly across the restaurant to their seats
We're really happy to announce that Goblinz Studio's new turn-based roguelike Sandwalkers is out now with a 10% discount for two weeks. But with the Sandwalkers + Hero's Hour bundle, you can save an extra 10% discount on the game! 🎉
We're just one day away from the release of the Olympicats DLC, and we can't contain our excitement! Here's what you can look forward to:
🏅 Spectacular Sporting Events: Dive into exciting scenes filled with characters participating in a variety of sports. 🏅 Winning Moments: Capture the thrill of victory as characters celebrate their achievements in various sports. 🏅 Community and Creativity: Dive into the Community and Creative Maker to create and share your own Olympic-inspired scenes. Use the new assets to craft your unique stories and showcase your creativity.
Join us tomorrow for the grand launch and experience the joy, excitement, and unity of the Olympicats DLC!