- Some small changes to help with a bug that stops the final achievement unlocking - Achievements SHOULD unlock if missed on restart of the game with update.
If your achievement was missed and it's still not coming through, to get the achievement quickly you can edit your save file (Change key for "GameCompletions" to 1). Happy to help with this process if you ping me on discord. Apologies for the issues with this. The unlocking should be super robust now. Achievement bugs are the worst!
Childbirth rate: leaders with no children now have a higher chance to have kids
VP calculation: Points required to win are now affected by projects that grant VP (i.e. Opulence in Behind the Throne)
Permanent improvements: Shrines, Slums, and Estates are now permanent improvements that can be pillaged but do not get destroyed, and cannot be replaced
Programming
Diplomacy methods: now take players as arguments instead of teams, to that events are triggered for the most relevant players
AI improvements:
Less aggressive in saving yields for many turns, when spending results in an immediate, albeit lesser, benefit
Better evaluation of laws to properly take into account the unlocking of unique units
Increased the value of growth for a city that is building Settlers/Workers
Decreased value of disciples, AI avoids building them if has no use for them
Revised AI build hurrying priorities
Improved AI danger assessment and retreating
UI
Researched bonus techs: now included in the timeline and turn summary
Hall of Fame: added difficulty to game tooltips and sort dropdown
Turn/scenario text: now sorted behind research popup
Bugs Fixed
Fixed potential crash for players using Simplified Chinese language
Fixed AI development not adding tile improvements
Fixed missing Sand Pits event project icon
Fixed map overlays not updating immediately on improvement changes
Fixed tribe leader info showing in no characters mode
Fixed some minor issues with Learn to Play scenarios
Fixed peace with Thracians blocking completion of Learn to Play 4
Fixed bugs with VP threshold calculation
Fixed religion heads getting duplicated in religion characters list
Fixed potential issues with save/load dialog system
Fixed non-deterministic event seeds in Pharaohs of the Nile scenarios
Fixed AI bug that was placing undue attack priority on cities
Fixed AI bug that caused it not to build enough units in some cases
Fixed AI improvement priority for stacking workers
Fixed AI supporting attacks
Fixed AI tactics bug where it was not taking full advantage of adjacent unit bonus
Fixed Assassination missions not getting canceled if the target becomes a leader
Fixed fields on Mods Upload page not height expanding when text entered
Fixed researched bonus techs no longer showing on the tech tree after loading a save
Fixed build queue information being visible on a foreign nation's cities tooltip
We're so excited to share that Retail Mage is now live! As a small team of 8, we worked with many partners and collaborators to bring this game to life in just under 6 months of dev time. Whew!
We also wanted to say a huge thanks to all our early playtesters for your feedback, interest, and support. Thanks for putting up with Faye being absolutely impossible to please (spoilers: she's still quite difficult), falling in love with KRAKABROR from day one, and thirsting after Thaddeus (who knew he'd be such a Daddeus).
We've got some extra stuff for launch!
Soundtrack
We were so thrilled when Jonathan Hull came on board to write an original score for our game. As a small studio, it's always such a thrill when we get to work with world class musicians and sound designers. Be sure to grab a copy of the soundtrack (or get it as part of the bundle)!
Supporter Pack
This is Jam&Tea Studios' first game, and we super appreciate your support! The Supporter Pack unlocks the cosmic cape, and also lets you play as a Wolf-Folk.
Advocate Edition Bundle
You can pick up the soundtrack and the supporter pack in one discounted bundle. MageMart loves a good sale!
For everyone who wishlisted and shared excitement for this game, thank you! We hope you have a blast in MageMart, and that the store proves to be just the right amount of flammable for your playthrough. đ„
We've been busy testing the full version of the game in the run up to launch. We are very happy with the results!
Here it is sitting in good company in our library - yes that is "132.7 hours" in the last two weeks! Not all on Deck, but we have been working flat out in preparation for launch (the game logs time when I'm in engine tweaking things as well as testing builds).
FPS
If I disable the FPS limit and enable the framerate counter we're getting several hundred FPS. I would recommend keeping the FPS limit on 60 though, for your battery... speaking of which!
Battery Life
Battery life is looking good to us as well. The combat areas can be a bit more demanding but you should get several hours on the Deck when playing the game.
Remappable Controls
Controls are fully remappable - for controller and keyboard/mouse.
In "Settings" > "Controller" there are options for adjusting sensitivity and in "Settings" > "Accessibility" you can set enemy weak points to be more "sticky" to help with aiming. I've been working on an aim assist feature as well which should be ready as a patch soon.
Sorry We're Closed is our first game, it's out tomorrow. Thank you so much for your support and encouragement throughout development - we hope you enjoy the game!
Hi, glad to see people enjoying the Before the Wind update! I got a couple bug reports and some feedback and have made some small changes to address these.
1.6.5
Improvement: Add shell spells to the Moontide Shell Shop for controlling the weather. Useful for sailors hunting those last few fish!
[Maelstrom] Improvement: Lightkeepers at the Lighthouse will now give directions to find the Maelstrom if you have not found it yet.
[Maelstrom] Improvement: More sailor types can be rescued from the Wormkin cages
Bugfix: Fix case where certain loadouts would have a broken visual at a distance
Thanks to everyone for playing and following along with the game! It was really nice to see all the positive comments about 1.6 đ
Our apologies for the delay while final mastering was completed on all lossless (WAV) tracks. But the full OST is now available! If you already own it on Steam, it should update automatically.
This includes all the new tracks added as a part of the Good Night Update (renaming a few tracks and reorganizing their order), as well as separating the Assignment Anya tracks into a Disc 2. This brings the total up to 79 tracks, totaling just shy of 2 hours!
The decision was made to leave the price at just $5. Both newcomers and Dead Estate owners can use this "complete the set" bundle for additional savings!
At Mindbug, our goal has always been to provide a strategic and fun experience that is accessible and fair for all players. Whether youâve played the physical version of Mindbug or are just discovering the game, we want to ensure that you understand our approach to monetization for the online version, which is designed to give players a clear and fair path forward.
Free to Try â Play Before You Pay Mindbug Online is not your typical âfree-to-playâ game. Instead, weâve adopted a shareware-inspired model. We want you to get a genuine feel for the game before making any purchase decisions, which is why we allow everyone to download the app and start playing for free. You can play a few ranked games per day for free and also challenge a weak AI opponent. This will give you a good sense of the strategic depth of Mindbug.
However, Mindbug isnât designed to be completely free-to-play indefinitely. To unlock the full competitive experience and climb the ranking ladder, youâll need to invest in the game by purchasing a set of cards.
A Set-Based Model â Inspired by the Physical Game A core value we hold is transparency and fairness. While Mindbug might feel like a trading card game, we have worked hard to avoid the pitfalls of typical trading card game monetization. There are no random booster packs, and we donât believe players should have to spend excessive amounts of money chasing rare cards or luck-based loot boxes.
Instead, weâve mirrored the business model of the physical Mindbug game. In Mindbug Online, when you buy a set of cards, you own all the cards in that set. You donât have to worry about incomplete collections or spending more just to stay competitive.
Competitive Seasons and Sets Each set forms the foundation of the competitive environment for about three months, aligning with a seasonal structure. During this time, players who purchase the set can play as much as they like and participate in ranked play. If you choose not to purchase the newest set, you can still enjoy Mindbug Online by challenging friends or playing against the AI with your existing sets.
If you want to climb the ranked ladder in a new season, you can test the new set with your free games first. If you like it and want to continue competing with it, you can purchase the new set, but again, you only buy it once for a fixed price of âŹ9.99. No hidden fees, no ongoing subscriptionsâjust one purchase for full access.
Mindbug as Your Season Pass â Without Expiration For those who enjoy unlocking cosmetics and other customization options, we also offer a special Mindbug purchase. Think of it as a kind of âseason pass,â but without any time pressure or expiration date. Once you purchase a Mindbug, you can continue progressing with it as long as you want, unlocking exclusive cosmetics and showing off your style. Itâs entirely optional and has no impact on gameplay or your competitive edge, keeping the experience fair for everyone.
Why We Believe This Model is Fair Weâve built the monetization model for Mindbug Online around a philosophy of fairness and transparency. We want players to experience the full joy of the game without needing to worry about unpredictable costs or feeling pressure to spend endlessly just to remain competitive. By offering full sets, we ensure that everyone has access to all the strategic tools they need to enjoy the game. No surprises, no pay-to-win.
Our pricing reflects the cost of the physical game, and once you make a purchase, you can play as much as you want. You can even challenge a friend who does not own the set. Just like you could play with them using a physical copy. We hope this approach gives players confidence in the value theyâre getting and helps Mindbug stand out in a crowded market where other games might rely on aggressive monetization tactics.
Hey all! Really small patch today ^^ it addresses a very small but specific issue lol
Fixed a bug where, if players re-mapped their keyboard controls in the demo, attempting to reset their keyboard controls in the full game would not fully reset keyboard controls to their defaults
You can confirm you get the patch by verifying the version info in the game's window title and on the titlescreen reading "v1.1.12.1536"
Thanks for your support, and have fun! Let me know of any issues you may find ^^
* Fixed White screen that appears instead of the intro text. * Fixed Achievements unlocking again. * Added Health potion to help the players after the the first Fat Bird.
Fixed respawn rate of the Garoo King Changed attack distance and speed of Garoo King Changed , HP, attack distance and speed of Eite Dungeon Garoos Changes to lootables of field 1 bunker & garoo cave Nerf to the Semi Auto Shotgun damage Changes to the water not being detected properly in the Garoo Cave WIP changes for the upcoming Desert Update Nerf to the metalon armor evasion stats