2024 is ending and this year we have accomplished A LOT with Strange Seed. Playtest, demo release, updates, and even finding ourselves a publisher! Let’s do a quick recap of the year!
Demo Release and Updates!
On September 26, 2024, the Strange Seed demo went online. A massive thanks to our amazing playtester group. We’ve made many substantial changes to the game based on all the feedback in the playtest, with new content, new features, bug fixes, more bug fixes, optimizations, and… did I mention bug fixes?
Of course, a demo is just the beginning, and we are continuously updating the game with new feedback coming in every day (a shoutout to everyone who checked out our demo and gave us even more helpful feedback). In November, we had 2 demo build updates which introduced a myriad of optimizations in gameplay, UI and performance, as well as more bug fixes and new content.
If you run into any new issues in Strange Seed, do let us know via the in-game feedback form or our Discord feedback channel so we can get it fixed asap!
New Publisher
We are really happy to join up with Slug Disco as our publisher this year. With their support, we are taking more time to polish Strange Seed and evolve it a little more before going into a full launch. Here’s a sizzle reel on their YouTube channel and we are in there too!
Plans for 2025
We are currently aiming for a 2025 release, as we are looking to expand the game with more creature parts, more abilities and more areas. We will be looking for playtesters around early 2025 for areas not included in the demo version. If you want to get a sneak peek of our content early, join our Discord to get updates on our playtest!
We hope everyone had an awesome 2024 and is enjoying Strange Seed’s demo. We are super grateful for such a dedicated and supportive community to our game and our game would not be the same without all your help. Every demo download, every wishlist and every piece of feedback helps our little pink blob evolve into something better.
With 2025 closing in, there’s more content around the corner so please look forward to our new evolutions! Make sure you follow us on Twitter, YouTube and TikTok as well for the latest Strange Seed news (and memes)!
We present you our game's soundtrack! If you wish to support the developer, this is the perfect way to do it! Besides the developer support, you can hear unique tracks right from our game.
It is worth mentioning that you can listen to these tracks for free, in our game's demo, which represents current state of development.
Workshop support is entering polishing phase, there is a beta you can try out if you'd like, but unless you enjoy helping bug test and providing feedback I'd wait a few weeks for the final polish! [Instructions to join at bottom of post.]
So what will be in the workshop update?
Support for workshop levels, levels are added to overworld and can be travelled to seamlessly.
Verified Levels. Workshop editors can run an automatic test on their levels to make sure they are properly setup, and levels that pass get tagged as so in the workshop browser. So, you can filter the workshop browser to show only levels that have passed this test.
Sticker shop! Find workshop orbs hidden in the workshop levels to buy stickers. Scale, rotate, and place them wherever you'd like on your board.
I'd also like to squeeze in some small requests, such as changing color of hoverboard platform and giving more options for customizing your suit.
I'm going to try hard to launch this thing by end of January, then the goal is for New Game Plus mode in March (which will also probably go through a beta phase.
So that's that! Thanks for reading, and instructions to join the beta for those interested:
1) You will need to be on the workshopbeta branch (password: workshopbeta ) and be in the Workshop Beta group.
It's been a little over one year since the release of (the) Gnorp Apologue.
2024
I hope 2024 has been a good year for you — that you have made progress in life, whatever that might mean for you. For me, 2024 was a year of relative tumult and honestly personal failure: My primary goal at the end of last year, was to deliver lots more Gnorp. We're now at the end of this year, and the goal remains the same.
The headlines of 2025:
(the) New Gnorp Times (what you are currently reading) will be published at a regular cadence
The Epilogue Update will be released
A new game announcement and, ambitiously, release
[/b] [/list]
Idle Colony
I would love to highlight a recently released game, a game which had (the) Gnorp Apologue as one of its primary inspirations. Idle Colony is, like (the) Gnorp Apologue an explosively visual incremental game. If the game looks interesting to you, I hope that you will support the developer. Together we have made a bundle featuring the two games at a discount.
It's an incredibly cool feeling to have the gnorps be a small part of the journey of the development of Idle Colony.
What started as a numerically harder game mode, has now morphed into something more distinct. I want to share with you a little teaser which features a new core gameplay feature of the Epilogue Mode — a different kind of firework.
I hope you'll enjoy the update when it releases, and I hope it will deliver on the idea of (the) Gnorp Apologue with a different flavor, and new mechanics to explore (and abuse).
And finally...
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Look at all these bullies ganging up on a single gnorp, just to get a shard.
Happy New Year!
Take care of those you care about (a list which should ideally include yourself), and have a great 2025. Thank you for reading, and thank you for playing Gnorp. You're the best.
The new year is here—why not add 'Build a Journaling Practice' to your 2025 bingo card? If you have 'more self-awareness', 'less stress', or 'better sleep' on your vision board for the year, journaling with Writeway is for you! This update improves the visibility of our New Year's promo - check the Profile > Subscription page before Jan 9th for a surprise!
Hello Special Investigators from the Sentinel Agency!
We have a small update with a big impact for you:
The Enemy Spawner of buildings with Safe Rooms now saves the killed terrorists. There are sometimes only a few terrorists that respawn after you kill them in buildings with Safe Rooms
Death Crates are now getting saved and loaded after restart the game
Increased life span of dead humans from 3 to 15 second
Fixed mouse controls are getting resetted back to default on a game restart
Hello all, happy new year! This is obviously the last devlog before the end of the year. I’ll try to keep it short. I think there probably won’t be too much to discuss anyhow. Lots of work happening, but this has been one of those months where all the effort goes into one system so there isn’t a wide variety of things to talk about. Admittedly, December is also one of those months where things are a bit touch and go because of all the holidays.
So, to get into it this month was about combat, as I believe I talked about last time. Good progress has been made, but there is still plenty to do. As a basic refresher the combat is going to be turn based. Below is an image of what the general battle screen will look like. As usual, you’ll have to ignore the temporary sprites. My drawing skills peak at using the fill tool to color in a box. Even the sprites that look completed may have another pass, so its all a work in progress. Each turn the player will have a few points (AP) to work with. You can have two active classes giving you a total of 10 spells (5 from each class). Each turn you select the spells you want to cast and then select a target. Enemies will always perform one action per turn in response. To account for enemy speed however there is also a round based system in play. If you look in the top right it shows the turn order for every combatant in the round. Depending on how fast a unit is they may only get one turn, or they may get several during the round. Bar buffs the player will likely always go once per round.
You also have your familiar (which currently looks like a red box) which you will also control. The familiar attunes elements and has a more simplified set of commands per element. In addition, you can flee obviously and use items.
To touch on items I think they will be restricted to alchemy items for the most part. The idea here is that using items will either have a cooldown rate or you’ll only be able to take so many into a fight. This is mostly just to prevent item spam. The general idea though is that alchemy will have some damage or status items as well as basic things like healing potions. So if you want to go hard into alchemy to boost your combat performance you can.
Outside of that the other thing, that maybe doesn’t need to be said given the temporary assets, I’d like for there to be more info at a glance than what you currently see. Currently all you see are spell names to pick from. If you hover them you get a description but I’d like to add things onto the buttons like AP cost at the very least and perhaps other things like what buffs/debuffs they apply, etc. As I believe I said last time, the less you have to dig through menus or hover buttons and read tooltips the better. Aside from buttons, status effects should be visible as well so you can easily look and see what you or an enemy has applied at any time. I’m debating on showing enemy HP at any given time, so that might show up as well.
So there is obviously still a lot to do. The end of this month has been overtaken by the holidays, but prior to that I was at the point of implementing combat calculations. Without going into detail that basically means the math that calculates damage or other effects when you cast a spell. That’s a very large task, but once an algorithm is set it should come together pretty fast. I already know how damage is calculated via a spreadsheet I just have to make the code actually handle various effects and modifiers so it calculates correctly.
At this point a good chunk of combat is actually implemented. All the UI that you see in that image is functioning properly. I’ve also already figured out enemy stats and balancing for the first segment of combat. To explain that combat is effectively split into 5 levels (or 6 for the player). Depending on where you are in the world enemies will be at a certain combat level. This means if you wander around at night you may run into dangerous enemies depending on where you are. Outside of the mines though you can only be attacked at night so if you want to avoid combat ideally, you’d just sleep at night. That said the overworld sticks mostly to low level enemies, the more dangerous ones are deep in the mines or locked to a few specific areas.
Aside from all that, loot still needs to be set. Fighting enemies will yield items that you can use. Mostly stuff for alchemy, but some of the items have wider uses as I recall. I think one example was tailoring. I don’t know if I’ve mentioned that, but where in the current version of the game you can just make cloth in the new version there will be a fairly simple tailoring system where you can turn cloth and other items into clothes which you can sell. Sort of just a way to flesh out those items and make them more profitable if you want to go that route. In terms of complexity it will likely be similar to something like smelting ore where you just click a button to craft the item assuming you have the materials.
That is mostly it for combat however. I’ve still got a ton of work to do, but once the holidays are done I should be able to focus more fully on it. I’m really hoping that by the end of January it is done or at least done in the capacity of the first combat tier. I’ll likely be adding combat in tiers as I add levels to the mine. The current plan is that the initial version of this that goes live will only have the first mine level. Which as a reminder there are only going to be 5 mine levels but they will be large and laid out more like dungeons to explore.
Aside from combat I’ve been working to get sprites added back into the game. I didn’t realize how many art assets there were until I had to start moving them all over. I’ve also been working on fleshing out characters and writing stories. I also just started working with my artists to look at the character portraits. Most if not all of them are getting a minor makeover. Something to make the characters more unique looking so they don’t all blend together as much.
I think that covers basically everything for now. Apologies that there isn’t really anything new to talk about. Combat was always going to be one of those big systems that was going to take some time to complete. I’m hoping that by the end of January I’ll have it basically done but we’ll see what happens. Anyway, thanks for sticking with me through this year. With any luck it will all be worth the wait. I hope you all had a good holiday if you celebrate. I wish you all a happy new year, and I’ll see you all in a month as usual.