I hope everyone had a great Christmas holiday and a happy new year. I took some time off game development and focused on family. Now that the new year has started, so did I start with some changes.
Devlog 1
From now on, I will make small video devlogs on changes made to Mini Worlds:
Free Placement
In the development log from October, I've mentioned decorations. A different system to add some extra objects to a tile to decorate your buildings. I've now turned both the building system and decoration system into one. During development, I only have to specify if it's a free placement object and the placement system will do its thing.
Particles
To make the feature of adding objects to the world feel a lot better, I've added particle effects to it up.
New Tree Generation
Previously, the trees were special made objects containing 3 trees. This meant that with world generation, it could only place those clumps of trees. So now, with the new 'free placement' system, 1, 2 or 3 trees can be generated. This makes the world generation feel a little more natural.
Farming
New objects have been added related to farming. Cabbages, Pumpkings, Corn and new fences.
General Polish
The 'delete' mode can remove a single object or an entire tile worth of objects.
Deletion Mode is more appealing with a new highlighting renderer.
On February 4, we’ll be closing the prologue page, but don’t worry - we’re preparing a NEW demo for you in the coming weeks. It’ll feature even more content to explore (including a new Tower!). If Nordhold: Origins is already in your library, you’ll still be able to play it. However, it will soon be unavailable to add to your library, so if you haven’t grabbed it yet, now’s your last chance before the demo comes out.
A huge thank you to everyone who played the prologue and shared their feedback. Your input was incredibly valuable in helping us improve Nordhold and shape it into what it will be like when it’s released in March.
Stay tuned for updates on the main game’s page so you’ll be among the first to try the upcoming demo. (And yes, the demo will include a small thank-you code - making sure your unlocked meta perks don’t go to waste! :-) )
Thanks to all of you for your support, whether by sending in bugs, for leaving a review letting us know what you think, for hanging out in the community, or even simply playing the game.
If you are getting any issues, please send them in for us to look at (via discord or mailing bugs@kynseed.com).
Here is today's changelog:
Cʜᴀɴɢᴇʟᴏɢ 🔶 Optimisations around map tiles and rain ❌ Fix for crash viewing character info for npcs that have no level/home in the world ❌ Fix for dates ending early in certain circumstances ❌ Fix for audio issue if you got out of view of the mailbox on a certain frame of animation
We’ve discussed Shoot in the previous feature post - let’s talk about another powerful way to release the ball when in possession: the Tap mechanic.
Tap is a fast way to hit the ball that still packs a lot of punch, and it's a great tool to pass the ball, but it can also be used to score - especially when you’re inside the penalty area.
February has begun, which means I'm gearing up for the Steam Next Fest. Over the past month, I've made a lot of progress, and I’m excited to share the most important changes with you. My goal is to release Demo 2.0 around February 14th to test it before the official start of the event.
What's New & Improved:
Better gameplay experience – I agree that some interactions were inconsistent. Some required pressing E, others Q, some used the mouse, and exiting the computer required clicking X. Now, everything is much more intuitive! Most interactions can be exited using Esc, dialogues can be skipped and scrolled with the mouse, and overall, the game plays much more smoothly.
More features for the in-game computer – I've added more content, and verification test mini-games have been improved. They are now more varied and less repetitive.
Enhanced horror events – I've improved existing scary moments and added new ones to make them even better. I've also included more sound effects where needed!
Cutscenes and dialogues – I've adjusted the intro cutscene, updated some dialogues, and added a few extra options for more immersion.
UI improvements for report submissions – The old UI was, to put it mildly, chaotic. Many players found it overwhelming due to excessive text and buttons. I’ve redesigned it to be more intuitive and user-friendly. I finally feel like this is a game I can be proud of. Is it perfect? Of course not. But I believe it’s genuinely good now! My next goal is to go through the Steam Next Fest and then focus on finishing the game.
There’s not much left to do, but I’m still unsure if I’ll need to push the release date to April—I want to take my time and ensure every part of the game meets the same quality standard rather than rushing and leaving some areas feeling unfinished. I’ll share more details in the next devlog at the end of February!
A huge thank you to everyone who played, gave feedback, or added the game to their wishlist, I appreciate all of you!
Are you dreaming of sunnier and warmer shores in the middle of this grey winter? Well then, it’s time for you to take a break with the Sounds of Amerzone.
Close your eyes and listen to the Foam & Seagulls on Shipwreck Island to imagine yourself on holiday:
As you may know, throughout 2025 we have committed to releasing weekly updates for Gremlins, Inc. Such updates typically include a few quality of life improvements:
edits for card rules, to make them easier to understand;
fixing typos and missing values in some languages;
occasionally, balancing changes (thanks to the forum discussions);
sometimes, improvements in visual assets (contrast/colors);
sometimes, improvements in the UI (font sizes and other things);
from time to time, improvements in stability of servers;
If you have any suggestions for future updates in the categories above, please post them on Steam Forums. We are here for you, working to make your game experience better.
And if you report a ːhypnoheartː particularly good ːhypnoheartː bug which we then find, and fix, then we will happily mail you a little package from our studio –
UPDATE 2025/01/30
LANGUAGE EDITS
harmonized description of special movement effects (17 cards); languages affected: English, Simplified Chinese (ːmagic_sparklesː thanks, 炒鸡厨客, 菇男), Japanese (ːmagic_sparklesː thanks, members of Gremlins, Inc. Japanese community), Russian.
a few years back, when we thought we could introduce "edit" function for all cards, we modified some card rules in anticipation of this change – which resulted in the phrase "Misfortune cards to choose from: 1". We did not manage to add the "edit" function, but that language remained, and it was confusing. It is now fixed. Languages affected: all languages.
action card "Secret Police ID" had a name that was too long in Brazilian Portuguese language, which prevented it from being displayed fully; we shortened the name (ːmagic_sparklesː thanks, Jef).
one of jail cards had, only in Russian language, a mistake in description of effect ("-0 days"); this is fixed now (ːmagic_sparklesː thanks, VaBaDak)
USER INTERFACE
reduced unnatural line breaks; languages affected: Simplified Chinese, Japanese.
fixed a bug in which “ー” disappeared in some sentences; languages affected: Japanese.
TECH ISSUES
the stability of our servers has been somewhat increased, thanks to a better communication protocol
OTHER ISSUES
we adjusted the prices to be able to participate in certain sales events, as in some currencies the prices were flagged as "too low"; currencies affected: here and there, about 20 currencies, with small changes
ROADMAP
LANGUAGE EDITS
We will continue with the clarifications and harmonization of the rules of the cards. The effort is focused on English, Simplified Chinese, Japanese and Russian languages initially.
USER INTERFACE
We started working on a couple of updates for the visuals of the game, we don't have ETA when these yet. Maybe this becomes a DLC, maybe not, who knows.
TECH ISSUES
There's a server upgrade in the plans, which will provide significant improvement in stability. We are not releasing it at this time as there's a tournament in progress, but once it's over, we'll ship it.
OTHER
"Brand recognition" will be rebalanced after the Lunar New Year tournament ends. Thanks for all the feedback, we agree that it can be improved.
Gremlins, Inc. will celebrate 9 years in full release on March 11, 2025. Do we plan something special? You bet (Valve will also help).
It's the January Mission Briefing: Developer Update for Mars Horizon 2: The Search for Life with the latest update. This month's update will be a little shorter than usual, but we'll have some exciting things to show you soon, so stay tuned for that!🚀
This year is an exciting one for Mars Horizon 2: The Search for Life as you'll have the chance to discover life across the galaxy for yourself with the game's release. While we don't have much more we can say on that at the moment, we'll have some exciting updates around the game starting next month. We can't wait to show you all how it's shaping up! 👨🏻🚀🪐
Even in this early part of 2025, there have already been exciting pieces of space-related news. Here are just some highlights:
🌕 Argonaut: a first European lunar lander - The European Space Agency has signed a contract with Thales Alenia Space in Italy to lead European aerospace companies in building the Argonaut Lunar Descent Element, ESA’s first lunar lander.
👨🏻🚀 Tim Peake wins unique space race - British astronaut Tim Peake has teamed up with Vodafone to make the first ever direct-to-cell satellite video call - pipping Elon Musk's Starlink to the post.
- Fixed issues caused by leaving the heart in save storage. - Fixed FTL Gems disappearing from saved Gem Packs. - Fixed ship accessories (wires, etc) clipping through modules. - Improved controller FTL Gem pack handling. - Fixed issue with nearly drained Fuel cells displaying as empty, resulting in explosions if changing the fuel type. - Fixed VR fade effect triggering on VR module igniting regardless of if the player is currently in VR. - Fixed issue of Washing Machine keypad inconsistently resetting focus to the "1" key on controller. - Fixed issue with Hologram boss making a request whilst leaving in untimed mode. - Fixed typo in coffee dialogue. - Fixed Camera not resetting correctly when game window loses focus during Hologram boss' end speech. - Added unique polaroids for Mankini Wilbur. - Fixed issue with Loan-O-Matic being uninteractable. - Fixed issue with text formatting of percents. - Fixed Mooncalf effect lingering indefinitely after receiving a trinket. - Fixed issue with Wilbur freezing in Wardrobe menu when changing skins.