Fixed the bug where Stellar’s position during the tutorial didn't match the actual operation location. Resolved several potential issues that could have led to bugs. Fixed the English text display issue during milk tea shop's end-of-day summary. New Features:
Added a settings button within the in-game settings menu, allowing you to adjust volume and switch between fullscreen or windowed mode.
Based on player feedback regarding the volume slider being difficult to drag, we've updated the visual design to make the slider easier to see and interact with.
If you encounter any bugs during gameplay, please report them to us—we'll address and update as quickly as possible.
Squirreled Away is an invitation to explore, build, and unwind in a world designed to bring a sense of joy and relaxation. As we approach the game’s launch, we wanted to share some insights into how this cozy squirrel adventure came to life, the challenges we faced along the way, and what’s next for our small but passionate team.
From Idea to Squirrel Adventure
Our vision for Squirreled Away was to capture the thrill of exploration found in survival games — without the stress and danger that often comes with the genre. Instead of focusing on survival mechanics, we wanted to embrace the idea of "thrival". The idea of trying to flourish in a beautiful, cozy world.
The inspiration struck during our daily commutes, watching squirrels gracefully leap from branch to branch. The way they move, the freedom they embody, and the charm of "squirreling away" treasures in their homes felt like a perfect foundation for a game. This idea aligned perfectly with our goal: to create a stress-free world where players could explore, build, and enjoy the small moments.
How It All Started
The journey began when Per-Arne Lundberg, CEO of Amplifier Game Invest, visited our school with a unique opportunity. Amplifier was looking for a small team to take on an internship that could turn into a full-fledged studio if things went well. We brainstormed for a week, pitched Squirreled Away, and got the green light to bring it to life.
As fresh graduates, our ambition was clear: get the game across the finish line while learning as much as possible. Now, with the game’s release around the corner, we can confidently say: It’s been a wild, rewarding ride!
Challenges We Faced
Looking back, we might have made things harder for ourselves by taking on some big challenges. Here are just a few of them:
An open-world game with no combat – We had to ensure exploration, crafting, and interactions were engaging enough without traditional combat mechanics. And open world also meant we couldn't control the way the players explore as much as it would be possible with something more linear.
A quadruped protagonist – Animating a squirrel, especially with its complex tail movements, added significant difficulty compared to a bipedal character.
Freedom of movement – Climbing trees, leaping between branches, and navigating the park had to feel smooth and natural, which was a massive technical challenge.
Multiplayer functionality – Synchronizing all of these systems in a multiplayer environment took a lot of extra effort.
While these choices made development trickier, they also made the game more unique. We hope players will appreciate the love and effort that went into making Squirreled Away something special.
Where We Are Now
With the demo live on Steam and full release fast approaching, we’re in the final stretch. The last part of development is all about polish — bug fixes, refinements, and ensuring the experience feels as good as possible. We’re also paying close attention to feedback from demo players, using it to fine-tune the final version.
A Small Team, A Big Dream
Building a game as a small, relatively inexperienced team has been an adventure in itself. We couldn’t have done it without Amplifier’s incredible support, especially from our producers Dante, John, and Jojje, who brought invaluable experience and guidance. This journey has been humbling, challenging, and, above all, really fun!
It still feels surreal that we’re about to release our first game. We can’t wait for you to step into the world of Squirreled Away, explore the park, and experience the cozy adventure we’ve poured our hearts into.
Thank you for being part of this journey with us! ❤️
Wishlist the game on Steam and join us for the adventure! 🐿️
Some minor fixes in this patch: - Fixed a minor dialogue bug in Luke's Date at the Lakeside after speaking to him outside of an activity more than once. - Fixed a rare bug where Greydohr gets stuck in the cutscene for completing a house upgrade. - [Controller] Attempt to fix a rare crash that may happen when dialogue options show up, while talking to an NPC. - [CN Localisation] Fixed a typo for the Desert-dweller (亲沙) trait.
Thank you for the bug reports! They've been so helpful as always. Miki 🤍
The Playtests are now fully open, sign up to get instant access!
Remember, that according to the plan, this playtest session will last till March 24, so don't hesitate to give it a try if you like the game! If you haven't tried signing up for the Forgery Craft Playtest yet, here's how to do that:
1. Click on the image below (or HERE) to access the Forgery Craft Steam Store Page 2. Scroll down, find the "Request Access" button, and click on it!
We're looking forward to your feedback, as the one we already received is extremely valuable and will surely help us on our development journey.
Keep in mind that the best way to let us know about your ideas is through a survey waiting for you either in the Main Menu or at the very end of the gameplay. Alternatively, joining our Discord server and sharing your thoughts there isn't bad either! Give it a try:
Stay tuned, and thank you for being here with us! ❤️
Say hello to the pawn—the figure that will represent the player as they navigate the world of Walk of Life.
Our previous game didn’t have a pawn in the traditional sense, but instead used floating disembodied heads to mark each player's movement. A bit ghastly in retrospect.
For a game that’s as board game inspired as Walk of Life, the importance of a good pawn cannot be overstated. A well-designed pawn makes it easier to follow movement, track actions, and understand what’s happening in the game. This might seem minor, but it can make a huge difference.
Since we want players to embody all sorts of characters in Walk of Life, the pawn needed to be versatile—a blank slate that could represent anyone. To achieve this, we once again looked to No Time to Relax for inspiration, this time drawing from our weekend event cards.
The cards in No Time to Relax featured highly expressive yet amorphous figures—perfect for delivering humor while remaining abstract enough to represent anyone.
Our first iteration for a pawn in Walk of Life was quite similar, but with some alterations to better fit our new art style.
This new pawn was simpler than the one in No Time to Relax, but we felt the pawn needed to be even sillier and funnier so we could really crank the wackiness up to eleven.
In the end, we went for a design that was even simpler yet more expressive. We went with a cartoonier style with wobblier lines, maximizing potential hijinks.
We really like where we landed here, so much so that we threw the pawn into the game’s logo, hoping for it to be an iconic part of the game’s image.
You can expect to see these little guys moving around the game board, as parts of event cards, and in the icons of various actions you’ll be performing in Walk of Life.
And here we have the pawn on the game map, ready to face whatever fresh hell life has to offer. In addition to being your token on the game board, the pawn will also be featured in the icons of various actions that players will take in Walk of Life.
Here’s a couple of icons for actions you’ll be able to perform at the gym.
We can’t wait to show you more of the pawn - stay tuned!
We will soon start working on a major update for Microcosmum 2.
Our plan is to significantly revamp the gameplay. We will pay special attention to the experience on the global map. Additionally, we will remove various limits and restrictions in the game.
Updates will be introduced gradually and regularly.
We’re thrilled to announce that the third macrotopic Maritime Exploration of A Lens On - Snapshot has been completely released.
Head over to the playlist:
now to catch all the pills about Maritime Exploration.
But that's not all—before we dive into the next chapter, our friend DasTactic is took us on a deep dive into Field of Glory: Kingdoms.
Maritime Power in Medieval Europe
In our game timeline, Wales has yet to embrace naval power fully. However, the game presents a wide variety of ships, from the ever-present Viking longboats—ravaging the North Sea and supplementing the Norse invasion of Scotland under King Harald Hardrada—to the cumbersome English transport fleets and coastal galleys.
For instance, at the start of play, our ally Deheubarth fields a fleet consisting of Round Ships and War Galleys. Meanwhile, Northumbria maintains a blockade off the Welsh coast with a fleet of weak transport ships. These vessels carry the remnants of the Northumbrian army led by King Siward the Stout, which had been defeated by our main Welsh force and is not expected to regain battle readiness for some time.
Using the Detailed Message Log for Strategic Insight
We began this session by exploring the Detailed Message Log and its filtering options, which provide a comprehensive understanding of world events. The log records roughly 10 years of history across all kingdoms, offering valuable insight into geopolitical developments.
By default, the log displays only important messages relevant to your kingdom for the current turn. However, adjusting the filters allows players to:
• View the current turn’s events for foreign kingdoms, displaying additional map icons related to their activities. • Access average and low-priority messages for detailed information on diplomatic changes and unit losses. • Shift the focus from the current turn to previous turns, revealing broader historical trends and allowing for strategic foresight.
Understanding these tools provides players with a deeper grasp of the unfolding medieval world, which is invaluable in making informed decisions.
The Alternate History of Britain and Normandy
Our campaign has significantly altered historical events, shaping a unique medieval landscape:
• Edward the Confessor was slain early in our conflict with Mercia, disrupting the traditional sequence of events leading to the Norman Conquest. • Mercia has seen multiple rulers come and go due to internal plotting and betrayals. King Leofric, for example, met his end after being betrayed by his mistress. • Macbeth, King of Scotland, is fiercely resisting the Norse invasion. • William of Normandy is struggling to maintain his position, locked in a difficult war against the French.
During our session, William of Normandy meets an untimely end, dying in battle while defending his homeland. Meanwhile, tensions rise as Wessex severs ties with England, igniting war between the two factions. While this presents future diplomatic opportunities for Wales, Wessex remains uninterested in an alliance with us—for now.
Strategic Choices: North or South?
With our army in need of recuperation, we face a strategic choice:
• March south into Mercia to complete our conquest. • Turn north to face Northumbria, which remains the only English kingdom fielding a large army.
Expecting that Northumbria will take time to recover from its defeat, we initially move east and then south to eliminate Mercia. However, as anticipated, the Northumbrians abandon their sea-based invasion plans, disembarking in Lancashire to regroup.
Seeing an opportunity, we shift focus and march north to engage them.
The Pursuit and the Battle of Lancashire
Northumbria, sensing our approach, attempts a counterplay. Their weakened forces march southward in a bid to reclaim lost land. Our army intercepts them at the border, forcing them to retreat back to Lancashire, where they seek protection from their garrisons. We give chase, and a battle ensues.
This engagement is played out in Field of Glory 2: Medieval, the sister game to Field of Glory: Kingdoms, allowing for tactical battles using the acclaimed tabletop rule set.
• Northumbrian Strengths: Superior infantry and a large contingent of mercenary light horse. • Welsh Strengths: Heavy cavalry, which dominates in open terrain. • Battle Plan: Hold the Northumbrian infantry in place while our heavy cavalry flanks their forces. • Enemy Counterplay: Northumbria places their light cavalry on our right flank, posing a risk to our less mobile units.
Despite taking some losses, our heavy cavalry prevails, securing a decisive victory for Wales.
England Sues for Peace
At the conclusion of the battle, England, facing a new war with Wessex, seeks peace. As part of the treaty, all the lands we have conquered are officially ceded to Wales. By the war’s end, our domain has doubled in size, marking a significant expansion of our power.
Looking Ahead: Consolidating Our Holdings
With war concluded, our focus now shifts to governance. In the next session, we will:
• Secure our newly acquired territories and establish stronger administrative control. • Manage regional development, ensuring sustainable growth for our kingdom. • Navigate new diplomatic opportunities with Wessex and other emerging powers.
The expansion of Wales marks a turning point in our campaign. With England weakened and Northumbria defeated, a new era of Welsh dominance in the British Isles may be within reach.
Join us in the next session as we secure our holdings and chart the course for the future of our kingdom.
We are thrilled to announce the release of our latest update, version 1.1.0, packed with exciting new features and improvements based on your feedback!
New mode: Arena Challenges
This mode includes two different trials, which can be accessed from Arena Backstage (earliest after completing the West Tower quest). These trails are hard and will put your build and skills to the test — at least level 35 is recommended!
At the Lobby: Challenges: At the Arena:
🐲 Changelog 1.1.0
- Arena Challenges - Multiplayer optimization - Added lorelog named “Creature” that includes all discovered and undiscovered creatures listed (the name of the lorelog will be updated in the next fix to reflect the content of it better) - Added a submenu in the forge which enables you to look at a sequence. - Fixed Alterant sequence bug. Alterants must be placed in the correct order to gain the sequence bonus. - Fix bug that made it impossible to switch which form was shown in the stat sheet if there were too many stats - Improve climbing for both humans and creatures, easier to get up on objects and faster animations - Added North indicator on the map and minimap - The camera now resets when traveling between areas and after you die - Enabled renaming of character save - Fixed a bug that made renaming world files revert if changing to another save file after renaming - Scaptor Stingers in Aatma valley cave will now respawn after getting “masks for the bog” quest if the player has already defeated them once. - Fixed issue where "No More space in the 2D Cookie Texture Atlas" caused a crash/freeze in Serpent Caves area
🐲 What we are working on now
We hope these updates make your journey in Coridden even more enjoyable. Thank you for your continued support and feedback!
And if you haven't done that already, please take a moment to leave a review. Your feedback is invaluable, and it would help us stand out! And, if you happen to encounter any bugs, please don't hesitate to let us know. We're actively engaging with our community on Discord, and you can also reach us via email at contact@aftnareld.com.