Tinkerlands - CodeManu


Hello everybody!

We've been working non-stop in the last 48h to solve the major issues from all the reports we've received. The biggest issue we've seen is that chinese players cannot play properly using Steam's connection (TCP/IP still works fine) so we've been working on setting up a dedicated server for the Asian region.

Apart from that, we've been working on fixing the major crashes (there are quite a few still to fix) so we hope that the game gets a bit more stable with this update. We've also heard your feedback about balance, and we've made some modifications to the game to hopefully make the game more balanced and enjoyable. We are still processing all your reports, tickets, reviews and forum posts (I'm only one person and there are hundreds of them!) and It'll take some time, but we are going to check every single one of them.

Thank you once again for your support and comprehension, we are a small team with only one programmer and we can't fix everything as fast as we would like to. 🙏

Dedicated server in Asia region
We've received your feedback about the multiplayer issues. Sadly, this issues are related to the Steam servers and there's nothing we can do. We provide an additional connection method via TCP/IP that doesn't have any of the latency or disconnection issues, but we understand that not everybody is savy enough to open ports or join a virtual lan network.

You can access this dedicated server by opting-in to the "china-dedicated-server" beta branch, by right clicking the game in your library, going to properties and then to betas.

We want everybody to be able to enjoy Tinkerlands multiplayer, so we've been working these past two days in setting up a dedicated server on Asia. This is still a work in progress, and might be buggy as we had little time to work on it, but let us know any issues you might face with it and we'll be working on making it stable as fast as possible.

Tinkerlands v0.1.2.0
Saving now locks the game until It's completed
We've seen quite a few reports of corrupted save data, because players would crash, disconnect or forcefully close (via alt+f4) the game during an auto-save. To prevent (or reduce) the occurence of this issue we've made saving lock the game until It's completed. We have also added a <Save> button to the ingame menu to save the game whenever you want, without the need of exiting the world.

We are going to rework the save system so It's transparent to the player, so stay tuned for future updates.

Added <B> button to consume all buffs in inventory
We will include this into keybindings and on gamepad in the next updates, but for now you can use the B button to consume all the potions and other misc buff you have on your inventory. No more using each item individually!


Full list of changes
- Saving now locks the game until It's completed, to prevent save corruption while we improve the system.
- Added a 10 seconds warning before auto-save kicks in.
- Added a <Save> button to the ingame menu. In the next update will add options to disable auto-save If the player wants it.
- Added <B> button to consume all buffs in inventory. We will include this into keybindings and on gamepad in the next updates.
- Language is now auto-detected the first time the game is opened.
- Navigation map can now only be re-rolled when the ship is on the Main Island.
- Increased full copper armor set defense bonus from 16 to 18.
- Increased full iron armor set defense bonus from 20 to 24.
- Increased full gold armor set defense bonus from 24 to 30.
- Increased full spider armor set defense bonus from 28 to 32.
- Reduced general reforge cost multiplier.
- Reduced enemy spawn rates in snow forest.
- Slightly increased the map's fog clearing radius.
- Removed rock drops from Trichroma crystals.
- Made chairs and stools non-solid and non-hookable.
- Reduced the amount of slimes spawn by the Slimeking.
- Reduced the aggro range of Swamp things.
- Reduced jungle enemies HP.
- Reduced the hard difficulty enemies HP scaling from 75% to 50%.
- Multiplayer enemy HP scaling now only affects bosses.
- Fixed Ancient Mummy using a wrong sprite.
- Fixed mushroom anvil hit particles.
- Fixed a bug where Jungle's temple music wouldn't play at night.
- Fixed Tut's projectile collision masks.
- Fixed a bug where the Blowgun wouldn't appear in the anvil.
- Fixed a bug where Coraline Fields critters wouldn't spawn.
- Fixed a bug that would keep chests open and unusable If they were saved in this state.
- Fixed a bug that would crash the game if the host disconnected while a client was using a hook.
- Fixed a bug that would prevent chests from being destroyed on game start If they blocked player.
- Fixed a bug that would crash the game when applying Conductor state to a worm enemy.
- Fixed a bug that would randomly crash the game in multiplayer when spawning a summon.
- Fixed a bug that would make the world time act weirdly in multiplayer.
- Fixed a crash that would occur when a player disconnects before loading a world.

May 26
Six Ages 2: Lights Going Out - Not Alex
Working on the Six Ages games was amazing. It gave me a chance to revisit King of Dragon Pass’s genre of narrative strategy games. And another chance to explore Greg Stafford’s richly detailed world of Glorantha. To say nothing about working with a talented creative team.

It’s also touching how many of you have enjoyed the games and would like another. We really appreciate it.

So it wasn’t easy to step away, but I’m excited to try something different for my next project. Instead of a narrative strategy game set in Glorantha, it’s a tactical narrative game in a new setting. But a lot of the core elements will be the same, the ingredients that combine to make interesting stories. You’ll still direct a set of characters with their own personalities and goals. Mythology is still at the heart of the game, which will draw on some of our oldest epics. This will help give the stories layers of meaning. Procedural generation means that each playthrough will be different. And of course your choices matter.

A big reason to set aside Six Ages was how long the games take to create. I had hoped that the second game would be much quicker to make, since all the infrastructure would be in place. That was true—I didn’t have to create a user interface or a scripting language or a system for automated testing—but it didn’t account for the fact that the story would be longer, and thus take longer to write, illustrate, and test. Six Ages: Ride Like the Wind took nearly 4 years to create. Six Ages 2: Lights Going Out took nearly 5 years.

So I’m hoping that by switching gears I can get a game out before 2028. I should be able to share more in upcoming months. Sign up to our mailing list (hosted by our publisher) or follow A Sharp on Mastodon to find out.


Map concept art

Thanks for your support!

David
May 26
Soccer Field Pro 3D - Marcus43
🆕 Update Notes:

Added sock size option.

Added a new slider to change the color of the boots.

Fixed a bug where the crossbar would sometimes become transparent.

Added 2 new hairstyles.

Fixed a bug where the strong shot animation would get stuck.

Now you no longer need to restart the game to play, but you won't be able to join updated rooms (the game will notify you when there's an update).

Now, the higher your stamina, the higher the chance to push the opponent.

Player collision improved and updated: players no longer stick to each other or get stuck when colliding or forcing against each other.
Super Swarmer Survivors - Veiled Distortions
Readability Changes:
  • Info menu reworked to be easy to read
  • Mutation selection menu reworked to be easier to use
  • Font VFX removed to make text more readable, now can be turned on in Video options
  • Energy Bar will shrink when Dash is not ready

Audio Changes:
  • Game will no longer crash without system Audio output enabled
  • Game will restore Audio if Audio output is lost
  • Enemy Loop SFX adjusted to be more disturbing and overtly noticeable
  • Reduced directional audio panning
  • Increased doppler effect for looped sounds
  • Higher framerate Audio interpolation

Game Changes:
  • High-speed collision tunneling is gone, now you can Body Hit enemies with a perfect Dash, and the Enemy Pinballing is scarier
  • Hex causes chaotic Frenzied Movement, be careful!
  • Lifesteal is now gradual, not instant to prevent AFK
  • Lifesteal now has a maximum to prevent AFK
  • Enemy Wall Bounce now aims at the player slightly, not just the screen centre

EXPERIMENTAL! In the following days/weeks you might become able to participate in testing multiplayer on the beta branch! The updates on that branch will happen silently. Once the multiplayer is working, an announcement will happen and it will be uploaded to the main branch
Legend of Krigz - NJ
Dear Recruiters,
Due to unforeseen circumstances, updates have been held back for a few weeks. However, we are back and working away.
During our time away, we have been working on refining the UI and making sure the Audio works as planned. We have had some issues reported to us about Audio not working correctly so we have gone back to fix this.


Small Patches:
  • Fixed Audio not saving and/or breaking when clicking Apply
  • Overhauled the Agent Select menu
Catgirl - city girl
Hey y'all!
Thanks for all the support. I've fixed some small bugs and changed some things.

Most notably:
-In the Dance Off battles you can now press 'P' to activate God Mode and become invulnerable. This way players who struggle with rhythm games can sit back and enjoy the tunes!
-I made Mario Grianni's ball dropping battle easier. It now takes 2 hits to win instead of 3, which should dramatically reduce the RNG necessary to win.
-Sound settings remain in place when restarting or switching saves, no more setting them again!

To report bugs join the discord, an invite link is on the store page.

For those wondering about controller support and steam deck support, I do not plan to officially support either as of right now.

However, a community gamepad layout is available which I've been told works well enough!

And users have reported Steamdeck working well but you need to install Proton GE / ProtonUp-QT in order to get the videos in game to work.

Thanks again!!! <33
May 26
Red Cap Squad: Zombie Source - Long Hu Studio
1. Reduce minecart damage to allies and increase damage to zombies.
2. Decrease the firing rate of bullet traps but increase their per-shot damage.
3. Lower the difficulty to unlock new units.
4. Significantly buff the damage of suicide Demolitionist.
5. Slightly increase the Tesla Trooper's pulling force.
6. Change Commander Lyla's starting ability to "Field Medic."
7. Nerf Commander Hawk’s explosion radius.
8. Reduce enemy HP in the first level.
Dreadhaven: The Last Colony - Woum
Hey!
I added a main scene, nothing fancy but at least now the game has a proper entry point haha!

You can finally tweak sound and music settings! A small thing, but essential, right?

I also reworked the tutorial, it's a bit more guided now but hopefully that helps new players understand what's going on more easily!

Some new game rules too:
  • Many buildings are now upgradable, no more mass clicking (but yeah, it costs gold 💰)
  • Wheat is now treated like a real resource
  • Houses consume wheat every turn. No free lunch!

Overall, it should feel more solid and make more sense now.
More updates coming soon!
My Tiny Landscape - Radiant Sloth


Hello everyone!

It has been a few weeks since the release of Comet Force, and I am happy to announce my new upcoming project!

After working mainly on twin-stick shooter roguelikes, I wanted to explore something a bit different. Namely I wanted to work on non-violent gameplay. I wanted a project that incorporates strategy but also provides a relaxing experience and inspires respect for nature. So what about making a minimalist landscape builder? Something that feels like a crossover between Islanders and Terra Nil? This idea tickled my brain for a few years, but I was unable to come up with a satisfying prototype at the time. And so my attention shifted to other projects. But with Comet Force done, I felt it was time to finally tackle this challenge and turn this idea into a real game.

And so, here we are today. I am so happy to present My Tiny Landscape, a minimalist colorful landscape builder! As you are presented with a procedurally generated barren archipelago, your goal is to regrow a vibrant landscape, tile by tile! Are you interested by the strategical aspect? Think carefully about every more and leverage placement rules to make the highest score! Or are you just looking for a relaxing and peaceful experience? Just unleash your creativity and watch your tiny landscape slowly getting back to life!

I'll dive more into the mechanics in future posts, so let's just watch a preview trailer for today! If you like what you see, please wishlist the game to support my work and not miss any important news! I plan to release a public demo in a couple weeks, so wishlisting is the best way to make sure Steam notifies you when it comes out!

https://www.youtube.com/watch?v=HFBYZUS2T_g

https://store.steampowered.com/app/3655260/My_Tiny_Landscape

As always, thanks for reading, and see you soon for more posts about My Tiny Landscape!

-Radiant Sloth
Destroy The Monoliths - Radiant Sloth


Hello everyone!

It has been a few weeks since the release of Comet Force, and I am happy to announce my new upcoming project!

After working mainly on twin-stick shooter roguelikes, I wanted to explore something a bit different. Namely I wanted to work on non-violent gameplay. I wanted a project that incorporates strategy but also provides a relaxing experience and inspires respect for nature. So what about making a minimalist landscape builder? Something that feels like a crossover between Islanders and Terra Nil? This idea tickled my brain for a few years, but I was unable to come up with a satisfying prototype at the time. And so my attention shifted to other projects. But with Comet Force done, I felt it was time to finally tackle this challenge and turn this idea into a real game.

And so, here we are today. I am so happy to present My Tiny Landscape, a minimalist colorful landscape builder! As you are presented with a procedurally generated barren archipelago, your goal is to regrow a vibrant landscape, tile by tile! Are you interested by the strategical aspect? Think carefully about every more and leverage placement rules to make the highest score! Or are you just looking for a relaxing and peaceful experience? Just unleash your creativity and watch your tiny landscape slowly getting back to life!

I'll dive more into the mechanics in future posts, so let's just watch a preview trailer for today! If you like what you see, please wishlist the game to support my work and not miss any important news! I plan to release a public demo in a couple weeks, so wishlisting is the best way to make sure Steam notifies you when it comes out!

https://www.youtube.com/watch?v=HFBYZUS2T_g

https://store.steampowered.com/app/3655260/My_Tiny_Landscape

As always, thanks for reading, and see you soon for more posts about My Tiny Landscape!

-Radiant Sloth
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