This build doesn't contain much in the way of bug fixes or adjustments for the base game. However, you can now use a gamepad to navigate the game from start to finish, including the options menu.
We've also added a dev console! Access this in game with the backquote (`) key. The dev console allows you to:
Load any checkpoint in the game
Adjust difficulty on the fly
Toggle cheats like godmode or x10 damage
Quickly reset to the beginning of a level
As development continues, most of these features will likely be added to the game's regular menus, but we've allowed players to access them now in order to smooth over their experience until that happens.
• Fixed a bug where the "It just works" skill would affect enemies. • Fixed an issue where Zina's strategy effect would sometimes gain allies which rank is lower than expected. • Slightly reduced the volume of Panjandrum.
DLC for 0.9.21: • Added cute visual effects when obtaining items through strategies! • Fixed a bug where Zina's skill could be acquired repeatedly. Fixed a bug where allies obtained through Zina's strategy sometimes belonged to a different faction.
Hey meow-gical farmers! 🐱🌾 We’ve got some purr-fect news to share — the Cozy Farm Demo is officially dropping next week! 🎉
You’ll soon be able to step into the paws of Cozy the Cat 🐾 and start your farming adventure — planting, mining, milking, and managing your meow-gical little farmstead.
But that’s not all, fur-iends!
🌱 What’s Coming This Summer (and Beyond): We’re just getting our claws into development — and there’s meow-ch more on the way:
New seeds and plants to dig your claws into 🌻🌽
More tools for harvesting and building 🛠️
Additional animals to cuddle and care for 🐄🐓🐑
Seasonal events and claw-ver surprises 🎃❄️🌸🌞
And furever more updates planned over the coming years!
We’re so paw-sitively thrilled to share this cozy journey with you. So get ready to curl up with a controller, stretch your farming muscles, and live your best nine lives on Cozy Farm! 🐾
Stay tuned for the exact date, and don’t fur-get to wishlist if you haven’t already!
The free public demo is now available! Level your drone, kill monsters, scavenge resources, and clear the Dystopian refinery rift. :)
The demo is beta, but it has a lot of content and should provide a good idea of what the game is about. I intend to release updates for the demo, and I expect they’ll break savegames, so I’d recommend not installing an update unless you’re ready for a new run.
Unless there are serious bugs, I only intend to release an update once a week. I also have a public testing branch for the demo, and I may release updates more frequently there (and again, I’d assume they break savegames).
I have more balancing to do, and possibly more path content to add, but now that the demo is out, I want to start working on the campaign mechanics and campaign content, looking towards early access.
Ability Mechanics Additions and Changes
Added magical and physical resistance buffs.
Earth Touch can now break physical locks.
Proficiency now applies to all boosts, including item ability stats.
Room Additions and Changes
Balanced project supply, length, and thresholds.
Rebalanced room ambience and mana gen (general increase).
Path Additions and Changes
Added taunt ability and buff resist abilities to Shielder path.
Added all mana types and attribute buff abilities to Pugilist path.
Rebalanced unarmed abilities (removed some duplicates for now, added Precision buff).
Scrapper path now has a special chainsword-only ability that boosts damage, accuracy, and pierce with scavenging skill, and allows for fast scavenging.
Most combat paths now grant some max encumbrance.
Added stealth-breaking ability, and Dazzle debuff, to Light Magic path.
Added Shadow Sense to Dark Magic path, which increases detection by area concealment.
Added Analyze ability to Investigator path, which debuffs enemies, and can quickly study certain artifacts.
Light and dark magic paths can unlock Investigator path levels.
Item Additions and Changes
Added shield bash abilities to shields.
Rebalanced armors to be stat-total-equal and more thematic; also added camouflage.
Flashbang grenades no longer friendly fire.
Character Additions and Changes
The teleporter now gets high detection, and an arcane wave AoE ability that breaks stealth.
Interface Additions and Changes
Running projects are now sorted by name.
The growing stage and harvest stage are now in different sections.
Total temporary stat mods (like buffs and debuffs) are now color-coded in stat listings.
Added an interface help screen, accessible from world interface.
Save slot selection now defaults to first empty.
Elevator list now shows zone colors, and allows right-clicking zones.
Right-click dialog for possible player actions now shows power.
Added background to main menu and other menus. Re-styled main menus and new game menus.
Restyled path selection in the new game process; path options shows colors, and can be right-clicked for more details.
Added more tooltips.
Room information dialog now shows stat awards, base stat awards, shop stat awards, and shop path awards.
Fixed an issue where if the player first spend money on allowing companions to learn combo skills, then later added Hibiki to the team, she would be unable to learn dagger skills. AI Update: If the player has learned 'AOE Energy Absorption,' the auto-battle AI will use it when VE is below 50%.
The past couple of weeks we've been working hard on fixing bugs & improving the overall experience. Of course we've also been working on the content for the full release tomorrow at 17:00:00 UTC, 2 June. Unfortunately, we weren't able to keep a changelog for this update since we were so stressed with just working on the game itself. I will still probably make a final post before release tomorrow or later this evening so stay tuned for that!
Time flies, and another week has gone by. How much progress have we made on the things mentioned in last week’s dev log? If you already know, you can skip the [Update List], since I also posted some updates during the week. Due to time constraints, I used Google Translate and didn't support many languages. Also, this dev log includes some [Future Plans], so if you're interested, check out the details below. (Since we support multiple languages, some wording might sound weird—thanks for your understanding.)
[Update List] Zone 3 Happy to report that Zone 3 stages are now complete, offering more challenges for players. Although… the story is still being translated...
Character Skill Buffs This time we did a major rebalance and buff for all characters, along with related testing. Each of them now has their own playstyle, and you can build unique strategies in the tower defense game with them!
Zombie Encyclopedia You can open the encyclopedia during preparation. It contains zombie information— And your kill count too!! After killing just one, you'll unlock the zombie's entry. (Just seeing them isn't enough...) The more you kill, the more complete your analysis becomes, and you'll get more data about them.
Achievement Badges After adding difficulty levels, we also added corresponding achievement badges.
Brand-New Map Backgrounds Stages no longer use placeholder backgrounds. We also adjusted the stage locations and achievement badge displays on the map!
Weapon Icon Redesign Because in the past... I had no inspiration at the time...
Map Icon Redesign Because in the past... I had no inspiration at the time...
Zombie I Redesign Because the original Zombie I was my first attempt at drawing… After drawing a few more times, I felt it didn’t look good, so I replaced it.
Sortie Count / Affection Display That little heart in the lower left—each sortie adds +1.
Brand-New UI Because in the past... I had no inspiration at the time...
UI Improvement - 1 Now the unit info UI only appears when you click on a squad. If you don't click anything, the UI closes automatically. Pressing [F] locks the UI so it won’t auto-open anymore (press again to toggle back to auto-open).
UI Improvement - 2 When you successfully click, the selected tile turns red.
Hotkey Support Time control hotkeys: Space / Z / X / C Quick sell items: Shift + E
Text Speed Options New text speed options added in the settings menu: 1x, 2x, 3x (Actually, it's 1x, 3x, 5x — after testing with multiple languages, even 3x still feels slow!)
[Future Plans] New Stages Not sure how many players have already cleared Zone 3 in a day, but stages 31–40 are in the works!
Limit Mode Limit Mode is confirmed, but I want to make it more challenging. So it will likely be added after dual-character deployment is available.
Zone 3 & Future Story Content Zone 3’s story is still being translated. Because my code (character appearance logic) supports 11 languages at once, we need to complete translations before updating. Fun fact: I found that in the old language pack, I mistakenly translated "serum" (via copy-paste) as "sortie". Also, I entered "button" as "massage"...
2-Character Deployment Still balancing—some combinations are way too strong, making other combos hard to balance! Currently, it's planned for Zone 4, since Zone 2 with dual deployment is just too much... (Zombies and mutants would cry) (Still considering for Zone 3...)
More Characters You’ve probably noticed 5 unreleased characters, but actually 3 more will appear in the upcoming story. So I plan to pull back the current 5 characters. Also, I have a big dilemma— If I put all 5 into the beginner character pool, new players will have a harder time progressing. So new characters might go into the Limit Mode pool and lean toward debuffs instead of only buffs. After all, each of our current characters has a specialty—they’re masters of their own fields! If the playstyle is too similar, it just feels off.
Stage Rewards – Fixing Bad Luck!? Reworked the first-clear rewards. (Final amounts might differ.) Zone 1 level 5–10: 3 serums Zone 2 level 1–5: 5 serums Zone 2 level 6+: 10 serums each time
Lag From Too Many Monsters Currently optimizing.
Steam Achievements Will be done, but there are too many elements not yet designed. For now, I’m just logging everything that will be used for achievements, so that once launched, we can auto-retrieve completed ones.
[Bug Fixes] I sincerely apologize for some bugs, and thank you all for reporting them—it really helps make the game better! Fun fact: I discovered that completing stage 1 would incorrectly trigger the first-clear reward for stage 8, causing the text to display weirdly.
Lastly, thank you for reading all the way to the end.
Following from last year in September, the Hymble Ventures demo is almost ready for the major update. After we removed the mechanics that appeared educational about autism, it expanded more room for creativity and love for the game. This led to re establishing the game’s USP’s.
Hymble is still autistic, yet that’s only distinguished from her personality and animations, executed in a subtle manner. Players should naturally pick up on the neurodiversity vibes that way.
General Updates
This fun, blending mechanic allows you to turn collected fruit into health-restoring smoothies.
The character dialogue is now humorous and gives charm to each character.
The inventory system is reduced to one table of items, plus you see a cute Hymble animation.
Power-Up(dates)
Zorb Ball is now called Hym-Bubble
Boomerang is now called Hym-A-Ring
Hand attack is called Hym-Bam
Changes to Hymble’s Bedroom
The hub has a completely new design to better accommodate the basic run and jump mechanics. You get the Hym-Bam attack as a reward when you reach the windowsill. While the bedroom is sandbox-styled, this gives you a chance to play around with the Hym-Bam attack. You can push toys around the room and break open a surprise box where you’re introduced to Codee!
Changes to Hungry Hungry Hymble
New name - it is now called Rocky Farmlands
New short missions - bring the merchant a burger to open his shop, and help a farmer clear pests away from his crops
New NPC’s - magic yielding farmers who react if you intrude their patch
Changes to Hymble, The Witch and the Wardrobe
New level design - many players found it difficult to navigate and felt they were fighting with the camera. After playtesting, we can confirm that those issues are gone!
New name - it is now called Toadstool Park
New puzzle - for raising/lowering platforms. Use the Hym-Bubble in the podiums to control the platforms.
New short missions - help the mother tortoises reunite with their lost babies
Well aren’t you excited? I hope so because it’s been eight months of remaking the demo, and fourteen months since we last updated the demo file on Steam.