Hear Ye Hear Ye, as of this day November First, Twenty Twenty Five...
All realms have been reset. The slate is clean. Gather your kin, sharpen your blades, and carve your legend anew upon this unforgiving earth.

But this moon brings more than ruin…

Our blacksmiths and codewrights have been laboring in the shadows, reforging Crestfallen upon a brand-new engine — faster, smoother, deadlier. Now, we seek brave souls to join the first public playtest and help us shape the future of this world.

Expect fresh mechanics, new systems under the hood, and the raw, unpolished edge of something powerful in the making.

If you wish to stand on the frontlines of what’s next:
➡️ Join our Discord and claim your free playtest copy.
There, you’ll find instructions, feedback channels, and a gathering of fellow pioneers ready to spill blood for progress.
Justice Will Be Served!!
King Burkheart The Keeper of Justice
The world has burned once again — rise from the ashes, survivor.
🔗 \[Join the Discord]
https://discord.gg/m6h6yxV8nS

Welcome to another update on Tavern Ventures: Guilds and Tales!
We have spent the last few weeks refining the animations of our main character—the bartender, who plays a key role in the game. We want his movements and behavior to reflect the character of the owner of a bustling tavern, which is the heart of adventures and stories in the world of Tavern Ventures.
Until now, our bartender could only move in two directions, which limited the sense of space. We are now working on an animation system that allows him to move not only left and right, but also deeper into the tavern and toward the player. This will make the scenes inside the tavern more dynamic and spacious.

To achieve this effect, we have prepared a complete set of animations for turning and moving in different directions. This also required the creation of new graphics showing the character from every angle — we are happy to show you the first results of this work!

But movement isn't everything. We are also currently developing a set of animations depicting conversations between the bartender and tavern guests. We want his dialogues to look natural and reflect the character's personality – from calm exchanges to more emotional moments. It is these details that will bring the interactions in Tavern Ventures: Guilds and Tales to life.

This is only the first stage of our work on bringing the tavern in Tavern Ventures: Guilds and Tales to life. Each new animation brings us closer to creating a place that players can truly feel—bustling with conversation, movement, and stories. In future posts, we'll show you more of the results of our work.
Check back on the devlog — more updates coming soon!
https://store.steampowered.com/app/2437180/Tavern_Ventures_Guilds__Tales/
Exactly 4 years ago, on November 1 2021 the first version of Mik(legacy?) released here on steam, beginning my long game dev journey. A game that started out as a bad side project of 14yo me is now finally nearing its completion (in the form of the new mik).
Over these 4 years there have been 5 different iterations (read history here) of Mik, 2 different Steampages and thousands of players. Now with the ReRelease of Mik Legacy im finally able to properly update and support the game, so theres a new (small) update available now.

Added PLIMBO in multiple places + some new lore
Changed SFX processing
Performance Improvements & Bugfixes
Anyways THANK YOU for playing !
-Stefaaan!!
UPDATE
* Reduced spectator max speed x20 -> x15
* fixed mithril blueprint
* fixed rare empty faction at factionMayStartWar
* fixed rare empty faction at soldier tooltip
* fixed rare empty faction at cityCaptureCheck
* fixed: import file achievement block dont work
Local gold:
- Armies upgraded to 64bit gold
- Fixed: armies dont save gold
- Fixed: armies went in debt
Warmashine
- reduced ballista range 3 > 2
- reduced manuballista range 2 > 1.7
- reduced ballista conscript priority
This month, we're working on additional mechanics for the water biome and some visual updates.
We loved the water dungeon puzzles in Zelda but felt that it might be too boring to increase the water level from flicking a switch. So instead, you move the moon to change the water tide level.

The water can submerge entire portions of the level. It can be helpful but be aware of electricity hazards!
If you haven't noticed, the player can swim now, we're working on testing some underwater puzzles with the tide bending mechanic.
It's bit late for Halloween, but we're adding some animations to the eldritch purple flowers that prevent folding. They now bloom and look at the cursor when the player is folding and they really don't like it when the you try to fold past them.

We're also prototyping new mechanics for another biome. We'll reveal more about it once it's ready. And yes, you may expect further Avatar references in future updates.
Special announcement time...
Exactly 4 years ago, on November 1 2021 the first version of Mik(legacy?) released here on steam, beginning my long game dev journey. A game that started out as a bad side project of 14yo me is now finally nearing its completion (somewhat).
Over the course of 16 Devlogs on this steam page, 3 Devlogs on the Mik legacy steam page and various other posts I (badly) documented the long development for this game. The current version of Mik has been in development for about 1.5 years, the previous years being used on the multitude of other iterations Mik had(read the mik history here).
In total there were 5 different version of Mik, one of which is still available here on steam. The release date doesnt match the actual date which this was developed (2023). Its all uselessly complicated so either read the full mik history or this shorter post: https://store.steampowered.com/news/app/1772130/view/512970330489225818?l=english

-Stefaaan!!
Hello everyone,
Here's another hotfix for some issues that came up after update 0.18
As always, thank you for your continued feedback and support, keep sharing your ideas and bug reports on the Card Engine Discord or Community Hub!
Fixed incorrect anchor for the top-left navigation bar
Fixed the preview texts in the variables window not rendering text icons when using the <voffset> formatting
Hi everyone,
Hope you're all doing well. This dev diary is a bit more "technical" since it goes into a lot of new chemistry-related stuff getting added in 0.10.
A new rock formation of limestone can now be found on the map. It will drop limestone stones which can be burnt in the new lime kiln to get quicklime (a volume). You can then mix the quicklime with water to get slaked lime.
In this update lime still has very limited use but in the future it's planned to become the key ingredient for a number of products.
Burning wood with enough oxygen will now also leave ash as a byproduct. Slaked lime can be mixed with ash to make caustic potash. Mixing animal fats with caustic potash will yield glycerol, a precursor for nitroglycerin (a precursor to dynamite).
As mentioned in post Dev Diary #2 one of the stones of evaporites is potassium niter which can be crushed to get potassium nitrate (a volume). An alternative method to produce it is by mixing caustic potash with nitric acid. Nitric acid is a new acid which can be obtained by mixing sulfuric acid with potassium nitrate. It is another precursor to nitroglycerin.
To make nitroglycerin you need to mix glycerol, nitric acid and sulfuric acid. However, doing because doing this reaction generates a lot of heat it will eventually detonate the nitroglycerin in a regular container. Respectively, a new structure you can build is the nitration reactor. It will keep the reactants below a player-specified temperature.
You can then mix nitroglycerin and clay to make dynamite (volume). This volume is the ingredient for crafting dynamite sticks. They can be lit and thrown at enemies or at objects such as buildings or rock boulders to destroy them.
Another explosive you can manufacture is RDX. You just need to add nitric acid, hexamine (can currently only be purchased in shop) and acetic anhydride together in a nitration reactor. RDX can then be used to craft frag grenades and landmines.
For frag grenades you will also need metal pellets which can be crafted in the new metalworking table.
Each soil tile now has three soil values: Phosphorus, Nitrogen and Potassium. Each plant has a different optimal fertility requirement as well as a tolerated range of fertility values, affecting the growth speed of it.
In order to increase the fertility of a soil tile you can pour a fertilizer such as potassium nitrate (high potassium and a bit of nitrogen) or bone meal (phosphorus and a bit of nitrogen). Cutting down trees. digging up shrubs and decayed organic items can also increase fertility of the surrounding soil.
Some soils have more nutrient retention than others, making fertilizers more efficient.
That's it for the 0.10 update though! Next week's post will already be about the first 0.11 mechanics: New territorial control system and other criminal factions.
MI Finalizing FGR1 event launch;
NEW Foundry Gauntlet Rev1 access in game;
UX Validation steps was showing an arrow after an input's value was changed;
UX keeps the ticks step count in manual step mode;
TLS \\n in labels;
TLS wrong label for FreeCam;
FIX typo;
SRV Deploy worldscore to a bigger machine;
SRV-EXP Endpoints for CSE boiler plating;
FIX-EXP settings in double in the CSE;
FIX-EXP CSE not disposing old truthtables;
INF-EXP Script for CSEAPI
INF-EXP Api router;
Labels: NEW new element/feature, FIX bug/error fix, UX User eXperience, TLS localization, MI Miscellaneous, SRV server side code, INF infrastructure, -EXP experimental build