Hello!
Today, we'd like to introduce our game's pathfinding system.
Our first system was a simple tile‑grid approach.
With the A* algorithm, it explores the terrain in eight directions: north, south, east, west, and the four diagonals.
In the early game the terrain was simple, but in the new levels ropes and humans appear.
So we thought AI should also be able to make use of ropes.
To make pathfinding efficient, we needed to incorporate these features into the system.
We decided to build a navigation mesh to store such points.

Here is the navigation mesh we completed after lots of coding.
For debugging, additional detailed information is shown in the editor.
Ropes are mapped as shown above.
We calculate positions where you can jump onto a rope to connect the terrain.
Based on this, we run pathfinding.
Each path contains information about different movement modes such as walking, jumping, and riding a rope, depending on the node type.
The navigator, described below, makes use of this information.
If the navigation mesh is the terrain data, the navigator is the module that follows the path based on that information.
We implemented various sub‑modules to ensure correct path following.
Path Simplification Module
A path that simply connects nodes can be inefficient or look awkward.
To address this, we keep the movement within node bounds while straightening the path as much as possible.
This runs in real time.
Wall Collision Avoidance Module
If the AI unexpectedly touches a wall, simply moving along the planned path causes it to rub against the wall, which looks unnatural.
To prevent this, when the AI touches a wall we slightly turn its movement direction to keep motion natural.
Fall Prevention Module
Because our game uses a physics‑based movement system, the AI might accidentally run off a cliff.
To prevent this, the AI computes dangerous movement angle ranges within its current node that could lead to a fall.
Obstacle Handling Module
This module detects and gets past dynamic obstacles that block the path.

For these local searches we reuse the grid‑based pathfinding we previously built.

If it’s a small obstacle, we pick it up and move it aside.
Finally, here’s the AI chasing while using a rope.
Thanks for reading!

Hello Baristas!
We have a new patch for you live, which fixes the old achievements not syncing into Steam's backend. If you had this issue, you can reopen the game to sync your achievements on Steam.
Thank you for being patient <3
fixed '!' showing for non-ally structures (EX : stone wall, long grass... etc)
Hey Folks
Sorry the "Demo" version of the Stars of the Valkyrie had an incorrect installation directory in the latest update.
My Bad
Should be fixed

- Hid all AI content (due to some very kind feedback) behind a "Show AI Songs" toggle
- Added more non-AI music
- Tweaked UI more
Super Jump Dude is added to the collection!
Click with the mouse to jump and try to land on the crates.
Every first level of each world is already unlocked!
Get 40% overall completion to get achievement!
Hi everyone!
Huge thanks for all your feedback since yesterday’s release ❤️
Here’s the first update to address issues reported by the very first tavern keepers:
Fixes
Fish no longer all turn into roach.
Improved furniture colliders for more precise placement.
Round tables can no longer be placed too close to walls (stools won’t clip into walls anymore).
NPCs no longer get stuck around tables due to chairs.
Several English and German translations corrected.
Weaver stand name and description fixed in the skill tree.
Chair preview no longer remains visible after removing a table while holding a chair.
Merchant’s iron stock increased.
Kitchen assistant quest no longer asks for chopped carrots.
Dishwashing sound is now 3D and reduced in volume.
Round table blueprint is no longer available before you unlock it.
“Game Paused” is now shown on the end-of-day summary screen.
Wool, thread, shirts, pants, and fish now save correctly.
Wishlist mentions removed in the Early Access version.
Thanks again to everyone who reported these issues!
This first week will focus on stabilization and quality-of-life improvements. Keep the feedback coming.
Florian
Aspic Games