Croakspire - Lotus Arcade

Hey all!

Nextfest sure was fun! We have received a lot of great feedback from the awesome people that played our demo, and today we have an update addressing bugs, adding features, and reworking a few things to make the demo a better experience! Here are the most notable additions:

  • Added controller mapping. This can be accessed in the settings menu.

  • Map outlines now have a toggle between black, white, and fading for better visibility, especially with unexplored rooms!

  • Added in-game language support for Italian, Spanish, French, German, and Japanese. Due to the small nature of our team, we used the assistance of machine translation for some text (most notably accessory descriptions), so please let us know if a translated word is not entirely correct.

  • Standing in front of a save pond or a teleporter will now prompt the player with the input to use it.

  • Updated a few enemy sprites.

  • Reworked the balancing of the beginning section to ease the player into the game a little better.

  • Fixed various softlocks, including slide-kicking under a low ceiling and dashing backwards on slopes being able to rarely get you stuck in terrain (not a fun thing to happen right before a save room!)

  • Many other minor adjustments.

With that out of the way, the other part of the announcement involves the release date of the main game. Since we got so much valuable feedback, we made the decision to delay the game to early 2026, rather than late this year. While we could get the game out for that time, we chose to focus on making the game as best as it can be, so we hope you understand the delay.

Otherwise, thank you for playing the demo! Keep your eyes peeled for future updates! And remember; green amphibians are evil!

Souls End - Ruu

It's been around a month and a half since the last update but it's finally here, hope you enjoy it!

My plans for next week involve working on a new tutorial and address any concerns that pop up from this update (balance and bugs). After that I will push for a demo build (maybe sometime within the next two weeks?).

Well I'll let the update speak for itself and get straight into the patch notes, but as always if you'd like to talk about the game and share your opinions/totally busted army, join the Discord! ːsteamhappyː

New Content

✦ Changed a lot of the games UI and the color scheme used in tooltips.

✦ Added a 2x speed button!

✦ Level unlocks have been added up to level 3 for each Soul. This includes 3 new items, 3 new relics, 3 new unit groups and 6 new spell upgrades.

  • VERY IMPORTANT NOTE: Your saves will be reset for this patch but I will try my best to preserve saves from demo to launch.

✦ 3 new events have been added that are in both Act 1 and 2, resulting in 4 new relics being added into the game.

✦ Unknown encounters have been buffed, they no longer count towards the overall encounter counter (Gotta figure out a better name for that). This means Unknowns can be traversed into for free, but you wont be able to see what the store will include nor the encounters it will lead into.

✦ The mist is here! After around 35 seconds of battle, if a winner is still not decided, a mist will appear and start damaging all units, this damage increases over time.

✦ Added the Smoke Bomb Item.

✦ Added various new tags to traits, such as magical, buff, and debuff.

Balance Changes

✦ Buffed Ragnarra.

✦ Buffed Grob.

✦ Changed Corin's relic to now give damage rather than attack speed.

✦ Valkyries have had their healer upgrade swapped out for a new one.

✦ Improved Looter chance from 20% -> 25%.

✦ Slightly nerfed Heartache amulet.

✦ Reduced Blood Stones applied dmg (buff).

✦ Improved Soul Jar.

✦ Green Dragon Brazier Heal 15 -> 10.

✦ Improved Withering duration.

✦ Buffed Thunderous Runewarp Bolt upgrade.

✦ Nerfed Swift Scimitar attack speed upgrade 15% -> 10%.

Bug Fixes

✦ Fixed a lot of bugs related to upgrading.

✦ Fixed items not being interactable over Sobek's River.

✦ Fixed a handful of bugs related to the Ice Tear.

✦ Added missing icons to some effects recorded in stats.

✦ Fixed various trait descriptions.

Other Changes

✦ Adjusted/added new particles to units when they die.

✦ Added a small easter egg.

✦ Adjusted how Jermaine looks (The reaper dude)

✦ Debris now stay longer on screen.

✦ SFX now play when moving around audio setting levels.

✦ Added spell upgrades to the compendium.

✦ Particles now play when your spell has it's cooldown reduced.

✦ Improved score gain from encounters won.

Hogen - Scrappyard Games

A small quality of life and some fixes for editing your deck this week. Hope this helps!

Updates

-Updated the deck editor to set last edited deck to the current selected deck for campaign missions

Fixes

-Fixed moving card tabs by clicking not updating card count correctly in deck editor

-Fixed card tabs being unable to be dragged

-Fixed card tabs not being highlighted properly if deselected with a click

As always, if you encounter any problems, bugs, or just want to give feedback, you can reach me via the the Discord or via Steam comments. I'll be looking!

A.N.N.E - Mo
Sorry!

Fix the speed of the windmill in W2.
Souls End Playtest - Ruu

New Content

✦ Changed a lot of the games UI and the color scheme used in tooltips.

✦ Added a 2x speed button!

✦ Level unlocks have been added up to level 3 for each Soul. This includes 3 new items, 3 new relics, 3 new unit groups and 6 new spell upgrades.

  • VERY IMPORTANT NOTE: Your saves will be reset for this patch but I will try my best to preserve saves from demo to launch.

✦ 3 new events have been added that are in both Act 1 and 2, resulting in 4 new relics being added into the game.

✦ Unknown encounters have been buffed, they no longer count towards the overall encounter counter (Gotta figure out a better name for that). This means Unknowns can be traversed into for free, but you wont be able to see what the store will include nor the encounters it will lead into.

✦ The mist is here! After around 35 seconds of battle, if a winner is still not decided, a mist will appear and start damaging all units, this damage increases over time.

✦ Added the Smoke Bomb Item.

✦ Added various new tags to traits, such as magical, buff, and debuff.

Balance Changes

✦ Buffed Ragnarra.

✦ Buffed Grob.

✦ Changed Corins relic to now give damage rather than attack speed.

✦ Valkyries have had their healer upgrade swapped out for a new one.

✦ Improved Looter chance from 20% -> 25%.

✦ Slightly nerfed Heartache amulet.

✦ Reduced Blood Stones applied dmg (buff).

✦ Improved Soul Jar.

✦ Green Dragon Brazier Heal 15 -> 10.

✦ Improved Withering duration.

✦ Buffed Thunderous Runewarp Bolt upgrade.

✦ Nerfed Swift Scimitar attack speed upgrade 15% -> 10%.

Bug Fixes

✦ Fixed a lot of bugs related to upgrading.

✦ Fixed items not being interactable over Sobek's River.

✦ Fixed a handful of bugs related to the Ice Tear.

✦ Added missing icons to some effects recorded in stats.

✦ Fixed various trait descriptions.

Other Changes

✦ Adjusted/added new particles to units when they die.

✦ Added a small easter egg.

✦ Adjusted how Jermaine looks (The reaper dude)

✦ Debris now stay longer on screen.

✦ SFX now play when moving around audio setting levels.

✦ Added spell upgrades to the compendium.

✦ Particles now play when your spell has it's cooldown reduced.

✦ Improved score gain from encounters won.

6:13pm
Cult 87 - FeralWalrus
  • Fixed floor clipping when leaving Clock Tower.

ScooterFlow - ScooterFlow
  • 12 Steam Achievements are now attainable

Power the Future - simnetzero-dev
Added Support for Steam Achievements. If you want the achievement for a previous game victory, simply reopen the game and click on "End Game" in the menu and it will activate that achievement. All victories for each scenario has their own, as well as, the Power Mega-Projects.
Tavern Keeper 🍻 - Greenheart Games

Hi, I'm Patrick, the Director of Tavern Keeper and I wanted to write you a little letter, shortly before release (and sprinkle a few screenshots from the development throughout).

Soon, you can finally get your hands on Tavern Keeper 🍻

(No, NOT this Tavern Keeper - the modern version - This is the earliest screenshot of Tavern Keeper (June 2014), written as a webpage, using placeholder graphics. It looked very, very different.)

For more than 11 years* our small team has laboured over every detail of this game. Every polygon, every sound, every animation, every word and every piece of code was handcrafted with purpose by a human. It is our love letter to simulation management games 💚 and our bid to add a genre-busting entry, combining deep sim systems, a witty magical-audiobook-RPG and a decoration sandbox to the world of sim games.

We hope it will be a delightful experience for you!

*Before I say anything more, I want to clarify that we are not necessarily proud that it has taken us that long (we really wish it hadn’t) but we do feel a sense of fulfilment to have made it this far - I think anyone who has worked on a long project can relate. It’s tempting to say that we could now do this in half the time but this would gloss over the countless prototypes and iterations. For the past 11 years we didn’t just develop the game you get to play, but six different versions of it.

13 years ago

When my brother (and co-founder) Daniel and I released our first game “Game Dev Tycoon” 13 years ago, we celebrated with our family for about 20 minutes before a game-breaking bug was reported 😅. I still recall huddling over a laptop frantically coding and delivering a hot-fix while our parents and girlfriends (now wives) celebrated in the room nearby. Now, 13 years later, we are releasing our second game. Hopefully it will not require a hot-fix within 20 minutes 🤞. We did our darndest to avoid this, but whatever happens, we’ll be ready.

(Early version of Tavern Keeper (April 2015), running in Unity)

This time, we share this moment remotely with our small international team across the globe. And of course, at home with our families and our kids, some of whom are nearly as old as Tavern Keeper! Before the inevitable craze of release day, I want to say a few things.

To the team

First and foremost, thanks to the entire team and their support groups (partners, family and friends) that made this game what it is. For all of us, this is the longest professional project we have ever (and are likely ever to have) been part of. I'm truly grateful that we all somehow, miraculously, stuck with it for so long.

Thanks to every one of you for your countless contributions, patience, talent and determination to make this game a reality.

Thanks also to all the external partners, the sound wizards at Cedar Studios UK, the amazing voice actors, the translators at Lionbridge Games and everyone else contributing to a game like this. You should check out the Credits in-game: we are a very small team but had a lot of help along the way.

It's been an immense privilege to work with everyone on this game.

A special thanks to the private testers, the translation testers, our small but dedicated (and very patient) Patreon members and everyone who is looking forward to Tavern Keeper. Your enthusiasm, your feedback (in particular those amazing Demo reviews 🥹🤗 and all the incredible in-game reports) have given us strength and motivation in this last stretch to Early Access.

Lastly, thanks to every single person who bought our first game “Game Dev Tycoon”, whether that's all the way back at the initial launch or more recently. I'm convinced that any (sane) publisher would have cancelled this project long ago or forced a release early when it definitely wasn't ready. Without you, Tavern Keeper would simply not exist and we could not have developed and self-published it as truly independent developers. We hope to have your support again this time around - we'll definitely need it!

Art Direction test of Tavern Keeper (a very long time ago)

The mists of time are uncertain

It's a supremely odd feeling to be this close to release. We try to keep our expectations neutral, a lot of things could happen and it's never been a more competitive market for games. When Game Dev Tycoon released in 2013 on Steam, we were one of 507 games released that year. This year, 593 games released on Steam just last week(!) with over 10K so far in 10 months. It is a scary time for devs but I feel it’s also never been a better time for PC gamers.

We did our best to make a game that can hopefully compete and, with your help, find its audience. We hope it's a remarkable one-of-a-kind bespoke experience. Fingers crossed indeed💚

(one of the many fun bugs encountered along the way, this patron (incorrectly) used the bar as a bed)

A glimpse of what it took

I thought it might be fun to share a few stats from the development of Tavern Keeper! Here we go:

  • 11.5 years of development

  • 3 engine changes (2D HTML -> 3D HTML -> 3D Unity (and several unity versions)).

  • ~50K commits (individual work packages contributed to the project).

  • 220K lines of handwritten code (~6M characters).

  • ~6K models

  • 2K sprites

  • 11K prefabs

  • ~7K animations

  • 120K words of English text (similar to a large fantasy novel!)

  • ~1.6 million words total given we have translations into 14 more languages.

  • ~900 tooltips

  • ~6K nodes in our campaign / story graphs.

  • ~7K sound files

  • ~4.5K character emotes (sound-bites of the fictional language you hear when you zoom in and observe characters).

  • ~50 music files (over 2 hours of music)

  • ~3K voice-over files (over 10 hours of audio, that's only the Early Access content, lots more to come!)

  • 67 major versions (builds)

  • 6.8 years of combined play-time testing (together with our private testers) saw us serve 1.1M patrons and gain 23K tavern stars and fire 5K staff

  • 100% human made - no generated code, art, sound, voice or anything else.

Some of these stats are more meaningful than others but I'm just listing them to give you a sense as to how big this game is under the hood. It's also worth mentioning that this only counts the things that made it to the end and doesn’t count the many discarded prototypes along the way.

(one of the earliest uses of the Design Mode - we knew immediately this feature was worth investing more time - you can have so much fun with it!)

Onwards to V1.0 we go!

This is a pivotal moment for the game. Finally, we open the doors for you to experience what Tavern Keeper has to offer and invite you to be part of the journey towards the full release (for details please check out our roadmap on the main page).

(a more recent screenshot of Tavern Keeper)

We believe Early Access will ultimately lead to an even better experience for everyone and we are so ready to see how you engage with the game. Please let us know on the Steam forums, through the in-game tool (press F3) or on our Discord.

Here's to a great journey together. Welcome Inn!

Patrick Klug
Director
Greenheart Games 💚

GAIONIN WAR don't combine - tobimasusasuke

Change the amount of gold obtained from MoneyBag from 1000 to 500

...

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