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Update #18May 7, 2021 - Community AnnouncementsConversations and Fixes - This update makes the game a bit more chatty. Villagers will now make random comments about their situation (will say if they're hungry, if the day is nice, etc), and also start dynamic conversations with other villagers. They'll talk back and forth a bit before saying their goodbyes and going back about their business. Over time the depth of these conversations will continue to grow and reflect each villager's personality, and impact their relationships with other villagers. There have also been a tremendous amount of fixes made. I took a lot of time going from the beginning of a game to the end to see what needed to be fixed, tweaked, etc. The last few playthroughs seemed to go pretty well, but of course something can always pop up. For a list of all changes, see below: Additions: Added ability to use "R" to dump the contents of a basket of blueberries. Added carpenter AI to build the hunter lodge and carpenter shop. This wasn't the case already since the villagers will help with building both of those, and the completion of the carpenter shop allowed the leader to assign a town carpenter. Now a carpenter can be assigned before the shop is built. Added a stamina requirement for digging up the well. Added AI cooked squirrel organization to the barkeep. Added a life bar to the left panel. This will drain as the villager ages, and when exhausted means death. Added villager commentary. Every now and then the villagers will comment on their situation. Either letting you know that they're hungry, or that they think it's a nice day, etc. Over time I'll continue to add a lot more to this. Added a new chat bubble option that's more compact and block like as the default. Added more to the random villager commentary (they say about 7 times as many phrases now). Added more dialog. Villagers will now express their confusion if you say something they don't understand. Previously they just stood there and waited for you to say something else. Added holding down left control to show villager names. Added dialog between two npcs. Two villagers can now engage in a random back and forth conversation with each other. Added random events where villagers will talk to each other. Added more content to the AI conversations. Fixes: Fixed a bug with using strange characters in your Steam name. Fixed text chat bubble sizing. Fixed the location of shift-hover tooltips. Fixed a bug where the AI wouldn't eat often enough to get pregnant often enough to survive. Fixed a bug with AI trying to organize their shops before they get built. Fixed villager selection from the town panel to no longer include unborn babies. Fixed a bug where the pregnancy button was available while unborn. Fixed a bug where the pregnancy button was available while dead. Fixed AI eating to stay at a food source until satisfied, whereas before they would take one bite and then continue on. Fixed a bug where some debug text would appear on the screen. Fixed a bug with AI organiz...Update #17Mar 18, 2021 - Community AnnouncementsThe Blueberry Update - We now have a method of farming blueberry bushes, as well as gathering blueberries much quicker. Currently, you can build a seed extractor at the farm which can turn cut tall grass into fiber and a seed. There's currently a chance to extract a blueberry seed when doing this, although eventually the remains of an empty wild blueberry bush will need to be processed in the seed extractor to get their seeds. The seeds can be planted and watered the same way tall grass is grown. Over time the bush will grow until eventually generating fruit over time. Using the basket on a blueberry bush will now automatically extract as many blueberries as can fit in the basket. Eventually the basket and other contains will be able to do the same on other objects containing many items, such as gathering ores from the quarry. Many new tooltips have been added to the game, such as on the left game panel that now explain what each button does when hovering the mouse over them. The tooltips in the item guide have also been updated to look cleaner. For a list of all changes, see below: Additions: Added farming blueberries. You can now plant blueberry seeds in a plot of four soil, water it and the bush will start to grow. Over time, new berries will emerge on the bush as well without any further upkeep. Added the seed extractor. Instead of using a sharp rock on cut tall grass to extract fiber and some tall grass seed, you can put the cut tall grass (and eventually other plant materials) in the seed extractor to do the same, but also have a chance to extract random seeds of other varieties (blueberry bush seeds, carrot seeds, tomato seeds, and more to come). Added AI gathering blueberries with baskets (this should help keep food readily available for the first few weeks until I can implement farming food sources). Added baskets being able to hold/collect blueberries. Baskets can now collect entire blueberry bushes worth of blueberries, and hold a maximum of 40 blueberries at a time. Added AI crafting the oven. Added AI crafting the barkeep table. Added blueberry bush seeds. Added AI organizing the seed extractor. The town farmer will now clean up the seed extractor (fiber and seeds) and store them away. Added AI carpenter building the seed extractor. Added opening storage chests with Keypress O. This is useful when holding a basket for example and wanting to get soil instead of depositing the basket. Eventually I'll add clickable special actions like this somewhere on the screen. Added extracting farmed blueberry bushes. They now work the same way wild blueberry bushes work. You can gather the berries by hand or with baskets. Added AI extracting farmed blueberry bushes. Added the seed extractor to the village mode start. Added the oven to the village mode start. Added the barkeep table to the village mode start. Added AI farmer planting blueberry seeds. Added AI barkeep crafting skewers. Added a limit of 10 blueberry bushes that the farmer AI will pla...Update #16Feb 18, 2021 - Community AnnouncementsStorage, Oven, Pottery - The majority of this update is the storage system overhaul. The town carpenter will now create wooden storage chests in all of the buildings (except the temple since it has no used items yet), and these chests will hold an infinite supply of items related to their building. Once a chest is created, villagers will organize any loose items in their previous storage areas into the chest, and utilize items from the chest as needed. You can access the chest by standing over it and clicking it or pressing "E", and then clicking the necessary item or using 1-9 to remove an item. As more items are added, Ctrl + 1-9 will remove further items. You can place items in the chest by standing over the chest with the related item and pressing "E" or clicking the chest. You cannot place items in a chest that do not belong. For example, you can't store rocks in the carpenter's chest, only the stone mason's chest. Even with the ability to stack items in the world, as more items are added this will inevitably lead to clutter and so this storage system should help with that, giving more space for buildings and furniture. The oven has also been added to the tavern, along with the barkeep's table. You can create the table by hammering 15 planks, and you can create the oven by adding an iron ingot to a pile of 10 stone bricks and then hammering it. You can mix ash on the table with water to create a wet ashglaze cup, or mix two ash piles with water to create a wet ashglaze bowl. Both of which can be inserted into the oven to cook into usable cups and bowls. These will eventually be used to hold liquids and meals. A full list of changes can be found below. Additions Added storage chests. By hammering 12 planks inside a building with a stone hammer, you can create a storage chest that can hold an infinite number of items relevant to the building. For example, the chest in the stone mason shop can hold rocks, sharp rocks, bricks, etc. When open, a window will appear showing items that can be selected by either clicking on them or pressing a number key to indicate which item you want to grab. It will also display a counter of how many items of each type are in the storage chest. This should help organize the town even further, and eventually make room to upgrade the buildings to be bigger. Added AI using the storage chests. Added AI crafting of storage chests for all buildings. Added storage chests to the village start game mode, and filled them with the same items that were previously added at the start. Added an oven for the tavern. Using a stone hammer on 10 stone bricks and 1 iron ingot will create an oven in the tavern. Added the barkeep's table. This table can be created by hammering 15 planks in the bar. The table is used as a work bench to create other items. Added ashglaze cups. You can now make a wet ashglaze cup by pouring water onto ash while on the barkeep's table. The wet cup can be cooked in the oven to create a normal ashglaze cup, w...Update #15Jan 21, 2021 - Community AnnouncementsMetal Forge, Iron Ingots, Ash and Realistic Lighting - One of the main tools of a blacksmith is now ready, the metal forge. A town carpenter will construct it using stone bricks, and it will be used to burn ores, pellets and more into more refined materials. The forge first needs a coal brick, which then can be crushed down into finer coals using a stone hammer. After that, you can add either 4 iron ores or 5 iron pellets to start the refining process which takes about a minute. After, the coals will burn to ash and you'll be left either with an iron bloom or an iron ingot. Four iron ores burn into one iron bloom, which can be cracked open with a stone hammer to reveal three iron pellets. Five iron pellets can be burnt into one iron ingot. You can then extract the remaining ash using a basket. Iron ingots will be used to craft many different metal items, such as the anvil, iron tools and more. In time there will be other metals introduced such as copper, gold and more that will be crafted in a similar way to the iron ingots. Ash will remain in the forge after burning ores or pellets. Once the bloom or ingot is removed, you can extract the ash using a basket. Ash will be used by the barkeep with water to create a clay substitute called ash glaze. The ash glaze will be used to create cups, bowls and other useful items that can be hardened in a kiln. The town campfire will now also radiate more realistic looking lighting. Instead of lighting the entire square tiles, it will now light in a circular arch. In time, the light will be more animated and work for other light sources to come such as torches and the forges. A full list of changes can be found below. Additions Added the metal forge. The forge is used to create iron blooms from iron ore, and iron ingots from iron pellets which are extracted from the iron blooms. Added iron blooms. You can now burn 4 iron ores on the forge to create an iron bloom after about a minute. The forge first needs a coal brick, and then the coal brick needs to be crushed down with a stone hammer before use. The iron bloom can be hit with a stone hammer to break away the slag and reveal an iron pellet. Iron blooms stack to 30. Added ash. You can now extract ash from a forge after processing iron ore or iron pellets using an empty basket. Ash will soon be used in mixing with water to create ash glaze, which the barkeep will use as a substitute for clay. They'll be able to mold the ash glaze into cups and bowls and then cooked in a kiln to solidify. Ash stacks to 10. Added basket of ash. Added coal brick stacking to 6, previously 1. Added AI organizing coal bricks. The town blacksmith will now organize any loose coal bricks. Added AI crafting the metal forge. The town carpenter will now craft the metal forge in the blacksmith shop when possible. Added starting the game as a village to not only start with 15 villagers, but also start with a complete village (all roads, buildings, tools, etc). Some materials will still need...Update #14Dec 21, 2020 - Community AnnouncementsMining, Coal, Stone Bricks and more - Mining has been added. You can now craft pickaxes and an iron quarry. Using the pickaxe on the iron quarry will produce iron ore, which will be used on a forge to create a bloom of metal. With enough metal pellets, an iron ingot can be crafted on an anvil, which will be used to craft many different tools, weapons, etc. Coal has also been added, which will be the primary source of heat on a forge to create metal blooms among other things. A town carpenter can create a coal forge, and when used with a log, will start cooking the log into a coal brick. Stone bricks can be crafted as well at the stone mason shop. A carpenter will create the mason workbench, which can hold a rock. If a stone hammer is then used on it, a stone brick will be left. Stone bricks will be used to craft many things, starting with the coal forge. There are also now more conversation updates, interface improvements, new achievements and more. A full list of changes can be found below. Additions Added new achievement for surviving to day 100. Added new achievement for surviving to day 1,000. Added F9 to toggle borderless mode. Added highlighting buttons when clicked on the start screen. Added highlighting buttons when clicked on the singleplayer screen. Added highlighting buttons when clicked on the options screen. Added highlighting buttons when clicked on the multiplayer screen. Added highlighting buttons when clicked on the server browser screen. Added highlighting buttons when clicked on the server connect screen. Added highlighting buttons when clicked on the load game screen. Added highlighting buttons when clicked on the Twitch options screen. Added highlighting buttons when clicked on the in-game esc menu screen. Added highlighting buttons when clicked on the in-game options menu screen. Added highlighting buttons when clicked on the in-game save menu screen. Added AI organizing skewers. Added highlighting buttons when clicked on the respawn button. Added ability to press escape key to go back a menu from the singleplayer screen. Added ability to press escape key to go back a menu from the multiplayer screen. Added ability to press escape key to go back a menu from the server browser screen. Added ability to press escape key to go back a menu from the connect to server screen. Added ability to press escape key to go back a menu from the options screen. Added ability to press escape key to go back a menu from the Twitch screen. Added ability to press escape key to go back a menu from the load screen. Added conversation expansion. The "where is" command has been expanded to include "where are". Added conversation expansion. You can now ask "where is food" for assistance locating edible food. Added iron quarries. The town can now create an iron quarry blueprint outside of the town, which can then be dug up with a hatchet to create the full quarry. This will be a source of iron ore. Added rock picks. You can now use sharp rocks on the t...Update #13Nov 22, 2020 - Community AnnouncementsClothing, Machines, Borderless Mode, Drinking - So we finally have some clothing for our naked villagers. The town tailor can craft squirrel skin robes on a sewing table by using squirrel skins and twine. The robes are currently only cosmetic, but will eventually function as armor and resistance vs the elements. As for the method of creating clothing, a few machines were added to accomplish that. The first is the sewing table, which currently lets you add squirrel skins and twine to create a squirrel skin robe. Other recipes will be added over time, such as hats and backpacks. Another machine that was added is the spinning wheel, which currently turns fiber into twine, but will eventually be used to create other materials. The next machine is the loom, which will take twine to create a weaving, which will be used eventually to make bedding, carpets, etc. The last recent machine added was the sharpening stone, which is basically a grinding wheel and acts as a boulder. You can create a sharp rock, a skewer, etc and eventually create more advanced items. Borderless mode was also added, which can currently be toggled with CTRL and B. Eventually a button will be added to the left panel which will do the same. This mode currently doesn't overlap the taskbar in Windows, but eventually that might change depending how everyone prefers it. Drinking has also been added. Previously you could only replenish your thirst by eating blueberries, but now you can drink from the town well instead. Since cooked squirrels are now on the menu and they don't provide any water, this was necessary to keep everyone alive. A full list of changes can be found below. Additions Added borderless mode. By pressing CTRL and B, the screen will go full screen but borderless (however leaving the taskbar visible). If there's a request for borderless full screen that covers the taskbar I'll probably add that. Added a progress bar to the initial loading screen. Added squirrel skin robes. You can now craft squirrel skin robes on the sewing table with squirrel skins and twine. Added wearing squirrel skin robes. You can now equip the squirrel skin robe with the use key (default R) while holding it. Added AI automatically clothing themselves. Now if a naked villager finds a nearby robe to wear, it will go over and put it on. Added loom. You can now craft a loom in the tailor shop by hammering 16 planks with a stone hammer. Adding twine to the loom will accumulate until 8 are applied, which will create a weaving. Added spinning wheel. You can now craft a spinning wheel in the tailor shop by hammering 15 planks with a stone hammer. Adding fiber to the spinning wheel will turn it into twine. Added sharpening stone. Now the carpenter will build a sharpening stone (grinding wheel) which will act as a boulder. Sticks used on it become skewers and rocks used on it become sharp rocks. Added sewing table. You can now craft a sewing table in the tailor shop which will be used to combine fabrics and ...Update #12Oct 13, 2020 - Community AnnouncementsFarmer, Stone Mason, Tailor, Blacksmith, Priest, Barkeep, Family Lines, Volume Sliders - Lots of new content has been added towards the town progression. We now have 6 new professions and buildings, now totaling 8 buildings and a road system that covers the current town layout. Eventually the town will expand to 16 buildings to include more specific shops, housing and more farms. The farmer will grow food and resources such as tall grass, the stone mason will craft stone related objects, the blacksmith will craft metal related objects, the tailor will craft clothing and bags, the priest will pray for blessings and utilize magic and the barkeep will brew alcohol that provides buffs. As time goes on, more content will be developed around these professions and more will be added. Family lines are also now kept track of. Eventually there will be an interface where you can view your brothers, sisters, etc and see their last conversation with you, their appearance, etc. I'm also playing around with the idea of making nameplates appear different colors based on relation. Volume sliders have also been added to the options menu. From there, you can raise or lower the volume individually for both sound and music. A full list of changes can be found below. Additions Added family lines. The game will now keep track of your brothers, sisters, aunts, uncles, etc. I'm eventually going to make a window similar to the item guide, where it will show a specific villager and their information. Eventually, a more detailed history of all villagers will be added for each town. Added blacksmith shop. The town will now construct the blacksmith shop where weapons, armor and other metal objects will be crafted. Added the blacksmith profession. Once the blacksmith shop is built, a blacksmith will be assigned to work there. Their responsibility will be focused around mining ore, smelting ore and crafting metal based objects. Added the temple. The town will now construct the temple, were villagers will worship their gods and dabble in magic. Added the priest profession. Once the temple is built, a priest will be assigned to work there. their responsibility will be focused around praying for blessings and eventually magical abilities. Added the tavern. The town will now construct the tavern, where villagers will rest, eat, drink, socialize and more. Added the barkeep profession. Once the tavern is built, a barkeep will be assigned to work there. Their responsibility will be focused around brewing drinks and cooking meals. Added the tailor shop, where bags, clothing and more will be crafted. Added the stone mason building. This will be where stone related tools and materials are crafted and stored. Added stone mason AI. Once the stone mason shop is built, a stone mason will be assigned by the leader. They'll be responsible for making stone related tools and objects. Added the town farm. After building the hunter's lodge and carpenter shop, the villagers will start constructing ...Update #11Sep 17, 2020 - Community AnnouncementsTalking, Personality, Relationships, Old Age, Chat Bubbles, Achievements and Image Optimization! - You can now talk to NPC villagers. Currently, you get their attention by using their name (names can be toggled with CTRL + N) within about 5 tiles from them. After that, they'll greet you, stop and face you while waiting for the conversation to continue. Currently you can only ask them a few things such as "Where is camp", where they will then tell you the general direction of the town's center, but over time more conversation options will be added. If you walk away from the villager during conversation or stop talking for about 10 seconds (will vary once the patience trait is added), they'll give a farewell and go back to what they were doing. Some of the other current commands are "Kill yourself" to force the villager to die (will be removed eventually), "Drop that" to force the villager to drop what they're holding, or "Hail Ian" to have the villager respond with "All hail Ian". This will later be changed to "Nai", who will assume the role as one of the first Gods to appear in the game that villages can worship. Ian gets this honor for being one of the first beta testers of the game, so thanks Ian! Personalities have been added to villagers. Currently the only personality trait is laziness, which will add to taking free time between tasks. Eventually it will also factor into conversation personality, requirement for rest/sleep, stamina regeneration and use, etc. Also, other personality traits such as bravery, intelligence, spirituality, etc will come into play to have different impacts on the villager. Relationships are also added. Currently it only works with conversation, where if you talk to a villager or they talk to you, each of you will remember each other, have a rating towards each other and remember your most recent conversation. This will eventually allow you to make friends, allies, rivals, etc based on how you interact with villagers and their traits. For example, someone with a low level of laziness will unlikely favor someone with a high level of laziness if they work together. Villagers can now enter a state of old age, and eventually die of old age. After playing as an adult for some time, your hair will whiten and you'll be in old age. Currently this makes no difference in game play, but a few years (currently a few minutes) after reaching old age, the player will die. Over time, I'll likely change the game so that older players move slower and have less actions (such as not being able to carry heavy objects). When talking, you'll now notice chat bubbles appear besides the heads of villagers instead of open text above their heads. This should make conversations more noticeable. Also, the player chat bubble will hide behind other bubbles, making it easier to read what others are saying if you're stacked together. The first two achievements have been added. Currently you get an achievement for surviving the first day, and also if ...Update #10Sep 1, 2020 - Community AnnouncementsCharacter Customization, Town Emancipation, Childhood, Genetic Inheritance, Major Optimization and more! - Character customization has arrived! There are now 20 different hair styles, 10 different skin colors, 4 different eye colors and 2 different mouth styles. As time goes on, I'll be adding many more to this, but for now this is a good variety while I focus on other content. Villagers (adults only for now) will also blink their eyes from time to time. You can also emancipate yourself from your current town and form your own empire. By pressing "T" you can open the town menu, where you can now hit the "Leave Town" button to leave your current town. This will only work if you aren't the last surviving member of your town. Once you leave your town, you can form your own town by creating a campfire at least 100 tiles away from all other towns. You can do this by pressing "P" to access the profession panel (and since you're the leader, that's your profession) and selecting an available mission. You do this by pressing "1" through "9", but as the leader of a new town you only have one option (the campfire), so you would press "1" to select it, and then "B" to place the campfire (currently "B" is used as the selected profession action button). If you leave the town as a leader, a new member will be elected to replace you. There's also a new stage of development on the road to becoming an adult, childhood. After you age out of being a baby, instead of instantly becoming an adult, you'll now enter childhood where you can freely move but not interact with your environment. Childhood currently lasts as long as being a baby (approximately 30 seconds). Over time, more age brackets will be added such as adolescence, middle age and old age. There's also genetic inheritance, where there's currently a 95% chance of inheriting traits from your parent. Currently you can inherit skin color, hair color, eye color and mouth. Over time, more traits such as bravery, laziness, etc will be added that will impact the personalities of the villagers. The 5% chance of mutation is also currently set to be slight. So for example if your parent has black hair, you won't be born blonde, but rather a slightly lighter version of the black hair. Over many generations, if mutations continue, a black haired great great great grandmother has a small chance to have a great great great grandchild with blonde hair. The same rule applies to skin color and eye color. I've also gone through all code paths and made sure that everything takes less than 1 millisecond to process, thus eliminating any noticeable FPS drops. I've tested for over 30 minutes straight and haven't found any issues, and after more content is added I'll be doing another optimization to make sure this remains the case. A list of specific changes can also be seen below. Additions Added childhood. After 20-30 seconds (roughly 2-3 years of life) of being a baby, a villager will become a child. Children for now are capable...Early Access Release!Aug 24, 2020 - Community AnnouncementsHello everyone! Survive Together is now available to purchase! Please keep in mind that this is very early access and a lot is planned to be added over time! You can check current updates here: https://steamcommunity.com/app/940020/discussions/0/1638675549005335371/ Thanks, and have fun!Update #9Aug 13, 2020 - Community AnnouncementsServer Browser, Gameplay Trailer, Testing Environment, Performance Optimizations and more! - This is a smaller update than usual, but it's to prepare the game for early access release which is coming up in a few weeks (hopefully). However, a few interesting things have been added and fixed. A server browser was added to the multi-player menu. If you host a server, it will now be visible on the server browser which other players can click on to join your game. I haven't had a lot of time to fully polish out the recent changes (such as enabling or disabling automatic play mode) in the multi-player environment for one, so there may still be bugs. But this is a start, and over time I'll polish things up to work as flawlessly in multi-player as it does in the single-player modes. A gameplay trailer was also added to the store page. It's a very basic video that highlights building, exploring, fighting, etc and in time I'll replace it, but for now at least it showcases some of the things you can currently do in the game. That and it's a requirement to launch the game, so it had to be done in order to get early access started. A testing environment was also added. I'll be making a habit of updating the testing environment version before the live version, likely a week in advance so that there's a decent amount of time to identify and fix any game-breaking bugs before I force them on everyone. But if you want to experience new content as it comes out and don't mind potential issues however, perhaps give it a try. I've also identified a ton of inefficiencies in the way the AI and drawing of the screen works, and corrected them. I'm still not 100% convinced that everything is fixed, although I haven't noticed any issues since and have put in dozens of testing hours. Eventually I plan to completely smooth out everything and make all code as efficient as possible, but everything will come in due time. Additions Added the server browser. Currently if you host a server, it will get listed on the server browser. From the server browser, other players can click on your server to join your game. Added a basic gameplay trailer to the store page. Added hosting a game. I still need to add the menu where you can change game settings before the game starts, but at least now you can host a new game and others can join via the connect menu in multiplayer. Keep in mind that multiplayer hasn't yet been updated with recent changes, so it might be buggy. Added attack animations. Added a testing environment. You can now access a more frequently updated version of the game under the game properties in Steam. This version may be buggy and isn't recommended, but will contain the most recent changes. Added sound effect for dropping certain items on a wooden floor. Added sound effect for moving rubble around. Added sound effect for dropping and stacking sticks. Added sound effect for picking up cut tall grass. Added a button that toggles full screen on and off to the left panel (S...Update #8Jul 25, 2020 - Community AnnouncementsSaving & Loading, Sound & Music, Hunter & Carpenter Professions, First Building & Twitch Chat Integration! - You can finally save your current game in one of 9 available slots, and also load that game again later on. Your settings will also be saved, which include things such as saving whether you selected to use night time or not in your last new game, and default to that choice in the next game. You can save your game by pressing esc or the gear icon on the top left during a game, and then clicking save, and then holding left click over a slot that you want to save. A green progress bar will appear and once finished, the game will begin saving. After a second or two, it should complete and let you know. You can load a game from the load screen at the main menu. Sound effects have also been added, although only a few and will likely be tweaked. The closer you are to the sound, the louder it will be. There's also background music, although currently it's an ambient loop of nature sounds. In time more will be added, such as combat music or different ambient noises for the other biomes. You can toggle sound in the options menu or by pressing CTRL + S. The hunter profession has been added. Once the town crafts a few squirrel snares, the leader will assign a town hunter, who will handle the traps. In time, the hunter will eventually tan hides to create leather, hunt other animals, track unique animals, etc. The carpenter profession has been added. Once a town starts chopping down trees and needs to process logs, the leader will assign a town carpenter. The carpenter will initially help create planks from logs, but eventually will be responsible for constructing furniture, tools and advanced buildings. The first building had been added. The hunter's lodge and carpenter's shop can be built, which are both 5x5 structures made of logs and planks. While inside the building, the roof will vanish to reveal what's going on. Over time buildings will be upgraded with new tools, furniture, etc. Twitch chat integration has been added. In the options menu you can now connect to any Twitch channel, which will allow commands in that channel to impact the game. For example when connected to a channel and a user types !play, it will attempt to spawn that play into the game (a random villager will become pregnant with the new player). After some time, the player will be born, and eventually grow into an adult that will go about their business. You can do !play name, with name being the name of a villager, to spawn with that villager as your parent. The other command is !view, which will attempt to center the camera on your player (if it exists). Or you can use !view name, to view a specific villager. In time, more commands will be added to give players control of the game. Below is a list of the specific changes. Additions Added save/load functionality. Added the load saved game screen. Added the save game screen. Added sound effects. Added background music. Added new...Update #7May 30, 2020 - Community AnnouncementsItem Guides, Roads, Full Screen Mode, HUD Update & Helpful Tips Menu! - The item guide is finally complete. You can now hover the mouse over any object and press "G" to bring up a detailed menu about the item. These menus will explain how to create the item, what the item is used for, it's stack limits, etc. You can also navigate to other item guides by clicking on the images within an existing guide. Hovering over the items in a guide will also show you the name of the item. You can also access this menu by pressing "H" while holding an item. Roads are also now working. By using a stone hammer on a rock, you can turn the rock into rubble. Then you can collect the rubble with a basket, and place it over a road blueprint to create a road. The road blueprints will appear in phases, and dropping rubble on a non-blueprint tile will simply drop the rubble to the ground. Later on as player towns become more free-form, the leader of the town will be able to decide which tiles can be turned into roads. Roads are used to help identify the separations in the town (different homes and buildings for example) but also give a small boost to speed when walked on. Eventually other towns will be able to ally with your town, and road connections can be built between the two which can establish automated travel. Full screen mode is also now an option, by pressing either F11 or CTRL + F. Going beyond 1920x1080 resolution might result in issues, but I'll eventually address this. This mode gives you the largest view of the game, at 18x11 tiles. The HUD has also been updated, as the left panel that shows information such as health, thirst and hunger have been polished to be more compact, change color as the bar depletes, show their labels only when the mouse is over the left panel and also added two new buttons. The first button is the same as pressing the ESC button, and will bring up the in game settings menu. The second button will show a menu that contains helpful information, such as hotkeys and commands. Below is a list of the specific changes. Additions Added full screen mode (toggled with F11 or CTRL-F). Added 6 more desert tiles, previously 1. Added a static IP to the main server. Added an attack animation for babies. Added more detail to the health, food and water status bars. Added a "Helpful Tips" screen which lists out hotkeys, commands and other useful information. Added a clickable "Helpful Tips" icon on the top left of the status bar. Added a clickable "Settings" icon on the top left of the status bar. Added rat corpses that appear after killing a rat. Currently decays after 60 seconds. Added AI leader ability to automatically adjust task limits for the town. Added stone roads. Roads give a bonus to speed when traversed on. Roads will also serve as a way to organize the town as well (separating houses, shops, etc). Added stone road building layouts. Now while holding a basket of rubble, the material used to make roads, you'll be able to see a transparen...Update #6Mar 25, 2020 - Community AnnouncementsNPC AI, Pregnancy, Night Cycles, Monster Attacks, Twitch Integration, Hair Styles & Hover Information! - NPCs have been added to the game who can be part of your village, a friendly neighboring village, a random wanderer or even an enemy village. If the NPC is a member of a town, they'll look for work to do in the town such as collecting resources, organizing the town, building structures, crafting tools, etc. Little by little they'll build up their village to the best of their ability. We also have pregnancy, which allows existing players or NPCs to develop a baby bump and give birth to another NPC and eventually players. The settings are a bit wild for testing purposes, and so a baby grows into an adult within seconds. There will eventually be a gradual improvement where a baby becomes a child before becoming an adult. But for now, one villager can repopulate via this method. (note that pregnancy will be a game option where you can force spawn as adult, force spawn as baby or no spawning). There's now also the element of time, and as the night progresses, things will get dark unless near a fire. Also during the night, monsters will attack the villages throughout the land. For now this is a few waves of rats, which are very weak, but eventually the monsters will get harder. (note that night cycles will be a game option that can be disabled). (also note that monster attacks will be a game option that can be set to off, set to always be a decent challenge to the village, or to progressively get harder each day). Twitch integration was added to the extent that character names can be based off a Twitch chatroom's participation. So for example if you have someone watching your Twitch channel and their handle is AwesomeDude77, when an NPC has a baby it will potentially use that name for the child. Nothing special, just thought it might be cute, especially if the game is left on a spectator mode to stream on, where the game basically plays itself (NPCs doing their thing). Eventually it would be nice to allow Twitch viewers to send commands which let them control their NPC counterparts, such as making them start fights or choose new professions. Hair styles were added. There's only a few in the game right now (I think 6 or 7) but it's really easy to add more, so that'll happen soon. It finally gives some variety to the villagers. Hover information was added as well. If you hover over an item while holding the left shift key, it will tell you what item you're hovering over and how many there are. So for example if it's a stack of 13 rocks, it will say "Rocks x13". This will help when dealing with large piles or items you're unfamiliar with. There's also a ton of other stuff that was done, so I'll list it out below. Additions Added NPC AI. The villagers will now automatically build their own village, fight off monsters, give birth to new members, etc. Added Twitch integration. I added the ability to gather a list of chatters in a given Twitch channel, whi...Update #5Jan 4, 2020 - Community AnnouncementsCombat, Farming, Screen-Resizing, and more - The combat system is finally live! If you encounter a person or animal that's not part of your town, and either of you are ready to fight (war mode enabled via tab), you'll be locked in a fight to the death that anyone else can join in on. If you die, you'll become a ghost with the option to respawn at your town center. Damage done is based on the item held on hand, so bare fists do 1 damage per hit, and a stone hammer does 15 damage per hit. Eventually armor ratings, RNG events like crits, blocks, disarms, etc will be implemented to keep things interesting. The farming system is also live! You can now extract seeds from grass, extract dirt from the leftover wild plant with a basket, create a row of soil (need 4 to grow), plant the seed, water it, and well you get the idea. Over time, grass will grow into a new stage every minute over 14 minutes, at which point it can be harvested just like wild grass. The soil can be reused as well (eventually it will need to be refreshed with nutrients) and only needs to be re-watered. More plants and vegetation will come after this, the next being berry bushes. There's also an ESC menu now that has limited functionality, but will be expanded upon in the future. Currently it's useful to get back to the main menu from a game, or to adjust the screen size (which you can also cycle toggle with F3 currently). There have been some optimizations to graphics, stacking, bug fixes, etc which can all be seen below in more detail. Additions Added squirrel skins stackable to 5 (will go higher eventually). Added squirrel skin bucket. Crafted by stacking 5 squirrel skins, and then 6 twine on top of that. Can be filled at the primitive well (and eventually other water sources) and will be used for various tasks (the first being to water soil for farming). Added squirrel skin bucket of water. Added baskets. Crafted with 14 sticks and 8 twine, baskets will allow people to carry multiple items at a time. Added ability to fill buckets with water from the well, and empty buckets in the wells (if there's room). Added grass seeds (stacking to 18) that can be obtained by using a sharp rock on cut grass. Added the ability to collect soil from cut grass leftover in a basket, and place them in rows of 4. Eventually water and seeds added to the row of 4 soil will begin the growing process. Added ability to water the row of 4 soil (prepping it for a seed, but you can start with a seed too). Added stacking squirrels to 18 instead of just 1 max per tile. Added stacking skinned squirrels to 18 instead of just 1 max per tile. Added stacking baskets to 9, previously 1. Added stacking skewers to 12, previously 1. Added stacking skewers with skinned squirrel to 12, previously 1. Added farming. You can now place grass seeds on a row of 4 soil. If the soil is already watered with a bucket, the growing process will begin, otherwise it needs to be watered first. Currently you only need to water the grass ...Update #4Dec 18, 2019 - Community AnnouncementsPrimitive Well, Traps, Animals, Steam Integration, Tools - The second town mission is now live! The leader of the town can now place the mission objective to create a primitive well. Currently the leader uses "P" to open the mission selection screen, and then selects a mission with the number keys. Once a mission is selected, the leader can place the mission objective by traveling to the desired tile and pressing "B". This will place the blueprint to create the primitive well (and other missions in the future), which requires someone to dig with a hatchet until it's ready for rocks. Then rocks are places around, and over time the well will fill up with reusable water. The water source will later be used for many things, the first being farming. Now a user can use 8 sticks and 3 twine to create a squirrel snare, which can be placed on a tree. Once placed, over time a squirrel will slowly wander down the tree into the trap. Once the trap is shut, you can remove the squirrel with an empty hand (which will also reset the trap). Eventually traps will require bait, but for now they're free to use. A squirrel can be put down and skinned with a sharp rock. Once the skin is removed, you can use a skewer on the skinned squirrel to prepare the meat for cooking. A skewer can be made by using sticks on a boulder. You can't cook or eat the squirrel yet, but that will come soon. Also, the skins will be used to create the first water pouches, needed to transport water to begin farming. The ability to craft a hatchet (currently used to dig the primitive well) and a hammer (no use yet) by placing sticks on the ground, then placing either a sharp rock (for hatchet) or rock (for hammer) on the sticks, followed by adding twine. Item interaction animations were also optimized to be completely smooth now, in both single-player and multi-player. Additions Added Sticks & Sharp Rock. Added Sticks & Rock. Added Stone Hatchet. Added Stone Hammer. Added 27 Primitive Well images. Added the profession screen (not completed). Added the ability to choose a professional mission (the first one being the primitive well). Added being able to select a leader mission on the multiplayer server. Added Steam API integration. Added character names to use Steam name. Added ability to place the primitive well mission (Currently as the leader you press "B" over an area where the well can be placed. It must be at least a few tiles away from the stone campfire, but not more than I think 50 tiles). The leader/profession menu can be accessed by pressing "P" while leader or having a profession. You can select missions using the 1-9 keys based on the list of missions. Added the ability to build the primitive well to completion. Added the mechanic where the primitive well refills over time (currently gains a charge every 10 minutes). Added the first tree. Added the squirrel snare. Will be used to capture squirrels from trees. Added squirrels. Added the ability to craft the squirrel snare, place it ...Update #3Nov 25, 2019 - Community AnnouncementsGeneral Update - As I'm working towards adding the next town mission (the well which provides water) I've added some of the tools needed to get there, such as twine and the hatchet. See below for details. Update 11/25/19 Added Sticks & Sharp Rock. Added Stone Hatchet. Added Sticks & Rock. Added Stone Hammer. Update 11/23/19 Added 22 Water Well images (will be the town's first supply of fresh water). Added Sticks & Rock, Sticks & RockPick and Sticks & Sharp Rock images (used with twine to craft tools). Added Stone Hammer, Stone Pickaxe and Stone Hatchet images. Update 11/22/19 Added the ability to stack sticks to 20, up from 1. Right click dropping items will now properly exchange with the item on the ground, provided an exchange can be made. Created 30 twine images (will be used as a rope-like item in game, made from fiber). Twine now in the game, can be made by using a rock on fiber (stacks up to 30). Added rock-picks, which are the headpiece used to make stone pickaxes. Update 11/20/19 Added the town screen via pressing 'V'. This currently only shows basic town information, but eventually will list stock quantities, professions, needed items (that are worth more points), etc. Fixed the bug where picking up sticks would delete the item currently in hand. Update 11/19/19 Added a character screen via pressing 'C'. This should show some general character information, such as health, hunger, direction of the town, etc. Update #2Nov 19, 2019 - Community AnnouncementsDeath - Players can now die! If either your hunger or thirst drops to 0, you'll start losing health over time. If your health reaches 0, you die. Eventually other ways to lose HP will be added, such as fighting and drowning. Upon death, the player's body is dropped to the ground. After a few minutes, the body will decay into a pile of bones, and a few minutes after that will completely disappear. While dead, the player will become a ghost (invisible to all other players, except a town shaman which will be added later) that can move around and spectate what's going on. As a ghost, a respawn button will remain at the bottom of the screen which currently respawns the player at the town center (will eventually tie into the pregnancy/birthing system). Update Notes Update 11/17/19 - Death mechanic now appears to be working, also enabled death upon 0 health. 0 hunger or water will cause 1 health to drain every 10 seconds. Once dead, the player can respawn by clicking the respawn button that appears while dead. Update 11/16/19 - Took a quick detour and added more dead sappling graphics (was 5, now 20). Also fixed a bug where the ghost graphic was showing up during action animations for a split second. Update 11/15/19 - Added the body drop mechanic (death = corpse, a minute later it becomes a pile of bones, and a minute after that it decays). Still need to add ghosts and balance the timers more before moving on. Update #1Nov 12, 2019 - Community AnnouncementsTown System Foundation - The start of the town system is now ready. Players enter the world assigned to a town (currently all go to the first town of 10) with the first objective of creating the stone campfire. This structure will be the center point of the town as it grows. It requires 9 rocks to build, sticks for fire fuel (which can be obtained by using a sharp rock on a dead sappling), and then a sharp rock to start the fire. More sticks can be added to keep the fire going longer. The length of the flame will change as things are balanced, but for now the fire lasts 30 seconds per phase (with phases being a full flame, small flame, just sticks and an empty campfire). Next patch the flame should last 5 minutes per phase. By bringing rocks to the campfire, the one needed pile of sticks, and by starting the fire with a sharp rock, the player is awarded points. Whoever has the most points upon completion of the campfire, will be elected the town's leader. An announcement will be made across the top left of the screen letting all know who the new leader is. The next step will likely be adding chat into the game, as well as death (leaving bodies behind and becoming a ghost). Update Notes Update 11/12/19 - Added names for towns and players (currently randomly generated). Press Ctrl + N to toggle player names on and off. Also added announcements in game (for example when someone gets elected a leader, it announces it to the server on the top left of the screen). Update 11/11/19 - Added in the leader election mechanic. Update 11/10/19 - Stages for the fire are now working, and sticks can be added to replenish the fire. Fires will currently change every 30 seconds, but likely will be adjusted to 5 minutes in the next patch. Update 11/8/19 - The sticks can now go into the stone campfire, and a fire can be started by activating it with a sharp stone. The fire is animated, and the next step is to have the fire slowly go out in stages and need refueling. Official DiscordNov 8, 2019 - Community AnnouncementsOfficial Discord: https://discord.gg/U53W3UD The discord will be used to take votes for future changes, organize some of the tribes, ask questions about the game, etc. Please feel free to join us!
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