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Chicory: A Colorful Tale News

Chicory: A Colorful Tale team is working on "something new"

A new game from the team behind indie darlings Chicory: A Colorful Tale, Wandersong, and Celeste is on the way - which may be a sequel to Chicory or a brand new game - and to celebrate the reveal, one of Chicory's creators teased a weird new creature from the upcoming game.


After a successful Kickstarter where it raised nearly three times its starting goal, the delightful Chicory: A Colorful Tale released in June 2021. It's an adventure game where you play as a dog in a colouring book. Players have to solve puzzles and help other characters with the ability to paint and colour anything in the game. It's currently rated "overwhelmingly positive" on Steam, and some reviews called it a "clear GOTY contender".


Chicory's director and main developer is Greg Lobanov, the creator of Wandersong - a game with reviews so ridiculously positive that Steam thought that users were faking them. Now it seems that Lobanov is back with the Chicory team and is "working on something new".


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Vote for Chicory in The Game Awards



Heyo, how is everyone today?

It's a big day for us around here, because Chicory: A Colorful Tale has been nominated in the Games for Impact category for The Game Awards 2021! It's an honor to be recognized among a lineup of great games that explore complex ideas and themes. If Chicory has made an impact on you, we'd be grateful for your vote šŸ¤©

Head on over to The Game Awards official voting site and cast your vote for Chicory: A Colorful Tale, and be sure to tune in on December 9th to see who has won!

Cheers, and thank you for being a part of this special game.

- Harris @ Finji

Vote for Chicory: A Colorful Tale in the Golden Joystick Awards!



Hey there everybody! We need your help!!

Chicory has been nominated for two Golden Joystick Awards!!

šŸŒŸ Best Storytelling and Best Indie Game šŸŒŸ

You can vote for Chicory to win the Golden Joystick awards here:

https://www.gamesradar.com/goldenjoystickawards/

Thank you to everyone who has played the game, written Steam reviews, and spread the word. We couldn't have gotten this awesome nomination without you :D

Cheers!

Harris from Finji

Chicory: A Colorful Tale review: picture-perfect storytelling


Creativity lies at the heart of both Greg Lobanov's games. In Wandersong, it was singing. In Chicory: A Colorful Tale, it's painting. While not the most heroic of video game pursuits - indeed, Wandersong's bard and Chicory's janitor-turned-amateur brush wielder are repeatedly shown to be considerably less capable than their games' personal and professional heroes - both end up playing critical roles in restoring their respective worlds to their former glory. They balance out the bad, and revive what was lost. It's a feeling that anyone with a creative outlet can relate to, whether it's drawing, singing, knitting, playing an instrument, heck, even writing, but Chicory goes one step further.


Despite its big, chunky picture book veneer, this top-down adventure game strikes hard at what it actually means to be creative, celebrating its joyous and fulfilling highs while also tackling its (sometimes literally) monstrous lows, including imposter syndrome, burn-out, depression and more. It's very much a story first, game second kind of tale, but as with Wandersong before it, its winsome cast, sensitive story-telling and infectious soundtrack go a long way in papering over its somewhat limited mechanical toolset. At the risk of sounding like a big clanging cliche, it's very artfully done.


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Week 1 Hotfixes Report!

Since our previous bugfix report, build has gone from 1.0.0.53 to 1.0.0.56.

Changes:
  • Saves now create a backup file to hopefully mitigate the extremely rare case where it saves incorrectly/corrupted on PC
  • Rainforest flowers now have a much higher priority to receive clicks even when the player is standing on/in front of them. This also makes bombs easier to operate when combined with these.
  • Added button shortcuts for Undo/Redo and made the buttons interactable for co-op players
  • A certain NPC who gives you litter for accomplishing something obscure will now give it to you on any interaction after you've beaten the game
  • Lowered the fill % requirement for the wall mural in Dinners
  • Added 1680x945 resolution
  • Increased the distance from which you can interact with Couscous slightly so the player doesn't walk out of it during conversation
  • Increased Clementine's interact priority while in your parent's house so she's easier to interact with next to your painting
  • Save & Quit saves the player's "respawn" point rather than current position. This prevents a lot of issues with Saving and Quitting while in unusual locations.
  • Reduced time taken by flushing textures (something the game does regularly to limit memory growth)
  • Reduced memory used in general
  • Changed the name/design for an NPC and adjusted their house layout



Fixes:
  • Bad memory leak when visiting the screen with Pickle's house
  • Crash when loading a corrupted/incorrect custom stamp file
  • Save and Quit while standing on glowy cave worms would cause you to go out of bounds on load
  • Fixing the above accidentally introduced an issue where all cave worms were non-collidable until you got glow paint, which we fixed a day later, lol
  • Bombs / the player can push each other out and into weird places when riding on a flower, platform.
  • Rare freeze during the 3rd boss encounter
  • Rare crash when deleting decor
  • Jumping diagonal-down across a screen boundary while swimming in water next to an elevated area would allow you to get out of bounds
  • Pickle's paint is invisible during a later segment of the game
  • Adjusted UI text on some screens which erroneously displayed inputs for co-op players
  • Skipping Cutscene while a drawing replay is onscreen would cause issues/freeze
  • Possible to get 100% of clothing gifts but the game does not verify it
  • Possible to unintentionally destroy a character's house after beating the game
  • Luncheon cafe is open during a critical endgame sequence where it shouldn't be
  • Possible to get stuck by using a mushroom in a remote area during a critical endgame sequence
  • In the postgame, possible to place a permanent item over a gift thus preventing 100% completion
  • Erasing a geyser while swimming in it orphaned the player in a bad place
  • Dad hints for a certain sidequest in the postgame were missing clothing names
  • Missing Mom phone text after getting 100% completion in non-english languages
  • Bad paint hitboxes on Chard&Licorice, Wielder Temple plants, and a few others
  • MANY more out of bounds fixed. There were so many, I'm sorry LOL.


* These changes/issues are extremely weird and rare and we couldn't necessarily reproduce them, but we made changes to prevent them from occurring that hopefully address the problem.

Still more to do, but the issues are thankfully getting more and more obscure and less progress-blocking. Thank you everyone again for your amazing support of the game--this has been by far my most successful game launch ever. It's been so fun to see all your art and read our steam reviews