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May Devlog

Hello Citizens!


It's the end of May - June is almost here and it is of course raining a ton in Sweden (ಥ﹏ಥ)

But! With May rounding off we have yet another monthly wrap up for you, going over pretty much all the work we have done throughout the month of May! If you're keen to hear what audio has been up to you can have a lil gander at our discord server!

ʕ •ᴥ• ʔ Let's go ahead and jump right on into it starting with;

[h2]Concepts & 3D Art[/h2]



In Part 2 of the Nature Update, we introduced Beaches to the game and have been working away at developing more plants for these areas. Kelp will be a tall lil glowy plant that grows on rock tiles underwater. It's like water spaghetti.



Cat Tails are also getting sculpted which will be a great source of fiber and fodder!





The Fishing Boat with its lil harpoon and electric tesla coil ray gun thing are also being concepted along with the Fishing Warf. These will go along your neat little beaches and will head out to go grab some Snappers and will hopefully not get eaten by the Snappers.



Cozy fishing areas also bring forth a new NPC, the Fisher - who have somehow stolen my closet and weirdly very similar to the outfit I am currently wearing as I am writing this.





The Snapper and its mutated form, the Devourer, have gotten their textures fully done and are making their way on over to the Rigger stage. These awfully angry creatures will be the latest creature you can battle for resources.





New Outlaw structures have been coming along well! We've finalized the Thug Tent and are currently working on concepting the Firestarter Shrine for the neat ol' Firestarter







The Apothecary rounded up concepting as well as finalization of the 3D model! All that's left are some super cool shloopy VFX shenanagins for the giant potion bottle. This building will take herbs in order to create healing potions for injured citizens.





Components! Research! The Tinkerers Workshop is a new building that will turn Scrap and turn it into increased research. If there is no research, the scrap will be turned into Components instead.





Creature Nests will be much more neat out in the wild! Last time we showed off some of the rocks and now their little egg nests have been done! This will give some more life to the world, and also the eggs just remind me of Digimon and I am absolutely here for it.



Berries will also soon be getting a lift where their colors will be more fitting for the seasons. Frosted berry bushes give me great joy.



Springshrooms! Big ol' bouncy launch pads that are intentional launch pads (or if you're community member Jumperjay, somehow they will be unintentional launch pads)



Tall Grass! It's tall! It's grassy! You can hide in it! Tall grass!



Last month we showed off the concept of the Spear, which will be the next weapon in the game, and it has now become a 3D reality! Will be very nice for fishing and pole vaulting.

[h2]UI[/h2]





More map icons! This section is going to be a lot of icon talk, but one of the bundles of new icons will be NPC heads! You'll get a better idea of where your folks are on the map with these cute new lil bobbleheads.



Just a cute new little loading menu thing! This section will get revamp more a bit later, but replacing the old icon already does a ton!



A few new icons to communicate further what's going on in your kingdom and where when in map view.



We also have some brand new fancy icons for status effects going on with your citizens, to clarify even further-further what's going on with everyone and why they're so bummed out.



Steamdeck! Gosh how do I love the Steamdeck. We've biggified the text for Steamdeck and are exploring having a callout specifically for season changes in order to make things easier to read on the deck.







Full screen research menu exploration has started this week, making stuff not only look fancier but will provide more information for each tier of research.

[h2]VFX[/h2]

These next two sections get a bit tricky due to Steam's 5MB limit! So imagine things a loooooot smoother



Jumping into VFX we've been working on a nifty little arrow system that will point you in the direction of your Crown when dropped, or for when you first load up the game.



VFX has been added to the Soapers Workshop, and also the Washhouse, but the Washhouse does not enjoy being less than 5MB but you can imagine just how neat and cute the Washhouse might look with its lil water and bubble effects!



How shocking! The Greathammer is getting some moveset adjustments to have a big ol' rocky shockwave with its crown charge move. Groundstomping has also received an update as well.



The soul stealing crown will now be able to steal souls! We'll be working on having some lil ghosts spread around the map as well oOOoOoOoOOOOoOoOooOooOo

[h2]Animation[/h2]





The Spear has been getting a ton of movesets done, with these just being two moves that we have been playing around with. I would post more but... that 5MB upload limit mm mm mm

[h2]Programming[/h2]

Our Programmers have been continuing to work on the new NPC awareness task that will give more caution, warnings, and alerts to enemies out in the wild. A bonkers amount more optimizations have been worked on as well! Otherwise, we've also been going at it with implementing more UI shenanagins and implementation of everything else in general in parallel.

.。・゚゚・゚゚・。. ☆.。・゚゚・゚゚・。. ☆.。・゚゚・゚゚・。. ☆.。・゚゚・゚゚・。. ☆.。・゚゚・゚゚・。.

[h3]Devlog Over![/h3]

Oh gosh, that was a lot yet again. Hope I didn't miss anything!

╰( ͡° ͜ʖ ͡° )つ──☆*:・゚ For all the music and audio stuff, I'll be posting this on our discord server which you can find riiiiiiight here

Gigantic thank you once more for checking out this months devlog! We'll see you once more next month for yet another little round up of everything!

Also Happy Birthday to our 3D Artist Shanny! ヾ(=`ω´=)ノ”

See you soon everything!