1. Edengrall
  2. News

Edengrall News

0.75.3.0

Features:
Created the tree attachment system

Added beehives
Added beewax to the game
Added 3 mushrooms that grows on trees
Added new rare fish: Marimarien

Changes:
Candles now require beewax to build

Bugfixes:
Fixed some fish animations not looping properly
Fixed some fish not being allowed into the main aquarium when they should
Fixed bush flower tooltips not going away when out of season

Friday Progress Report 412

We are finishing the last bugfixes, the update should be up later today or tomorrow at the most.



The new feature is the tree attachments system, this allows forageables to grow on adult trees, the same system will allow us to finally add tree fruits to the game after a few adjustments, for now it is being used to add mushrooms and beehives. The wild grapes still need some more work, so we are leaving them for next week, right now the new forageables are:



Beehives:
Compatible Trees: All
Season: Grows on spring only, but uncollected hives will last for 2 full seasons
A natural source of honey and a new item: beewax, the wax right now has no uses other than making candles, but it will be essential for food storage later when we implement spoiling as it will be used to seal containers.



Dryad Saddle:
Compatible Trees: Edenian Lightwood
Season: Mid Spring to Mid Summer, lives for 1 season
Tasty edible mushroom



Chicken of the Woods:
Compatible Trees: Dark Oak
Season: Mid Summer to Mid Autumn, lives for 2 weeks
Yes, this is a real thing and they say it tastes like Chicken breast too



Razor Strop:
Compatible Trees: Birch
Season: Mid Summer to Late Autumn, lives for 40 days
Edible mushroom with medicinal properties, but not the best taste.

And we also added a new little reference, do you recognize her?

Friday Progress Report 411

The game is still lacking depth, and adding more land won't help with that, so we are delaying the Exploration update to add more depth to the gameplay and finish some half-done features.

Custom Difficulty:
A third difficulty option where you can pick and choose what gets enabled and disabled.
This would let us bring some features we disabled for now as the player has little options to deal with them like food spoilage and temperature.

Survival Features:
Hunger, Drowning, Wounds and other ways to get a game over in Survival mode to give it more consequence, getting a game over would bring up the same screen you get if you fail to pay the debt, but instead of being thrown in sandbox, you can just go into a custom difficulty and disable only a few Survival mechanics.

Town Favour, Respect and NPC Favors:
Respect is a second relationship bar, the first being Friendship, respect is earned by doing certain actions the NPC approves, for example Mint likes when you become a good woodworker, Reiko likes when you pay your debts and help other citizens and Sasha likes when you gain Friendship with other citizens.
Town Favor is a resource, earned by completing NPC quests, trading with NPCs, and doing any action that would earn respect with an NPC, you can use this resource to buy:
NPC Favors, these are special actions an NPC can do for you, spending Town Favor, some examples of Favors are Marie giving you a stamina injection for instant stamina recovery once a day, or Reiko cooking something special for you, Favors are unlocked at different respect thresholds.

Events and Festivals:
We want to make at least 2 or 3 kinds of festivals to give the town more life, something like a cooking or fishing competition, we need to change a few things on the NPC AI to make it happen.

Weather:
Rainy days at least, we might leave storms for later, this could also come with an overhaul to the skybox to make it more stylized matching the artstyle better. Working during rainy days will cost extra stamina.

Fairy Village:
The biggest feature in this list, this will bring more fairies, fairy breeding, automation and more integration with other features like crops, cooking and critter catching as well as the other 5 movement spells.

This is the bulk of what we want to implement before expanding the map, it will probably take the rest of the year to do it all, so exploration is now a 2026 feature.

On this week progress, there wasn't much, we are getting the tree forageables done, it is taking time, we managed to get some multithreading working, so the game will use different CPU cores to search for nearby trees and apply their forageables (mushrooms and such), and we might just use this same system to make the fruits, so maybe we won't need to implement even more systems to finally finish this feature.

Friday Progress Report 410

We are working on mushrooms, vines and other forageables that will grow on adult trees, the hard part here is balancing optimization with visuals, we want them to be visible from far away, but this would mean every tree would have to be scanned from far away instead of only when the player is close.



Right now every tree near the player is checked for possible forageables as we also need to check them for collision, but this is being pretty heavy on the performance, so we are looking for alternatives, this can probably be solved with multithreading, but multithreading has to be managed very carefully to avoid bugs, so it takes extra testing before we can release it.

Not much more to report this week, I did finish modeling and the step 1 preparation for all the fruit trees, but there is still a lot more steps before they can be added to the game, also the part that makes fruit work still has to be done.

Friday Progress Report 409

The little bushes now flower during spring, you can collect the flowers by taking down the bush with the scythe, the flowers are edible and combo well with other spring forageables.



We have also added Grapes as a trellis crop.



These changes are live on the current build!

Next up we are going to work on tree attachments, like mushrooms and vines.