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Edengrall News

Friday Progress Report 236

We have decided to delay the launch until January 7 because there will be a Steam sale during the period we would launch. During sales and events the Steam front page will be filled with discounts and we would not gain the benefit of visibility new releases get, so we will move the launch to after the sale.

For you guys nothing will change, the free demo will be updated to the content we would be launching and the saves will be compatible between the demo and the early access release, so you will be able to play for free no problem.

This week we started promoting the game a bit, we made a few social media posts and are trying to create some interest before the release, but we haven’t really been successful so far.

On the development side we made the save patch system, so if future updates change the data structure of save files the game will update your saves automatically, this is crucial for future proofing the game since we will be adding a lot of new content in the following years.

We are now working on the NPC schedule system as a guidance for the NPCs until the AI is fully functional, so we can guarantee they will sleep during the night, eat at noon and stay on their shops during the day. Dynamic AI is a headache…

And we added NPC crop plots, right now they are just planting turnips, one day they will choose the crops based on season and demand, but right now monoculture it is!

Friday Progress Report 235

We are preparing the new Steam demo, there are a few critical glitches that need fixing, but later today or tomorrow a new Demo version should be up here, we still have plenty to do and improve, specially on the AI until the release date, but when it comes to new features there won’t be any from now to release.

we have managed to add the surrounding areas to Edengrall, but since they are incomplete and we had to disable their grass and other terrain features we decided to keep them locked behind the wall, the play area is the same as before, it might look smaller because you can now see terrain beyond it instead of just void.



If you are REALLY curious you can disable the wall in the Cheat menu, but don’t complain if things don’t work properly over there, if you get stuck or fall off the map there is another cheat to teleport you back to your room in the tavern. If you are going out we recommend using the speed cheats too since the total area is 1.5km x 1.5km now.

Friday Progress Report 234

The shops have been reworked, now they have limited stock and flexible item pricing, the lower the stock the higher the price. Stocks stabilize weekly, which means every week they return to the default values.

Also the player can now sell any goods (except their the tools), so farming can be profitable without cooking, but make sure you don’t overflow the market, or the prices of your products will drop.



This is just stage 1 of the economy reform, we are still far away from a proper simulated economy as we just implemented supply, but not demand, in future updates the shop supplies will not stabilize automatically and will require action from the AI and the player.

The initial cutscene is almost done too.

The map extension has failed for now, the grass system cannot support multiple maps as it stands right now and need a proper dynamic load/unload system before we can add the surrounding areas to Edengrall.

Friday Progress Report 233

We have implemented stamina and hunger (satisfaction), you fill the satisfaction bar by eating nutritious food, and the satisfaction bar is automatically consumed to fill the stamina bar.



To make sure players don’t run out of stamina we are adding berry bushes for free Blueberries (they will eventually be crops, but right now they are forage only)



You can disable the flashing red bar in the options if it bothers you.

We are also adding a bug report function on the main menu, it allows to send a screenshot and logs to us easier and faster than ever!



The screenshot function doesn’t really like the grass shader for some reason. Press the button to add screenshots and click the screenshot to remove it.



I have finished scripting the starting cutscene and making the assets for it, it needs to be implemented now.



It will be just dialogue and still images, but will give the player some context and direction on the start of the game. There will also be a very quick guide after the flashback.

Friday Progress Report 232

Yesterday was 11/11, so we made a quick demoday build, it is VERY glitchy, but you can play with the buildable furniture if you want, the kitchen utensils are working, but the Bed does nothing for now.



Links at the devblog

We already found some problems and are working on it. The NPCs are walking around, but their needs and jobs are not properly calibrated yet, and interactions with objects are a bit buggy, specially the animations.

While my brother is fixing glitches I started making the intro scene.

Adam will start the game with the common unconscious on the beach trope for now, we are planning different starts later on, but for now this will be the default.

There will be a very short cutscene to help guide the players during a new game, but we won’t make a handholding tutorial.



We have a lot to work on this month, we expanded our work hours to catch up with the backlog.