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Roots of Pacha News

Stone Age co-op farming life sim Roots of Pacha looks wonderful in the new trailer

Roots of Pacha is a crowdfunded Stone Age farming life adventure coming to Linux. A little like a prehistoric Stardew Valley and the latest walk-through trailer is looking wonderful.

Read the full article here: https://www.gamingonlinux.com/2021/08/stone-age-co-op-farming-life-sim-roots-of-pacha-looks-wonderful-in-the-new-trailer

The Battle of the Playing Instruments šŸŽ¶ with SharkyGames 🦈

We are excited to say we will be in the IGN Awesome Indies showcase on August 26 that starts at 11:30 am PDT! So to celebrate we’re having a festival! Check out our full schedule below.



Join us for a live stream on the 27th at 10 am PT | 1 pm ET | 5 pm UTC with SharkyGames where we’ll play the latest version of the Alpha and have a friendly competition in a brand new in-game Festival to decide if Team Mammoth or Team Cave Lion will rule the day.



Are you team Mammoth or team Cave Lion? Take a side in discord, play along in the community games, and have a chance to win Roots of Pacha Alpha Access!



Hope to see ya there! You rock!

The Soda Den Team

Devlog #15.1: Time To Rock šŸŽµ

Hello Clan! We have some exciting news, we’re participating in Gamescom! We aren’t sure what that all entails yet, but the release of the full devlog and alpha update will be during the event later this month.

In our last devlog we talked about our progress with plant knowledge, a new tools station, and Igrork’s idea of plant propagation. If you missed that update you can check it out here. We can’t wait to show you that and so much more. šŸ”„



Plus the Clan loves a good party and so do we! So to celebrate our participation in Gamescom we’ll have our own Mini-Festival August 25th-28th in Discord to coincide with the event. We’ll be raffling off the alpha, having fun with the community, and so much more!

Join us in discord to get the news first on what’s to come!



You rock!

Devlog #14: The power of rocks! ā›



Hello Clan! Summer brought many new plants to our Clan, and our old tools could barely keep up. Acre, Igrork, and Ata have a few Ideas on how to improve things.

[h2]Plant Knowledge
[/h2]It all starts with a seed, a tiny powerhouse that provides for the clan. There are no stores, and traders are too infrequent to get these all-important parts of farming life.



When you return from the wilderness with a seed, it will first grow as it did in its wild form. As you tend to the plant, the Clan will gain ā€œKnowledgeā€ about its needs. This will change how the plant looks, and it will start bearing a domesticated version of the original wild yield.



The more we sow and harvest a plant, the more Knowledge we’ll accumulate. Once a plant is domesticated, its yield quality will improve as it’s tended. This quality will affect contribution, refill rates of stamina, and even how much a Clan member will like that item.

[h2]Plant Nursery[/h2]


It has always been our adoptive grandad’s dream to tend to plants and, although he is too old now to till the soil, he wants to help. Once you reach a specific Knowledge of plants, he’ll come up with the idea to create a ā€œPlant Nursery.ā€ There, Igrork can help by tending to the plants and providing a new source to get seeds rather than out in the wild.

[h2]Tools[/h2]
The hands of our Clan have accomplished a lot, but it was their innovation of tools that allowed them to do more.



After you find obsidian for the first time, Acre will have the Idea to build a workstation that will allow her to work with these new-found materials. With the necessary resources, you will be able to improve your tools from flint to obsidian, tin, copper, and even to materials that require smelting.



Ata, the ambitious kid with a Hammer as a sidekick, will have the idea to start smelting metal. With her and her parents' help (she’s little after all), the Workstation will be improved to accommodate her wild idea to make metal stronger by mixing it.


These upgrades will allow you to accomplish more with less effort.

[h2]Bot[/h2]
Cooperation is important to us, that’s why it plays such a pivotal role in Roots of Pacha. Our intention with the Discord bot is to have something fun that reflects that and brings everyone in the server together.



Starting July, instead of giving the alpha keys to the top 2 contributors, we’ll raffle 2 keys within the Top 15 contributors. But that’s not all, we’re also bringing back the community goals to increase the number of alpha keys raffled. Depending on how much contribution we all make as a Clan, we’ll raffle up to 5 alpha keys per month, the first 3 among the Top 15 and the last 2 among the Top 50.

A 3rd alpha raffle has already been unlocked !! šŸ”„šŸ”„šŸ”„

We just started working on updates to the bot. We’ll begin with mini-quests for the whole Clan, which will unlock new plants, a hummus item to save for whenever you’re hungry and need more stamina, random campfires for you to rest at, increased max stamina for a limited time, and new emojis for the server.

[h2]Coming up[/h2]
Some other things that are in the works for the next update:

[h3]A New Season[/h3]
The leaves are changing, and the air is getting crisper. Fall brings with it lots of exciting visual changes as well as a toe-tapping festival for all to enjoy.

[h3]The Beach[/h3]
Fall is coming to the Land Between Two Rivers, but it’s still warm by the beach. We’ll be able to explore the area and find new plants and fish.

The next month’s edition will be a stream showing off this mammoth-sized alpha update. Stay tuned! You rock!

Devlog #13: Guanaco šŸ¦™


Hello Clan! Following our update cycle, today we’re releasing a new alpha version: 0.3.0 Guanaco.

Thanks to everyone who joined us in the livestream where we showcased many of the new features and content. We added a new area 🌾, a new season ā˜€, expanded the processors šŸ§€, added plants šŸ†, animals 🐃, & more!

[previewyoutube][/previewyoutube]

With so much new content we couldn’t start at the beginning, so we’ll tell you a bit about a new event, The Rite of Passage.



The Clan’s success depends on every adult being a contributing member to society. So the passage from adolescence to adulthood is something to be celebrated. As a new adult, you go through this rite on the 7th day, taking an oath and learning about your guardian spirit.



[h3]What’s next[/h3]
We’ve got many features and content planned for the next alpha iteration, which releases in early August. Next up we’re adding the Fall season and beach region. We also plan to give extra attention to animals by starting work on the ā€œpetsā€ mechanic and making tamed animals go in/out of sheds.

Stay tuned next month for the mid-cycle devlog with more insight on these and more content!





[h3]Alpha 0.3.0 Guanaco - Changelog[/h3]
Features
  • New region: savanna.
  • New season: summer.
  • Rite of Passage event on day 7.
  • 8+ new plants.
  • 2 new fruit trees and items: olive & almond.
  • New tameable animals: bison & guanaco.
  • Music for spring and summer for the existing regions.
  • Seasonable resources, decorations, maps, gatherables, plants, etc.
  • Timeline utilities to move objects and characters in events and cutscenes.
  • Unlock Known Land region mechanic.
  • Razor and milker tools, and animal items obtained from them.
  • Male/female animals can have different products.
  • The Land Between Two Rivers is now fully open.
  • 40+ new dialogues with conditions (season, idea researched, etc.)
  • Improved NPC pathfinding and default speed.
  • Improved targeting.
  • Animal herd schedules and locations.
  • Animals don’t need ā€œAttuneā€ if they already have some friendship.
  • Updated morning light color.
  • Minimap for Savanna and updates to The Land.
  • 2 new processors: smoker and press with new items.
  • Inventory, seeds, and tools menu support drag & drop and split of items.
  • Seeds menu radial selector.
  • Discard items from inventory.
  • Drop items from inventory.
  • Item hint in the contribution bin and storage box.
  • Last bed where the player slept persists between saves.
  • Auto walk/run toggle setting.
  • Keyboard layout setting (QWERTY, AZERTY, QWERTZ, custom).
  • Name animals.
  • Release animals to the wild.
  • Multiple sheds.
  • Migrated project to Unity 2020 LTS.


Bug fixes
  • Wrong contribution total in save menu.
  • Missing collider in cave.
  • Fishing minigame cattail visual glitch.
  • Spelling and grammar errors in dialogues.
  • Tree hit when ā€œShakeā€ while holding hand axe or axe.
  • Oven collider placement.
  • Object layers errors: paths under grass, paths on top of well, can’t place path if producer is on top, etc.
  • Animals not reaching their destination.
  • Forest rocks colliders.
  • Hand mortars process wrong items when inventory is full.
  • Animal desync in multiplayer after flute playing fails.
  • Ideas can be started multiple times.
  • When Paused, opening the map with M freezes the game.
  • UI stays open when forced to sleep at 2am, sometimes breaking the game.
  • When a game where the sundial was already built is loaded, the time is still shown as Morning, Noon, etc.
  • Mouse sometimes disappears when in the Summary UI after going to sleep.
  • Stuck waiting for other players' answers in multiplayer cutscenes.
  • Some days you can't wake up after going to sleep, but time continues to pass.
  • Player becomes invisible when making too many clicks while using the mortar.
  • If the inventory is full and you're grinding wheat, once you're done with the wheat it will start consuming the selected item (even if it's not grindable) and you'll lose the item.
  • Can’t exit house because Ostrich laid an egg in entry and it bounces player back.
  • NPC emotes under player/objects on top.