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Mudborne - OUT NOW

Hey friends!

It's World Frog Day, which means Mudborne is now officially released!!! :D
It's been a long time in the works since the original gamejam entry, and I'm really happy with how it's all ended up! I can't wait for you to all get your slimy green hands on it
https://store.steampowered.com/app/2355150/Mudborne_Frog_Management_Sim/

There's a 10% release discount for the next two weeks - plus APICO players who own the game on Steam can use this bundle to also get 10% off, as a thank you for all your support over the years.

If you find any nasty tasting bugs, please report them! You can use the Steam forums here, or the feedback form (link is also in the settings menu!)

My number 1, 2, and 3 priorities now are making sure you all have the best possible experience, but there's only one of me - so let me know ASAP if you run into any issues and I can start fixing them immediately!

If you're enjoying the game, pls leave a review! I need 10 reviews before the Steam algorithm will see this is a Cool GameTM and start showing it to other players

If you'd like to chat with other players at the same time to experience the game together, I've setup some new channels in the Discord specifically for Mudborne. Be sure to also check the FAQs for anything else I might have missed here!

Finally - a big THANK YOU to everyone who's been so hyped throughout development, I truly appreciate every single one of you. Now, off to the ponds with you!

~ Ell

Mudborne Release Date + New Demo!

Hey all!

Some exciting news today! First off, I can officially announce that Mudborne will be releasing on March 20th, aka World Frog Day!



In just over a month you'll be able to experience the world of Mudborne and uncover it's secrets - however if that's still too far away, I've also released a new demo for Mudborne that you can play right now!



This demo takes you through the first area of the game - the Spawning Pools, and contains all the lovely feedback and QoL changes that came from the playtest (thanks again for everyone who got involved in that!)



Whether you played the old demo or not, there's plenty of fresh content for you to experience. (Playtesters - this is just the first region of what you already played so you're not missing anything!)

Be sure to wishlist the game if you haven't already to be notified of release - and I'll see you all at the pond in just under 5 weeks! :D

~ Ell

Mudborne Playtest!

Hey friends!

Excited to say that the playtest for Mudborne is launching now on Steam! You can request access over on the the store page here, just scroll down a bit to the "Join the Mudborne Playtest" section and click the big button!
https://store.steampowered.com/app/2355150/Mudborne/
The playtest will unlock starting this weekend


This will be a playtest of the full game, limited to the first 3 regions - Spawning Pools, Central Junction, and Kindergarten. If you've played the demo this will still be quite different, as the demo has it's own map.

If you can't wait to play Mudborne this is the time to get a froggy fix!

Why Playtest?

The goal of the playtest is mainly just to see how people find it, both APICO players and new players alike, and check you're all having fun. I have no expectations for anyone who wants to try it out, however there is a feedback form linked in-game that I'd appreciate you filling in when you're done! Any bug reports are also appreciated


The playtest is limited to 3 areas and only contains 1/3 of all frogs, mushrooms, and bugs of the full game. I'd say there's maybe 10 hours of content-ish but I genuinely have no clue!

If you want to chat with other players, you can use the new shiny channel "mudborne-playtest" channel in the discord to discuss the playtest and help avoid other players getting spoilers.



It's worth noting that playtest saves will NOT be able to be used in the full game, as like the demo they also have their own map.

When Playtest?

I'll be granting access to anyone waiting in the queue starting this weekend! If you're a streamer or content creator it's okay to make streams/videos, just make sure it's clear to your viewers this is part of the playtest not the final release

If you're still holding out for release to play everything then 1. I applaud your resolve and 2. you won't have to wait too much longer...

TNgineers - 2024 In Review

Hey friends, and happy new year I hope you all had a lovely break and are ready for the 2025!

Here's a little recap of what I've been up to this past year:

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[h2]Personal[/h2]

2024 was the first year of me doing gamedev full-time, for the whole year! It's certainly different to back when I was making APICO on the side of a full-time job (and later freelance work). I feel a lot more pressure that what I make has to be 'good', and by 'good' I mean good enough to pay the rent.



With a lot of APICO's gameplay, I just did what I personally thought would be fun, and the end result is a weird combination of things but those who get it, love it. With Mudborne I've been trying to do the same thing, but I have a lot more worries about certain mechanics or moments that I wouldn't have if it wasn't tied to keeping the lights on.

I can't say I'd ever go back to my old job all the time I can sustain myself making games (the big red date on my whiteboard tells me I have until October 2026 until I run out of money!), but it definitely has been a noticeable change doing art for money instead of hobby.



With APICO done, all the games I'm making are all in my own engine built on top of the LÖVE framework, and it's made things so much quicker to create. At the time of writing Mudborne is very nearly finished up, and it's taken only 8 months in total working full-time on it.

I'd love to get into a place where I can comfortably making a game every year or so, without feeling rushed. I have so many different ideas I'd love to make, and only so much time!



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[h2]APICO[/h2]

APICO had it's 3rd and final (sorry) content update, "A Hive Of Industry". This update added a bunch of automation machines, plus a lot of stuff you all asked for, including pets, decoration and a butt-tonne of QoL tweaks.



I've also done a few little bug fix patches here and there which I'm sure gave you all a bit of false hope on new content when the download queued!

It was nice to finally 'finish' up APICO - sometimes I wish I never did any of the content updates but I think looking at it now I'm happy with where it ended up, even if it's still a lil janky and bloated and I think all the art looks wack.



I'd love to come back to it one day, in a seperate game. When I drew up the new credit postcards (above) I had fun invisioning a game where you do go to the mainland and help clean up the environment using your bees. I think it'd be nice to take the same APICO gameplay, streamline some of it and make it all fit better (especially the money making side), and then expand the bees to all have functions in restoring nature.

However I think that'll need to wait a while as I have 2 game children screaming at me to finish, and a bunch of other ideas I want to get started on!

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[h2]Synthesis[/h2]

I don't often join gamejams, mostly because of the time limits they have, or I just don't personally have any time - but in 2024 I joined the LÖVE Jam, for games made with the framework.

I was still learning the framework at the time and tinkering with the engine I'd made to create the Snacktorio demo, so I thought it'd be a good opportunity to have a break from the APICO stuff that was getting me down at the time, and learn a bit more of the framework.



I was really happy with the end result - 'Synthesis'. I wanted to make a puzzle game with different modules like what you get with old patch synthesisers. As you mess with the different modules it changes the patterns drawn until you eventually come across the combination needed to match the required shape.

I also made a point not to ever explain any module's function - you just learn through doing very basic levels and then the rest you just learn overtime by doing. I wanted it to feel very experimenty for the player.



It was really fun to put this together! I had 10 days and pretty much used them all. I also did the music for it because I wanted to start practicing music creation for Mudborne, and was interesting in having the music 'evolve' with the puzzle progress.



I think it'd be cool to revisit one day as a 'full' game, as you could have lots of different module types and interactions, and let players connect modules themselves in different orders which then affects the outcome.

If you want to check out the game you can get it over on itch.io here:
https://ellraiser.itch.io/synthesis

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[h2]Mudborne[/h2]

Ah Mudborne, my beloved. I've spent what feels like an eternity working on this game, when it's only been 8 months. I think I've stared at frogs more than I have the real world, but I've enjoyed pretty much every part of it.



It's been an interesting process, first I did like concept art for the rough game, and worked on all the individual mechanics - then I worked on the actual world development and story and tied it all together.

After the new demo was finished up, I spent a long time just designing the entire world and how everything connects, then piecing together the story. The writing in this one was definitely a killer as I've never written like a proper big story, let alone one with a few twists and turns.



I wanted something players could piece together themselves, and get clues from all over the place to work out certain things, so there was a lot involved in making sure it all fit together nicely. At the time of writing this I've just finished up all the final dialogue lines, and now it's just a lot of drawing and polish left to go.

I'm planning to do a private playtest in the Discord this month for the first time, so I can try and streamline any tutorialisation stuff and see if I've made things a bit _too_ difficult. I'm pretty confident it's a fun game but it's weird how hard it gets to judge that the longer you work on making the game.



Once the playtest is over it'll just be some last little bits to tweak and any changes to make and it'll be ready to release! Crazy to think it'll be my second published game. If you haven't already be sure to give it a wishlist! You can also check out the demo still:
https://store.steampowered.com/app/2355150/Mudborne/

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As for 2025, I'm not sure yet what I'll be doing! The only thing I do know is Mudborne will be released this year, which is very exciting, I just can't say when yet.

After that, I'm not sure - I'll need a long break that's for certain. I'd like to start working on Snacktorio proper and get that finished, but it depends on my brothers workload (he still has a 'real' job). He did a lot of the work on the game design of Snacktorio and has a good idea for the levels, so I wouldn't want to really do it without him.



If he is free, then I imagine Snacktorio will get polished off this year, maybe an early 2026 release! If not then I'll just have to work down the list to the next game idea and get started...

A big thank you to everyone who played any of my games in 2024, all of the new APICO players, returning players for the 4.0 update, froggy friends excited for mudborne - without all of you I wouldn't be able to do this and I'm extremely grateful.

Here's to 2025!
~ Ell

4.3.0 (+ Merry Hivemas!)

Hey Beekeepers!

Tis the season! If you haven’t already, you can jump in-game to experience the mini “hivemas” event, all the NPCs are joining in!



Bonk the presents that spawn with ur hammer to get lots of fun decor, special pets, and a fancy social + solitary bee!
(You can turn this on/off from Settings > Accessibility at any time)

This patch is just to add some bug fixes - sorry for the delay on some of these I’ve been very sick and then Mudborne was also kicking my ass but here we are!

Also this is an engine upgrade so GameMaker might have borked some stuff, so bee sure to let me know if it has. This engine update is the one I’ve been waiting on to fix PS/XBOX issues so can finally start work on the 4.0.0 patch for those platforms now, only 500 years later...

As always thanks for everyone who’s been reporting issues, and hope you all enjoy a lovely holiday! ~ Ell

[h2]General Changes[/h2]
  • Updated to GameMaker LTS 2022.03, which should support MacOS 15.X but doesn't, so you'll have to still wait for a new update if you're on that version
  • Made debugger 'hints' all lowercase to prevent confusion on correct syntax
  • Added more honeycore machines to the machines that will 'work' for industrial bees
  • Same for the honeycore machine 'achievement', it now looks for 3 or more from all honeycore machines
  • Changed 'breathing space' chapter to make it clear you can change lifespan/productivity multiplyers in the accessibility settings


[h2]Multiplayer[/h2]
  • Fixed crash for some clients when entering through the hivemother's door (sc_obelisk1_draw)
  • Fixed the sacred bee not appearing for clients if the host already got it themselves
  • Fixed social bee repopulation status sometimes not syncing correctly
  • Fixed repopulation values being able to occasionally sync 'lower' by clients
  • Fixed donator progress not matching host (real progress) for clients, so looked delayed
  • Fixed incense burners not syncing the correct scent
  • Fixed incense burners not 'visually' working for clients
  • Fixed 'Sunny Idol' and 'Lunar Idol' not syncing effects correctly (clear weather and set moon phase)


[h2]Bug Fixes[/h2]
  • Fixed a crash with centrifuges when unknown items were being produced (sc_centrifuge_add)
  • Fixed an issue with the forge not setting the 'type' of liquid in canisters correctly if filling them with an empty tank
  • Fixed a visual glitch on ice after hitting a deep water tile where you swim in the ice
  • Fixed an issue with sometimes being able to shift-click to a menu that is closed
  • Fixed being able to steal shop items on gamepad using R3 (naughty!!!)
  • Fixed a zoom override setting remaining when changing out of fullscreen/windowed