1. APICO
  2. News

APICO News

TNgineers News - MAY2023

Hey friends!

May has flown by, and it's an important anniversary month for both APICO and myself personally, marking the start of me making games 3 years ago. Here's whats been going on:

[hr][/hr]



APICO’s Birthday

May 20th was APICO’s birthday! We had lots of deals and sales to celebrate - don’t worry if you missed out though as we have an Itch.io one still to come!

The hive doubled in size in just a week, so thank you to all the newbees that have joined us - we hope you enjoy
[hr][/hr]



Butterfly Design Winner

Voting has now ended for the “Design A Butterfly” competition, and the winner was @Hollibee’s “Sunset Butterfly”

Everyone had such a difficult time deciding, thank you for all the artists for their wonderful entries!

[hr][/hr]



APICO On Xbox

So it’s been confirmed APICO will be coming to Xbox soon, stay tuned next month for some date announcements!

Xbox initial release will include the 2.0 butterfly update by default
[hr][/hr]



APICO 3.0 Beegins

The groundwork for 3.0, aka ”What Lies Beeneath” has started, with a hefty devlog you can read over on Ko-Fi or Steam!

No dates to announce yet but we’re still aiming for Q3/Q4 this year
[hr][/hr]

So that’s a wrap on May, bee safe and we’ll see you next month!

Love,
Ell & Jamie

20th May - APICO's Birthday!!

Hey Beekeepers!

It's World Bee Day tomorrow, which means it's APICO's birthday too!
To celebrate, there'll be a Daily Deal from 20th May - 27th May for APICO + the OSTs (50% off!)
There'll also be some free key giveaways over on the APICO Twitter account throughout the day
[hr][/hr]

3 years ago I was stuck in lockdown, and drew the first sketch that would become APICO - I had no idea where it would end up...



The first sketch for APICO (Twitter)



2 years ago I rewrote the first demo (written in HTML + vanilla Javascript!) into GameMaker and released it properly to the world, and was shocked to find so many other people loved this silly bee game!



The first design for the beehive menu!



1 year ago on May 20th the full game released, and it's wild to think how far it's come and I'm forever grateful for all the people who've played APICO and sent me such lovely messages about how much it meant to them. I never expected it to be much more than a fun side project but it's opened a door to letting me keep making silly games and expand APICO in ways I'd never thought I'd have been able to!



The multiple menu system is tested...



Tomorrow I've been lucky enough to get a Daily Deal with Steam, and APICO (along with Moth's wonderful OSTs!) will be 50% off for a whole week!! If you or your friends have been waiting for a big discount, this is the one! (This would also bee the perfect time for a nice review if you haven't got round to it, as a little birthday gift for your fav bee game wink wink nudge nudge :D)



APICO as we know it now starts to take shape...



Thanks again so much to all of you, whether you've beeen here since the janky alpha days, or only recently stumbled upon the game through the butterfly update! There's still lot's more for us all to look forward to in the world of APICO and I appreciate all of you for beeing on this journey - I can't wait to see where it takes us all!
~ Ell



"Design A Butterfly" Finalist Voting!

Hey Beekeepers!

Just a quick one to say the "Design A Butterfly" competition has now ended, and it's voting time!
Please check out all the final designs + choose your favourite here:
https://forms.gle/pCtF4HWZz262i3uZ6

The winning design will be added into the next major update - YOU have the POWER 💙🦋💙

~ Ell

APICO - April Devlog 2023

Hey friends!

Last month was mostly uneventful, mainly due to me being ill for a good chunk of it, however I did still manage to take some time to draw out a whole host of the new stuff for the 3.0 - so let's get into it!

General heads-up that this post will contain spoilers of 3.0 content - if you're wanting to go in completely blind I totally understand but if so you might wanna skip this one!

[hr][/hr]

[h2]Planning[/h2]
From the last devlog I had planned out most of the general concepts I wanted to cover in the 3.0, however a lot of them were just rough ideas. What I wanted to do now was plan them out in more detail, and I'm a very visual person so really it was time to start sketching stuff out!



The only major difference I'd say between those plans in February is I'll no longer be doing the bug hotel stuff - as you're about to see the 3 main areas of fishing, coral reefs, and deep-sea diving cover a LOT of ground, so I don't want to give myself too much work over a "nice-to-have"! (RIP ladybugs)

[hr][/hr]

[h2]Fishing[/h2]
So first up is fishing - I'd already decided I wanted to do fly fishing, as I think the lure crafting side of things is very APICO, and I thought it would lead to some neat minigame ideas of luring the fish rather than straight up hooking them.

To start off I drew a bunch of fish! At this point I was still a bit sick so I thought this would be a nice way to ease into things. Fishing would just be a nice little time waster, so I just wanted some cute collectibles and a fun shiny "bee" variant for each.

puffer is the indisputable king here

To craft lures we'd need a crafting bench of sorts, and it's been a while since we had a mechanism so I felt like this would be a good place for it as we could re-create the winding of twine on the hooks in-game.

The idea is you'll use lures, twine, glue, random bee produce, and a feather (dropped by scaring birbs) to form a lure - each lure has various stats based on the items that were used when it was created, i.e. luck, durability

the lure workshop!

Once you have your lures you'll be able to cast them out with a fishing rod and start a small fishing minigame. I'm thinking of two parts, first a casting "click when meter is in yellow" classic, and then I'm thinking that you'll be greeted with a sort of menu that shows your lure and various fishy friends around it, and you'll have to try and net them when they get close enough.

altho items with no outlines? blasphemy

I was originally thinking a sort of "red light green light" type reel in minigame, but think that would get annoying having to do that each time, and I think a little underwater scene would be cuter.

Finally for the fishing mechanics I wanted one place where you could view your progress without creating yet another book - plus it wouldn't make sense to have a whole book for what is quite a small part of the game. My idea is to have a noticeboard-style menu that would give you hints and show progress.

who's that FISH!

As part of this update I want to revamp both the bookshelves in a similar way, so I thought this would be a good way to reinforce the concept of these sort of menus as with the bookshelves there'd then be 4 of these types of info machines.

Finally we have Skipper's Dad, a new character who you'll meet that will introduce you to fishing and crafting lures!

HOH HOH

[hr][/hr]

[h2]Sea-Sides[/h2]
On a related note, as part of the 3.0 update, Mothense will be returning to create 6 new tracks as part of the APICO "Sea-sides". Like the "Bee-sides" these will be additional tracks added in-game, 3 while you fish, and 3 while you explore the ocean depths!

You also might be able to find some in-game playable versions of them through exploring the new areas too...

old and crusty, but still works - like me! :D

[hr][/hr]

[h2]Coral Reefs[/h2]
With the coral side of things, I spent a lot of time trying to work out how I wanted things to fit together. I wanted a focus on restoring the coral, but I didn't want it to get annoying.

I also needed to make sure it still related to bees and also gave a decent reward for doing so - lots to juggle! Before I got completely overwhelmed I drew the different coral reefs and their flora/fauna/friends

the three different types of coral

The idea is that there'll be 3 sets of coral in three different areas - each coral has a specific water quality it prefers (more on that later). At the start there'll only be small patches of bright coral, the rest will be the darker "dead" patches you see on the far left of the above image.

You'll be able to scrape bits of coral off for samples, which you can then grow in tanks to turn into full coral - using different pH and salinity levels to match the requirements of the coral.

mudborne influence you say? i dont know what you mean

Once you have grown coral, you'll be able to place it in sort of empty frames on top of the dead coral patches. The activity of beehives on the coral areas will then help grow the patch until it becomes a full coral tile. The idea will be that by growing patches you can link up all the seperate coral areas through the dead patches, until everything is connected.

Once a coral reef is fully connected and restored, the flowers and flora will start forming/blooming, and then you'll have access to the butterflies and solitary bees that like coral but the habitat wasn't restored enough.

some new pastel friends

I think this way it should feel like a nice side project to work on restoring the reefs, using your coral bees to help you - and then as a reward you can unlock a host of new flowers, butterflies, and solitary bee friends.

As part of these new areas, as well as the ocean diving, you'll meet Director Bumblemore - a familiar name I'm sure to those who've been restoring their solitary bee populations!

what if Beenjamin, but not an asshole?

Although he's the general director for MPCO he specialises in ocean conservation, so he'll introduce all the coral reef and deep-sea diving stuff.

As part of the coral mechanics you'll be using acid / alkali / salt to manage your pH levels - at the start you can get this from Bumblemore but as you'll always come to find in the world of APICO the bees usually have an alternative solution. When it comes to salt, I wanted to solve another issue players often feedback which is wanting to remove grumpiness from bees.

As a result, I present to you, the Degrumpifier:

yes the bees are grumpy becos their literally salty

[hr][/hr]

[h2]What Lies Beeneath?[/h2]
As part of the final of the three main sections, we then have the deep-sea diving, as the update name implies! For this section I had a rough idea on what you'd do and what it would look like, but it took me a while to decide on a purpose for the player while down there outside of "explore and collect some bees".

The general idea is at a certain point Bumblemore will give you a diving helmet, which can be used on specific deeper parts of the ocean to travel to the ocean floor - a new biome that covers all the deep water of the world (basically the inverse of the map)



Down here you'll find some new, very strange looking bees, as well as a whole host of treasures to discover and new flora/flowers to find. You'll also find sludge - an unfortunate collection of goop that has formed from Mainland runoff.

Using a special type of beehive, you'll be able to swap out your standard hive frames for hive filters - a special type of frame that stores the goop as bees get to work, and lets you clean up the patches of sludge over time.

a little twist on something you already know very well!

Once filled you can extract these filters like you do your frames, but instead of honey you get less delicious sludge to be disposed off, plus any other little treasures the bees picked up!

maybe dont turn that stuff into mead

While working on cleaning up the seabed, you'll be able to discover some new species of bees, some odd little solitary bees, and a couple of strange aquatic butterflies that appear to thrive down in the depths.

Once you've cleaned up the sludge patches, you might even find the entrance to something even deeper below...



[hr][/hr]

[h2]Other Stuff[/h2]
Outside of these 3 main areas there'll be a bunch of other QoL stuff too, some new a11y options, some better sorting for beeboxes, quick stacking to nearby chests, better storage options for butterflies - basically all the general feedback thats built up since 2.0!

unlimited butts!!!

As mentioned I'll also be revamping the bookshelves to have a more interesting interface than just a ream of text, plus a few other tweaks here and there!

[hr][/hr]

Now that pretty much everything is drawn it's a lot easier for me to see how it'll all fit together, and in May I'll be sitting down to spend some time working through all the new mechanics, so hopefully come next month we should be able to see some of these pretty screenshots come to life!

~ Ell

[This post was released early for Supporters over on Ko-Fi]

TNgineers News - APR2023

Hey friends!

April has been and gone, finally bringing some sunshine and bumblebees to the garden! Here's what we've been up to:

[hr][/hr]



2.0 Update For Consoles

In case you missed it, a release date for consoles for the 2.0 Butterfly Update has now been announced!

“I Can’t Beelieve It’s Not Butter(flies)” will be fluttering over to Nintendo Switch & Playstation on May 11th - save the date!

[hr][/hr]



Butterfly Competition

The “Design A Butterfly” competition has now ended!

Thanks so much to everyone who took part. We’ll setup a post soon for voting to let you all decide your favourite that will be added into the 3.0 update!

[hr][/hr]



Mudborne

Mudborne has now already reached over 1000 wishlists!

Thanks so much to everyone who’s checked out the demo - we’ll absolutely be coming back to this one later in the year, and start planning a full game!
[hr][/hr]



Family Gaming DB

We’re super happy to say that the Family Gaming DB gave APICO the family gaming award + recommendation for 2022

We’ve spent a lot of time making sure APICO is enjoyable for all ages, so it means a lot to be given this!

[hr][/hr]

So that’s a wrap on April, bee safe and we’ll see you next month!

Love,Ell & Jamie