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Craftomation 101 News

Coming to Early Access: February 19!



Hey Mates,

Our hands be shaking with excitement as we're writing these lines. Our eyes are goggled from the sensation of the moment's importance. Perhaps, even our ears are moving from impatience!

More than 2 years of thoughtful prototyping, playtesting, releasing demos, gathering feedback, and doing things all over...

[h3]Craftomation 101 is coming to Early Access on February 19, 2024![/h3]

Please enjoy our brand new trailer that we made to celebrate this truly glorious day:

[previewyoutube][/previewyoutube]

There is no time to explain more... because more will be explained by the end of this week, in the next edition of our developer diaries!

We'll talk about our current progress and the cool new features that you'll get to try out in less than a month. Stay tuned!

In the meantime, there's one important thing you can do, which is to add Craftomation 101 to your wishlist on Steam, if you like such games and/or consider purchasing it.

That's how you get notified once the game is out, so you don't miss the launch discount (and all discounts that come after). Just click the button below:

https://store.steampowered.com/app/1724140/Craftomation_101_Programming__Craft/

(There's also a separate post, explaining why wishlists are important, if you'd like to know more)

Doubt not: more details will follow! If you want to know anything specific, we're always happy to chat in the Discussions section, as well as on our Discord server

Getting Warmer - Craftomation Dev Diaries, December 2023



These last days of 2023 feel like we found ourselves in a reverse situation from the “Interstellar” movie: the time seems to move at normal speed, while the number of features and tweaks we add to the game grows with each day passing.

As you probably know from our last post, there's Early Access brewing. In this version, you'll be on a quest to reach and awaken the most steady source of heat on the planet - the almighty volcano (codenamed “the Volcano”):



The land around the Volcano is now a work-in-progress thing, we're experimenting with some mechanics related to it. We're also trying to make your progress through the game more visually distinguishable, hence the flowers around our magma-nificent friend. But that's not just the Volcano, the whole grass generation system has gone through revision:



There used to be a system for emerging grass that seemed perfectly logical to us but not very intuitive to the players. So we got rid of it, and now it's blatantly simple: heat sources (such as Bonfires) generate higher temperature areas around them that decay the further they are from the source. As shown in the screenshot above, heating areas might overlap, creating more fertile ground.

Since we're talking about graphics, check out these beautiful animated objects that Alex the artist made for us. Shiny!





A bunch of new commands made its way to the game, too, including the long-awaited counters:



Now you can command your Craftomates to check whether the amount items on a cell (be it a source of Objects or a Storage) is more, less, or equal to a target number. The same check can be performed on other Craftomates’ charge levels. Most importantly, you can make your Craftomates perform an action for a selected number of times.

At the same time, we're experimenting with another concept, codenamed “Gearbox”. In the game, it comes in the form of a slider that you can use to speed up a Craftomate (increasing energy consumption) or slow it down. We've started contemplating this feature shortly after our playtest back in the Autumn, and the idea was to give the players more precise control of the processes happening around the base.

We had many doubts about whether this feature would work because that's video game development: you never know if it's fun until you play it. And played it we did! And it turned out to be quite interesting to mess around with!



The “Gearbox” also provides a new level of depth for the ale buffs, although we need to make some changes to it now. This thing (along with another feature to be mentioned below) will keep us occupied until the first week of January, after which we'll stop adding features and focus on polishing the current version of the game.

Actually, it has already begun. In December, Ivan the programmer embarked on a journey to the island of Cyprus, where Luden.io headquarters reside, to conduct a series of playtests among some friendly developers from other tech companies. The results were far beyond our expectations: perhaps, the most heartwarming insight was to see that people are sincerely enjoying our goofy little game - it seems like we're onto something here, and we can't wait to see how you like Craftomation 101 when it hits Steam shelves by the end of this winter!

[previewyoutube][/previewyoutube]

Another good omen for us was a little story from our Discord, when two very enthusiastic players of ours spent a couple of days hacking the demo and making their way to the content that was not intended for their eyes (yet). We knew it was theoretically possible, but it was so awesome to actually stumble upon people doing it!

If you want to know how they did it (and maybe reenact their glorious deeds by yourself), head to our Discord server and join our friendly team of mates over there:

Back to those playtests, we brought a bunch of ideas for QoL improvements: some stuff to do with copying and pasting the code, along with creating a shortcut for accessing the tree of upgrades. Some of our players experienced trouble with finding it. Hopefully, this won't be happening as often anymore:



That's just an example though, we have some other things, big and small, that we're doing right now to make the game more comprehensive and friendly. For one, as we observed the playtests, we noticed that understanding what each Craftomate does at a given moment is one of the most desired features when it comes to identifying your robots. That's why we're gonna try and implement this into the game before starting on that big all-Craftomate interface we were talking about last time.

Other than that, the plans are: polishing, playtesting, and preparing for the big date, and absolutely no messing with new features! Seriously, we tried experimenting with a feature, and it did not end well… (Though we're still going to add it to the game)

[previewyoutube][/previewyoutube]

Have a good end/beginning of the year (depending on when you're reading this)! The next couple of months are going to be pretty exciting, to say the least. See you there, mates!


https://store.steampowered.com/app/1724140/Craftomation_101_Programming__Craft/

In the meantime, here's another bunch of things that you can do to help Craftomation 101 see the light of release ASAP:

  • Add Craftomation 101 to your wishlitst on Steam, that'd be a huge help to us at this pre-release stage
  • You can even scribe yourself into the game's credits: most of our games’ localizations are community-made, and we now have a spreadsheet for those who are willing to help us translate the game into their native language
  • Buy the supporter pack to gain access to exclusive WIP stuff and full-time access to the devs’ ears and minds
  • And of course, play the free demo on itch.io or Steam, leave us a comment, or come to Discord and discuss your experience with us

Add to your wishlist! Why and how?

You probably saw the "Add to your wishlist" message several times here on Steam. But what are all the developers asking it for, should you click that green (or blue) button, what is it?

You can add the game to the wishlist right here:
https://store.steampowered.com/app/1724140/Craftomation_101/

Or you can do it on the game's page just under the video trailer, like this:


[h2]For players[/h2]
If you have a game on your wishlist you will:
  • Receive an email on the release day
  • See news about the game published by its' developer here on Steam
  • Get notified about the discounts by email

You can always remove the game from your wishlist.

[h2]For developers[/h2]
The developer will know nothing about players who added the game to the wishlist. No email, no account name, no ability to send you a message - nothing. The only thing visible for the developers is the total number of wishlists
This number is a thing that can help the developers understand how much players are interested in the game, and how many additional features and level of quality they should consider to work on.
  • 1,000 wishlists - almost nobody knows about the game, probably players don't want it or never heard about the game
  • 1,000,000 wishlists - players absolutely crazy about that and expecting something really really good from the developers

[h2]Now you know what to do[/h2]
If you are interested - consider adding the game to your wishlist right now, it's like hitting the subscribe button on social media.
If you are not sure yet (or you waiting for the discounts) and want to see how the game is being developed to decide later - adding to the wishlist is the best option to tell Steam algorithms that you want to be aware of news and updates from the developer.

https://store.steampowered.com/app/1724140/Craftomation_101/

P.S. If you want to talk to developers directly, suggest some features, and get more involved in the making of the game - Discord and Steam Discussions are great for that. Or let's chat down below if you have anything to discuss!

Nailing It - Craftomation Dev Diaries, November 2023



Hey mates,

Since it's been less than a month since the previous edition of these diaries was out, we haven't introduced much content to the actual build… On the other hand, there have been a lot of discussions, drafting, and decision-making. Some exciting news is waiting for you below!

[h3]Is it Early Access Yet?[/h3]

The Early Access release was looming for months now, but there was no particular date for it, as we were analyzing your feedback and considering the amount of features we want in the game by the time it heads to the shelves of Steam.

After many hours of meditating over the calendar, discussing stuff both internally and with our friends in Valve, we finally agreed on the date, which is… not to be disclosed yet, naturally: we want to be entirely sure everything's in place before we make the big announcement. But rest assured, that there is a date nailed to the wall sometime around our studio.

And it's probably safe to say that you should follow the news especially closely in the mid-winter. Wink-wink, nudge-nudge.

[h3]Getting Warmer[/h3]

Lots of other stuff is nailed to our physical and metaphorical walls these days, as picking a release date also implies having a list of things to be done. And boy, do we have a list! The top item on it would be to create a proper (though temporary, reserved for the EA stage) final goal for the game.

One of the options was to have the players build a rocket to send it to other planets for further expansion… But we decided that this task would probably be too big for the current stage of development. Maybe we will return to it later, but for now we agreed to stick to the core theme of the game: terraforming.



Terraforming in general was on our minds after we studied the most recent feedback. Apparently, many players (ourselves included) are starting to get somewhat frustrated in the mid-late part of the game: new mechanics and new lands emerge, but the player still has to expand their base by placing new Bonfires along instructing Craftomates to fill them with fuel, over and over again.

Looking into how we could make the gameplay less repetitive, we've drafted a couple of ideas which we will be experimenting with over the next couple of months.

One way to make things easier would be adding one item every decent game must have: dynamite! It will temporary unfreeze surrounding areas, allowing you to harvest some vital resources without crafting additional Bonfires.

(Actually, it might not be dynamite in the end - we're discussing the visuals of this device right now: if you have your own ideas, let's discuss them on Discord, shall we?)

Another step would be to return CargoMate to its’ initial form. Some players were disappointed with the temporary nature of Craftomate that we introduced a couple of months back. Apparently, this way it is too cumbersome to include Cargomates into perpetual processes.

Now they're here to stay, and what's even more exciting: we'll allow Craftomates to take out stuff from a Cargomate's backpack on the go! If you were looking for a mobile food dispensary, this might be you chance to write a program for one:

[previewyoutube][/previewyoutube]

But perhaps the biggest issue that we were looking forward to get to for a long time - is an interface to help the players better manage Craftomates. We want you to be able to tell one robot from another without having to hover your mouse over them, so we'll think on improving the coloring mechanics first.

After that, we'll start working on an interface for sorting Craftomates by various features. Also, we want to introduce a feature that would display the current path of a Craftomate upon hovering mouse on it.

[h3]What’s Next?[/h3]

As of right now, Ivan the programmer is taking a little vacation, to prepare his mind for the final leap into the release. But before he went away, he rolled out a couple of important QoL features, including nested tooltips (which you can even pin to stay on the screen):



And that upgrade for ‘Find & pick’ node that allows you select a source for a Craftomate to pick items from:



Once Ivan gets back, he will start off with making counters (finally!) appear in the game, and then proceed to making that epic robot-management interface. This is going to be a fun winter!

See you again in a month with more Craftomation-related goodness!

https://store.steampowered.com/app/1724140/Craftomation_101_Programming__Craft/

In the meantime, here's another bunch of things that you can do to help Craftomation 101 see the light of release ASAP:

  • Share this post with a friend who might like Craftomation 101
  • You can even scribe yourself into the game's credits: most of our games’ localizations are community-made, and we now have a spreadsheet for those who are willing to help us translate the game into their native language
  • Buy the supporter pack to gain access to exclusive WIP stuff and full-time access to the devs’ ears and minds
  • And of course, play the free demo on itch.io or Steam, leave us a comment, or come to Discord and discuss your experience with us

Not Even Our Final Form - Craftomation Dev Diaries, October 2023



Hey mates!

The fall is the time for harvest here in the northern hemisphere, and ours has brought a lot of fruits! Watching you enjoy Craftomation 101's playtest was full of excitement and insights! We've made important improvements to the game and started implementing very interesting ideas. Let's talk about that, but first - check out our updated trailer:

[previewyoutube][/previewyoutube]

If you happened to have participated in our playtest in September, we thank you a great deal, and you're forever in our hearts! More than 500 people joined us that glorious week, which led to fixing a spectacular amount of bugs, and making the difficulty curve smoother. We had spent a lot of time redesigning the map and creating a comprehensive sequence of quests, and we were so glad to find out that over 60% of the players who made it to the late part of the game have pushed it to completion!

After making a series of thweaks based on your feedback, we'll likely put polishing the map aside for some time, so we could finally start working on something truly epic: adding new commands to the program editor, and improving existing ones. More on that a bit later though.

[h3]What's New[/h3]

If you missed the playtest, we still have great news for you: Craftomation 101 Demo got a nice reboot as well! It is know in sync with our current internal version, only with limited content. That means, that all the new graphics, some of the new commands (such as ‘compare’, for one) and all the bug fixes will appear in demo at the same time we roll out our in-house update!

We have updated the main menu art to celebrate the occasion, too:



That also includes a proper saving system, with autosaves, multiple save slots and whatnot, along with localizations update! By the way, we have not one, but two options to choose from when selecting language: you can either pick human (official or community-made) translation, or the one made by chatGPT 4. We're making a game about robots here, so it only made sense.

We'd like to take an opportunity to thank brave community translators (a special kudos to roigrek!), and invite you all to join our Discord - to share your thoughts about the game, help with translating it to your native language, or just chat with us about anything.

Oh, and you know what? We also have achievemnts now! Unfortunately, Steam won't allow us release them in the demo, but they'll be waiting for you by the time we hit Early Access! There's a total of 31 achievemnt at the moment, with 15 of them being secret. And here are the others, non-secret ones:



[h3]What's Next[/h3]

Many new things are on our collective table at the moment, as the Early Access is looming. We didn't tell you that, but we have picked a release window already - still, we need to make some arrangements before we're confident enough to make it official. But that does mean that there's a lot of new content to be added.

We'll start small: Alex the artist is now working on making a neat border for the map, so it wouldn't look as if the game world just ends with black void anymore. Now it ends with impassable soulless icy moiuntans:



But most importantly: the new commands! We have been speaking about ‘smart find’ (and its associates) for a while now, but now it's happening for real: an option to choose whether an object should be picked from the ground, natural source or a Storage is almost there:

[previewyoutube][/previewyoutube]

(The buttons are placeholders, don't mind them for now)

We have also expanded the features of ‘compare’ command, so players could select an object for comparing, making this command more useful:



And after that we'll start working on something real cool: counters will be introduced to the game! Those of you familiar with programming will understand, how it changes everything. For those who are not, here's an example: you'll be able to instruct a Craftomate to check whether the amount of items in a cell is more, equal or less than X. So they'll know when a Fire is fueled enough or when they have produced enough food to be able to switch to another task.

This (and other things that we're drafting at the moment) will make managing robots even more complex, so the next big thing for us would be creating an interface for navigating the ranks of your little silicone helpers.

https://store.steampowered.com/app/1724140/Craftomation_101_Programming__Craft/

So many things to do! We'd better get back to work, and get back in a month with more exciting details! In the meantime, here's another bunch of things that you can do to help Craftomation 101 see the light of release ASAP:

  • Share this post with a friend who might like Craftomation 101
  • You can even scribe yourself into the game's credits: most of our games’ localizations are community-made, and we now have a spreadsheet for those who are willing to help us translate the game into their native language
  • Buy the supporter pack to gain access to exclusive WIP stuff and full-time access to the devs’ ears and minds
  • And of course, play the free demo on itch.io or Steam, leave us a comment, or come to Discord and discuss your experience with us