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V0.11.19 - Proficiency & Quality

Here comes a bigger, quarterly post, aimed for those who only read the big posts every now and then :) Included is the combination of the new feature introduced in this update, recap of progress so far this year, and a progress update on V0.12!

[h2]โ›๏ธ Proficiency & Item Quality[/h2]

You and other villagers now have a proficiency level in all activities, though this update specifically focuses on crafting and gathering expertise. Becoming better at an activity will increase your likelihood to either find or craft higher quality items. The latter has a woven nature such that many things are considered when determining your success. For example, when baking, are you using a strong peel, and, what is the quality of the ingredients you're cooking with? For villagers, their mood will also play a key role.

Now, when a villager places a little house sign, the aim is to show off their unique strength or their favourite competency. Villagers are aware of others' strengths and can comment or advise you who to seek out for what commodity, especially if someone in particular stands out as an innovator. Likewise, they can recommend your skills to others.

Rarer, better-made goods, are more valuable and fetch a higher price during trading. Tools start with lower durabilities, but become much more more resilient with better craftsmanship. Fine and fairly woven clothes can also turn eyes and present new gossip. As for merchants and new faces, the more prosperous your town, the more likely you will come to see the cream of the crop.

Related to this, the natural affinity of townsfolk for certain activities has been significantly revamped such they are now more likely to pursue their niche interests, as opposed to broadly liking a lot of things.

This feature has been on the radar for a long time and is pretty much a staple when it comes to the colony sim genre. Whilst deceptively simple, I believe it opens a lot of doors and depth as it makes individual villagers more unique and valuable to the town. Whereas before, many people could cobble together the same stone axe, now, if one villager takes up the mantle, his fame as an expert can make him become the go-to guy thanks to the superior quality of his work. Meanwhile, it will also raise the stakes for future mechanics such as stealing or village satisfaction, and prosperity in general.

[h2]๐Ÿ‘ฉโ€๐Ÿฆฐ (V0.11.18) Needs[/h2]

A few weeks ago, how villagers choose to spend their time was mostly entirely overhauled. Beforehand, villagers would primarily pick activities based on their interests. Now, villagers are driven by an assortment of social needs, hunger, relief, cold, and motivation. I feel like towns now look a lot more lively and social, villagers feel more reactive and varied, and mood has a real impact. I've tweaked the nobs and balanced things again this patch, and I'm looking forward to playing with it the future to create even more interesting feedback loops with other actions.

[h2]๐Ÿ‘ฅ (V011.17) Hanging out[/h2]

Even earlier this year, villagers were granted the ability to actually hang around with you and with other villagers, especially if they got lonely during the day. Whilst they stick with someone, they observe their actions and occasionally make a remark. Overall, their experience and further expectation of this is tied to whether you do things that align with their interests. This has led to much more collective behaviour, with friends more often moving around and doing things together, whilst from time-to-time, also resulting in bigger groups socialising together. There's a lot to explore here in the future, especially in regards to villagers nearby giving you helpful advice as a form of a tutorial, and helping you with your goals as relationships improve.

[h2]๐Ÿ˜๏ธ Progress on the next update[/h2]

As I've been releasing the regular updates, I've also been cooking Autonomy & Governance, the next major update. Since the last blog post, the placement flow of new buildings has been improved to properly mix the residential and industrial neighbourhoods. After fortifications are built, farming will move to the outskirts, beyond the walls.

I've also worked on autonomous decorating for villagers such that they enhance the general look of the town, rather than just their backyards. There will be new areas dedicated for gardens, monuments, and parks. Barns and fields will most likely switch from being circular structures, to custom plots of land, as indicated by the dashed lines in the above simulation.

The 'Autonomy' part is mostly finished, and in fact, I currently use it to help me develop and test new updates. With villagers automatically progressing the town, they're very useful for playing out all the game mechanics and emergence within the settlement. The major things left for this update are finishing the 'Governance' part, and the content (such as the new buildings and items). I've made progress on these too and will be sharing more information later, for now, watch this space! :)

[h2]๐Ÿž Other new improvements and bug fixes[/h2]
  • Added durability to mallets, peels, and musical instruments. On the latter, it's less about punishing playing music, but more about motivating an industry for instrument-making :)
  • When trading, you can now see the quantity of each villager's item
  • Changed trade window and market stall to consistently show items by their highest value first, with the highest quality items being placed first
  • Fixed villagers no longer throwing things when angry
  • Fixed saving taking longer and more space than necessary due to villagers trying to remember every single possible item they saw every trade. Particularly noticeable for big worlds with markets and lots of trading. For the save data to fully refresh, you'll need to sleep and then re-save the game in the new version. (seems about 40% better on my large save! the bigger the save, the bigger the gains)
  • Gathering, mining, and chopping trees no longer has a natural incentive, leaving a bigger space for personality and preference
  • Fixed too eagerly placing house signs, or, showing off too much
  • Reduced villagers stuttering and not knowing what to say
  • Fixed villagers not being able to offer more of the same item when trading with each other
  • Fixed villagers trying to dig without a shovel
  • Fixed grammar / typos in dialogue

V0.11.18 - Needs overhaul and improvements

[h2]๐Ÿ‘ฉโ€๐Ÿฆฐ Needs & Utility[/h2]
In this update, how villagers choose to spend their time has been pretty much entirely overhauled. Beforehand, villagers would primarily pick activities based on their interests. Now, villagers will consider their current emotions: whether they are hungry, whether they are irritated, or cold, or unhappy - these factors will have a strong influence over what they choose to do and when.

Villagers now have the equivalent of a social need, which drives them towards social actions when they get lonely during the day. When motivated, they will have the courage to try harder tasks, whereas, when irritated, they will just want to relax and cool off. Hunger will influence trading, stirring villagers to always keep a supply of food on them, meanwhile setting goals to find food if they're hungry. Also new, during colder times such as during winter and the night, villagers will be more inclined to sit down at a campfire to enjoy the warmth of the embers. In total, there were probably 20+ other small related tweaks and changes across the board.

This update took longer than expected because it required a lot of testing and iteration get the balance just right. However, overall, I feel like towns now look a lot more lively and social, villagers feel more reactive and varied, and mood has a real impact. Most interestingly, this should have an interesting feedback loop with other actions and I plan on expanding this by better linking it to other mechanics in the future - for example, villagers crafting their best, highest quality, work if they're in a good mood. Let me know what you think when you try it :)
[h2]โค๏ธ Relationships[/h2]
  • While a relationship is in its early stages, effects will show stars rather than hearts to imply friendship rather than romance
  • Hanging out with someone now increases your relationship, limited to once a day
  • Unfriendly villagers will now only insult others if they're in bad mood (finally learnt to behave!)

[h2]๐Ÿชณ Other improvements and bug fixes[/h2]
  • Made the start of the game more fun by folding infrastructure requirements earlier. Rather than having to build 5 houses first to get a new villager, you build a house & a field, then for the second villager a house & a workshop, etc.
  • Improved the way goals and actions are picked to create more variation in activities
  • Fixed villagers trying to throw snowballs when they ain't got any!
  • ...and fixed villagers being able to infinitely throw snowballs!
  • Fixed villagers always experiencing something the same way
  • Fixed villagers never gathering vegetation that re-grew during a session
  • Fixed villagers sitting down at table and then immediately going to sit down on a decoration afterwards - these actions will now use a unified cooldown
  • When hanging out with someone, villagers will now run if the other person is running too
  • Added a cooldown to examining items as villagers loved spamming this

V0.11.17 - Hanging out, skin tones, and improvements

[h2]๐Ÿ‘ฅ Hanging around[/h2]
The 'walk up to person' action has been turned into a 'hang around' action. This means that villagers can now sometimes walk up to you, or other villagers, and linger around, vibing :)

Related to this action:
  • Added new dialogue as villagers approach and decide to leave
  • When hanging around, villagers will now be aware of what you're doing and can react to it with new phrases
  • Allowed the three founding villagers to hang around with you or each other even if there's no friendship yet
  • Added a minimum interval between hanging around to avoid villagers being too unproductive
  • Fixed villagers hanging out with themselves

This was supposed to be a small thing but in my opinion might turn out to be quite a nifty big thing. Interested to hear what you think about it. I can see a lot of room for expansion here. For example, villagers giving you hints to make the tutorial / early-game easier, or them helping you with activities, or hanging around for longer when you have a better relationship.
[h2]๐ŸŽจ Skin tones[/h2]
This feature should have long been in the game, sorry about the delay in getting it through! In fact, at a very early stage of the game, it had already existed, but it got left behind during the character re-design. So, to summarise:
  • You can now customise your skin tone when starting a new adventure
  • Villagers will now spawn with a random skin tone and, most of the time, a likely hair colour associated with that skin tone

[h2]๐Ÿ› Other improvements and bug fixes[/h2]
  • Changed cursor to stay in the same inventory / storage slot when moving items with the controller
  • Muted music and sound effects during sleeping
  • Fixed villagers not having blinked in over 6 months

V0.11.16 - Improvements & Bug Fixes

Here comes the first update of the year - hope you've all been enjoying 2026 so far! Just a few small, and some much needed things whilst I work on the bigger things! Also spent a fair bit of time creating some behind-the-scenes robust dialogue testing systems, so should make future bugs in this area less likely too :)
[h2]โค๏ธ Relationships[/h2]
  • Added visual reaction for villagers responding angrily to insults and bad gifts
  • Added sound effect for giving a gift
  • Limited relationship changes from insults to once per day
  • Fixed gifting menu closing a bit glitchily
  • Fixed relationships hearts reaction getting cut off too early

[h2]๐Ÿช‘ Seating[/h2]
  • Added sitting hints to help with the placement of chairs, benches, and tables
  • Fixed being able to connect benches to tables
  • Fixed sitting on wooden benches

[h2]๐Ÿชฒ Other improvements and bug fixes[/h2]
  • Added an icon for the 'throwing snowballs' interest to the journal
  • Switched the workshop and tavern prosperity requirements around
  • Fixed hint for interacting with fields
  • Fixed sleeping screen sometimes getting stuck
  • Fixed merchants getting stuck when celebrating new building completions
  • Fixed villagers getting stuck in conversation if spoken to after remarking
  • Fixed immediately leaving conversation if re-entering dialogue too quickly
  • Fixed triggering special action when navigating menus via the controller's left trigger button
  • Fixed market stall items showing interaction hints

V0.11.15 - Winter Update โ„๏ธ

With yet another winter comes another update, been busy these last few weeks rounding it off - I hope you enjoy! Merry Christmas and happy holidays to all those that celebrate :)

[h2]๐ŸŒฝ New fields[/h2]

This update allows you to grow carrots, oats, and cabbages with three new plantable fields. Each has its own distinct look and growth progression!

Related to this, the nourishment value and cost of all crops has been adjusted to be more balanced, so that each one is useful in its own way. Likewise, growth time is much longer for wheat and flax fields - counter-balanced by higher yields upon harvesting. Porridges can now be cooked without the bakery, and cabbage can no longer be eaten raw (what would do that anyway?)

Not really holidays-themed but something that I think will bring a lot of joy to farming in your towns or villages :)

[h2]๐ŸŽ Changed Relationships & Gifting[/h2]

This update also brings along a change in how relationships are built with villagers. Previously, you would generally only progress through quests - specifically completing two quests to reach the maximum. Now, you'll need to incrementally bond with villagers day-by-day via:
  • Completing a quest
  • Talking to a villager
  • Giving them a gift

Gifting is a new mechanic and conversation option that allows you to pick one item to give to your villager, and depending on their likes and interests, this may result in a favourable or unfavourable reaction. Along with this comes plenty of new dialogue for all sorts of personality types.

Finally, each of these interactions will only increase your relationship once a day, so you'll have to make sure you chat with your fellows more often :)

Now you can give little presents to your villagers throughout this festive period too! ๐ŸŽ„

[h2]๐Ÿงค Gloves and Snowballs[/h2]

There is now a new binding "R" (or "Left trigger" on controller) for triggering an extra action. I would like to eventually turn this into a sort of action wheel, where you can pick from a variety of options, but for now it is simply a way to collect snowballs during winter without always having to see a tooltip above you all the time. Meanwhile, during spring, summer, and autumn, you can also use this button to lie down (no longer will villagers be the only ones who can!)

To be able to pick-up snowballs, you'll have to either tailor or purchase yourself a new accessory: gloves! It's sort of in the middle of the crafting tree and comes in two colours: brown and beige. Fret not though, merchants will be quite likely to bring it during winter time if you lack the skills.

And once you have snowballs, well, I'll let you figure it out ;)

[h2]๐Ÿœ Bug fixes and other improvements[/h2]
  • Villagers will now in general react to being hit by any hurled object
  • Fixed items not transferring instantly after finishing trading
  • Fixed thrown items not landing correctly
  • Fixed crop positions changing throughout their growth cycle
  • Fixed LOD distances on wheat fields
  • You can no longer trade for nothing or with nothing
  • Fixed villagers being hyper-focused on harvesting only one field no matter how many you had