Dev Update - We gave sheep tiny umbrellas ππ
Good day! Or evening, or afternoon. Whichever phase of our planet's rotation youβre currently in πππ
I hope you had a charming Valentine's day π Tom and I made a carrot cake π° and had a long walk in a forest π Oh, wait, that was yesterday... Ah, right, we were fixing bugs on the 14th of Feb, very romantic too ππ₯°
Fixing bugs, you ask? Yes! We've been hard at work preparing our codebase for the upcoming features. So, refactoring, cleanups, optimizations. All the good but invisible work π
Weβve ported our graphics engine from OpenGL to Vulkan, finally catching up with the times, and getting some sweet performance improvements. Grass in particular is now twice as fast, and with a screen full of it on the Steam Deck, Tiny Glade runs at around 84 FPS π₯³ That still drops to 30 FPS in a complex build, but weβll be optimizing some more πͺ
We made walls respond to how quickly theyβre being drawn, so you easily get both smooth and sharp corners (we also reduced input latency, so drawing feels good even at lower framerates).

And most importantly, we made sure sheep cannot get stuck on rocky terrain ππ

We also had our very first super tiny playtest with close friends and family. Weβre learning how to run playtests in preparation for an eventual beta, and this gave us a chance to dip our toes in the water π§ββοΈ
While the game is still feature-incomplete and rough around the edges, it was fun to see the vastly different things everyone made: castles, cottages, ruins, wizard towers. The craziest and most intricate build was made by my mom. I love seeing her creative process reflected in this in-game timelapse!
[previewyoutube][/previewyoutube]
Aaaaand, that's all for now, folks π
Have a delightful weekend, and we'll see each other again soon π
Ana & the Tiny Glade team
I hope you had a charming Valentine's day π Tom and I made a carrot cake π° and had a long walk in a forest π Oh, wait, that was yesterday... Ah, right, we were fixing bugs on the 14th of Feb, very romantic too ππ₯°
Fixing bugs, you ask? Yes! We've been hard at work preparing our codebase for the upcoming features. So, refactoring, cleanups, optimizations. All the good but invisible work π
Weβve ported our graphics engine from OpenGL to Vulkan, finally catching up with the times, and getting some sweet performance improvements. Grass in particular is now twice as fast, and with a screen full of it on the Steam Deck, Tiny Glade runs at around 84 FPS π₯³ That still drops to 30 FPS in a complex build, but weβll be optimizing some more πͺ
We made walls respond to how quickly theyβre being drawn, so you easily get both smooth and sharp corners (we also reduced input latency, so drawing feels good even at lower framerates).

And most importantly, we made sure sheep cannot get stuck on rocky terrain ππ

We also had our very first super tiny playtest with close friends and family. Weβre learning how to run playtests in preparation for an eventual beta, and this gave us a chance to dip our toes in the water π§ββοΈ
While the game is still feature-incomplete and rough around the edges, it was fun to see the vastly different things everyone made: castles, cottages, ruins, wizard towers. The craziest and most intricate build was made by my mom. I love seeing her creative process reflected in this in-game timelapse!
[previewyoutube][/previewyoutube]
Aaaaand, that's all for now, folks π
Have a delightful weekend, and we'll see each other again soon π
Ana & the Tiny Glade team