Thank you for the amazing launch š

Hi, yāall! Phew, I donāt know about you, but itās been two crazy-hectic and overwhelming weeks 𤪠I think itās fair to say both Tom & I are feeling a tad exhausted, but itās a very happy kind of exhausted ^^ Happy because every day weāre delighted to see that youāre enjoying your time in Tiny Glade. Seeing your creations, both big and small, kind comments and excitement is pure joy ā wholeheartedly thank you for the amazing reception and support š I canāt fully express how much energy it gives us to watch your creativity and imagination come to life. More than 500k people have played the full version of Tiny Glade by now, and I believe the technical term for that is *bonkers* :D I was quite worried and stressed just before the release, since we already knew that we wanted to continue making Tiny Glade ā we just didnāt know whether itād be viable. Well, now we certainly can, and we will! š„³
[h3]So, whatās next?[/h3]
[gives the mic to Tom]
Iām happy to report that our inboxes, forums, pneumatic tube mail and homing pigeons are absolutely overflowing with feature requests and ideas š Itās lovely to see it all, and we try to read or at least skim them all ^^ Thereās a ton of stuff yāall would like us to add, and we certainly see patterns. Thereās a lot of stuff that vibes with us too.
So whereās the roadmap, and when are hedgehogs coming to TIny Glade? š
⦠this is where we sneakily escape through the back door š¦ ⦠we do have a list of features that weād love to see in Tiny Glade, but that list is not a roadmap, and we donāt really want to have a roadmap.
Weāve developed Tiny Glade organically, evolving and adapting the design as needed, driven by our own intuition as well as your feedback - we intend to continue doing just that. Itās the only approach that works here really; Tiny Glade is in large part an experiment in procedural generation, and beneath the simple surface lurks devilishly complicated machinery that makes it all tick. To add or change a feature is to make all others work with it. Sometimes itās a breeze, but sometimes it just doesnāt click.
We enjoy working on Tiny Glade, and keep brainstorming whatās next, just like we did a year or two ago. Weāll keep tinkering - but weāre still a tiny team, and it is still a tiny game. New features will take time to design, develop and test - so please hold on, and keep your eyes peeled for our postal pigeons šš
But before we jump into developing the Next-Big-Featureā¢, Ana & I need to take a break. Weāve been in a non-stop work mode for a really long time now, and we need a moment to breathe, pet grass, hang out with friends and family, and finish that nth Baldur's Gate playthrough. We still have a few things to wrap up though. So, before we disappear for a bit, here are the things that are happening this week:
[h3]The graphics crash hunt continues[/h3]
If youāre one of the unlucky players, or if youāve been following our updates, you may have noticed Tiny Glade struggling with random graphics-related crashes. Most players arenāt affected at all, but some canāt play for an hour without seeing five of those. Iāve made it my personal quest to pinpoint those issues, and deployed workarounds in the previous patches: one for the Radeon RX 5x00, and another for an NVIDIA crash that we could reproduce. Still, the āfixesā resemble stepping over a hole in a road instead of filling it in, and theyāre not 100% reliable.
Iāve reached out to AMD and NVIDIA as soon as we started seeing the crashes, and as far as I know, theyāre investigating, but those investigations take time. Iāve also spent several days trying to figure it out on my own, but the deeper I go, the less sense it all makes. In hopes that more data will help, Tiny Gladeās latest patch now integrates āNsight Aftermathā whose job is to provide extra diagnostics when GPU crashes happen. Fingers crossed weāll see some useful clues.
Programming is often a lesson in humility - if you blame someone else, most of the time youāll eventually find that itās been your own mistake all along. The odd behavior like PCs shutting down are driver and/or firmware bugs, and I could point fingers at them, but in the end, it is likely my own bugs that upset the drivers. Hopefully in a few days, Iāll stare at the code, slap myself on the forehead, change one line, and the bugs will disappear. Or maybe the good folks and NVIDIA & AMD will come back with āTom, you forgot a semicolon here.ā
[h3]Two small QoL things[/h3]
[Ana] Meanwhile, I have two Quality of Life additions coming: an option to remove merlons & railings (no more need to overlap two blocks to get rid of them!), and the game remembering your last color/style choice, and applying it to future shapes (so you can batch-place pink windows or straightened walls). I just need a few more hours of focus to wrap it all up, and then I'll prepare a beta branch for testing, which should be live tomorrow or a day after. By the end of the week it should make it into the base game, assuming no blocking issues are uncovered during testing :3
Aaaand thatās it for now ^^ Thank you so much for reading and being awesome š We wish you a lovely day!
Lots of love,
Ana & Tom