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Tiny Glade News

Gorgeous cozy castle doodling game Tiny Glade is launching a demo this month




Since the surprise success of Townscaper a few years ago, a crop of other "radically casual" cozy city builders has been in the works, and Tiny Glade has definitely been at the top of my wishlist—and most other folks', I suspect. Thank goodness we're finally going to get to try painting lovely ivy-covered walls across a pastoral canvas: Pounce Light says a demo is coming on May 30...
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Tiny glade DEMO is coming on May 30th! 🏰🌿

Good day, folks! It’s time to bring a new update 💌 We’ve been hard at work prepping the demo of Tiny Glade, and I’m happy to say that… it will be available on May 30th 🙌 Wooop! It’ll stay up throughout Steam Next Fest in June, and perhaps for a week or two after - we shall see once when we get there 😄

Meanwhile, let me show you a sneak peek:

In the demo, you will be able to play in the summer glade - one of the five glades we’ll have in the final version, and this is the toolset that will be at your disposal 🎨



The demo will be accompanied by four beautiful tracks composed by Oda Tilset. The tracks adapt to time of day, and how built-up your glade is 🎶🧙‍♂️ (You can listen to the WIP album on bandcamp for free).

Below you can see the area that will be available in the demo (the circle in the middle where the yellow cottage is) VS the full game’s buildable space (dashed white line):



Thanks to the optimizations that Tom’s been doing, we’ve actually increased the total buildable area by almost 2x from what we’ve been showing before 💪 (not so tiny Tiny Glade anymore? 😁).

After we’ve expanded the map boundaries, the scenery started to feel a tad empty on the borders. So we added distant hills, clouds ⛅, sun 🌞, and a dramatic moon 🌛 (vampire castles on cliffs anyone?)



Building grander castles is definitely a possibility now 🙌



We’ve also added a highly-requested feature: photo mode 📸 - making it easier to take dramatic or close-up shots, or position your camera juuuuust the way you want it :3



The photo mode also prompted us to update our Steam page with new screenshots 💅


(Shout out to pewpew and Ana's mom for three of these images 💚)

We can’t wait for you to sample what we’ve been cooking 👩‍🍳👨‍🍳 30th of May, let’s do this!

Love,
Ana & Tom



Dev Diary - Our windows are chameleons 🦎

Emerges from the familiar pile of TODO stickies. Oh, hello-hello! I hope you’re doing well, and have already had a chance to enjoy any hints of the upcoming spring 🌼 Spring *is* coming, right? 👀 Peeks outside the window to humid grayness and biting wind… Ehh! 🥶

Well, at least in Tiny Glade it’s always sunny 😄 Tom and I have been spending a loooot of time in it - this month has been an intense whirlwind of improvements, bug fixes, and preparations for a v0.1 demo build. The list of TODOs is still formidable, but so far we’re on schedule, and everything is going according to plan o7

There’s a million things to wrap up, but this month one of our main efforts has been completing the code for window interactions.



Windows can now be placed on roofs, on edges between roofs and walls, and they turn into doors atop a stone floor. Corner windows are also a thing now. We saw a few folks trying to attach windows to corners in playtests, so we made that a proper feature 👩‍🔧👨‍🔧

For now, we’ve wrapped up one window family: cottage windows, which we’ll have in the demo. It’s a thread that’s been in development for multiple months now, so we’re very happy it’s finally coming to fruition.

Changing the roof shape will make windows re-adapt as well. You can say our windows are like chameleons 🦎: very blendable with their environment!



Speaking of roofs, we’ve expanded rectangular roof controls, and added a new roof type where two sides are a wall - a so-called “gable”. (and yes, you can place windows on both the roof and the wall parts!)



Tom and I continue to optimize the game. Since one element in Tiny Glade often affects other nearby elements, the biggest improvement is doing computations only when and *where* necessary. In the GIF below, you can see a special developer view: drawing a path/terrain affects only some regions (highlighted as white squares), and then only those cause walls (red outlines) to recompute. It’s an ongoing effort to make every game system as sleepy as possible 🦥 so your computer stays cool and quiet.



Having done some preliminary optimizations, we’re even considering expanding the glade size from what we’ve shown. More on that in a future update 👀

There’s been a lot of other changes, small and large (for example, more music 🎵), but I shall keep this update short and sweet, for I must return to gnawing on my TODO stickies 🦝📄

As always, thank you so much for reading :3 I wish you a wonderful week full of warm thoughts. Until next time!

With love,
Ana & Tom

PS: Tom recently shared his thoughts on what makes a game cozy in this PCGamer interview. Check it out!

PPS: If you’d like to receive our dev diaries straight into your mailbox, we have a newsletter 💌

Even 'cozy' gaming's biggest fans can't decide on its definition, but they aren't worried: 'There's a whole lot of grey area, and that's what makes it interesting'




We've undeniably arrived in a boom era for cute, casual, creative games. The numerous descendants of Stardew Valley and Animal Crossing are joined by pastel puzzlers, chill city builders, and adorable adventures. Now that their fans have started seeking out more than farm life sims, they've become known collectively as cozy games to dozens of content creators, their hundreds of thousands of cozy gaming followers, and developers working on the next crop of cozy games...
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Dev Diary - We’re building up 🔼 (+release window update 👀)

Oh my, our first update of 2024. What is a rad way to greet folks in this new day and age? Hi, ahoy, salutations, sup choom! I hope you had a lovely winter break, with a belly full of deliciousness, surrounded by cozies and your loved ones. Even Tom and I broke our hermit mode for a bit, and re-emerged into society to join in on the festivities 🎆 But now, back to Tiny Glade 💪

Ever since the Autumn playtest, I wanted to add bridges (seeing as many people were trying to make them with varying degrees of pain 😅). It took some thinking and iteration on what kind of control scheme would work best, and the design eventually evolved into a more generic system for making buildings elevated!


(are those actually called overhangs? I dunno, but we needed some naming convention in code :D)

This opened up a whole new dimension, literally 😜 Here are some quick tests I did with the new system.



You can make way stranger things now 🧙‍♂️🤪 I’m sure y’all come up with something even crazier and cooler looking! Oh and look, bridges work too! (welp that was the motivation after all)



In Tiny Glade, we want the elements to look cohesive with each other, so adding elevated buildings meant additionally designing a set of systems that would “glue” the pieces together. Thus, we automatically place brackets, supports and stone pillars, which will re-adapt if you move the elevated pieces.



There will of course always be cases we haven’t thought about, considering the freeform nature of the game, but we try to address anything that stands out too much. For example, tiled roofs and flat roofs used to have an unsightly seam - now they will have a row of merlons ✨



The largest chunk of our time is now dedicated to preparing the game for release, as well as crafting a demo. We’re porting prototype systems into shippable code, and doing a lot of improvements across the board. Optimization is an oddly satisfying process, as you have a clear and measurable objective - make the (CPU/GPU) time necessary for a single frame go down. Tom made an automatic system that tracks performance for each of our builds, so we’re now addicted to watching this little crawly critter descend 🤓



Most of our days look something like this 😁👇 Investigating performance, analyzing debug plots, and optimizing the data flow between subsystems. Lots of code, lots of coffee, a touch of zen.



We have a few more shiny gameplay additions, but we want to avoid the remainder of our updates looking programmery like that 👆 So we won’t spoil them all, and instead, pace the new things throughout the future write-ups :3

That brings me to the topic of the release. We said we’d ship in 2024, and it’s 2024, right? Let me just put on my Production Lead hat for a moment… ok, all set 🎩 We have a plan and a launch window in mind. Woo! So, here’s the plan: we know we want to have a demo, so people can try the game, and see if it’s their cup of tea. Since we’ll have a demo, we will want to participate in a Steam Next Fest. The February one is too soon, so we’re aiming for the next one, in June. We want to launch shortly afterwards. Thus, our current guesstimate for Tiny Glade’s release window is Summer 2024. The exact release date will depend on whether we have any major issues to patch, or whether there’s a large game launching next to us, and possibly other factors: maybe we get lucky, and Steam offers to feature our launch on a specific day (anyone from Valve reading this? :D). So yeah, we’ll see how our plan survives contact with reality, but we have a decent degree of confidence (or yolo’ness). We’ll keep you updated!

With all that said, it’s time to wrap up this update. I wish you a beautiful day, and thank you for reading~

Love,
Ana & Tom