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The stairs update is finally here!

Hi, everyone! I'm so happy to share that the stairs update has finally landed in the main branch of the game. This is by far our biggest update, and we've been cooking it since *checks calendar* omg, since March x_x Huge thanks to everyone who helped us test it while it was in beta
[h2]Stairs tool[/h2]



The star of this update is of course the new stairs! Initially the tool set was intended for stairs alone, but we've designed it to also accommodate bridges and walkways. You click to place individual nodes, and you can access a detailed editing mode by right-clicking existing stairs. They come with customization of color and railings, and you can even place clutter on top.



Stairs turn into platforms & ladders depending on steepness, and can be attached to walls and flattened roofs.



Stairs understand if you place them on buildings - they snake around towers, and automatically create little platforms to go around corners.



At some point we realized that it would be nice to have the ability to delete supports where you don't want them. But what should happen if all supports are deleted? Should we still try to create a pillar or stilts? Well, luckily we know a few wizards, and they happily lent us some of their spells ๐Ÿง™ Thus, when stairs are unsupported, a magical effect will appear to help them levitate. Of course we conform to the Mana Conservation Act of 2016, and don't cast those spells for nothing - stairs can be non-magically supported by many things, for example a building, a wall, even other supported stairs.

Okay, let's see if there is anything else on my list... ohh! yes! There is also a secret feature ๐Ÿ‘€ If you want a hint: cart + stairs = ??? . If you want another hint: SHOW ME THE SECRET FEATURE. The secret feature comes with additional controls: You can use WASD to go faster, slower as well as lean left and right. There's also an advanced version: cart + cart + cart + stairs = ???.

Full spoilers:


[h2]Cobblestone[/h2]

Another new addition is cobblestone roads. They are located under a path tool, and they come in 3 variants.





You can combine the variants, and blend them with paths, creating more run-down or chaotic surfaces. Me, I'm more of a lawful-alignment cobblestone person, but Iโ€™m very curious how youโ€™re gonna use them! Could this be the sunset of using platforms for cobblestone-clad towns? :o

[h2]New floor textures[/h2]



The old floor pattern got a visual uplift, and acquired new friends: 2 stone and 3 wood patterns. They can be accessed via the customization tool.


[h2]Plaster peel parameter[/h2]



Buildings with plaster got a new customization option: the intensity of plaster peeling off.


[h2]Ability to cycle through clutter[/h2]



You can now select which clutter you want by entering its focus mode (by default, right-click). This also includes additional clutter with carved pumpkins with glowing eyes from the Halloween update, so you don't need to have a special glade anymore to get them.


[h2]Photo mode filters in build mode[/h2]



The filters, brightness, contrast and saturation adjustments will now also be applied in build mode. So if you want to make it more spoopy, or turn summer into a chilly day, now you can do that even while building. To reset it all back to default, select the first filter in the gallery (the one with a bookmark icon), and click the reset buttons next to sliders.

[h2]Auto-save & backup menu[/h2]



We've rewritten our save system, and added autosave in the background. Previously saving the game was an expensive operation, and happened only if you pressed the ESC key, entered photo mode, quit the game, or if the game panicked (crashed in a controlled manner). While this worked fairly well, if your computer lost power or hard-crashed, you could lose progress. Now the game saves automatically and transparently in the background after *every* operation you perform (don't worry about your hard drive's longevity - only the relevant updates are sent to disk).

In addition to that, Tiny Glade will automatically backup your save every 5 minutes, keeping four of those backups around, approximately 5, 10, 60 and 120 minutes old (additional backups are also created upon panics too). This means that if something catastrophic happens to your system, or Steam Cloud goes haywire, you should still be able to load a relevant backup. There's also UI for loading those now.

[h2]Notable visual changes[/h2]

[h3]Circular half-timber rework + roof tiles[/h3]


Timbering on towers has received a visual uplift too! They're no longer made out of small wooden pieces (which could look broken in certain configurations), but instead are one continuous curved wooden beam. The roof tiles have also been upgraded to have more detail.

[h3]Fix snow on platform borders[/h3]

(thank you, anonymous player, for sending us a bug report with this beautiful scene attached)

The snow on auto-generated stairs and platform borders has been cleaned up, so the snowy towns should look more consistent now!

[h2]New music[/h2]

Oda Tilset has composed 5 new music tracks ๐Ÿ’ž one for each glade type.

[h2]Optimizations[/h2]

This patch also includes a number of optimizations, primarily on the CPU side. If the performance on your system was limited by the graphics card, they won't do much, but otherwise you might notice your frame rate doubling in more complex builds.

[h2]Experimental Mac compatibility[/h2]

While we don't yet have a Mac build that we can share, we've been working on it in the background, and made some progress. The fixes and workarounds for Mac's quirks are in our codebase now, and it's now possible to run the Windows version inside a patched CrossOver 25 on macOS on Apple Silicon.

Please note that this is still experimental, and we can't offer assistance with running the game on Mac - we're still unfamiliar with the platform, and the Windowsโ†’macOS translation layers are outside of our control.

Please read our guide for more details.

More disclaimers and stuffs: This is a temporary workaround until we've resolved all remaining issues with native macOS support. Also note that we don't plan to support Intel Macs via macOS - most couldn't run the game due to hardware & driver limitations, and the ones with Radeon cards that could, have been able to run it all along on Linux/Windows via Boot Camp

[h2]Copying your beta saves into the main game[/h2]

If you helped us testing the beta, first of all, a huge thank you!! If you'd like to transfer your beta saves into the main game, you need to manually copy them from the beta saves folder:
* Each save folder is named with a bunch of numbers. You can see which save it is by looking at "screenshot.jpg" inside the folder.
* Copy the desired saves from the "beta-saves" folder into "saves" in "C:/Users/YOUR_USER_NAME/Saved Games/Tiny Glade/Steam/YOUR_STEAM_ID" ("~/.local/share/Tiny Glade/Steam/YOUR_STEAM_ID" on Linux)

[h2]Staying on the old version[/h2]

If you wish to stay on the old version for any reason, it's still available. To switch to the old build, right-click Tiny Glade in your Steam Library, then go to Properties โ†’ Betas โ†’ Beta Participation, and select "old-1_13_2". Please note that we won't support the old version with any new features or fixes.

Please note that an older version of the game won't be able to load saves made by a newer version. Tiny Glade automatically upgrades saves upon loading, so if you downgrade Tiny Glade, it won't be able to load saves that you'd previously saved or loaded in the new version. When in doubt, manually back up your "saves" folder.

If your save file has already been upgraded, and you can't load it in the old game, you can restore the save from a special backup automatically created when upgrading (more info here).

----------------------------------------------------------------------
[h2]Patch notes:[/h2]


Major:
  • โœจ Stairs tool
  • โœจ 3 variants of cobblestone
  • โœจ 5 new floor variants
  • ๐ŸŽข Roller coaster mode
  • โ›‘๏ธ Background autosave and backups


Gameplay & UX:
  • โœจ Add ability to cycle through the available clutter in the clutter focus mode
  • ๐Ÿ‘ฉโ€๐Ÿซ Update starting builds with new features + add 3 new ones
  • ๐ŸŽจ Add customization of plaster peel amount
  • โ›‘๏ธ Add UI for loading game backups
  • โœ Holding "disable snapping" key (default: LCtrl) now prevents windows from turning into doors
  • โœ Rectangle editing now behaves itself when in low camera angles
  • โœ Rectangle rotation is now snappier & no longer does a small jump at the start of an edit
  • โœ‹ Prevent โ€œsheep pet handโ€ from taking over the screen
  • ๐Ÿ’ก Don't offer window light customization for trapdoors (since they donโ€™t emit light)
  • ๐ŸŒฅ๏ธ Adapt object highlight color to surrounding lighting (to avoid excessive contrast at night when hovering over building elements)
  • ๐Ÿ› Fix stuttering when building on water (fix intermittent misses in cursor-terrain intersection)
  • ๐Ÿ› Fix first-person ghost mode (noclip) toggle not working on gamepads/controllers
  • ๐Ÿ–ฑ๏ธ Fix Steam Deck being hesitant to switch to mouse & keyboard mode
  • ๐Ÿ“ˆ Bump max wall limit to 20,480


Visual:
  • ๐Ÿ“ท Apply photo mode filters in build mode too
  • ๐ŸŽจ Add subtle edge damage and remove green noise overlay from roof tiles
  • ๐ŸŽจ Rework circular half-timbering
  • ๐ŸŽจ Fix snow on platform borders and auto-generated stairs
  • ๐ŸŽจ Add random slits to lilypads
  • ๐ŸŽจ Update stone floor texture
  • ๐ŸŽจ Add parallax mapping to floors (ray march all the things!)
  • ๐Ÿ› Remove diagonal supports from wooden pillars on towers if there is not enough space
  • ๐Ÿ› Prevent platforms from going below minimum height limit in very old save files
  • ๐Ÿ› Fix cottage window outlines being glitchy / black / colorful


SFX & Music:
  • ๐ŸŽผ Add five new music tracks
  • ๐Ÿ”Š Tweak undo sounds
  • ๐Ÿ”Š Add an additional audio detail when moving a building overlapping other buildings
  • ๐Ÿ”Š Fix volume difference between placing decorators and moving them
  • ๐Ÿ‘‚ Make path draw sounds quicker to stop
  • ๐Ÿ‘‚ Slightly reduce latency of all audio events
  • ๐Ÿ› Fix window audio not playing when moving camera instead of cursor


Image Quality:
  • ๐Ÿ•ถ๏ธ Speed up brightness adaptation, and fix flicker therein
  • ๐ŸŒ… Add subtle glare (โ€œbloomโ€) around bright objects
  • ๐ŸŒž Fix gradient inversion / dark outline around the sun
  • ๐Ÿ”ฌ Improve quality of indirect lightingโ€™s rough specular reflections
  • ๐Ÿ”ฌ Improve image upsampling quality with "resolution scale" < 1.0 (use edge-adaptive spatial upsampling)
  • ๐Ÿ› Make "white wall" albedo actually white in global illumination (it was greenish)
  • ๐Ÿ› Fix tree branches abruptly disappearing close to the camera
  • ๐Ÿ› Fix depth of field artifacts in close-up tree branches
  • ๐Ÿ› Fix color banding on sky by dithering it
  • ๐Ÿ› Fix additional color banding on sky and other smooth gradients coming from image rescaling
  • ๐Ÿ› Fix black halos around bright objects (clamp negative ringing in image resampling)
  • ๐Ÿ› Fix colors of trees & terrain in global illumination
  • ๐Ÿ› Fix indirect light leaking through terrain
  • ๐Ÿ”ฌ Improve accuracy of shadows in global illumination


Performance:
  • ๐Ÿฆฅ Make the processing of decorators (windows etc.) lazy, so we donโ€™t burn CPU cycles for nothing
  • ๐Ÿ‡ Parallelize the processing of in-world 3D UI
  • ๐Ÿ‡ Tweak level of detail selection for plank meshes (make planks faster and prettier)
  • ๐Ÿ‡ Discard tiny distant objects from being shadow casters
  • ๐Ÿ‡ Parallelize Vulkan command buffer recording
  • ๐Ÿ› Fix duck trajectory planner wasting CPU cycles if ducks canโ€™t find landing spots
  • ๐Ÿ”ฌ Limit max anisotropy of textures from 16 to 4
  • ๐Ÿค Enable BC7 texture compression for more assets
  • ๐Ÿค Switch some assets to BC4 texture compression
  • ๐ŸงŠ Limit menu frame rate to


Platform support:
  • โœจ Add Qualcomm Snapdragon X as a recognized platform (add driver version check & download links)
  • ๐Ÿง Fix color channel swap on Linux + Wayland
  • ๐Ÿง Maybe fix Linux crash reporter copy-to-clipboard
  • ๐Ÿ Add experimental compatibility with patched CrossOver 25 on MacOS
  • ๐Ÿ Add CrossOver/WINE - specific workarounds for the driver info screen being black
  • ๐Ÿ Fix out-of-bounds GPU buffer writes on Mac
  • ๐Ÿ Add compatibility with MoltenVK 1.3+


Misc:
  • ๐Ÿš’ Handle more silly graphics drivers (swapchain image acquisition freezing the game)
  • ๐ŸงŠ Add diagnostic tool for detecting game freezes/hangs (โ€œ--detect-hangโ€ launch parameter)
  • ๐Ÿงฏ Gracefully handle disk write errors in the save system, and surface them via UI
  • ๐Ÿค Slim down save file size a bit
  • ๐ŸŒก๏ธ Default FPS limit to 60 for new game installations
  • ๐Ÿ› Fix numerical overflow crashing long sessions (recycle render instance identifiers)
  • ๐Ÿ› Fix a crash related to near-zero-sized gates
  • ๐Ÿ› Fix half texel offset in CPU-side texture sampling (fix applies only in new glades)
  • ๐Ÿ› Fix ghost lantern & crash when switching from lantern mode to wall eraser
  • ๐Ÿ› Fix an assortment of numerical errors in curve processing
  • ๐Ÿ–– Fix a few graphics validation errors revealed by Vulkan Configuratorโ€™s extra tests
  • ๐Ÿ–– Move from compute- to raster-based presentation for improved compatibility


P.S. If you encounter any bugs, please send us a report by pressing F6 while in the game. If you encounter any crashes, please share the crash codes via Steam forums. We will be actively monitoring them in the upcoming days! Thank you!


(or, should I say, the remainder of summer ๐Ÿ˜„)

Love,
Ana & Tom

P.P.S. build 1.14.0a contains a quick crash fix: sometimes when switching to Halloween glades, the music system was trying to incorrectly reference one of the new tracks (thank you for the swift crash report!)

[BETA 1.14.0] Patch notes

Hi, folks! Usually our betas last only a week or two. and so we keep the patch notes in Discord. This update is way bigger and thus is taking longer to test, so we figured it would be nice to keep you all updated on how it's going. We will be adding the notes into this event as new patches come ๐Ÿ“๐Ÿ™‡โ€โ™€๏ธ

[h3]July 28[/h3]

1.14.0-beta34 is up!
๐Ÿ’… [color menu] When stairs have both magic supports & railings, first offer customization for magic, and then for railings
๐ŸงŠ Don't render the world while in the main menu
๐ŸงŠ Limit menu frame rate to
[h3]July 27[/h3]

1.14.0-beta33c is up!
๐Ÿƒ Optimize stair floor (walkway) rendering by moving it to our GPU-driven pipeline
๐Ÿ› Fix stairs glitching upon cursor hovering control hints
๐Ÿ“ Tweak interaction geo of stairs attached at 90 degrees to walls (it was hard to grab them)

[h3]July 25[/h3]

1.14.0-beta32 is up!
๐Ÿงฒ Fix stair snapping behavior
๐Ÿงน Removed the toggle to switch to pre-1.14.0 tower timberframing. This old version of timberframe doesn't work with stairs, since it's, well, old ^^ and we're getting bug reports on that. We've concluded that it's confusing to have this option offered, since the expectation is that it would work with the rest of the features of the game.
๐Ÿ”ฌ Tweak sensitivity of stair recalculation (should reduce reshuffling on glade reload)
๐Ÿ› [Steam Deck & Gamescope] Fix the cursor staying visible and moving while rotating the camera

[h3]July 24[/h3]

1.14.0-beta31 is up!
๐Ÿ› Fix magic effect not disappearing for grounded ladders with removed supports

1.14.0-beta30 is up!
๐Ÿ‡ Optimization for the stairs magic effect - recalculate the effect only when needed (if you used the magic stairs, we'd greatly appreciate if you check that it still works in your build correctly)
๐ŸŽจ Offer magic effect coloring on ladders too
๐ŸŽจ Don't offer magic effect coloring when no magic effect is present
๐Ÿ› Reset camera lens & artistic effect settings when creating new glades
๐Ÿ› Don't add magic effect if stairs are grounded

Status update: we're getting to the finish line! The biggest remaining piece, the optimization for magic effect, has landed, and now we will be monitoring whether it's stable and works as expected. Assuming no major fixes are required, we're estimating we can ship the update early next week

[h3]July 23[/h3]

1.14.0-beta29 is up!
๐ŸŽจ Add color customization to the stairs magic effect
๐ŸŽจ Magic effect will no longer be reshuffled when moving/changing stair segment, but stay consistent
๐Ÿง‘โ€๐Ÿซ Update starting builds with new features from the update + add 3 new ones
๐Ÿ› Fix stairs UI gizmos sometimes treated as obscured when they shouldn't
๐Ÿ› Fix another crash related to hovering over an add supports button on stairs

[h3]July 22[/h3]

1.14.0-beta28b is very unexciting, and just reduces some internal log spam

1.14.0-beta28 is up! Just fixing an oopsie:
๐Ÿ› Fix a crash when hovering over an add supports button on stairs for a longer section (tysm for the crash reports!)

1.14.0-beta27 is up!
๐Ÿ› Fix stair floors missing a bottom
โœ๏ธ Show approximate preview of arches when hovering over the re-add supports button in stairs focus mode
โš ๏ธ We've run into too many issues with building support removal. We thought we could quickly sneak this into this update as a cool bonus, but it turned out more complicated than we'd anticipated, and we don't want to ship something half-broken ๐Ÿ˜… We've decided to look into it again later to avoid delaying the stairs update any further. Thus, this feature is removed for now. (if you used it in your saves, the effect will remain). Thank you for all the feedback & bug reports ๐Ÿงก P.S: the stairs no-supports work as before, this only affects buildings.

[h3]July 21[/h3]

1.14.0-beta26 is up!
๐Ÿ› Deduplicate pillars between stair segments
๐Ÿ› Random crash fixes

1.14.0-beta25 is up!
๐Ÿ› Fix inability to delete stone supports in stairs that were attached between two different walls/buildings
๐Ÿ› Fix stair stone railing being distorted even when no magic effect was present

[h3]July 20[/h3]

1.14.0-beta24 is up!
โœจ Add ability to remove stair supports by using hammer tool (you can re-add them back in focus mode)
โœจ Add ability to remove building supports by using hammer tool (you can re-add them back in focus mode)
๐Ÿงน Toggle for no-supports for stairs has been removed in favor of the new UX
โœจ Add Qualcomm Snapdragon X as a supported platform
๐Ÿ Add experimental compatibility with patched CrossOver 25 on MacOS
(Needs MoltenVK 1.3. You can use CXPatcher for this; before patching, go to"Advanced Options", and from the "Patch MoltenVK" drop-down at the top, pick "Latest MVK (...)")

You can now remove supports per stair segment. When no supports are present, the stairs will become suspended mid-air with the force of magic ๐Ÿง™However, if a stair section overlaps with any other structure, it will be considered supported, and the magic effect will not appear.
Some of the new code is a bit slow. Please mind the performance gap while we carry out the optimizations ๐Ÿ‘จโ€๐Ÿ”ง๐Ÿ‘ฉโ€๐Ÿ”ง

[h3]July 17[/h3]

1.14.0-beta23 is up!
๐Ÿ› Fix crash on RMB of newly dragged clutter
๐Ÿ› ๏ธ Fix clutter being nuked from stairs on insert or delete point

1.14.0-beta22 is up!
๐Ÿ› Fix crash when moving clutter to an invalid location

1.14.0-beta21 is up!
โœ๏ธ Add a "will be changed" warning to the no-support toggle
๐Ÿ› Don't offer to insert a new stair point when dragging any other gizmo
๐Ÿ› Fix light leaking through terrain in GI
๐Ÿ’ฅ Fix misc stair-related crashes
๐Ÿ’ฅ Fix crash with near-zero-sized gates

[h3]July 16[/h3]

A quick status update: we're getting closer to wrapping up the bug fixing, however, we've realized that the current option for "no supports" on stairs we added in `beta19` doesn't feel like Tiny Glade. We don't want to remove it though, as we see its potential and the fun you can have with it. Therefore, we're going to spend additional time finding a UX that feels at home with Tiny Glade. We're guessing we need an extra week, and the beta will hopefully be finished at the end of next week.

[h3]July 15[/h3]

1.14.0-beta20 is up!
๐Ÿˆ‚๏ธ Translations
โœ๏ธ Auto-attach newly inserted stair points to an appropriate wall or flat roof, if they're inserted into an edge that's attached to same wall/roof
โœ๏ธ Split the building category of the toolbar into two rows
๐Ÿ› Fix leftover plaster on fences for reallzz (it will also be automatically removed if your build has any)
๐Ÿ› Fix continue stairs not always retaining stair style
๐Ÿ› Fix stairs reacting to phantom terrain

[h3]July 14[/h3]

1.14.0-beta19 is up!
โœจ No supports option for stairs (available in the customization menu)
โœ๏ธ Remember last used stair color, railing type and ladder color
๐Ÿ› Don't create half arches if the attachment wall doesn't have enough space for it
๐Ÿ› Sanitize rogue plaster on fences (thank you for the reports! unfortunately, we still can't find a repro for it, but this fix should at least prevent this from happening; if it happens again, please shout!)
๐Ÿ› Fix single node stairs rotation gizmo being misaligned when on flat roofs
๐Ÿ› Don't offer rotating single node stairs if they're wall-attached
๐Ÿ› Don't offer inserting a new point if it's a single node stair

Status update: we're currently wrapping up the remaining issues and bugs. We're hoping to be done by the end of this week / beginning of next week!

[h3]July 13[/h3]

1.14.0-beta18 is up!
โœ๏ธ Allow rotating single node stairs
๐Ÿ› Fix roof-attached single node stairs having pillars going all the way down to terrain
๐Ÿ› Fix pillar bottoms stealing "insert point" focus
๐Ÿ› Fix ladders slightly floating above terrain/roofs
๐Ÿ› Fix ladders creating floor supports when elevation wasn't high enough


[h3]July 12[/h3]

1.14.0-beta17 is up!
โš™ Add a toggle in game settings for the old-style timberframe
๐Ÿ› Fix phantom lantern & crash when switching from lantern mode to wall eraser
๐Ÿ› Fix crashes in assembly of near-zero-length railings
๐Ÿ› Fix flicker of clutter move UI, and related random crashes

[h3]July 11[/h3]

1.14.0-beta16 is up (just a few smol things cause we're taking a mini break)
๐Ÿ”จ Extra check for railing generation on two separate buildings
:blame_AMD: Add an extra AMD driver DLL check to the crash reporter
๐Ÿ› Fix instance index overflow crashing long sessions
๐Ÿง Maybe fix Linux crash reporter copy to clipboard
๐ŸŽข Fix coaster flicker & excessive stair-attached deco recalc
๐Ÿ”จ Harden save file writing some more against disk errors

[h3]July 09[/h3]

โœจ Wooden railings for stairs
๐Ÿ•ฐ๏ธ Fix stairs undo/redo weirdness when splitting walls
๐ŸŽข Input prompt for rollercoaster now correctly displays with controller
๐Ÿ› Fix UI gizmos sometimes splitting into two (thank you for the F6 reports!!); turns out the camera distortion from photomode was applied to one rendering pass, but not the other
๐Ÿ› Disallow diagonal supports for wooden pillars on towers if the pillar is too short
๐Ÿ› Tweak sensitivity of discarding railing ends
๐Ÿ› Fix bald grass after last stair segment is removed (fr fr no cap this time)
๐Ÿ› Fix color flashes in bloom when resizing the window sometimes
๐Ÿ› Make bloom scale resolution-independent
๐Ÿ› Fix black halos around bright objects
๐Ÿ”ฌ Improve image upsampling quality with "resolution scale" < 1.0 (use edge-adaptive spatial upsampling)
๐Ÿ› Fix walls blinking out of existence during replay
๐Ÿงฏ Gracefully handle file "access denied" operating system errors in the save system
:blame_AMD: Handle more silly behavior of graphics drivers (swapchain image acquisition hanging)
๐ŸงŠ Add game hang/freeze detector (--detect-hang launch parameter)

[h3]July 07[/h3]

1.14.0-beta14 is up!
๐Ÿ”Š Stairs have proper SFX now~
๐Ÿ‘จโ€๐Ÿซ Control hints/tutorial for stairs
๐ŸŽจ Add railing to the ends of wall-attached stairs
๐Ÿ› Fix gaps in curved timberframing
๐Ÿ› Fix decorator & wall sfx not playing when moving the camera with wasd, but keeping the cursor still
๐Ÿงฏ Gracefully handle disk write errors in the save system

[h3]July 06[/h3]
1.14.0-beta13 is up, with some rollercoaster silliness from last night's hacking, and one fix from Ana who's doing real work
๐ŸŽข Fix the disappearing cart problem
๐ŸŽข Don't forget the last segment for closed tracks
๐ŸŽข Add WASD controls
๐ŸŽข Don't play footstep sounds in coaster
๐ŸŽข Make the simulation framerate-independent
๐Ÿ‘ฎโ€โ™€๏ธ๐ŸŒณ Tighten tree border control

[h3]July 05[/h3]

1.14.0-beta12 is up!
๐Ÿ› Fix duck trajectory planner wasting CPU cycles
๐Ÿ› Fix fences contracting plasteritis
๐Ÿ‘ฎโ€โ™€๏ธ๐ŸŒณ Implement tree border control
๐Ÿ› Fix window-related crashes when merging walls
๐ŸชŸ๐Ÿšช Eat the balcony cake and have it too

[h3]July 04[/h3]

1.14.0-beta11 is up!
โœจ Added ability to cycle through the available clutter in the clutter focus mode (ideally, we'd have a proper menu, but this should help meanwhile!)
๐ŸŽจ Make stair bricks look more random
โœ‹ Prevent sheep pet hand from taking over the screen
โœ Revert LCtrl preventing windows from turning into doors, but make smallest width stairs not create doors
โœ Keep stair stubs when you click and don't move
โœ When placing stairs, they no longer disappear when you hover over other decorators
๐Ÿ› Fix decorators not recomputing on changing terrain
๐Ÿ› Fix ladder floors not having edges (oopise from adding railings)
๐Ÿ› Fix newly-connected stairs not inheriting the parameters such as ladder color, railings and color (otherwise, things get mismatch in history when coloring)
๐Ÿ› Prevent stair steps sinking too low
๐Ÿ› Undo accidental rotation change of clutter on round towers (affects clutter on round roofs, but matches non-beta)
๐Ÿ”‰ Fix photomode icon playing brick sound
๐ŸŽข ????????

[h3]July 03[/h3]

1.14.0-beta10 is up!
โœจ Added stair railings
โœ Prevent stairs trying to snap to angled roofs
โœ Don't offer attachment to existing stairs if snapping is disabled
โœ Don't snap stairs to walls if snapping is disabled
โœ Reverse color of plaster icons
๐Ÿ› Fix pillar collision geometry preventing interaction with stairs gizmos when in water
๐Ÿ› Fix ghost mode toggle not working in FPS camera with controller input

[h3]July 02[/h3]

1.14.0-beta is up!
๐Ÿ‘‚ Make path draw sounds quicker to stop
๐Ÿ› Prevent stairs from splitting into ladders & walkways in edge cases where you don't expect it
๐Ÿ› Arrest illegal ladders & arches that would fix themselves upon reloading the game
๐Ÿ› Fix color banding on sky
๐Ÿ› Fix DoF artifacts in close-up tree branches
๐Ÿ› Fix tree branches abruptly disappearing close to the camera
๐ŸŽข ????????

[h3]July 01[/h3]

1.14.0-beta8 is up!
โœ Holding "disable snapping" key (default: LCtrl) now prevents windows from turning into doors
โœ Rectangle editing now behaves itself when in low camera angles
โœ Rectangle rotation is now snappier & no longer does a small jump at the start of an edit
๐Ÿ› Fix cases when stair gizmos become unresponsive in focus mode when there are lots of stairs around
๐Ÿ”Š Fix volume difference between placing decorators and moving them

[h3]June 30[/h3]

1.14.0-beta7 is up! It's a very ๐Ÿ›๐Ÿ”ซ patch
๐Ÿ› Fix building pillars ignoring stairs
๐Ÿ› Fix stair placement disappearing when hovering over existing stair nodes
๐Ÿ› Fix single node stairs not offering to be connected to existing stairs
๐Ÿ› Fix stairs UI being shown in main menu
๐Ÿ’ฅ Misc crash fixes
:blameintel: Fix stutterfest on Intel UHD

[h3]June 29[/h3]

1.14.0-beta6 is up!
๐Ÿ“ Railings/merlons are now removed around stairs, walkways & ladders
๐Ÿค Slightly increased the slope at which walkways turn into stairs, to make ramps more useful
๐Ÿ› Fixed visual glitches on sloped walkways

This will likely affect some features of your builds, especially if you overlapped buildings & stairs a bunch, e.g. for making bridges with railings. Those are still possible using similar approaches, just might need a slight nudge to the stairs and/or platforms.

1.14.0-beta5 is up!
๐Ÿ› fix missing stair pillars when underwater
๐Ÿ› fix single node stair supports being too skinny after the previous patch (oops)
โœ better stairs UI responsiveness when hovering over gizmos
๐ŸŒฅ๏ธ derive edit highlight from sky brightness (to avoid overly bright highlight at night)
๐ŸŽจ ladder bottom point no longer offsets forward if it's connected to another ladder (for more continuous ladder sculptures and masts ;D)

[h3]June 28[/h3]

A new build is up! (1.14.0-beta4)
๐Ÿ› When in focus mode, you can interact with move, height & insert point gizmos even when obstructed by a wall
๐ŸŽจ Single-node stairs now have arches
๐ŸŒ€ Stair-attached decorators can be rotated
๐Ÿค Stairs can have a slightly smaller min width

๐Ÿ‘‰ Your stair-attached clutter will likely change its rotation due to this update. Pardon the inconvenience, but 'twas necessary to allow rotation editing.

1.14.0(beta3) is up
Fix doors not spawning ๐Ÿšช :sheephammer:

[h3]June 27[/h3]

1.14.0(beta2) is up!
โœจ Ladders can now be colored
๐Ÿ› Fixed the ghost stairs that rotated with the camera
๐Ÿ› Fixed plaster peel leaking wall preview color when hovered
๐Ÿ› Offer plaster peel option for freehand walls as well
๐Ÿ› ๏ธ Made gizmos smaller in focus mode when stair nodes are close to each other
๐Ÿ› ๏ธ Modified min width for stairs to be no slimmer than brick depth (otherwise it exposed gaps)

[BETA 1.14.0] Cobblestone, stairs, new floors and more

[p]
Helloooo, everyone! We're finally ready to start testing our biggest update yet ๐Ÿ™Œ

There are a looooot of misc fixes and smaller things - we'll do the full notes once the patch is released in the game proper, but for the sake of brevity, for now I'll highlight only the main stuff. That's where we'd appreciate your help testing - we'd be super grateful if you report bugs (via F6) and crashes (via the crash reporter's pop-up window) ๐Ÿ™ Tom & I will be actively monitoring and fixing things as they pop up. If you need a reminder on how betas work and how to opt-in, please see instructions at the bottom of the post. All righty! Without any further ado:[/p]

[h3]Stairs[/h3][p]
[/p][p]The biggest addition is of course stairs! They turn into platforms & ladders depending on steepness, and can be attached to walls and flattened roofs. You can access a detailed editing mode by right-clicking them, and you can even place clutter on top of them. Please note that the SFX is a work-in-progress. We didn't want to stall the playtesting, and we still need to add the final sounds (the ones in the game are placeholders, and will change). [/p]

[h3]Cobblestone[/h3][p]

There are 3 new cobblestone variants of path tool!

[/p][h3]New floor patterns[/h3][p]

The old floor pattern got a visual uplift, and acquired new friends: 2 stone and 3 wood patterns. They can be accessed via the customization tool.

[/p][h3]New music[/h3][p]
Oda Tilset composed 5 new tracks for us ๐Ÿ’ž one for each glade season.

[/p][h3]Circular timbering rework[/h3][p]



Timbering on towers has received a visual uplift too! They're no longer made out of small wooden pieces, but instead are one continuous curved wooden beam. This should look way neater, especially on narrow towers :3

[/p][h3]Photomode filters in game mode[/h3][p]

The filters, brightness, contrast or saturation adjustments will now be also applied to the game mode. So if you want to make it more spoopy, or turn summer into a chilly day, now you can do that even while building. To reset it back to default, select the first filter in the gallery (the one with a bookmark icon).

[/p][h3]Auto-save & backup menu[/h3][p]

We've rewritten our save system, and added autosave in the background. Previously saving the game was an expensive operation, and happened only if you pressed the ESC key, entered photo mode, quit the game, or of the game panicked (crashed in a controlled manner). While this worked fairly well, if your computer lost power or hard-crashed, you could lose progress. Now the game saves automatically and transparently in the background after *every* operation you perform (don't worry about your hard drive's longevity - only the relevant updates are sent to disk).

In addition to that, Tiny Glade will automatically backup your save every 5 minutes, keeping four of those backups around, approximately 5, 10, 60 and 120 minutes old (additional backups are also created upon panics too). This means that if something catastrophic happens to your system, or Steam Cloud goes haywire, you should still be able to load a relevant backup. There's also UI for loading those.

[/p][h3]Testing this beta patch[/h3][p]
If you'd like to help out and opt into the beta, go to Tiny Glade in your Steam Library, then Properties โ†’ Betas โ†’ Beta participation โ†’ Select "beta-1_14_0".

The save files of this beta are separate from the main version of the game, and this is a beta rather than a regular patch. What does that all mean?
[/p]
  • When using the beta, you won't see the glades you've built in the default branch.
  • We made beta saves separate from the regular saves because the beta branch contains new code unavailable in the default branch. Thus, the save files created in beta won't work in the default branch until we merge the beta into the default branch.
  • You can however copy your previous saves manually into the beta if you like.
  • Saves for the beta are in the "beta-saves" folder alongside "saves" in "C:\Users\YOUR_USER_NAME\Saved Games\Tiny Glade\SteamYOUR_STEAM_ID" ("~/.local/share/Tiny Glade/Steam/YOUR_STEAM_ID" on Linux)
  • The beta saves are not synchronized to Steam Cloud.
  • Some stuff might misbehave, and we might need to make changes if necessary. Beware that your beta builds might change
  • After the beta is closed, you'll be able to just (manually) copy over your beta saves into the regular saves folder.
  • Please see our troubleshooting guide for more information about saves.
[p]
[/p][h3]How to report a bug[/h3][p]If you encounter something broken, or would like to send any feedback about this beta, we'd appreciate an in-game report using the F6 key ๐Ÿ“ If the matter would benefit from a discussion, you're also welcome to write a comment to this post or on Discord.

Thank you for reading and playing! We hope you have fun ๐Ÿ’š

Love,
Ana & Tom[/p]

Cozy castle builder literally hits next level as Tiny Glade announces stairs, its 'biggest and most complicated change' yet




Cozy sandbox castle builder Tiny Glade has announced that its next update is currently in the works, and a number of new features are being added. As detailed in a post shared to the Steam page, the update has "accumulated quite a few goodies". But, we don't know when exactly this update will be coming. So for now, we just have to stare lovingly at what we've got...
Read more.

Dev Diary: Cobblestone & Stairs

Hi, everyone! Hope youโ€™re well and starting to feel all summery ๐ŸŒž Weโ€™ve been working on the next update, which has now accumulated quite a few goodies. Lemme give you a tiny sneak peek :3

Weโ€™re adding cobblestone! At some point I started toying with parallax mapping, and after a few promising experiments, Tom & I had a Bilbo Baggins moment of โ€œwhy shouldnโ€™t we make cobblestone with itโ€. We both got super geeky tweaking the art & shaders, and it was some of the most fun I had in recent memory of Tiny Glade development. After multiple very obsessive days, we've arrived at three cobblestone variants. Iโ€™m chuffed that we got it to perform well too (thanks, Tom!).



You can combine the variants and blend them with paths, creating more run-down or chaotic surfaces. Me, I'm more of a lawful-alignment cobblestone person, but Iโ€™m very curious how youโ€™re gonna use it! Could this be the sunset of using platforms for cobblestone-clad towns? :o



Still, the most exciting feature weโ€™re working on is stairs. Up till now, youโ€™d make those by manually aligning tiny wall pieces, which gets, ummm, rather laboriousโ€ฆ I did that for two daily themes, and it will forever be etched in my memory T_T Welp, perhaps soon we can say goodbye to that! Here is a GIF of what we have now (but please bear in mind this is very work-in-progress stuff, and will change).



Weโ€™re now ironing out various edge cases, of which there are many... Stairs are the biggest and most complicated change weโ€™ve done since Tiny Gladeโ€™s launch. For them to feel the way we want, weโ€™ve reworked several systems around object generation, attachment, and various bookkeeping. Itโ€™s our 5th prototype now; this one is finally starting to feel good, and, dare I say, fun to play with (Tom screaming in the background: โ€œnooo, donโ€™t say the f-word, youโ€™ll jinx it!โ€). Anyway, thatโ€™s very motivating, compared to when, you know, you just conclude itโ€™s a dead end, and throw everything away >_
Thereโ€™re more (smaller) things coming too, but Iโ€™m gonna keep them a surprise ๐ŸŽ

Anyhoo, thatโ€™s all~ Thank you for reading, and we wish you a lovely day!

Love,
Ana & Tom