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Tiny Glade News

Patch 1.9.0 PREVIEW

Hey y'all!

We have some new flavors for you to sample today 🍲 A sweet & spicy stew including a new feature and a dash of your favorite spice - graphics fixes. The current batch has a bit of a kick though, so unless you're in the mood for that, you might want to come back once we've refined the recipe.

We've prepared a Steam "beta" that you can opt into if you'd like to preview this patch. There's also one more twist: the save files for this beta are separate from the base version of the game - but more on that in a bit.

[h3]New option for freehand walls[/h3]

We've added a new toggle in the color customization menu for freehand walls. The option tells the wall whether it should follow the terrain slope or whether it should maintain a constant max height. This will hopefully eliminate the need to meticulously cut a wall into small chunks just to straighten it 😅 Additionally, if constant height is chosen, the top row of bricks will be filled-in and arches will also maintain constant max height.



[h3]Graphics fixes[/h3]

This new branch integrates fixes from the "rad5k" beta, together with the "lower-gpu-mem-req" beta, and further includes some memory optimizations, that reduce VRAM usage by some 100-200MB. Together, those should also help startup crashes that were due to out-of-memory conditions.

We've been struggling with the Radeon RX 5x00 XT (RDNA 1.0) series of graphics cards being just odd and crashing in mysterious ways. We still don't know the root cause, and it's proving difficult to find. Sometimes random poking at some of our rendering code seems to make it go away, only for it to resurface in a few minutes. AMD's public tools for investigating those issues require at least the RX 6000 series, but we verified our code on NVIDIA machines using their Aftermath SDK, and only spotted one benign issue. The workaround from the "rad5k" branch is the only consistent thing that resolves the crashes so far, which is why we'll be going with that.

We're not integrating the "vk10" or "vk11" betas yet, as we haven't heard enough evidence that they actually helped anyone. If you're an NVIDIA user struggling from the "ERROR_INCOMPATIBLE_DRIVER", do give them a try, but if that doesn't help, the steps on our dedicated troubleshooting page might.

[h3]Misc[/h3]
A few folks have run into window count limits, so we've bumped those.

[h2]Testing this patch preview[/h2]
As mentioned earlier, 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?
  • When using the beta, you won't see the glades you've built in the default branch.
  • You can however copy your 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\Steam\YOUR_STEAM_ID" ("~/.local/share/Tiny Glade/Steam/YOUR_STEAM_ID" on Linux)
  • Please see our troubleshooting guide for more information about saves.
  • The beta saves are not synchronized to Steam Cloud.
  • Some stuff might misbehave, and we might need to makes changes if necessary. Beware that your builds might change ^^
  • 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 main game.
  • After the beta is closed, you'll be able to just (manually) copy over your beta saves into the default branch.


With all that in mind, if you'd like to opt into the beta, and help us test this new batch of changes, go to Tiny Glade in your Steam Library, then Properties → Betas → Beta participation → Select "beta-1_9_0".

Thank you!

Love
Tom & Ana

(small) Patch 1.8.5 - misc fixes

Hi y'all! Another day, another patch 😄

  • Fix crash when merging two walls whose points already share same position thus resulting in duplicate points and failing an internal assertion check
  • Fix brackets gap in half-timbered jettying
  • Fix audio not playing when adjusting wall or fence height when it's fully covered in arches
  • Don't offer continue wall gizmo if in fence mode and vice versa
  • Disable "Try new glade?" first-time menu in favor of classic main menu since it was confusing people
  • Experimental camera keyframe controls: fix F8 not working. Turns out we were filtering it out as a developer hotkey. Oops! My bad ^^"


Thank you for reading and have a good day!

Love,
Ana & Tom

Patch 1.8.4 - 🍂 Glade type switching

Hi, everyone! Hope you're having a nice weekend :3 We continue being mostly in bug hunting/support mode, while adding low-hanging additions here and there. We'll prepare a more comprehensive post in the coming days. Meanwhile, here comes a small update and a few fixes:

[h2]Switch glade type[/h2]

In the gallery, there is now a new button on the bottom of the preview image. If you click it, it will let you switch the glade type of a save file or your current session 🙌



[h2]Fixes[/h2]
  • Fix distant grass being removed if a building touches the glade border
  • Fix a jump when starting to move or edit a fence or a freehand wall underwater
  • Add a temporary translation for deleting glades


[h3]Experimental[/h3]

A few folks asked us about additional camera controls to allow for cinematic camera movement. While we currently don't have the time to make a fully-functioning keyframe editor, there are some tools that we wrote for ourselves when making trailers. These camera tools are now available under a tab called "experimental" in Settings -> Controls (last page). You'll need to bind a key to summon the in-game GUI. Note: these camera keyframes currently only work in build mode, not in photo mode. Please note on Linux, disk saving/loading of camera keyframes only works with Proton right now.

Aaaand that's it for now! Thank you for reading 💚

Love,
Ana & Tom

Patch 1.8.3 - 🎨 window lights and arrowslits can now be colored

Good day, lovely people :3 Here comes another patch 👩‍🔧👨‍🔧

[h3]Fixes[/h3]
  • Fix rare save file corruption where brush size was saved as NaN and history could not be loaded
  • Add additional check to catch rare cases where brush size could become NaN
  • Relax constraints for creating balcony doors next to platforms (sometimes they wouldn't spawn even though it looked like they have enough space)
  • Relax flag placement constraint when under merlons
  • Rename the video setting "Render scale" to "Resolution scale"
  • Nerf the footgun that Resolution scale turned out to be, and make the UI top out at "1.5". If you need higher values, the value is still unclamped in "settings.ron".


[h3]Ongoing issues[/h3]
  • We're still working on the crashes affecting Radeon 5000 XT-series graphics cards. If you're affected, try the "rad5k" beta in Steam.
  • A few players with NVIDIA cards are facing "ERROR_INCOMPATIBLE_DRIVER" which prevents Tiny Glade from launching. If you're affected, there are two betas for you to try: "vk10" and "vk11". Failing that, if you have an AMD CPU, try installing the driver for its built-in graphics. Please let us know if any of that helps (or doesn't help).
  • A few players with integrated graphics are experiencing out-of-memory errors at startup as a result of our own bug. If you suspect you might be affected, please try the "lower-gpu-mem-req" beta.
  • To opt-in to a Steam beta, right click Tiny Glade in your Steam Library, and use Properties → Betas → Beta Participation.


Our next steps will be integrating all those individual fixes into the default build, testing it thoroughly, and deploying to everyone.

We also keep updating out Troubleshooting guide with additional tips, so please check it out if the game doesn't work or misbehaves.

[h2]New stuff[/h2]

To give ourselves some creative breaks from purely bug fixing and crash hunting, we've added a small additional thing:

[h3]Window lights[/h3]

You can now choose which color the windows emit at night! (the secondary half ring). Shoutout to Brooke for sharing a sketch of how the UI could look like.



[h3]Arrowslit color customization[/h3]

It turned out it was tricky to customize the light of arrowslits in code without giving them the full color customization, so... arrowslits can now be colored too :D



Aaaand that's it for now! Thank you for reading and have a good day/night :3

Love,
Ana & Tom

(Small) Patch 1.8.2 + status update on Radeon 5000 XT crashes

Hi, everyone 👋 Here comes a small patch with a few fixes.

[h3]Fixes[/h3]

* Potential fix for accidental enabling of photomode filters while you're in build mode
* Fix haunted rocks in Olden 👻 (they were sometimes floating mid-air when you make a new Olden glade)
* Fix crash when invoking focus mode with RMB on a wall that technically no longer exists
* Add a link to troubleshooting guide in crash report window

[h3]Update on crashes affecting Radeon 5000 XT series[/h3]

We're now in touch with AMD, and both sides are trying to figure it out. We've acquired one of the problematic cards, and could reproduce the issue locally. There's no proper fix for it yet, but we've created a temporary workaround that seems to fix it for at least for some people. See this post for details. We'll keep you posted ❤️

This is it for this one 👩‍🔧👨‍🔧 Hope y'all have a good day!

Love,
Ana & Tom

PS: If you see Steam cloud "out of sync" error, backup your saves! They are located in C:\Users\YOUR_USER_NAME\Saved Games\Tiny Glade\Steam\YOUR_STEAM_ID\saves. We've seen multiple players lose parts of their work because Steam proceeds to download an older save it has in the cloud and just overwrites the current progress without asking.